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DavemanDeluxe

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About DavemanDeluxe

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  1. Windows on a MAC

    Originally posted by: callagrafxThis is not surprising as XP was written for Intel chips, whereas at present OS X is "ported" to the new chip using an emulator called Rosetta. Until OS X is native to the Intel chip (and software is optimized) it will always be slower. Remember that OS X is a unix based operating system.quote> OS X is native to the Intel architecture. Ever since the early days of OS X development, there have always been two sets of binaries: one for PowerPC and one for x86. Steve Jobs said as much when he first announced the switch to Intel chips. No part of the operating system is being emulated in Rosetta.
  2. Give Me Your Opinion On My Aiport..

    The main reason to have multiple landing strips and runways going in different directions is so that aircraft can pick and choose based on wind direction--it is advantageous to take off into the wind and land with the wind. I think the airport design looks good. It would probably be even better if the crossing runways did not cross at a 90-degree angle.
  3. Growth stall?!!?

    I have had this problem before. Do you have any parks? The sim starts with a cap of 50,000 people that can live in any given city. The way to raise this cap is by adding parks and other amenities (the minor league park alone raises this cap by 200,000). There is a similar cap on commercial. I have had this problem twice before, and both times I sprinkled some things like basketball courts and parks around, and suddenly the unused residential zones shot up like Roman candles. Softball fields raise the cap by 7,000. Soccer fields by 5,000 or 6,000. The tennis courts are 4,000 each, and a basketball court raises by 1,000. Most of the 1x1 plops raise the cap by 250 or 750. Education structures, health structures, and fire and police structures do NOT raise this cap, even though they increase demand.
  4. Which do you prefer? Grid or Free-Form

    My central areas are extremely griddy. I start out with a 9x9 grid and let SC4 do what it will with the streets. When traffic gets to be a problem, I upgrade the streets to roads. When traffic gets to be an even bigger problem, I'll start to move everything toward a 4x4 grid to increase capacity and reduce the number of intersections. Basically, I get a vision of what I want a particular city to be and let that inform my road network decisions. If I want a dense city with a central business district, I'll build grids, and the central business district will have a highway as a loop around it. Industrial areas are rather griddy in any kind of city. Low-density residential areas are very collector-oriented. Haven't really decided on what to do about medium-density areas.
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