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City-building game(s)

Found 379 results

  1. OVERVIEW The Network Widening Mod (abbreviated NWM) is a mod which extends the game's Road and One-Way Road networks through override network technology to create a system of variable width surface streets. In effect, it is the surface street equivalent of the RealHighway (RHW) mod. The first release was the result of over 3 years of effort, which required overcoming a number of technical difficulties and conundrums, including the creation of new Traffic Simulator Plugins to properly handle the NWM, and difficulties with the existing Road Turning Lane plugin. This Overview Post Last Updated 07/27/2014 Since the NAM 31.0 release in March 2013, the NWM has been included in the NAM itself. It will no longer be offered as a separate download. NWM development is largely on hold until the NAM 34 development cycle. The NAM may be obtained from the following distribution sites: Simtropolis (STEX)---------- (coming soon) SC4 Devotion (LEX)--------Windows|Mac (coming soon) ModDB------------------------Windows|Mac (coming soon) Fixes None. More information coming to this post
  2. Version v2.01


    SWN is coming... !!IMPORTANT INFORMATION!! This page has only been updated so I can get everything ready... SWN is in the final stages of preparation for release, so for now the download here only contains the original SEN mod. SWN will add support for US users, TGN, NGN and TSR compatibility and much, much more. SWN is the replacement for SEN, bringing texture unification to new levels. Want to try out an early preview version?, take a look here where you can download it: =================================================================================== This Mod contains a complete Sandstone override for much of the NAM content including the RHW, NWM, TULEPs, Tram in Avenue/Road/ Street, GLR/Rural GLR, Turbo Roundabouts, Misc Fixes and more too. It has been my aim to kill every bit of Maxis white possible, and I'm finally at a point where I am satisfied I've met that goal. I've made this mod for my own game, as I find I don't use the NAM pieces that don't fit, so they are based on Euro Textures only right now. I use a LHD setup, but have included RHD versions also and from the limited testing I could do myself for such a large mod, they seem to be pretty complete. Load Order To ensure these files load after the NAM, please ensure you copy the folder in the zip file into your SimCity4 Plugins folder without renaming it. Also note it will need to load after any mod that changes the textures of the included components. Options You can choose just the files you need, or decide to use a complete install, whichever you do please remove all the LHD files if you are a RHD user or all the RHD files if you are a LHD user, otherwise stoplines may appear on the incorrect side. Dependencies The Tram in Road textures require the file "TIR-s3d fix.dat" contained in Magneto's Super Light Asphalt Mod or a few will not display correctly. The Japanese NAM Facelift Mod (links contained in tutorial) is highly recommended, if using this make sure that the Sandstone Euro NAM loads after the Japanese Facelift Mod. Notes: Please read the included readme, it goes into more detail than I have here and will help to avoid problems with this mod. If you are still stuck or have any comments, feel free to comment in my shack on Simtropolis or visit me at my regular hangout on Simpeg. A big thank you to David G. Varona for making the Alpha textures for the Turbo Roundabouts and GLR, plus for showing me how to use photo-editing tools to lighten the workload on this project considerably. I would also like to thank all those community members who've offered me assistance in order to improve the quality of the released project. Their time and the time taken by those who have written various tutorials has enabled me to create this mod in the first place.
  3. How to use Wine with SimCity4Deluxe, NAM, Modding Tools **ATTENTION: Recently began having problems with Ubuntu Gnome 16.04 and SimCity4. After an update, the game would only run in software mode. I have done a lot of digging to try to find the exact cause, but so far no luck. I have gone back to Ubuntu Gnome 14.04 until this gets fixed. About ten years ago I made Ubuntu my only OS, after dual booting with XP for about a year. I had only one regret, I could not get SC4D to run in Wine. I tried a few times over the next few years but still had no luck. Then a couple of years ago I decided to dig in and get it running. My first success came with the help of PlayOnLinux, finally! I used this setup until, recently, I decided to try working directly with Wine without the extra layer of PlayOnLinux. So I dug a little more and eventually I gathered most of the info I was looking for on the interweb. Much of this was, things I didn't know I needed to know, until I knew them. Now, I had a lot of info, but some bits seemed to contradict other bits, so I began to develop a repeatable, controllable, procedure that would allow me to test a defined set up, document it, rinse and repeat. The process I settled on, exposed the unreliable information, but gave rise to more questions. I dug around, got some more bits, and started again. This time it all came together. Eventually, I settled on a kind of combination set-up method using wine / winetricks / wine tools. I'm more of a nuts and bolts kinda guy,so this satisfies me. There are other ways to achieve the same results, and I may tackle them some time, but for now, I am concentrating on using this method to install SimCity4Deluxe and some of the modding tools. As a part of the testing process I developed sets of instructions, so I could repeat a particular set-up, exactly the same, multiple times. After using them for awhile, I decided they were solid and they might be helpful to other people. So I edited them into a more readable format and added some, (I hope), helpful information. Currently, I have finished these; ∘Wine How To - Install Wine 1.8:i386 (32 bit) ∘ Wine How To - Install SimCity4Deluxe (plus updates) ∘ Wine How To - Install NAM ∘ Wine How To - Install GoFSH ∘ Wine How To - Install Gmax Extended ∘ Wine How To - Install ILive Reader 1.4 ∘ Wine How To - Install SC4-PIM X Credits: Most of the information I gathered was from WineHQ, Winetricks, Ubuntu forums, SC4Devotion forums, Simtropolis forums, many sage postings by 'A Nonny Moose' (found these everywhere), along with bits from numerous Linux editorials.
  4. Welcome to the NAM General Support Topic. Please post your questions concerning NAM 35 and its components here. Get the newest version: It is also available on the LEX. (You must be registered and logged in to see the link.) A special note about the Diagonal Bridge Enabler: Please read the instructions for its use. If the game's water "disappears," the instructions were not followed. It is recommended that you check out the as many common questions are answered there. If you have any particular requests or suggestions for new NAM features, please see the
  5. Looking at this topic, I never realized that SimCity 4's network speeds were pathetically slow, with Streets being about 20 mph (this would be standard only for school zones and residential streets where they've put up a fight to prevent cars from zipping down it), Roads at less than 30 mph, Avenues at 25 mph (less than roads interestingly, and also far below roads), and Highways about 60 mph (posted speed for urban highways with lots of exits and entrances, though in addition to not being able to account for more rural highways, traffic goes faster than that IRL). I (think I) understand that the NAM fix some of the broken speeds and travel times, and of course the RHW goes faster/as fast as the Maxis Highways. But wait...the RHW was designed to be very flexible with variable lane widths, even if the speed is the same (since speed is tied to networks). So why isn't there an alternative to Roads? Something with the same speed as a Road but as wide as an Avenue? (or if the numbers were re-adjusted to allow for Avenues to be faster, than why not two-way avenues?) I mean, we have six lane avenues now, right? I admit it's been a while since I tooled around with the NAM and they may very well be in there, but this would be a way to "drop/raise the speed limit", right?
  6. @kschmidt - thank you :), this is not a recreation of the original route 66, it's a fictional one, even ttho you have some motels, gas stations, and in the future some small villages along it
  7. Let's design Bel-Air episode 7 - Route 66 part 5

