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      Got the wrong discs? Or didn't receive them in the mail?   06/20/2018

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Found 53 results

  1. Hedrapolidon.sc3

    Version

    22 Downloads

    An early megacity due to Imperar. The original blurb: "Greetings, everyone. Allow me to introduce to you all, the city of Hedrapolidon, the third "megacity" in line that I have built, and the first to be uploaded to this site. What I call a 'megacity' in SC3K, is a term that I refer to as any city that has surpassed a population of 4 million sims, without the use of cheats. Built in October 2006, it took no more than 2 weeks to create. With such a large population, the city (with the exception of fire departments) boasts a vast educational system, contains plenty of hospitals, parks, and opportunities, whilst maintaining low pollution, crime, and unemployment. It even has room for a large, green, open space in the geometric center of the city. This is where 4 million sims can proudly gather together during its festivity seasons and celebrations . There also lays my mansion where I, and other sims can view the encircling skyscrapers from a good observable distance. Being an experimental city, Hedrapolidon has been specifically designed to test out a new zone grid layout alongside a new construction method that I had developed in my SC3K notebook (yes, I truly am a fanatic). However, even though the city as a whole, appears to be of great achievement, the grid design was a disappointment, as it had failed in maximizing all its zones to its desired density, to which it was designed. Nevertheless, the city itself proved to become a worthwhile learning experience where I had discovered several key aspects that need to be considered when constructing an ideal megacity. Here are a few lessons I learned from building this city: 4x4 buildings do not always develop successfully in roadless cities no matter how much you try, so it is better to design a grid that avoids them 6x6 spaced-subway stops, is therefore, a more reliable distance for optimum zone growth Pollution can be reduced in dense residential and commercial zones with high land values, by avoiding 1x1 filler tiles Water pipes can be effective laid diagonally Never underestimate the importance of micromanagement, and the "make historical" option Low-value dense buildings occupy more sims than high-value ones Build in the center for equalised development of the map, not the corners Slice the map into equal sectors to make them appear faster and easier to complete Designing "grid modules" (clumps of grids) accelerate development Planning a preliminary zone layout test city first, would really help Never neglect the artistic side of designing a megacity! Hope this serves as another example to those planning to build their own megacities as well. Thanks for your time, ~ Imperar/Omnika"
  2. Suprematrix.sc3

    Version

    15 Downloads

    The third city in Imperar's -Matrix series. The original blurb: "Once again, my efforts and dedication to the SimCity 3000 world has produced yet another urban monster, one taking 3 weeks to construct. Completed in the year 10001, I behold to you all, the sequel to Unimatrix – Suprematrix. Not only has it surpassed 4.2 million residents, but it has fully gained the A-level grades I have strived hard to obtain since 2004 at that population. To clarify, the ‘A-level grades’ I mention refers to the grading system that sc3000.com’s city center had used before it became historical – A-grade in aura, health, education, crime, traffic, pollution, land value, and unemployment. This city has it all. Firstly, I started directly from scratch, raising the elevation much higher than any previous supercity I had built, in order to accommodate for tunnels. I then began building a temporary city at the center, that once big enough would be replaced by the actual permanent city. Secondly, in comparison to the prequel, I opted to completely eliminate roads, which posed an entirely new yet interesting problem. Since I planned to have the RCI zones laid out in clusters just as before, without roads there is liability of having them abandoning (due to poor transportation) in large numbers. To solve this dilemma, I came up with a theoretical solution – cover the underneath of the city entirely with subways. Thirdly, this time, I designed the shape of the RCI zone clusters in direct relationship to the classical layout model – a circular CBD superimposed onto the square map, with 4 smaller industrial squares located at the corners of the map, the rest being residential zones. The CBD disk, shaped as a circle – the perfect form – relates to the concept of an ideal and unified society, and also to the harmony of the microcosm and the macrocosm, like Leonardo Da Vinci’s ‘Vitruvian Man’. In which case, the city becomes a representation of the universe itself. Fourthly, there are 49 modules that make up the collective whole of the city, which I developed from several tests not before, but during the making of the city. Unusual in design, these modules contain an irregular layout of subway stations, and houses structures for all sizes, that I admit I struggled to conceptualize at first and that I could have had improved. Nevertheless, all the modules in the city managed to fit well as whole sections, with a slight modification to the design at the edges of the city. Fifthly, another varying property of the city is my choice towards the type of RCI buildings. Like Unimatrix, this city has only 3 types of 4x4 buildings, but what is different now is that the commercial and industrial buildings have changed. Finally, I wanted Suprematrix to have yet another unique feature – a fully adequate recycling system. Another interesting fact during the making of the city was that I had attempted to add as many trees into the city as I possibly can, in order to get rid of the ‘city goes green’ message. Many parks and libraries were demolished in the attempt that ultimately led to failure. This led to a separate investigation to see how and when the message actually appeared, and also disappeared. The results revealed that the message never actually goes away once half of the tiles on any size map have been developed, no matter how many trees were added afterwards. Even though, an earlier part of the city’s history had proven that with the removal of the recycling centers and libraries, and the addition of many trees, the overall pollution came down to an incredible level 2, the cleanest ever attained at such a city size. As always, NO cheats, hacks, trainers, plop buildings, sc2000 imports, etc, were used to make this city. NO automated software, robots, aliens, or anything else absurd for that matter either, despite what others may want to believe. Thanks for listening and enjoy the city :-) Imperar V Omnika"
  3. Unimatrix.sc3

