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City-building game(s)

Found 39 results

  1. Hey folks! When playing (GOG version) my internet connection keeps going (without plugins as well). This never happens when playing any other game and I can't get to the root of it. The only way to reset it is to turn my router on and off again (simply quitting the game doesn't solve it), so it's a pretty big dampener on playing for now. Has anyone else run into this problem and found a solution?
  2. When connecting the RHW4 to either the Maxis avenue or one way road, I'm encountering this graphical glitch. What have I done wrong?
  3. I'm having a hard time using the new neighbour connector. It won't stay on the edge tile, as per the instructions. It'll only go to the second last tile. Sometimes I just can't see where it is because the info bubble is in front. The only way I can get it to the edge is by using tab, but then the connector appears to be facing the wrong way. I tried placing them like this anyway, but it just creates a road that the RHW won't drag through. Any ideas?
  4. I know dumps need road access to gather the trash - but do the roads need to be connected to the main city to work? Like could I have an island with a dump but not road access to the rest of the city - and would the dump still work?
  5. In regard to NAM41: I am building a Tram(GLR) in avenue system and I cannot make the stations connect to the roadway. The station DOES connect the tram rail line however, the actual road (meant for cars) does not make a connection from station ploppable to the tram-in-avenue line. Here is my procedure, maybe I am doing something wrong. 1. I lay the Tram-in-Anevue line. 2. I delete a 2x2 square and plop the Tram-In-Avenue-Station in that square. 3. I use puzzle pieces to connect the tram station to the tram-in-avenue road network. 4. I drag the one-way road on both sides of the station ploppable which is supposed to make the connection but it does not. (yes i have tried the "save, exit, and reopen tile" method) - I can tell the road network is not connected by going to the traffic map and selecting "volume" and "vehicle" and it shows with the highlights that the road network is not connected, only the tram network is. PLEASE HELP! lol
  6. Hello Friends, lets create a NC with Streets or PedMall the easy Way (including Diagonal Streets). Lets go... First of all... make a NC with the Road: Now build a Monorail over the Road (3 Tiles): Delete one Road Tile like this: And two Tile from the Monorail like this: First: Second: What we got, is an empty Neighborhood Connection Now we need the "FLUPS". Search the one for Streets (press 3 Times TAB), rotate it and place it like this: Bulldoze the Entry: That is what we got, a NC whit Streets: Now you can place the SAM like you want: At the "Empty" NC you can also place a PedMall: Or diagonal Streets: And yes, it works Thanks for you Attention, Oliver
  7. Hi guys. I've some issues with real highways from NAM. It's noted I installed all correctly. 1) Only buses run on my highway, no cars here! In pic number 3 You can see transit of these buses from buildings of city, but no car. 2) They seem fall into edge of my city, hahahaha 3) The neighbor city is only commercial, I tried to put some houses to fix this problem, but nothing happens. 4) In pic number 4 I've other problem with connection of elevated highway. I linked this highway, but with standard method, but connection does not work (here this neighbor is a industrial city with a little favela {slum}). It seems connect on base of perpendicular road, but does not work. 5) Before I use NAM highways I was using standard highway, and for cars it works, but with a bad traffic. 6) I think NAM very confusing for use, but seems be a wonderful tool. I hope in future a more intuitive mod. 7) *I use left hand driving. Some help for me? I thank you very very much my dear ones! A hug for you!
  8. Hello, I have three cities arranged in a L position with the second city having nothing aside proper network plus another two industrial cities arranged in horizontal bar below the three cities. All cities are connected. But why my first city which is all residential plus some commercial can't go to the industrial cities? The odd is when I'm using subway, it worked but roads don't. Another question is how can I make a pedestrian and subway only city? The challenge is in the transit switching. Ordinary station may spawn cars when switching from subway. Another challenge is the customer level, even with my mod which counts customers. I recently found out that you need higher count of peds to give the commercial buildings high customer status.
  9. I have an industry next to an residential / commercial / industry city and the sims won't commute to the neighbour tile with industry in it. I have rail and avenue connections to the new industry city mostly containing dirty and manufacturing industry.
