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Simtropolis Returns! 05/26/2026
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hello all, i know this seems a pretty stupid question to ask here, but i am planning an Air base simulator for release on Itch.io! but i really need help, as i don't have team behind me or a boat ton of money to make it! the concept features of the sim are: all of the worlds military aircraft (AI only!) from the cold war to date. available as freeware addons scenery of different airbases, such as RAF lyneham, raf linton on ouse, and rivolto, like the aircraft, these will be available as freeware addons real human speech for AI pilots, ground crew and ATC, in each of the worlds accents onboard cameras onboard every single aircraft, so you can see said AI crew in action from the cockpit or any other area aboard the aircraft! real engine sounds Custom squadron and livery maker Air to Air refuelling QRA launches (can either be set to random, or be triggered by the players) air displays (which can be set for any aircraft, and any type of display, solo or fomation!) animated pilots and ground crew day/night cycles changeable weather avatar mode, so you can walk, or even drive around each base! ground vehicles radar map, to show positions of each aircraft in the simulated world! peace time/ war time scenarios
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There is a mod that has had three threads (the first being the link to the mod and the other two being discussion): https://community.simtropolis.com/files/file/4408-my-sim-addon/ https://community.simtropolis.com/forums/topic/31049-adding-new-sim-faces-to-neighborhood/ https://community.simtropolis.com/forums/topic/71219-adding-new-sim-faces/ There hasn't been much discussion about it and I am wondering about a few things: 1) Someone said, in a different thread, that he used The Sims FaceLift to make new faces. The bitmap images that I was able to export using that aren't flat. Therefore, it looks like if I want to use faces generated with this I will have to make screenshots of the faces within the program and resize those with GIMP. I doubt the resulting quality will be good. Perhaps he used Facelift for the advisor replacement. Also, with Facelift, I have tried it and it is hard to get good faces out of it because it mixes children and adults, different adult age groups, makeup and no makeup, and allows for caricature proportions. It's also missing the ability to fix the necks so one often gets turkey necks. There are also cut-off heads (like someone sliced a portion of the top of a person's head away) and other issues. I think the original faces the program uses are also not so optimal, overall. Does anyone know of a better face creator for Sims 1 faces? I would like to upload sets of faces that match the style of the originals. 2) The second thread linked above has the statement that changing that names isn't so easy but I didn't see any further explanation. 3) The third thread has more instructional info than the others but it looks like the mod replaces the original faces. Is there a way to retain any of those? There are a few I have used in my cities and would like to keep. What seems as if it would be most ideal is to retain all of the original faces and have the extra pages for custom faces.
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Hi again!! I ended up in this section of the forum by mistake, but I found it interesting. I was looking at the titles of the threads that had been created about the different games and it surprised me that there was none about President Elect, so I'll create one myself. President Elect is a game that initially appeared in 1981, although the most common version (and the one I play sometimes) is the one from 1988. It is a turn-based game that can be played by one to three people. Or you can even decide not to play with any of them and let the computer do the whole simulation. You can choose between several historical scenarios or a fictitious one that you shape to your preference. The idea of the game is very simple: You have to win the elections. To do this you will have to perform different actions throughout your game, such as attending a debate or visiting the different states. All these actions are carried out through the use of Political Action Points, which would take the place of money. Sounds easy, doesn't it? Well, no, it is not. I can assure you that it is quite difficult to beat the computer. It is a text-only game, the only "visual" thing is the map of the United States, which changes colors as the intentionality of the vote for each party increases or decreases. A fun fact I can tell you is that for some strange reason that I do not know, they chose red for the Democrats and blue for the Republicans, just the opposite of how it usually is in the US. Have you played? Let me know and maybe we can exchange tips and tricks to win. And if you haven't played, I recommend it! It can be a bit dense though, so pick a day when you feel focused because it takes a lot of thinking. Tomorrow I will try to record a game of mine and post it so you can get an idea of what the game is like.
