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City-building game(s)

Found 39 results

  1. Version 1.0.0

    465 Downloads

    This is an edit of @Terring's MTRT Sub/Bus Street Addon uploaded with their permission. For further information regarding this mod, refer back to that page. From the original upload's description: "Since I'm a lotter and not a modder, I didn't change any aspect of the sub/bus stations, such as the name and the capacity of 15,000 passengers." This is simply an edit that fixes the names in the UI, as well as rebalancing the capacity values against the Diagonal Intersection RoadTop SubwayBus Station mod that this is intended to be used in conjunction with. The tables below further illustrate these changes. Without Rebalanced: With Rebalanced: Installation: Place the .SC4Lot files in "My Documents\SimCity 4\Plugins" (or with the other 'MTRT-V1' files), replacing existing files if asked. Dependencies: None, but Diagonal Intersection RoadTop SubwayBus Station is recommended.
  2. Version 1.0.0

    1,070 Downloads

    One of my favorite mods is the Diagonal Intersection RoadTop SubwayBus Station (also known as MTRT) made by @uroncha back in 2005. It's a set of bus stops and subway stations that can be placed on top of streets, roads, one-ways and avenues, just like Road-Top Mass-Transit (RTMT). What I enjoy the most in MTRT, however, is that it also includes bus stops and subway stations that can be build on top of T and X intersections as well, which is very convenient for me. Why building bus stops and subway stations next to crossroads, when you can build them on the crossroads themselves? My only complain was that MTRT includes Subway-Bus stations for roads, one-ways and avenues, but not for streets. If RTMT comes with subway and sub/bus stations for streets, why not MTRT too? So, I decided to make 4 new lots as a little add-on for MTRT to include road-top sub/bus stations for both straight and diagonal streets, as well as for tee and cross intersections. Since I'm a lotter and not a modder, I didn't change any aspect of the sub/bus stations, such as the name and the capacity of 15,000 passengers. I'm just too lazy for that . All I had to do was to open the Lot Editor, pick the street bus stops and replaced them with the sub/bus stations. That's all. So, don't be surprised if you see that the game will still call them "road sub/bus stations" even if you can build them on the streets. Sorry for that . However, I can recommend you using MTRT Sub/Bus Street Addon - Rebalanced made by @MiniMe943, which fixes the names in the UI and re-balances the capacity values Installation is very simple. First, download the Diagonal & Intersection RoadTop Subway-Bus Station (link above) and install it to "My Documents\SimCity 4\Plugins" folder. Second, download and install my add-on, preferably inside the MTRT-V1 folder for convenience. Third, have fun
  3. Hello I have these mods in my SPAM folder I am not able to make the below appear from SPAM Paeng Addon Pack Vol01: * Growable Farms (16 Variations) --------------------------------------------------- - Stage 2 3x3 Barn, Silo and Farmhouse (3 Variations) - Stage 3 4x3 Barn, Silo and GrainStorage (3 Variations) - Stage 4 4x4 Dairy Farm (3 Variations) - Stage 4 5x6 Small Cattle Ranch (3 Variations) - Stage 5 4x5 Medium GrainElevator (single) - Stage 5 4x6 Grain Storage Facility (3 Variations) I have been trying to get Stage 4 5x6 Small Cattle Ranch (3 Variations) to show up by using CTRL and the Ag zone and making a 5x6 zone and just making regular 5x6 Ag zone but all that seems to show up are the farms from the original SPAM mode. Is there something overriding the SPAM Paeng Addon Pack Vol01 or am I using the wrong zone? I can not get the 4x4 Dairy Farm to show up either. The rest of the mod is working. Thank You
  4. So I've recently installed Colossus Addom Mod v2.1 in order to really spruce up my city centre with skysrcaper variety, and it's been absolutely brilliant. So brilliant, in fact, that I figured I'd apply the same thing to farming areas and industrial areas - the maxis varieties are shocking (so many wheat silos) and even the SPAM is now a bit outdated, so I installed the CAM options for farming and a bunch of new IM/ID/IHT buildings that are CAM-patible. I also have installed a bunch of new medium-density buildings and heaps of mattb's stuff in the interim, as well as mucked around with my terrain grass textures and sidewalk stuff as some of you know, so I'm thus having some trouble chasing down the source of my current problem. As you can see (ignore the erased parts of the left shot, that's just me blending layers in photoshop) something has changed the base textures of many (but not all) industrial lots, including standard maxis buildings. If they had been switched to some random concrete or dirt texture it probably wouldn't bother me, but the new textures are quite clearly the wrong size, like they were designed for completely different lots or some such. The textures occasionally extend over the top of the adjacent road or street, overwriting them and making it look really weird with cars traversing random bits of ground. I've tried deleting some BSC texture packs I installed as dependencies for the new industrial lots, and even removing the entire IRM base pack (which it looks like some of the textures have comes from) but no effect. I'm assuming since they replaced whatever textures were there before, I shouldn't have to delete the building and let it regrow in order to change them back. Does anyone know which files are capable of overwriting existing base textures for industrial lots? Has anyone else encountered similar issues? I've also got several base textures that are now missing entirely, but since I use a bright pink background those are fairly easy to detect and overwrite with some other random concrete through photoshop, but obviously something I've done has messed with ALL the industrial base textures and I need to revert. Many cheers gang, TheCouncill0r. EDIT: Deleting any and all files related to IRM seems to have eliminated the extended textures, but something in the games still seems to want them there, as they've now been replaced by the see-through problems. Again, this is only the case with standard maxis lots, so it can't be a dependency issue, no?
  5. Hi guys this is my first post. I Recently download this add on of NEXIS CENTRAL PARK and noticed the water color was weird.
  6. Version 1.0