    Version

    11 Downloads

    The second city in Imperar's -Matrix series, built over a four-day period in 2007. The homogenous appearance of the city was achieved by demolishing every RCI building except for Quigley Towers, Mullet Hi-Rise, and SimMars Research & Testing Facility. Features a population exceeding 4 million sims, and a rather sparse grid of roads.
  4. Prematrix.sc3

    Version

    12 Downloads

    The first city in Imperar's -Matrix series.
  5. Aquaia 5.sc3

    Version

    10 Downloads

    In SimCity 3000, once the land value on a tile reaches 255, raising the land value any further will cause it to overflow. That is, the land value will wrap around to 0. Imperar's unfinished city, Aquaia, demonstrates the practicality of his proposed workaround: raise the land value even further so that it reaches astronomical levels again. The land values in Aquaia are, effectively, twice as high as they could go. The city is designed so that: Every building borders water The water is full of marinas Every building borders a park The buildings have large footprints in order to reduce pollution For the same reason, only clean industry is used There is no crime The areas furthest from the city center are unoccupied Subways are used for transportation As a result, the average land value is 213.
  6. Big_City.sc3

    Version

    11 Downloads

    This city consists entirely of residential buildings placed via the 'all buildings' cheat. Its population should be 10,283,008. Due to a glitch, or perhaps because the author tweaked the file using a hex editor, the game will report 12,568,846 sims instead.
  7. Parasanti.sc3

