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sq13610

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About sq13610

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  1. Placing Mode

    Ok but how? I've finally worked out how to do it. For whatever reason in Cities XL 11 when you select "Placing Mode" on the main menu and then start a new city placing mode reverts to being off. To turn it on you have to hit F1 whilst "in city", bring up the options menu and turn it back on. Only then does an extra icon appear on your build options that allows you to place buildings. Took me blooming ages to figure out how to get round what can only be described as a very minor but very irritating bug.
  2. Placing Mode

    Ok but how? I've finally worked out how to do it. For whatever reason in Cities XL 11 when you select "Placing Mode" on the main menu and then start a new city placing mode reverts to being off. To turn it on you have to hit F1 whilst "in city", bring up the options menu and turn it back on. Only then does an extra icon appear on your build options that allows you to place buildings. Took me blooming ages to figure out how to get round what can only be described as a very minor but very irritating bug.
  3. Placing Mode

    Ok but how? I've finally worked out how to do it. For whatever reason in Cities XL 11 when you select "Placing Mode" on the main menu and then start a new city placing mode reverts to being off. To turn it on you have to hit F1 whilst "in city", bring up the options menu and turn it back on. Only then does an extra icon appear on your build options that allows you to place buildings. Took me blooming ages to figure out how to get round what can only be described as a very minor but very irritating bug.
  4. Placing Mode

    When you say "your own buildings" do you mean ones that you have designed or choosing which building you want to place from the in-game models? If it's the latter, I can't work out how to do it.
  5. Placing Mode

    When you say "your own buildings" do you mean ones that you have designed or choosing which building you want to place from the in-game models? If it's the latter, I can't work out how to do it.
  6. Protectorate of Thales

    Part III Primary Industries The dry valley between Heraclitus Ridge and The Downs was identified as the best place to develop some primary industries. Neighbouring Salkenburg is a manufacturing powerhouse and provides a ready market for Thales' industrial production and a road link is nearby. Two small towns were established to provide workers for the industries. Cratylus and Archytas are close enough to each other to be able to share education and healthcare services. Cratylus, in the shadow of the Heraclitus ridge provides the bulk of the offices required for the administration of the industries. Hestinium Village in the foreground looking north showing the twin towns of Cratylus and Archytas and the Heraclitus Ridge. Looking east over the industrial park. A view from the top of the chimney looking west to The Downs and the Salkenbug link road A terraced housing for the workers in Archytas A more salubrious neighbourhood. Looking south from the Heraclitus Ridge over Cratylus and farmland to Hestinium Village. Population: 15,206 (61%U – 37%S – 0%E) I guess these figures are rounded down. Cashflow: 47,848 Tokens: 13 Food, 3 Industry, -1 Fuel, -1 Manuf., -1 Water.
  7. Protectorate of Thales

