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CoriBoom 2nd Beta - All 3 City Halls Fixes + 1 for ModPacc Zero
CorinaMarie posted a topic in SC4 Modding - Open Discussion
All Three City Halls + 1 (for ModPacc Zero ) With New Data Summary Panel Background As many of you know, Maxis shipped the game with Model files, Lots and Building exemplars, some LText, and some Lua code for a total of three City Halls with each building progressively larger than the previous. However, the Lua code to trigger the Phase 2 and Phase 3 versions was commented out when they decided to have them upgrade in place. The code for the latter was never completed by Maxis. Next came @MrTruesage's All 3 CityHalls Modd Reward fix in December, 2004 to allow all three City Halls to be plopped in the game. This was accomplished by reactivating Maxis's code, creating some new LText files, and additionally tweaking some of the properties in the building exemplars. It was later in August, 2005 that @Andreas Roth created the City Hall Fix to deal with the custom trees that would sometimes appear on the Phase 1 lot. Then in October, 2016 @simmaster07 created Real Upgradeable City Halls which has a DLL and Lua code to finally implement Maxis's intention of the upgrade in place. Considerations For ModPacc Zero, CB re-lotted all three City Halls to improve their appearance so that props no longer intrude on other nearby elements and also preventing the tree oddities. (The original Maxis Phase 2 and Phase 3 were rather scant and boring so he's improved upon that too.) The mod by MrTruesage has several tweaks such that the population and mayor rating requirements are greater than Maxis defined along with adding CAP relief, spreading the available jobs across all three wealth levels, and changing the lots to Do Construction after plopping. With this being the de facto standard for anyone who wants all three City Halls, we have made the ModPacc Zero versions conform to the same alterations for better compatibility. However, we have also corrected minor mistakes in the Demand Created property and written new Lua code so that entire Lua entries do not need to be overwritten. (This latter part uses techniques which were apparently unknown back in 2004.) Re-Lotted Versions by Cyclone Boom Phase 1: Phase 2: Phase 3: And introducing a new Phase 0 (Village Hall) by CB which can be plopped any time in a newly established city: ^ This allows immediate access to all the data in his new UI query. (Note: All 4 lots use Maxis props, and as such require no dependencies.) Village Hall Background The Village Hall was the first brick duplex built in a small hamlet founded by Silas Woodthorpe and was dedicated to the community as a place for meetings and other local government business. Ever since, it has become the design favored by Mayors across the land when they need their first source of useful information. (Lotted by @Cyclone Boom) Building Exemplar Properties The tweaks MrTruesage made to Demand Created have been updated to Maxis Standards. In each case of Jobs Created they also need a corresponding entry for Amenities and we have added those. The changes they made to Wealth, Demand Satisfied (CAP Relief), Landmark Effects, and Water Consumed are maintained for backward compatibility. Lua Code The Lua code is where the game checks if the criteria for a reward lot has been achieved and then makes them available in the Reward Menu. It also handles the reward earned popup advisor messages and the fluff news messages. MrTruesage's mod copies those Lua entries in their entirety and while this was the only known method at the time, it's not a good idea because that precludes any other mod from making changes to code in the same sections. For ModPacc Zero, I've completely rewritten the Lua code as a standalone package. This allows surgical edits which will not interfere with Lua code of any other mod. It is highly advised to remove MrTruesage's mod from your plugins and use the MZ version instead. Reward Triggers The Maxis code for the first City Hall (Phase 1) is set to 12,500+ population and 20+ for mayor rating. MrTruesage's mod increases this to 15,500+ population and 40+ mayor rating. This can cause a discrepancy for players who have cities they created under the Maxis criteria, but then install the mod. Let me illustrate what I mean. This city tile was originally played without the All 3 City Halls fix: Playing later with MrTruesage's mod installed, I decided I wanted to move the City Hall because I'd randomly plopped it when it became available under the vanilla rule of 12,500 population. So, I bulldoze it: But now I don't meet the new requirements! I created some special Lua code to check for this exact situation. If a Phase 1 City Hall exists in a city tile and it does not meet the increased requirements, I set them back to 12,500 population and 20 mayor rating (as originally set by Maxis) so that the City Hall can be bulldozed and re-plopped wherever I want. With the new code after bulldozing: Note: If you bulldoze the vanilla City Hall, save, then exit the city tile it will revert to the 15,500 and 40 mayor rating requirement the next time you load it. The idea is that my tweak only applies to previously plopped City Halls that are in the gap between the original 12,500 threshold and the new 15,500 and which are to be moved in the same play session. In the same play session I can go re-plop the City Hall because it meets the old requirements: And it'll grow: Availability and Menu Placement The Maxis code (which was commented out) and re-implemented by