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Found 448 results

  1. I am feeling really stupid. I had a wide array of custom content - lots, buildings, parks, transportation, etc. - and I had to reformat my computer. After reinstalling SimCity 4 Deluxe Version, I've downloaded a handful of the previous mods, but only one parks download even shows up on any of the in-game menus. I've tried unzipping downloads into every possible folder, but still get nothing. It's not like the old "brown box" problem that happens when you don't have the dependency files. I have Windows 7, if that makes any difference.
  2. NAM General Support Topic

    how do you do that small turning lane thingy that's encircled in green (or whatever it is called)?
  3. http://steamcommunity.com/sharedfiles/filedetails/?id=1183931915
  4. I downloaded the Heretic Seaport Project as well as its dependencies, but the railway textures are still missing. And I already downloaded the railway textures. What did I do wrong to cause this issue?
  5. http://steamcommunity.com/sharedfiles/filedetails/?id=1176756723
  6. We need a mod that allows us add spawning vehciles like police departments, fire departments, hospitals and any other services building. We should be able to setup types of vehicles, spawn frequencies for each vehicle and a radius. Using xml file would probably work to set it up. The vehicles should travel around the cities and then return to the building. I thought of this idea because of the skyfiber vehicle set I'm making, cimelectic set and ninjanoobslayers cimtrans set. It would be nice if this were to happen so we didn't have to pick a random service or set the vehicles as residential so we can see the vehicles roaming around.
  7. Is there any way to make custom pedestrians for sim in my sim mode for SimCity 4? and if there is, how do i do it? Also, are there places where i can download custom ones too?
  8. Hey yall ! First of all welcome, I know I promised you a renewal of SimCity in 2016... Sadly i didnt had time at all. So, without saying i give up. Can I receive authorizations from these awesome modders for SC ? List is here : xOxide, Yayiealie, CapTon, Nikola1, Hinata, MaxisGuillaume and all the other minor modders. What will be done with your mods : patches for the mods themselves, file restructurization (making the mess less messy), translations (if possible), mods merging, virus scans, file protection, heavy test before releases... and the last : hi quality content I want to offer everyone a second chance. I know alot of modders left this part of SimCity... When I look at the WIP Agriculture mod, geez that would be awesome ! You all have a chance to get good at modding for once in your life ! Take the opportunity !
  9. I am trying to install "JENXPARIS_Quais_de_Seine_Vol1" and all is well. Except this dependency: Uniform Streetlight Mod http://www.simtropolis.com/forum/files/file/25925-uniform-street-lighting-mod/ It gives me page error 404. Trying to find it from within ST, it gives me a script error.
  10. I've been looking to add some variety to the traffic in my city but I'm wary about having too many high poly vehicles slowing down my game. Until now, I've only have 2 vehicle mods subscribed, one with 600 tris while the other has 1,800 tris. Is there a general acceptable amount of tris for vehicle addon?
  11. I just started my game for the first time in a week or so and found some buildings going abandoned. I have the 'No Abandonment' mod, but it seems to have stopped working. I posted a comment on the Steam page, but just in case this is never resolved, are there any alternatives? I can't go forward without the functionality of this mod.
