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Found 343 results

  1. Another Update on Pololomia

    Replies: First of all I just want to say thank you to SC4L0ver, frdrcklim, nycsc4, Prophet42, kelistmac, T Wrecks, airman15 and Whte_rbt for their comments. I replied to most of them and I want to say thanks to T Wrecks for exploring my method of plopping residential some more. Entry 5: Another Update on Pololomia Here are twelve more pictures of Pololomia, I've considerably expanded the city and now I'm working on the border between the city and the countryside. 1. And here is Pololomia so far. Right now I am filling in the parts of the city centre which aren't complete, then I'm going to work some more on the industrial area to the left and then create some rural areas along the left side of this picture. 2. More grid-busting. 3. Suburban area close to the countryside. 4. The secret with suburbs is offsetting some sides of the suburban block with a tile or two (or more) of fillers. It's very easy to zone everything to the main road or street, but having a main road with only one (or no) side of residential can look more realistic. 5. Now we go to the city centre. 6. Loving Mattb325's new buildings- to the left is his urban school and in the centre is his First Federal Bank building. 7. In the centre of the picture is this school. 8. Using fillers I expanded the size of the school grounds and made it far more distinctive: a perimeter fence, car park, greenhouses, etc... 9. Squeezing out every last drop from FrankU's Dutch Parks! 10. The criss-crossing railways divide up the city. 11. I have changed parts of the industrial area to the northwest. Gone is the garbage dump and in its place rail sidings and a grain processing factory! 12. Making the most of Simmer2's rail sidings. The next update will probably be more rural as I move into MMP work and more organic, grid-busting sights. So stay tuned for that next weekend!
  2. Solving the Plobbable Residential Housing Bug

    Replies: kschmidt: No I don't have the No Abandonment Mod. I have found a way to plop in LARGE amounts of residential without triggering abandonment of the plopped residential buildings. Thanks for your comment. IL.: Size always matters... For a CJ... Ahem. Talla 2XLC: Thanks for your comment! Terring: Thank you! TekindusT: Cheers! Green and wide I say! kim026: Thanks! Prophet42: Thank you! Everything I have shown has been done without using the Lot Editor. All it takes is the right BATs, LOTs and dependencies. Entry 4: Plobbable Residential Abandonment Problem now Solved! We are in for a treat today folks! I believe I have stumbled across a workaround which prevents plopped residential buildings (R$, R$$ and R$$$) from becoming abandoned. 1. Here is the area I will be infilling- to the left of the road going northwards. 2. Step 1: zone out a plot which matches the size of the residential lot to be plopped, in this case 3x3. 3. Step 2: Pick -- using the BuildingPlop cheat -- a residential lot. I have picked CP_VictorianSmallRes$$_12_Decid and from that the CP_R$$5_3x3_VictorianRow_12Hses. The lot is circled in red and looks good in medium density areas. 4. Step 3: Let residential buildings grow, make sure every one of these lots matches the size of our plopped residential lot. In this case 3x3. REMEMBER: this step is the MOST important of them all!!! 5. Step 4: Pick the residential lot from the BuildingPlop cheat list and plop in the lot exactly upon the 3x3 plots. Press cheetah speed, watch the months go by and voila! No No Job Zot and no abandonment! As long as there is a residential lot which is grown and matches the lot size of the residential lot you wish to use- your plopped residential lot will not become abandoned. 6. And that's it! Now the next step is to complete this area and one thing with this particular housing lot are the street tile textures emerging from the middle of the lot. I create false intersections using the elevated rail pieces: elevated rail connected to elevated rail over street. Demolish the elevated rail section and what is left behind is a 1x1 street segment which isn't rounded. 7. Looks better with those false intersections doesn't it? Lastly we pretty up the area to the left and add some W2W shops plus carparking on top to finish off this city block. 8. It's a very simple layout which works thanks to the fabulous lotting and batting of the content creators. 9. Here are some examples of residential plopping in action. 10. 11. 12. So to conclude: no more waiting around for the residential buildings you want, no more abandonment of plopped residential buildings AND a chance to use every residential building listed in the BuildingPlop menu. Please let me know in the comments whether you are able to replicate (copy) this in your cities. Please also note that if abandonment occurs due to low desirability, traffic noise, crime, pollution, garbage or radiation then I suspect these plopped residential buildings will remain abandoned even if desirability improves. Whereas normal zoned residential buildings which are abandoned can become reoccupied again. One unknown is how plopped RCI will react on a massive scale or on a ubiquitous scale. I would say at least a third of my residential buildings in Pololomia are plopped and my plopped commercial and industrial buildings have not been adversely effected. So your feedback will be most useful! Thanks, and if this cheat works for you then your whole SC4 gaming experience is about to be RADICALLY CHANGED! Enjoy!!!
  3. RCI PLOP MOD (by coolboy_22)

