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Found 120 results

  1. I frequently run walking or biking paths next to roads, painstakingly aligned for aesthetics w/ MoveIt. When I want to change the road type, or even simply change the network skin, it destroys all of my nearby paths. Is there a way to update a road type non-destructively? This has been a nuisance for a year now and I guess I finally feel like posting about it. I've had to either a. rebuild everything that it destroys, or b. drag stuff away from the update in advance, and then drag the stuff back. Since my stuff is usually heavily layered, both of these solutions suck. Do you guys have any ideas?
  2. Version 1.8

    11,380 Downloads

    FREE Roads and FREE Road Upgrades! Those of us who would like endless road building. Here is unlimited costs. You could start designing your city right from the start. Features: - Everything Associated with Road Building is now 100% Free. I went through all of the road costs, and changed all their values to 0. - There should be no costs when building roads with v1.8 - Works with Futurized roads too! (added picture) - Should be compatible with existing road mods (as this only changes the cost of the roads) - TUNNELS, BRIDGES and ARCH-BRIDGES are also free. - Streetcar Tracks and Train/Rail tracks are also free How to Install: (Easy) 1. Unzip the downloaded file. 2. Copy and paste the Mod-idealcastle-FREERoad.package file into C:\Program Files (x86)\Origin Games\SimCity\SimCityData NOTE: sometimes a new "region" will not register the free road cost. Once you restart SimCity it should work perfectly. Existing cities/regions should be good without restart. If roads require costs, please restart SimCity, this only happens once you create a new region. (might be a Maxis issue, where you create a new region and they use the server script instead, but once restarted, you are good to go!) Have an older version? - Please delete that, download and replace with the most current. - Version 1.7 has fixed the zoning bug, and with 1.8, every cost for roads have been set to $0 Any issues, concerns, comments please let me know. This should not affect other road mods, as this only modifies costs. Thanks everyone!
  3. As with any city builder, gotta show off your highway and road setups! Post your interchanges and intersections! 4 level stack made using the built-in content tools; I posted this originally to the SC4 one, but figured now that I should start a Skylines-dedicated one.
  4. The Better Side Of Town, Pt. 1