  12. Maxis Tree HD Replacement Mod

    Version 1.0.1

    1,726 Downloads

    MAXIS TREE HD REPLACEMENT MOD 1 - INTRODUCTION/OVERVIEW Hey folks, you might not be aware of this, but this file actually marks my 100th STEX upload!! I think this justifies a little interruption of the usual IRM fare. I've been tinkering with such a mod for at least 2 years, but up until recently I had always run into a brick wall because there were simply not enough suitable tree models available. This is really harder than you might think because a tree must have the following characteristics to replace its Maxis counterpart: similar height (so it covers about as much as a Maxis tree would, but doesn't interfere with anything) similar diameter (so it doesn't cut into adjacent structures and will fit wherever the corresponding Maxis tree fits) LOD centered on the trunk and not the crown (so the trunk isn't off center and ends up next to a planter, bed, or dirt circle instead of right inside) lack of branches near the ground (so it won't cover entrances, benches and other stuff that's supposed to be under the tree crowns and not buried under twigs and leaves) Finding trees that fit the bill is really hard, but I'm positive that I finally did it. While this choice may not be perfect, I'm confident it's one of the best options available while I'm writing this. To my knowledge, while there have been noteworthy and admirable mods in the past, this is the first one that replaces all Maxis trees on lots and along streetsides/roadsides with 100% HD flora made by girafe and Orange_o_, two BAT masters whose flora props raised the bar considerably and set the standard these days IMO. It bugged me that so many Maxis trees - SD at 2003 quality level - were still to be seen everywhere when we already had modern, crisply rendered, high-definition flora for pretty much everything else. Well, not any more! This upload consists of three components - the base pack and two optional bonus packs. Here's a breakdown of these three components and what they'll do: -------------------- THE BASE PACK - this is the actual mod. The bonus packs work as extensions of this mod, i.e. they require this base pack as a dependency. It does the following: It will replace all Maxis trees on lots with beautiful HD trees. Lots already existing in your city will automatically switch to the new trees. Whatever grows or is plopped subsequently will show the new trees in place of the old Maxis ones. Besides, it will replace roadside trees that occasionally show up at the sides of streets and roads (T21's for the tech-savvy among you). All Mayor Mode and God Mode flora in the city map will remain unaffected. However, the Mayor Mode tools (menu icons) for setting Maxis trees are removed. Why? Well, if you use this mod, the tools will actually plant the new HD replacements for the Maxis trees. This is superfluous because you need the corresponding tree packages as dependencies anyway, and these come with far superior and more flexible Mayor Mode tools, which will show up in your menu instead. For those of you who don't like palm trees, the pack contains an optional palm tree override. If you decide to use it, all Maxis palms will not revert to better HD palms, but to cypress trees instead. They are similar in terms of dimension, and I think they also offer a nice flair that conveys the same feeling as the palms did - a wealthier area, warm climate... If you still don't like that, I'm afraid you'll have to pretend those tall and slender trees are actually poplars. I won't tell anyone, and I don't judge you.^^ The growing lot flora will also be replaced, but with full-grown trees. It would have been possible to recreate the effect of flora growing taller over time (just like the Maxis flora does), but unfortunately, the game will only display the shadow for the first, smallest version. Hence, as the tree grows to full size, the shadow of the sapling will remain. Apparently this is a game limitation. ______________ BONUS PACK 1, A PLUGIN FOR THE SFBT STREET TREE MOD - this is the first bonus pack intended for those of you who use SFBT's Street Tree Mod. For those of you who are unfamiliar with that mod, it adds streetside parking and streetside trees, and it is highly modular and versatile. Several tree sets come with the mod (e.g. for Maxis and for Cycledogg trees), and depending on which of these tree sets you keep, the corresponding trees will appear. You can mix and match freely, use either set, any combination, or even all of them at the same time. This is what the bonus pack included in this upload will do: When used in conjunction with the SFBT Street Tree Mod, the contained files should replace the original files that made Maxis trees appear. Maxis_Street_Deciduous_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Deciduous_Trees.dat" and ensures that HD trees will grow instead of Maxis deciduous