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Found 7 results

  1. Hey everyone, I am new to the iLive Reader and had three questions regarding its usage, all regarding residential, but may be applicable to the other zone types. My first question is, is it possible to change a residential buildings capacity to, say from 1000 occupants to 5000? Additionally, within the reader, is there a way to increase the demand for a specific building? And the third question is, in making said changes, if possible, is it necessary to make adjustments to demand cap and cap satisfied after making the adjustments? Thank you again and apologies if this seems trivial. I am a long time player and am looking to make an extremely dense region utilizing the iLive Reader and to mainly use a select few downloaded buildings.
  2. I'm working with a modded hospital like MaxiMed, or Memorial Hospital. Whenever I get about 2 million residents, it doesn't matter how many hospitals I build, all of them have the same patient number and capacity. I used the Ilives reader to jack the capacity up to 999,999, but when I get back into the game, the capacity isn't nearly that high, and the same problem ensues. Any thoughts?
  3. Version 1.0

    21,886 Downloads

    This mod attempts to make casinos a little more fun! It balances and upgrades all of the SimCity Casinos. It also gives larger casinos more of a competitive edge and makes them a worthwile investment. Features - Balance and Upgrades to all 5 Casinos and Modules, including Gambling HQ - Helps boost the larger casinos to make them easier to maintain and invest in - Includes a chart breakdown of all of the upgrades and changes to each building and module - Significant increases to module limits (8 to 48, 4 to 24, etc) - Includes package files for each casino (allowing you to pick and choose casino upgrades) - OPTIONAL: Doubles the plop region (distance from main building) for standalone Casino modules - OPTIONAL: Includes Special Edition Las Vegas Metro Police vehicles to complete your casino city Technical - Significant increases to module limits (more than double on some, quadruple on others) - Huge increases to casino tourist capacity (gamblers) able to play inside the casino - Increased sign and marquee limits to 2, 3 and 5 depending on available plop points - Balanced building costs and maintenance fees, based on available tourist capacity - Fixes to a few current casino bugs (sleek marquee maintenance fee too high, sci-fi had too many jobs, etc) - Increase plop distance from 200 units to 500 units for all building modules Please see included Chart.png for more information and exact value changes for each building and module. Planned Future Versions - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost and lower resource consumption (for experimentation) - More Balancing and Upgrade Abilities (with help from the community suggestions) Installation Instructions: Casino Overhaul - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder) - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience. - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates. - You may alternatively use the individual package files in the "IndividualFiles" folder to select which casinos to upgrade. Please see included Folder.png screenshot if you are still unsure on how to install this mod. Installation Instructions: Casino Plop Extension - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityData\ folder (not the \SimCityUserData\Packages\ folder) Installation Instructions: Las Vegas Police Vehicles - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityData\ folder - For each vehicle, there are three versions; Police Station, Police Precinct and French Police Station - You may install one vehicle for each Police HQ (up to three files total) - Do not install more than one file per station type, this may crash your game Warning - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page Related Overhaul Mods - Power Overhaul - http://community.simtropolis.com/files/file/29373-SimCity-power-overhaul-power-upgrade/ In light of my recent trip to Vegas, I decided to take my experience and apply it to SimCity Casinos. Like the Power Overhaul mod, I wanted to give a nice twist on Casinos without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding Parker Skyestorme Review: https://www.youtube.com/watch?v=IrFLzIEkj_8 <iframe width="560" height="315" src="//www.youtube.com/embed/IrFLzIEkj_8?rel=0" frameborder="0" allowfullscreen></iframe> Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Johnathan_Tycoon for initial request and testing Special thanks to Skyestorme for an awesome YouTube review!
  4. Version 1.1

