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Everything posted by kiwispanker
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great job. i'll look into new buttons. maybe wyllman can share his chinatown fix. globexco, i believe i fixed the tarmac glitch a while ago when i was playing with gemairport (or whatever it's called). i'll try to dig it up. great job!
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Who took over Cities Xl License from Monte Cristo
kiwispanker replied to Bradonville103000's topic in Cities XXL
Originally posted by: Asheroo Apologies for saying it's absolutely correct, it's actually basically a 99% chance, but it's just silly when people start panicking and saying it definitely won't happen when there are more facts stating it will, source from Philippe's (MC internet director) blog... Cities XL is not dead anyway as a publisher saved the IP and should continue to support the game over time with more reasons to do so as the whole team spend a lot of time working on bug fixing the game and even add some new features that I cannot share right now. But nothing forbids me to expose the fact these features will bring some great joy to the urban planners out there quote> And Gregory did say CXL will be continued to be sold. Also, some other German source indicates that they finished CXL 2011, it's just now up to the publisher to sell it. Anyway, overall, instead of going over continuous arguments, debates and opinions on what will happen and who it will be, lets just do the "wait & see" thing, it's the best thing to do.quote> i really don't see how you can read into his blog that much. the only thing philippe states is that the new publisher owns the CXL IP and should support the game (which they haven't). Should does not equal 99% as you calculate. the new publisher could continue developing the game or they could take in what little revenue there is to be had. in this market, and with the recent history of CXL failing, i highly doubt anyone would develop and release another Cities game any time soon. And do you have a link to the "some other German source"? i'm sure we'd all be very interested to learn about CXL 2011's updates. -
Originally posted by: KR153 I´ll have another look... @ Globex Co: Have you visited Cities XS ( german fansite)? You should really have a look at the unlocks of kare 53! Having installed both of your unlocks I managed to get really quite everything there is I guess. Wouldn´t it make sense putting both together (combined forces)? Because with either one of them I can´t unlock really everything... Another idea I had would be a mod switcher. A little console that activates/ deactivates the installed patches inthe pak file folder ingame. BTW: You got some sugar for my coffee, Mr Scorpion? quote> 1. i haven't used karel53's mod yet, so i'm not sure what's included. but if you guys want to add unlocked buildings into globexco's unlocker mod, and karel53 doesn't want to combine, then we could add my unlocked buildings mod to the unlocker. i made the patch when jeremy12 first gave us his great re-compiler tool. just an idea. 2. i don't know if a "mod switcher" could work ingame; there would be way too many problems with that.
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Originally posted by: wyllman some chinatown button pics(it gave some problems, but basicaly it work)quote> great, great work wyllman!! what was the problem?!?!? we were thinking of using the chinatown button as an ingame (gemcity) gem button since there aren't any chinatown buildings in the paks. i can finish unlocking the working gemski buildings into the chinatown/ski button. our next task is to add new buttons! this can be done. awesome work wyllman.
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1. There are some people in the SC4 forums who wrote some great scripts for 3ds max; I'm curious if they would be willing to help us out. 2. I believe Globexco mentioned earlier in this thread about contacting some people (or a person) from MC to get some information (or tools) (or knowledge about who owns the game!) for us. I do know how awkward it would be to contact someone out of the blue to ask them such questions - especially after losing his/her job. Not that I think contacting MC's old employees would be a good idea, but if some people wanted to represent the community and do so, then I wouldn't mind either. Having information about the new owners; and more importantly, having more tools to work with!! If you guys think it would be a promising idea, then I guess I should throw it out there that I do have a lot of the former MC employees email addresses (and phone numbers). I should also note that I do not know any of them personally or professionally.