trees. Maxis_Street_Pine_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Pine_Trees.dat" and ensures that HD trees will grow instead of Maxis pine trees. Maxis_Street_Palm_Trees_HD_Replacement.dat - replaces the file "SFBT_Maxis_Street_Palm_Trees.dat" and ensures that HD palms will grow instead of Maxis palm trees. Like the originals they are based on, these files can be mixed and matched freely. For example, if you select pine trees and palm trees, you'll get a mix of pines (well, their replacements) and palms. If you only use the files for deciduous trees and pine trees, you'll get all kinds of trees, but no palms. (This is independent from your selection for the main mod!) ___________ BONUS PACK 2, AN OVERRIDE FOR SITHLRD98's T21 MOD - this second bonus pack is intended for those of you who may use the WideRadius Curves T21 Mod by Sithlrd98. These add sidewalk pavement, streetlights and trees alonside many smooth road & avenue curves as well as FA (fractional angle) road sections. This is what the bonus pack will do: All trees will be replaced with HD versions from this mod Instead of the single tree that was used repetitively, randomised trees will now appear for a more varied appearance ___________ Each of the three packs is in a separate download because most of you probably won't use all of the stuff mentioned here. 2 - USE 2.1 - BASE PACK 2.1.1 - Installation Simply drop the files into your plugins folder. By default, they will unzip into a sub-folder called \Maxis Tree HD Replacement\. However, you can change this to pretty much anything you like. (It's a simple override of the default files, and anything anywhere in your plugins folder will override the game files because plugins load after the game itself). By default, you will also get the file Maxis Tree HD Replacement_PalmsToCypresses.dat. This file is the one that will override palm trees with cypresses. If you want to see palm trees, simply remove that file. As with the other files, you can also copy it out of and back into your plugins folder as you like, switching back and forth between palms and cypresses. 2.1.2 - Deinstallation Simply remove the file again. All affected trees will revert back to Maxis trees again, and the corresponding menu icons will no longer be blocked from your menu. No need to bulldoze anything. 2.2 - BONUS PACK 1 (for SFBT Street Tree Mod) 2.2.1 - Installation First of all, you need to have the SFBT Street Tree Mod installed (see "Dependencies" section for link). Then, I suggest you locate the tree props folder of that mod (by default \SFBT\Street Tree Mod\Tree Props). This folder will contain .dat files for all the tree types that you select while installing the SFBT Street Tree Mod. Simply delete the following files from that folder if present: SFBT_Maxis_Street_Deciduous_Trees.dat SFBT_Maxis_Street_Palm_Trees.dat SFBT_Maxis_Street_Pine_Trees.dat Then copy any one, two or all of the following files from Bonus Pack 1 into the aforementioned folder: Maxis_Street_Deciduous_Trees_HD_Replacement.dat (for HD deciduous tree replacements) Maxis_Street_Palm_Trees_HD_Replacement.dat (for HD palm tree replacements) Maxis_Street_Pine_Trees_HD_Replacement.dat (for HD pine tree replacements) You can leave the non-Maxis tree packs in there if you want. In this case, you may get a mixture of SD trees by Pegasus and/or Cycledogg and these HD trees, depending on what combination of packs you left in there. 2.2.2 - Deinstallation Simply remove the file again, and replace it with any tree packs for the SFBT Street Tree Mod that you want to use instead. If you delete the files from this download and fail to replace them with any of the original files again, no trees will show at all. For deinstallation of the entire SFBT Street Tree mod, see the documentation included in that download. 2.3 - BONUS PACK 2 (for Sithlrd98's T21 mod) 2.3.1 - Installation Place the included file anywhere in your plugins folder where it will load AFTER the original file. By default, the original file zzzSithlrd98 Wide Radius Curves Curves T21 Data .dat should be in a sub-folder named \Sithlrd98 WideRadius Curves T-21 Mod\. If you place the file from this bonus pack, zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat, in the same sub-folder or in any folder that loads afterwards, the trees will change to the HD replacements. 2.3.2 - Deinstallation Simply delete the file zzzSithlrd98 Wide Radius Curves Curves T21 Data HD.dat from this download again. It will no longer override the original trees, and these should revert to default Maxis trees again. Once again, there's no need to bulldoze anything. 