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Found 30 results

  1. Sorry for the elementary infrastructure question. I have a power line from a neighboring city, connected to a residential area via a road, but it is not supplying power properly. Is it a physical problem (I am pulling the power line from a residential area in a neighboring city, but I need to pull it directly from the power plant?) Or do I need to set up to sell power from a neighboring city? The neighboring city runs 4 oil power plants, so it doesn't seem like there is a shortage of power to begin with. Please help me.
  2. is there a mod or way to do this easier? any help is appreciated. let me explain what my goal is- to use 1 region on a map to produce power for the entire city. do the same thing with water and also trash. so use 3 small regions to produce all the utilities needed. i start out fine, but as i develop farther out, it becomes tedious to buy them from the neighboring regions. say you have 5 regions in a line. to get power from the 1st to the 5th you have to manually import and export from every region. make sure region 2 is buying enough to sell to region 3, then do the same for region 3 to 4 etc. is there a organizer mod where region 5 could just buy from the main power, water, and trash regions? i have mods to ship the garbage on trains. and i understand there are mods to dump the trash off the edge of the map. not every region has train tracks. nor does that solve the power and water issue. seems there should be an easier way to interact between the regions. my goal is to use a lake to pump the water for the majority of the entire map. and build power in another small region. and set 1 with a landfill but collect the trash for the whole map. thanks for the help.
  3. In regional view my neighboring city is pixelated. Only bridges or trains are clear. I have searched the internet for 3 hours. I found 1 person with the same problem, but no solution. Someone just replied with "it happens". I don't know what is wrong or why I can't find more people with the same problem. But in a google search the auto complete text appears and has it listed, but nothing shows up in search. Here is a picture of my problem. I do have the project Orion mod installed but that is the only one and it's supporting mods. I couldn't find anyone with the same problem that had that mod either though. thank you for your help!
  4. I built my first city. Before doing anything I did the rail, highways, junctions, interchanges, and some avenues ... thus neighbor connections too. Now, I got a nice little city with 2 neighbors. I am using a big tile map of NYC done by CB. NAM44 CAM 2.10a Extended NKO & Less Abandonment How long to wait before moving on to my next city? (mainly zoning at the moment) Thanks.
  5. A trip to the North - Part II

    Did you know that Bedroom is currently the smallest town in Udanani, as far as the population goes? If you didn't, now you do! It is easy to understand when you remember that residency in Bedroom is under a tight control of the tribal council. Only the select few are allowed to move in and the landscaping in The Residents' starter town is carefully planned. Some new residential areas have nonetheless been built in the town, despite the strict urban plans. The wealthy are just as eager to settle down in Bedroom as they have always been. One of the largest and most recent residential areas is under construction on the eastern tip of Bedroom. An adjacent shopping grounds are in plans for this area as well. Seeking to improve and maintain the land value, The Residents are doing their best to increase the acreage of parks and green infrastructure in their home town. A large park has recently been wedged in between the main commercial district and the new residential zone that has been pictured above. Other, smaller parks, have been cleaned up a little and adorned with more mature vegetation. While The Residents don’t really care, (or at least pretend to not care) the lack of industry is becoming an increasing problem. Although The Residents have willingly chosen the "no-smokestack" path, (fearing a dip in land values) their aversion to industry causes them to face other challenges. The lack of industry limits the effectiveness and demand for the commercial sector. Let’s face it - if little is produced, then there is obviously little to sell! The demand for and profitability of businesses and entertainment in Bedroom is very low overall and requires a lot of "gymnastics" to keep it positive or at least neutral. The Residents try to offset this low demand by establishing new farms but these efforts fall short of increasing the interest of new investors. Besides, the rigid, square-based architecture of The Resident’s agricultural zones, makes it clear that this tribe treats farming as a mere duty, rather than a lifestyle. Just compare the bland, simple farm design in Bedroom... ...to that of The Altruists... ...or, even more so, to that of The Localvores who consider farming to be just as much of work as it is a form of art. The Residents clearly consider farming to be a necessity rather than an