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Modd Ideas/Requests
kiwispanker replied to Livin in Sim's topic in Cities XXL Custom Content Creation
Originally posted by: jeremy12 Originally posted by: Damastius Cool. ! Also, a mod that removes the footprint of the highway interchanges would be the beast. They are SO big that "it sticks out like a sore thumb" (- Patriotizzy. xD) That would be great if released.quote> not going to happen they are building lots and are that way to avoid ground level issues quote> someone at citiesxs made a few different types of interchanges. they had trees surrounding them. that's about the only thing that can be done. i'll look for the link later; i can't seem to find it now. Originally posted by: mentarman Money bank would be great. Some good ideas in here if they are doable...quote> i uploaded my "money bank" to the google cxl mod project page http://code.google.com/p/citiesxlmods/downloads/detail?name=z_MoneyBank_kiwi.patch&can=2&q= i use this building when i'm trying to grow my city quickly without dealing with omnicorp. the mod should work with other mod releases it will unlock after 500 citizens and costs 10c it sucks up a tiny amount of electricity to run it - but it'll also convert it into some retail as they do sell some large briefcases to haul your money around. it will produce a lot of leisure, both on a neighborhood and citywide level it also provides some security globally it provides 1 poor job and 1 elite job most importantly: it can be found in the environment section by the avatar park - because it gives off a flower aroma it will provide your city with 100,000,000c per turn! you may need to unpause your game to see this mod in action (as with a lot of mods). if you think these attributes are too intense, then i can make some other mods that'll give you smaller amounts of cash and less amount of landmark and leisure values. i just made this to grow cities while testing when i didn't want to worry about city management. there are some other mods that will make it so the leisure buildings pay taxes and such; just look around the site.- 163 Replies
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- mod request
- cities xl
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Modd Ideas/Requests
kiwispanker replied to Livin in Sim's topic in Cities XXL Custom Content Creation
Originally posted by: Stef42 That 'light replacement mod' is very cool, nice work mrtrnrlm! A mod for more ships would be nice, the Titanic is good but the only one..quote> that's a great idea stef42...i'll work on it now. z_3boats_withSharks.patch You can download the patch at the google project site: code.google.com/p/citiesxlmods/downloads/detail The lot is a small: 4x4 (the size of that small golden bouy). BUT, the yatchs will travel around it within a 400x300 box. So plop the bouy anywhere out in sea (or a large river) a little ways away from the shore. The lot gives a small amount of leisure, a couple of jobs, and a small amount of neighborhood noise pollution. You can find it in the Sports Leisure panel. There is an image, but NO "Building_Names"; I'll wait until I make more to do that...or perhaps I'll just through it all in with Globexco's unlocker. When Stef42 suggested someone making boats, I thought about these. I can also make stationary boats that you can plop anywhere and leave it be. This lot will show the boats moving. How it works: Of course vehicles (including boats) can't just drive anywhere they want to. They must travel on "tracks" - either by means of a roadway or some other type of hidden tracks on a lot. This is what makes cars able to drive on the parking lots of most buildings. The game (or mod) must define certain rules where the vehicles can and can't go. Later I'll work on randomizing it so the boats will just do normal random things. There is a hidden track on the water (extending beyond the 4x4 lot's borders). The boats will drive, then stop along this track. Sometimes one boat will pass another (but will actually just go straight through it). I also put some sharks for fun. Although after some time the sharks will begin chasing the boats on the hidden track. What I can do for updates: Give me some recommendations for updates! The boats travel at different speeds. Do you want to see faster? Do you want more boats per "lot" or perhaps one boat per lot? Do you want people swimming nearby? What about some floating beach bar? I just made this mod because someone (Stef42) suggested boats. It is basically a working test version. If I make more "boat buildings" then I'll just consolidate them into one patch and delete this one. Happy Playing.- 163 Replies
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- mod request
- cities xl
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Modd Ideas/Requests
kiwispanker replied to Livin in Sim's topic in Cities XXL Custom Content Creation
there's a mod out for a "yatch club". it converts the large seaport (which is full of yatchs anyways) into a splendid leisure site. it doesn't replace the building but adds a new one. i suppose i could add moving boats out of that dock. or i could make some more lots using some of the gembeach buildings. sadly we can't make entirely new buildings...yet.- 163 Replies
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- mod request
- cities xl
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Modd Ideas/Requests
kiwispanker replied to Livin in Sim's topic in Cities XXL Custom Content Creation
Originally posted by: Asheroo Just some more ideas of mods that would be great: What I would like to see is a mod that removes all the building and infrastructure restrictions. By this, I mean restrictions such as placing on water, height of bridges and depth of tunnels. Also to remove the collision detection for bridges and tunnels (so I can build bridges with pillars going on lots and buildings and so on, and tunnels directly under buildings and roads. Also, even elevated roads above a road). That would be an absolutely awesome mod. Also, to have free trading with Omnicorp, or to enable no need for a positive income balance in the budge to buy from Omnicorp.quote> well some of your ideas sound crazy, but if used correctly (and without restrictions) could make a city more realistic - like a bridge directly over a road! as i'm sure you know, there is already a mod to set prices with omnicorp. if you want i could modify that to make it 0. i think with any of the root.patch mods (including the new unlocker mod) you can trade with a negative cashflow (maybe even with a negative amount of total cash). if you're interested, i made for my own collection this "money bank" thing that gives me 100,000,000c per turn. i could set the amount to whatever. you just plop the building in your city and you'll never have to worry about money or buying then reselling back to omnicorp for a profit. let me know if anyone's interested, i'll post the mod.- 163 Replies
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- mod request
- cities xl
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Originally posted by: luddmamm im sure some one already asked but i cant seem to find the "buttun" that unlocks the buildings, please help me! D:quote>
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i believe the original root.patch unlocked the avatar mode.