    @Korver - thank you, we are almost done
  8. Hi folks, first I want to thank the whole NAM team for the great work and effort they made and still make to the support us with a new version of the NAM. It's a lot of work, and I think, that's highly appreciated by the community. Thanks again! But for a change I do have a question: When looking through the files after the installation of NAM 36 I've found the marrast' rail stations in the MTA Station Override folder, which is great. I stumbled upon an exemplar property called "Transit Switch Fare" 0x0BFC0A4C. Because I've never seen it before in other train stations, I checked the original marrast files also some other rail stations in that NAM folder, but it looks like, those marrast stations included in the NAM are the only ones with that property. a) What's the purpose of that property? I have an idea, but I might be wrong, so I'd like to ask the gurus here and b) why is this property available in those railstations and not in other rail stations like the included Simgoober rail stations?! I am just curious Kind regards!
  9. Let's design Bel-Air episode 6 - Route 66 part 4

    @korver - thank you
  10. Hello, I want to create some streets in my town. However, the default street texture is bad on my eyes and I like the texture of asphalt street. So, I want to ask: How I replace the default street texture with SAM's Asphalt without any starter piece? Thanks.
  11. NAM mod question

    Hello, my question is how can I just get the files for the traffic pathfinding (in other words, I only want the plugins that effect the traffic and DONT want anything else) I don't really want any files or add-ons that add new roads and structures, I only want the mod that makes all the traffic flow like it should for best results. help me figure this out.
  12. Episode 4 - Route 66 part 2 - Sonic Drive In

    @korver -thank you @kelistmac - thank you, the map is custom made by hand
  13. L3 and L4