MrTruesage has the requirement that the prior City Hall must be plopped before the next one becomes available (along with the population and mayor rating requirements). In a city which meets the population and mayor rating requirements where one wants to place only the Phase 3 City Hall, that means one has to jump thru several hoops to accomplish it. Ergo, plop Phase 1, let it grow, see Phase 2 become available, pause the game, bulldoze Phase 1, plop Phase 2 without running time (or it'll disappear from the menu), let that one grow, see Phase 3 become available, pause, bulldoze Phase 2, and then (finally) plop Phase 3. This all seems a bit cumbersome to me so I've made it so that the only requirements are the population and mayor rating thresholds. This gives the player the choice to have each one plopped so 1, 2, or 3 are present in their city. Or just a single City Hall if they like. In this tile created by CB, it meets the requirements for all 3 Halls. We select this area to grow Phase 3: ^ Notice too that I've changed the Item Order property so all 3 are grouped together in the menu. Now we can immediately plop Phase 3 without all the prior plop, grow, bulldoze, plop hassle: Let it grow: And it still has the City Exclusion Group property so you can only have one of each phase: Additionally, I've added Requirements text to the menu items for Phase 2 and 3 instead of using Maxis (and MrTruesage's) code for: return reward_state.HIDDEN The User Interface (UI) aka the Query Window MrTruesage added some additional information to the query: We've greatly expanded that for MZ: CB has also created a separate, optional No City Hall Query Sound v1.0.dat file which makes the query silent. YIMBY not NIMBY The description for MrTruesage's mod states that the Landmark Effect of each Phase is a NIMBY influence. This is incorrect. The Landmark Effect in their mod (and this MZ version) is a YIMBY for Commercial and completely neutral for Residential and Industrial. Fluff News Removal MrTruesage's mod also commented out all the Fluff News (without ever mentioning that was done). While this might be desirable for many peeps, we believe it should not be forced on anyone. We've made a separate, standalone mod that will do the same thing so y'all can make your own decision if you'd like the Fluff News items deleted. (Note: Many other news items are also fluff in nature, but are created in separate Lua code which was not altered.) New Building Names Rather than Small, Medium, and Large we've named them as follows: Town Hall City Hall Metropolis Hall Also, LText is included and assigned for each name, which means if you rename any of them that new name will be saved in the city tile data and persist from one play session to the next. New Building Addition As mentioned above, CB has created a new Village Hall that can be plopped with no requirements so the enhanced data display in our UI can be available even in newly established cities. Compatability With simmmaster07's Mod This MZ version of All 3 City Halls is fully compatible with @simmaster07's Real Upgradeable City Halls mod. Simply refrain from plopping Phase 2 and Phase 3 and if your city has 45,000 population when loading, his advisor popup will allow Phase 1 to upgrade in place to Phase 2 and if your city has 95,000 population when loading, it'll allow the upgrade of either Phase 1 (if you didn't agree to the phase 2 upgrade) or Phase 2 to become Phase 3. Simply install his mod according to the instructions listed in the STEX description. Incompatability With Other Mods @MrTruesage's All 3 CityHalls Modd Reward fix When using our ModPacc Zero City Halls fix, MrTruesage's mod should be completely removed from your plugins. While it was certainly a brilliant addition in 2004, it does not meet current standards for Lua coding alterations. Look for a folder named CityHall Package and delete it and its contents. If you've installed their mod in a different folder than the one contained in the original zip file, look for these individual files: CityHall.dat CityHall_LText.dat ConstantsLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FF048A3E) NewsItemsLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FFA79144) RewardLUA.dat (Overrides TGI CA63E2A3-4A5E8EF6-FFA8F301) UI.dat Remove all of the above. @Andreas Roth's City Hall Fix Remove CityHall_fix.dat from your plugins when using our ModPacc Zero version. (Or, for this one, just be certain our mod loads last and it will safely override their copy of the LotConfigurations exemplar.) As part of the main MZ release, we will provide a master Cleanitol text file to remove the original mods by file name. Beta Testing Requested As with our other newly created mods for ModPacc Zero, we'd like y'all to beta test this and provide feedback. Ofc, be certain to test safely. It's best to use only copies of your city tiles so you can restore them to their pre-testing versions. We cannot be certain at this time if there will need to be any additional modifications, and as such you'll want backups of any cities where you test. Ofc, please do post feedback and/or pictures to let us know your impression of our new creation. The Files Contained in the .Zip: MZ City Hall Package (Beta v1.0).dat <--- The main file. MZ Fluff News Remover (Beta v1.0).dat <--- Optional file. No City Hall Query Sound v1.0.dat <--- Optional file. The Download File: ModPacc Zero - City Halls (Beta v1.0).zip See new v1.1 updated beta (and better) release to download from our post here. Thanks! -Cori & CB- 62 Replies
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