option. It does however provide them with some jobs, so at least it works as an anti-unemployment measure. The freight train lines have also been further developed as a result of increased movement of goods, which is a nice benefit, come to think of it. Undoubtedly, The Residents' agenda has its advantages but it is unlikely to succeed if agricultural and commercial demand completely depletes. Without cooperation from other tribes (more willing to invite industry to their city tiles) The Residents’ future may be rather bleak. Speaking of cooperation, The Localvores could also use an external help to deal with their newest problem – the garbage! A dynamic development of Farmington Minor and surrounding farmlands, have drastically increased the amount of refute the town produces. Up until now, most garbage has been recycled or turned into compost. At this moment, however, it is no longer enough… The trash is slowly but steadily building up and there is no place to put it in… Not unlike The Residents, The Localvores are terrified at the concept of establishing a landfill or building an incinerator on any land that belongs to them. As if garbage rolling through the streets was any better… The situation is not helped by the fact that everything in Farmington is being consumed locally. An unexpected correlation - the garbage stays where it was first produced rather than in another town which could import the goods and then deal with leftovers... But at least the fields and meadows across Farmington are clear from the garbage menace for now… oh wait… they are not… Theoretically, however, there is some hope to resolve the situation, because The Altruists have just inhabited a city tile which directly neighbors the one right next to Farmington! The Altruists have created this new town in order to better stimulate the economy of Wellbeing. However, one could easily speculate that it could theoretically be possible for The Localvores to ask their neighbors for help in solving their garbage problem for a decent fee... Knowing The Altruists, they would probably be happy to help, provided the deal wouldn't hurt their own citizens. The question though is, if The (mostly selfish) Localvores would likewise be ready to cooperate with The Altruists in other fields (pun not intended!) By the way, have a closer look at the new Altruist town. It is called Serene Thoughts. Serene Thoughts is yet another concentric-style town. The only difference is that Serene Thoughts is circle-based from the very start, rather than as a result of redevelopment. Just like in The Altruists’ home town, the middle of Serene Thoughts is occupied by an EEC. It is not fully operational yet and offers only basic services. Looking for a job in Serene Thoughts? No problem! Some friendly-looking factories and production facilities are already up and hiring. Commute should not be a problem as well with the ubiquitous transportation system and The Altruists’ trademark “grass walks”. Serene Thoughts might be yet another building block for the future suburbs. It really looks like a very friendly town! Northern Udanani is sure a quiet and relaxing place to live in, featuring nice, green landscapes and lush vegetation. It does experience several “youth diseases”, like poor financial balance, excess garbage or sleepy commercial sector to name a few. It is thus evident that the time is nigh for the Northern tribes to make the first inter-tribal contact and try to help each other solve their problems. While full of potential, these small communities cannot really "spread their wings" without some good, neighborly relations in place! .....835027581061742......7140651961..... …what in Sulka's name is that...?!! It seems that a very powerful energy burst, originating somewhere in Laughterdale, has just been detected! The energy spike has been followed by a mysterious signal which boomed across the land, filling the air over Udanani with radio waves and brilliant amounts of electromagnetic chatter. The signal’s nature is yet to be determined… Thanks for reading the eleventh part of the CJ! The black-and-white, procedural noise images are the work of Etienne Jacob. If you'd like to see more of his excellent, mathematical designs, head over to his webpages here and here! Comment replies: @TogaMasterJohn - I'm happy to hear that you consider this journal to be unpredictable! Interesting (and unexpected) conclusion! I believe that also this time you are not disappointed! @sejr99999 - All inhabitants are already within the ambulance service range. It could be smaller though and less expensive if the hospital was moved! I'm glad you like the EEC concept - it's a very useful thing and easy to manage too! @Dreamcitybuilder - (regarding "A trip to the North - Part I") I believe they do, especially after what's been going on in their town! Also, organic food might be an excellent bargaining chip in negotiations... (regarding "Enter at your own risk...") There, there - I wouldn't be in a rush to outright condemn The Smileyfaces. I feel they will play a very important and positive role in the Udananian history yet. Though the strange radio burst is surely unsettling...
