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City-building game(s)

Found 10 results

  1. Hello people! My name is Seb and I am here to keep SimCity 2013 (SC5) alive with my mods I'll attempt to make for you4 OWN wishes. Please take note of that : I do not modelize 3D objects, I only make mods with SCPak. I am very handy although. Here is a list of what I am able to do at the momment with SCPak : Modify ControlNet system (Production, Usage, Bandwith, info mods) Modify megatowers (Levels, crowns (for real)) *Soon: New levels, new megatowers, new crowns (later). Create new working modules without overriding the original ones and integrate it to a building. *Soon : custom buildings with custom modules.Please take note i am currently working on a huge ControlNet project wich will allow me to make even better mods. This could allow me to make CUSTOM GREATWORKS, CUSTOM OMEGACO SYSTEM and CUSTOM Crowns who will use ControlNet.Here is a list of things I can't do : custom maps, custom roads, custom layers, custom hud/ui (would be too long), custom 3D models, megatowers colors modifications.
  2. Hello people! I am Seb (Trylk) and today, I've accomplished the "Impossible work". Yes I did! I am able to plop a crown on ANY megatower at ANY LEVEL of my choice. Let take a look at the First example. I swear to god this is NOT PHOTOSHOPED of any ways!
  3. first of all where do most people put them? random or strategic location? what levels do you put in them? and in what order? what crowns do you use/like the most? also what zones do you place around the rest of your city? like do you not zone commercial because you place all the commercial in your megatowers? and other stuff like that. And any other discussions about megatowers you can think about as a whole. To start off, I normally just place them randomly around my city and not next to each other, but usually with a MagLev next to one exit. I try to place the mall/office levels around my skybridge (thinking back to SimTower I thought that would be a good idea) and the skybridge as close the center as possible (level 4 or 5 usually) so every level has equal access to them. I also place the levels as needed. The megatower adviser guy usually tells me what is needed in them. I also favor the solar crowns because two of them can power any CoT city I've built so far plus the solar crowns don't take up any room in your city and if you have all eight megatowers you can place at least one of each type of crown anyways (so it's not like you don't have room for the others). Here is one problem I have with them. After playing a city for a long time (usually by game year four) my megatowers start to go abandoned. The residential levels say they can't find work so they move out, then my office/mall levels start to go red because they're losing shoppers/workers from the residential moving out and soon I have entire megatowers that are red. Has anyone else encountered this problem? If so how do you fix it? Another thing I can't figure out is that a residential level in one tower is red and an office level in another tower that is directly connected with skybridges is also red. The residential says they can't find work and office says not enough workers. The solution is easy, get the residential from one building to work at the office in the other (isn't this what the skybridges are for?), but they're not smart enough to figure this out for themselves. How can this problem be solved? These problems really affect my Academy cities, because my Academy is basically ran off the megatower population, then my ControlNet drops when they leave and something ran by ControlNet stops working which leads to other problems. So that is why I wanted to start this discussion for megatower strategies and problems (for me and everyone else to understand how to use them better/more efficiently).
  4. Fixed Maglev

    Hi all , i find the problem with Maglev , the problem are COT dlc are Bugged , but why i need ur voted if my mods (Maglev without COT) are good idea thanks u!
  5. Hello people, today i'd liek to announce you that I am starting a big project. This one have a main goal : open possibilities for further modding with CUSTOM researches. YES you heard me : CUSTOM! The reason why is I played Anno 2205 and I felt SimCity could be improved that way too! So let get started. First of all, this is how it gonna work : The contrelnet main building will allow you NEW researches wich will unlocks NEW COT buildings. After that, a short video ? Ask for a video if you want...
  6. COT Cross Over

    Version 1


    This is the same as Felgard's Cross Over Mod. It has only been updated with the Cities of Tomorrow expansion. Please report any bugs. To install, extract either the 'COT Crossover All Roads' package or the individual roads package you with to use into '..\SimCity\SimCityUserData\Packages'
  7. Hello Simtropolitans ! How are you ? For myself, very good ! So, today I would like to announce you the beginning of a Work in progress MOD for SimCity : Cities of Tomorrow. What I am talking about is maybe, for you, similar to some mods that you have seen on the ST/Exchange. Well, let's talk about what this mod will be and what are his functionalities and how it will work. First, the Core Project name is "Cities of Tomorrow : The "plus (+)" Addon" Let me introduce you to the first part of this Core Project. Let's look at how it's made : https://www.dropbox....e.graph.001.png So for now, I have started the "Core «ControlNet»". I am looking for testers and modders that are able to add some properties to the mods such as : Bulldozable, fix the showing "value" (etc.) in game. Criterias for testers : You have to make a log file : ".txt" file with what you seen (what do u think is going wrong, etc.), have Skype (please leave yours in my Private Inbox on Simtropolis) (having Skype is optional but I would recommend you to have it). Being able to speak at least : English OR French (Both is also accepted). Thanks for reading, hoping that mod will be a success and will reach the official version. -=Update=- Re-hello guys ! Talking about this Work In Progress. Once the "ControlNet Tower" will be fixed and working properly, we will start to build a MegaTower Level. Hmmm ? Interesting ? what is that "Level" about ? Well, you'll see later (if success) new levels who will work at your choices (Pumping water, etc.) for you ! This addon is a part of you and US. =) -=Update=- Here are ".txt" files who contains all the informations for new stuff to come. At the moment, take a look a these ones. -=Help process (Support us!)=- To apply to a task or to help us, please reply and use the following chart here : Thanks for reading and supporting me ! It's a huge project! -=Trylk=-
  8. Hello everyone, I have a simple question. Is it possible to disable Cities of Tomorrow roads? Maybe with a mod? I don't like the new roads very much, and I hate how they have to spread around futurized buildings. I would much rather just use normal roads, especially with the new textures available... But, with CoT roads they ruin it. Thanks!
  9. Cape Justice

    Ok, before anything, a few people to give a shout-out to Mods that will be shown- credit given to mod authors. Trees Everywhere Simcity Revision Real population People to thank- Migamin, for helping me with my first mod install. Ladies and Gentlemen! And, now the rest of you, I bring you, CAPE JUSTICE!!! We start in Norwich hills-
  10. Hey would love to invite you into our region, especially if you have: Cities of Tomorrow play regularly; wont abandon your cites live in Australian timezone chat and discuss your city's intentions invest in transportation for a more synchronized and cooperative region assist in the maintenance of great works play constantly - every couple of days give us updates on your city, tell us what you are doing don't corrupt or pollute the region exessively We play in Oceanic 2 so if you would like to join us please let me know by replying to this thread and adding me on Origin: billzta1 thank you!

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