    625 Downloads

    CoriBoom™ Productions Proudly Presents... Cori's Castle Addon Lots Pack. Are you ready to venture back in time? In our 2nd official CoriBoom™ release to the STEX, @CorinaMarie and I have developed a collection of RCI lots to complement Cori's Castle. Wandering in the deep, dank, dark dungeons of the Maxis Longfellow Castle, Cori discovered the hidden treasure of 6 rarely seen buildings. We've extracted these from CastleSet.dat and lotted them specially to create this pack. The models were used on the original 13x12 sized Maxis lot, but it seems a bit of a shame they couldn't be built individually outside the castle grounds as regular functional growable buildings. That's where our Addon Lots Pack for Cori's Castle comes in. They've each been designed around a central medieval theme. The general idea is to represent an era when civilization had to live and survive on basic resources, making do with what they had without the modern technology we've become so accustomed to today (and often take for granted). As such the lots contain no cars, satellite dishes, or lawnmowers, and the buildings are tenderly lit by oil lamps and from candlelight. Design Considerations Minimal Dependencies, with Maximal Variety All lots use standard Maxis props and those included in the CastleSet.dat file as a dependency. The lot design incorporates prop families to maximise variety. This means with 6 individual lots in this set, there are additionally dozens of different combinations possible between them. The game will randomly select from planted bushes, shrubs, furniture, and other details each time upon growing, meaning there's a reduced probability of two lots side-by-side ever being identical. Custom Base Textures The pack contains specially developed base textures combined into an included DAT file. These add dirt walkways and other details, such as where people are visibly seen to gather on the lots, most notably so on the Travelers Inn as timed animated props. The idea with the custom textures is to incorporate them around the building, and so helping everything integrate more naturally. Effects for Enhancement Bringing the lots more to life, there are a few effects strategically placed on the lots, including smoke rising from the chimneys. They're subtle enough to not stand out obviously, but they'll intermittently be displayed to give an added element of character. Each have been correctly raised and oriented from the ground when viewed from all 4 directions. Additionally as hinted above, there are Sims which are shown at certain times of the day. These use a prop family too, so various Sims will appear interchangeably for each lot. Modular Design Thinking of how these lots will accompany each other, they've been lotted with the purpose so the boundaries fit together. Bushes and shrubs are on the edges, and then fences are used further back on the 2x2 lot, so the 1x1 Houses can blend in with a degree of seamlessness. Proportionate Stats All lots have been based on Maxis original growables of the same size, with the intention to keep them within the realms of what the simulation expects. To fit around the idea of old style growth, they've each only been assigned to the Chicago 1890 Tileset. So just remember to enable that option in the building style control or else the lots won't develop. Sample Preview Here's an example pic showing all lots built within the Cori's Castle region: (Dirt roads used are the SAM-3 texture variation from the Network Addon Mod. These go really well.) What's Included? 6 growable Stage 1 lots. (3 Residential, 1 Commercial, 2 Industrial) 2 R$, 1x1, Small Cottages (6 R$ residents) Castle Shake Roof House Castle Thatched Roof House 1 R$, 2x1, Large Home (12 R$ residents) Castle Big Thatched Roof House 1 CS$, 2x2, Travelers Inn (28 CS$ workers) Castle Travelers Inn 1 IR$ (Ag), 2x2 with field, Stable & Farm (4 IR$ workers) Castle Farm and Stables 1 ID$$, 2x1, Blacksmith Shop (9 ID$ workers) Castle Blacksmith's Shop We recommended using the Ctrl+Zone method to encourage the 2x1 and 2x2 lots to grow. See this post for a summary of this and other precision zoning techniques for use in the game. Dependencies CastleSet.dat