  6. I've been uploading a few regions to the maps archives, and started messing around with my Wasatch Front region, which has been pretty popular. It wasn't long before I realized I didn't really know too much about regional economic dynamics, so I decided I would make a flat region with the intent of working on that topic. I'm adding my config file to this post. It is a 3x3 large tiles region, but the corners are broken into medium and small tiles. I have found it a lot of fun actually, and I'm learning a lot, both about regional dynamics, and about city planning at various scales. I started at the corners and am gradually working my way into the interior of the map. As you can see from my regional screenshot I have a way to go. I might start posting as a city journal, we'll see. In the meantime, I invite others to try the config, or offer thoughts on the experiment. config.bmp
  7. Is there a Mod out there that allows you to Reconcile just one edge of your city, or just a localized area? I'm really tired of having to fix all the spiking and or dropping corners that you get from trying to make a region from scratch and being OCD and yeah.... If there's not an app, any advice on how to dodge all the frustration im feeling is welcomed.
  8. Grinburg is founded

    The recent months have seen accelerated urban (and suburban) expansion across Udanani. Many tribes have started to create new neighborhoods within their own, cozy city tiles and in some cases these new neighborhoods are quite distant from main settlements. Many believe this tendency to be a turning point in the history of Udanani. The Smileyfaces have probably made the greatest step forward in this respect, establishing a brand new town west from Laughterdale. We'll explore it in detail today, but first we'll take a look at other neighborhoods which may soon become new, budding towns. Welcome again to The Slackers' starter town. Important changes have taken place since your last visit. One of them is the neighborhood named Ci'Binalg Coast - a new, freshly built industrial complex located in the Mainland Udanani. This area is located away from the Lagmi Shi Island and is currently the most distant point from the city's main area. This industrial area is an alternative to the initial industrial zone on the Lagmi Shi Island. Just to remind you - The Slackers have decided to clean up the skies above Cape Careless because industrial soot didn't mix well with tropical sunsets... The industry on Lagmi Shi Island is therefore being downsized and gradually moved to Ci'Binalg Coast. The Slackers have also made some great strides to further improve the tourist value of the Haasuur Peninsula. Once a barren land, it has been turned into a relaxing sanctuary full of bars, rustling palm trees and beaches! By the way - don't worry. You are not seeing things... Yes. The Slackers have indeed managed to lure some upper and middle class citizens to their relatively austere city. Some believe that this is the result of the construction of the new library and museum, both founded by the seafaring Slackers. In fact, education quotients have risen to a whooping value of 55 because of these establishments! What is more, The Slackers' have even improved their healthcare facilities, because they are eager to experience the joys of life longer. A godsend for the high-density residential area on the Haasuur Paninsula. Due to these social changes, the existing service and entertainment sector across Cape Careless has received a boost as well. Bigger and better haunts are being established in the city, providing even more joy and relaxation to near 20 000 fun-loving citizens. Most of the traffic in Cape Careless still concentrates around the Lagmi Shi Island. Time will tell if Ci'Binalg Coast will be successful enough, to become a springboard for the future expansion. From Cape Careless, we move on to Farmington where, by the command of the Reverred Spirits of the St'ropoli Dimension, a village surrounded by farms has been built. This spot is technically a new town, as it is some distance away from the main, more populous settlement. Both villages are now popularly referred to as "Farmington Major" and "Farmington Minor". Even despite being away from the main town's comforts, "Farmington Minor" is doing really well and is able to fend off for itself. The impressive agriculture that has developed around the village is a significant distinguishing feature too. "Farmington Minor" has anything a soul stomach may desire. And of course (as it is with The Localvores) anything locally produced, must be locally consumed... The citizens of Farmington currently have no desire to connect to or advance to other city tiles. They remain happy in their twin-village bliss and maintain a calm and clean environment, nurturing farms and natural regions. New neighborhoods and villages are all fun and games, until they become cities in their own rights! This is exactly what has happened to The Smileyfaces. The tribe has been continuing to develop some shopping malls and services in their starter town, enjoying the positive thrills that come from counting (and spending) money. This little shoppers' haven did not suffice however and the demand for new shops and pastimes has forced The Smileyfaces to spill some of their commercial developments over the borders of Laughterdale and into the new town of Grinburg. Grinburg is an