    So I've been playing with the RHW more today and I am starting to grasp it slightly. however I have been wonder how do I make a network that uses the L3 and L4 levels?? I am wanting to take things more complex. I know it exists , but how do I get above Level 2 (L2).
  14. I've been trying to figure this out. I downloaded NAM 35 so i could use the highways, but i don't know how to add exits and entrances to the normal SimCity 4 default roads. I recorded a video of what i mean.. Could someone please help me figure out how to do that please?
  15. Hello, I have just one question I built a motorway with de NAM 35 rhw, i created one way with the 8s part and i use the curve part and i couldn't have the filler the 8s diag, lack or installation problem? i do't know but i have a hole in my road. Could you help me ?
  16. I have been trying to create a sunken RWH highway with an overpass that uses the SAM 4 lane narrow but I can't seem to get a handle on it. Should it be like making an overpass with with RWH pieces? Any tutorials on how SAM interacts with RHW or am I totally overthinking this?
  17. Hello everyone, I open this new topic to let you know about my new project to create new textures for road networks in general (road, street and NWM). The same subject is opened on SC4D: Swiss Network Textures. There is very little full texture play to exploit them in the LE, which is why I start this work. I create textures for Swiss (CH) networks but also European because we use almost identical road signs. My main goal is simply to make textures overlays for the LotEditor (LE), I do not want to create textures for all NAM networks, but only a few in particular. In the future, when my pack is downloadable, you will be able to do what you want with the textures: modifications, mods, additions, etc ... My pack is basic and contains only simple orthogonal textures. Maybe in the future I will follow up with the diagonals, it takes a lot of time. For each type of network I assigned a code to identify more easily the types of textures / networks. I put most of the existing networks, Maxis and NAM, but I may have forgotten others. Here are the codes: Pictures: M01a : Click here M01b : Click here M02a : Click here M02b : Click here N07 : Click here N13 : Click here N20 : Click here P22 : Click here I apologize for presenting the Excel table in two parts, I have not found a better solution than that for now, I will see in the future if I find a more ergonomic solution in order to have the table with the links To see the pictures included in it. If you have any criticisms or suggestions you can let me know. Thank you for your attention, Aka
  18. My tram cars have disappeared on only one of my tram loops. They were there for several days, but they vanished yesterday and have not come back. The query tool shows them as operational with the same amount of traffic as before. I have not added or subtracted any mods or content. Obviously, I have the NAM installed and I am using the TTC_Tram mod and the European Bus and Tram Stops mod. As I said, it is only affecting one of two tram loops. The picture below shows the affected area.
  19. Trying to query my census repository and I keep hitting a nearby GLR->Subway transition piece, which would be fine if I wasn't so far zoomed out (which I suspect is the issue). I hear the subway sound and then I get a gnarly CTD like hovering a puzzle piece over a TE lot. Running with NAM 35 on a fully patched exe. (I'm really tired of losing my work - as this has happened 2 times now I've found myself doing things three times over..... >:-| ) Edit/update: It appears it is happening now any time I query the transition piece - though I swear I've queried them before without issue.....
  20. Hi all.I have a problem,hope someone can help me.When i use the NAM pieces of the monorail this is what happens,i am posting an image to show.It happens not only with this piece,but all pieces.
  21. Sims don't commute using the upper highway, but they do use the lower if I connect the RHW-2 road with the upper highway. That's weird.. Do you have ideas how to fix it? Thanks.
  22. So, i just installed NAM for SimCity 4 because i saw pictures of the highways and thought they were really cool. Now, i just learned that NAM is MUCH more complicated that i thought. but i guess i could catch onto it eventually. Here's my questions for now. 1.) is there a way to connect a NAM-road to a normal SimCity in-game road? and if so how? 2.) is there a way to connect a NAM-highway to a road? and if so how? 3.) for the NAM highways and neighbor-cities-connection, is there a certain thing i have to do to make the NAM roads or highways go out of the cities and connect to the other boarding cities? Also, are there any tutorials i can follow? most of the ones i found online are outdated.
  23. I use NAM 34 ; the roundabouts don't look like the pictures in the folder (and no trees grow there) Does this mod (dating 2014) still works with the more recent NAMs ?
  24. I believe TSCT.jar could be run from anywhere. Could someone confirm this for me? If so, what files will it need to find and where are they supposed to be? Any help appreciated.
  25. SimCity 4 Is Still Great

    SimCity 4 is a spreadsheet that will never be balanced, but that’s what makes it so fun, even 14 years after release. Yesterday, an article about SimCity 4's Network Addon Mod, a comprehensive mod for roads and traffic in SimCity 4, reached the front page of r/Games.”Not only has SimCity 4 survived, it has thrived with new creations offered daily by content-makers, and has even evolved with substantial player-developed modifications like the Network Addon Mod,” author Dirktator wrote. While that’s definitely true, and the thriving mod community for SimCity 4 is a joy to browse through, after playing until two in the morning I can safely say that SimCity 4 also holds up on its own. Full article: http://kotaku.com/SimCity-4-is-still-great-1796823071

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