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City-building game(s)

Found 34 results

  1. Hi, I am looking for players to play with in one huge region. I am also very new.
  2. I can speak Cantonese, Mandarin, English, just see if anyone would like a play mate Kimochi#8331
  3. Hello everyone, I like to show you a project I'm working on for a long time: Cibuga It is a city building game in with you are free to customize the look of every building. Simtropolis was a kind of inspiration for this game. It is satisfying to just browse through the custom creations the members submitted and look at the awesome work. The idea was to make the integration in a game much easier and make it also a part of the game. Cibuga gives you the freedom to design a new skin for a building and easy build houses other player created with a single click. No recourse packs, no dependencies. To make this more accessible to a wider range of creators we use voxel graphics. The second main feature is a multiplayer part. Visit other cities, trade resources and form a team to build together another city on a huge multiplayer map. So there is a single player map for your own city and a multiplayer map. You are not forced to play with others. It runs in your browser. What do you think? How you like the look? The about text: Cibuga is a city building game. Start in the middle of nowhere a new town in this multiplayer online game. Gather resources and construction material. Build streets and houses. Provide your growing city with water, food, safety, health, power and much more. Expand your city and connect with other players to trade resources. This indie project is still in development. A test stage is coming soon. Some screenshots:
  4. I find great joy in sharing my city creations and exploring others. I've been playing SC4 since it's launch and this game never gets old (sometimes I overplay and have to take a break). I've wanted an interactive region since the beginning, but the internet wasn't ready yet hahaha. I've browsed through these forums for a while regarding multiplayer setups or people's attempts at a setup. The ones I have come across always involve invasive installations or complicated coding to setup and always run the risk of a player ruining someone else's work. Sometimes even the software being used to synchronize across the devices loses support or suddenly isn't free. It seems there is an interest in multiplayer as the topic is brought up every few years. So, I wanted to toss around the idea again and propose a new way that I have done previously with some close friends of mine and see if there is any interest in this community to do one like it. I haven't come across someone else doing it this way yet, at least on these forums. Basically, a fully rendered region is "prepared". The way I've prepared a region was to add trees, clean up errors from the rendering and establish cities with placeholder names. The placeholders were identification in nature like "A01, A02, A03, etc". Next we used Google Drive to coordinate. The region was zipped and uploaded to the drive. All the agreed upon pluggins were also uploaded to a pluggin folder. Then we generated a spreadsheet which we used to claim city plots and keep expansion organized. As we worked on cities we would upload the city files to a separate folder on the drive. The next player would go to the drive and download the newest updated cities and then move them into game. The safest way was to move them into the "Downloads" region that the default game has and then import the city plots using the SC4 import option in the region view. Another player had success just dropping the updated cities into the Region folder. The means and methods could be detailed out better if there is interest in doing this. Benefits: Working on adjacent tiles or opening the same tiles wouldn't corrupt cities because each game is running independently and offline from each other. Opening any city would be possible to explore other peoples work, because each game is running independently and offline from each other. Player has total control of their game aside from using the agreed upon pluggins for this specific region, (personal pluggins can be moved to a temporary location). At anytime a player could "end multiplayer" and just continue with the region in a single player way. The remaining multiplayers could then decide what to do with the abandoned cities in the map, either erasing them or transforming them. Anonymity, no direct connections between computers or using third-party software (aside from Google, but players wouldn't need a Google account if they didn't want one). Negatives: NOT AUTOMATIC. It is extra work to upload everyones updated cities every time and then remember to upload your own work for everyone else to see. This is a major negative however, I'm assuming that those of us still playing this game 18 years on are willing to work a little and understand the basic mechanics of the file systems. Transportation connections to neighbors would still impact adjacent cities when uploaded, so coordination on connections would be