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City-building game(s)

Found 22 results

  1. Has anyone created a SimCity 4 Region that's one large tile? the entire region is 1 tile? I sure would love to play that.
  2. Hello everyone, Another thing I would change is the way the game treats forests as if they have low land value. Simultaneously, mayor-planted forests are treated as if they have high value. This makes little sense. The forest animals also appear to have no value to the game. Has anyone made a mod to correct this, so that the forests created in god mode are treated as just as valuable as mayor-plopped trees? Thank you.
  3. I tabbed through every option, tried hitting ctrl, shift, alt tab and I cannot find it in the other options. It only has raise options.
  4. Hello all, how do i figure out, how deep this Tile is? *Edit* I know how deep it is... 15 Meter :-D But i would like to know the High from the Ground (subzero?).
  5. Does anyone know the height difference from the surface of the land to the top of the maxis in game water surface?
  6. Land bridge issues

    So I understood more about making bridges over land 6 months ago or so. I have forgotten what I know since I built the below bridge at that time. I now need to do some work around it, and need to delete and replace it. When I delete and then relevel the terrain at the bridge ends (same height using terrainquery) I can never get the bridge in the spot again. What am I doing wrong? I am using BRF's slope and tunnel mod. Thanks!!
  7. Howdy, fellow SC4 enthusiasts. I just ran into another weird SC4 quirk which I haven't seen before. In one of my cities, the municipal airport is "buffered" from the rest of the city by a row of groves of trees. Which is cool, except for one strange 2x6 piece of land on which no tree can be planted. It's located across the street from the airport, about 9-10 squares to the right of the main terminal building (see image). I know of no valid reason why trees can't be planted there. And yet, no seedling will take root. I've tried the shft-ctrl-alt-Sun God-mode oak trees, the standard mayor-mode fir and maple trees, and 3rd-party poplar and redwood trees, but nothing takes root. I might as well be trying to plant trees on concrete. Anyone have a clue as to what's up with that?
  8. Is there a way to level/raise water into land surface without it turning to sand where trees won't grow? Thanks.
  9. When dealing with a grayscale image, 8-bit,. what is the darkest RGB value that is still buildable land and what is the lightest water value? Like if I wanted to create a flat region with some water. Various websites give all kinds of values for these, no two websites tell the same values, but none are correct. They end up being all land or all water despite that these websites claim that RGB value x is water and RGB value y is land. For example one websites says RGB value for land is 88 and water 85 meaning that all three RGB values are 88 and water 85. but when I load an image to both Terraformer and SimCity 4 itself (ctrl alt shift r), it ends up being all water. This website was incorrect. Another website claims that the values are 83 for water and 84 for land but that is still all water in both the game itself and terraformer. I don't have any height mod or anything, so I don't know why that the values of these websites are not generating terrain like claimed. There has to be a different value that is correct for land and water, but I seem to cannot figure it out. These websites seem to be incorrect. What are the RGB values I need to use for land and water for creating maps? Thanks
  10. Im not using a mouse just using the pad on my lap top. When it comes to raiding or lowrring land to build bridges or tunnels i stretxh the road out press eighter m or n it just places the road. Is there any way to get round this cannont find a video or a thread with any info if anyone has had the same proplem
  11. Land bridge?

    I have no idea how this formed- it's a "land bridge" of sorts- made by zoning agricultural onto two hills. I don't get how this was supposed to be formed. It also is unable to be passed under by a road or street- like a normal bridge. Since it only works from streets, it's not really 100% useful. But still interesting.
  12. A quick and possibly kind of stupid question for the ones more experienced modders than myself. See, I'm simply trying to edit a seawall for personal use and I want to be able to place it on the very cliff, i.e. the tile between the water and the land. Therefore I must be able to build on both land and water, and not either of them. How do I go about doing this? Any assistance in this matter would be greatly appreciated.
  13. Serpent Peninsula