almost entirely commercial town, featuring shopping malls, entertainment facilities, diners, cinemas and many other interesting venues. It also has several nice green areas, including a handsome pond located in the middle of the commercial zone. Most of the town's streets, avoid the mundane, grid-based road pattern. Instead, The Smileyfaces' city planners experiment with irregular shapes, introducing a little bit of spontaneity and diversity into the streetscape. While it consists mainly of commercial buildings, Grinburg has a small residential neighborhood too. It is reachable by rail and just like the residential areas in Laughterdale, it consists of residences of different wealth and social standings. The Smileyfaces are not the most populous tribe but they sure have the so-called "momentum". If Grinburg becomes surrounded by other towns (possibly established by other tribes) it may become a popular and profitable business center. While The Slackers, The Localvores and The Smileyfaces have made some bold decisions and laid ground for expansion, The Activators still cannot decide which city tile they should claim next. After three inconclusive votes, the City Council have decided to consult the Higher Powers to determine the location of the next town. Would you be willing to share your wisdom and help The Activators make up their mind? I'd like to thank all of the viewers for many receptive reactions to my previous entry. @Huggy-Bear, @TG24, @TogaMasterJohn, @CaptCity, @Ssaidd, @Wallibuk, @Lazarou Monkey Terror, @ulisse, @CarstenB, @AsimPika3172, @Golan0, @mitsos, @City Boss, @11241036, @Pille0503, @mattb325, @whiteshark365, @Barroco Hispano and @tomz16 - thank you all for leaving a like and showing your support! I'd also like to address the commenters. @TogaMasterJohn - I'm glad you are amused with the company names I came up with. I always try to "smuggle" jokes and memes in my work if they fit well with the topic at hand. @Ssaidd - Happy to hear this! Thank you. @City Boss - Thanks! I think thematic props have far more use than it usually seems at first. I'm happy to hear all these elements come down well together! @mitsos - Thank you. @11241036 - I'm flattered to hear such kind words from an old-timer! @TG24 - As one of the Reverred Spirits of the St'ropoli Dimension - you may! Check this entry to get a better view of the Emo-G Site if you haven't already! And by the way... Happy New Year Simtropolites!
  9. What is the best rule for neighbor connections, and when should you make connections ? Heavy rail seems different, and the game will nag you about building rail to push Industrial goods out. Lot of times I see people making cities and just randomly making road connections without any planning. I've read that if you make a road connection, to make sure you at least have a bus stop and some jobs on other side >>> What if that City has 0 population ? Could I just plop some landmarks with jobs and make sure there power, water...etc and leave it like that with 0 population ? To me it would seem proper to have a City population of about 30,000 to 50,000 before doing neighbor connections. Now my 2nd question is what about Years in Age difference sync between cities ? Should I get the 1st city to about 50k population within 8 to 12 years, and then work on 2nd city and build it up a little and let it run 8-12 years to catch up with the next city ?
  10. hello good day. im wondering. do cities only interact with the 4 tiles connected to the middle city? or could i make lets say 2 city tiles and 1 massive industry tile and have both cities interact with it even though 1 of them is only only connected to the edge?
  11. Hi guys. I've some issues with real highways from NAM. It's noted I installed all correctly. 1) Only buses run on my highway, no cars here! In pic number 3 You can see transit of these buses from buildings of city, but no car. 2) They seem fall into edge of my city, hahahaha 3) The neighbor city is only commercial, I tried to put some houses to fix this problem, but nothing happens. 4) In pic number 4 I've other problem with connection of elevated highway. I linked this highway, but with standard method, but connection does not work (here this neighbor is a industrial city with a little favela {slum}). It seems connect on base of perpendicular road, but does not work. 5) Before I use NAM highways I was using standard highway, and for cars it works, but with a bad traffic. 6) I think NAM very confusing for use, but seems be a wonderful tool. I hope in future a more intuitive mod. 7) *I use left hand driving. Some help for me? I thank you very very much my dear ones! A hug for you!
  12. Hello, I have three cities arranged in a L position with the second city having nothing aside proper network plus another two industrial cities arranged in horizontal bar below the three cities. All cities are connected. But why my first city which is all residential plus some commercial can't go to the industrial cities? The odd is when I'm using subway, it worked but roads don't. Another question is how can I make a pedestrian and subway only city? The challenge is in the transit switching. Ordinary station may spawn cars when switching from subway. Another challenge is the customer level, even with my mod which counts customers. I recently found out that you need higher count of peds to give the commercial buildings high customer status.
