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City-building game(s)

Found 19 results

  1. Weird Railway Glitch

    I recently installed SC4 on my new rig (running Windows 10). Installed NAM 47. Installed a bunch of different mods, but none pertaining to railway textures as far as I can tell. The issue at hand is a glitch involving some of the railway intersections and any time multiple tracks are laid next to one another on the diagonal. The RRW texture works perfectly except for in those two areas, where the original Maxis textures seem to pop through in a diamond pattern. Please see pic included for reference. I have tried installing various reskin mods for railways, but they either don't work with the most recent NAM or the glitch still occurs through the reskin, same as in pic. I have deleted and reinstalled NAM 3 times now. Tried running in both software and hardware mode, as well as different compatibility modes. The glitch keeps occurring no matter what I do. Has anyone else run across something like this, or have any idea what my issue might be or how to fix? I can try to build cities around this specific limitation, but that can create some ugly/unrealistic railways depending on the map and region geography I'm working with.
  2. Trams and Trains

    I have noticed that tram stations and HSR both have arrows pointing one way or the other. Does this mean the trams and trains will only follow the direction of the arrows?
  3. SM2 Post Office Rail Depot

    Version 2.0.0

    807 Downloads

    SM2 Post Office Rail Depot A 50's style building where mail used to be delivered to by trains and then sorted out for local delivery. Lot size 3x3 Power req 8 Water req 4 Plop cost 3500 Bulldoze cost 350 Provides CS-$ 120 CS-$$ 62 jobs Transit capacity 80,000 You will find it in the Landmark menu Run a DTR track through the lot so that both passenger and freight trains can traverse the lot. Compatible with both vanilla Maxis and NAM's RRW tracks. Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 SM2 Mega Prop Pack Vol4 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3885 SM2 Mega Prop Pack Vol6 https://community.simtropolis.com/files/file/34872-sm2-mega-prop-pack-vol6/ BSC - VIP girafe carpack vol. 1 & 2 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=2821 BSC - VIP Girafe Poplars https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3579 SP SuperSHK MEGA Textures https://community.simtropolis.com/files/file/31006-supershk-mega-parking-textures/ Simmer2
  4. This is weird to explain. I've got a ton of custom puzzle pieces for custom Rail tracks but I have problems seeing what they are exactly. There are tons of Youtube videos but I don't see anything like that. The best way to describe it is the Option puzzle piece is too transparent and invisible. I can barely see what it is. I'm running Windows 7 w/ custom resolution 1920x1200 and RTX 2080ti Video card Its not the GUI buttons, but the puzzle display on map itself
  5. Scoty Field Paths & Hedges

    Version 2.2.0

    1,534 Downloads

    New .. Submenus. Included Seasonal Version By Phil - philforhockey51 This little plugin of 66 Lots, proposes a field path lined with hedges (bushes, trees). To create bocages. The tracks are adapted to the tractors proposed by the VIP and Namspopof team. They can be found for example in Fantozzi’s farms (Colossus Farming). And won’t be too disturbing with SPAM. The set of Lots includes ortho, diag, and various junctions with streets. All Lots come with a generic grass Basetexture, which can be «canceled» to obtain transparent Lots. So, depending on your situation (DLL, OS, plugin) you will be able to use this plugin while keeping texture files or simply delete them. It’s not more complicated than that! If you have installed Transparent Texture (Water Bug) Fix DLL, do the part A installation. If you do not want or can not use this DLL, you can use the file proposed here in 2021 (from Cori’s patch), to fix the «water-bug» and thus do part A installation also. You prefer or can not fix the water-bug (really ?!) - FPH v. 1 - then I propose you the part B of installation. Installation Unzip into the Plugins\ directory. Load the Dependencies. .. In directory ..\plugins\scoty\ Choose between the EverGreen or Seasonal version of Lots by deleting one of this folder : scoty_fieldpaths_hedges_seasonal\ or scoty_fieldpaths_hedges\ .. In directory ..\plugins\scoty\scoty_textures\ scoty_FPH_Tex_strt_CHOOSE Choose the texture of your current streets and delete the others .. In directory ..\plugins\scoty\scoty_textures\scoty_FPH_grass_CHOOSE-ONE .. A ... You can delete all files, since you opt for Transparent Lots! .. B ... Choose the file to keep from the supported Terrains (V.1 of FPH .. see scoty_FPH_guide_2.pdf in ZIP). Dependencies » Nams props pack vol 2 » Nams props pack vol 1 » VIP orange AgriPack ... Only VIP_Or_AgriPack_Props.dat, if you don’t want the MMPs. » Vnaoned propspack 1 » Les Murets de l’Aubrac Orange TSC ... Only /props/Or_TSC_Les_MuretsAubrac_prop.dat .. But I recommend this complete plugin! » Plane Tree » bsc-vip-girafe-flora » Rock ‘n’ Stones » SPOT 2.2 .. » Submenus DLL 2.2 .. » Scoty Submenus & Icons Collection ... Fieldpath submenus are inserted into the sub-submenu: Filler\Rural-filler\ ------------ Many thanks to @philforhockey51 - aka BushMan - and his horticultural team, fresh out of the agronomy school of FPH (Fabulist Prankster Hedgehog), for his most luxurious and bushy Seasonal version! ----------- A special thanks for RIVIT. For its time, expertise and support in so many projects. Zip of information and Photoshop Curve file : convert_Terrain_inLot.zip
  6. Hello, I have got into a mess with my current city and really need a 6 track station (3 platforms). What I actually need (aside from better planning) is a 6 track 2 monorail 2 metro mega-hub, but I'd settle for a 6 track station. I cannot find one in the workshop - but have found a post showing one on this site (https://community.simtropolis.com/forums/topic/68962-elevated-multi-track-station-with-integrated-bus-hub/) - except it has a bus hub which is the one thing I don't need. Sadly I don't really have the time to produce a model myself - not that good at Blender . Soo... Is there anyway to stick station assets together in the editor so that the sub building does not moan about not being connected to a road? I found a good 2 track station on the steam workshop and tried to add it the the standard train/metro/monorail hub. This works and the sims change tracks but the sub building has that 'I'm not connected to a road icon' on it. Is there a way to kill a buildings road connection? Many thanks
  7. Version 1.0