3 - DEPENDENCIES 3.1 - BASIC DEPENDENCIES (required in any case) Obviously, this mod relies on the tree models made by girafe and Orange_o_. In total, Maxis uses 42 tree props plus 8 flora objects that rely on 15 different individual models. The following packs were required to replace them all: BSC - VIP girafe ashes (v. 1.0) by girafe BSC - VIP girafe beeches (v. 1.0) by girafe BSC - VIP girafe Canary date palms (v. 1.0) by girafe BSC - VIP girafe cypresses (v. 1.0) by girafe BSC - VIP girafe lindens (v. 1.0) by girafe BSC - VIP girafe rowan trees (v. 1.0) by girafe VIP orange fagus seasonal flora (v. 1.0) by Orange_o_ 3.2 - DEPENDENCIES FOR BONUS PACK 1 - required for use with the SFBT Street Tree Mod SFBT Street Tree Mod (v. 1.0) by Andreas 3.3 - DEPENDENCIES FOR BONUS PACK 2 - required for use with Sithlrd98's T21 mod WideRadius Curves T21 Mod 1 - this makes trees and streetlights appear; it is the actual mod. If you want to see sidewalk along these smooth curves, you have the following options (only one is required): White Maxis pavement: Sithlrd98 AvenueCurves White Sidewalk Redone (avenue curves) Sithlrd98 Road Curves White v2 (road curves / FA road sections) Brown sandstone pavement (matching the SMP Sidewalk Reaplcement MOD 1): Sithlrd98 AvenueCurves Sandstone Sidewalk (avenue curves) Sithlrd98 Road Curves Sandstone v2 (road curves / FA road sections) SAP Euro Asphalt (matching the Euro asphalt sidewalk mod by SAP23): Sithlrd98 Avenue Cuves SAP Euro Asphalt Sidewalk texture (avenue curves) Sithlrd98 Road Curves SAP v2 2 (road curves / FA road sections Portuguese textures (matching the Portuguese texture set 1 by gn_leugim): Sithlrd98 Avenue Curves Gn leugim Portuguese Texture (avenue curves) Sithlrd98 Road Curves Gn leugim v2 (road curves / FA road sections JRJ sidewalk textures (matching the JRJ Sidewalks Mod (v1.0) by jeronij): Sithlrd98 WRC Sidewalk Texture Mod Jeronij Texture 1 (avenue as well as road curves / FA road sections) NOTE: For any dependency hosted at SC4Devotion (SC4D in short), you must be registered on that site and logged into the site's download area, the BSC File Exchange, in order to see the download button. Please bear in mind that there are separate logins for the forums and for the file exchange. For those of you who may still be unfamiliar with the site: SC4D is another major SimCity community with lots of unique content, so you will not regret making an account there. RECOMMENDED DOWNLOADS That's simple this time: If you like those HD trees that you see and you are not familiar with girafe's and Orange's entire portfolio, just go over to www.sc4devotion.com, access the BSC File Exchange, and use the power search feature to display all of their stuff. Voila, tons of great flora mods - from small flowers to towering trees - right at your fingertips! 4 - FINAL WORDS I'd like to dedicate this upload to the SimCity community as a whole. We all have been learning from one another, inspiring each other, and helping each other out for almost 15 years now. Whatever we do now benefits from stuff other people have done before us. We are really standing on the shoulders of giants these days, and I'm no exception in this respect. Just look at this upload: Maxis gave us the game we all love, and tools like the Lot Editor and the BAT, Sites like Simtropolis and their respective admin teams give us the place to come together and share, People like CowKilla and SimFox have been instrumental in making the use of 3dsmax viable for BAT, BAT artists like Girafe and Orange_o_ used this to great effect to model the wonderful trees I have been using, iLive and cogeo provided the additional tools that I have used to get these models to do what I had in mind, People like Andreas Roth and Equinox helped me take the first steps in those tools, getting me on the road to where I am now, rsc204 (a.k.a. MGB) taught me a method of making resizing overrides for existing props that I used to tweak the dimensions of some props, Due to all this, I merely had to put these foundations to good use and contribute my little part. So at a first glance, one might say this is "my mod". But it really is 95% community effort, made possible by a community whose spirit has always been characterised by non-profit sharing. It is a pleasure to be part of such a community, and here's to hoping that it will remain strong for years to come. That being said, extra kudos to flora masters girafe and Orange_o_ as well as T21 mod authors Andreas Roth and Sithlrd98 once again. You guys are awesome! T Wrecks, August 8, 2017 _________________________ NOTE FOR DOWNLOADERS WHO USE THE CASCADIA TREE CONTROLLER: @PaulSawyer kindly reported that he had problems with Maxis palms on roadsides not being replaced as they should by this mod. Apparently this problem could be fixed by changing the loading order. So if you use both the Cascadia Tree Controller and this Maxis HD Tree Replacement Mod and run into the same problem, try changing the order in which both mods load. If you don't know in which order the game loads plugins and/or need help changing the load order, you will find information on that with a little forum search. If you don't find anything, don't hesitate to ask on the forums or send a PM my way.
