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  1. Finally, the long-awaited Colossus Addon Mod development diary has arrived. There is a lot to discuss, especially about AMPS and some improvements, but now let's get started. AMPS A key element of this upgrade is the electrical grid, and this work is being carried out by AMPS (Allied Municipal Power of Simtropolis). This mod was developed by RobertaMe but was then abandoned because she withdrew from the community for reasons we don't want to discuss. Mainly, the mod changes the electricity management system by introducing a classification of power plants but also realism in how electrical elements are arranged in the game. As specified in the AMPS manual, the new electricity management system involves the construction of large power plants with associated high-voltage transmission stations that allow electricity to be conveyed to the distribution station. At the distribution station, we have connections to small power plants and batteries, and then send the energy to low-voltage substations where generators can be connected and the energy is sent to buildings. This is a realistic approach that is sure to make all SimCity 4 engineers happy. Although this mod is complex, it is not within everyone's capabilities. A FEW THINGS TO MENTION Many people think that updating AMPS by taking advantage of all the cool features that DLL Mods offer will allow for a new version to be released quickly, but unfortunately this is not the case because the mod has many unfinished elements. Roberta's intention was that mayors using AMPS would start new regions only. This allowed her to directly update the Building Exemplar of the power plants and modify GUID, Occupant Group, and other properties. However, if the mod were used in exiting regions it would create the Phantom Slider Bug several times over. So the first step is to update the various DAT files doing a thorough clean-up. Then there are the UI files that need to be fixed, and finally you can proceed with updating the LUA Code, which still has room for development. With all the work that needed to be done in the development process, we ended up definitively separating the mod from the past. So, performing a nice fork led to the birth of NEON (Next-gen Energy Operating Network). The NEON logo, courtesy of @hugues aroux HELLO NEON NEON inherits the work done by AMPS but brings it up to modern modding standards, also simplifying the modding process. It also involves upgrading power plants and their types, introducing SPECIAL ones, which will be discussed later. As mentioned above, NEON brings modding up to modern standards, which means that there will no longer be modified Exemplar Buildings that can experience bugs such as the Phantom Slider Bug, but there are Exemplar Patches that greatly reduce these risks. In addition, work was also carried out to update the UIs and various LTEXTs, also allowing for the translation of the mod. This work is still in progress as there a lot of things to finish, but also streamlining the content included, as suitable for our redefined purposes. However, completing this process will ultimately allow us to polish and finalize the mod. NEON's Exemplar Patches LUA All the magic of NEON & AMPS processing happens through LUA. The AMPS code is very complex, so it can help to include cross reference information. This previously led to a slowdown in operations, as reverse engineering between Exemplar and LUA is required to understand the identification codes of the power plants. The differences between AMPS and NEON (Note: The word Maxis on AMPS was added by me and is not present in the original code) This procedure allows you to resolve debugging and value update procedures more quickly because AMPS is based on static values, so if a lot on AMPS is updated, you still use the old version. In fact, with LUA Extended DLL, we can dynamically load the values of the properties related to MWH Rating and KVA Rating. There is also a dedicated thread explaining some technical aspects of AMPS, such as calculating the KVA Rating and MWH Rating values. There is still work to be done before we achieve a stable beta, but internal builds are already well underway and code retrofitting will begin once the Exemplar issue has been resolved. IN THE GAME The NEON code in the game starts working immediately, and when you start a new city, you will receive messages asking you to build generators to supply electricity to the city. There are still some LUA changes to be made because it makes no sense for our beloved corrupt Neil Fairbanks to bother you with these notifications, but it will be our aggressive engineer Jonas Sparks adding further stress to you, mayor. The opening message that everyone will hate There are still some minor bugs to fix in the power plant UIs, but everything is working as it should, except for the company names, which will be changed from AMPS. However, the companies featured on NEON will be the subject of a future development diary. CLASSIFICATION OF POWER PLANTS NEON and AMPS also have a mega UI where you can see all the necessary information about your electrical network and also the classification of power plants because in NEON and AMPS power plants are classified in this way Intermittent (Intermittent sources depend on variable natural conditions) Solar Wind Tidal SPECIAL Base (base sources provide continuous and stable power) Coal Fusion Fission Biomass Waste to Energy Geothermal Hydroelectric SPECIAL Peak (peak sources respond quickly to sudden demand surges) Oil Gas Microwave SPECIAL All this information and further details are available in the following UI and will be available in buildings designated as energy offices. SPECIAL SPECIAL power plants are special power plants that are true landmarks. They can only be built once because they are OP (overpowered) and are based on futuristic or emerging technologies. SPECIAL power plants will not be included in NEON at the beginning because there is a lot of work to be done and many aspects of the Reward system need to be improved in order to encourage players to make certain choices during the development of the city. However, there are some strange futuristic power plants on STEX, and perhaps we can even imagine some concept art of these special power plants to be implemented in the future. Concept Art of Plasma Pulse Turbine Power Plant. A SPECIAL Peak power plant. Doesn't it remind us of some UTOPIA mod? CAM CASINO During the AMPS reverse engineering work, I have discovered some interesting modding procedures that will be immediately implemented in the CAM Casino expansion. This update is minor, but casinos will be classified into two categories. Casino: The classic casino where you can build multiple times in the city Landmark Casino: Casino, which is a true marvel that you can only build once in a city. This will prevent abuse of certain casinos such as Stardust Casino, as they are OP because they represent a landmark on your Strip. Apart from this minor update, there are no new issues because the LEX mods are still missing. BUGFIXES Currently, only minor bug fixes will be implemented, and an investigation is underway into a possible bug in the Fire Department Landing Strip that may cause CTD. If you encounter any bugs, please do not hesitate to post in the appropriate threads. This concludes this highly anticipated development diary. We'll see you in the next development diary, which we hope to release in time for the NEON public beta.
