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City-building game(s)

Found 194 results

  1. Can't find it?... Ask here!

    Hey! So after all these years of playing SC4, I've taken it upon me to really upgrade my regional rail systems in a number of regions. Now while I've found about two rail catenary plugins, I've been looking for a specific kind of catenary that I've never come across on either Simtropolis or Sc4 Devotion. I'll post some pictures down below for what I'm talking about, but I've been trying to find the old style Pennsylvania Railroad catenaries that you'd find in the American Northeast. If anyone knows of any catnaries that match what I'm looking for, could you point me in the right direction?
  2. i have RRW installed on my SimCity 4 game, but the variable angle pieces are still the default Maxis textures. and it kinda looks awkward on my cities
  3. North American Freight Cars Prop Pack

    Version 1.0.0


    Give realism to your railroad tracks, yards, sidings, spurs and industrial zones with these freight cars and locomotives dating from the 1980's to our modern days. This prop pack includes newer rolling stock pieces, some of them never seen before in SimCity 4, like: Autoracks Coil Cars Gondolas Boxcars Hoppers Tank Cars And so on. In this prop pack you will find around 300 different freight cars and other objects like containers, trailers etc, all of them rendered in HD and in 20 different versions (ortho, diagonal, curve fitting and FAR versions). Installation: Just extract the files contained in this .rar file into your plugins folder. For uninstalling it, just delet them from your plugins folder. Dependencies: None, this is intended to be a depencency. Enjoy it. Thanks to everyone who helped me in its development, without you, this would have been such a mess. And you, for downloading. For more information and/or notify me of an error with this, please visit this thread: Or PM at my Simtropolis profile.
  4. Thalys High Speed Train

    Version 1.0.0


    Fancy a quick trip from Amsterdam or Koln to Paris - try this 300kph wonder. I know one day I will. Implemented as Passenger Rail replacement and/or HSR replacement To revert just remove. rivit Oct 2017
  5. SM2 Metal Coatings Inc.

    Version 1.0.0


    SM2 Metal Coatings Inc. is an old fictional semi-abandoned factory undergoing a much needed clean up. Lot size 6X4 Lot type: IM Provides 20$$ jobs Requires power and water. It will connect to STR and Street network visually only for that seamless look. You will find it in the Landmark menu. Dependencies SM2 Prop Pack Vol2 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 SM2 Prop Pack Vol3 - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 Girafe Common spruces - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 Girafe Beeches - http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2995 Have fun. Simmer2
  6. 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!
  7. Episode 2 building the rail

    sorry for the graphic issues
  8. I've noticed there are a couple of multi-purpose stations included with the NAM that let you run whatever type of transit you want through them. The only problem is that the two lines must be perpendicular. Do any multi-purpose stations exist where the two lines are parallel? Also, do diagonal versions exist? Alternatively, does there exist a Monorail/Rail station? Or a Monorail/Elevated Rail station? And on a slightly unrelated note, are there any puzzle pieces for HSR or Bullet Trains over tram-in-avenue and tram-in-road?
  9. Rail graphic glitch?

    I'm starting to learn NAM and stumbled onto a graphical error that looks like tiles simply not displaying anything when rail crosses certain RHW's. I haven't tried all the widths, but so far it seems to consistently happen on 6 and 7 wide ground-level RHW (I'm not sure if rail is supposed to be able to cross that many lanes, or why you'd want to IRL, but it seems to be acceptable for smaller lanes so I assumed it would work). I'll post a pic or two. Here it shows me dragging rail over RHW-6, but it makes a dark brown path indicating it's going to display neither the RHW nor the rail: It shows rail here, after I've done the above with the dark brown path: But it seems to work just fine with RHW-2 and elevated RHW: Any help? (Oh, and if my RHW looks odd it's because it's Euro texture, so no yellow American lines.)
  10. SM2_MV_Heritage Roundhouse

    Version 1.0.0


    As requested by @MissVanleider (Thus the MV on the lot name) This is the smaller version of SM2 Heritage Roundhouse. (Lot size 14X14) The new distinctive name is SM2_MV_Heritage Roundhouse. (Lot size = 8X14) Cost to plop = 30,000 Cost to bulldoze = 3,000 Monthly maintenance = 220 Provides 34 jobs. This version will not allow trains to pass through however you can still connect the rail and street stubs to the game networks for a better visual effect. Dependencies The original SM2 Heritage Roundhouse and its dependencies. http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3500 or If you don't want the original lot to show up in your rail menu then just remove "SM2 Heritage Roundhouse.dat" from your plugin. The rest must remain in the plugin in order to have no issues with SM2_MV_Heritage Roundhouse. Enjoy Simmer2
  11. SM2 Heritage Roundhouse

