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City-building game(s)

Found 7 results

  1. Version 1.0

    1,752 Downloads

    _________________________________________________________________________________________________________ Featured in ME:TMW Episode #63 comes the destroyed, colonial edifices of the human and batarian world, Anhur. The degradation of Anhurian society under corrupt leadership and pressures of a legal slave trade left the planet's cities in chaos and destruction. In the wake of a civil war fought between a mostly human Anhur militia and a mostly batarian Na'hesit slave movement, cities across the world suffered strenuous attacks and fierce bombardments that leveled communities and severed infrastructure. The remains of most of Anhur's early colonial cities are nothing but ruins and twisted metal by the end of the war in 2178 CE. Because this BAT is of ruined buildings, there are no nightlights to speak of: In-game demonstration The BATs are overhanging lots placed on 1x1 size lots. This maximizes their ability to function around MMP. The Junk props are also able to be placed aside each other to become clustered. _________________________________________________________________________________________________________ Basic Lot information: Lot Size - 1x1 (all) Lot Type - Parks & Recreation Dependencies No Dependencies! Installation Unzip all contained files into your SC4 plugins folder. When organizing the files, preferably put all folders and files contained in the zip file in a common folder [labelled to said author/group/project label ie. ME:TMW] to avoid future confusion. Author's Note **When releasing a lot of which includes this or any ME:TMW Project BAT (an exception for ME:TMW Prop Pack models from packs ie. METMW Prop Pack Alpha), contact me for permission before releasing the lots.** _________________________________________________________________________________________________________
  2. Overview ~ Along the far edges of the Milky Way galaxy, in the Valhallan Threshold lies a dwarf world filled with eezo. Human's exploiting the planet in the past were quarantined on Israfil's various mining facilities in fear of infection by a organism responsible for the deaths of those located at Jump Zero or Gagarin Station during a terrorist attack by the group 'Totenkopf'. Now closely monitored by the patroling Alliance cruiser, the SSV Manila is currently passing by one of the Eezo Recovery/Mining outposts, known as the MEMF/MEMO (Mecca Eezo Mining Facility/Mecca Eezo Mining Outpost) Hellken Lol,thanks IL. Lol yeah I could've, but the update was focused on the underwater station though And I'll be sure to show you some of the Alien Homeworlds and colonies but I did show you a Turian Colony in the last update on Saterix Spaceport; They're an aggressive, highly militarized Species I'm thinking of re-creating a covert research zone on Sur'Kesh, the Salarian Homeworld. Keep a sharp eye for it! dubaidude303 Thanks a lot! terring Thanks a lot Terring! supercity354262 Thanks for voting, Israfil's actually not like Mars. It's a long way from being anywhere near similar. It's radius is significantly smaller and it's located in an Asteroid belt It also has a mass altering element on the planet that's mined by occupying Human miners. MilitantRadical Thank you so much Linoa06 Thanks and I agree, which is why I created my own, and would just assume it as one of those umentioned star clusters in the ME Universe KonstantinII Lol, I just made it abovegraound on SimCity 4 and gave it some intense Photoshopping to create the illusion of being underwater. Can't build underwater and it probabl wouldn't look like that if you could ggamgus Thanks a lot ggamgus and about the storms and hurricanes, I couldn't be bothered to research about it cause I'm pretty lazy most of the time so I just noobed the explanation The storms on the planet in general would be much stronger and intense. It could possibly re-define Hypercanes and Hurricanes in general considering that there's almost no land on the planet and that 96 % of water coverage coupled with a global tropical climate would feed monster superstorms that would make Earth's own Hurricanes and Hypercanes look scrawny (Salacia is generally about 1.5x bigger than Earth) and could even last longer than theorized. It could be possibly like that, but it's nice to see a more justified explanation Thanks for the lecture Forthwall Exactly Thanks btw TayMay27 Well the balmy tropical temperatures can be a nice perk along with the lifestyles tropical islands and platforms cities provide its citizens, 1.8 Million people wouldn't mind dealing with a 'little' wind and rain for some sort of tropical lifestyle with some great recreational facilities and sublime oceanic views Not to mention the awesomeness during a day there's no rain or hurricane Thanks btw! Porter Thanks a lot! Oh and the writing in the last pic isn't supposed to be really readable, most of the infomation if you read it is below the pic anyway, I just added that text to fill space. Some of it is relatively readable though I guess alfanmuqafi23 Thanks a lot vinlabsc3k Thanks a lot, but considering it's 3.5 km deep in the ocean, It's pretty bright Schulmanator Thanks a lot Schulmanator! RepublicMaster Thanks Will Fox Nice to see you reading again And thanks a lot, love the meme expression __________________________________________________________________________ Note: Well not much to say, except that I'm