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City-building game(s)

Found 9 results

  1. How to blend in Ploppable Asphalts Tutorial Hello Guys, have you ever tried to join two roads together whilst detailing with ploppable asphalts but got the horrid gap? Then this is the video for you on how to blend it! Tutorial Video - https://www.youtube.com/watch?v=oA3YwS8uxmI Ronyx Ploppable Asphalt - http://steamcommunity.com/sharedfiles/filedetails/?id=881291183&searchtext=asphalt http://steamcommunity.com/sharedfiles/filedetails/?id=926353813
  2. Travel Speed

    So, Prima (known to be wrong sometimes) says: Street is 100 trips and 31 kph Road is 1000 trips and 46 kph Avenue is 2500 trips and 40 kph One Way is 2000 trips and 46 kph Highway is 4000 trips and 100 kph Now, I'm only currently interested in pure plain vanilla Maxis (with 638 installed). I found a couple things I'm curious about. First: Now is it true that OWR and Roads are the speed Prima says Streets are? And are buses faster on only OWR and Roads or others too? Basically what I'd like to know is the true speed for the aforementioned 5 types of asphalt transportation. And do buses travel faster on each or no? Then I'm wondering if I'm calculating this correctly: Large tile is 4.096 kilometers wide. 100 kph = 1.667 kpm so wouldn't it be 2.46 minutes to cross a large tile on a highway? Then say: under 3 minutes for rounding? Or does commute time get doubled in the calculations to account for a round trip? Thanks.
  3. City With No Name: The End

    Here are some final shots of the city with no name. This tile is the final one I had planned to develop as part of the conurbation. Unfortunately an outbreak of prop-pox means that it will remain forever unfinished. Below are a few shots of the city that I managed to take before giving up on it. One or two nice shots, but always sad to say goodbye 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. No stories this time, but I hope you enjoyed the pictures. I will eventually start a new region and make some more pictures for you, until then thanks for reading and commenting.
  4. Version 1.0.0


    Description: This mod Extends the super light asphalt mod by bringing some nicer textures to your low, medium & high-wealth zones. Of course you can also use any other sidewalk mod that provides good coverage for static network pieces that are wealth-independent. Dependencies: NONE Can be combined with: - base mod by Magneto http://community.simtropolis.com/files/file/28804-super-light-asphalt-mod/ - addons by MGB: http://community.simtropolis.com/files/file/29789-mgb-super-light-asphalt-addons/ Installation: Make sure this mod loads after the used sidewalk mod and other texture-changing mods such as TGN by MGB (this mod should have at least 1 more underscore '_' in it's folder name). If for example you use the superlight asphalt mod and have named its folder like so : z_superlightasphaltmod, make sure you give this mod-folder a name starting with z__ (2 instead of 1 underscore). To slightly increase performance, remove the images. Optional: The included files found in the folder 'OPTIONAL_TULEPs_overrides' are optional and do some changes to the 'orto avenue x orto avenue' automatic tuleps (based on MAS71's work; http://sc4devotion.com/forums/index.php?topic=2897.msg146604#msg146604), the ploppable 'road tulep Type A1 + Intersection' piece, and the 'road tulep-Type A-Dashed' piece (see pictures). For optimal visuals drag out the avenue at least 3 tiles from the intersection without intersecting any other networks. Credits & outro: Based on the superlight asphalt mod by magneto and paengs sandstone mod for identifying texture-ID's of interest. Avenue Tuleps inspired by MAS71's mod. All textures except medium and high wealth sidewalk are based on the work of the above mentioned people. Feel free to improve and redistribute for non-comercial purposes ;-)
  5. Version 1.0.0


    PEG MTP Parking Lots By Pegasus This is a collection of 4 small parking lots designed for the MTP and/or use in rural areas. Two of the lots are asphalt... and two have a dirt surface. Both styles are offered in a 1x1 and a 2x1 lot size. All 4 lots are transit enabled and all 4 function as Parking Structures with their capacities reduced from the default 5,000 down to 500. The plop costs and maintenance are also reduced. In the game, Parking Structures increase the efficiency of nearby Mass Transit stations primarily in residential areas. These parking lots can be used for that purpose but are so cheap to plop and maintain, you can easily afford to use them just about anywhere for eye candy. They also look great in urban areas, particularly next to parks and other 'green' areas. These parking lots will appear in your Misc. Transportation Menu right above the default Parking Structure. Each parking lot is installed as a separate file so you can easily remove any ones you won't use after installation. Dependency: PEG MTP Super Pack All Pegasus files are now legacy content and are no longer officially supported - however support from the wider community can be requested here.
  6. Overhanging Fillers