    Version 1.0.0


    Hello everyone. I present you with SM2 Heritage Roundhouse. In the past, rail roundhouses were extensively used all over North America as a repair facility for trains, specifically locomotives. They were designed with that characteristic roundish design in order to take less real estate when building a train repair facility. Coupled with a massive turntable, they greatly decreased a rail yard footprint. There are a few still in operation (very few) and they are mostly used to house old and retired locomotives donated by railway companies. Sort of like a museum for engines. Some have been converted into retail space while keeping the nostalgic feel of days gone past by displaying old engines and equipment on the front of the building. This lot represents months of preparations and lots of specific props making. Together with a detailed and realistic custom base texture, I tried to capture reality as much as possible. Vester's latest train engines prop pack fits this lot perfectly due to the many angles he released. Also with the usage of a clever trick, you are now able to pick different textures (companies liveries) from 5 different texture packs he released along the engine prop pack. Once you install vester's prop pack you must choose one of his texture colors in order for the locomotives to show properly. The lot is 14X14 and is designed to allow either freight and passenger trains to cross the DTR section at the bottom of the lot, the other rail exits/entries will only connect visually and so will the street stubs. Plop cost 45,000 Bulldoze cost 4,500 Power consumed 190 Water consumed 120 Maintenance cost 220/month It will also provide 34 jobs. You will find it under the rail menu. This lot makes use of an extensive array of timed props with multiple angle designs in order to achieve a sort of animation with HD props. There are also many other timed props so that the lot looks livelier throughout the day. Action starts at 7am and keeps going until 6pm (closing time) after that time the lot will look empty because everyone has gone home but for one person and one vehicle, the night security guard on the left lower rail hut area. From time to time you may see overlapping timed props, especially at the turntable sequence, this is due to game lag and depending on the speed of your processor you may or may not see it. Wait a few game days and it will correct itself. Dependency list. BSC - VIP girafe beeches (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2995 BSC - VIP Girafe Walnut trees (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3461 BSC - VIP girafe common spruces (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2945 BSC - VIP girafe berries (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 BSC - VIP girafe chestnuts (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3049 BSC - VIP girafe narcissus (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2964 BSC - VIP girafe sparaxis (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2980 BSC BAT Props - T1 Vol3.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1764 SM2 Prop Pack Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3434 SM2 Prop Pack Vol3 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3499 VDK GEVo Props.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3472 VDK Proppack 3 - GEvo Engine Textures Vol 3E http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3477 I'm including one of the texture packs vester released on the dependency list. However you can choose any of the 5 he made. Lot custom texture and timed props exemplars are included. A big thank you goes to rivit for creating a single template for vester's out of the ordinary exemplars in order for me to make timed ones. Thank you Ron! Also, thank you vester for the engine prop pack and girafe for the ever beautiful trees and greenery models!! Enjoy Simmer2
  12. Using the route query tools. I only see freight moving to a harbor by truck and not rail. Is this correct? Thanks!
  13. Rail textures

    From the album ROmeoBOT

    I am missing some rail textures?
  14. Version 1.1


    The Norfolk and Western Railway (NW) used the HL Class 40 ft, 2 bay "fishbelly" hopper cars to transport coal during the early to mid 20th century. These Late Steam/Transition era cars have the "sloped side sheets" with original road numbers 22000-25999, 38000-39999, and 68500-69499. [1] Some HL class were rebuilt into H9 class around 1949, this marked the beginning of the phasing out of the design. By 1960 they were using different cars and different paint schemes, and the Norfolk and Western was running diesel on its mainlines starting in 1959. [2] Installation: Simply unzip the "CT14 - Norfolk and Western HL Class Hopper Cars.zip" file into your plugins folder. Removal: Remove the "Norfolk and Western HL Class Hopper Cars" folder from your plugins folder (normally in Plugins/CT14/Norfolk and Western HL Class Hopper Cars". Lots which use these props will be a little bit emptier. Prop catalog: For SimCity, these cars have been rendered as HD props in a variety of angles and filled with coal in three variations, along with empty car versions. Orthogonal (3 load variations plus empty): - 90 deg Diagonal (3 load variations plus empty): - 45 deg Curve Fitting Angles (consecutive angles' loads will generally vary, plus empty versions of all): Left and Right versions of: - 5.625 deg - 11.25 deg - 16.875 deg - 22.5 deg - 28.125 deg - 33.75 deg - 39.375 deg Fractional Angles (3 load variations plus empty for each pair of angles): FA2 26.6/63.4 FA3 18.4/71.6 Release history: v1.0 - 20170225 - Initial release References: [1] Rex Desilets, "N&W HL Class Hopper Road Numbers?" (O Gauge Railroad forum), http://ogrforum.ogaugerr.com/topic/nandamp-w-hl-class-hopper-road-numbers?nc=1 [2] PC9850, "Correct Steam-Era N&W Coal Hoppers?" (ibid), http://ogrforum.ogaugerr.com/topic/correct-steam-era-nandampw-coal-hoppers Development thread: http://community.simtropolis.com/forums/topic/69360-ct14s-railroad-lots-and-bat/
  15. Hello everyone and tank you for reading this message. I'm trying to compile a comprehensive list of all rail related lots ever release in the SC4 community. All rail lots that have rail textures, that is. Single pieces with no textures are exempt. Stations, railyards, industrial lots with rail textures etc. I will be testing everyone of them to make sure they conform with RRW format. I will create overrides for the ones that do not qualify so that we could have a unified ensemble. Therefore I would really appreciate if you could drop a message here with links to the lots. Looking forward to your input in the matter. Kind regards. Simmer2
  16. Railstation update