kinda tired cause it's 1:30 in the morning but for some crazy reason, I won't let myself sleep...no wait, its because it's Monday tomorrow...arrrrrgh. Anyway, Israfil is an official Mass Effect dwarf planet or somewhat asteroid introduced into the game Mass Effect 2. This update is nothing more than pure speculation of what's on the surface, and gave the mining facility the name "Mecca" in terms of Israfil being an Islamic Angel and Mecca being the holy city of Islam. It seem to fit Anyway, enjoy the update, after this, we only have Virmire from the 5 preapred updates I did over the holidays. Hopefully after Virmrie, I can show you the Salarian Homeworld 'Sur'Kesh' as suggested by IL.. __________________________________________________________________________ Israfil. A human colony located in the outskirst of the Milky Way in the covert Valhallan Threshold cluster. It was solely settled for it's deposits of Element Zero which miners extract from the depths of the dwarf planet's crust layer. With about 1,000 setteled on the small world, they're scattered around a vast number of mining facilities. A major facility known as the Mecca Eezo Mining Facility or MEMF/MEMO is home to substantial number of miners who both live and work at the station. Currently being monitored by the SSV Manila; a dispatched patrolling Alliance Cruiser, the perimeters of Israfil Airspace is being closely watched in case of any suspicious activities and landings on the planet after an incident relating to the attacks on Gagarin station prompted a correlation with Israfil's microbial organisms. A chunky dwarf world located in an asteroid belt, it's currently not in direct contact with many asteroids; in between a break in the asteroid belt where there's a significant clearance with only a few asteroids floating around the area. The Mecca Mining Facility, home to several dozen to hundred miners extracting and recovering Element Zero from Israfil's mineral rocks. A transport ship is making a stop at the station to take in any recovered Element Zero minerals to transport off-world to refineries on larger Human Colonies. A little further south, the SSV Manila Alliance Cruiser is making a run by the station in part of its patrol route over Israfil. Though there haven't been any real sightings of any suspicious activity, they still watch the aispace cautiously, and the cruisers on-board scientific crew continue to research the microbial life of Israfil, though pose no correlation with those used on Jump Zero. With it's patrol route crossing paths with the Mecca Facility, a small contact crew is making a routine check on the facilty's status. Leaving the Manila, the crew board a Kodiak Shuttle to the station. Still no signs of any activity, it's looking more and more like a waste of time to monitor Israfil's airspace. Thanks for viewing! Rate 'n' Comment! +1 If you enjoyed the update!
  3. Overview ~ Mars, a vastly populated backwater human colony is the front for what would revolutionize and turn the tides of the war against the defying Reapers. On an isolated Archives facility holding untranslated Prothean data caches and information, something in this very archive could be the life line of the galaxy; and the deciding fate of their survival. But when Cerberus gets involved, the situation complicates further. Hellken Thanks a lot! andisart Thanks! Forthwall Thanks Shub Hazani Pratama Thank you! DubaiDude Thanks! MilitantRadical Thanks a lot! The game definitely did have amazing lighting, one of those little things you can appreciate And no, I hadn't gone far enough to develop night lights for the BAT. Just a plain day compatible BAT, but I'll think about developing the nightlights when I have time Republic Master Lol, yeah Thanks a lot Will! KonstantinII Thank you! ggamgus Thanks a lot! #1SithLord Thanks a lot daTSchikinhed Thanks, glad you appreciate it SimCities Thank you! Efkin Thanks! ________________________________________________________________________________________ Note: Now this update was quite time consuming. All in all, I spent about 12 hours on it lol. About 11 hours developing the BAT, 10 minutes on the setting and about 50 minutes photoshopping. As you can see, it took a while Luckily, unlike my previous update, this comes with a massive mosaic rather than a lone pic. So hopefully you appreciate the amount of work that went into this one update! Turned out better than expected considering that I've been texturing with Google Sketch up's crappy paintbucket thing. Yep, it's on Mars. Particularly made based on the mission Priority:Mars that takes you to a Martian Colony Archives, storing information and data caches on the Protheans and their research. And no I did not make this with SimMars ________________________________________________________________________________________ Far off from the Violaceus Nebula (Violet Nebula) at the Human home system of Sol, Cerberus is out raiding an Martian Colonial Archives facility harboring salvaged Prothean data caches and information regarding to the race, technology and data on the early evolution of Humanity during its Cro-Magnon stage. But with the Reapers arriving in brute force, first striking at the Human homeworld of Earth, information from this archives facility could hold the life-line of the galaxy in the new war that has arisen in the back alley of the Milky Way. But Cerberus' mysterious figure head, the Illusive Man is not the only one scowering the planet for vital information. After