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SC2K ~ A big revolution
anonymous1234 posted a City Journal entry in This is NOT your typical City Journal
Notice 1: This is the third part of this project. If you have just arrived, I recommend you to read "What's this?" and "SimCity/SimCity Classic - Where it all started" first. Welcome again! History and evolution Today we will talk about SimCity 2000, or SC2K for short. After the great success of its predecessor, and also the lack of good simulation games at its time, SC2K arrived in 1993 with the intention of preserving everything that brought its predecessor to glory before, and raise it to a new level. So much that this new game is the one that really marked a before and after in the genre because of the great evolution it meant with respect to the previous one. It is considered to be the model of today's city builders. The predefined squares were replaced by the zoning we know today. There are two density types (low and high density). Many new buildings were also added. Some examples are prisons, libraries or zoos. But well, we will talk about this in more depth later, in the Gameplay section. Now we're going to explain some of the game's history. So, let's get to it. This installment, unlike the previous one, did not feature the work of Will Wright until the end. His place was taken at first by Fred Haslam, a Maxis employee whom Will gave the demanding task of creating the successor to his highly successful game. At the beginning, he decided to continue with the concept of the previous one, a two-dimensional top-down vision. Later Maxis decided that the perspective had to be changed to a dimetric one. Haslam tried to do it himself, but when he didn't succeed Will Wright decided to take part and help him. Reportedly, working together meant that they learned from each other and also had more great ideas to include in the game than if they had worked alone. Some examples are the signs that from this release onwards the player can put up with personalized texts, an idea of Wright, or the newspaper, which was Haslam's idea. Of course, although the two of them led the production, it does not mean that there were no other employees behind them. Let's remember that Maxis is no longer an indie project, as it had been in 1989, now it is a full-fledged company with a good budget. One of the highlights is Jenny Martin, artistic director. She realized that not all cities in the world had the same style, or that even within a city there could be variations, so she decided to take great care in the design of the buildings so that these differences could be felt. We can also mention the music lead, Sue Kasper. She also had a difficult mission ahead of her, due to the enormous limitations of the sound cards at the time. In the end, the game could only include 10 minutes of music in MIDI format. This quality had to be chosen instead of CD quality due to lack of storage space. Remember that this game was initially released on floppy discs! One more person whose contribution deserves mention is Michael Bremer. At that time Maxis had a reputation for making instruction manuals that went above and beyond, because in addition to having very detailed instructions for the games, they also told stories, or gave tips (among other things). For this manual, Bremer had originally thought of writing tips on the latest trends in urban planning, but then he realized that many of the large cities throughout history could not be considered "planned cities." Therefore, instead, he decided to ask inhabitants of different cities in the world the meaning that the word city has for them, and he also included points of view, poems or drawings that these people gave him for that purpose. All these stories were told by him in SimCity 2000: Power, Politics and Planning (I will leave the link below for whoever is interested) Let's start with the gameplay commentary! Gameplay Notice 2: All my screenshots are taken on a DOS version of the game, that is, the 1st release of the game along with Macintosh. Another editions for Windows/consoles can have different graphics/features. The start screen (found it animated on the Internet so I chose that one) Our city's first steps (I'm realizing that I've put the wrong name, sorry.) (even in the label I've put the wrong name. Fortunately, I planned the city in the same way as on the previous occasion.) But well, aside from this. I show you what *El Progreso* (and not Libertad Segunda) is when it