    Version 1.0.0

    8 Downloads

    The second city in Imperar's -Santi series, Parasanti. As he put it: "PARASANTI Parasanti is the official sequel to the city Armadasanti, built a year before. This urban megagiant is now truly the largest non-cheat city that could ever exist in the SimCity 3000 world that includes a full set of schools, colleges, hospitals, libraries, museums, recreational facilities, police, and fire stations. It is even cleaner than its sequel and more carefully designed. More so, ever since the completion of my city Emporia, the increased standard level of construction quality has been so significant it has continued to resonate into this city. The following paragraphs shall describe and explain the nature of the city in the fullest of details. A super-city requires super information about it. The basic zone plan starts out as an octagon shaped central business district where the largest concentration of commerce can be found. In addition, the majority of industrial zones are at the corners of the map, relating back to the classical model of earlier times by method of superimposing a circle onto a large square to represent the commercial sector and then placing smaller squares at the corners of the larger square without overlapping the circle to represent the industrial sector. The remaining area would thus represent the residential sector. This has been a recurring theme amongst large cities of the past by others with the goal of appearing symmetrical, mainly due to its success at being practical to implement whilst giving cities sophistication and elegance, although many variations in design exists with the basic characteristics of the classical model intact. What I have done was to combine these ideas with the radical concept of living nearer to work by method of distributing RCI zones as closely and evenly together as possible - a fundamental aspect to building big. The result could only be described as bewildering. To add to this, a special building code similar to that used in Unimatrix limits the styles of buildings that can exist in the city. By having control over building styles you have absolute control of what you want your city to look like. Several key innovations include the inland marina that was possible by water pipe terraforming; road and railway connections that overlap each other in a single tile, a triangular network of police and fire stations positioned for maximum effectiveness, and an economical subway system that was spaced out using a 10x10 subway station framework, making the system extremely space and cost efficient. The south of the city is the only place where you can actually find trees and it is there where you will find the inland marina. The most important public building of all is the library - it is this miracle structure that raises the residential capacity providing the necessary demand required to build at this level. No other structure can do this better than the library except the Casino Row, Stadium, Performing Arts, Historical Statue, Theme park, and Space Port reward buildings. In order to squeeze an adequate supply of educational and health facilities requires being able to control your workforce by controlling the life expectancy. This in turn can enable you to prevent your cities entering a depression. Unemployment can be controlled in this manner as well. The original plan for the city was to have a population of 5.5 million sims without all the public buildings but changed as the city was nearing completion. In fact, the city had peaked to that population which quickly diminished during the introduction of public buildings. The plan for the CBD was also originally intended to be smaller than it is now. The central design breaks away from the traditional concept of having the mayor's house located dead center, and instead a towering monument has been erected alongside a complex of government buildings to define and establish the city as a world class record-breaking supercity, thus giving itself a unique identity and reputation that cannot be ignored or forgotten. With the city obtaining 100% historical buildings, an accurate plan of zones and structures, great statistics, it is by far, the most perfect city I have built up to this point. Overall, Parasanti is a very unique city as it has many features like those mentioned above that makes the city almost revolutionary. The scale of construction itself was so intense and overwhelming that it took me one entire year from conception to completion. From the start, the city had been plagued with problems and other issues but gradually through incremental stages of progress and improvement, and armed with experience from the past, the city eventually took its final form and became something truly amazing. The next big step now is to take these ideas and principles further, to create something even bigger, and better. Specifications Population Residential 5,313,148 Commercial 2,375,850 Industrial 404,544 Total Size 8,091,501 Aura 236 Health 89 Education 123 Crime 0 Traffic 9 Pollution 5 Land Value 128 Unemployment 0% Special Features Overlapped road and railway connection 6 Neighbor deals Economical subway design Marina on land Monument in city center Efficient police and fire coverage layout 100% historical buildings A Central Business District More than enough schools, colleges, hospitals, libraries, museums, and recreational facilities City Issues 3 Buildings Abandoned Land Value Level 128 Pollution Level 5 Not enough trees Inadequate recycling centers Not enough parks Historical Events Lowest life expectancy was 48 Residential population peaked to 5.5 million sims Try and beat this baby!!!"
  8. Armadasanti.sc3

    Version

    9 Downloads

    This city is nearly ten years old, and the first in Imperar's -Santi series. It houses five million sims, the first city to do so. It accomplishes this by distributing residential and commercial zones regularly throughout a central square, in which all transportation is via subway. The buildings are selected for their density, footprint, and location, but not their appearance. This creates a more of a noisy, mottled look than in Imperar's other cities. He's credited the movie Koyaanisqatsi, and the former Kowloon Walled City, as inspiration.
  9. 4141193.sc3

    Version

    13 Downloads

    usotuki, an unidentified salaryman, uploaded this city in 2001, noting: "No Cheat." This was the largest city built at the time without cheats, sporting several neat innovations: - An enormous strip of libraries was used to boost the residential population cap. - The water treatment facilities had expired, lowering the land value to the point where the density was highest. - Dirty industry was used, and separated from the rest of the city by said strip of libraries.
  10. Les Simerables.sc3

    Version 1.0.0

    16 Downloads

    Now approaching fifteen years old, this is one of the last and largest cities by Cappy Rico. It features many of Rico's usual idiosyncracies: noisy, random-looking zone placement, ubiquitous small parks and water, high land values and life expectancies, minimal crime and pollution, subways instead of roads, and highway connections lining the edges.
  11. Zerotaxus.sc3

    Version

    12 Downloads

    Imperar's proof-of-concept city has zero RCI taxes, and instead maintains a surplus using only the Legalized Gambling ordinance.
  12. Tunnel Test 2.sc3