  10. Is it possible to creat a Tunnel trough the Mountains? Sure it is, but i would like to see the Streets, like they are... on the Ground. My first tryes... it ends alway at the Top of the Mountains. Thats not accetable. There must be a Way ;-)
  11. Hello Majors, and welcome to my "Underwater-Neighrourhood-Connection" Tutorial. With those kind of Connections, you can let everything move, even Freight. We dont need Metros for it, only Roads or Tracks. What is needed? Not that much. First of all... the "sealevelzero.Dat" (Made by the NAM Team) is for sure needed: _sealevelzero.dat And the Hole Digger from smoncrie: Hole Digging Lots V2 (Not on the LEX): https://community.simtropolis.com/files/file/3599-hole-digging-lots/ Thats all ;-) Let´s get startet. We even the Ground around the future Exit from the Highway and Rail Yard Tunnel by using Street Tiles. We are using the Hole Digger (15 Meters) to made our Tunnel Exit (i did it for the Highway befor): It should looks like this after: In the "Holes", our future Tunnels will end. Go out of the Game (dont forget to save) and put in the DAT File in your Plug in Folder and restart the Game/City. It should be looks like in the following Picture... all the Water is gone (temporäry). Now we set a "Mark Line", so we dont need to scroll left/right all the Time. Even the Ground at the End, like you see in the Picture: Set the Railway and the Highway to a Neighboorhood Connection and rieser 2 Tiles away up to 15 Meters: Even the Ground by using Street Tiles. Delet all Street Tiles out of the Exit´s: And set the Highway Tunnel: Same with the Railway: The 1st City is done, let us switch to the other... follow me ;-)... Built the Railway and the Highway like befor: ... and the other City is done: Thats how it looks like without any Water: Thats it, save the Work and go out of the Game. Remove the sealeavelzero.dat out of the Plug in Folder and restart the Game. After restart at City, the Water will be back (after you enteryed a City). Let us see, if the Networks are working, like they should be: And the Trains?: The other Side with Highway Freight: Thanks for your Attantion. Hope my English wasnt that bad, like i think ;-) I´ll be back with the next How Too soon. Greetings, Oliver
  12. Hello ;-) is it possible to creat a Underwater Neighborhot Connection, that transfer everything? Even Freight? ;-) *Edit* sure it is... How too will follow....
  13. Hi, It seems that in my cities with several road connections, sims tend to cross city borders at the connection closest to the corners, even when there are avenues and highways closer to the middle that should in theory take the sims to their destination quicker. Anyone have similar experience and if so, I'm curious how other players address this issue? I realize one solution is just to have less road connections, but it seems a bit more realistic to have streets that continue onto the next city.
  14. W S S N C O P F L (Working Simulated Street Neighbor Connection Overhanging Prop Filler Lots) From its humble beginning with this post / question: @Cyclone Boom and I are proud to present a set of overhanging lots which fulfills this particular need. Ergo: Background In a new area of my Corillion region I have a small island which straddles a city tile border. Most of the Sims living there commute to the adjacent tile: I have a crappy little R$ area and it's connected to the neighbor. Like @Daeris, I feel that part which is road looks horribly out of place and spoils the illusion. Using our new WSSNCOPFL mod, it now looks like this. Or, if you are using CB's No More Neighbour Connection Arrows mod, it'll look like this: And it's still a perfectly working neighbor connection! Contents of the new Mod We've made overhanging prop lots for the vanilla Maxis street as well as each SAM of the Street Addon Mod (excluding SAM 1 Parking Lots). Because our lots each have a single, permanent texture for the S3D (said model created by @rsc204) that makes the overhanging prop static. We didn't want a zillion (and 7) lots in the menus, so we picked a wealth and density level they would represent. This allows any nearby sidewalks and grass to match up when they are the same wealth and density. In the following pics, they are thus grouped first by low wealth, low density, then Robin's industrial one, and finally, high wealth, low density. Vanilla Maxis Street: SAM 2 - Peg Dirt Road: SAM 4 - Peg Gravel Road: SAM 5 - Trolca's Dirt Street: SAM 7 - Hableurg's Asphalt Street: SAM 11 - MGB IndustrieSAM: SAM 2 - Herringbone Brick Street: SAM 6 - Klinker Street: SAM 8 - Cobblestone Street: SAM 9 - Brisk Red Brick Street: SAM 10 - Moonlight's Japanese Street: How to use this Mod When plopping these lots, the road and adjacent cells must be level or there will be goofy graphical glitches. So, start out by leveling the area using road stub plops: Edit: Pro Tip from @SIM-ple Jack: For those road stubs that come thru from another city tile which are 3 cells in length, you can bulldoze off two of them (leaving a single cell of the road with the connection arrow) and then