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Everything posted by kiwispanker
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@cityplanner & @danny-1990: i thought the avatar trap was fixed but i can try to see what you're all referring. just to help out with your issues, do you have limited edition or not? what is the version number on that sign-in screen? @wyllman: medieval is a thought, but i wanted to just make the additional xmas roads as addons only. but perhaps if everyone prefers the xmas roads as their own icon, without upgrades to other xmas road directions - but without their normal road counterparts, then i can easily just add the package and MS18 tags. @at everyone: would you prefer that? xmas roads as their own buttons in the medieval road submenu? or xmas roads that are hidden but where you can easily upgrade a stretch of road into an xmas road of your choice?
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Originally posted by: Davir And if i download them, what folde shall i set them inquote> C:\Program Files (x86)\Monte Cristo\Cities XL\Paks You can also find more mods in the mod section here or here. Remember that some mods don't work well with others; and could cause duplicates. Namely most of the latest buildings that povis123 and karel53 unlocked are now included in the Unlocker Mod. The main mods that I recommend is the CXL Unlocker Mod v2 (and the hotfix below it) and the Full Sandbox for SIngle Player mod (which is neccessary for the Unlocker mod to work). Other fun ones that I like are the New Farms and New Plazas, Bulldozer Mod Extra Terraforming, Tree Mod, and any of Skimbo's road texture mods. For graphics, I'd suggest Light replacement mod, Higher (or Highest) VeryLow Settings mod, and maybe the Cameramod (although if your mouse is too sensitive you may not like it....however there is a way to easily mod that as well --- to make the mouse less sensitive; that's what i did for myself.) There is also a mod request forum. If you have any idea or requests please ask!!
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does this happen with one specific city or any/all cities? are you sure it says &soloinfo0? that is definitely strange. what happens when you load the city without any mods? it may crash still - but for a different and understandable reason.
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no play button...hmmm what version does it say at the sign in screen? do you have normal or limited edition? have you made the avatar yet?
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i believe the el-train/subway is already fully-modeled in the original game; we just can't get it working yet. i really hope to see more images of completely new buildings. but i guess it's understandable that FHI has to debug MC's flaws like the memory leak, texture glitches, working transportation, before adding new content. i'm also not getting too excited about advertising screenshots. you knows if they were touched up. do you guys remember MC's http://www.youtube.com/watch?v=BBUQLi3PnRc? i wish we had moving trains with sparks coming off of the electrical cables.
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haha. i find it pretty hard to use the original solo trading system; although what is harder is making a completely self-sufficient city. moaku's sandbox mod (i believe) allows you to set the price that omnicorp will buy and seel resources. if you don't want to worry about money, then you can always set the omni's sell price to low and omni's buy price to high. so you just buy from them at a low price and sell it for a profit. the problem comes later when you run out of transportation city-links to fix that, you can add jeremy12's more city links mod which decreases the amount of "purple" that a newly plopped city link takes away. also, there are some other cheats like my money bank building which gives you a ton of money withouth doing the above buy/sell steps. i was also thinking about making a couple more cheat mods that would give you a bunch of freight and passenger points, and one to max out your citizens satisfaction levels - so they'll never be sad. another mod could be that buildings would never or rarely go bankrupt. hmm...just some ideas.
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Originally posted by: mcsnetworks This mod: CXL Unlocker Mod v.2.0 [Addon patch], has a bug in it. It unlocks a "Large Materials Warehouse" which is a high tech building. It builds at twice it normal size which creates graphics issues when it builds over other buildings and it normally doesnt make a road connection to the building.quote> thanks for letting me know mcsnetworks! i've actually never seen that building before - it's really nice. I suppose MC locked it because it "sometimes" has texture issues. when i had originally unlocked it, i didn't notice that it was a special (T4) building and thus placed it with the rest of the T3 buildings. Now it can be found in the correct hightech submenu - T4 section (for special buildings). i'll add it in with an updated version of the hotfix (found on STEX) if i get any more bugs; as for now you can just download the quick patch here: http://www.mediafire.com/?vzjmnynkwte ************************ also, Wyllman do you think it's possible to change the placement of the road info panel? i've noticed that the panel can only hold 26 dds buttons; and if you have a couple of mods that gives you upgradable roads (like one of skimbo's mods plus my christmas mod) then you'll end up with missing - off the screen - buttons. i wonder if there's a way to either move the panel up or to widen it. what do you think?