    Version 1.0.0

    13 Downloads

    Tunnels which make you .
  13. Connection Test 6.sc3

    Version 1.0.0

    9 Downloads

    Bridges to make you .
  14. Sharapolis.sc3

    Version 1.0.0

    17 Downloads

    A copy of Sharapolis, Z-T's record-breaking city from 2007. In addition to 4.5 million sims, there are: - Adequate recycling centers - Roads within walking distance of every building - Optimal healthcare and education facilities - 10 Landmarks - No cheats used
  15. Imperamatrix.sc3

    Version 1.0.0

    40 Downloads

    The final city in Imperar's -Matrix series, Imperamatrix is a squeaky-clean, ultra-rich utopia boasting more than 4.5 million sims. From the original blurb: "With a total population of 7 million, it boasts full education, health, and safety features, ZERO unemployment, ZERO abandoned buildings, 3% pollution levels, and has the lowest commercial tax rate of 2%. Utilizing an even more sophisticated master plan than its predecessor, it squeezes 100% 4x4 structures across the map, carefully spacing each building for optimum population density without sacrificing the art of functional design. Inspired by the concept of crop circles, this city has been designed to use the properties of each 4x4 structure to create a meticulous pattern of circles, curvatures, and squares clearly visible from the sky, all to produce the energy of unity and opulence which this city has."
  16. Magnasanti.sc3

    Version 1.0.0

    92 Downloads

    A copy of Magnasanti, the first city to surpass 6 million sims without cheating. Due to careful design, the population will remain 6,005,407 at least until the year 100,000, given adequately treated water. Its distinctive look and extreme stability is due in part to the fact that every zoned building has been marked historical. This is the last of Imperar's three -Santi cities, which sought a high population at any cost.
  17. Increase map size maximum

    Hi all, Some new life on the sc3k forum reminds me of this question I have for years. Playing sc3k always made me end up building highrises on the map edges. Might there be an opportunity modding the game such that the maximum map size increases? Eg 4 fold or 9 fold. This would allow creating larger metropolises in sc3k.
  18. By now I'm sure many of you are well aware of our newly-founded SimCity 3000 forum and STEX categories. For those who haven't been keeping up with progress, there's been some really interesting discussions so far. Exploring areas of the game in more detail, including buildings, conversions, map generation, terrain & water, hex editing, custom tree props, and most recently property modding. Thanks everyone for your contributions so far, whether you've made one or multiple posts. And as a result, there's been some interesting trends in forum activity: Past 30 days Past 15 days Past 7 days (All data current as of 9th June 2017, 18:00 EDT) It just shows that with enough surrounding interest, there's still plenty of things to discover in a game released the previous century. OK, one year before the millennium, but still... Want to be notified on new topics and uploads? Follow the Forum Follow the Files
  19. Modding Fun with SYS.PAK