    Version 2.0.0

    9,541 Downloads

    Hello I updated the mod !!U need to start a new game if u want to make the mod work!! simlet.pxm
  4. There Will Be Diagonals!

    Replies: TowerDude: Some entries will have commentaries as I explain certain key things. nos. 17: The apple doesn't fall far from the tree... Anyway, thanks for your comment! Talla 2XLC: Just keeping a low profile and focusing on the cities. And yes I use the building plop cheat extensively in my cities. sucram17: Thank you very much! kscmidt: Virtually every RCI building has been plopped- there is a trick to get residential buildings plopped without them becoming abandoned. IL.: Thank you! Abrams124: Cheers! And I will keep going... Entry 3: There Will Be Diagonals! I have developed Pololomia considerably and I am finding it very easy to expand the city and infill areas. So without further adieu here are 16 more pictures to feast your eyes on! 1. Here is Pololomia so far. 2. I am gradually stitching together the various areas. 3. Piece by piece... 4. Diagonal by diagonal. 5. 6. 7. 8. 9. 10. This area came out something special... 11. 12. 13. 14. 15. I'm now going to start developing the outskirts and the rural/urban city borders. 16. MMPs are love. MMPs are life. Next week there will be another update from Pololomia. Enjoy and have a great weekend!
  5. Developing the City of Pololomia

    Replies: Urban Constanta: Thank you! Odainsaker: I didn't know that- so thanks for that brief slice of urban history. I basically went for a style that is green, takes up space and has paths/parks running through these neighbourhoods. RandyE: It is harder to build extensively with diagonals because there are fewer buildings to use, but I have worked out ways of creating diagonal city blocks. As for the industry and commerce a lot of that style you were talking must be because I used Mattb325's buildings which are spacey, have green spaces and look rather modern. kschmidt: It means a lot of use of the "Make Historical" button! I used the No Maxis buildings mod and I have in my head a list of buildings which suit various themes. The "standard" you were talking about is actually growable for the green suburbs. licoricebomb: The horses can be found here- http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2862. Entry 2: Developing the City of Pololomia In this entry I show you the current state of Pololomia and finished areas. This is a large city tile I'm working on and one which is a basic template for the style I go for when playing SC4. Enjoy! 1. So this is the city of Pololomia as it stands. In the southwest corner is the city centre, then the city fans outwards and decreases in density... 2. The W2W buildings I have used are mainly Jasoncw, NoFunk and Goofyguytpa creations which can be found on the STEX. 3. While I have found that Mattb325's creations are great for filling in city blocks which aren't necessarily W2W. 4. The W2W Buddhist temple is zero7's Z7 Temple and Stupa. 5. Every city block I create has parking in the middle, back alleys or gardens at the back which connect together. It's easy to place buildings down but it is a lot harder connecting them together- so I use car parking, trees, parks and other fillers to make each city block unique. Also MMPs are useful too for adding variety to blank texture tiles! 6. An even trickier thing to pull off is density transitions. Ideally in the centre of cities and the inner city area the buildings are at least several floors high with higher buildings dotted around. But in mid-rise areas this can be anywhere between 10 to 4 floors high with the occasional tower block. While for low-rise areas it can be anywhere from ground floor height to four floors high. 7. The secret to diagonal city building is hiding the jagged square edges of the textures. In this picture I have hidden/disguised most of the jagged square edges so that it all blends together. SFBT Diagonal Fillers and Simcoug's Diagonal Tenements are some of my preferred methods for building diagonally. 8. And now back to the inner city area and this time railways. Now railways really need to separate and divide a city. So that means walls, tunnels and bridges. Having road crossings on a railway in an inner city area is not very common. So in this picture I used FLUPS to really emphasise the railway splitting up the city, lastly every bit of the railway is bordered with fences and walls. 9. Little roundabouts can be a great cosmetic addon or architectural addon even if it's a little unrealistic. Also tight FLUPs in urban areas are some of the coolest things this game has to offer. 10. Roundabouts can also prove to be a useful means of separating streets and SAM streets... 11. In this neighbourhood I used KingOfSimCity's Maxis Mansion Overhaul mod which is incredibly cool stuff. Large lots, green areas and those FA tennis courts! 12. But it's also important to break up a themed area with other fillers: for instance WorkingManProductions Allotment set and FrankU's parks (tree fillers). 13. The next entry will show further development from Pololomia and more finished city scenes. I think this city will take four or five weeks to finish. In the north and east I want to create rural areas and farmland and THAT is the trickiest transition of them all - urban to rural! So see you then! And thanks a lot for your comments!
  6. Hartford Valley International Airport !