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Version 1.0
2,598 Downloads
As per request, I created some class files for all of the old Christmas roads. BUT, now you can ingame change your road to and from the Christmas road. I also fixed some bugs that MC left (with bus stops) and added custom thumbnails with little christmas lights to distinguish them from their non-festive counterpart. Installation: place .patch file into your paks folder @ c:/program files/monte cristo/paks Dependencies: None (well, the December patch from MC) Incompatibilities: This patch will work with other mods, including Skimbo's road texture mods (as pictured). The christmas shop wasn't included in this patch because it alread exists in several building unlocker mods (including the Unlocker Mod version 2 with the latest hotfix). I created a new thread in the CXL custom creation forum; please post any issues or bugs there. Thank you. List of roads (23 upgrades in total) Large Avenue 5 lane one-way (normal and inverse) 3 lane + 2 lane (normal and inverse) 3 Normal types (with & without trees) 2x2 one-way with median (normal and inverse / with & without trees) Small Avenue Default two-way avenue One-way avenue (normal and inverse) Simple Road Default two-way road One-way road (normal and inverse) Street Default two-way road One-way road (normal and inverse) -
Originally posted by: mr-tom Originally posted by: GlobexCo I can't believe it! I'm going to contact Focus to see what they think about this unlocker mod... quote> Interesting. Can't imagine they'll like it, but things like the England pack, many of us paid for under planet offer, they're still not supporting CXL and frankly they can't really afford to stomp on the community if they want to sell 2011... quote> yeah sadly, the unlocker mod will probably be obsolete. it's purpose is to unlock PO content (maps, eng. packs) and restore half broken buildings (including the gems) Focus have already put up 45(?) maps and (a few) new buildings. Plus, what takes us a week to fix all of these buildings, would take them a day because they actually own the tools to do so. Believe me, i hate crunching numbers in they layout files; FHI could just simple plug in and go. however, like jeremy12 mentioned, some other mods that add content to the game should still work. *side note, i really hope we get (included with purchase) all of the PO things; the gems i could understand they'd want to sell seperately at a discount.
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Originally posted by: Asheroo Looks quite amazing, especially with the trains, the chinatown pack, and the harbour/wharf jetty path and buildings, can't wait to build a wharf town and build an elevated train system. @ Mr Tom - Look at the other pictures and you'll see an elevated subway. @ Heblem - Those things probably won't be fixed. They only wanted to provide a few technical fixes and a fair bit of new features instead of fixing up peoples' little critics on current features and bits of the game.quote> i am really excited but i still have some a lot of doubts. i don't think FHI have done much at all. in fact, during the time that MC had its largest patch and the time in which it closed, i'm sure they created and fixed tons of stuff. Asheroo even pointed this out on another thread. the volcano smoke - a lot of the code is already there. wharfs - the layout files are already there! this is what i'm been working on fixing with my boats mod chinatown - i'm sure MC already had the buildings made; the buildingnames for chinatown are already in the original game. i'm not saying i won't buy the game (at a discount which we deserve - and they hint at), i just hope it's better by the time they release it. lastly, i really hope FHI focuses on the simulation aspect, e.g., transportation, population, management. i guess they shouldn't worry about creating new buildings; i'm sure there's plenty of people on simtrop that would love to see their old sc4 models in a 3d game. they could go from 700 to thousands of buildings.
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Originally posted by: Xidillon as long as theres support for Gddr5 memory and no memory leak, Ill be happier. Oh yeah, and more affordable trading. Dont forget better transportation either. Maybe multicore su....just dont let us down, thats all FHI. Fix it. and thanks.quote> i think the memory leak was one of the reasons cxl failed (as it took up too much of their labor resources). this is a big fix item that i'm sure focus will take care of. current cxl does have affordable trading with solo trading mod; or you can get free income in my money_bank cheat. you can use multicore on cities xl now, you just have to change the affinity in your processes off from your first core and then back to all cores. i really hope that they open it up to modders, then cxl will have some sort of a legacy.