connect the street to that. Now you only need to plop one of these filler lots. (I'll make new pics for the release version of the docs to show it that way.) Now back to the original (partially wrong) guide: Then bulldoze the road stubs and grab the corresponding WSSNCOPFL from the Miscellaneous Transportation menu: ^ Note: For this beta version those have been ordered to appear at the top of the menu. For release, we believe they should be buried far down so as to not be annoyingly in the way as they will only be used once or a few times per city tile. Next, simply plop them one by one to cover up the road. The arrow is automatically attracted to the network so they will be in the proper orientation for plopping. Plop the second one: And a third one: Lastly, replant the trees: ^ Note: The invisible part of the plopped lots does allow both God mode and Mayor mode trees on them. This also means other MMPs could be used instead. Known Goofinesses If plopping on uneven terrain you could see this: When first plopped (even on level ground), it can have this little oddity. Simply zoom in or out one time to fix that. This pic is zoomed to 200% to better show it: Zoning density makes a difference for nearby sidewalks. Here are some small homes which grew in high density zoning: ^ Ofc, if y'all don't mind this look, it's not hurting anything gamewise. Another thing is because the S3D can only have one FSH with no MIPs (specific textures for each zoom), the Klinker Street will show a Moiré pattern when zooming out. This image was taken at zoom 3 in the game and then I increased it to 300% so it's not tiny here: There is a wee bit of an alignment mismatch for these filler lots because the S3D model has to be raised 0.2 meters above the terrain. This is so they don't cause graphical glitches (aka z-fighting). For instance, here's a posh neighborhood where I have gaps between the actual zoning of the residential which I filled with Park Grass plops. Then in the upper left is a larger park. Notice how that one cell of the Brisk Red Brick Street decides to show dull R$ grass? So, I bulldozed a spot where the invisible part of the overhang lot could go (which I would then fill with trees) and plopped the overhang. Due to that height difference there is a bit of visual offset: ^ This same anomaly will happen at the neighbor connections too. Nothing can be done to fix it for all rotations. So, this glitch is one you have to decide if you can live with or not. (For the neighbor connections I'm willing to accept the slight alignment discrepancy in order to hide the more obvious road texture.) The Controller Cohort File I'm introducing what I believe to be a completely new concept for menu management. One can simply accept having very full menus with everything installed available. Or, use Menu Management Lots (MMLs) to hide them when not needed. Or, use the DAMN Manager with the DAMN Program. The first option is inconvenient due to the amount of scrolling needed. The MMLs have the slight drawback that one must re-select from the menu for each plop. And DAMN can be damn difficult to setup and get working properly. (There's nothing wrong with the DAMN program. It's merely more complex than other options.) Since I don't personally use DAMN, this next part is only about using the in game menus. The other issue which is tedious to setup properly for oneself is the order of the items in menus. What one person uses every other click in the game might be a once a week item for someone else. They would then have different ideas of how far towards the top or bottom they should go. Also, when having a large set of items, the reorganizing of their location has heretofore been a royal pain in one's posterior region since they must each be edited. With the method I've created, the location within the menu (as well as which menu the entire set will appear in) is controlled by one Cohort file. To move this entire set up or down within the menu needs only one simple edit using Reader. More specifically, the Item Order property in the Buildings exemplar: ^ This is shown with the hex value 0xFFFF8300 which is minus 32,000 in decimal. (The more negative the Item Order value, the higher it is in the menu and the more positive the value, the lower it is.) For this beta release, I've made it very negative for the convenience of accessing our lots quickly. Again, the beauty of this method is one single edit and the whole set can move to another position in the menu. This, IMO, is so much easier than editing every single lot's building exemplar. Then a second feature, tho not as useful, is that which menu they appear in can also be determined for the entire set with a single edit to the OccupantGroups property: Hiding Icons Even more useful for things which are plopped only a few times in a city tile's life is that removing the Controller Cohort file from Plugins causes all their menu items to disappear, but all plopped items are still fine in the city tile. This helps reduce clutter in said menu. To test this part, remove the WSSNCOPFL Controller Cohort.dat file