advances in time in SC2000 Mayor's manor: The first game in which the concept of the region is mentioned: The brand new underground vision of pipes, which appears for the first time Budget, disasters and graphs: Query tool (also newly introduced in SC2K) Different power plants: Credits: In short, the new additions compared to the first are very noticeable. It is what (for me, maybe you think differently) would make me no longer able to play the first one every day today, but I still can play this one on that daily basis. When you play it you really realize that those who say it is the true model of today's city building games are right. It is a fun and rewarding experience because the graphics were very beautiful for their time and allow you to see the development of the city quite well. One funny thing that happened to me while taking the screenshots is that my power plant exploded and I had to build it again. Probably the biggest problem is the music. Keep in mind that if you play for an hour you will hear it repeated 6 times. Luckily we have Spotify and Deezer nowadays, so if it bores you too much, do like me, remove it and listen to your favorite playlist instead. YouTube videos: (as always, unlike the screenshots, videos are not mine) Macintosh: Windows: https://youtu.be/4E4XW10KKJw?si=FkFJWtEMUosdVSSY Playstation: (this version had a car view feature) Fun facts: Fun fact 1: A city making contest was held in 1994. The winner cities were later included on a expansion pack by Maxis as playable cities. They also included real-life cities (and real disasters that occurred in them) as playable cities in which you had to act so as to achieve established objectives. Fun fact 2: The prices of the newspapers adjusted over the years, (that is, a newspaper from 1950 was cheaper than one from 2001) Fun fact 3: If you cut down a lot of trees you will surely get a pop-up telling you that the citizens are protesting about it. Even if you don't have citizens. Memes: Don't play too much with your city's economy!... ...because if you do, Transportation guy has something to say to you I do regret things too. Hopefully Chad boy will help me to fix my mistakes: (1st and 2nd memes are not mine, third is) As always, comments, corrections, suggestions, etc. are always welcome. And as always too, thank you very much to whoever read from beginning to end. I hope you liked it and that this little journey through a great game was fun. and as promised is debt, the link to the text that I had commented above: https://openlibrary.org/books/OL1124280M/SimCity_2000_Power_Politics_and_Planning Thank you, again!! Regards, "Cortana"- 6 Comments
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SimCity 1989/SimCity Classic - Where it all started
anonymous1234 posted a City Journal entry in This is NOT your typical City Journal
Hi everyone! As you can imagine, SimCity like many other games has a cool story behind. So let's get to know it a bit before we start commenting on the features of this first game. History The process of creating SimCity began in an "indie" way in 1985 by a guy named Will Wright. Will was educated in a Montessori school, and he recognizes that the special education he received influenced him in the creation of this game. He had published a game in 1984, Raid on Bungeling Bay, but the one that has made him famous, of course, it's SimCity. Will created Maxis* with another man named Jeff Braun. They had to create their own company because the major companies of the time did not believe that a game that had no arcade features and no clear win/lose definite conditions could be successful. Only a company called Broderbund (who had published Will's previous game) had agreed to publish it for Commodore, but they wanted the game on more platforms and that's why they created Maxis. At first, as these companies suspected, the game was not successful. But everything changed when the press started to test it and write very good reviews about it. It went from being a game that sold poorly to a bestseller. One thing that both journalists and players were in complete agreement on was that the game helped to understand politics and economy in a very easy and fun way. It was so successful that major companies from various industries asked Maxis to make their custom "Sim" games for them to use as training for their employees. Thus MBS or Maxis Business Simulations was born. Its most important (though unfinished) game was SimRefinery, created for the oil company Chevron. I can consider myself very fortunate to have tried it, very few have. But well, that is another story (which I will develop in depth another day). I have decided to include here SimCity Classic, which is not the same as SimCity because the gameplay is the same, although some other things change. Gameplay It is simple nowadays, but it was very advanced for it's time. It had no advisors as we know them nowadays (sometimes the past is better than the present), but there is a bar in which sometimes texts appear with small information about what to do.