    You might have asked, if Province was that neglected and awful, why would it be increasing in population? After all, Detroit decreased in population immensely after the motor boom. The truth is, Province did have a massive drop in population in the 70's after the rail industry collapsed. Previously at around 350,000 metro population, the area decrease significantly in population down to the 92,000 today. However, its lowest point was in 1996 at just over 50,000 metro population. So why did it rebound in the 2000s? Well, first off, districts like the Revolution District were designated, along with heritage sites preserving important buildings. This meant that buildings about to go under the axe were later preserved, like the remains of the original town hall, burned in a fire in 1906: The National Park association in Moneyland helps provide funds in order to maintain these buildings. In addition to the old town hall, the Revolution District is home to some of the most beautiful architecture in all of Northwestern Moneyland. This building in the western portion of the Revolution District is Revolution Hall, one of the oldest buildings ever built and the building for which the Revolution District is named after. Built in 1856, the building underwent a massive renovation in 1950. The building was used for a courtroom until the population of Province got too big to support it. Today it is a popular tourist attraction for guided tours. It is also the National Park HQ for Jiff Hold. This is Morgan Hall, or better known as the Morgan Aquarium. This building was originally designed to be a massive auditorium in 1890, but later was changed into an aquarium after Camp Abalazone and the Province Strip opened in 1960, allowing for much bigger venues. In 1913, Claude Debussy traveled to Moneyland to deliver one of the most famous concerts in Province. The Steinway piano he played on is still on display at Revolution Hall after being moved in 1961. At the far west of the Revolution District, we have the Church of St. Andreas. This church is situated at the intersection between Morgan Street and Sainte Andreas Avenue, one of the most famous intersections in Province. Morgan Street is a main thoroughfare that goes all the way from the ML-175 freeway in Empire Bluffs to Brotherhood Avenue a block further east from this intersection. Sainte Andreas is a small farm road down south up in the Monroe Mountain Ranges until it makes its way north to Province Strip. The Monroe Mountain Ranges are home to some very special small villages that are worth their own entry. As for the Church of St. Andreas herself, she has stood there since 1859, without much renovation. As such, the church is not in the best condition today, however Province is still arguing with the Federal Government to get funding. Here is the intersection between Morgan Street and Brotherhood Avenue East. This marks the end of Morgan Street. Brotherhood Avenue East is one of very few in the entirety of Province that is paved with gray tarmac instead of black that is found commonplace. Funnily enough, the final block of Morgan also has gray tarmac on it. * Brotherhood Avenue is another famous east-west thoroughfare in Province. Going from the ghetto-like neighborhoods of Fleetus Meadow (will cover later) to the wealthy Province Strip, then all through the eastern suburbs as a divided 4-lane highway with Michigan Lefts, it is the longest single named road in all of Province. *I know you are dying for a map, Cimtographer to the rescue coming soon! All Righty. Another short entry here, but will go faster later. It's getting late here, and we'll be ready for an *original* adventure next time! Tschüss!
  5. I've been trying to figure this out. I downloaded NAM 35 so i could use the highways, but i don't know how to add exits and entrances to the normal SimCity 4 default roads. I recorded a video of what i mean.. Could someone please help me figure out how to do that please?
  6. Hey everybody. Pls help me debug this problem. My roads sometimes flicker: It only happens occasionally, and it's usually the roads. Sometimes I see other textures flicker a bit, like roofs of buildings and tops of quays. I'm running a ton of mods. Is there an easy way to list them out as text? My rig: i7 6700k, gtx 1080, 32gb ram How should I go about trying to debug this? I've tried various things with no luck so far.
  7. Hi, I'm trying to find the ORIGINAL package of roads parameters and proprieties, and the package of the houses (civs). I've tried the Game package, DLC, EP1, APP, Graphic, etc, but most of the parameters such as models, proprieties are no there. I don't know if I would be able to reach CapTon, Oppie or any other original SimCity 2013 "veterans" of modding, but if someone can point me in the right direction, I appreciate very much. Scaletho
  8. Hello again! As you have been informed, today's entry will be a different kind from the usual posts I make in my CJ. Today, I wanted to share some of my recent changes and experiments regarding to how Mistral's roadways could look in the future and whether if that prospect seems to be promising enough that I will keep the changes. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Recreating the Roadways: Using the JPN Sidewalk Mod Interestingly, this change came to be due to some overriding base texture problems with Paeng's Sandstone Texture Mod and RMIP Airport Lots. Finding a solution to this problem was quite tough for me to solve without the help of other people, but it did give me another opportunity to change the sidewalk mod I was currently using at that time to something else. This is when I glossed through the internet for potential listings and the JPN Sidewalk Mod was a definitive answer to that desire. Here are some pictures I took in Birdwater Point to see what the effect it would have on my city. However, one of the sidewalk mod's weakness is that it does not appear on NWM roads as well as some curved roadways. Still, I awfully like the changes it brings. Overall, I have been pleased with this mod. It is especially very good at spicing up urban areas where buildings are bunched up together in close proximity. Indeed, I felt that this can give me the "Mistralian" city look that I always wanted. However, on the flip side, the street version is not up to snuff with the sole idea that this mod can and will blocks people's driveways with fences in my suburbs. That idea will just not fly with me anytime soon. Still, I might have to replace those streets with SAM oriented ones. Do note that I am still deciding to keep the mod or revert that change anytime in the future. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- One More Thing... If you have stuck around long enough to read about my excited ramblings, then I will award you yet another thing I am working on at the moment. Do note that its still a WIP and is still subject to change as I get to grips on how airports work. (I spent two days figuring out what the RMIP lots do in order to get me to this point.) Do leave a comment about your thoughts and thank you for your time! - Artimus
  9. How do i build in Simcity 4 a big sucessfull metropolis? How Long does it take to build such an big City with over 1 million inhabitants?
  10. NAM Road Names

    Hi all, new user here. I finally got NAM installed and have been going through some of the new roads. However, I noticed that there is a little speech bubble that shows the names of the roads when trying to build, which I find quite annoying. Is there anyway to turn this off? Thanks!
  11. Roads on Hills

    I found a couple posts about building roads up some hills, but I couldn't find them again. I followed the "how to grow a gentle slope" but that is on a flat land. What I want to find is how to climb a hill with roads upwards. I tried terraforming with RR but that just flatens the terrain, and NOT climb up a hill. I won't go for the 45 degrees climb that Maxis allows, they look ridiculous. Any ideas ?
  12. Version 1.0

    32 Downloads

    Mod Requirement(s):: Cities XXL Community Patch Mod XL Nation Furniture Dependency Pack Game Requirement(s):: Cities XL 2011 Cities XL 2012 Cities XL Platinum Cities XXL Note: This Mod Can't Install Both Files With Traffic Lights Mod For XXL Because it might not work, Make Sure You Removed Traffic Lights Mod For XL/XXL and This Mod is Replacement For Traffic Lights Into Stop Signs Mod For XL/XXL
  13. FLUPs Questions

    I've Googled these and not seen any (obvious) recent discussions: 1) What's the capacity of a generic FLUP "route" under something? Is it simply so fat that it's limited only by what I connect to it? 2) Does a FLUP ramp grant road access to lot(s) that point to the side of it? I wouldn't expect it to do so, but hovering lots seem to like pointing their arrows at them, so I'm not sure.
  14. How do i solve traffic Problems in cities skylines? Such as massive traffic jams on the higwhay exit?
  15. Version 2.0.1.2.1.0.5