  2. It has been a long time since CAM 3.0 was released, but now let's talk about some developments that are underway in CAM 4.0. CAM CORE Experimental As you have seen, we have finally decided to create an experimental download where you can find content currently under development. Although this download allows you to preview the new CAM features, there are still some drawbacks, namely bugs, Crash to Desktop (CTD), and possible corruption of cities. For this reason, downloading this package will be exclusive to SC4Pac, as it allows you to implement a controlled environment in which to perform tests. (Manual download is possible but strongly discouraged) Installing this package via SC4Pac allows you to overwrite the stable CAM Core files and use the experimental version. Uninstalling the experimental version is possible, but we cannot guarantee that the process will be quick if radical changes have been implemented in the RCI simulation. For this reason, a special thread has been created where you can view the changelogs for the various experimental versions and report bugs in the experimental version. Here is the support thread, which also includes a link to the download page with only the SC4Pac button. OVERHAULED PARKS The first change implemented in CAM 4.0 is a complete overhaul of the parks, and this also affects PIM-X. The new management simplifies the process of creating park lots and prevents corruption of exemplars if they are poorly coded. This change also adds new categories such as Beaches, Canals, and Ponds & Streams, which allows you to simplify the creation of those mods. The new park creation menu Many of these changes are not visible, but the properties of the parks have been recalculated, so an update of the algorithms may be required if anomalies occur. UNIVERSAL CAP After almost 24 years, a new universal patch is coming that will finally fix the thorny issue of Commercial CAPs. For many years, those who used RHW without CAM had a commercial CAP increase of 1000 in commercial demand for each connection with neighbors, but those who used CAM had the correct value of 50000, which is the value of Maxis Highway. Furthermore, in order to reduce the car-centric view, the CAPs relating to public transport have been enhanced and negative CAPs have been introduced for connections to power lines and water pipes. Below you can see the changes that have been implemented. Railways and monorails have a CAP of 40000. RHW have a CAP of 50000 Subways and EL rails have a CAP of 30000. Streets and OWR have a CAP of 10000. Power lines and pipes have a negative CAP of -5000. The implementation of these changes involves a change in the RCI simulation with regard to demand, which requires a readjustment period to obtain the new demand. This universal patch was implemented using Exemplar Patch, which finally eliminates potential conflicts between CAM, SPAM, and Maxis. However, this means that users who do not use the digital Windows version of SC4 will not be able to use this universal patch. MULTILINGUAL AND CLEANING In the experimental version, dependency cleanup and file deletion have already been implemented, while multilingual support is still being implemented. There is still no news on CAM's multilingual support, but it will definitely be implemented in the final stages of CAM 4.0 development. FUTURE PLANNING As for expansions and new content, there are currently no definite plans as new priorities have arisen, but once these priorities have been addressed, we can start thinking about selecting and developing CAM expansions. The list includes AMPS, expanding utilities, a government expansion, and many others, but these have not yet been finalized or planned, so we will definitely be able to talk about the new features in the next development diary. For today we conclude this report/development journal of CAM 3.0 and see you at the next CAM 4.0 development journal
  3. A new Colossus Addon Mod 3.0 development diary has finally arrived where we go over the new features that CAM 3.0 will introduce SC4PAC AND MANUAL INSTALLATION When CAM 2.5 was released, it was designed without mod managers, so it had a monolithic system similar to NAM, but with SC4Pac we can abandon the monolithic structure and move to a modular structure. This has advantages and disadvantages, which we will now look at. The main advantage of SC4Pac is the ability to create an interconnected dependency system allowing people to automatically install mods and dependencies. This allows larger mods to be broken down into smaller mods, as was the case with NAM. A key difference between NAM and CAM is that CAM can be split into multiple mods, allowing users to install the entire package or just certain parts of CAM and use CAM alongside RCI Vanilla/SPAM, minimizing interference. This involves a change in the architecture of the a_CAM folder, which will have a style very similar to NAM. With the new architecture we would have the following downloads: CAM Controller: All critical RCI simulation files are installed here CAM Core: This is where the support files for the various buildings are installed CAM Building: Files containing the buildings with CAM & PIM-X specifications are installed here. CAM Modpacc Zero: Files related to fixing critical issues in the game are installed