contained in Longfellow Castle. Thanks Maxis for these, they really are superb! Cori's Castle - Addon Lots Base Textures.dat (Included) Note: Should anyone find a use for the base textures included, feel free to add the file (or the extracted textures you use) and include it with your download. There's no need to make anyone's life more difficult by linking back to here. Do mention where they came from though, and how if anyone already uses our Addon Lots, they probably already have said textures. Another Note: The CastleSet.dat may also be named Castle Ramparts.dat which includes the same models. Installation This pack uses the standard process of installing SC4 content. Copy the entire contents of Cori's Castle - Addon Lots Pack into your Plugins. This named folder contains the above texture DAT file required for the custom base textures, and then each lot is contained within an individual subfolder per developer type. Who knows, we may someday create a few more of these, and so this structure seems logical to begin with. You're free to place them in your own system of organization though as you see fit. Note that instead of combining them all into one merged DAT file, we've specifically created them as separate lots to easily allow you to mix and match with other content as desired. The CastleSet.dat file can be copied in here also, or you may wish to have it separate if using the Maxis Longfellow Castle. In which case, just ensure it's placed somewhere in your Plugins. Recommended Content Did we mention these lots are great to use when playing Cori's Castle - Complete Region? Yep, we did, and they do. But yeah. Additionally along with the Maxis Longfellow Castle itself which provides the building models, you may also find selected items useful from the following authors to fit the theme: Content by @Pegprod from the Mountain Theme Pack. Content by @onlyplace4 including their Wild West Barn. Content by @SimCoug such as their Little Well. // CoriBoom™ Productions Release \\ Cori's Castle - Addon Lots Pack v1.0 — (10 Jan 2019)
  7. Hello! Can you create a short step by step guide of full installing of the game? During playiing even with original game with widescreen resolution, the game was crashed sometimes without save. And now, after installed some of addons, textures of some buildings didn't appear, for example, I don't see textures of the Fiesta de Turistica hotel and 2 others buildings at Commercial sectior, and when I have downloaded a separate building of Fiesta de Turistica recently, it still doesn't shows itself, and I have just rebuilt it by myself. And the game became more often crashing even when I am trying to make a save during the pause. Now I am thinking, maybe it would be much better to create a hot short guide of step by step game installing? Or it has already done? For example, a guide can contain something like this: 1) Install the original Rush Hour game; 2) Set the widesrceen resolution. 3) Download these packs of mods/addons firstly, and those pack secondly. 4) And if you wanna more trains, buses, download this for thirdly. Oh! And maybe, the next step would be beautiful (if its possible), for example: 5) And finally, if you wanna to reformat a map/cities to 3D, in GTA San Andreas Universe, only for riding, without build progress, but if you wanna ride at all the cities at the whole map, just do some things..., and if you wanna to join your cities with GTA SA cities, do this... (I am looking for GTA SA dimension becuase its not resoursable for computers, and it has the unlimited map; maybe, GTA Vice city also would be beautiful but its map had borders, and vehicles comes back to the center of the map automatically. For example, its possible to reconvert GTA IV to GTA SA, so, maybe if it will be something possible between SC4 and GTA dimensions?). Thank you!
  8. I was trying to install cam 2.1.X today and it gave me instructions to click on the simcity_1 folder and click start in the data packer window. But there was one problem... THERE WAS NO DATA PACKER WINDOW Does anyone have an answer or a fix to my problem? I tried installing LEX Datapacker and it gave me an error and I have no clue what to do.
  9. Version 1.0