  13. Found this mod on Workshop looks very interesting, in what it can do and could be a very big game changer in more ways than one http://steamcommunity.com/sharedfiles/filedetails/?id=1094334744 .. Here is the blurb from the steam page:"The Procedural Objects mod adds a vertex customization tool directly in game, which allows you to resize assets for your needs, create things with only one asset that you can resize instead of having 12,000 versions of an asset for different shapes and sizes."
  14. Ok so recently I created an intersection and I wanted to cover up some markings with the ploppable asphalt mod.When I tried to add my custom markings to the intersection it didn't appear at all.I used the decal version of it yet other people use it and it works fine for them.What am I doing wrong?
  15. Hi there, i am looking for someone who can mod the buoy out of the ferry lines. As i am into Boats and Marina stuff - i am in preparation of turning a lot Boat models into ferry vehicles - so it is possible to simulate kind of lofe 6 action in your citymarina/bay (boats going out and in). But when the buoys appears - you will have the harbour full of them when adding mre and more lines ... so dear promodder - do you think it is possible to delete them (buoys) from the lines ? Alternative could be to make hem smaller to tiny ... thx
  16. Hello guys! Today i'm working on a 2x3 office building, hope you like it:
  17. 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?
  18. Increase map size maximum

    Hi all, Some new life on the sc3k forum reminds me of this question I have for years. Playing sc3k always made me end up building highrises on the map edges. Might there be an opportunity modding the game such that the maximum map size increases? Eg 4 fold or 9 fold. This would allow creating larger metropolises in sc3k.
  19. The title says it all. My question is... How can I remove pedestrians and another stupid animation from the game. The option of low resolution in-game SC4 is not accepted. Must I block every position from original SC4 dat file. Maybe there is such MOD. Do You have any fresh ideas
  20. Chapter 5: Two Major Milestones

    Welcome back! (WL is short for Woodland) Click on the images for full screen (most are in 1920x1080) Another beautiful morning! Ahh, lovin' those gravel roads... After much saving up, we finally build Woodland's first ever Fire Station! Although it's not a Maxis Station, it is $150/month (cheaper than the $250 from a large station!) and has three fire trucks, instead of two! Today is a special day for this town... It's time to finally PAVE the roads! After much traffic problems, I think it's time we......(I turn my head looking West) What the? You see the smoke out in the distance? It's coming from River town! (Just as I said that the phone rang) *Phone rings* *Picks up phone* Me: This is Mayor Whiz, how may I help you? Caller: It's Paul, (the chief of police in WL River Town) We're burnin' down!!! Me: What? Caller: Our town's about to go up in flames! We got a huge forest fire out there! Me: I'll help! I just built a fire station! *Phone connection lost* I drive over to the fire station in a panic.. Me: Big fire at River City!!! Come on let's go!!! I hitch a ride on a fire truck and we head west to WL River City (Yes, we finally built an actual neighbor connection, no more 1 hour hikes!) We make it to WL River City and see smoke with large flames out in the distance: Mathew: You got firefighters?!?! Thank god! We're about to burn up, I got the town evacuated, they're at Pleasantville for now! Look at that massive wall of flames coming our way! On a hot summer afternoon, lies the arduous task of putting out a town-threatening fire. The fire apparently started from a lightning strike and due to wind direction suddenly shifting, it became a massive "wall" of flames that walked towards the town. It finally got as close as the rail road, which thankfully stopped the fire from spreading any further. However, the houses and train stations could go up in flames if any cinders hit them and turn the city that has given us electricity into a raging inferno! (The fire reaches the railroad as our town's entire firefighter caste fights to save Mathew's industrial town from a raging inferno. Mathew hasn't built a fire station yet.) The fire spreads westward north of the houses and consumes the houses outside the town: Luckily, the rest of the town will be spared. After hours