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Buggi

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Everything posted by Buggi

  1. There is a mod that only allows pedestrians and service agents, just read a few topics on the forum and you'll find it.
  2. Has anyone tried changing the resources of a city? I read above the coal/ore/oil/water maps were nailed down. Any way someone could create a mod for maxing these out as a test?
  3. Knock on wood but the setup I have now has caused no rollbacks or problems. The only issue seems to be after I load a city and try to add modules they disappear, however if I build the same building while playing I can overplop all I want, I just cant add to it when going back to the city later.
  4. Glassbox pathfinding

    I've taken up the GIS model for Boomtown. Which automatically splits the city up into districts and restricts agents of service buildings to that district. The garbage issue, however, will take some extra work. But I've modeled a system that cycles through road segments and dispatches collection based on how many trucks will be needed for any given road segment. I even did a little diagram I was going to post on the Maxis site, but it would just fall on deaf ears so I'll keep it for Boomtown.
  5. Regarding my issue with cars using the road, the city was an existing one not a newly claimed one. I'm going to remove the construction vehicles file and see if that clears it up. Yeah I removed the construction vehicle file and regular cars no longer used the road.
  6. where oh where did you get the code to convert names into ID's? <.< >.> muhahaha Great work so far guys, I wish I had time to dive into yet another DBPF.
  7. Oh My God You found how to allow construction and moving agents!?! Fantastic! This is superb! Edit Somethings wrong, I have regular vehicles using the road. I even bulldozed it and rebuilt it and they are still using it.
  8. What happened!? Your not going to be working on this anymore?! Nooo. Can you at least give me a tech doc on the changes you made so I can keep it updated for when the official patches come out? Uh... And all intersections are stop signs? Is this optional?
  9. I copied all the script files, there are four I believe. Was I only supposed to copy over one of them?
  10. You finally sorted out 'cars and crap' ? sweet! Also, I tried your trick regarding the z_ package files and it caused an instant rollback. I deleted the copied package files and the game works fine.
  11. Yeah, the distant cities are basically fancy billboards. It's the reason cities are so far away from one another. You can't have the meshes loaded from the city your in AND the meshes from the cities around you.
  12. Have you uploaded a new version? I don't mind the underwater things, but they can't be used without power/water
  13. There is something very wrong with the ferry terminals. They don't connect to water or power and the cruise ship doc doesn't snap to the building but builds underwater. I placed the doc on the shore at a snap point. (Cool that is uses a high den streetcar ave now) but again, it's not connecting to water/power.
  14. I play windowed so I can do other things. I multitask. Namely working on Boomtown stuff
  15. Here are some screenys... The sleek casino maxed on hotel space with lots of med wealth capacity... And a trade port with 13 storage units... booyeah And lastly, some effort to manage the traffic generated by having 80,000 tourists... (I have since redesigned the system to be much more efficient... I didn't resize the images for the full effect.
  16. Any way you could enable using this 'outside the box'? I'm having a blast with proc's mod that allows this and would like to make a limited access route into the city.
  17. So your working on a way to get more addon's? Or did I read your post wrong. "Not ready to put it out" implies you are working on something.
  18. I just tried to do this on the trade port. The modules disappear and the port's capacity does not increase. I was hoping to have an uber trade port, but it seems there is more work to be done to make this happen. Edit: Same with casinos. Capacity doesn't change.
  19. No Budget Crisis

    But you can't build anything right? I would assume not as you are in the red.
  20. I DL and tried 1.7 and it does indeed bulldoze, good on that! Luckily to test the other one I just created a tiny stub in the corner of my city to check it so I don't have a huge area unbulldozeable. Now then, a question for you as you seem to be deeper into these files than anyone. Is there a way to limit the types of agents that use a road? Like if I wanted student agents only. Since all the other things are separated like police, fire, etc, it seems to reason that agents have a specific type ID that could be used for agent specific transit. After all, every thing in the game are agents. This would allow a huge slew of optimized transit layouts to shuffle the traffic around.
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