    702,968 Downloads

    Please take 5 minute read before downloading Akar, thank you. Akar is a mod that changes the UI (User interface) by adding new menu's as well as sub-menus. It provides a user friendly as well as keep everything organized, eliminate the cluttered and unorganized items. Current version works only in Offline mode. Akar is all around mod that holds every mods ever created to be implemented into the game. At this early stage, you may find mods conflicting between old and the new, we are working on that part for modders have to update their files. It is actually nothing to be concerned of but we are working on that said subject. Not Compatible with : • BoC • UDoN-Addon • Bridge and Tunnel mod Please Read "ReadMe" file in Akar and Avalon for LowRes and HighRes users. How to install? 1. Download all Rar files. 2. Right click the rar file > Extract 3. Please read "ReadMe" file before installing Akar or Avalon 4. Copy and paste the package file into your SimCityData folder. Currently, Akar has 7 new menus and 60 new Sub-menus including 2 Optional Sub-menus. This addition will allow modders to add their mods in its respective directory without flooding a singular menu, as for users are now pleased with the organized items rather than scouring through massive singular menu. Custom Content menu is available along Akar base file, It is empty till modders adds new content in it. Extended boundaries (Orion) is one part of a combination of mods that enhance the experience outside the 2k limits. Orion, regional roads, regional UdoNs and RCIHC Plop All (Residential Commercial Industrial Hotel and Custom Building Plop) are designed to extend the city experience by working together as a collective set of enhancements. RCIHC Plop All (Residential Commercial Industrial Hotel and Custom Building Plop) can work independently by allowing zone enhancement and even zone locking on its own but its ultimate purpose and enhancements was the combined use with the other mods to create an expand experience outside 2k limits. With all the mods for Orion installed such as Avalon, regional roads, regional UDoN etc, users may find their menu cluttered or lags. This is where Akar was born to create, to subcategories each mods that flooded the original menu. Akar is a child from Orion and Avalon itself. Here, we will list every mod that may be favorable for Orions: Package include 2 files, You need to paste both files in your SimCityData folder."003_OFFLINE_DLC_OBJECTS_SUGC_TEAM1_20140231_2_1_RCIHCPLOPALL.package""002_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1_2_Avalon". You MUST have Akar base file "000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar" for this to work, make sure you download and paste it in your SimCityData folder first. How to install? 1. Download all Rar files. 2. Right click the rar file > Extract 3. Copy and paste the package file into your SimCityData folder. 4. Launch the game. 5. Save the game. 6. Quit the game. 7. Relaunch the game. 8. Resume the game. UPDATE : 15th Aug 2014 All New Icons. Note : User may see Burger King and McDonalds in the menu, its is advisable to have them alongside Avalons until we figured out how to recover the replacement original model of it. If you installed MagLev as Subway by MaxisGuillaume. I've made a Subway submenu within the Mass Transit. This is entirely optional, users may or may not need this. (currently an empty Map data, users may need to rely on Maglev's map data for now) If you installed Offline-Only Mod: "Park Bench" by Xoxide. I've made a Decorations submenu within the Parks menu. This is entirely optional, users may or may not need this. As it stands, modders are now about to add more items in this directory. Be sure to get them. If you installed The SimCity Decoration Pack by Danny50205. I've made a "Plop Anywhere" submenu for that very purpose. Currently this only applies of HighRes users only. Coming Soon for LowRes users. Stay Tune. Package include 1 file, "001_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_1.0.5_AkarRoadsSet".You MUST have Akar base file "000_OFFLINE_DLC_UI_OBJECTS_SUGC_TEAM1_20140716_2_0_Akar"You need to install the Original Coastline and Waterways path and tools.You need to install the Original UDoN 1.8 (Only)You need to install the Original Xoxide's Pedestrian Path Highly Recommend Mod: Be sure to follow HygaHinata's files for updates Regional Tunnels (Streetcar and Heavy Rail)Regional Pedestrian Path Tunnels (Sidewalk Tunnels)Regional Tunnels (Streets and Avenue)Regional Bridge (UDon)Regional Subway TunnelsRegional Water RoadsRegional Elevated Railway (Oppie's EL Train Station) Not Compatible with : RegionalRoad-1.6.packageRegionalUDoN.packageUDoN 1.7 and and all previous version Roads Menu : SubMenu StreetsRegional StreetsUDoNRegional UDonCustom RoadsWaterways Streets Submenu : Includes all the original in-game Roads as well as Service Roads from Oil Well, Wind Power Plant and Garbage Dumb Regional Streets : Includes all the original in-game Roads with regional properties as well as Service Roads from Oil Well, Wind Power Plant and Garbage Dumb Custom Roads : Includes Regional and Non Regional Amusement Park walkway, and SkyeStorme's Regional Freeway. (Modders may add their custom roads in this directory) Waterways : Includes Regional Waterway, Regional Waterway (Wide), Regional Coastline UniDirectional Networks Menu : Submenu NEW StreetsRegional StreetsRampsRegional RampsHighwayRegional Highway Additional Properties : Fix University's Pedestrian Path to be work outside 2k boundary. (Regional)Personalized each regional roads with its respective names.Added Regional Icons.Added Regional Service Roads (based on Oil Well's service roads)Added Regional Pedestrian Path to be use outside 2k boundary - Special Thanks to HyugaHinata Parks Menu $,$$,$$$ Regional Xoxide's Pedestrian Path University EDIT Mode Regional University's Pedestrian Path Mass Transit Trains/StreetCar Regional Heavy Rail TracksRegional Streetcar TracksRegional High Density Street Car Avenue Funshine Amusement ParkEDIT Mode, Wheels of Wonder Amusement ParkEDIT Mode, Thrilland Adventure Park EDIT Mode Regional Amusement Park WalkwayRegional Mini-Train Tracks UPDATE : 21st Aug 2014 Rearrange all UDoN RoadsUpgrade UDoN roads (thank to HyugaHinata)Please Download UDoN 1.8 and Remove all previous UDoN version) UPDATE : 29th Aug 2014 - Fix Regional Amusement Park Walkway- Fix Amusement Park Mini Train Tracks- Fix Service Road (Wind Power Plant)- Fix Service Road (Garbage Dump)- Fix Service Road (Oil Well) - Added Pedestrian Path Submenu- Rearrange all Roads and Ped Path. We understand that users may not need certain Roads that's been added into the game. We will break it down so that users may use based on he/she needs. For now AkarRoadsSet offers every roads available to cooperate with Project Orion. BONUS for CoT Users Only. Added Regional Extraction Pod Pipeline for Omega Factory EDIT ModeGet your Parklets here!!!
  16. Commute Times