    1,697 Downloads

    This is the original landmark pack for SimCity 3000. Since you can't download it from the official site anymore I decided to upload it here on Simtropolis. Installation: Go to your SimCity 3000 folder then go to "Apps" then place your unpacked folder in the directory.
  10. So I started building RHW(new to RHW btw) to reduce regional traffic then I notice that the trucks are constantly changing lanes or doing a zigzag movement........please help!!! Here's a photo https://www.dropbox.com/s/6gij4k6il26idqj/20170329_232144.jpg?dl=0
  11. NAM for Mac App Store Version?

    Hi Simtropolis, I purchased Sim City 4 on my Mac through the Mac App Store. Is it possible to install the NAM on this version? Thanks, By the way, I'm new to this community... so if this question has already been answered, please just post the link.
  12. Version 1.1.0

    1,636 Downloads

    In this installment of the Maxis renewal series, most of the basic Maxis utilities and transport have been re-lotted. As usual, changes include general lot redecoration, like most flora seasonalized and SCILT sidewalk textures, among other things. Lots overriden: Water pumps, Treatment plant, Incinerator, Recycling center, Nuclear and Solar power plants, Toxic waste dump, Passenger, Freight and Elevated train stations, Monorail, Bus and Subway stations, Elevated Rail to subway transition, Parking lot and Project Symphony style Maxis toll Booths. Standalone lots included: Compact Water Treatment Plant (50% less capacity), Compact Passenger and Freight Stations (25% less capacity), Train stops (very low capacity) and Passenger Rail Terminus Station (10% more capacity) These overrides require a considerable amount of dependencies: MHO PropOverride (included, make sure this loads after the '___NAM' folder!) Maxis buildingprop Vol 1 and 2 OR T-Wrecks' Maxis prop name and query fix CP's SCILT (Linked to maxis default version, choose any version you want) PEG MTP Super resource pack PEG Security Fencing Kit SHK Parking Pack BSC Textures Vol 01 BSC Textures Vol 02 BSC Textures - Cycledogg Vol01b BSC MEGA Props - CP Vol 01 BSC MEGA Props - CP Vol 02 BSC MEGA Props - D66 Vol 02 BSC MEGA Props - DAE Vol 01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - Gascooker Vol 01 BSC MEGA Props - JES Vol 01 BSC MEGA Props - JES Vol 02 BSC MEGA Props - JES Vol 03 BSC MEGA Props - JES Vol 04 BSC MEGA Props - JES Vol 05 BSC MEGA Props - JES Vol 07 BSC MEGA Props - JES Vol 08 BSC MEGA Props - JES Vol 09 NCD Railyard and Spurs V102 (For Maxis and PEG Rail) OR RRW NCD BSC Railyard and Spurs Update V102 (For RRW) Notes: As with any lot overrides, it's recommended to bulldoze any existing instances of these Maxis lot overrides in your desired region before (un)installing this plugin, otherwise it may lead to problems ranging from texture and prop mismatches to other issues. You can plop them back afterwards. Includes readme in english and spanish. Enjoy!
  13. Version 1.1.0