here in addition to improvements In addition CAM Controller will be of two types: CAM Controller: The CAM controller for a complete installation CAM-SPAM: Special controller that contains SPAM files and all CAM modifications that do not affect RCI Simulation inherent to Stages (Ideal for vanilla players who want to use CAM enhancements) This move minimizes interference between CAM and SPAM by allowing CAM players to use SPAM farms without any problems. Obviously, SPAM farms require adjournment to prune them to the CAM standard, but already eliminating possible problems with controllers is an achievement. Although the advantages are enormous, this modularity and flexibility actually have some disadvantages, such as incorrect installation by users, which can cause the RCI simulation to malfunction. Many of these problems are caused by users not reading the ReadMe files and various manuals. In addition, there have been cases where users installed CAM along with incompatible mods and problems occurred in the RCI system because they did not read the manual/ReadMe. To avoid future problems that can be solved by reading a manual, I decided that: Manual CAM installations are not recommended. The only installation method that will be supported is through SC4Pac, as it manages the installation of mods and blocks mods that are incompatible with CAM. This minimizes the errors that ordinary users make. Obviously, if the port is closed, the window is open, and experienced users can install CAM manually, as manual downloads will not be blocked. The new manual installation procedure includes the following steps: Apply the 4GB Patch Uninstall mods that are incompatible with CAM (If incompatible mods are present) Install CAM Modpacc Zero and related dependencies Install CAM Building Install CAM Core and related dependencies Install CAM Controller MIGRATION Migration has also undergone several critical changes for the new system, and below you can see who can migrate to CAM 3.0 and who cannot: Players coming from CAM 2.5 can upgrade to CAM 3.0 using only the CAM Controller Players from SPAM can switch to CAM 3.0 using only the CAM-SPAM Controller Players from vanilla can switch to CAM 3.0 using the CAM or CAM-SPAM Controller but must create a new region Players coming from CAM 2.1.1 cannot upgrade to CAM 3.0 Players from SPAM cannot switch to CAM 3.0 using only the CAM Controller. Players from vanilla cannot switch to CAM 3.0 if it is used in a developed region Players coming from CAM 3.0 with the CAM-SPAM Controller cannot switch to CAM 3.0 CAM Controller Players coming from CAM 3.0 with the CAM Controller cannot switch to CAM 3.0 CAM-SPAM Controller Also, CAM 2.1.1 that is available on SC4Evermore and SPAM that is available on STEX will be considered Legacy versions and will be preserved but are not recommended for installation. After the bad news, let's move on to the new features that will be officially introduced in CAM 3.0. GAMBLING SPECIALIZATION The big news in CAM 3.0 will be the specialization of gambling. With DLL Mods, it is finally possible to specialize the city in tourism and gambling, adding a new challenge to the gameplay. To start the specialization, enable the gambling ordinance, start the city, reach a population of 3,000 inhabitants, and earn 300 Simoleons from gambling to unlock your first casino. Once the goals are met, the Maxis Corporation wants to build the casino After the first casino is unlocked, other casinos can be unlocked, but this requires an increase in population and other unlocking conditions. The primary condition will be measured according to this formula: (Gambling Ordinance Revenue + Gambling Gaming Board Income) - Gambling Gaming Board Expenditures Based on this formula, we can obtain the actual gambling income and use it to define the unlocking conditions. Modders who plan to create casinos and want to include a CAM version can request inclusion of their casino in the LUA file on the CAM Core development page and can also dictate the unlocking conditions. Further information will be released in due course. Some casinos are considered special and will be unlocked under specific conditions as the final project of the specialization is the construction of your Las Vegas Strip. I am in the process of writing a story of this specialization in ironic style as has always distinguished SimCity 4 but due to the lack of LEX/SC4E content the story coming out with CAM 3.0 will be incomplete. As a small spoiler for the story, you can see Neil Fairbanks accepting bribes in Uncle Vinnie's new casino. You didn't see anything. From a technical standpoint, a new budget department has been introduced, called the Gaming Control Board, where you can view your casino's income and expenses. Gaming Control Board with the name of the city To conclude all the casinos will be in this specific submenu where there is a brief summary of the specialization INCINERATOR The old development diary mentioned incinerators, and with CAM 3.0 they will finally be available with several modifications. The incinerator has a waste elimination factor of 50% for the city, but unlike waste-to-energy plants, it only produces pollution. This is an alternative solution to recycling centers if you want to save money. SC3K Style is back more or less The graphs