* As you will see below it is a fully 2d game but it has got very cool animations, such as a dragon that flies around your castle (if you spend all of your budget on a castle, of course). As old as it is, even in its first release it had bar graphs showing data, and the map view with the different data layers, such as crime or land value. It was also possible to adjust the budget, albeit in a more basic way. It also had a small section with disasters, and the option to disable them. You could choose different speeds of the passage of time, just like in current games. There is a sense in which I think it is even better than the current ones, and that is how, as the years go by, changes in the theme of the city and even in the language can be appreciated. After all this text I leave you with some screenshots of our city, El Progreso, and I will also put a link to a YouTube video (the video is not mine) in which there is more than 1 hour of gameplay, for those who want to watch it. SimCity (1989) Start screen Zoning (there aren't different densities) City with some houses and buildings already built Budget screen Polling screen (I hadn't inhabitants at the moment I took this screenshot, my fault) SimCity Classic (1992) Start screen City (It's gray because it's supposed to be the moon) The rest is mostly similar to SC 1989 As I promised, I made a ridiculous meme comparing my experience with these two games. Hope it's not too bad YouTube video: https://youtu.be/b1j1lwq_YDc?si=XP8D39w_wtOJN9x_ Fun facts *Fun fact 1: Will and Jeff decided to name their company using this two steps: 1. The name had to be random, meaningless 2. It had to contain atleast one of this letters: z,x,q The one who came with Maxis was Jeff's father. Both Will and Jeff liked it and chose it. *Fun fact 2: The language used changes depending on the era you are in! *Fun fact 3: Did you notice? The famous RCI was called CRI in these two games. They changed it in SC2000 and it remained like that since then. ----‐----------------------------------------------------------- As I always say, you are welcome to correct, ask or collaborate. Know that any contribution will be greatly appreciated by me and that I love reading your comments. I obtained the information about the history of the game mostly from Wikipedia, although I also consulted some other sites. All my gameplay comments are based on my personal experience. To all of you who kept reading, thank you. I hope it wasn't too boring. Regards, "Cortana" -
The growth of the city II or how it grew more than expected
anonymous1234 posted a City Journal entry in Libertad Segunda Journal
Hi again! I continued working on my city. I want it to be big so I decided to fulfill the demand of everything the fastest I could. It took me 6 real life days and 135 SimCity years to do this, but I literally ran out of space. Yeah, I did! And my citizens are still demanding. Hopefully they're intelligent enough to build skyscrapers and bigger commercial buildings because if not, I will have to invade my neighbors! Well, the biggest tile of the London region completed- 2 Comments
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Version 1.0.1
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These are some Sim-FirstResponders to bring a little bit of action to your lots. This 4th pack of workers contains 3 different groups of Sims: 10 European Fire Fighters (black Nomex, 1x300bar CABA) 10 US Fire Fighters (beige Nomex, 1x300bar CABA) 8 EMTs Content This File contains one .dat-File with 28 different props: European Fire Fighters ▪ A_1P_FireFighter_EUNomex#0_waiting ▪ A_1P_FireFighter_EUNomex#1_standing ▪ A_1P_FireFighter_EUNomex#2_hose ▪ A_1P_FireFighter_EUNomex#3_hosepump ▪ A_1P_FireFighter_EUNomex#4_axe ▪ A_1P_FireFighter_EUNomex#5_rasp_axe ▪ A_1P_FireFighter_EUNomex#6_rasp_walk ▪ A_1P_FireFighter_EUNomex#7_kneeling ▪ A_1P_FireFighter_EUNomex#8_kneeling_ext ▪ A_1P_FireFighter_EUNomex#9_resting US Fire Fighters ▪ A_1P_FireFighter_US#0_waiting ▪ A_1P_FireFighter_US#1 ▪ A_1P_FireFighter_US#2_hose ▪ A_1P_FireFighter_US#3_hosepump ▪ A_1P_FireFighter_US#4_axe ▪ A_1P_FireFighter_US#5_rasp_axe ▪ A_1P_FireFighter_US#6_rasp_walk ▪ A_1P_FireFighter_US#7_kneeling ▪ A_1P_FireFighter_US#8_kneeling_ext ▪ A_1P_FireFighter_US#9_resting EMTs ▪ A_1P_EMT#1_running ▪ A_1P_EMT#2_kneeling_kit ▪ A_1P_EMT#3_cpr ▪ A_1P_EMT#4_kneeling ▪ A_1P_EMT#5_strecher ▪ A_1P_EMT#6_doc ▪ A_1P_EMT#7_standing ▪ A_1P_EMT#8_standing Dependencies • none Instructions This is a prop file! The content must be placed on your lot using a lot-editor! Unzip and place in (work-) plugin folder, place in plugin folder once used in a lot file, eg.: C:\Users\<USER>\Documents\SimCity 4\Plugins Note I have set the height of the Sims to 2.3m + PPE (personal protective equipment). Therefor they are more realistic in size compared to other small props like cars etc. They are a little smaller than the standard Maxis Sim. For spraying and fire you can play with the Maxis props Effect_SmallFountain A B C, Effect_firehydrant, Effect_tinyfire, Effect_tinyfire-night. -
So from what I've read, you have to have some low wealth sims in your region for the economy to work. Is there a way to get around this? I've never done a full region but I like to make cities that are only full of high wealth sims with lots of skyscrapers so would prefer to not have low wealth areas. Also is there a power plant that I can download that has a lot of capacity Like something futuristic. Thanks Thanks
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Hello! We are ready to announce that we have been working very hard to create what we think is The Most Realistic TV Industry Sim Game. TV Sim is a web-based online game that simulates the television industry. Players can create and manage their own TV networks; become producers and create content for the networks, be critics who give opinions on the shows, or simply play as viewers who vote (or watch) their favorite shows. Come check it out at www.tvsimgame.com and subscribe to our newsletter to find out more about the game and be among the first to know it's release date. Feel free to visit our Discord server and join our community: https://discord.gg/ch5nWxv Thank you for reading!
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Hello again, Simtropolis!I asked about your interest in joining our Pioneer program a while ago, and here's the result - partly thanks to you! Our first mobile tile, a sandbox tycoon game “Transit King” is now available for iOS and Android. It's a free-to-play game about transporting goods and commuters the way you want. You start with just a few slow trucks and build a transport empire by completing city requests and helping them grow. We’re huge fans of Transport Tycoon and other tycoon titles, and Transit King is our version of that proper free-form sandbox game, but for mobile devices and players in mind. DOWNLOAD LINKS: Google Play Store: https://play.google.com/store/apps/d...es.transitkingApple AppStore: https://itunes.apple.com/fi/app/transit-king/id1311511672 Link to the trailer: https://www.youtube.com/watch?v=Be9fsplJnyISo thank you again and hope you'll check the game out and enjoy it!MattiCommunity ManagerBON Games
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Hey my game just went live on Steam. I've been working on the series since 2009. A city builder that has all the bells and whistles you know and love with one twist. In Megacity Builder you build a whole nation not just a city. Pass laws at the national level. Fiddle with the budgets at the city level. Build cities like in classic city builders while producing resources to feed your massive capital. Massive game world to keep you busy building for many hours. 1) A city builder where you build not just a city but a whole nation. 2) Procedurally generated maps. 3) Subways, disasters, plumbing, everything you'd expect in a city builder. 4) Research products to sell on the world market. 5) Produce everything from tomato soup to jumbo jets. 6) Build rural towns to produce resources. 7) Build factory complexes at the capital. 8) Enact laws and national programs. 9) 190,000 tiles to build on. A truly massive game world. 10) Diplomacy with other nations 11) Trade resources with your neighbours. 12) Sandbox game play, be a peaceful nation or build a military. 13) Generous money supply, keep building not waiting. http://store.steampowered.com/app/630360/Megacity_Builder/ I hope you enjoy it. I enjoyed making it.