leaving Vancouver, Canada in the midst of fire and landing Reaper ships, Commander Shepard and his team were ordered by Admiral Hackett to search the facility for a potential weapon against the Reapers. But unaware of Cerberus' presence, the potential for losing the vital information was unknown to them. The complex was not large, and first thought would see no problem in acquiring the desired information. But with Cerberus involved, their plans would be compromised. As they made contact with the Martian Surface, they immediately sighted the archives facility. A dust storm was approaching, and the winds were beginning to pick up. They'd need to get there sooner before they began to lose communication with each other and the Normandy. And the sooner they got in and out with the data, the sooner they could act on ending the Reaper war. When they arrived at the Landing Zone just out of the facility, the could see in the further out distance Cerberus soldiers executing Facility staff and scientists. Seems like a simple retrieval of sensitive data would be a lot more difficult. _________________________________________________________________________________ Thanks for viewing TMW! Rate 'n' Comment +1 if you enjoyed the update!
  4. Ggamgus:Thanks, but it's easier said then done Forthwall: Thanks Alex_1210: Thanks a lot! KonstantinII: Not my type of place either It's a BAT here on the STEX. Try searching Hong Kong to get it. RepublicMaster: Thanks a lot Will! Bipin: Thanks so much Bipin, means a lot! APSMS: Thanks a lot and yeah they're photoshopped K50: Haha, Thanks k50 #1SithLord: Thanks! Mass Effect's my own favorite Sci-Fi, if not the game entirely aswell I actually have slipped in some Reaper invasions in other updates as "flashforwards" but this update is focused on the invasion. But it's about the Protheans rather than the Galaxy in the CE. MilitantRadical: Thanks! Been playing ME2 aswell and moved on to ME3 lately to run through the game again Guess I'm searching for more ideas and inspiration. Lance83: Thanks you so much Pressure: Ha, Thanks __________________________________________________________________________________________ Notes: Here's another update on another official Mass Effect planet. But there's also something very different about this update. It's set 50,000 years before the present Galactic civilization was established. In the perspective of the Protheans, a formerly exisiting Galactic race that was taken into the edge of extinction. Here is Eden Prime, a colony of the Protheans, in a time before Humans arrived and colonized the planet... __________________________________________________________________________________________ Eden Prime. A human colony. Located on the fringes of Terminus space. A vast agrarian world filled with arcologies and spanning human colonies, it stands as a symbol of human endurance and their ability to be able defend an extra-solar colony. But before Humanity took even a single step on Eden Prime, the planet had previously belonged to the formerly dominant Prothean race. The planet had even been in the possession of the Protheans long before Humans, Asari, Turians, Salarians and other galactic races developed any true intelligence and innovation. They remained primitive against the Protheans who studied them as an occupation, tracking the curve of their evolution. The world almost 50,000 years ago was only one of many planets that the Prothean Empire spanned. It harbored many large cities and the presence of Protheans was extremely evident and were vastly numerous in population across the Eden Prime. Though they prospered on the planet and saw no threat to their colony; when the 50,000 year cycle of the Reapers again began and chased their empire down to edge of existance, Eden Prime was not spared the inevitable fate of destruction. The Protheans were losing. Their Empire was crumbling. And they had a plan to save their race from extinction... Their intriuging cities that once dotted the surface of Eden Prime were beautiful. Towers were only few in numbers and the Protheans lived on without a shred of doubt their colony was safe. But upon the arrival of the Reapers, planets across their Empire fell quickly as their chain of command, and government fell quickly first when the Reapers crossed into the Galaxy through the Citadel Relay, through what was the Protheans capital at the time. Eden Prime was no exception, and the planet was ravaged by the invasion, with Protheans facing certain doom as a sapient synthetic race more advanced than themselves assumed the obliteration of their civilization. Though to avert the destruction of their race as a whole, they devised a plan which would see 1 million Protheans in stasis...but only 1 who would live to see the next cycle when indoctrinated members shared their plans with the Reapers and the location revealed, threatening their survival plan. Their cities were decimated by the Reapers, leaving nothing to stand. The chances of anyone surviving here were next to none. The fought with whatever they had and whatever remained of their military on Eden Prime. Their demise was inevitable, only fighting against futility. The Protheans. A hyper-intelligent race that existed 50,000 years before the Galaxies modern sapient species came to take over, were destroyed. What fate do those in the next cycle have? ________________________________________________ Thanks for viewing TMW! Rate 'n' comment. +1 if you enjoyed the update!