of hose spraying, we actually manage to get control of the inferno. Only a few houses are burnt down... The firefighters return to WL Town, and I stay over at WL River City. The next morning...we get treated to a small riot: One police station later: The riot is calmed. Some very angry citizens as a result of the fire (they lost all their possessions in the fire) The beautiful forest that surrounds this town are now charred and dead... Mathew: It's going take years for all those woods to grow back! Me: Hey look at the bright side, at least you won't feel guilty cutting those trees down to expand the town anymore! Mathew: True, I was going to expand westward eventually, but I used to love taking long walks through the woods and so did a lot of my citizens. That's one of the biggest reasons they live here. And man thank you so much for saving my town! My town wouldn't be here right now if it wasn't for your firefighters! Me: Don't need to thank me, you saved my town from obliteration! (Chapter 2). For that I am eternally grateful. You save my city and I'll always save yours if you ever have trouble. That's what best friends are for! I return back to my town... ----------South Residential Expansion---------- In order to meet the very high residential demands, a new residential sector will be created that extends south of the main town. Stats as of now before expansion: We have nearly $25,000 in the bank and we're a modest $400 a month. Residential demand is up the roof! The roads are drawn... (Note that these roads were drawn before the gravel roads) New growth: Found the pics of the gravel roads being added! Before: After: (Six new windmills were built in order to meet power demands. We're producing 1200MW and receiving 1000MW from WL River Town) Schools are finally having an effect! A new DSW shoe warehouse store: A new trail among the beautiful woods behind the store: Our population is now over 4000 sims, and we're making over $700 a month! New farms were built known as the North Farming Sector: Beautiful evening at Central Square Ghosts congregate at the cemetery, telling each other stories of the lives they lived and kids they scared The next day, we get hit by a thunderstorm... Storm season's been pretty quiet this year, although next year is predicted to be intense since there's an air current that comes down every couple years that allows severe storms. This is a weather pattern that results in tornadoes but only every 3-5 years. A downpour in an April afternoon: Some back yards are flooded but amid the rain the baseball and soccer teams still practice in the flooded fields! A few days later, the East Residential area gets an expansion: Even after the growth, residential demand is still very high. I finally decide to take the leap... I zone medium density residential and commercial around the central square area And up they go! This is a huge milestone, and the first sign of urbanization. They grow up so fast! ==========The First Apartments========== Medium density offices will soon be built here as well. The apartments line up around the Main Central Square area, which someday, will be the Down Town! Population is now over 5000 and we're making nearly $1000 a month! Now it's over 6000 and we're making over $1200 a month! We have $45,200 in the bank! That's the most we ever had! Let the good times continue!!! However...While the town may be booming now, all the new apartments have made traffic issues much worse: (Note the new mansion! Our first R-$$$ House, that's another milestone!) Mathew warned us about this. This brings us to the next major milestone: ==========The First Roads!========== The roads are paved along the Main Central Square and extend to North and South Industries (Where most people work) Much better! There's still some trouble spots but there's definitely improvement! Also take note that we tore down the six windmills that were around the cemetery. Mayor Mathew built a second coal power plant so now we're receiving 4000MW of power a month for only $243/month! That's much better than the $300/month for 1200MW of power from the windmills! In the mansion in the above image lives my friend Ben, the manager of one of the low density CO-$$$ business. Thanks to all the traffic, he was able to make huge profits and have a big mansion built right down the road so he only has to walk to work. He's done a lot of good things to this city! *Thunder* (Notices distant flashes of lightning