from your Plugins folder. (Leave the other .dat files in place.) Plop Costs The plop cost is the other part which designates the position in the menu. We've simply set them from $1 to $11 so they will sort in SAM number order. The plop cost is located in each individual building exemplar. (Unless wanting to change the order within the set of icons, they are already set logically.) Design Consideration Each lot is a single 1 x 1 ploppable with an overhanging prop offset by exactly 16 meters. They are all completely neutral with regard to stats. Ergo, no pollution, no auras, no montly cost, or any of that stuff. The prop is facing away from the arrow so they will auto orient themselves towards the road. The 1 x 1 lot itself has no textures at all which makes it invisible after plopping and does not suffer from the water bug. ^ Ofc, you cannot zone in that invisible area nor plop any other lot on it. SNAFUs and Their Resolution Right from the start, there was a glitch. With the lot plopped the overhanging texture would sometimes ghost itself and look goofy. I believe this is the infamous z-fighting. ^ Per Robin's suggestion, this could also be fixed by raising the model more, but that would also exacerbate the alignment differences so I went with Plan B (described in a moment). ^ Edit: Robin did not say the above. I misunderstood. Then, also, the necessity of the S3D being raised by 0.2 meters made it such that the prop texture appears a wee bit too wide to match up to the ground textures of the road/street. While really only noticeable at zooms 5 & 6, increasing that to zoom 8 (using the sizeof 8 cheat code) it bothered me. My Plan B resolved both of those issues by making a copy of the original textures and adding an updated Alpha channel. Now it looks like this: ^ It lines up very nicely IMO. Additionally, SAM 6 (Klinker Street) and SAM 10 (Moonlight's Japanese Street) won't work at all by simply calling the NAM's textures. ^ Neither of those have the grass area so some road shows thru. Nor do they produce pretty sidewalks without a proper grown wealth adjacent. For 6 and 10 as well as for 2, 8 and 9, I baked in the good sidewalks when making full sized textures. Menu Location Per @Naomi57's suggestion, we'd hoped these could go in the Road sub-menu, however as best I can figure out the only things which can go there are tools (like the draggable streets, roads, or the like), placeholders for network plops which are in a Tab Ring, or a Maxis defined sub-menu. So, we've tossed them into the Miscellaneous Transport sub-menu. Beta Testing Ofc, CB and I have tried to test these every which way. However, there's nothing better than having other peeps also put them to rigorous testing. We have decided to have a closed beta which means we are not posting the file directly, but are asking for a few peeps who are willing to thoroughly test the complete set and report back with both comments and pictures of good and bad aspects. @Kloudkicker has specifically volunteered and we believe @Naomi57 did too by adding a Yes reaction where we'd asked about this in the original thread. While @Daeris reacted with a Like, we aren't certain if that was a commitment to help test. We would like a couple or three more peeps to join the test group. Let us know by replying below. When the file is ready (prolly later today or tomorrow), we'll send it attached to a Private Message. Beta Expectations Remember, we do expect feedback and pictures to be posted about the testing y'all do. We reserve the right to use any posted image in the final release. Credit to you will be given by editing in your ST name into a corner of the pic. If you happen to be proficient using Reader, also test moving the set to a different menu as well as the position vertically (Item Order) within the menu. (See the Controller Cohort section above for this latter part.) There's no particular rush, but we'd like to have a finalized version ready to post on the STEX within a couple weeks if possible. Download Beta See our post here to download the WSSNCOPFL v1.0 package. Conclusion Thanks for reading everyone. -Cori & CB
  15. According to the doc, yes NWM (and with some tricks in the other city, diagonally) can be used with neighbor connection, but congestion will be happening. The workaround is to use RHW. But, RHW doesn't have diagonal NC piece AFAIK. So, how to build seamless diagonal NWM connection? Ofc, fillers will be used instead of growables if any.
  16. Good Evening I ask how i can connect a NAM highway with a SC4, i worked a lot for this interchange, many lot Thank oyu so much
  17. Hello, I'm trying to make money from neighbor connection. But, I'm profiting or losing little, about $1,000 simoleans regardless of MWs I send. What should I do to profit significantly from the connection? Thanks.
  18. I looked for an answer to this question, honest I did If I drag STR to a neighbor, it *appears* to connect, but does it really? (I seem to recall the RHW uses special neighbor connector pieces, but I haven't found one in the Rail Menu - though it could be hiding somewhere).