    Version 1.0

    1,326 Downloads

    Serpent Peninsula is a large, hilly oceanside location where there is plenty of space to build, and many deposits of resources and fertile land. There is also a waterfall which is *hint-hint* pretty good for sewage disposal. It is reccommended to use the Unlock all 25 spaces mod. To install: 1: Open the 'Run' window and type in "appdata" without the quotes. 2: Find the map directory in appdata/local/colossal order/Cities_Skylines/Maps 3: Place the .crp file in the folder.
  14. I faintly remember seeing members with absolutely flat maps with steep drops in elevation where the beaches would be. It would make a good harbor/seaport map. I'm having the hardest time achieving this and wanted to know if there were any tricks or mods for this. I hope somebody knows what I'm talking about.
  15. Automated Fireworks Display Mod

    Version 1.0

    2,294 Downloads

    Happy New Year everyone! This is a set of pre-programmed land and water-based (barge) lots, allowing you to create your own custom firework displays. It works by adding over 30 different fireworks triggers, which have all been set to launch at specified times, and for varied durations. There are 4 types of lots, with a combined total of 84 fireworks launch points.   What makes this different than the numerous fireworks lots already on the STEX? The main difference is the logic behind the effects. The Automated Fireworks Display Mod creates new instances of the default fireworks effect, which are then programmed according to the launch plan (see the "Logic" diagram above, please don’t show this to Dr Vu). One issue of existing fireworks lots is the duration and variety of the launch sequence. With the default effect lasting just 3 simulation days, it only allows the equivalent to launching the grand finale at the beginning! This mod hopes to correct this problem. In total the display lasts for 244 simulation days, equating to just over 7min 30sec in real time. How is this useful? This mod may come in handy for a City Journal, to help your Sims bring in the New Year, or just for plain old festive entertainment. Who doesn’t like a few fireworks once in a while? After all, your Sims are getting tired of the lacklustre display at the Mayor’s house! USAGE There are 4 “stages” of lots, with each one containing a greater number of fireworks (both visually and based on the number of triggers). For an optimised display, the lots are designed to be placed in a diamond formation, as the below image demonstrates: However, this is just a suggestion, and the lots are flexible to being placed in any custom formation, or just randomly scattered throughout your city. Feel free to experiment with using a combination of both the land lots and barges. The land-based lots can be placed on any terrain, and will auto-level on slopes. And of course, the barges must be placed on water. For a more diverse display, place more of each stage type (1-4). The display is synchronised based on the game’s simulation date. It’s programmed to start each year on Jan 1, and runs through to Jul 30. This means it’s a good idea to pause the game just before New Year’s Day, setup the lots how you’d like, and un-pause once ready. All lots can be placed and bulldozed free of charge, and have a zero monthly cost. They can be found in order at the bottom of the Civic > Fire menu. I thought this’d be a better idea than further cluttering your parks menu. BARGE LOTS DEPTH VERSIONS One limitation with using effects on water is the issue of depth. A building on water (in this instance the barge model) will appear to float normally on the water surface, but the effects will still conform to the sea bed. This means they’d appear to launch from the surrounding water, rather than the actual barge. To get around this, 5 depth versions have been created, from very deep (5) to shallow (1): All versions have the fireworks effects raised (as props), with this being exaggerated for the deeper ones. For example in a shallow harbour area, you may find the Depth 1 version is best suited, as deeper areas may work better with the higher-numbered depths. Each version is equivalent to one press of the game’s “Raise/Lower Terrain Level” tool. If you’re unsure over which depth(s) are suitable, I’d suggest to first experiment with all 5 versions. They don’t conflict with each other, and will appear in order in the Civic > Fire menu. PERFORMANCE NOTE The mod is compatible in both hardware & software rendering, and is designed with performance in mind. For example, using the suggested diamond formation, only at the finale will more than 5 fireworks launch at once. For smoother transitions, it works best with visual effects set to “High”. Depending on your computer, and the city size, using more than 5 lots at once may cause the game to lag. N.B. The fireworks will not show with visual effects set to “Low”. DEPENDENCIES The only external dependency is for the barge model of the water lots: PEG CSK Barges Prop Pack If you only intend to use the land-based lots, this model isn’t required. INSTALLATION Copy / move fireworks_logic.dat to your "Documents\SimCity 4\Plugins" folder. Land Lots Copy / move AFDM_Land.dat to your "Documents\SimCity 4\Plugins" folder. All 1-4 stages are contained within the DAT file. Water Lots AFDM_Water_DepthX.dat Select the version(s) you’d like and copy to your "Documents\SimCity 4\Plugins" folder. All 1-4 stages are contained within each DAT file. Copy / move PEG_Channel-Barges_205a.dat to your "Documents\SimCity 4\Plugins" folder. Have fun! -Cyclone
  16. Hey guys, this is my first post here, so if this is in the wrong section, well you know, I am not doing this on purpose. Anyways, I have downloaded a region mod, this one to be specific: I also have SC4 Mapper 2013, and got the region made that way. However, seeing as that is the only way to get this region made according to my knowledge (The ol' "Ctrl + Shift + Alt + R" thing doesn't work for this map since it's no grayscale), I know of no other way of getting this particular one made. Now the problem is, the region seems to work fine except for one little thing. The terrain. Tampa Bay is my home area, and I can confirm that there are no mountains, hills or cliffs, or at least not as extreme as the following image. What I mean is take a look at this: https://s27.postimg.cc/vymusub0j/Untitled.png It is supposed to look like this, no mountains or cliffs whatsoever: https://community.simtropolis.com/index.php?app=downloads&module=display&section=screenshot&record=81438&id=22171&full=1 Now, I have never had this problem when using maps that have a grayscale and using that ol' "Ctrl + Shift + Alt + R" trick to render it. Does anybody have a guide to somehow convert .SC4M to grayscale, or if not (or if so but it simply doesn't work by me) then an idea on how to fix this problem? I would like to refrain from flattening every city tile one little piece at a time, I have patience, but come on, there has to be an easier/better way. Thanks for the help if you can, this is my first regional problem I have ran into with a custom one, and I hope the last!
  17. Farean