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CitiesXL is back online with their new owner Focus Home Interactive. You can file a support ticket at their support site: http://www2.citiesxl.com/index.php?option=com_flexicontent&view=items&cid=40%253Asupport&id=287%253Aaccount-information-&Itemid=76〈=en#2
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thanks wyllman - i don't have time to test it now; later for sure! Originally posted by: wyllman Really? Do you thing "this" is enough for selling us a new game??? They don´t tell us the price but... Well, i´ll wait and wait and wait... byes quote> cxl 2011 sounds nice but there's not much content, other than what we've already been promised. same buildings, same bridges (although the metro's on one of them)!! they also say they've got 700 buildings. Focus Home Interactive We are convinced that the game must make its mark and become a reference as promised during the pre-release announcements of the original 2009 game. We will therefore release Cities XL 2009 in October and will do so with the intent to please those who bought the earlier version. Moreover, we are working on a special offer for the game's release which we will soon reveal.quote> a long time back i mentioned something about restricted lanes. i think this weekend i'll make a large mod for restricted bus lanes and maybe even bicycle lanes (although i haven't seen any bikes - the code is there though). for my other projects, i'm getting a bit stumped on connecting terrain roads with the waterway. the rest of the water is going fine.
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Mod incompatibility list
kiwispanker replied to mr-tom's topic in Cities XXL Custom Content Creation
Excellent mr-tom, is this for Jeremy12's updater tool? As for incompatibilities, I guess it goes without saying that multiple road textures won't work (well) with other addon textures. Also, the Multiple road addon mod in the top list is the same as all of skimbo's other textures; it's just one mega list with instructions. New maps from other sites won't work with the unlocker mod...as of now. Also, a lot of the "new buildings" (like povis123's airport and karel53's objects) will probably cause duplicates with unlocker version 2 (especially when you click the Building Unlock cheat). You can also add to your list the two mods from GC that i posted earlier: Exalight's Building unlocker (includes 70-100 bldgs - not sure why there's a range though) Link: Generation City English (translated) Patch Download This probably will cause duplicates with unlocker Jeff10's Grass Mod (no trees - perfect for lawns and golf courses) Generation City English Patch Download Haven't tried it yet but i'm sure it will work with the unlocker as well as the New Plazas mod. also there is the new "La Mess" map from GC which won't work with unlocker GC site (French) and patch download -
@mr-tom: great work! that's a detailed list you're keeping. @wyllman: awesome job, again. this is going to open up a new phase in maps @jeremy12: i've been following your posts on the updater tool. that looks really amazing and can't wait. it would be a great addition to our set of tools. ***** also, i just threw these two buildings in with the addon patch (the college was added with the first patch; the fire station was added with the updated version) what do you guys think the attributes should be for these new buildings. i made the college give a price discount for all of the industries (instead of just one per building like those specialty universities). is it too much? also, the fire station looks slightly strange because there really isn't any garages. but hey, what else was i to do with a building just sitting around doing nothing? let me know what you guys think and i'll make sure the updates either get in any later hotfixes or in the version 3 of unlocker mod.
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Originally posted by: GlobexCo Wonderful! We'll use it for custom maps. quote> ahh!!! more maps?!?!? i fixed the omnicorps map in the addon patch i put on stex. i also edited my previous post above so you can see what i'm talking about. *sorry about giving you the map mod without omnicorp (and with a broken hong kong). @globexco* what's with the zz_layers file? wouldn't the original do? that's what i've been editing anyway....just curious ** awesome job again wyllman
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i'll take a look at the paris map. islands that have no road connection must use a special seaport that allows freight and (the needed) passengers. because i tested using default layers, instead of making originals for the map, then the map thinks that roads can be placed - whereas they really can't. i'll fix the layers now. i did see some more duplicates - the allinones go away once you place one. thanks for help testing it out povis123!! edit: the duplicates are fixed and were caused by one of two things: 1. globexco has a couple of bldgs with slighly different class names, e.g., b_~~01_t2 and b_~~01b_t2; i really don't know why MC made a, b, & c versions of the same building. 2. as you know my update should overwrite the duplicate files, but sometimes the class files physical address has been changed; e.g., globexco put his leisure bldgs in design/buildings/leisure/ where as i put my leisure bldgs where MC originally had them: design/buildings/commerce/leisure. *the same filename in two locations OR the same class file with different filenames (in the same folder or anywhere) will cause duplicates. as for #1, i can't overwrite those, globexco will need to delete them -- or! maybe they serve a purpose. as for the paris map, i'll have to look deeper into globexco's patch; my update doesn't touch the paris map. however, the omnicorp map works fine -- but remember you MUST use the seaport just like any other island. there aren't any roads there. I made a few updates to my addon patch - found on the STEX: https://www.simtropolis.com/stex/details.cfm?id=24231 I couldn't get the hidden 7-line bus station to work, so I just converted it into a fire station. it looks kind of weird, but i figured we need more fire departments. it's a small 40x40 lot. *just trying to get some variety!! Also, there was another hidden building (this time with only the sgbin & layout files; no class). On the front of the building it says Southern College. So that's what I named it...a new school: a city-wide college. I should also note that the college is almost identical with the regular university. instead of having 10 universities for agriculture, oil, water, etc., i just decided to have one (included in the patch) which gives benefits to all sectors of industry.