required, but is less important as with other multiplayer setups which could have resulted in a corrupt save game. If the Google Drive is set up with public links (to keep anonymity) there is no way to stop someone from causing havoc by deleting files or other lame disruptions in the spreadsheets. If this happens it would effectively end this experiment and my remaining hope that people are kind. 15 gigabyte limit on storage (Google), but I would be shocked if a region went over that hahaha. Asypr's 64 bit Mac version of the game (v1.2) is not compatible with the PC versions. The cities will not load on PC's. Great thanks to @CorinaMarie for helping me figure that out last year! I used a backed up version of Asypr's version 1.1, and this multiplayer method works for me! If there is interest in this community for setting something like this up I'd love to do it! Or if anyone has any suggestions. Maybe I'll just do it and see if anyone joins. Take care,
  5. My game name is Azerfiti, just looking for active players so I can have fun region
  6. was looking for people to play with who know a lot about SimCity 5 my discord name is alkire#5802 if you wana add me and talk about SimCity
  7. So anybody remembering the lost SimCity 4 Online Multiplayer Project (PMR Poppy Multiplayer Regions) I want to recreate exacly that, you will be able to download an launcher wich you can play online and offline (you can select) and modify game settings exacly like the exsisting SC4 Launcher but with online capabilites and with the look of the SimCity 2013 Launcher how it will work you ask if you ask you will have your own account with a name and password and you will log in with that account on the launcher if you chek the online box you will need to select a server/region how you want to call it and then the download bar will download the region to your local computer and will do the same with the other player it works like PMR worked now lets talk about the hosting your own server on your own PC you will be able to do that and you can also select the option that the server will be private (only for you and selected friend, yes you will be able to add other players to your friend list sometime) you can change serve/region name and select what region you like and you will be able to view the joined players and now lets talk about security and the protection of your tile so when you save or create a city the tile file will change its name to your name and the city name youve writen if the server sees that onother player with a difrent name saves it will not accept the save file to be updated to evreyone and not even the player so other player will not be able to destroy your city YAY, now lets talk about mods/plugins how you like to say it so the launcher will create a new folder in your plugins folder named SC4M (SimCity 4 Multyplayer) where you will place your mods/plugins the server will also download that file and upload that to the other players plugins folder but when they stop playng the game the plugins/mods will be deleted(only the downloaded ones) So this methode will not be exploitable and now the Mods and the new fetures to the game with the launcher you will be able to select if you want to install the SC4M Trade mod this mod will alow for player in onlne and offline to trade resources with other cities (power, water, money,......) yes and when you go to the region map it will show floating arrows in diffrent colors exacly like SC2013 and yes this is possible to add new UI/GUI to the game throu mods and now lets talk about the launcher and account part so as i said you will be able to create your own account with your selected profile picture if you want now the launcher will have a leaderboard exacly like SC2013 (the most region with the most population, money.....) and now the friend list i dont know about this one but we will see i would relly like to make this but i am asking this because i don't know if there is enogh interest for this and also i want to be an excange part where players will be able to download mods/plugins and buildings...... (most licke a webview of simtropolis mod/plugins and buildings page) and the player will be able to get multiplae tile and have multiple city and i was thinking if it is possible to make a tile a great big tile how it is called in SC2013, this will be a new future for SC4 What do you think guys ? Would you like this ? And also here are some pictures with the prototype launcher and server host app.As you could see in the photos the launcher is made to look like SC2013 Launcher But it is still a prototype and the host server app is made to look like the SimCity 2000 NE Server app they are SimCity inspierd to look like the rest if SimCity, What do you think ? Would you like and install this ? Do you want this ? You can reply with an answer or go to a pole from reddit: r/SimCity 4: And r/SimCity: Vote pls your decision is my decision so vote i will do whatever you players decide. And you are proably questoning why am i questining this and the answer is that i am not sure that there are enoght intersed people in this. Pls Vote.