    Hartford Valley International Airport ! Finaly I can present to you a real live airport ! Hartford Mayon Airport as initialy know was inaugerated in early 30th´s of the last century ! A North-South runway was created at the west of Hartford Valley town, with a small later resized terminal. Air cargo aswell was started due north ! The 1950´s so a rapid rise of air travel, the terminal wasn´t big enough to handle the new traffic so a plan was made to create a complete new terminal south east of the present and addition of another longer runway to handle those big jets ! Initial plan consicted of a central core and some wings spreading away from it ! Later the Terminal D wing was extended to it´s present size in the 70´s ! Gate shortage in the 80´s and 90`s resulted in a extension of the Terminal C and D wings ! With this development aswell a mini subway was created so pasenger could have a better transfer transport ! Some pictures of the airport in detail ! Main Terminal ! Terminal C Terminal D ! Catering department ! Meals and beverages are brought here for distribution to the airport ! Freigth terminal, still in development ! Airport Control Tower ! Located at the junction of the three runway´s it has a wide view of the airport. Digital location and communication equipment has take over much ! Some parking zones at the main and at the east has been created for reserve planes ! Second we have a look at the airport surroundings ! Large busines and hotel quarters just of the Terminal D ! Hartford Valley Town (rather City, or to differentiate of Hartford City ) ! Two El-Subway lines run through Hartford Valley at both side to Hartford City ! Most citizens are quit rich due to taxes circumstances ! This supurb example of 70´s architectual design landed here from Brasil. Oscar Niemeyer´s Kopan building ! Here we conclude this CJ, next will be the last regular CJ of this years series of Mayon Province 2.0 ! ANNO Europe will be restarted and maybe some other series will come around, Mayon Province will return next year with a slight more green natural extension into the north east direction ! Hope you enjoyed this CJ and see you back next time !
  7. An Introduction to The URS

    Welcome to The URS! What is The URS? Well... 1. The URS stands for Urban/Rural/Scenic. 2. This CJ will cover all sorts. 3. Lush, green suburbs... 4. With rich details and some nice patterns. 5. Commercial areas and civic complexes... 6. With some realistic spacing and division of areas. 7. Diagonals are covered too! 8. And I throw in all kinds of fillers to make areas look interesting. 9. And what about the urban, W2W and inner city areas? 10. No problem! 11. But we are forgetting industry! 12. And of course the MMPs! 13. Rougher, low-wealth and rundown areas are also covered in The URS. 14. Old content meets new content. You will see old plugins effortlessly fit in with new content, new mods and new fillers. 15. And of course every area and every city will have its own feeling to it. So that's The URS in a nutshell. This month and the next I am working on a city tile. After that I'll be specialising in a particular area: farms, industry, forestry, suburbs, seaports, power plants, etc... There will be weekly updates. So... See you around and I hope you have enjoyed these pictures.
  8. Castelo Del Mar