    839 Downloads

    SM2 RRW HD Rail Bumpers and Props This mod replaces both the US and EU railways stub bumpers with a custom HD universal one. It will also add small railcars and clutter to the end of the rail stubs just like in real life. Both Orthogonal and Diagonal DTR and STR will get the bumpers but only Orthogonal DTR and STR will get the mini railcars and clutter for now. If you already have end stubs drawn in your maps, you only need to touch it with the rail tool to make it change to the new set. This mod is made with a huge prop family library therefore the possible permutations on end rail stubs are in the 10's of thousands. 17 different railcars and 20+ clutter props. I could click on the end rail stubs 1000's of times and never get the same combo again. If you have my previous mod installed make sure the file SM2_RealRailways_T21_Uni.dat gets replaced with the new one. Or drop the folder Z____SM2_RRW_HD_Rail_Mods in the root plugin and let it replace the old one. To remove this mod just delete the folder. You can only have one installed at any time. Dependencies SM2 Essentials https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3586 SM2 Mega Prop Pack Vol1 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3640 SM2 Mega Prop Pack Vol3 https://www.sc4devotion.com/csxlex/lex_filedesc.php?lotGET=3787 This mod will only work if you have NAM installed with the RRW option. Questions? Please post them here https://www.sc4devotion.com/forums/index.php?topic=17211.0 Alternate links for my packs only SM2 Essentials v4 https://community.simtropolis.com/files/file/32979-sm2-essentials-v4/ SM2 Mega Prop Pack Vol1 https://community.simtropolis.com/files/file/32980-sm2-mega-prop-pack-vol1/ SM2 Mega Prop Pack Vol3 https://community.simtropolis.com/files/file/32982-sm2-mega-prop-pack-vol3/ Simmer2
  8. Hello! Maybe my topic is not a new, and there is a lot of information in this website, but anyway I have decided to create a new topic because I tired of seeking any of interested information =) And an information can be updated from year to year, because SimCity4 is the eternal game. I tried to find an instruction at Youtube and in the Internet about how can a build for example 6x6 avenue which can connect to neighbour cities but I can't do it in the game. I also interested how can I make elevated or underground train rails? I have only found how to build an elevated roads, pushing Tab. I am going to build an underground subway and elevated monirail systems, but I am interested if addons has for example underground subway/monorail stations length of 8 cars, and if this length has an elevated monorail station? I think that standart 3 car stations can be too small, and I only see the exit is to build 2 stations near for having an illusion like 3car station *2 = one 8 car station (3 + 3 and + 2 rail segments). And if for example, subway has 8 car length station, can I use only the standart subway underground entrances as a pedestrian entrances (theoretically), of addons can have some of human entrances/vestubules which I could connect to road intersections? Thank you!
  9. Does anyone know if it's possible to make longer train stations tracks in asset editor? I've read in a couple threads that people have done it with "Move It" mod and "Advanced Building Editor". (@sokayha @Lee Towers @Tim The Terrible) So far I've loaded a station template, dragged the tracks a few meters on either end and added spawn points but the "draw line" tool in game cannot find a path...
  10. Grape Forest Street

    From the album aciaKa's City

    Mini track and forest on the left and neighborhood on the right.
  11. Version 1.1.0