  8. Hello modders of C:S. I am new to modding CS but pretty experienced in building web applications and APIs. I had an idea for a CS mod which would allow for an online marketplace for CS resources between players. So for instance, if your city generates excess power or water or wood or fish or whatever you could offer it for sale through the marketplace and other players could "purchase" it in exchange for cash into your city budget. I will have no issue building the server side of this to effect the marketplace, but I'd be really interested in perspectives on how best to implement this in game. I've found a few scripts on github which expose the game api and deliver json through a local port, which is very helpful, but there's all c5 years old which makes me nervous. My ideal solution would be to create an asset in game (ie a building called "Trading Terminal" or something similar) which generates/consumes power/water/cash depending on the variables passed to it by the API and which can store resources in a warehouse style fashion (again, the contents programmatically determined by inputs from the api). I would be really interested for any pointers on assets which do anything close to this which I could reverse engineer as a starter. Any good examples of assets which pass/accept data from outside the game world? If anybody with a CS modding background would be interested in collaborating with me on this then please let me know. Equally, if you think this is just something that's dumb/not useful/not fun then I'd be keen to hear that feedback as well.
  9. Are you guys still playing SimCity 2013? If the answer is yes, which server are you playing on?
  10. Looking for peeps to play with in 2019 My origin name is CherylDaniel7
  11. Been looking for people to play SimCity 2013 with. Been a huge fan of the game, but very few people seem to play it anymore. Tired of playing with randoms who leave after an hour. Not the best player, but I prefer to have my cities look good than be perfect. I'd love to play with someone who is going to be consistently active like myself! Origin ID: Reavey402
  12. Online Region

    This is just a thread for an online Region. If you have an online Region with other people, I'd like to join. I'm a semi active player. Origin I'd: _Sans162
  13. Offline-Online Tower Fix 1.4

    Version 1.4 Tower Fix

    12,060 Downloads

    Once cities have large workforces or open jobs, megatower apartments will fail. This mod removes the happiness loss from low job count only to megatowers, making them balanceable. This works online too! To whom it may concern, I understand that this mod may mess with the leader score boards, leading to possible distortion , but I have weighed that the personal, consumer benefit of this mod exceeds that of the worth of having an accurate leader scoreboard. Individuals whom do not use the mod as intended, were likely not going to use any mod as intended anyway. Thank you. How To Play Mod; How you play the mod is you have a few extra jobs, like 500 to 50% extra of your total worker base. The Megatowers will not complain of no work... if mod is working as intended they will mostly only complain from too many jobs (overworked) if over the 50% mark. Aside from the usual like low land value. Extra jobs makes streets less crowded taking workers in quickly, and ensures sims have money after work to spends at shops. Otherwise your shop levels will run out of customers. You can reduce normal zone tax to make work on their end if towers are too competitive, occurring mainly between the megatower shops and the freelancer shops. Megatowers now operate with few hiccups so long as the city financing is in good order. This mod works that good ! Its for players wishing to delve deeper into the fun of building and managing (balancing) late game city cores. Mods that modify SimCityDLCEP1-Scripts_287520926 and SimCity-Scripts_287520926 will conflict. Mods that change Megatowers without changing these two files will likely work together. Mod File Content SimCityDLCEP1-Scripts_287520926 SimCity-Scripts_287520926 These two files are slightly mutated off base game, 99.999+% is not mine. 0.001% is the logic I applied. Installation 1. Create backup files of the package files named "SimCityDLCEP1-Scripts_287520926", and "SimCity-Scripts_287520926" from the Program Files (x86)\Origin Games\SimCity\SimCityUserData\EcoGame. Use these backup files to replace the modded ones if you do not want mod anymore. [Edit 9/22/2023] Origin appears to have changed the install path, the EcoGame folder may also be in the C:\User\[insert your user name here]\Appdata\Roaming\SimCity folder. To reach this simply right click on your windows icon bottom left, select run or search, then type in %appdata%. You will then have access to your scripts to replace. 