    Version 1.0.0

    2,931 Downloads

    DESCRIPTION Located in the city of Recife, PE, Brazil, Castelo Del Mar is a modernist residential condominium with twin towers built in 2001. Note: this file includes only a stand-alone tower. The Lot includes two pools and 6 Palm Trees, they may take a while to appear. Note: I highly suggest you to also download the reloted versions made by @Fantozzi, they look really good: Maxis Version CAM Version INFORMATIONS The model is available in two versions, Landmark and Residential building Landmark: Plop cost: 15,000 Lot size: 2x2 Residential building: Lot Size: 2x2 R$$$: 300 R$$: 650 R$: 1,200 INSTALLATION Unzip the files from the .zip to your Plugins folder. There are four .zip files in the download area. Be aware! Castelo Del Mar (Residential - MN): this is the Residential version for those who do not use SimFox Day and Nite Modd. Castelo Del Mar (Landmark - MN): this is the Landmark version for those who do not use SimFox Day and Nite Modd. NOTE: if you download both MN .zips I highly suggest you to delete one .SC4Model file, but never both. Castelo Del Mar (Residential - DN): this is the Residential version for those using SimFox Day and Nite Modd. Castelo Del Mar (Landmark - DN): this is the Landmark version for those using SimFox Day and Nite Modd. NOTE: if you download both DN .zips I highly suggest you to delete one .SC4Model file, but never both. DEPENDENCIES SimFox Day and Nite modd (for Darknite users only). To check my other projects you can visit my thread
  9. SIM MARS continued works

    Well hello everyone. I see alot of new names. I am going to be doing some bats and designs for the Mod Sim Mars Beta 3 release. My first step will be drawings second step will be creating the bats them selves. I am starting from the ground up since it has been a number of years since I have done any thing with simcity at all. I am back and I am here to stay untill this wonderful site is gone.
  10. Version 1.0.0

    266 Downloads

    This is the second set of my Dutch Housing Project, which will count at least 5 sets. It contains 85 lots in various sizes and in all wealth classes. They grow in the Chicago set. I am sorry for the really long list of dependencies. The links to the files are in the read me. BSC_TexturePack_Cycledogg_V 01b BSC MEGA Props - SG Vol 01 BSC MEGA Props - CP Vol01 BSC MEGA Props - MJB Vol01 BSC MEGA Props - swi21 Vol01 BSC MEGA Props - D66 Vol01 BSC MEGA Props - Gascooker Vol01 BSC MEGA Props JRJ Vol04 BSC MEGA Props JRJ Vol05 BSC MEGA Props - RT Vol01 BSC MEGA Props - Misc vol 1 Haarlemmergold MEGA Pack Dutch Vol01 BSC BAT Props - T1 the old ones FrankU Farm Prop Families BNL Essentials v1.2 Murimk Bicycles WAS Dutch Props Dutch House Purmerend by Haarlemmergold (only the model file) Have fun!
  11. Version 1.0.0

    276 Downloads

    Hello guys! I'm proud to present my second release at Simtropolis. The following package is part of a bigger seris of my take on some Brazilian Buildings. This download consists of a set of both residential and commercial buildings, lots and props. The stats assigned to them are based on SC4 vanilla buildings' stats. There are in total 7 commercial buildings and lots and another 16 residential buildings and lots, all in 1x2 lots. The buildings reflect mainly the architectural style of poor neighborhoods in medium and large cities of Brazil, and generally of Latin America as a whole. It is worth pointing out that this kind of housing, altough from poor neighborhoods, are not proper favela buildings. I took inspiration from real life houses and shops located in various regions of Brazil, but nominally from the cities of Caruaru-PE, Recife-PE, Feira de Santana-BA, Maceió-AL, Garanhuns-PE, Belo Horizonte-MG, São Paulo-SP, Rio de Janeiro-RJ. I hope you all enjoy it! Please do contact me if you find any bugs or erros. Dependencies: BSC Mega Props - CP Vol02 Installation: Just drop the folders located in the zip file into your Plugins folder A little tip: Commercial buildings all have some sort of drawing of inscription in their front façade. This should help you distinguish commercial and residential lots
  12. Version 1.0.0

    2,347 Downloads

    This pack is ispired by real houses mostly from Peru, Ecuador and Brazil (the South America). Pack consists of 50 residential BATs of low wealth. Size of BATs: only 1x2 Growth stage: 1st, 2nd, 4th Dependencies: BSC Mega Props - CP Vol02 (recommend)
  13. R$ Pack Santiaguino 1