    1,464 Downloads

    In this first* installment of the Maxis renewal series, most of the basic Maxis parks, as well as some related rewards, have been re-lotted. Changes include general lot redecoration: most trees replaced with CP's seasonal and semiseasonal variants, sidewalk textures replaced with CP's SCILT textures and the green park's base replaced to match the open grass area, among other things. Lots overriden: Green parks, flower gardens, plazas, sportsfields, beach, minor and major league stadium facelift, mayor statues, farmer's market. Optional standalone lots included: koi pond garden, fenced sportfields, beach promenade extensions. These overrides require a considerable amount of dependencies: Buildingprop vol1 and 2 OR T-wrecks' Maxis Prop Name and Query Fix Maxis Parthenon and Stonehenge plugins SCILT (Linked to Maxis default version. choose any SCILT version you want) PEG MTP Super Resource Pack SHK Parking Pack Porkie Props Vol1 Paeng Textures V104 BSC Textures Vol02 BSC MEGA Props - CP Vol 01 BSC MEGA Props - CP Vol 02 BSC MEGA Props - D66 Vol 02 BSC MEGA Props - DAE Vol 01 BSC MEGA Props - SG Vol 01 BSC MEGA Props - Gascooker Vol 01 BSC MEGA Props - JES Vol 03 BSC MEGA Props - JES Vol 05 BSC MEGA Props - JES Vol 09 NUTs prop pack A *Technically second, as I consider the Grand Rail Station Facelift as part of the series Notes: As with any lot overrides, it's recommended to bulldoze any existing instances of these Maxis lot overrides in your desired region before (un)installing this plugin, otherwise it may lead to problems ranging from texture and prop mismatches to other issues. You can plop them back afterwards. Enjoy!
  14. Version 1.0

    858 Downloads

    M.U.L.E. (Mountain UtiLity Extension) The M.U.P.P.E.T.’s (Mountain Utility Personnel Providers of Extended Technology) have been busy creating a new utility pack for our mountain and rural areas.They have come up with the following five utility lots: *Waste to Energy Burn Pile *Donkey Engine Power Generator *Longdrop Composting Power Generator (toxic visual vapour) *Longdrop Composting Power Generator (non-toxic) *Moonshine Still Water Pump The lots have varying smoke and ‘vapour’ effects depending on what the utility is actually producing. Naturally the most noxious of the four is the longdrop, and yes it does cause just a small amount of air pollution (10). The good news however is that while it produces the same power output as the donkey generator (500), its running costs are considerably less, after all… as long as the TP costs are covered… the rest is pretty much free. The boys have also fired up the old donkey engine, and connected the flywheel to a generator. I am not entirely sure if the set up is completely safety approved, but it does seem to work! The boys seem to alternate between chopping wood and standing around yakking. These utility lots have reduced stats and outputs, as they are not intended to power or water a whole tile… rather just a small isolated part of it. Of course if you want to stick one of these babies, in your ultra modern megatropolis, and call it an ‘art installation’ then of course you can! All lots have transparent base textures to blend with whichever terrain mod is being used, and are slope tolerant. Dependencies: MTP Super Pack SPAM Resource The Terrain Kit (7n1) NBVC Logging Set Recommended: PEG Refuse Relocation Kit Additional Screenies:
  15. Version 1.0