    Version 1.0

    227 Downloads

    Size 4x4 (Big city) 16x16 km 1. Unzip file 2. Download program mapper 3. Start mapper 4. Click button "Create region">Click button "SC4M">Сhoose our map 5. Click button "Save region">Give it a name 6. Done
  18. Altapat

    Version 1.0

    587 Downloads

    Invented by me. Big map. 70 big city, 16 medium city, 8 small city.
  19. Regional Tunnel

    Version 1.0

    42,025 Downloads

    Hi everyone, this is my Regional Tunnel mod. How to use : Use regional Bridges to connect both ends of the tunnels and use the normal roads to transition it on the ground. all services such as water/power/sewage also flows along with them. Enjoy (Located in Custom Roads.) Regional Bridge Link Make Sure have Project Akar If you got any problem or bug pm me thanks.
  20. Is this a bug? [y/outube]
  21. Bonland

    Version 1.0

    1,104 Downloads

    This is my 2nd region I've made today. Bonland is my biggest region ever created, featuring lots of space to build you farms, countrysides, and anything you plan on building. It also has some rivers and seas, suitable for building tropical paradises. But it doesn't include any mountains, cities, or trees, as shown in the pictures, and it may look different depending on what mods you have (if you've installed any, of course). Enjoy, and go to my website to see more of my stuff! Setting up the region Make a new folder, then put all the files from the archive in that folder. Start SC4, then hit ALT+CTRL+SHIFT+R to open up the box where it asks your for the terrain grayscale image. After you find my files in your folder you created, hit OK and the game will begin generating the region. Depending on your computer and CPU processor, this can take anywhere from 30 minutes to about 2 hours. For me, it took exactly 1 hour. The same also applies whenever you're loading regions of this size. Bigger regions take longer to load than smaller ones.
  22. CP PloppableRocks Brown BSC

    Version 1.0

    4,494 Downloads

    This is a mod that will add two types of rocks to your mayor mode flora menu: • Medium-sized brown rocks, some with special avian guano accenting • Sea stacks, modded to allow plopping underwater. (but they can be plopped on land too) Each type of rock contains five different models. Clicking repeatedly at the same location cycles through the different models. Sorry, no dependencies.
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