    I've done some work with and arround the main rail station.
  17. Surface Rail Pax Stations

    I am currently placing passenger stations on the rail net spanning my large region. My reading in the deep archives confuses me, because some "experts" say I should put all stations on spurs, while others say that the Maxis station doesn't have rail-through its lot, so its capacity is not slammed by through traffic, so it can be placed on a main-line a la real-life. I don't dare resurrect one of the moldering threads from like 2011, so... Is there anyone left alive today who can tell me which story to believe, and maybe explain (or point to the correct explanation) what's happening with pax stations? And then there's the real mystery: IRL, there's about one commuter station each two miles. That's about one per SimCity sector. Therefore I've been locating one Maxis station in the center of each sector bisected by rail. My vision is to build a village/town around that station in each sector. Can that work with SC4's model, or should I use rail mainly to move sims within sectors, placing a station every two blocks a la subway lines? FWIW, I am using NAM-35 (medium) with RRW. RRW solves all rail problems right? Please tell me that with RRW, I can place my stations in a natural way, and my sims will all find jobs no matter where they are in the region OK, I'll settle for the truth as long as I can understand it
  18. NAM issues

    ok so I reinstalled my NAM and chose custom installation to install features I might have missed. and...I got this... 1) the rail textures remain unchanged despite having the SFBT texture installed. and therefore, that ugly dirt texture is still there even on adjacent high density commercial zones and i hate it. 2) the RHW has completely overriden the Maxis highway and when I try to build a cloverleaf, the Maxis cloverleaf appears instead. and honestly I hate the override. Did I do something wrong? If so, how can I fix this, and what are the individual files, so I can delete them, instead of reinstalling the NAM all over again?
  19. Random Lines

    From the album City Showcase (S3-23-M)

  20. Does anyone know if it's possible to make longer train stations tracks in asset editor? I've read in a couple threads that people have done it with "Move It" mod and "Advanced Building Editor". (@sokayha @Lee Towers @Tim The Terrible) So far I've loaded a station template, dragged the tracks a few meters on either end and added spawn points but the "draw line" tool in game cannot find a path...
  21. Is there any mod that might effect the streetx RAM crossings like this? It's annoying when you want to cross a street with rail... I'm just asking this in case anyone knows before I start removing mods to find out which the problem is.
  22. PEG's CDK3 container port is supposedly transit-enabled with a socket for a rail connection. However, I can't find an elevation at which rail can actually connect. Every time I place the port/station, it punches the elevation down. Then when I drag rail (RRW) to its railhead, a height-shift retaining wall appears, leaving my rail about 10' above the port instead of joined. I've even tried using the god-mode leveling tool to bring all surrounding land down to the level of the port (annihilating one port that I had to replace with another). The replacement port sank the land even further, so the rail connection failed again. Has anyone ever succeeded in joining any kind of rail to the rail-enabled CDK3 container port? If so, is there a special technique needed to get the elevations matched? And what about RRW? Should RRW connect with anything designed for Maxis rail, or could it be incompatible with a mod lot tricked to act as a Maxis freight station? EDIT: If I can't fix this next time I play, then I'll grab a screenshot and try to post it.
  23. I have been following skyestorme's let's play videos (circa 2013), and modelling my cities almost exactly. However the city did not function the same from his segregation part onwards. Is segregation no longer possible? It says errors as buildings are not connected to the roads or something. I'm not sure if I did it wrongly or if patches has removed it. I think one of the purposes of segregation was to avoid global market trucks to congest the roads, especially when there's trade ports or rails available. I noticed that my ports and rails aren't shipping as often as I would like, with the primary trading done by trucks. Is there a way to fix this if segregation is not possible? Thanks!
  24. "Yeah, well, I'm gonna go build my own theme park! With blackjack! And hookers! In fact, forget the park!" — Bender, Futurama In fact i'll build an entire CITY! Fabulous New Vegas!!! Today i'll present you one of the iconic districts of New Vegas: The Strip. It will be filled with modern skyscrapers around the reservoir and along the canal. I've also layed down the main road network, the sunken highway (i still have to put some large billboards along the highway) and the rail line. Oh and let's not forget about the monorail. Total hours put in this: 10
  25. how do you do a ramp or terrace effect on these highways and/or walls? I don't know how to make a transition on these: on the first photo, I want to make a transition from viaduct to "wall". but I don't know how to do it. same as the second photo but using highways. I want to make like, a ramp or terrace effect but I don't know how to connect them

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