    3,418 Downloads

    Hey guys This mod creates a new submenu for the EL Train mod done by oppie. The EL Train items that were originally in the MagLev submenu are now in this new submenu. You need the following mods in order for this to work correctly: EL Train mod - https://community.simtropolis.com/files/file/29584-elevated-railway-offline-only-replaces-maglev/ Project Akar - https://community.simtropolis.com/files/file/29715-project-akar-ui-enhancement/ Here's a video for this mod: How to install: 1. Unzip the file. 2. Place into your SimCityData folder. Special thanks: To yayie: For assisting me with the naming of the menus. To HyugaHinata: For assisting me with the naming of the menus. Enjoy! More mods are coming!
  16. Project SUGCAM (SUGC:AM) "Where's the agriculture? Where's the military? Why no bigger maps?" Current Events | has been released! School is still busy, the holiday season is approaching, so Merry Christmas and Happy Holidays! Summary | SimCity didn't come with agriculture out-of-box, for Quality Assurance scrapped it form the game, but that shouldn't stop us from making our own version! SUGC:AM, the future SUGC Agriculture Mod, will be the first official collaboration project for the team, and it will add some more fuel to the flame of SimCity. The mod will introduce a new element of gameplay into SimCity, and we'll start out small and grow into a massive part of everyone's SimCityData folders, given the one year we'll take to make it! All of the future content for the SimCity User-Generated Content: Agriculture Mod will come out in the phases described below: Work Phases | Phase I - Essential Functionality - 2 months, +/- 1 months Project Akar Agriculture Culture! (Menu Structures) All RCIHC Plop Farmhouse! (Base) Parklet Brand Farm Modules! (Production) City-Wide Distribution Brand Tractors! (Utility Agents) Project Orion Brand Farm Fillers! (Decoration) Plop Anywhere Crops! (Decoration) Phase II - Modernized Functionality - 3 to 6 months All RCIHC Plop Urban Farmhouse! Project Anpassad Custom Factory Farms! Natrual Farming play style! Project Pony Brand Grocery Stores! Project Pony Brand Distribution Centers! Major crop update! New resource types in-bound! GMOmega Farms. Corporate Headquarters! (AgroCo) Phase III - Imagined Functionality - 6 months, +/- 3 months Residential Overhauls! Balance Overhauls! GMOtown, U.S.A! Rise of the AgrOmegAcademy! SimPolitics? (Hint, hint) To-be FAQ | When will the mod be released? As soon as Phase I is complete, what has been completed will be released. How will you release the mod? This seems like a lot of stuff... Each primary function of the mod (RCIHC Plop farmhouses, City-Wide Distribution Tractors, Project Orion Brand Farm Fillers) will be put in a separate package, and you can choose, like Project Akar, what parts you really want and how you want to play your game! Download | Not yet, buddy! XD
  17. Version 1.0

    3,051 Downloads

    Hey guys This mod adds the elevated train stations (done by oppie) to Multi Plopper (done by Skyestorme). Skyestorme's Multi Plopper can be downloaded here: http://skyestorme.com/skyes-multi-plopper-mod/ I don't believe a video is necessary for this mod, but one will be produced if asked for. How to install: 1. Unzip the file. 2. Install into your SimCityData folder. Special thanks to: - Skyestorme: For continuing the development of Multi Plopper. - oppie: For creating the EL Train mod. Enjoy! More mods are coming!
  18. Version 1.0

