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Found 15 results

  1. I am currently turning some of my attention toward additional public transit options, especially in the rail variant and I would like you to vote on your favorite ideas for what I should work on. I intend on making all of these at some point but from this poll I will know the order. Of course if your longstanding request is not on the list, just blurt it out and I will take it into consideration. An explanation of the choices (in order of estimated completion time): 1. Single Rail Tracks/Stations: Pretty self explanatory. This will allow one way single tracks to be placed and can branch or terminate original 2 way rail. 1L rail stations could allow for Island Platform or Split Platform stations. 2. Rendered Rail Tunnels: Similar to the custom roads in the Network Extensions Project, this would allow for existing rail tunnels to be visible and with a free camera mod, traversable. If above ground metro gets off the ground (pun intended), the existing tunnels would be rendered as well. 3. High Speed Rail (new network type): After some preliminary tests, this network would share many of the same properties as the regular train but with slightly higher acceleration and a higher top speed. Much higher @ 300km/h, twice the current train's speed. That would allow for a coast to coast trip through the whole map in about 90-120 seconds (depending on curves and elevation changes). The system would also get a thorough visual makeover. I think I would base it loosely off SC4 HSRP since that looks sweet. I'm debating as to whether to make it maglev but you guys could help me decide that later. Disadvantages would include wider turn radius and decreased slope tolerance so that the train can maintain speed (in current tests, the train would slow down to a crawl at sharp turns), no level crossings (pretty sure the gates wouldn't be able to close in time anyway...someone would die), and the cost will be astronomical (I'm predicting 3x convensional rail costs in all aspects). 4. Above Ground Subways/Metro (pretty much new network type): What would make this so time expensive is that it would more than likely require an overhaul of subway and rail AI to pull off. In addition, I would make it a goal (but not a promise) that the system would be able to be a direct modification to the existing subway network, rather than a new network, with the hopes that existing subways could be salvaged. Additional details would be that subway is currently 100km/h which is 2/3 the speed of conventional rail. This will probably not change for the above ground version. Also ground and elevated versions would both be cheaper than subway versions but not sure by how much. Additionally the metro will not have an overhead wire but instead will have a third rail (obviously they will terminate at level crossings so cims don't fry :D). 1 is Done (hey that rhymes). I am happy to announce the release of the One-Way Train Tracks Mod. 2. Not started. 3. Not started. 4. 96% Alpha HERE (11/30/16 8:20)
  2. Finalmente me decidí a hacer un hilo aquí Como la mayoría de ustedes sabrán por experiencia, aún si los simuladores de ciudades vienen en varios idiomas, los esfuerzos de localización no son la primera prioridad de los creadores de contenido personalizado, por lo que la gran mayoría de los mods, incluso los más grandes, están disponibles solo en inglés. Eventualmente, si lográsemos una masa crítica de usuarios de otro idioma, podríamos colaborar con traducciones, pero para ello primero necesitamos establecer estándares respecto a cómo traducir la jerga técnica del urbanismo, los transportes y los propios elementos de los mods. En esta encuesta incluiré, en la medida que se me ocurran o vaya encontrando, distintos términos en inglés y sus posibles traducciones al español, para que votemos cuál nos parece más entendible para todos los hispanohablantes. Como mi experiencia en los juegos está bastante limitada a SC4, partiré por ahí, pero agradecería enormemente que en los comentarios señalen términos que falten, posibles traducciones que haya excluido por desconocimiento, o términos propios de otros juegos.
  3. Voting has started

    I have started my club's first official voting poll
  4. Please lets fill in this survey to give others how and where to improve for more performance and FPS.
  5. Reputation Prize Referendum