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Originally posted by: Zoraksem After installing the unlocker my advanced video settings tab in options menu is gone. I can't switch shadows on/off and change traffic density and visibility distance. quote> strange...mine still works. which mod are you using to get the advanced settings. i'm using Options Avancées personnalisées (Advanced Options) you can find the information and download at generation-city. But, for some reason though, the download link doesn't work. I'm pretty sure Exalight is the author of that mod so I'll have to ask him if I can distribute it first. If he can, then you can just PM me and I'll send you the .patch. Also, I added those things to the unlocker mod v. 2 that i promised above. You can find the download here on the STEX: https://www.simtropolis.com/stex/details.cfm?id=24231 I accidentally didn't include the update to delete the hong kong map. Just don't start the map and you'll be ok. Omnicorps island works great; just the layers are a bit off. If you want a good Omnicorps map with layers matching the map, GC has one as well...but I'm not sure where on the globe that map is for their patch.
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Version 2
4,958 Downloads
Good day, This patch is a quick hotfix for Globexco's recent Unlocker Mod version 2.0. Included are a few of the buildings that I had unlocked but never uploaded; I've also changed some of their attributes to make them more realistic. This patch: Adds the Omnicorps map (can be found in the ocean to the northwest of the Coast region) Deletes the Hong Kong map (it's not ready yet) Adds more buildings (and delete duplicates), such as: More omnicorps buildings, including the turret and sharks Southern College (a 60x60 city-wide college) More civic services, police/health More Townhalls (be cafeful when you update the buildings from one townhall to another; although the game won't crash, the lot may be incorrect --- because you are changing the building from, e.g., a 40x60 lot to a 60x100 lot) Adds two new roads (the doubleroad) which can be found in the bridge submenu Adds a avenue/highway interchange (same as before but without the roundabout) Adds some industry buildings (there may still be some duplicates with other mods) Corrects thumbnail images for some buildings Adds name and descriptions to some buildings Localization is only in English, so far. Installation: Unzip and place .patch file into your citiesxl/paks folder Dependency: Globexco's Unlocker Mod version 2.0 Update 1: omnicorps map: fixed layers, added description, added thumbnail image deleted more duplicates and fixed some names added a couple of buildings, including a small fire station (converted from non-working bus station) actually deleted Hong Kong map Known Issues: No known issues stand for this patch, however there are still a couple of problems with the unlocker mod version 2: Paris map cannot connect intercity roads - problem will be fixed shortly Other duplicate buildings should be deleted and/or fixed by unlocker v.3 Thanks to: Globexco, Jeremy12, Arcadoli, Povis123, Wyllman ~Kiwispanker -
just looked at the new mod and it looks and runs great. there are a few little things that i will try to add to it within the next hour, if you guys want. 1. i'll make the thumbs for the pedestrian gemski and gembeach roads. 2. i'll add the two doubleroads and their bridges 3. i'll add the diamond interchange (the same freeway/road interchange but without the roundabout - kinda pointless b/c cars can't turn around without it; but if you don't like extra long roundabout ICs then you could use this. 4. there still some buildings that i didn't see that i know i have. i'm not sure if the other mods include them or not; but i have them and will throw them in. they include: a bunch of cityhalls, some more retail (including the xmas thing and the bellagio looking hotel) 5. MAPS! i gave globexco a slightly earlier version of my map patch which included the broken hong kong map but didn't include the omnicorps map.