have been adjusted to show how waste is managed in the city, and here you can see the new graph in action with the new incinerator. The new graph in action The incinerator is currently undergoing final testing to eliminate bugs and incorporate pollution penalties, but it is ready to be released. CAM SUBMENU CAM introduces new submenus that enable improved building management. These submenus are specifically designed for CAM needs and, in the case of the energy sector, also for AMPS needs. The new CAM Submenu with graphically enhanced wind farm and water tower (Included in CAM) CAM Submenu icons were created by @hugues aroux. AMPS & CAM One of CAM's long-term goals is to incorporate AMPS, but this is a long and complex operation as it requires analysis and modification of the AMPS LUA code. I have been examining the code a little over the last few days and have started to include a very basic version of AMPS that only covers modular photovoltaic panels. This system involves the construction of the inverters, followed by the construction of the photovoltaic panels. The current system is a bit inconvenient as you have to position the photovoltaic panels individually and you always have to go to the menu, so I'm studying alternative solutions to facilitate the construction and there are still some bugs to fix. AESTHETICS AND ADDITIONAL PACKAGES Many cosmetic mods that modify Maxis civic buildings and Maxis utility buildings are incompatible with CAM due to the IID change, but after CAM 3.0, an optional package will be released that alters the aesthetics of Maxis lots. This package, along with other packages like Casino Expansion, will be a new way to manage CAM content without interfering with existing content. They are completely optional, so players can choose whether to install specific packages or all additional CAM packages. Furthermore, these packages will depend only on the CAM Core and are independent of the CAM Controller, which will be a necessary dependency for RCI growth buildings. We conclude this CAM 3.0 development report/journal for today and see you at the next CAM 3.0 development journal or at the release of CAM 3.0.
  4. After the release of CAM 2.5, work has already begun on CAM 3.0. Some work has already been completed and also published which are the critical bugfixes while some bugfixes will be published in CAM 3.0. For now, let's look at some areas of development that will involve CAM 3.0 New Maxis Lots Like and Balance The first job is to create Maxis Like plots (where possible) of the new building classes that introduces CAM. The new fresh water pump The development of these batches also involves changes related to the UI and Sound FX so there will be new features to diversify gameplay. The new desalinator plant Obviously there is a review of costs since early tests have indicated that building costs are exaggerated so there will be an update of civic and utility costs Energy, Garbage and Graphs The power sector is expanding with the indroduction of power generators while some types of plants such as Microwave Power Plant are receiving Maxis Like lots. Garbage is also receiving a slight improvement with the creation of incinerators. Maxis has implemented properties that allows burning garbage without producing energy but has never implemented Building Exemplar so some creativity is required by taking Building Exemplar of the recycling center modify it a bit and insert the properties of the incinerator. On the plus side @cogeo has already made this mod which is available here So it is just a matter of incorporating the changes and inserting them into the CAM. This means that the graphs are also getting some changes in the Energy, Water and Garbage area to reflect the changes. Submenu & AMPS CAM is already compatible with Submenus but this time specific submenus for energy, water and garbage will be implemented. This submenu has also been developed with AMPS in mind. Unfortunately, CAM is not compaitible with AMPS and there are no plans to impoit AMPS logic into CAM as the LUA code is complex to modify and adapt to CAM needs. However if there are people who can modify AMPS to make it compatible with CAM I am happy to include the modification in the mod Tourism CAM 3.0 intorduces tourism simulation using the Custom Budget Departments DLL mod. This mod will allow to simulate tourism in some areas such as casinos. So in addition to having the Legalize Gambling Ordinance Upgrade mod that will be indexed as a dependency for CAM there will be another mod that will allow for extended gameplay. Work has started but on New_Properties.xml but there will be news later on Captain of Industry (Regional Supply/Demand DLL) The latest mod DLL created by Null45 is taking us to new frontiers of play, so a new game mechanic has to be made from scratch. Currently I have not defined the development plans (I am still making a possible scheme and studying the mod) but from the first planning stage it will be a complex and fun mod that should be a fusion of SimCity 2013 and OpenTTD There will be further communication but until now this development will be code-named ALASTOR For today we colcunde this report/development journal of CAM 3.0 and see you at the next CAM 3.0 development journal
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