    Part III Primary Industries The dry valley between Heraclitus Ridge and The Downs was identified as the best place to develop some primary industries. Neighbouring Salkenburg is a manufacturing powerhouse and provides a ready market for Thales' industrial production and a road link is nearby. Two small towns were established to provide workers for the industries. Cratylus and Archytas are close enough to each other to be able to share education and healthcare services. Cratylus, in the shadow of the Heraclitus ridge provides the bulk of the offices required for the administration of the industries. Hestinium Village in the foreground looking north showing the twin towns of Cratylus and Archytas and the Heraclitus Ridge. Looking east over the industrial park. A view from the top of the chimney looking west to The Downs and the Salkenbug link road A terraced housing for the workers in Archytas A more salubrious neighbourhood. Looking south from the Heraclitus Ridge over Cratylus and farmland to Hestinium Village. Population: 15,206 (61%U – 37%S – 0%E) I guess these figures are rounded down. Cashflow: 47,848 Tokens: 13 Food, 3 Industry, -1 Fuel, -1 Manuf., -1 Water.
  8. Part I A History The Thales Accord finally brought to an end centuries of war over this fertile land. The three great powers of Polmenta to the south west, Salkenburg to the North and Kanisar to the East were brought to peace by a great warrior and inspirational leader of men. Thales. Thales had been a mercenary from the island Kingdom of Hestinium, brought to this land by the promise of riches to those that could bring victory. Thales had no loyalty other than to his own desire for wealth. He fought on all three sides during his first twelve years. He saw the waters of the great river run red with blood; he saw men frozen like statues during the harsh winters; he saw skeletal figures eating rats and grass in the vain struggle for survival; he saw the madness and pustules of bolsepsia disease; he realised that this war could not be won. He saw the desire of men to return home; he saw their despair at the pointless slaughter; he felt their anger at their leaders and he reached out to them all. In another six years, Thales became the leader that the armies of all three sides looked to. Thales was no longer a warrior but a man of peace. The fighting stopped and the rulers of Polmenta, Salkenburg and Kanisar fearing rebellion came to the table. In the accord that was reached the three great powers relinquished all claims over the territory and Thales was inaugurated as the First Protector. The peace held. The scars of war were too deep and every blade of grass in the Protectorate of Thales held too many horrific memories for there to be any desire to return. Thales lived a subsistence life in the Protectorate that now bore his name. He feared that if he exploited the rich soil the envious eyes of the three powers would once again turn towards the Anaximander River. When he died, his eldest daughter became the Second Protector of Thales. Three centuries passed and now the Republics of Polmenta, Salkenburg and Kanisar have wealth from across the globe. They have no need of the riches that Thales has to offer. Seventeen Protectors have come and gone and each one has kept the land unspoiled. But these are enlightened times of economic and political co-operation and the Eighteenth Protector of Thales has the support of his neighbours to develop the land. Part II Humble Beginnings For the first time in three hundred and fifty years a road connection is established with Salkenburg and Kanisar. No connection yet to Polmenta. On the site of the old Protectors small farm a village is developed and named Hestinium after the original Protector's homeland. This will provide workers for the surrounding farms. 50 farms have been developed and a couple of water towers erected to supply the farms with water. There are 5 silos and one fertiliser factory. Thales produces 13 tokens of food – production 17.5, consumption 3.6. Population is 2557 (84% U - 13% S – 1% E) this adds up to 98% so quite where the other 2% are is anybody's guess. Cash flow is +35,954 The land is Thales' cheapest way to generate an income in these early stages but if it is to thrive it must develop some industry. Surveyors have been sent to find suitable areas for industrial development. In the meantime Thales is a thriving and happy little community with a BIG future. Watch this space.
  9. Protectorate of Thales

    Part I A History The Thales Accord finally brought to an end centuries of war over this fertile land. The three great powers of Polmenta to the south west, Salkenburg to the North and Kanisar to the East were brought to peace by a great warrior and inspirational leader of men. Thales. Thales had been a mercenary from the island Kingdom of Hestinium, brought to this land by the promise of riches to those that could bring victory. Thales had no loyalty other than to his own desire for wealth. He fought on all three sides during his first twelve years. He saw the waters of the great river run red with blood; he saw men frozen like statues during the harsh winters; he saw skeletal figures eating rats and grass in the vain struggle for survival; he saw the madness and pustules of bolsepsia disease; he realised that this war could not be won. He saw the desire of men to return home; he saw their despair at the pointless slaughter; he felt their anger at their leaders and he reached out to them all. In another six years, Thales became the leader that the armies of all three sides looked to. Thales was no longer a warrior but a man of peace. The fighting stopped and the rulers of Polmenta, Salkenburg and Kanisar fearing rebellion came to the table. In the accord that was reached the three great powers relinquished all claims over the territory and Thales was inaugurated as the First Protector. The peace held. The scars of war were too deep and every blade of grass in the Protectorate of Thales held too many horrific memories for there to be any desire to return. Thales lived a subsistence life in the Protectorate that now bore his name. He feared that if he exploited the rich soil the envious eyes of the three powers would once again turn towards the Anaximander River. When he died, his eldest daughter became the Second Protector of Thales. Three centuries passed and now the Republics of Polmenta, Salkenburg and Kanisar have wealth from across the globe. They have no need of the riches that Thales has to offer. Seventeen Protectors have come and gone and each one has kept the land unspoiled. But these are enlightened times of economic and political co-operation and the Eighteenth Protector of Thales has the support of his neighbours to develop the land. Part II Humble Beginnings For the first time in three hundred and fifty years a road connection is established with Salkenburg and Kanisar. No connection yet to Polmenta. On the site of the old Protectors small farm a village is developed and named Hestinium after the original Protector's homeland. This will provide workers for the surrounding farms. 50 farms have been developed and a couple of water towers erected to supply the farms with water. There are 5 silos and one fertiliser factory. Thales produces 13 tokens of food – production 17.5, consumption 3.6. Population is 2557 (84% U - 13% S – 1% E) this adds up to 98% so quite where the other 2% are is anybody's guess. Cash flow is +35,954 The land is Thales' cheapest way to generate an income in these early stages but if it is to thrive it must develop some industry. Surveyors have been sent to find suitable areas for industrial development. In the meantime Thales is a thriving and happy little community with a BIG future. Watch this space.
  10. Placing Mode