    Version 1.0.2

    796 Downloads

    I present to you my first housing pack based on various old buildings throughout Santiago, Chile. These are all low-wealth, low density residential w2w houses. They grow on 1x1 and 1x2 lots. There are a total of 34 unique lots, as you can see in the pictures. If you like these houses, you may also like my other BATs that I'm currently working on. You can check them out here. If you have any questions, or comments, please let me know! Edit: I noticed I used an old picture for the primary screenshot. The textures on the last picture for the last set of houses are the final version, not the ones on the main picture. This is the only slight difference. Edit 2: ...I also noticed that I've uploaded this file to the wrong category. It should fall under "SimCity 4 Buildings (BATs)".
  14. Version 1.0.0

    844 Downloads

    Hello guys! I'm proud to present my first release at Simtropolis. The following package is part of a bigger seris of my take on some Brazilian Buildings. This download consists of a set of both residential and commercial buildings, lots and props. The stats assigned to them are based on SC4 vanilla buildings' stats. There are in total 10 commercial buildings and lots and another 28 residential buildings and lots, all in 1x2 lots. This set only includes low-wealth and low density buildings. All are stage 1. The buildings reflect mainly the architectural style of poor neighborhoods in medium and large cities of Brazil. They also fit perfectly in small town scenarios. I took inspiration from real life houses and shops located in various regions of Brazil, but nominally from the cities of Caruaru-PE, Recife-PE, São Luís-MA, Feira de Santana-BA, Maceió-AL, Garanhuns-PE, Quipapá-PE, Correntes-PE, Januária-MG, Montes Claros-MG, Jaguarão-RS, Vitória-ES, Laguna-SC. I hope you all enjoy it! Please do contact me if you find any bugs or erros. Dependencies: BSC Mega Props - CP Vol02 Installation: Just drop the folders located in the zip file into your Plugins folder A little tip: Commercial buildings all have some sort of drawing of inscription in their front façade. This should help you distinguish commercial and residential lots
  15. The Posthouse

    Version 1.0.0

    147 Downloads

    The Post House The Post house is a small resident building in Godmanchester, Cambridgeshire. It is an English rural building built in late 18 century. Name, “The Post House”, is written in gothic lettering on façade, but most likely the name has nothing to do with the mail or post office. The road is called Post Street, so I guess the name of the building comes from here. My BAT is very similar to real building, but not an exact copy. The back side and the extension is my imagination. However, I have got inspiration from 3D Warehouse Sketchup model of this house, but the BAT 100 % my own work. I haven’t used 3D Warehouse model’s textures as I feel that better result can achieve if I use my own texture bases. In real life the Post House is most likely a resident house, but I offer the BAT as CO$$ office. I need small rural offices for my SC4 plays, so I made this as such. I have included a red brick variation of this BAT and it is a R$$ residential building The model is HD and with Maxis and Dark Night version. Night versions share IDs, so if you have both versions in the city, those will most likely conflict. It has a custom foundation, so it is slope friendly. Dependencies BSC MEGA Props CP Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 Vortexture Vol1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3211 Vortexture Vol2 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3237 BSC MEGA Props Gascooker Vol01 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=397 Grfe_props_pack_LE_elms.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3347 Grfe_props_pack_LE_daisy.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3251 Grfe_props_pack_LE_ashes.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 Girafe Hedges http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3002 (The house model is not needed, only the model grfa_3Hedges.dat) Girafe Lindens http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 The Post House Lot 1x1, 1x2, 2x2 Capacity satisfied CO$$ 11 Building Value 76 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 12 Power Consumed 1 Godmanchester House Lot 1x1, 1x3, 2x2 Capacity satisfied R$$ 11 Building Value 259 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 2 Power Consumed 1 Godmanchester House 45 degree Lot 3x2 Capacity satisfied R$$ 13 Building Value 317 Bulldoze Cost 210 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 2 Power Consumed 1 © 2016-7 Bombardiere
  16. Hey everyone, I am new to the iLive Reader and had three questions regarding its usage, all regarding residential, but may be applicable to the other zone types. My first question is, is it possible to change a residential buildings capacity to, say from 1000 occupants to 5000? Additionally, within the reader, is there a way to increase the demand for a specific building? And the third question is, in making said changes, if possible, is it necessary to make adjustments to demand cap and cap satisfied after making the adjustments? Thank you again and apologies if this seems trivial. I am a long time player and am looking to make an extremely dense region utilizing the iLive Reader and to mainly use a select few downloaded buildings.
  17. Mayon Province River Park