  13. I have an industry next to an residential / commercial / industry city and the sims won't commute to the neighbour tile with industry in it. I have rail and avenue connections to the new industry city mostly containing dirty and manufacturing industry.
  14. W S S N C O P F L (Working Simulated Street Neighbor Connection Overhanging Prop Filler Lots) From its humble beginning with this post / question: @Cyclone Boom and I are proud to present a set of overhanging lots which fulfills this particular need. Ergo: Background In a new area of my Corillion region I have a small island which straddles a city tile border. Most of the Sims living there commute to the adjacent tile: I have a crappy little R$ area and it's connected to the neighbor. Like @Daeris, I feel that part which is road looks horribly out of place and spoils the illusion. Using our new WSSNCOPFL mod, it now looks like this. Or, if you are using CB's No More Neighbour Connection Arrows mod, it'll look like this: And it's still a perfectly working neighbor connection! Contents of the new Mod We've made overhanging prop lots for the vanilla Maxis street as well as each SAM of the Street Addon Mod (excluding SAM 1 Parking Lots). Because our lots each have a single, permanent texture for the S3D (said model created by @rsc204) that makes the overhanging prop static. We didn't want a zillion (and 7) lots in the menus, so we picked a wealth and density level they would represent. This allows any nearby sidewalks and grass to match up when they are the same wealth and density. In the following pics, they are thus grouped first by low wealth, low density, then Robin's industrial one, and finally, high wealth, low density. Vanilla Maxis Street: SAM 2 - Peg Dirt Road: SAM 4 - Peg Gravel Road: SAM 5 - Trolca's Dirt Street: SAM 7 - Hableurg's Asphalt Street: SAM 11 - MGB IndustrieSAM: SAM 2 - Herringbone Brick Street: SAM 6 - Klinker Street: SAM 8 - Cobblestone Street: SAM 9 - Brisk Red Brick Street: SAM 10 - Moonlight's Japanese Street: How to use this Mod When plopping these lots, the road and adjacent cells must be level or there will be goofy graphical glitches. So, start out by leveling the area using road stub plops: Edit: Pro Tip from @SIM-ple Jack: For those road stubs that come thru from another city tile which are 3 cells in length, you can bulldoze off two of them (leaving a single cell of the road with the connection arrow) and then connect the street to that. Now you only need to plop one of these filler lots. (I'll make new pics for the release version of the docs to show it that way.) Now back to the original (partially wrong) guide: Then bulldoze the road stubs and grab the corresponding WSSNCOPFL from the Miscellaneous Transportation menu: ^ Note: For this beta version those have been ordered to appear at the top of the menu. For release, we believe they should be buried far down so as to not be annoyingly in the way as they will only be used once or a few times per city tile. Next, simply plop them one by one to cover up the road. The arrow is automatically attracted to the network so they will be in the proper orientation for plopping. Plop the second one: And a third one: Lastly, replant the trees: ^ Note: The invisible part of the plopped lots does allow both God mode and Mayor mode trees on them. This also means other MMPs could be used instead. Known Goofinesses If plopping on uneven terrain you could see this: When first plopped (even on level ground), it can have this little oddity. Simply zoom in or out one time to fix that. This pic is zoomed to 200% to better show it: Zoning density makes a difference for nearby sidewalks. Here are some small homes which grew in high density zoning: ^ Ofc, if y'all don't mind this look, it's not hurting anything gamewise. Another thing is because the S3D can only have one FSH with no MIPs (specific textures for each zoom), the Klinker Street will show a Moiré pattern when zooming out. This image was taken at zoom 3 in the game and then I increased it to 300% so it's not tiny here: There is a wee bit of an alignment mismatch for these filler lots because the S3D model has to be raised 0.2 meters above the terrain. This is so they don't cause graphical glitches (aka z-fighting). For instance, here's a posh neighborhood where I have gaps between the actual zoning of the residential which I filled with Park Grass plops. Then in the upper left is a larger park. Notice how that one cell of the Brisk Red Brick Street decides to show dull R$ grass? So, I bulldozed a spot where the invisible part of the overhang lot could go (which I would then fill with trees) and plopped the overhang. Due to that height difference there is a bit of visual offset: ^ This same anomaly will happen at the neighbor connections too. Nothing can be done to fix it for all rotations. So, this glitch is one you have to decide if you can live with or not. (For the neighbor connections I'm willing to accept the slight alignment discrepancy