2. Copy and replace both files in the directory stated in step one, with the files given in download. *Note, if you want to clean this mod out, you will need the backup files, hence why you do step one. My Disclaimers/Notes; 1. Both files are needed as they are dependent on each other to make this mod work, simulating normal game operation. 2. This mod was created utilizing the "SimCityPak_0_4_0_0" program, and SimCity files, anyone is free to modify or improve my work so long as it is not a direct copy on the same website. 3. Mods that need to alter the base scripts will not work, as they are replacing the same file. Mod merging can be done but other mod needs to also be a work online mod, I want to keep this mod online compatible. 4. This mod should not cause city rollbacks on a clean SimCity directory. It is either the other mod you have or the interaction of mods. 5. I will not claim responsibility to file corruption, or difficulty getting normal SimCity back, if you do not follow the installation steps. 6. Please do not download versions 1 through 1.3 of this mod if you want the towers fixed. I uploaded highly experimental versions in the first trials. 7. [Update] I tried to use this mod multiplayer with my friend and found that it causes roll back. This mod will work multiplayer with just you but with multiple people it won't work. I'd have to dig into the code farther and my time isn't like it was before. 8. [Update] This mod was designed for SimCity 2013 bought on Origin, playing on a Windows 10 system. Other setups may work but not supported as I don't have the means of adapting the mod for, given my setup. 9. [Plans] Both a note for my future self and downloaders to read. 1.4 is likely the last version of the script variant of mod. Since players will want either an online or offline variant of mod what would be 1.5 will be 1.00 instead of a new mod, 'the offline megatower fix mod'. Which would be more compatible with other script mods but not be able to do online due to the game knowing and doing roll back of city. Recommended Mods 1." Megatower Limit Increase", by "Brenflakes", offers a way to compact more of your city for build space, up to a theoretical 64 offline. Can be used online but causes rollback if you build more than the normal limit of 8. 2."No Agent Clumping", by "Buggi", helps remove tourists and students off the roads faster, improving traffic. Most notably the students. Works online. Get your friends to download so they too can see your city with less traffic clog.
  14. ~⛥ ~ Private Region ~⛥~ DLC: Cities of Tomorrow Server: North America East 1 Region Type: Viridian Woods Region Name: Fantasia Origin ID: HelloKittyZOMG Hopefully this region will end up lasting a good while with lots of active players. *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ Region Rules: 1. If you add me as a friend, don't add me and then bail out on me later. 2. Please only claim 1-2 Cities. Leave room for other people who would like to join. 3. Be active, friendly, and sociable like I am. 4. Don't make a City and then abandon it to make another because you messed up. If you mess up just ask for help. 5. Everyone is welcome to join! let's build a wonderful and fun region!!!
  15. ~⛥ ~ Private Region ~⛥~ DLC: Cities of Tomorrow Server: North America East 1 Region Type: Viridian Woods Region Name: Fantasia Origin ID: HelloKittyZOMG Hopefully this region will end up lasting a good while with lots of active players. *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ *:・゚✧*:・゚✧ Region Rules: 1. If you add me as a friend, don't add me and then bail out on me later. 2. Please only claim 1-2 Cities. Leave room for other people who would like to join. 3. Be active, friendly, and sociable like I am. 4. Don't make a City and then abandon it to make another because you messed up. If you mess up just ask for help. 5. Everyone is welcome to join! let's build a wonderful and fun region!!!