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Modding CXL: mission started
kiwispanker replied to GlobexCo's topic in Cities XXL Custom Content Creation
Originally posted by: jeffsim There is a new application to create mods. It is very complete, in french and english. You can find it here http://www.generation-city.com/citiesxl/pakunpak/English.html.quote> jeffsim? you joined in 2004 and this is your FIRST post???? -
i thought i just posted a link to some other wiki website that had all of the same information. wikia.com or something. google it up....or just look in one of the custom content threads.
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Booster Buildings (is that what they are called?)
kiwispanker replied to tmfm2000's topic in Cities XXL Custom Content Creation
i was unaware that the sandbox mod could do that; i actually think it can't (though i've never really paid much attention). in some simtrop thread there were comments about the max amount of "special buildings" that one could place in a city; i believe the max number is five. early on i tried looking for the code that defined that but had no luck. i guess i could look again though. another route would be this: i, or someone else, could make a mod that puts each of those special buildings in the T4 slots for each of the industries (except farm would just go with the whole bunch). By T4 i mean the special submenu below the large plots of land. I've made some of those mods before but probably deleted them. They would be quick and painless to make again. also, others have been requesting "super-buildings" and these buildings could also serve that purpose. -
Originally posted by: Asheroo A very small Hoover Dam.. quote> I modded myself a larger hydro dam; put it in the grand canyon.
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yeah i found that crack when searching for the original root mod. i use it to because i do not like how MC allows its programs to pass your passwords all over the place unprotected. plus, when using the crack, you can set up multiple planets; great for testing. but i'm sure the new ownder of cxl wouldn't make the game unplayable. instead, in case they decide not to keep the servers running, they would surely just come out with one last patch to make the game playable without network authentication. lastly, you'd need to modify more than just the rightsmgr file to bypass the network, if you did it on your own. i too don't condone illegal use of copyright bypass, but we are dealing with a dead game here (plus new purchases of the game can rarely, if at all, activate their game). *the crack also works with the unlocker mod (in limited edition; i don't know about normal edition).
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Originally posted by: Asheroo Karel53 over at CitiesXS has unlocked even more buildings and the ability to to build the blueprints from the other menus, and will build right up straight away. Here are some of the very few things it unlocks... quote> the blueprints can easily be converted into whatever you'd like. in the cxs example, the buildings just lost their blueprint tag and replaced with a landmark tag. you could even put the blueprint buildings into the T4 (extra panel) of any of the industries or retail shops. for example in my game, i put all of the skycraping offices, like the crystler and empire state, into the fourth button on the offices submenu - that way neither the landmark or blueprint menu is crowded. this actually brings me to something i've been thinking about. i don't really like how MC originally organized some things; i've changed where buildings are found in the menus and tried adding or altering buttons. there are also people requesting different attributes for each of the buildings to make it more realistic. CitiesXS, or somebody somewhere, once made a table of all the buildings with all of their respective attributes. I can't find that link but some CSL wiki page saved it all in English: http://citiesxl.wikia.com/wiki/Buildings My request to all of the active people still interested in developing CXL is to come to an agreement as to how each of the buildings will operate in the game (e.g., how many workers from each class, how much resorces bought, converted, and resold, what type of environmental impact, does the building provide leisure, safety, happiness, or risk to the neighborhood OR the entire city???) For the residences, do you like that: 1 unit (family or person?) lives in a small house (T1) 2 units live in a medium sized house/apartment (T2) 5 units live in a large high-density apartment (T3) It's funny to think that there are five units living in one of those large mansions, yet still only five units live in those giant skyscrapers. I think the buildings should be modified per building, not per level or tier. This is my main concern and the one thing that I've been working on for a while. I think I'll make some page, somewhere, with all of the buildings listed, including their pictures (dds image) and their attributs. Do any of you know of some poll website that we could do this and then have people put in numbers they'd like to see the buildings have? Then we could take the average or come to some agreement. Most of the dds images of the buildings can be found in data/interface/ddstextures/buildings ((may be wrong - from the top of my head))
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Bus replacement mod
kiwispanker replied to haltendehand's topic in Cities XXL Custom Content Creation
ah ha, same post i was referring. great job!! they look good. -
haha, i remember when MC firsted released images of the roads with their 500 m wide sidewalks!! there is someone here on simtropolis that has saved all, or near all, of the webpages from the old CXL site. maybe doing a search on simtrop for old cities xl forum would help.