    The SYS.PAK file, located under SimCity 3000 Unlimited/Apps/Sys/, is an archive that contains a myriad of uncompressed game configuration files. While some files contain mostly hexadecimal mappings and generally undecipherable information, quite a few of them include readable and interesting game parameters that are fairly easy to view and modify. Some of the things you can do include: Alter area-of-effect stats from buildings, including crime, pollution, and land value generation Change the plop costs, capacities, and general life expectancy rates of utility buildings For my example here, I've modified the effective lifespan of the fusion power plant. Always thought it was a little odd that the most expensive and futuristic plant (by far) is hampered by the shortest overall lifespan. Also, comic sans? Really? OPENING THE ARCHIVE Please ensure that you create a backup of SYS.PAK, in the event that you repack the files and the game no longer functions. To extract SYS.PAK, you will need to download SC3KPAK (windows only). Place the SC3KPAK.exe and Sc3kpak.lng (thanks @CorinaMarie) in the Apps/Sys/ folder and run command prompt. cd to the working directory of SC3KPAK and run the following command: sc3kpak e sys.pak This will extract the contents of the archive to the current working directory. Now you're ready to begin the editing process! Open any of the .ini files in your favorite text editor and begin tweaking some values! CONTENTS I'll try to update this post periodically once I've perused the files a bit more. SC3ComLayer, SC3IndLayer, SC3ResLayer: These files seem to define certain constraints for the RCI model. The ResLayer is significantly more comprehensive. InitialConnectionSupply - This looks to be the initial maximum commercial and industrial capacities, without any cap relievers. Default is 25,000 and 70,000 respectively. ExternalFunSupply - seems to be the same thing for residential, sitting at a default value of 25,000. SC3Tune: Controls parameters for several different portions of the simulation. Also contains stat values for a lot of the civic buildings, garbage disposal and the water treatment plant. MaxDistFromTransport - Indicates the maximum tile gap from a transportation network tile (road, subway, rail, etc.) a zone will develop. Defaults are 2 for commercial, 3 for residential and 4 for industrial. I'd imagine setting this value to something like 255 would result in some super clownly development. [Higher/Lower][LandValue/Density]RedevelopmentPct - Sets bias for the simulation's redevelopment of areas. Default is a even split for residential and commerical and a 30/10/30 split for industry. Modifying the percents here would help skew development to favor a certain type over others I'd imagine. SC3LandValue: This SC3000 knowledge tree article does a very good job outlining practically everything found in this file. You have control over the city center, elevation, water, building and ordinance effects on citywide land value. [Res/Com/Ind]CityCenterEffect - This is the city center effect bonus described in the plots from the above link. The initial values in each section is displayed as 45+80 for residential, 45+60 for commerical and 10+100 for industrial. The value left of the plus sign is the base land value, while the right value denotes the percentage of the map from the center where you'll get the bonus land value. As you develop your city you may find your geographical city center constantly shifting. If you've ever experienced having your commercial zones fade out in land value as your city grows, the shifting city center combined with the limited 60% bonus radius is the culprit. The AgentIDModifiers section describes the individual building effects on land value. Yes, by changing that -90:R to 100:R, you can make it so that your rich sims won't mind if their nice mansions are right next to that disgusting coal power plant. You can go even further by changing the AirPolluteFactor and GarbagePolluteFactors to positive numbers for a positively silly result. Similar files to this one include SC3Pollution, SC3Aura, SC3Crime. You can also control how frequently these data layers update in-game by changing the UpdatePeriod parameters SC3DisasterLayer: Controls parameters associated with disasters and the parade. Looks like a fun way to cause some extra chaos! SC3BudgetLayer: Controls budget items, which includes plop costs, tax income and loans. LVTo[Res/Com/Ind]TaxTransmogrifier - From my understanding, this is a multiplier applied to the land value of the particular RCI tile. The product of that formula is the tax revenue you earn. Naturally, the higher this value, the higher the amount of money you earn from taxes. Default values are 35 for residential, 45 for commercial and 50 for industrial. A city of 465,000 people that was earning approximately 62,000 simoleans a year was now slated to earn 216,000 after doubling each respective value. SC3PowerLayer: Controls most power utility statistics, including lifespan and capacity. [Min/Max]OverworkMonths - Range in which an overburdened power plant can prematurely explode. MaxLifeSpan - 12x the maximum number of years a power plant can operate before it explodes. (ex: value of 1200 = 100 years) DeclineAge - 12x the year when the power plant starts operating at less than 100% capacity. (ex: value of 768 = plant starts aging at 64 years) PercentageVariationInLongevity - randomizes the maximum lifespan of the building within this percentage of its MaxLifeSpan. In essence, it turns MaxLifeSpan into an average (15% longevity at 1200 = 85 - 115 years) SC3WaterLayer: Controls most water utility statistics, including lifespan, capacity and consumption (no treatment plant). Interesting properties: WaterFromPipe - The maximum amount of tiles from a pipe that water will reach. Default is 7. DefaultLeak - Seems unused. My theory is that the aging water pumps were supposed to 'leak' and cause something bad to happen. Rather, aging functions much like power and garbage utilities with gradual capacity decrease over time. Another interesting tidbit I noticed is that several files contain a reference to a 'Launch Arcology' building. I'm guessing this was supposed to be a reward building in a similar vein to the arcologies of SC2K but was ultimately cut from the game. PUTTING IT BACK TOGETHER Once you're done editing, open the command prompt back up. In your current working directory, type: sc3kpak a This will automatically package the configuration files into a new SYS.PAK. If you're working with the archive in a separate folder from the Apps/Sys/ folder, simply copy your new SYS.PAK back into there. Otherwise, start the game and see the fruits of your labor!
  20. Just recently found out the hard way that the entirety of the original OST (not the songs introduced in Unlimited such as Sixth Floor, Electric City, etc. for whatever reason) is on Twitch's "no-go" list: Bleh.
  21. Hello fellow citybuilders, I just found out that you can play our good old SimCity 3000 in HD... and thought that documenting the procedue would be a good idea. Here's the short version (can be found here : http://www.wsgf.org/dr/SimCity-3000/en) And here's a more visual version, because some people might feel intimidated by the "hex editor" part. First you need a Hex editor, a good choice is Hxd Hex Editor, that you can download from here : https://mh-nexus.de/en/downloads.php?product=HxD Once downloaded and installed let's get to work. You'll need to work on a game file, so I suggest you make a backup of it or work on a copy of the file. Launch Hxd Hex editor and open the SC3.EXE or SC3U.EXE (it's in the "Apps" directory of the installation location of the game). Search for 8b 4c 24 04 8b 44 24 08 53 - you will need to change the datatype to "Hex-values" Now just replace the first four bytes by c2 08 00 90 in the editor (place the cursor at the beginning of the sequence and type) Repeat the same operation : search for 8b 4c 24 04 8b 54 24 08 81 f9 replace the first four with c2 08 00 90 again Now save the file. If you worked on the original it's done, if you worked on a copy you will need to replace the original file with the one you've modified. Launch the game, in the preferences you will now see all the resolutions your GPU can support being listed : Enjoy your SimCity 3K now in HD : (note : the intro video works perfectly on Win10 for me).
  22. Hello everyone, I want to suggest a idea. Why we don't add SimCity 3000 section on Omnibus? It's useful for players, especially new players. It's for filling the Cori's SimCity 3000 Forum section gap. Thanks. Zaydan Edit: The 'typo' is correct. Latest is correct alternative to 'most recent', while lastest is typo. Based on (not-clickable) best Cori's suggestion.
  23. SimCity 3000 for $2.49 at Gog.com