  5. Hey everyone, I've recently decided to take up BATing, focusing mostly on creating BATs that are more futuristic in design and Science Fiction themed. As for this moment, I'm also basing the BATs more on the game Mass Effect, taking structures developed in the game to use in my City Journal to replicate game locations, and hopefully, when developed could be released on the STEX for others to use. Firstly, I'm going to begin BATing buildings from the Mass Effect game locale of Illium's Nos Astra. I found the buildings in this city interestingly beautiful and intriuging. I'd appreciate it greatly if some professional BATers, and anyone else could give me some personal opinions and tips on BATing. Anything suggested will help me greatly! ________________________________________________________________________________ This will be the official thread for my ME:TMW BAT project and will release updates I make on BATs that I'm developing. Criticisms, tips and anything else in-between would be much appreciated as I'm totally new and an amateur. But I can learn pretty quickly at these kind of things, so hopefully I can add to the lacking list of futuristic BATs! ________________________________________________________________________________ -- Links -- COMPLETED AND RELEASED BATs & Lots - AVAILABLE ON THE STEX and SC4D's LEX -----------------------------------------------
  6. TMW#10 - Tosal Nym System | "The Delta"

    Forthwall: Thanks Benedict: Thanks Benedict! Fox: Thanks a lot Fox! Schulmanator: Ha, Thanks! RepublicMaster: Thanks!! SimCoug: Lol, hope its not too much KonstantinII: I appreciate the suggestions, but this is specifically based on a game, and I'm using only vehicles and technology from it (Mass Effect). I'd use plugins, but there aren't any SC4 BATs and models from Mass Effect so Photoshop is my next best option. But thanks anyway! Hazani Pratama: Thanks! IL.: Check the link at the bottom of the update, the one that says "Drag and drop image to address bar", it'll link you to my 'Codex' page that has information on them And the tents I used from the other page are part of a very difficult to find SNM Military prop pack. I think you can still find it on the LEX at SC4D. Vinlabsc3k: Thanks for that, I'll keep that in mind to use Celestia, but in the mean time, I'll be using a 3D rendering software I already have Terring: Lol, go ahead, your the one that helped me get all this stuff Thanks for the list btw, very helpful! RoosterBooster: I've just released a lot set called "Huston's Endeavor City Colonial Prefabs" on the STEX. It's new and should be on the page in the new releases. KonstantinII (2): That's the storyline in this City Journal based on the game Mass Effect. You should look it up so you know why I've chosen them as the 'invaders' Joshsam: Yep! And Thanks Spursrule14: Always honored to be on the BOTB! Felano: Thanks so much! Previous Page: RepublicMaster: Thanks for the complement Fox: Good to see you eager and interested to read TMW _____________________________________________________________________________________ Note: Hello again, just another update but this time, it's set on a genuine Mass Effect game planet, created by Bioware themselves. Though in the game, you can't actually explore it, this here is my take on what it might look like on the surface of the very barren and almost lifeless world. Hope you enjoy my latest installment! _____________________________________________________________________________________ Flying out of the beautiful Antheon Nebula Cluster, we now make our way via the Sochin Mass Relay as well as other Mass Relay's connecting the Antheon Nebula to the wider galaxy, we find ourselves at the outer rim of the Milky Way Galaxy. Here in the Shrike Abyssal Cluster, there are two occupied star systems, one of which Xe Cha, will be the main focus of our voyage across the galaxy. In the Xe cha star system, a special duo co-exist; Two previously life abundant garden worlds with intricate forms of carbon based life. Unfortunately, both worlds suffered what seem to be co-ordinated large-scale impacts, and the life on each of the two worlds were extinguished. Now, Tosal Nym, one of the two garden worlds in the same system, is almost completely lifeless. The only life that remains on this world are that of single cell life-forms found in the remenants of its mostly reduced oceans and seas. In some parts of the planet, dry arid weather, particularly close to the equator, land suffers vast sand storms due to the arid and barren landscape. Researchers and Scientists though, flock in numbers for expeditions to these two worlds, to find out more about its past abundance and to see if they could find any sign of former sapient dominance on the planets. The Delta, a random name given to the area was derived from the dried up Delta feature located in this region. This particular area is a representation of how barren and dead Tosal Nym has become due to its past mass