    4,936 Downloads

    Hey guys This mod allows you to plop multiple subways. This mod was done as an addon to Skyestorme's Multi Plopper mod (can be downloaded here: http://skyestorme.com/skyes-multi-plopper-mod/) I don't feel that a video is necessary for this mod, but if it is requested I will do one. How to install: 1. Unzip the file. 2. Install into your SimCityData folder. Special thanks to: - Skyestorme: For continuing the development of Multi Plopper. Enjoy! More mods are coming!
  19. Are there any plops you can put in one city but not another that will add automata of a particular kind to that city? ie: Army trucks for a city with a base. FBI trucks for a city with federal government buildings. Flying military aircraft for a city with an air base. Navy and civilian boats and ships for a city on the ocean. I'm looking for addons not replacements. I want to add and increase automata to cities and cities next to cities that have reasons for increases in specialized traffic.
  20. I've been thinking about getting the new addon, Theme Parks. It looks pretty cool to me and may be something I'm intersted in. I've tried several times to create a 'Sin City' type but it aways goes downhill VERY fast. I'm curious about the ups and downs of this add-on and how it helps bring in the simoleons. So far making good money still comes down to mining and playing the trading game, but I'm always looking for a more fun way of doing things.
  21. First Things First, I am running Simcity 4 Deluxe through wineskin on Mac OS X Lion, and this is the only problem that has really annoyed me so far that has stopped me from playing. Anyway, heres the main bit. It claims I have not got Simcity 4 Rush Hour installed, even though I am playing on the region New York, which got added in Rush Hour, I have ran it on the same wrapper that i run simcity 4 deluxe on, earlier in the day, i installed the updates to fix street lights and stuff sucessfully so I do not know what has happened here, please help. P.S I have got another problem, it is sort of annoying but I can live with it, when ever i go to the mayor mode menu thing and click road, it crashes, highways and all that work but an ordinary road wont work, any ideas? P.P.S Another Annoying bug i can live with, the my sim bit and the how your cities doing, like land value and stuff like that are stuck open, and are blocking any interaction with income menu and stuff like that so the game is a bit harsh on me, I have posted a picture below so you guys can see what i am talking about.
  22. hello all, are there any updates from ea about creating your own building's with a tool or something?
  23. Welcome to Burj Khalifa Proyect: Hellow all, you know me, because i maked the Nakheel Tower Crappy version xD, Actually i don't have updates, not yet, but is comming soon, officialy. this is the next proyect after make of burj khalifa Sky City (China): The next tallest building in the world in 87 Days. Nakheel Tower V2 Kingdom Centre But to test i have to repair the error of The game ( will run with the software driver when next launched)
  24. i'm zoning a high wealth zone and want to use the cobblestones from SAM to give it a better look but no matter what i try once i use SAM it cancels out the trees. i've gone through the readme's and it doesn't appear that JRJ's streetside mod is compatible w/SAM, is there a newer version of SAM that will work with JRJ Streetside Mod b/c its pretty awesome and gives my cities nice trees and i don't want to uninstall all the dependencies for JRJ to put another streetside mod in that is compatible. and the others don't look that great in my opinion. if there is no fix then i'll have to use the standard roads.
  25. Version 1.0

    3,353 Downloads

    Mountain Airbase Add-on After many years of abject humiliation due the to economy nature of our air farce, and enduring coming last in all the spit-wad wars instigated by the neighbouring Simnations, we were proudly and finally able to bring you the upgraded Mountain Airforce Base. We are now pleased to announce that sufficient funding has again, been siphoned from the appropriate Pegprod Team Slushy Fund, to bring four more airbases to add to the ever expanding Mountain Airbase empire. Unfortunately we still can't quite afford a runway, so we suggest you use the MTP Small Landing Strip Or the Coast Guard Airfield (AddOn) modular airfield set. This pack includes the following lots: Mountain Airforce Base - (Modular) *Designed to work better with modular airport sets. Mountain Airforce Helicopter Base Mountain Search and Rescue Base Mountain Heliport Bonus Extra 1x1 lots: Airbase Chainlink Fence - Grass Airbase Chainlink Fence Corner - Grass Airbase Chainlink Fence - Concrete Airbase Chainlink Fence Corner - Concrete Airbase Concrete *Uses the same chainlink fence from the PEG-CDK Fishery Stats Main lots: Menu - Airport Plop cost - 500 Bulldoze - 100 Monthly Cost - 50 Dependencies: PEG SPAM SUPER RESOURCE PEG MTP SUPER RESOURCE PEG-CDK3 Fishery One Flag Many Nations Mod S.P.O.T (Simpeg Orientaion Tool) *PEG-MTP R$$ RESOURCE b101.dat *Only the .dat file containing the R$$ building models is required from the PEG-MTP Residential Replacement Mod, it is not necessary to install the complete mod. Tabi Aircraft Models (Also now attached to the download button of this file.) Installation: Unzip to: Documents/Simcity/Plugins/PEGPROD/Mountain Theme Pack/ABCVS/Aviation/Mountain Airbases Un-installation: Delete the Mountain Airbases folder and its contents. Credits: Lotting / Modding - abcvs (Screw Pile Developments) Props, textures and dependencies - Pegasus (Pegprod); Tabinohito Additional Screenies: -Cori Edit: Fixed formatting and linkys.
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