  16. Industrial Revolution

    Public Region: Industrial Revolution Started by: Randy22E, on Aug 15. Server: North America West 1, Region Map: Viridian Woods ====================================================== Consider playing with random disasters disabled, as well you can find a reliable mod on this site that will disable the day/night cycle so you can focus on gameplay. You can enter and view cities from the main menu without having to claim a city. +++++++++++++++ All welcome to join. ---------------------------------------------
  17. Starting New PUBLIC Region, May 4, 2017 Username: Randy22E SimCity 2013, NA release, Digital Deluxe, 10.3.4 Individual Game Settings: Disasters disabled Text Chat Settings: Origin disabled, In-game enabled Server: North America West 1 Region Map: Viridian Woods Region Name: Heavy Trade 2 All welcome to join. +++++++++++++++++++++++++++++++++ PROGRESS: No. 9 on Leaderboard for Simoleons. All cities full May 11. Pop. 965.000 ================================ Here's a link to the official site server list and status: http://www.SimCity.com/en_US/server-status Issues related to online game-play: ~~~~~~~~~~~~~~~~~~~~~~~~~ I haven't completed a list of official (non-user-created) DLCs for SC5 (2013), but below are general indicators of what variation there may be in content between players online: Editions: Limited, Digital Deluxe, Collectors Releases: Windows: NA, EU, AU, JP, UK, Worldwide, Mac OSX Latest Version: 10.03.04.00 ------------------------------------------------------- So far I have determined that user-created mods are less likely to cause difficulty in online game-play than the yet 'unfixed' condition of different official DLCs causing the 'unable to reclaim' error. If a city is abandoned by another player and you can't reclaim it, it is most-likely because of the variation in official DLC. Not being able to reclaim an abandoned city is most-likely the difference of which 'release' is being used by different players. Some content that was available for free and has been discontinued is furthermore likely to cause the error. ------------------------------------------------------ All welcome to join means ALL regardless of geographic location, release or OS. From the multiplayer menu you can view a region and visit the cities in the region without having to 'claim' a city to get inside to look around. This way you can choose from several public regions with active players to join, and then claim a city in one you want to play without immediately leaving behind an abandoned city that can't be reclaimed by others if they have different DLCs.
  18. Hey guys, so I just started playing online. It's fun! However it kept crashing and not saving and reverting my cities back to almost brand new. I figured it was my skyepack mod that I had installed. After uninstalling it seems to be working fine, but I MISS MY ONE WAY ROADS!!!! Is there a one way dir street mod that works with online mode? Not having one way roads and roundabouts is ridiculous! For such a fancy game, it seems like OOB there are some pretty basic things missing :/ Anyways, if anyone has any tips for modding online game play let me know! Also if you have any regions you are looking for players in, lmk. Looking to build in a "realistic" region with peeps. Thanks again! Evan
  19. Hi guys, I've been playing Sim City 5 now for a while (played all previous games) offline with mods, sandbox, etc. I'm not venturing into online mode. I am using the latest skyepack mod as I have been for offline mode. I keep getting errors and city rollbacks, can't write to server, etc, etc. I usually end up having to abandon the city all together. Are all of these issues related to the fact that I'm using a large mod like skyepack? Are there certain mods that are compatible with online mode? Thanks for any help! Evan
  20. Maxis' 2013 reboot of the SimCity franchise will always be remembered for its disastrous launch more than anything else. But now, more than three years removed from that debacle, SimCity creative director Ocean Quigley told Game Informer that he's still proud of the game itself — even if publisher Electronic Arts' decision to require an internet connection ruined everything. Like the SimCity titles before it, SimCity was a single-player game, but it was designed as an always-online experience. At the launch of the game in early March 2013, hundreds of thousands of people flooded the servers, and severe connectivity issues created a mountain of problems. Players had to wait in hourslong queues to access SimCity, and Maxis tried everything to rectify the issues, even disabling certain "non-critical" elements of the game in an effort to relieve the load on the servers. SimCity originated with Maxis' desire to make a SimCity game in full 3D, and the studio's belief that the technology had finally gotten to a point that would support that, Quigley recalled on this week's edition of The Game Informer