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Hi All, I know, I will find everything in the internet, but it is for me extremely time consuming, and I would like to come fast to the point. Since a long time already I want to use some specific mods to SimCity 4, and I would like to pay around 30 EUR for someone who would like to help me with that. 1. Using SimCity 4 with European Buildings, Streets etc. + in general how to enrich building library with landmarks and so on. 2. Adjusting the size of the cities - I saw very large cards on the internet, but don't know how to create those. 3. Different Architecture over the time: I know there is a functionality that changes the architecture of new buildings over the time. I would like to do this in an european style. If you would like to help me, let me know here, a skype session would be the best to go through the installation process etc. If you want more money, let me know. The payment would work via an official ebay display, to ensure everything is set up properly. Philipp
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New semi-serious 7 city Region looking for players
Bullet Filter posted a topic in SimCity (2013) Region Games
Hello! Although I have an odd feeling that no one will reply or bother to look at this thread, I would like to notify everyone that I am starting up a semi-serious simcity private region on Europe West 1. If you wish to join then add my origin: BulletFilter If you have any questions feel free to ask them with a simple reply. Thank you for taking the time to view this 3/7 CITIES CURRENTLY IN USE -
Another user suggested to see an island somewhere, so here is a mysterious little island in a lake, recently discovered. Apparently our pioneers in Nurn aren't the first inhabitants of this rugged coastline. Lake Linnaewen is pretty far off the beaten path, but there's almost two whole islands in this lake! In the treeless tundra of the NW, very little action occurs aside from the usual Caribou migrations. and yet here lies a curious little place. One island, and another just barley attached to the mainland buy a sliver of a sandbar. Some little abandoned settlement leaves its remains on two islands along side some strange and rare species of trees. The lost village has no vestige of its past, however for some reason it's fields look nicely tilled and still growing crops. Hmm... No memory of the adjacent island either. Both remain shrouded in mystery, as any evidence of what happened to this colony was lost long ago. However the towering stone monument has a strange ancient aura about it... Thats all for now. Let me know what of Gorgoroth you want to see in the future! Oh, and here's a bonus region view for you all! (Here is a 4824x3000 version of the image of below)
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Gorgoroth County is the region of an unnamed state/country/principality/whatever. The big picture doesn't matter here, only the local politics of the (hopefully) happy Sims of the Gorgoroth region. Gorgoroth County is governed within the small town of Nurn. Nurn currently oversees a few farming townships on its outskirts, along with a vast wilderness spread across the multitude of bays fjords and islands around and to the west of Nurn, and the stout but rugged western slope of the Ephel Dúath mountains, to the east of Nurn. Nurn is on the western edge of a large bay, the bay being on the western edge of an even greater body of water. Let's call it an ocean, and leave it unnamed to further disconnect ourselves from the troubles of the world. This picture is about the local affairs of the many rugged opportunists living on the edge of an uncharted wilderness. Let's see how this small town grows, and as a primary influence to the people of Nurn, let me know your thoughts on the happenings of the town and how it should grow. Wherever Gorgoroth is, it is in some sort of democracy. So don't feel afraid if you feel something should change or want something to happen yourself! Here we begin in central Gorgoroth County. As you can see the land is mostly uncharted far past the small settlements dotting the landscape. However the slowly growing urban landscape will soon delve into the great beyond. The central city is small now (this picture was taken before the above region view) but has all the necessities. The largest project undertaken was the 4 building schoolhouse located at the highest point on the island, education staying a step ahead to accommodate the rapidly growing township. Most of the land in Nurn is too soggy ordry for farming, two extremes with no in between, so other economic opportunities are being brainstormed. Some growth is happening in nearby cities as well. Thats all for the intro. Let me know how I'm doing and what you want to see in future updates! New update coming soon.