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Bus replacement mod
kiwispanker replied to haltendehand's topic in Cities XXL Custom Content Creation
great job...i'll try them out...even though i'm not british...i do like the british doubledecker. i've never seen a double bus in america, never. also, skimbo has previously made some great skins for buses and cars. see the cxs link below - page 2 and 3 for links. http://www.citiesxs.net/forum/index.php/topic,1249.0.html -
Ski Gem - Unlocking Quest
kiwispanker replied to kiwispanker's topic in Cities XXL Custom Content Creation
Originally posted by: MMorelli wow! wonderful great job, congratulationsquote> thanks! i found some time to work on it more today, and with povis' help fixing some LUA, maybe we can get it working. this project has two sides as well: 1. the ultimate goal, to finish the GEMs 2. for the time being, place the GEM buildings in the regular city mode (for eye candy). some people have already requested to see the mod, so if you PM me i'll give you the download. *** option 1) for now, the mod must use globexco's unlocker mod, or any of the previous root mods, and will unlock the Chinatown button (which is now a Ski button). option 2) for now, without globexco's unlocker mod (although other root mods may work) you can play around with both the GemSki and the GemBeach addons. -
Originally posted by: Cleat Originally posted by: MMorelli Originally posted by: Cleat the normal one i reinstalled new ...patched it...put mods in..start game..no cross in avatar mode quote> ma la v verde per accetare l'avatar c'è, ed accanto una x rossa con cancella è disponibile? traslate but the v Green accepted the avatar is there, and remove with a red x next available?quote> the one with the red X is NOT there only the green V so i cant leave the avatar editor quote> i tested a new game with only the lasted patch and i too had the same problem (in english). although the green check was visible. after clicking the button the game froze and gave a playerpathmgr error. BUT...after reopening the game, my avatar was already created and i could enter planet mode. do you have your log files?
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good job...i like how they can reduce air pollution. also, globexco added these same carparks in the latest root_mod release. so if you have this mod, and globexco's, then you'll have two sets of car parks. i believe globexco's carparks are under mass transportation (by the buses).
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I hope CXS will collaborate with simtropolis. Eitherway, the French team at Generation City is about to release a nice tool - you can see my comments ealier in this same thread. Originally posted by: Aaron95 Hi Guys, I've got a question. Is it possible to unlock the Beta-Streets too? I've heard that you can't place a Bus Stop on them and the crossroads would look strange. Here are some Beta Streets but not all- quote> Well Aaron95, i haven't messed with the roads in a while but i went ahead and patched up all of the roads that i believe are currently unlocked. I wasn't able to play the beta cause apparently my computer wasn't up to par, but I do know which roads you're talking about. MC used their names a lot, like doubleroad...even the avenues have this name--strange. Since the news of Dirk allowing us to release patches, I went ahead and included the rail station and the railroad tracks for those of you wanting to test them out. I warn you though that, although the game most likely won't crash, the tracks aren't functional. Hopefully anyone that would like to update the class and layout files to improve these underdeveloped roads, please, please do so. If you need help understanding the process, then any one here can help you. Download road_addons_beta_v0_1.rar at www.mediafire.com/ Included you will find the data folder and subfolders, the patch, and a readme file with brief descriptions about the roads.
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Originally posted by: MMorelli I think the mods should be divided into sectors. a mods for each effect, for example: 1 mods to unlock the blueprints Mods for a gem and so on. etc..quote> that's exactly how my own mods are divided up...for a couple of reasons: a. when testing mods, it's easier and quicker to deal with bits at a time; b. for some reason, jeremy12's compiler doesn't pack more than 500kb~1mb for me...so i'm forced to break it up. this is of course no knock on jeremy12's program, for he and the great fellows at xentax have revitalized these forums with their ispirational tools just so i'm keeping everyone up to date with what i'm doing when i find time at home: - i've been working with all of the individual buildings under data/design/bldg and changing their attributes to fit a more realistic world. - since for some reason or another some of the blueprints never complete stage 3 (and some don't even allow token assignment), i thought maybe i'd just put the blueprints as landmarks; of course then you'd lose the cool 3 stage developements, whereas it would be more of an instant build. i remember globexco saying their was a panel limit, like 50 buildings or something...maybe that'll be a problem. **and even though this is slightly off topic...though relating to the comments about CXL's new owner found on this same page...what financial incentives does the new company have to do anything with this game? it's already a failure so i doubt they'd complete it; but, on the flip-side, why would they want to give us any tools/support? i think a lot of us would love to see some BAT-like tools, or any way to manipulate the "lots" without crunching numbers in the layout files. if the new company would realize this and release some of the tools MC used, then perhaps the game would pick back up in popularity and make some additional sales...not to mention a legacy, dare i say, like SC4.