in order to hide the more obvious road texture.) The Controller Cohort File I'm introducing what I believe to be a completely new concept for menu management. One can simply accept having very full menus with everything installed available. Or, use Menu Management Lots (MMLs) to hide them when not needed. Or, use the DAMN Manager with the DAMN Program. The first option is inconvenient due to the amount of scrolling needed. The MMLs have the slight drawback that one must re-select from the menu for each plop. And DAMN can be damn difficult to setup and get working properly. (There's nothing wrong with the DAMN program. It's merely more complex than other options.) Since I don't personally use DAMN, this next part is only about using the in game menus. The other issue which is tedious to setup properly for oneself is the order of the items in menus. What one person uses every other click in the game might be a once a week item for someone else. They would then have different ideas of how far towards the top or bottom they should go. Also, when having a large set of items, the reorganizing of their location has heretofore been a royal pain in one's posterior region since they must each be edited. With the method I've created, the location within the menu (as well as which menu the entire set will appear in) is controlled by one Cohort file. To move this entire set up or down within the menu needs only one simple edit using Reader. More specifically, the Item Order property in the Buildings exemplar: ^ This is shown with the hex value 0xFFFF8300 which is minus 32,000 in decimal. (The more negative the Item Order value, the higher it is in the menu and the more positive the value, the lower it is.) For this beta release, I've made it very negative for the convenience of accessing our lots quickly. Again, the beauty of this method is one single edit and the whole set can move to another position in the menu. This, IMO, is so much easier than editing every single lot's building exemplar. Then a second feature, tho not as useful, is that which menu they appear in can also be determined for the entire set with a single edit to the OccupantGroups property: Hiding Icons Even more useful for things which are plopped only a few times in a city tile's life is that removing the Controller Cohort file from Plugins causes all their menu items to disappear, but all plopped items are still fine in the city tile. This helps reduce clutter in said menu. To test this part, remove the WSSNCOPFL Controller Cohort.dat file from your Plugins folder. (Leave the other .dat files in place.) Plop Costs The plop cost is the other part which designates the position in the menu. We've simply set them from $1 to $11 so they will sort in SAM number order. The plop cost is located in each individual building exemplar. (Unless wanting to change the order within the set of icons, they are already set logically.) Design Consideration Each lot is a single 1 x 1 ploppable with an overhanging prop offset by exactly 16 meters. They are all completely neutral with regard to stats. Ergo, no pollution, no auras, no montly cost, or any of that stuff. The prop is facing away from the arrow so they will auto orient themselves towards the road. The 1 x 1 lot itself has no textures at all which makes it invisible after plopping and does not suffer from the water bug. ^ Ofc, you cannot zone in that invisible area nor plop any other lot on it. SNAFUs and Their Resolution Right from the start, there was a glitch. With the lot plopped the overhanging texture would sometimes ghost itself and look goofy. I believe this is the infamous z-fighting. ^ Per Robin's suggestion, this could also be fixed by raising the model more, but that would also exacerbate the alignment differences so I went with Plan B (described in a moment). ^ Edit: Robin did not say the above. I misunderstood. Then, also, the necessity of the S3D being raised by 0.2 meters made it such that the prop texture appears a wee bit too wide to match up to the ground textures of the road/street. While really only noticeable at zooms 5 & 6, increasing that to zoom 8 (using the sizeof 8 cheat code) it bothered me. My Plan B resolved both of those issues by making a copy of the original textures and adding an updated Alpha channel. Now it looks like this: ^ It lines up very nicely IMO. Additionally, SAM 6 (Klinker Street) and SAM 10 (Moonlight's Japanese Street) won't work at all by simply calling the NAM's textures. ^ Neither of those have the grass area so some road shows thru. Nor do they produce pretty sidewalks without a proper grown wealth adjacent. For 6 and 10 as well as for 2, 8 and 9, I baked in the good sidewalks when making full sized textures. Menu Location Per @Naomi57's suggestion, we'd hoped these could go in the Road sub-menu, however as best I can figure out the only things which can go there are tools (like the draggable streets, roads, or the like), placeholders for network plops which are in a