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Modd Ideas/Requests
kiwispanker replied to Livin in Sim's topic in Cities XXL Custom Content Creation
i guess i could attempt to answer some of the things: 1. i'm not 100% sure what you're asking. however i do know there are some mods that can change the way you place zones. i believe generation-city made one, and cities xs made the other. 2. each map has a linking xml file that designates where each of the textures will go; map heights is in another file. so of course chaning the height doesn't change the textures, as you well know. linking the two would be a pretty distant fix, i think. 3. MC struggled over the memory leak for quite some time and i'm sure there is nothing we can do about it. I remember seeing one of the programmers from MC's Kiev studios asking a question about memory leaks on some public tech forum. that's funny. i used to have the memory leak problem really bad, but after getting a new pc the problem is much less severe (practically unnoticable). 4. i would love to see intercity and intercomputer trading - like our own internal planet offer. there are a few experts on the networking files that could answer that; i can't. 5. this is probably an easy fix. i didn't know there was a 1c billion cap. 6. by traditional do you mean like those diamond offramps? i did unlock a few roads and one of them did include a different version of the large avenue interchange without the roundabouts; but there's no stoplights. 7. we could probably make the expressways connect with the highway/highway interchange but i don't know. 6&7: also, we can't make new buildings yet - just modify existing ones. 8. i'm not sure. this may be related to the terraforming/texture problem like #2.- 163 Replies
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- mod request
- cities xl
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great job wyllman. you could add them to the right side of the screen - making six new buttons (mirroring the left-hand side). the region coordinates always go to the center of the screen so they'd still be out of the way. also the GC pakunpak will add a new feature (at some unknown date) about adding maps. maybe you can work with Arcadoli so if someone uses pakunpak map importer, the new map (either a saved map or a newly created one) will be imported into a predefined slot on the globe.
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Modd Ideas/Requests
kiwispanker replied to Livin in Sim's topic in Cities XXL Custom Content Creation
Originally posted by: GlobexCo It can be planned for a future version of the unlocker. There are severals PO maps that are still locked, the most difficult part is the create new coordinates to put in the right place on the planet the maps... quote> nice! all ten of the newly unlocked PO maps all have correct coordinates. i'll release a patch soon but first i want to try fixing some of the other broken maps, like hong kong. edit: haven't unlocked hong kong or atol island yet, but i did manage to conquer the Omnicorps Island!- 163 Replies
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- mod request
- cities xl
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Originally posted by: mr-tom @Globexco - wow. Didn't expect trains to be fixed. @Aaron - The waterways can be used for ferries and maybe other things. Does beg the question - if Globexco aided by a few others can do this in a few weeks (alongside a full time job), what took MC so long? I think the only answer is that they were waiting for the next major release. Which prompts my real question - is anybody going to want CXL2011, or will the unlocked original CXL do it all?quote> during my free time i'm trying to work on the ferries and boats - moving about freely in the water or through your own "waterway". i think MC got caught up with other problems like the memory leak and weren't really concentrating on making new buildings or fixing some of the bugs. it seems that MC had too many projects going at the same time....something that i should learn from now.
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Modd Ideas/Requests
kiwispanker replied to Livin in Sim's topic in Cities XXL Custom Content Creation
1. the time speed thing is a good idea; and possible i think, though i've never seen the files. edit: no edit needed because i never looked for those files....tomorrow for sure! 2. there are some maps that are not in use or still locked. i didn't play on too many PO maps so i'm not sure which ones they are. i can mess with some numbers and see what i come up with. edit: i unlocked those maps. i will either post a link here (or in a new thread) for the patch or i could just include it in globexco's unlocker v2 (i'm not a fan of 500 patch files in my paks folder). the unlocked buildings that i can remember are: The Valley The Three Valleys The Crater The Rolling Plains The Grassy Canyons The Cliffs The Coast The Shattered Coast The Great Lake The Coastal Bay i just have to finalize where the little circles are to be placed. you don't want them out in the ocean or out in space right? i'm also trying to unlock the other buildings that MC didn't finish. CXS and GC both have good tools to accomplish that...i hope.- 163 Replies
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- mod request
- cities xl
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