  19. Hi guys, I have a quick question which can (probably) be answered easily by the more expierenced modder: I am trying to create a set of railway lots so that I can build custom railyards, using the PimX tool and built In Lot editor. However, the lots I create keep getting the 'no road connection' zot. How can I create railyard lots in the Rail menu that don't require road acces? I am sure there is some property somewhere that has to be altered, but which and where.. BTW: I use Simmer2's excellent railyard lots as a starting point to create new lots in PimX. I have by now some experience with creating my own lots with this tool, but mostly just by trial and error.. thanks! Paulus
  20. Hi guys! Just noticed a weird thing in SC4 NUM36 and can't find any info about it. I have two test cities, one is residential (R-City) and the second with heavy industry (I-City). The cities had grown up and I replaced classic Maxis avenue connections between the cities with RHW-4. I have done it in a proper way as described in the NAM manual (drag RHW to border, plop connector piece on top and do the same in another city). After a while traffic stabilized and the cars from R-city appeared in I-city, not only freight tracks. However, back to R-city, the commuting time rose drastically on the graph. Moreover, commuting time for close-to-border R$ houses changed from "short" to "long". After a while some of these houses were abandoned. Then I removed RHW and replaced it back with avenue. The commuting time was back to "short" and the graph displayed the commuting time decrease. Actually this happens every time I use any of RHW networks with those special neighbor connector pieces. Any ideas how I can solve this problem except avoid using RHW on the cities' borders? And yes, there's no any other city nearby and connection to it, so it can't be infinite commuters bug.
  21. Hello everyone, first of all I must say that my English is bad and I am using a translator. I have a question about how city connections work. My brother and I are playing in the same region, he plays in one extreme and I play in the other. We join our cities with rails. What is the real effect that will happen in our cities?, my citizens will go to live in the city of my brother or vice versa? It should be noted that there are many untouched segments (just cross the rail) between my city and his.
  22. Good evening. I have a question concerning the allowable garbage disposal limit by neighboring cities. I currently have a city of over 300K folks and I just noticed that my garbage meter is about 9K. I tried making deals with neighboring cities to take more garbage, but for some reason my garbage deal is maxed out at 4854. Even when I make more landfills in multiple neighboring cities, I'm still unable to go above the for-mentioned deal. Is there a another way to increase garbage removal? So far though my city still seems to be doing well. The desirability map is still all green. Thanks again for your help.
  23. Hey friends. I'm still on the steep SC4 learning curve. I've been trying to make a RHW bridge for a week using the Ground Level Highways bridges. A whole week. I'm really confused about how to get them to line up. I don't know if I'm missing something or this is just as good as it gets. I've been following haljackey's old "Building A City From Scratch" youtube vids and I'm just not getting his results. He's using NAM 32 and I'm using NAM 36, which is confusing sometimes. I don't know if they deleted some pieces, changed the names and menus or I just can't find a lot of what he's using but these pretty basic dragables and pieces. I'm not sure what I'm doing wrong. I've tried 10, 8 and 6 lane all with the same issue of one lane barely but noticeably missing the connection. I've tried every way and piece I can find. I'm missing something. Anyone have a idea what I'm doing wrong? haljackey's lined up, why not mine?
  24. After installing NAM version 36 there is no road connection from the residential areas to industrial or commercial areas in certain cities in a region. Houses momentarily show the no road connection symbol but won't develop. The city population stays at zero. The original road, street and avenues were used instead of the NAM roads. This problem only occurs on an existing city or a city that has been completely obliterated. If a residential area is placed near a industrial or commercial area in a new city the industrial and residential will quickly develop with traffic between them. Everything works fine in a new city. In an old city there is no traffic from the residential area to the industrial or commercial areas. This problem still occurs if I obliterate the city and start over. When placing a residential area close to an industrial area the houses won't develop and there is absolutely no residential traffic to the industrial area. Industrial and commercial areas quickly develop. Connecting a road from the industrial areas to the edge of the map results in truck traffic to the other city but residential still won't develop. If a building like a school, police station or another building is placed on the other side of the industrial area then the houses will finally develop with traffic going to the school and other buildings. There still is no traffic going to any of the industrial or commercial buildings.
  25. Hello. Is there a way to make this message quit showing up for every road connection I make?
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