Tab Ring, or a Maxis defined sub-menu. So, we've tossed them into the Miscellaneous Transport sub-menu. Beta Testing Ofc, CB and I have tried to test these every which way. However, there's nothing better than having other peeps also put them to rigorous testing. We have decided to have a closed beta which means we are not posting the file directly, but are asking for a few peeps who are willing to thoroughly test the complete set and report back with both comments and pictures of good and bad aspects. @Kloudkicker has specifically volunteered and we believe @Naomi57 did too by adding a Yes reaction where we'd asked about this in the original thread. While @Daeris reacted with a Like, we aren't certain if that was a commitment to help test. We would like a couple or three more peeps to join the test group. Let us know by replying below. When the file is ready (prolly later today or tomorrow), we'll send it attached to a Private Message. Beta Expectations Remember, we do expect feedback and pictures to be posted about the testing y'all do. We reserve the right to use any posted image in the final release. Credit to you will be given by editing in your ST name into a corner of the pic. If you happen to be proficient using Reader, also test moving the set to a different menu as well as the position vertically (Item Order) within the menu. (See the Controller Cohort section above for this latter part.) There's no particular rush, but we'd like to have a finalized version ready to post on the STEX within a couple weeks if possible. Download Beta See our post here to download the WSSNCOPFL v1.0 package. Conclusion Thanks for reading everyone. -Cori & CB
  15. Hello, I'm trying to make money from neighbor connection. But, I'm profiting or losing little, about $1,000 simoleans regardless of MWs I send. What should I do to profit significantly from the connection? Thanks.
  16. I looked for an answer to this question, honest I did If I drag STR to a neighbor, it *appears* to connect, but does it really? (I seem to recall the RHW uses special neighbor connector pieces, but I haven't found one in the Rail Menu - though it could be hiding somewhere).
  17. Ahoy fellow SC4 fans. I just found an interesting bug in SC4. I was playing one of my older cities tonight, a "Big" city, developing some of its wilderness land into commercial and industrial centers. (The idea being, bring in loads of commuters from the residential city to the south.) Suddenly my power bill shot through the roof! (I'm buying power from the town to the north.) The power demand, which had crept slowly up from 30,000 to 40,000 over 50 years, suddenly jumped to 80,000 in just one month! I was suddenly having to pay a §6000/month electric bill in order to keep up with demand! I was perplexed. But I found the problem. I discovered that I had 2 electric connections to the town to the north. (I apparently had added the extra connection the night before, not realizing that a connection already existed.) I bulldozed one, and my power demand dropped from 80,000 to 40,000! (See attached image.) Very odd. I'm not sure if this bug will occur every time one buys power from a town with 2 connections, or if it's a sporadic bug, or a one-off fluke. I did determine, though, that having 3 connections to my power purveyor tripled my demand, so apparently BuggyDemand = N * CorrectDemand, where N is number of connections to power purveyor. And that's bizarre, because while I can see how it would be easy for a supply bug to get in the program (buying 40,000 per connected power pole, instead of 40,000 per power purveyor), that's not what's happening; instead it's the demand that gets multiplied. How the number of power connections to a purveyor could impact demand, I have no idea. I'd love to see the source code on that.
  18. Hi guys! Just noticed a weird thing in SC4 NUM36 and can't find any info about it. I have two test cities, one is residential (R-City) and the second with heavy industry (I-City). The cities had grown up and I replaced classic Maxis avenue connections between the cities with RHW-4. I have done it in a proper way as described in the NAM manual (drag RHW to border, plop connector piece on top and do the same in another city). After a while traffic stabilized and the cars from R-city appeared in I-city, not only freight tracks. However, back to R-city, the commuting time rose drastically on the graph. Moreover, commuting time for close-to-border R$ houses changed from "short" to "long". After a while some of these houses were abandoned. Then I removed RHW and replaced it back with avenue. The commuting time was back to "short" and the graph displayed the commuting time decrease. Actually this happens every time I use any of RHW networks with those special neighbor connector pieces. Any ideas how I can solve this problem except avoid using RHW on the cities' borders? And yes, there's no any other city nearby and connection to it, so it can't be infinite commuters bug.