    26,465 Downloads

    This mod attempts to balance and upgrade all of the SimCity Power Plants, including Cities of Tomorrow Fusion and Wave Power. It also focuses on improving environmentally-friendly power to sustain larger cities without taking up valuable land area. New - Decreased water consumption for all Power Plants by 25% - Balanced air pollution on Coal and Oil Power Plants - Balanced trash generation (decreased 50% on Coal, 25% on Wind, increased by 33% on Oil) - Lowered Coal resource needs on Advanced Generator from 8.64 to 6.48 tons per day - Increased Oil resource capacity on Oil Power Plant (2k barrels to 6k barrels) - Increased power outputs and decreased air pollution on Coal and Oil Clean Generators (more incentive for research) - Increased Nuclear Power Modules from 4 to 8 (version 1.0 only went from 4 to 6) - Lowered power output on Horizontal Wind Turbines (version 1.0 double power was too much) - Adjusted power output on Nuclear Power modules (slight decrease from version 1.0) - Added individual package files for each power plant for more options Features - Balance and Upgrades to all 7 Power Plants and Modules - Works with Cities of Tomorrow Expansion Pack - Helps boost Wind and Solar power to be more sustainable with larger populations - Includes a chart breakdown of all of the upgrades and changes to each building and module - Includes package files for each power plant (allowing you to pick and choose power upgrades) Technical - Double module limits on each Power Plant (CoT Fusion Power Module limit cannot be increased to more than 3) - Increase for all module's power output by about 25%, some more than others - Triple resource capacity for Oil and double resource capacity for Coal Power Plants - For CoT Expansion, ControlNet costs have all been reduced by about 20-25% - Added capacity for one additional Power Plant Sign, increasing limit to two signs - Cut the minimum workers for the Nuclear Power Plant by 25% - Adjusted total jobs for each Power Plant (small increases on Oil and Coal, decreases on solar and wind, 120 new jobs for Nuclear) Please see included Chart.png for more information and exact value changes for each building and module. Planned Future Versions - Reduce Plot Size of Wind Turbines and Concentrated Solar Arrays (to allow more compact arrangements) - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost, lower resource consumption and remove pollution (for experimentation) - More Balancing and Upgrade Abilities (with help from the community suggestions) - Thanks for all of your feedback on the mod. I have re-balanced many aspects of the mod and will continue to work on creating a great mod! Instructions (VERY IMPORTANT - PAY ATTENTION) - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder) - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience. - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates. - You may alternatively use the individual package files in the "IndividualFiles" folder to select which power plants to upgrade. Please see included Folder.png screenshot if you are still unsure on how to install this mod. Warning - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page This is a mod I have been working on for the past few weeks. Lots of testing, lots of searching package files to find all of the right components, lots of thought on how to give a nice twist on Power without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding Parker Skyestorme Review: <iframe width="560" height="315" src="//www.youtube.com/embed/JRTF9hMFYDM?rel=0" frameborder="0" allowfullscreen></iframe> Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Tobse for testing non-CoT compatibility Special thanks to Skyestorme for an awesome YouTube review!
  5. Version 2.0

    20,435 Downloads

    NEW UPDATES+NEW CAPACITY I have now the shuttle bus and the bus Municipal revised. The textures I have completely re- done and the interior also. The display panel will light up as well. Package Features -New Bus Capacity (install in ...\Origin\SimCity\SimCityUserData\Packages) - Municipal Bus Capacity from 80 to 130 - Shuttle Bus Capacity from 40 to 100 - New Bus Capacity Offline only! -Minucipal Bus (install in ...\Origin\SimCity\SimCityData\ ) - Berlin Color, see screenshots below - ColorChange (change 9 colors), see screenshots below - Individual Colors (blue,red,gray,beige,green,pink,purple,orange), see screenshots below -Shuttle Bus (install in ...\Origin\SimCity\SimCityData\ ) - Berlin Color, see screenshots below - ColorChange (change 9 colors), see screenshots below - Individual Colors (blue,red,gray,beige,green,pink,purple,orange), see screenshots below I have therefore chosen these brands of vehicles, because they are represented very much in Germany. !DO NOT! install no more than one file per bus station or bus depot, otherwise the mod will not work! If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Thank you for your support Tobse Author: Tobias Ralew - www.tobs-design.de License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis or EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Thanks also to Parkerwyoung, for the Capacity Mod #KNOWN ISSUES If you have trouble with the Capacity-Mod or the Mod don't work. Present Fix: 1.Be sure you're copied the Capacity-Mod to the Packages-Folder (\Origin\SimCity\SimCityUserData\Packages) 2.If you load the SimCity-Game a second time on a day without restart your Computer, the Capacity-Mod will not loaded in the game. Remove the existing Capacity-Mod files and copied again or copy another Script-Mod file to the Folder. Change the Content of your Packages-Folder, than will SimCity load the content again. Present Fix: Copy the file "SimCity Scripts_287520926.package" ( \SimCity\SimCityUserData\EcoGame ) from the SimCityUserData\EcoGame-folder in the SimCityUserData\Packages folder. This file must be present in both folders.
  6. Major Medical Center

    Version

    7,816 Downloads

    Monthly Cost: §3,000 Patient Capacity: 30,000 Large coverage area and higher capacity This is my first contribution to Simtropolis, now it may appear to you a very $%&^!ish lot that anyone can make, I uploaded this cause I think it's better than "the ones anyone can make". I created this lot because one of my large medical center was on strike, everything is on full funds, I wanted something that has higher patient capacity while still keep the looks of nothing has replaced the lot. I have made custom icon for this lot, no more greyish looking icon on the select menu. Absolutely no dependencies.
  7. Grand Freight Train Station

    Version 3.1.01

    6,245 Downloads

    This station is a high capacity (20000), street/rail enabled lot for freight trains. Passenger trains can pass through on one of the double lines, and freighters often stop on the end lines. Freight may also pass through. DO NOT TOUCH THIS LOT WITH A PUZZLE PIECE OF ANY KIND, THIS WILL CAUSE AN INSTANT CRASH TO DESKTOP (CTD). If you need to edit this lot, feel free, but please contact me before uploading on an exchange. Dependencies: BSC MEGA Props - DAE Vol01 Network Addon Mod http://community.simtropolis.com/files/file/14023-underworlds-industrial-prop-pack/ (NEW DEPENDENCY) Murimk Prop Pack Vol03 - Industrials v1.0 (NEW DEPENDENCY) ----------------------------------------------------------------------------------------------------------------------------------- Oh, and er...the monthly cost is 60, the plop is 5,000, and the bulldoze is 1,000. Have fun! Please comment on what should be in V.3.2!
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