Show. EA greenlit the project, with a caveat: It had to be an always-online title, because that's the future that EA believed the gaming industry was heading toward. (Microtransactions were a part of EA's reasoning, said Quigley, but not the main impetus behind the decision.) "EA wanted to make it more of a platform, an ongoing platform, that they'd sort of build and develop on," Quigley explained. "And so that [...] mandated, kind of, the server and online stuff. Which, in retrospect — I mean, obviously — was the fatal flaw in it." Maxis had to figure out how to turn that onerous requirement into a feature that would deliver something useful to SimCity players. Networking allowed for elements like leaderboards, and opened up "interesting design-space possibilities" such as players being able to connect their cities with their friends' cities in a region. But Quigley wished those features had been optional, considering how SimCity's launch turned out. "The tech got ahead of itself," said Quigley, describing a server "meltdown" when a million players attempted to play at once. "We didn't have the back-end infrastructure to actually pull that off, obviously." Quigley told Game Informer that as SimCity's creative director, he and the design team were "pretty happy" with the game itself. The developers' pride in the product made the server issues that much more frustrating. "The back end of it all, sort of, collapsing in flaming server rooms was, well — it feels a little bit like being somebody on a sinking ship, and you've done a really nice job on your part of it, but it doesn't matter," said Quigley. "It doesn't matter if you've made all these beautiful things, because the rest of the ship is exploding." The failed launch became the storyline surrounding SimCity, and even worse, Maxis had to spend so much time fixing the server issues that the design team never got the chance to improve or expand upon the game. One of the major criticisms of SimCity was its limitation on city size, which was much smaller than in previous SimCity titles. Quigley told Game Informer that before launch, Maxis had big ideas for those land plots. "The eventual vision was that the whole region — the whole vast, 32-kilometer by 32-kilometer region — would be one potential city, and you could build anywhere in it," said Quigley. He added that while SimCity's simulation engine "would have let us scale, eventually, to larger and larger cities," the back-end server infrastructure was the bottleneck in the system that prevented that grand plan from coming to fruition. "I'd say that was pretty much the hardest part of my career, yeah," Quigley said of the SimCity launch. In March 2014, just over a year after SimCity's release, EA added an offline mode to the game. Quigley left EA in July 2013 after 18 years at Maxis. He later returned to the company to do consulting work, and departed in October 2015 for an indie studio called No, You Shut Up Games. Quigley is the creative director at the Berkeley, California-based company, which is making a space combat game called Atomic Space Command. He is also an accomplished oil painter, with works that have been showcased in galleries and museums. For much more on Quigley and his career, check out the lengthy interview that he did with The Game Informer Show. The full interview begins at 1:13:20, while the SimCity portion starts at 1:56:18. http://www.polygon.com/2016/5/20/11722342/simcity-launch-ea-maxis-ocean-quigley
  21. My Online Mods Pack

    Version 1.0

    9,884 Downloads

    NOTE: Please be sure that you read through the entire page and watch the video for all information on this mod pack. Hey guys . Within this mod pack is the mods that I have created that work in the online mode of SimCity 2013. Before I list all of the mods, here is the video for this mod pack: Alright, here's the list of all the mods in this pack: Multi Plopper EL Train Addon - https://community.simtropolis.com/files/file/29828-multi-plopper-el-train-addon/ Large Ambulance Bay for Clinic - https://community.simtropolis.com/files/file/29807-large-ambulance-bay-for-clinic/ Wind Storage Batteries - https://community.simtropolis.com/files/file/29758-online-and-offline-wind-storage-batteries/ Solar Storage Batteries - https://community.simtropolis.com/files/file/29750-online-and-offline-solar-storage-batteries/ Multi Plopper Subway Addon - https://community.simtropolis.com/files/file/29724-multi-plopper-subway-addon/ School of Education - https://community.simtropolis.com/files/file/29716-100-guaranteed-plop-fix-school-of-education/ Ploppable Road Interchange Mod - https://community.simtropolis.com/files/file/29714-power-water-and-sewage-update-ploppable-road-interchange-mod/ Basketball Court for Grade School - https://community.simtropolis.com/files/file/29541-basketball-court-for-grade-school/ Grade and High Schools Ploppable on Road - https://community.simtropolis.com/files/file/29525-grade-and-high-school-classrooms-ploppable-on-road/ Garbage Atomizer Ploppable on Road - https://community.simtropolis.com/files/file/29522-updated-garbage-atomizer-ploppable-on-road/ University Schools and Dormitories for Community College - https://community.simtropolis.com/files/file/29487-updated-university-schools-and-dormitories-for-community-college/ Garbage Incinerator Ploppable on Road - https://community.simtropolis.com/files/file/29478-garbage-incinerator-ploppable-on-road/ Two Water Mods Pack - https://community.simtropolis.com/files/file/29472-two-water-mods-pack/ Lower Schools Mods Pack - https://community.simtropolis.com/files/file/29464-lower-schools-mods-pack/ Plastic Polymerizer for Oil Well - https://community.simtropolis.com/files/file/29453-plastic-polymerizer-for-oil-well/ Municipal Bus Garage for Shuttle Depot - https://community.simtropolis.com/files/file/29413-municipal-bus-garage-for-shuttle-bus-depot/ CapTon's Police Mods Pack - https://community.simtropolis.com/files/file/29412-captons-police-mods-pack/ CapTon's Medical Mods Pack - https://community.simtropolis.com/files/file/29405-captons-medical-mods-pack/ CapTon's Fire Mods Pack - https://community.simtropolis.com/files/file/29356-captons-fire-mods-pack/ The links have been included so that, if you want, you can download some of my online mods separately. NOTE: The files contained within this mod pack are all grouped together in one folder. It is recommended that you copy all the files and then paste into your SimCityData folder. You can attempt to copy and paste the folder itself into your SimCityData folder, but I cannot guarantee that the mods will work correctly. How to install: 1. Unzip/extract the file. 2. Copy and paste the files within the "Online Mods Pack" folder into your SimCityData folder. If you experience any issues with this mod pack, leave a review down below or leave a comment on the video (more likely for me to see). Special thanks to: - Johnathan_Tycoon: for requesting the creation of this mod pack. - Everyone that helped me create some of the mods listed above. Thanks for checking this mod pack out! More are coming!
  22. As of Update 10.3, you can move your cities full of blood, sweat, and tears into the realm of offline! Just click a big shiny "Transfer Cities" button on the region screen in multiplayer, wait the 30 minutes, then enjoy the benefits of solitude in your cities! If I'm late, I didn't know about the update until today because I haven't opened the awesome game in weeks. (I honestly think EA wants to reclaim the Maxis servers for SimCity.)
  23. I really only use online mode to experiment with the Global Market at best, and fix people's abandoned cities on random servers. I do have friends I collaborate with on North America East 3, but I only use multiplayer 20% of the time because of the major benefits of Offline Mode. I would like to know about the state of EA's SimCity servers, so I would like to know how often the community actually uses them. Thank you!
  24. Version 1.0

    6,822 Downloads

    This is a mod that modifies guides in order to reflect the road functionality. Edge guides always respect the road density: if you're placing a dirt road or a low density street, the edges are at a distance that lets sims build a low density building. If you're placing medium or high density roads/avenues, the edges are at the right distance to build a medium/high density building. If you place train or streetcar rails, the edge guides are near the border. As far as road-guides are concerned, this is what happens: whatever road is already placed, if you draw a new road, you'll have the guide at the right distance to build a building on the existing road and one on the new road, both of the density of those roads. Rails are treated like the edge of the map: if you draw any type of street near a train/streetcar rail, the guides show you the distance for one building of the right density to be built on the new road. NO-AVENUE-ZONING VARIANT Chose this variant and use it instead of the normal "Functional Guides" if you usually don't zone on avenues. Using this variant, avenues are treated like rails, so guides are shown at a distance where you can draw a street and build a building on the street only. The guides at the edge are near the border. UDON AND NO-TRAFFIC-LIGHTS COMPATIBILE Use this mod together with latest versions of UDON and Max' no-traffic-lights streets mods to have functional guides with the new streets. It tweaks snap distances so you can actually follow the new UDON guides I added. Warning: UDON elevated and transition ramps/freeway don't show guides. If you use functional guides, but don't have those mods, only the snap distance will be lowered, so you shouldn't have problems when playing online (tell us if you have). I need you to test with other mods to show incompatibilities and needs. Of course it is incompatible with other guide mods.
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