    Mayon River Park ! The City needed more space for business Landmarks and expanded to the river island park. Manhatten arrived ! River shore shared medium business and residential area. Island as well some medium residential. Traffic on the bridges went to large and some RHW had to be added to ease congestion. RHW don´t excist so i had to relay the tunnel connection just about 3 or more times; replaced it with a maxis later. ! Some entertainment and recreation for the young are the Zoo and Aquatic Center Some more pictures to conclude ! Next journal we will go into the countryside, enjoying some of the inland and coastal agriculture ! Hope you will be there !
  18. The Junction Markets

    From the album Teufort SC4

  19. Hey everyone, I am a long time player of SimCity 4 and within the past few years have gotten very involved with mods. I have a question and after quite the search could not locate the info regarding my question. I am hoping someone can instruct me, or lead me to a link, regarding which buildings grow within a specific region. I play with the CAM mod and have a number of mods running in my game but more times than not end up with an obnoxious amount of tenements throughout my city. I have no issue with high population regions but would like to see more buildings such as the "Project Hope" low wealth residential building pop up in my cities far more frequently than they are, as well as some other residential growable lots such as the "HK Arch" and others. I recall seeing a video a while back showing how to alter the demand for specific buildings within the game, thus creating a scenario where you can essentially select which buildings you want to grow in a given city at a given time. Any info on this would be great as seeing dozens of the same building in a small city can get boring. I know some buildings are not "Campatible" as the CAM mod alters the density levels to 1-15, but any info regarding how to alter demand for specific buildings would be fantastic. Thank you!
  20. Bedford Square

    Version 1.0.0

    554 Downloads

    This Bat pack is a facsimile of building in Bedford Square, London, WC1. These are not exact copies, façades are close to real buildings, but the back sides are mostly of my imagination. I have also been very creative with the corner buildings. Still I hope that these give a feel of Bedford Square architecture. In total this pack consist 12 BAT models. Bedford Square is built in 1783 as an upper middle class residential area. It was a part of the speculated building boom, which saw London grow to North and West during late 18th Century. Bedford Square is one of the best preserved Georgian Squares in London and thus I feel it is a fine example of the Georgian architecture. Today these buildings are mostly commercial offices, but I have lotted these as residential buildings. As these were at the time of the building. The wealth level is bit of touch and go, because today a such of flat in London would cost a fortune. Still I feel that High Wealth in SC4 would require certain level of grandeur, simply being old is not good enough, so I lotted only stucco buildings as High Wealth and brick face ones are Medium Wealth. My compromise and these can be easily change if needed. The corner buildings are available as ploppable CO$$ versions and I have included a few models as 45 degree diagonal bonuses. I haven’t lotted diagonals and as I have a little experience about diagonals, I haven’t yet figured out how to use those efficiently. May be some can and is able to use bonus diagonals. The model is HD and with Maxis and Dark Night version. Night versions share IDs, so if you have both versions in the city, those will most likely conflict. Due the nature of the wells, these are not slope friendly and are at the best on relative flat terrain. If there is a demand for SD versions, I might consider it. So if you want SD BATs, please make a request. Dependencies Most buildings occupy a full lot, so the dependencies are essentially optional. However, a few lots have space on the back, so I have used some HD props on those. Vortext Texture Vol1 http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3211 BSC - VIP girafe ashes (v. 1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2854 BSC - VIP girafe berries (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2888 BSC - VIP girafe lindens (v1.0) http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2869 Historic Harbor http://community.simtropolis.com/files/file/29880-historic-harbor/ 6 Bedford Square Lot 1x2 Capacity Satisfied R$ 89, R$$ 51, R$$$ 24 Building Value 1359 Bulldoze Cost 319 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 7 Power Consumed 3 31 Bedford Square Lot 1x3 Capacity satisfied R$ 121, R$$ 68, R$$$ 31 Building Value 1847 Bulldoze Cost 319 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 8 Power Consumed 4 The Bloomsbury Club Lot 1x2, 1x3 Capacity satisfied CS$ 290, C$$ 75, CS$$$ 32 Building Value 2818 Bulldoze Cost 319 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 78 Power Consumed 9 3-5 Bedford Square Lot 2x2 Capacity satisfied R$ 116, R$$ 65 Building Value 1673 Bulldoze Cost 300 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 4 Power Consumed 1 21 Bedford Square Lot 2x1 Capacity satisfied R$ 100, R$$ 56 Building Value 1443 Bulldoze Cost 298 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 4 Power Consumed 1 1 Bedford Square, Left and Right Corner Lot 1x1 Capacity satisfied R$ 38, R$$ 22 Building Value 548 Bulldoze Cost 298 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 2 Power Consumed 1 Bedford Corner, Left and Right Corner Lot 1x2 Capacity satisfied R$ 78, R$$ 44 Building Value 1125 Bulldoze Cost 298 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 3 Power Consumed 1 Bedford Square 1, Left and Right Corner Ploppable Lot 1x1 Capacity satisfied CO$$ 38 Building Value 365 Bulldoze Cost 298 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 17 Power Consumed 1 Plop Cost 4166 Bedford Corner, Left and Right Corner Ploppable Lot 1x2 Capacity satisfied CO$$ 56 Building Value 391 Bulldoze Cost 298 Pollution Air: 1, Water: 1, Garbage 4 Water Consumed 21 Power Consumed 2 Plop Cost 4166
  21. Hello everyone. I'm playing simcity4 with NAM installed. I was able to make 6x6 lot sized HDR zone until i removed an unaffiliated plugin. Now game just puts a street every 4 tiles making my hdr zones made of 4x4 lots. How can i change this to automatically divide every 6 tiles instead of 4, making 6x6 zones as i drag mouse? Here in the picture you can see before (right) and after (left) zones. They are both high wealth residential and they are both drawn with a single mouse drag. Plugin was demand ordinance btw, putting it back didn't solve the issue. Thanks in advance
  22. Version v1.0