    Placing Mode - Toggle individual buildings/zones What does this option do? I don't see any difference whether I have it on or off.
  11. Placing Mode

    Placing Mode - Toggle individual buildings/zones What does this option do? I don't see any difference whether I have it on or off.
  12. Southern Hills

    Version 1.0

    603 Downloads

    Southern Hills is a region based on all the features of Southern England. Those of you who know the place will recognise the Thames Estuary and London Basin, The South Downs and Beachy Head, Portsmouth Harbour, Southampton, Isle of Wight, Dartmoor, Salisbury Plain and other familiar places. There are no mountains, just gently rolling hills. I have tried to optimise the city borders to make each city tile contain interesting challenges and a good number of neighbours. This is an SC4M file and you will require SC4 Terraformer v1.0 to open it.
  13. Problem with a river

    Just a point of clarification. There are TWO query tools. Using the standard query tool you will get a reading of (for example) 58/64 for a particular workplace. This means that if conditions were perfect this workplace would offer 64 jobs but that currently there are only 58 jobs available because conditions are not perfect (too much pollution, lack of neighbour connections no water etc etc). Using the traffic query tool tells us exactly how many of those 58 available jobs are filled and how each worker gets to the workplace.
  14. Hmm!! This thread has been running a while. I visited Australia for a few months at the end of last year to watch 'The Ashes'. Sydney is definately the face of Australia with its iconic structures and beaches but I liked it far less than Melbourne or Adelaide. The Mass Transit is awful (very important to a visitor), hanging about in traffic on buses mostly; the ferries are cool though, I enjoyed commuting to the suburbs by ferry. And too many sex shops and prostitutes. The number of times I was asked ..... well, you know..... I also thought that the Opera House was quite ugly. It's a very photogenic building but I did find it ugly. Melbourne was superb (although it was bloody cold!). The trams and trains were efficient. There was a feeling of space (not all cramped up and enclosing like Sydney), wide streets with trams running down the centre and districts each with their own slightly different character (Collingwood, St Kilda, Fitzroy, Williamstown etc) separated by immaculate parks and gardens. Adelaide reminded me of England and was very pleasant but I have to agree with an earlier post in this thread, we did kind of run out of ideas to entertain ourselves after a while. The locals were none to sympathetic about the Test result either but I suppose I can't hold that against them, I didn't have much sympathy for them in 2005.
  15. A very long walk

    So, I'm developing a city to accompany a couple of others that are well under-way and taking great care to avoid the "sims in orbit" problem. I build some industry near the map centre and plan to develop the area around the ferry port as a commercial district. Sims were already working in the city to the south (there weren't enough jobs so I don't mind this). In order to get them to work in the city where they live I force them to go through the (future) commercial district and past the new industrial park so that they take these jobs first. Forcing sims to drive past employment centres to get to a neighbour usually works well in this respect. The result was that these sims elected to stay in their neighbour city jobs but were prepared to walk an astonishing 156 tiles to get to the edge of the map!! Commute times rose by a paltry 5 minutes (NAM Radical in operation). How on earth has this happenned and how on earth can I fix it!
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