    See the statement here for the final declaration. As discussed in this topic, we're holding a referendum to decide the future of reputation prizes in Simtropolis Challenges. It has been concluded that the amount of reputation given is too much, and not proportional to other areas of the site. There are two questions: Question 1 - How should reputation prizes be awarded for Simtropolis Challenges? The first question involves selecting the method for reputation prizes. Below there are 4 Options, representing how reputation could be given to challenge authors. The multipliers control how much reputation is given per place. Then in each spoiler, the sample data shows how this would convert into the actual reputation prizes. As the results system is dynamic, these values would change depending on number of entries, and the overall average rating. In addition, to help with your decision, data from the Urban Features challenge has been used with the options here. Please read through and decide which option you think would be most suitable. Consider what you believe would be a fair reward, and also how this balances with other ways to gain reputation (e.g. forums, STEX, CJs). After this poll closes, the leading option will be used for the previous two challenges, and all ones to follow. Question 2 - Should reputation prizes be reallocated for existing challenges this season? The second question asks whether the new method (decided in Q1 above) should be used retrospectively on the previous 2 challenges this season. This would mean the old prizes would be wiped out, and the news ones given to the challenge winners. Please vote Yes / No, to decide if you think this should happen or not. Regardless of the outcome of this question, the results will be recalculated for the purpose of the Leaderboards (not affecting the given reputation). Polling closed at 21:00 GMT / 17:00 EDT, on Saturday 23rd July, 2016. Option 1 - Rep Multipliers Weekly = 2 Extended = 4 Monthly = 8 Custom Content = 16 Open spoiler to view the sample data: Option 2 - Rep Multipliers Weekly = 3 Extended = 6 Monthly = 12 Custom Content = 24 Open spoiler to view the sample data: Option 3 - Rep Multipliers Weekly = 4 Extended = 8 Monthly = 16 Custom Content = 32 Open spoiler to view the sample data: Option 4 - Rep Multipliers Weekly = 5 Extended = 10 Monthly = 20 Custom Content = 40 Open spoiler to view the sample data: A few things to note: Rep distribution for Weekly and Extended challenges (top 3): 50%, 30%, 20% Rep distribution for Monthly and CC challenges (top 5): 40%, 24%, 16%, 12%, 8% The bonus rep calculation (entries and average rating) has been modified, to reduce the amount given. For comparison, the sample data is the same for each challenge type. Votes are irrelevant, and only influence the actual ranking. That's why they're not shown. The rep amounts shown above would obviously change depending on the # of entries, and the voting patterns. E.g. More entries = more rep, and vice versa. For Extended challenges, the rep multiplier is double that of Weekly. This is because they are twice as long. The same applies to Monthly challenges, which are 4x the length of Weekly. The idea of having a higher multiplier for CC challenges is to reward content, and since they are more demanding. Also as they will almost certainly receive less entries, it makes the rep more proportional to other challenge types. On the "Popular Contributors" sidebar on the forum index, the current max rep points (for all site areas) are: Per Week = 80 Rep Per Month = 251 Rep By this logic, 2 weeks (Extended challenge) = ~143 Rep Thanks for voting! (This topic is a poll only. If you've any questions or comments, please post in the General Discussion thread)
  6. Hi Guys. I want the community who follows me to have the most control over my city journals... and I'm very close to changing which game i want it to be on. So I'm leaving it up to you guys. Do you want it to be on SimCity 4, or SimCity 2013? Perks of SC4 Higher Realism More Mods More Lifelike Perks of SC13 Extensive Backstory Specializations Faster Development Time
  7. Thought it would be fun to do a poll of how many assets you generally use / subscribe to? I actively use about 20-25 mods and I try to keep assets below 200, mostly to keep loading times down.
  8. Your initial reactions to the newly announced Snowfall DLC!
  9. I will be gone for a long time. I don't think that I have the time to create both mods. That's why I am asking you which one is more important. Texture Replacer The texture replacer mod will allow you to select a texture pack that replaces the textures of: Buildings, Props, Trees, Vehicles, Ground I will only create the framework, and other modders can create the texture packs. Possible would be: Remastered stock textures (no blue, yellow and green roofs!) A winter texture pack with snow on roofs, trees... This is a purely visual mod. You can disable it without a problem except for eye cancer. Bridge Customizer Today I discovered how to modify bridges. The mod would allow other modders to add custom bridges for roads, train tracks and pedestrian paths. Planned is a dialog where you can select the bridge type, like in SimCity 4. Bridges made of a single mirrored segment with a length up to 200m are possible (for example this one, without the train tracks on top)! This mod adds new road types to the game, like Traffic++. When you disable it after you placed the custom bridges, things will go wrong.
  10. Was Newton Minnow Right?

    Newton Minnow was the chairman of the FCC over 50 years ago. He described television as a "vast wasteland". Today, I have over 200 channels and this evening I found out that there is nothing I care to watch. I tuned into one show, watched for a few minutes and it was almost immediately interrupted by commercials. I turned it off and returned to my regular music channel, which was running a hunk of old boiler plate by J.S. Bach. I changed to a different music channel. I am sick to death of the Brandenburg concerti.
  11. I have posted this poll in an attempt to understand the lowest common resolution that players use. I need this info in order to make certain modifications to my future custom UIs (user interfaces). For instance: I could use the entire length of a 1920 screen to place UI elements, allowing me to get rid of the sidebars and have everything emerge from the bottom of the screen. Of course if I do use a width of 1920 that would not work on a more narrow resolution (it would simply disappear off screen). This is why I am after the lowest common resolution; so I can have max compatibility for my modded UIs. Eventually there will be some UIs made that will only work on 1920x1080 since that is my particular resolution. Thanks for your vote!
  12. ... no matter what. Even about the smallest of things. They pounce when the prey is weak. They will use their influence, do everything they can to pull down the game in the most kniving ways... They won't stop.
  13. I just wanted to break the monotony of the threads in the SimCity (2013) General Discussion by giving you a humorous perspective on the many threads/polls being presented. Hoping to give you a laugh, and that nobody takes offense. You are of course welcome to turn this thread into a rant about Online Only requirements, but please vote first! Feel free to add your own humorous questions or polls =)
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