    2,501 Downloads

    My third B.A.T that I made which is a 3x3 decent apartment that's great for putting within a small rise apartment environment. Lot Versions: A 3x3 Growable: - Building Value: 7457 Simoleons - Growth Stage: 5 No Dependencies No night version, though I'll try to make a nite version next time.
  23. WanWan Apartments

    Version 1.0.0

    1,141 Downloads

    WanWan Apartments, by Mattb325. --------------------------------------- Inspired by the old Won Won Apartments on the Asian Tileset in SC3000, Wan Wan apartments have that real retro vibe of 1980's apartment buildings. These are tall apartment complexes come in at 12 floors to capture the views and are solidly constructed from brick and coloured concrete infill panels. Each building also has underground parking, there are two apartments on the ground floor, four apartments per floor from floors 1 through 9, and the four apartments on 11th and 12th floor apartments are 2 story penthouses with a lovely sun-terrace to lie down and soak up the rays before the 1990's rolled around and everyone was told not to sun-bake. This version is not a 100% accurate copy, but it is true to the language of the architectural style of the original building and this is simply one that I made for myself, but have decided to share with the community. The lot and models come in a few variations: all of them are growable R§§ iterations and there are both orthogonal - and - because it's a SC3000 building, a 45 degree version as well. The larger 6x6 and 8x8 lots are landscaped, and to help these grow, use the CTRL key while zoning. All lots are designed to grow on the Houston and Euro tilesets only. --------------------------------------- STATS R§§ Orthogonal: Lot size : 2x2 & 2x3 Growth Stage: 6 & 7 (Medium & High Density Zoning) Bulldoze Cost: §697 Capacity Satisfied: R§ 929, R§§ 514 Pollution: 4 (Air)/ 2 (Water)/ 4 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 7 Mwh Water Consumed: 20 Gal/Month Building Style: Houston/Euro Occupant Group: Medium Wealth Residential Building STATS R§§ DIAGONAL: Lot size : 6x6 and 8x8. Use the CTRL Key while zoning to get the correct lot size. Growth Stage: 4 & 5 (Medium & High Density Zoning) Bulldoze Cost: §697 Capacity Satisfied: R§ 2,502, R§§ 1,382 Pollution: 11 (Air)/ 5 (Water)/ 5 (Garbage ) Pollution Radius: 5/6/0 Power Consumed: 19 Mwh Water Consumed: 52 Gal/Month Building Style: Houston/Euro Occupant Group: Medium Wealth Residential Building --------------------------------------- NOTE ABOUT DARK NITE vs MAXIS NITE: This download contains TWO model files; one for dark nite users (and other night-time darkening mods, such as Gizmos night-mod) and one for the standard Maxis nite. You must keep only one file - depending on which version you use. If you are unsure whether you have a night-darkening mod installed, then choose the Maxis night version. Regardless of which file you choose to keep, make sure you DO NOT delete the Lot File! If you use the dark nite version, you will need a dark nite mod. --------------------------------------- DEPENDENCIES: To ensure proper functionality, make sure the following files are in your plugins: *BSC MEGA Props - CP Vol01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=1180 *BSC Mega Props - CP Vol02.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2790 *BSC Texture Pack - Cycledogg V01.dat http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=101 --------------------------------------- To install, simply unzip the contents of this file into your plugins folder. Thanks, and enjoy!
  24. Entry 4: Welcome to Birdwater Point