extinction event. Its landscape. Vast and dead...Silent and dead. It's hard to contemplate the fact that this used to be home to complex life. That it used to be green with grass and not browned with sand and dry soil. Sand continues to blow through its rugged landscape. Its approximate 19 hour day makes wind speeds slightly faster and more intense making sandstorms more frequent and more severe extremely dry and arid regions along the equator of Tosal Nym. Up the mountain, dead trees still remain. It seems these trees, which have been standing for several millenia, have stood against the test of time. Though dead, previous research shows they seem to be genetically able to last years on even though scorched, and decomposing would take longer than often suggested by scientists. The intensity of the sandstorm peaks and sand is thoroughly blown, making visibility on the ground anywhere between 20-30%. This sandstorm though, is still only relatively small in comparison to previous recordings in this region. Finally, the strong wind begins to die down, and the sandstorm with it. An array of trees in the image show its former glory. As aggravating as these storms can be, from above, they can look very spectacular. The sand puts on a very beautiful show from an aerial perspective. Nearby, a peculiar setup of rocks is found. Along The Delta, researchers are also nearby, surveying these rock formations. This maybe a link to former sapient species. Though it does not clarify if the species located here were of stone age development as the rocks are found to be several thousand years old when they formed the rock setup. Nearby, a campsite for scientists and surveyors of the area are not to far from the setup. Equipped with nothing more than tents, essential supplies, research equipment and a heavy Mako vehicle; they can travel virtually anywhere on Tosal Nym. Meanwhile, a Kodiak transport ship is leaving the The Delta and Tosal Nym, taking with it valuable information and samples that the scientists and surveyors have obtained from The Delta's sandy mountains and plains. It's destination is set for the Serpent Nebula, where it will take the samples and intel to advanced scientific research facilites located on the Citadel, the galaxy's beating heart of politics & govenrment, art & culture and commerce & finance, as well harboring scientifc research facilities used by all the galaxy's races finest scientists. Not far off, after the Kodiak transport arrives at the Serpent Nebula's Mass Relay, they head straight for the Citadel to take the information and samples from Tosal Nym for further analysis. _____________________________________________________________________________________ Thanks for viewing TMW! Rate 'n' Comment and +1 if you enjoyed the update!
  7. Version 1.0

    1,275 Downloads

    It's my first (real) upload on Simtropolis, and I offer you a set of futuristic lots to add your cities! Using hdorriker's Kohdat Modular Homes, I devised a set of 6 lots which have shaped to look rather futuristic and in the sense of a "new arrival" colonial feel, adding sets of unloaded barrels and boxes and storage tanks. Unfortunately, with my lack of time and lack of knowledge, I haven't made them into functional lots, and was hoping, that if anyone was interested and can turn these into functional lots for a re-release Functional Set (If anyone is interested, please PM me). But anyways, I'm not the best at lotting but these lots are for now, just merely "eye candy" lots, which are found in the Park Menu. This pack contains, as stated, 6 lots with varied appearances and structural height ranging from modular units to small high-rises. These are primarily to add to the lacking number of futuristic buildings, especially of the low and medium zone kind. Lot Information - Lot size - 2 x 2 (All lots are 2 x 2) Functionality - N/a (Not for V1) Lot Type - Park (Found in Park Menu) These have a set of dependencies, and I've minimized the number of dependencies required for the lots so there aren't too many, and chances are, you may have already downloaded them in the past. All to my knowledge, are required. Please notify me if there are brown boxes appearing due to any missing dependencies that are not listed. ________________________________________________________________________________________________________________ LOT DEPENDENCIES (FIVE files) ________________________________________________________________________________________________________________ BSC Mega Props JMyers Agriculture 02 BSC Mega Props MJB Vol 01 BSC Mega Props - SG Vol 01 Kohdat Modular Homes Series ~ by HDorikker LRM Prop Pack 02 (Download for Belgian Street Lights) ________________________________________________________________________________________________________________ I need to credit HDorriker for making such a great BAT that have lead to the creation of these lots! Thanks a lot HDorriker!!
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