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Hello, I purchased Sim City 4 from Orion and I am very disappointed. First of all I installed gmax. Mods work in my plugins folder but BATs do not show up. I tried installing SC4 BAT Installer and it claims I do not have Sc4 Deluxe installed when clearly I do. So I see in the drive SC4 is installed within the folder Orion Games. I moved it out to directly in my Programs folder and now the screen is just a box when I play the game. Cant get BATs to even be in the game menu is the issue. What in the world is going on... thanks
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Hello Simtropolis! It has been awhile since I posted anything to this site. I have been busy with real life and attempting countless times to perfect my region. But here it is! Finally. With this City Journal I am interested in updates from the role of a planner who works for the city, but that will come later after a few introductory updates. Welcome to Algonquin City! - thanks, canadiansim -
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Algonquin City [Update 1]
canadiansim posted a City Journal entry in (SC4) Algonquin City Planning Department
Hello Simtropolis! It has been awhile since I posted anything to this site. I have been busy with real life and attempting countless times to perfect my region. But here it is! Finally. With this City Journal I am interested in updates from the role of a planner who works for the city, but that will come later after a few introductory updates. Welcome to Algonquin City! - thanks, canadiansim -- 5 Comments
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The time has come. In the works for nearly a year and subject to a great deal of interest, my latest creation has finally seen the light of day on Simtropolis. They were previously released on SC4D's LEX, but I had decided to bring them over to the STEX as a little Christmas/Hanukkah/Festivus surprise! These gas stations are my answer; my fulfillment of the need for up-to-date service center BATs. After searching through the community's various SimCity exchanges, I was surprised to see a location as prolific as the gas station had been severely neglected. Included in this package are seven gas station lots, found in various states of disrepair, akin to the real-life examples that inspired this project. Of the seven lots, six are standalone 3x2 lots. One additional set of pumps is included on a 3x1 lot; perfect for placing beside a large mall or big-box store. Each lot may be found in the power menu under orange gas pump icons. If you wish to create more lots, the props are easy accessible in lot editor under the "bipin_" or "bipinprops_" prefixes. Additionally, a .png for the lot icon is included, to better help organize your own stations. Thank you for looking. I hope you enjoy these BATs; it has been quite a while since I've participated in the community, specifically over here at ST, beyond just using the chatroom. I'm glad to be back (although university is keeping me busy). Note: 1 dependency is required (SHK Parking Pack). It has been added as a linked file. Dependencies (added 22.12.2018): Transparent Power Utilities (The building examplars are based on the power blank model in this upload. You need that model to avoid brown boxes) SHK Parking Pack Paeng's Parks Revisited 2.05 (you only need the Resource_Parks205.dat) Paeng's Grunge Concrete Set (you only need the paeng_Grunge_Concrete_Textures.dat) edit: 22.12.2018 updated dependency links by Tyberius06 UPDATE: 17.07.2019 by Tyberius There were two missing files which I was aware of when I previously updated the page, but since both the model and the prop file were missing no brown boxes would have showed up on the lots, so there was no point to mention it. Since then @Bipin sent me the missing files (by request) and gave me his permission to reupload a second version of the whole pack which contains the missing files. I also modified the folder structure to make it similiar to his previous uploads, therefore to install these lots, you just need to copy the BATs By Bipin folder from the zip to your plugin folder. -
How to make Sim City 4 Compatible with Modern Computers
PiperRTW posted a topic in SC4 Bugs & Technical Issues
For anyone having trouble getting sim city 4 to work on modern machines, watch this video -
Just an update to bump this thing. Uploaded 2 videos since last update.
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My Origin Account I.D. : Cloudyspiderman
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Hi there, i've been digging around EA's website and here and have not come across this problem on either site. Just yesterday my game has been having difficulties rendering most buildings in any city that I try, and I have not been able to find any fix to it. All my buildings appear on the map just fine, on any render settings that I try it on. However, white models of the buildings show up right next to it. It's like the base model of the building on the map, but shows up in an off position... I've tried un-installing re-installing, but nothing. If the game settings are on ultra or low, nothing changes the white error buildings. I'm on a Mac (2013 Model), recently updated to the OS Yosemite Beta (And the game was working fine after I updated) but then started acting up a day or two after. Any ideas?