  19. I was thinking about a few things last night regarding SimCity 4s regions, and I decided to consolidate some of them here. If the mods want to split these into separate threads, you have my approval. I just didn't want to spam threads. If you have two regions, both flanked on one side by water, but with both sides next to each other, how do you bridge the gap to form a connection? Do you have to mod the terrain slightly to get a connection point of sorts, can you use a ferry to bridge the gap, or can you use a actual bridge, just with the other bridgehead in the region next door? Can you have a region in the shape of a rectangle? One of the ways I though about getting around the above problem was to have a rectangular shaped region to "bridge" the gap. (No pun intended.), but I'm not sure if that is possible. Should I use highways as primary regional connections? I've always tended to use rail, because that's kinda my jam, but I've often thought about building a highway alongside it. Thoughts?
  20. Good evening. I have a question concerning the allowable garbage disposal limit by neighboring cities. I currently have a city of over 300K folks and I just noticed that my garbage meter is about 9K. I tried making deals with neighboring cities to take more garbage, but for some reason my garbage deal is maxed out at 4854. Even when I make more landfills in multiple neighboring cities, I'm still unable to go above the for-mentioned deal. Is there a another way to increase garbage removal? So far though my city still seems to be doing well. The desirability map is still all green. Thanks again for your help.
  21. im not good at English sorry.... sims only commute in one city or the closest part of neighbor city. they never commute to the most part of neighbor city and the next city (city size is medium, all same) i connected all cities with monorail and zoned with high density industry.
  22. I started to notice this issue when playing with CAM 2.1.0. I noticed that my main residential city (90k residents, 10k Commercial jobs) had over 15 times the residents than the only neighbor industrial city jobs. Residents would commute in numbers way more higher than the available jobs. The whole region has around 6 times residents than jobs capacity. Is this normal gameplay behavior? Or is my game just broken. I always thought that Sims would get no jobs icons if there are no more "free" jobs in neighbor cities. For the interested, I tested this problem. I removed all plugins and made a new region. I made 2 cities, 1 all residents (plus services) and 1 in the neighbor tile, all industrial-commercial. I installed the Census Repository Facility to help me with the testing. Here's an example of what would happen after various testings: I noticed that if my jobs city had more than 1 job, residents from my R city would still commute in the thousands, even when regional view showed like 20 jobs. The Census repository showed the same 20 regional jobs when I was in the jobs city. When moving in the residential city, the Census repository would still report these 20 regional jobs, nearly all houses would get "no jobs" icon, R demand drop, and the Route Query would report 20 commuters, so the game would actually notice that my neighbor city had only few jobs, but after 2-3 months all "no jobs" icons would disappear, and the residents start commuting in the thousands, demand raise again, and the Repository Facility report thousands of fake regional jobs. One time, when in the jobs city, the Census repository would still report 1k+ of regional jobs, despite having deleted all jobs buildings. Removing the road connection would then show accurate 0 jobs capacity, restoring the road again thousands! The good thing is that demand would balance that, and I would get massive negative R demand in the jobs city, despite my R city growing thanks to all those invisible jobs, creating more demand. The problem is when playing with NAM + CAM. Commuting becomes way more viable, and with the CAM increased demand makes having jobs a very minor and exploitable issue.
  23. Hello. Is there a way to make this message quit showing up for every road connection I make?
  24. Consider 2 situations a) a large tile surrounded by 4 large tiles. Each of the 4 large tiles is connected with 2 highway connections, for a total of 8 neighbor connections b)a large tile surrounded by 8 medium tiles. Each medium tile is connected with 1 highway connection, for a total of 8 neighbor connections. Will (b) experience greater cap relief, or will they be equivalent?
  25. I have only played with waste and electric, but I realize water can also be included in deals. Is the following correct? Provided that you have provide adequate power, it can be sold across any number of tiles? However, waste can only be exported over a single time? It am kind of disappointed as I had planned to make one heavily polluted waste/power tile (along with heavy industry; no residents), but this does not seem feasible. Is it? (Of course, I did see somewhere in the mods, there is a bottomless landfill.) As there is also the eternal commuter problem, since you cannot have a waste road only, it seem to limit deals. So what is your strategy? Do you to do 2-4 clean tiles for one dirty (waste, energy, industry) time? Or do you just allow each tile to have a dirty corner and be self sufficient? Thanks.
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