    Version 1.0


    Included in this download small filler lots with overhanging props (1 square, 2 triangles). Comes in 4 flavours: medium-wealth concrete, medium-wealth grass, sandstone & super light asphalt. To be found at the top of the park menu. No dependencies Special thanks to Cogeo
  7. Super Light Asphalt Mod

    Version 0.9.9


    The Super Light Asphalt Mod is a retexture mod designed to extend the effect of Moonlinght's Super Light Asphalt Sidewalk Mod to NAM components. It will change the default sidewalk concrete texture and replace it with an asphalt texture (a must-have for asian CJs!) Installation Detailed information in the readme file. Dependencies -Moonlinght's Super Light Asphalt Mod (optional, strongly recommended) -Moonlinght's NAM roundabout fix or equivalent (optional, recommended) -NAM 31 or higher (strongly recommended) Supported features -Elevated rail over road & avenue -Flups -GLR -NWM -Overpasses -Tram in Avenue -Tram in Road -Tram in Road textures variations -Tuleps -NAM stations & transitions -RTMT stations -Turbo roundabouts -Draggable overpasses Unsupported features -Extended draggable GLR -Rural GLR -RHW -Tram on Street -US T-RAM variant -Street & Road roundabouts UPDATE (03/2013) Added draggable elevated networks (to be found in the update folder). UPDATE 0.9.9 (12/2013) Turbo Roundabouts & ELR Over Avenue textures have been added for NAM32 compatibility, as well as other minor fixes and additions. The update is exclusively aimed at the sandstone version; development for the concrete version is discontinued. Still, the Turbo Roundabout & the flup rail plugins can be used by both versions of the mod without any visual disruption. UPDATE 0.909 (08/2013) Another variant is available! All GLR textures, including Tram-In-Avenue & Tram-In-Road medians have been redesigned with sandstone background. To use these, install the z_Super Light Asphalt Mod (sandstone) following instructions in the readme.You don't need the older version (concrete) to make the new one (sandstone) work. In case you use the sandstone variant, please note that the mod will not change the median textures of BATs, such as Tram & Tram-In-Avenue transitions. Credits -to Moonlinght, for the sidewalk mod -to Mandelsoft, Ganaram D. & Memo for their technical assistance -to all developers, for providing the tools -to every member of the NAM team, past or present, for their contribution to the NAM -special thanks to the modding community for all the hard work that keeps the game alive and make it unique. Suggestions or Problems with this mod: report here please
  8. Chinese modder GN-Drive solves the Missing Asphalt Texture Bug for Y - Interchange (Maxis Highway) Compatible with Mandelsoft's Highway Restyling Mod: Found this by accident today in simcity.cn (SimCity China). You need to REGISTER first. ZZZZZZZZZZZZZZZZ_Textures_Asph_2.rar can be found here: http://www.simcity.c...110601-1-2.html Dependencies: NAM 30 (2011) http://sc4devotion.c....php?lotGET=851 (REGISTER) (?) Nam Hotfix Package: http://community.sim...hotfix-package/ =================================================================================================== Please install BOTH files: Highway ReStyling Mod Asphalt Texture Set Complete 1: Highway ReStyling Mod V03 1: =================================================================================================== Extract ZZZZZZZZZZZZZZZZ_Textures_Asph_2.rar and put it in your Plugins Folder. Make sure it loads AFTER the NAM (Network Addon Mod).
  9. Updated Asphalt Highway Textures



    This package contains a variety of updates for Throvin’s Asphalt Highway Texture mod which helps to make it more compatible with the NAM and other downloads lurking in your plugins folder. Since the mod’s release, various new pieces for the Maxis Highway (MHW) network have been added by the NAM team and do not contain an asphalt texture. They will remain concrete-based while the rest of the highway is asphalt-based. An alternative is to use Mandelsoft’s Highway Restyling (HRS) mod, but some still like the grey look of Thorvin’s textures on our highway network. The screenshots displayed show compatibility with various components -Screenshot 1: Pieces fully compatible and textured for the NAM -Screenshot 2: Textured base Maxis highway network pieces -Screenshot 3: Pieces fully compatible and but not properly textured for the NAM Dependencies: This mod has only one dependency file, and that is the Asphalt Highway Texture by Thorvin Credits: -Euro Highway Texture replacements by Thorvin -Highway Signs remover by Mandelsoft -On-Slope connection texture by OnlyPlace4 -Diagonal ramp pieces by Warrior -Updated Asphalt Highway Textures by Samerton -Packaging and documentation by Haljackey If you have any questions regarding the mod, post below for support. Enjoy! -Haljackey

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