    Okay, I have been using this mod as a quick fix to residential zones getting dilapidated due to long commute times. This mod forces residents to work from home rather than to use transit networks to get to work. This is supposed to be a quick workaround to prevent the ZOT icon from popping up, but also preventing homes from looking like crap. Only problem is that I don't get to see my roads and transit networks being used. Aside from mostly freight trucks, a lot of roads just look empty, especially my highway networks. Obviously I could just improve my knowledge and skills by creating more efficient transit layouts. But I'm more interested in creating cities and regions for aesthetic appeal rather than proper functionality. I also don't know if I even have the patience to sit through countless tutorials about laying out road and highway networks. Does anyone know of any mods that are similar to the one posted above? Anything that helps reduce traffic congestion and commute times, but doesn't prevent the transit networks from actually being used. Thanks.
  17. I know that there is a show us your small towns thread but this could be a "sub-thread" or something where everybody can show their little towns lying on the mountains. So here is my mountain town.
  18. Messy junction

    Version 1.0.0

    165 Downloads

    Ok. This is my first creation. First, I want your honest opinion. It`s a bit messy and you might need to change some roads but everything should be working. If you have any ideas how I can improve this junction, please tell me.
  19. Medieval city building game

    Are there any good medieval city building games? or does such an type of game not exist?
  20. So, I embarked an retrofitting some NAM. First, is it a known issue on an OWR-5 that some automata go the wrong way? Down the center lane? (see screen shot) Second, I could not figure out how to make RD-6 turns. I ended up with intersections which don't really make sense. But it was a first attempt. I see with grading and everything else why the focus it on roads first. Thanks!
  21. i was wondering if this is a common issue in the game... you can see the middle normal road has a nice 90 degree natural curve, now when i try to apply it to the dirt road version it doesn't work or just goes back to the normal road look. Anyone know any solutions around this?
  22. I have tons of onramps and offramps but my highways are virtually empty. However, since I am trying to build a city similar to Los Angeles, this isn't going to fly. Are tips? Also, are there any mods that encourage sims to take highways instead of roads to work? Thanks
  23. I recently installed the UDoN mod and it looks awesome but whenever I place the one way roads, the cars seem to just ignore them and go the other way anyway... It really bugs me because I really wanted to use this mod! Please help!
  24. Random Lines

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

  25. Well, it seems Ive finally tried the impossible. Ive always lived in hilly areas and it is very, very common to have roads/streets/rail what have you cross each other. I used the land bridge mod to create the bridge but cannot find any way to get a road/avenue/highway to plop (is that the right word?) under the bridge tile. My searching has revealed either it doesn't exist or it doesn't exist. I found a reference to a Japanese mod for under bridge extenders but the site redirects to dead locations. Does anyone know how to do this or where to find extenders? Or how to build roads under land bridges? I see there are tons of extenders for other items...just no roadways. Thanks in advance, John
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