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Everything posted by Buggi
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You know I couldn't resist!
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FiSHMan: An FSH image management tool
Buggi replied to DarkMatter's topic in SC4 Modding - Open Discussion
---------------- On 7/21/2003 5:25:57 PM DarkMatter wrote: FiSHMan is still VERY VERY VERY beta, and its missing most of the features I've talked about. It does not yet allow you to create FSH files from scratch. It currently doesn't support the pixel format SC4 uses, which is the two DXT formats 1 and 3. It also doesn't have full support for palettes either. ---------------- So... what DOES it do? J/K!!! -
FiSHMan: An FSH image management tool
Buggi replied to DarkMatter's topic in SC4 Modding - Open Discussion
---------------- On 7/21/2003 3:14:43 PM Builderman wrote: (Makes your code easier to disassemble) ---------------- DOH! -
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Version 1.0
11,776 Downloads
This set is similar to the Commercial 6BY Collection in that it gives a wider range of buildings to be built on many zoning styles. This set edits all THREE wealth levels of Residental. It not only add function to those 4x4 buildings such as Ong Condos, but also a couple other buildings that were previously restricted to 2 or 3 squares. Overall gives the game a much broader range of buildings to use while developing your city. Screenshots are of Project Bootstrap and the Byall Tower. *Update* These are compatible with RushHour and are used for the Euro tileset. -
Version 1.0
16,338 Downloads
These lots will allow the game to build some of the Stage 8 buildings on cities with a mostly 6 square wide grid. Usually the buildings were only available on 4 wide lots and hard to find in a 6-BY configuration. Also added are some other commercial buildings that were somewhat restricted to the 6-BY grid and now available for a 4 wide configuration (Brock Furnishings for example) This will allow for a more broad variety of buildings for your city. Enjoy :-) *UPDATE* Includes Co -
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New Discoveries, Great Potential
Buggi replied to builderman's topic in SC4 Modding - Open Discussion
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New Discoveries, Great Potential
Buggi replied to builderman's topic in SC4 Modding - Open Discussion
I'm thinking it's an exe that automatically installs in the proper directory... like my seattle region. -
There's much more at work with the no job zot bug. Just because there are plenty of jobs by a residential area, doesn't mean those sims work there. Also, to answer the...er.. sorta question above... (no question mark!)... the ordinance boosts demand 500% disabling the ordinance returns demand to what the game calculates without the N factor my ordinance creates. And generally early cities rely more on industrial then commercial for jobs, thus leading to your issue. Use it on a developed city with a neighbor or two, and you'll see much more interesting effects
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Version 1.0
2,104 Downloads
This is the windmill I use when I do not want to worry about power requirements in a city. Puts out 100,000 power. All values can be edited, so feel free to balance it how you wish, you can also tweak the props, as they don't line up at every angle Update: Just made sure it was marked as Rush Hour compatible. -
Well, it won't LOWER demand, it just won't be there to boost it. So if your city infrastructure is able, demand might not plummet. This radical mod wasn't intended for every-day use, just as sort of a boost in those cases where people need it.
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Keep any readme files OUT of the plugins folder... That's one more thing that could cause it to not load. Don't blame the mod, it works on 99 systems and not yours, it's not the mod, it's something you're doing or not doing to cause it to not work.
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