    Replies: @_Michael: Thanks! I'm always trying to improve my highway work through learning what others have done. I strive to implement interesting details in every aspect of my work. @kschmidt: I appreciate your thoughts on my work! I highly encourage you and all other people to comment what you liked or not, and what ways you can suggest some ideas. @korver: MMP is a taxing but worthwhile addition to my work. Sorry about not being able to get myself up after a nasty burnout of ideas and inspiration! @BLANKBLANK: Thanks! I will think about getting this featured if I can. @raynev1: I am honored that my last entry was considered to be the top ten in Simcitizen's Destinations! Hopefully this one will be interesting to see. @Takingyouthere: Yea, I now fully understand the aftereffects of a burnout when I try to play a little too much of SC4. Game has a way to revert yout work back by hours on end. @juliok92012: Thanks! I mostly implement MMP in my screenshots but a bit of the Tree Controller is used as well. I try not to get too crazy with my details! @kingofsimcity: Thank you! I am pretty happy with my flora collection as I am aiming for more of a Mediterranean climate brush. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Note: First and foremost, I am terribly sorry about my half-year absence in Simtropolis. College was a pain to work through while I was running low on ideas to work on a large city tile that was to be the site of this entry. In fact, many areas had to be overhauled to meet my standards. However, my desire for creating has returned and with a half of year to rejuvenate, finishing the city tile became a breeze once I took a good look on what needed to be done. The city has evolved constantly in some areas, up until it met the quality work I was looking for. I hope that my hard work and revision was worth the wait for those who are following my CJ. With tender love, Artimus -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- The First of Many Stops: Birdwater Point Greetings fellow travelers! As we approach the city of Birdwater Point, we take the main exit to the downtown area on the right. We take a view of the bustling mini-metropolis in action. The foremost tallest tower is on the right is universally called "The Celestial Tower" as many residents often see the skyscraper reach into the heavens above. In this picture, you can clearly see the city hall and park along with Grant Hill that houses a auxiliary radio tower. As we pass through downtown, we are now heading to the waterfront property of the city. Here we can find some premium offices, sea-side stores selling exotic goods of the sea, a marina, and of course some more beach going goodness! Anyone thinking of an overnight stay? As with any sea-oriented city, there is always a seaport for industrial goods and materials to be imported and exported to other neighboring countries. From electronics to machinery to spare components to raw materials, this port has sizable economic impact on the city itself and surrounding regions. Container Ports are often an approximate measure of economic activity. A part of the port dedicated to raw material handling. An overview of the port: Well, here are some shots that show off some nice details and landmarks that are present in the city. Note that they are not listed in order. Please, take the time to look and feast on the details I put in each image! Consider it a banquet of my latest effort! Coast Guard Base. Industrial Offices and Parks. Some more beaches. The Celestial Tower at night. Edmonton Park. Hampshire Park. Grant Hill. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Some more notes: Working on this entry took me over four hours of compiling and developing. But still, I am in no rush to finish an entry when I feel that it lacks substantial quality to warrant its release. Sadly, I do not have a "direct" teaser for my next entry, but perhaps this next image will lead us to it! (I might mean it literally and/or metaphorically). Additionally, I encourage you to leave your comments and suggestions as they provide a source of valuable info on improvements and inspiration for future use. No comment goes unread by me! Where could that route lead us to next? That will be all for now folks! - Artimus
  25. Good Day Everyone I will elaborate in case my question isn't clear. When I install a custom growable RCI lot to the game, is it added to the game or it replaces an existing standard maxis lot? Please do tell me if I didn't make myself clear enough.
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