in the night sky) Another powerful thunderstorm heads our way on this fine evening... On that note, let's end it here. To be continued... --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Stay tuned for Chapter 6! Story Summary (For those who are in a rush) A lot has happened in this chapter! First we saved the neighboring city (Woodland River Town) from a raging wall of fire by sending our firefighters from our town, to which Mayor Mathew highly appreciated. We got back, and expanded the east housing in our town, got hit by a few thunderstorms, built more farms, created a south residential area, first apartments, first mansion (R-$$$) and first paved roads ever. We also got our power deal increased from 1000MW/m to 4000MW/m, and we no longer need power plants. All the power we receive now comes from Mathew's town. Population has increased from 2000 to 6100 and profit from $400 to $1200 a month. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Comment Replies from last Update (Chapter 4 Part 2) @Tonraq: I'm glad too! Loans ain't cheap! @Kim Sunwoo: Thank Mayor Mathew for that, if he didn't come in and stop the obliteration, this journal would really be a two-update short story! @dabadon5: Thank you! @Paulobergonci: Glad you like it! I want to play the game as fair but realistically as possible, and balance things out. I'll always make beautiful shots but also show normal in-game shots as this city grows. One day when it hits 1 million we can look back to this update and remember the memories! @anytownUSA: It is indeed. You'll later on see another town (in a future update) that learned the hard way about growth... @VonCheese: That's what makes the game fun, I enjoy a challenge! I want to show the beauty of this game and Photoshop as well without neglecting the core aspects of the game play! At heart, this CJ is about a town that goes from 0 to 1 million sims, and every obstacle it overcomes. It's the story that makes it interesting, and this is still only the beginning of this journey! @jolteon: Thank you! And I did by using Paint.Net, creating a 2nd layer, creating white blobs and blurring and distorting (use dents) them then repeating until they were realistic enough. (Hint: Multiple layers of different shades of white) Before that, I also took a pic of both cities and pasted them together (I'll post a tutorial later down the road)
  21. This is the story of a humble little town with big dreams, dreams to become a metropolis, and overcome major obstacles. In this journal, the Mayor (Me) will take on the challenge of starting with the zero simoleons mod, and build a city that will reach 1 million sims population, from nothing! (On hard mode of course) I can't take this on alone without sharing this, so I will document every step and every obstacle I encounter to ultimately achieve such a huge undertaking, and I will need all the help I can get! Together, we shall do this, test your knowledge of this game and help this city grow. The screenshots will be a mix of unedited with UI, and more aesthetic ones for the story. This journal will go in depth into the struggles the mayor and how he builds a city in an unforgiving world. The World... Also, these cities are in the same planet as The World Journal! Where does this take place? Note that this does not take place on Earth but on another Earth-like planet that hasn't been discovered in real life. There will be way more information on this later on in the story, including space shots but here's the general summary: It is close to our sun as well in our Galaxy. The differences in these worlds are, it's slightly smaller than Earth, (gravity 95% of Earth, 100 pound on Earth = 95 pounds on here). The planet is referred to as "Earth" by it's inhabitants, but we have no name for it yet. It has two smaller moons as opposed to one, and due to it's tilt and moons, every 10-20 years, there is major climate instability for about a year. Instead of Countries, it is divided into several republics their sub-divisions. The two main ones to worry about are the Blue Republic and White Republic. Cities can register once their considered a "city" to them depending on their political affiliations. (Democratic, etc.) There are many cultures around the world. White republic are primarily English/American-like, while Blue Republic are more European, English, Italian, French, etc. There are wars, there is famine, and problems just like our Earth, with the climate leveling