    Edit: This sale has now ended. (So this is just a random discussion thread now.) From a different thread (about SC4 Deluxe) here's the part relevant to SC3K: Again, here's the linky to SC3000 for $2.49 on GoG. Sale ends May 15, 2017.
  24. Official SimCity 3000 Sub-Forum We have recently had some post activity for this delightful old game and therefore it now has it's own home for new topics and also its own file section for uploads: SimCity 3000 Files. There is also a sub category SC3K Maxis Files where you can find original content provided by Maxis. I'll be your local moderator to basically move in old threads y'all find. I've moved all the topics here that I found on my own. Feel free to post linkys to any SC3k thread or file that I've missed which you find here on Simtropolis (no matter how old) and I'll move them over. In this thread I will edit your post with -Done- for each one after I move them. For this thread there is no bump rule. In other words if you find another thread a few minutes later, feel free to just add a new post with the info. Rules for this Forum Unlike our more active forums, this one has a reduced bump rule for all other topics here. Please wait a minimum of 4 hours before posting back to back in a thread. We are doing this because we expect minimal activity and you may have some additional brilliant idea or picture you want to post and otherwise would have to edit it into your previous post. The problem with this is if someone has already read that post they will not get beeped (notified) of the edit. With a new post, they will. Additionally, the don't bump old topics rule does not apply in this forum either. If you find something you wish to bring back to the top of the list for discussion, feel free to post in that thread. Previously Pinned Threads For now I'm going to unpin the threads I move in here. We've had the SimCity 3000 OFFICIAL THREAD pinned since it was the basic place to post about the game. It contains a diverse smattering of topics and discussions. If you feel any particular discussion should be parsed out into its own thread, let me know. Otherwise, feel free to just copy some of it and start a new thread yourself. (And if peeps desire to have it re-pinned, I can do that too.) Disclaimer I played 3000 a long time ago and loved it. I don't play it now. So, I'll just be your host to move things around or pin them as y'all request. If some peeps want to step up and say they'd like to be the leader here with ideas and such that would be great. If said peeps are not moderators with the power to do the fancy things (like pinning) then I'll be your liaison to do the button pushing to make it happen. Have fun and let us know your feelings about this new forum. -Cori (Staff Moderator)
  25. Hi, I just want to know if there's a way to get the marina from SC3K to C:S? I don't want to do anything illegal obviously but there's been other people who post SC3K assets. I just really like the SC3K marina. Basically, my question is how do you get assets out of SC3K? It's this thing (the marina). Thanks.
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