the playing field every decade or two. I will be using no cheats, no demand mods or any major game-altering mods (other than the zero simoleon mod). Only NAM with CLASSIC traffic controller (the standard Maxis one) installed. Basically, this is almost the same UN-modded SC4 deluxe game but with cosmetic mods and buildings. Before I start, I choose my starting Mods, NAM being the first one of course: Note the classic traffic Simulator is selected, to make it harder for me Here is the plugins folder I'm using for all this: If there's any mods you guys recommend, please don't hesitate to tell me! (unless it's a cheaty-mod!) Basically...this is it for now. All the mods I need. I will add many more mods to this game, whether this could be larger custom BAT schools/hospitals or fire/police stations. The only rule is: No Cheat mods or anything that gives me an "unfair advantage." If it makes the game harder however, then I'll take it! The Beginning... We start out on a large map, with plenty of land for 1 million sims, and a beach south east. It has lots of forests, a few small hills and large plains. The only downside is that the location of the map is highly conductive to super-cell thunderstorms, making it highly prone to tornadoes and waterspouts (kind of like tornado alley), flooding and electrical storms. The settlers find the perfect spot, a nice little patch surrounded by beautiful lodge poles, oaks and many other types of trees: Take note, there is absolutely NO money to start with. How is this possible, you may ask? With a nice little $5000 loan of course! The city shall be named "Woodland Metropolis II" With no other choice, we will have to start our city in debt! We'll have to spend our money wisely, and we shall start very small... A small simple street. It's all we need for now. The Windmill seems like the perfect plant to begin with. We lower the budget to 10! A challenge like this really makes you keep mind of your budget, and to truly minimize your expenses. It'll be a while before I become profitable! We have a nice, small little town! Unfortunately, we're already at a loss...We're losing $30 a month, most of which is coming from the loan payments! Two small shops, a few houses and two farms makes up this quaint little village. It's hard to believe that one day, this place will have 1 million sims! In a desperate attempt, I zoned a small industrial factory just north of the two stores; But this required raising the funding for the Windmill to supply the power to the hungry factory! We're making more money but we're also losing more money! This could be the beginning and the end, with only $273 left! (Note how the main loss is from the loans, but we can't afford to wait can we?) So here we stand, with our money dwindling, we are already losing this town. Is this the end? The shortest City journal ever to grace Simtropolis? We have three options: 1. raise the taxes, 2. Take out another loan 3. Invest the rest of what we have and cross my fingers... Woodland Metropolis II has over 90 Sims, all low wealth, with two shops, two farms and a factory. We need your help! What can we do? Comment below for suggestions and we shall see in the next update if the crisis is resolved! Stay tuned...
  22. Hi, I'm aware of the regular water and beach mods out there, aided in no small part by CorinaMarie's fantastic guides: here, but when it comes to the "inshore" stretch of water (as it's defined by Rivit in his beach mod), I don't really know how to search for available options (what do you search for??). I mostly use the green inshore option from Rivit's pack: which I love, but when a situation calls for something a little different (beyond the options in Rivit's pack), I don't really know where to look... Can anyone point me in the direction of some alternatives? Cheers, Ryan.
  23. The great mod known as sun shafts has finally come back! https://steamcommunity.com/sharedfiles/filedetails/?id=933513277
  24. What mod?

    1: What mod is the sunken highway walls? http://i128.photobucket.com/albums/p184/CorinaPics/TSM.E3 Walls_zpsejhhtdv9.jpg 2: Those ploppable trees that are put between the zones 3: And the ploppables between the one-way road avenues http://i128.photobucket.com/albums/p184/CorinaPics/TSM.E3 Trees_zps1zljvw8x.jpg
  25. Mod Help

    What is the best camera mod for playing and detailing as I record my footage for lets play on YouTube ?
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