    156 Downloads

    This lot is a dual purpose. First its a sign tell sims to rid the bus and use mass transit. Second its a power plant providing 6000k in power. The screen shots and files r in the zip foled...just unzip to the SimCity 4 plugin folder...and have fun...will upload the regular park versions later. PowerMassTransBillBoard .zip
  12. I'm trying to create a map, but whenever I lay a track or road, it's a little bit raised, like the screenshots show below. Why is this? No mods or assets installed - this should be a vanilla version of the game. Can anyone help me stop this from happening?
  13. To all the modders doing great work, I have a question: Would it be possible to make a subway line connect to a regular railway line that was underground? The reason I ask is because there are places in the real world where the 'subway' isn't all underground. The tracks come up from underground and connect to street-level tracks as well as elevated tracks. In the game there's currently no way to bring the subway up from underground, but is that something that could be modded? For instance, you have a normal subway line with a few stops, then you bring the tracks away from a stop, then continue them with regular rail tracks, underground, then from there you bring the tracks up to street level and to a station, or to one of the elevated stations that are on the workshop. Then from there you could continue on to any number of street-level/elevated stations before taking the tracks back underground to re-connect with the original subway line to complete a loop, or to start a new branch. Whatever the case. Would this be possible?
  14. Laying the tracks part 2

    Here is the second part two of our journal in laying railway through the city. The previous post was meant to be one journal, but I ran out of file uploads. Thanks for the comments, as I am now going to be using imgur, so these two-parters should be a thing of the past. I have also taken on comments about the bend in the road from Browns Line. As takemethere has very kindly shown, by using one-way road instead of avenue, it alleviates an extra tile needed to convert from avenue to road and allows the 90 degree curve. It also adds additional realism with the height of the bridge and the centre markings. If anyone can recommend a good terrain smoothing mod, I would really appreciate it. I have left the terrain unchanged for now, as I'm sure a mod will do a much better job than myself when I get round to it. Here is a snapshot of the altered bridge: Moving on. Next is the Kipling Avenue overpass. This is also where the railway starts to fork. Based on the width of the railway, there should be just under four tiles worth, but because it will be crossing the avenue orthogonality, I will go with three. The line coming off at the south follows an almost orthogonal route through the rail yard, whereas the northern branch follows the same fractional angle of the main line, but it had to be offset using a diagonal route, because you cannot have two parallel FARR one tile apart. The final road/rail interface along the mainline is Islington Avenue. This is unfortunately where the railway is at its widest (458 m or 28-29 tiles!). As NAM does not have puzzle pieces for road viaducts over FARR, I will need to use diagonal rail under the entire length of the bridge. Dual diagonal rail seems to resort to the Maxis default, so I will stick to spacing them further apart, although even these will resort to Maxis default for the road viaduct intersection. Here is my attempt at it. It does look rather ugly, but perhaps when the rail depot comes into place and the lines are expanded, it won't be quite as "bare". I've used 15m viaduct avenue for the entire stretch. Next step is to smooth off the bridge at either end. At the northern slop of the bridge it meets Judson St (which I've marked off using my previous map coordinate system). The intersection is very close, so the gentle ramp for the avenue viaduct is out of the question. The much steeper ramp will be needed; this also allows a few spaces for turning lanes. Whilst I was figuring out if I had enough space for turning lanes, I completed the intersection in its entirety, so here's a first glimpse of Toronto's road intersections. At the southern ramp of the bridge, it meets New Toronto St in almost exactly the same circumstances as Judson St. One major difference is that there is now enough space to fit a smooth sloped ramp AND the turning lanes. Again, I have completed the intersection. This one looks much nicer with the gentle ramp and I have also started to curve the avenue off at a fractional angle immediately outside of the screen. This is one of very few "kinks" in the city's strict grid system. Presumably it kinks to align with the optimum location for the bridge over the rail tracks. Let's bring back the OpenStreet Map and focus on the railway line heading north to the boundary of the map. It's 120 tiles east of the western boundary. For the most part, it is a dual track, with spurs merging on and off along its route. There isn't a built-in 72 degree rail split with the latest NAM, so I've converted the main line to follow a diagonal path for the junction. The northern line can now branch off smoothly with a NAM puzzle piece. The main line does look a little strange and it's hard to tell which one is the main line and which is the minor! There is also a small dual line serving local industry that branches off closer to Browns Line. I've gone for a different approach to its junction here, which does leave a rather sharp bend in the rail. It heads north towards Horner Ave., where it splits into two single track lines and terminates. I think this concludes the entry on rail. Obviously, there is more rail serving local factories and of course the huge rail depot(s), but as far as laying down the tracks, we're done here. Next up is laying down the (main) roads! Thanks for reading.
  15. Elevated Railway

    From the album Weekly Challenge C:S #1 - Street View

    Elevated railways..from street level! Glenvale's major rail line crosses over Commerce Avenue in downtown Glenvale. This train runs a commuter service to the state capital, Albany, about 70 miles away.

    © Linoa06

  16. Version 1.0

    4,916 Downloads

    STEAM Workshop link available, click download then click on (Main File) option. I've noticed a lack of rail-road intersections, and found a mod that allows me to build them. So here's another. This train-track intersection has been extensively "polished" for maximum smoothness of curves. I know it's not perfect, but trust me, after more than 10 hours working on it, that's as good as it's going to get until they upgrade the networks or something. That result you see there is the smoothest I was able to get. The overpass is 9m high only, as opposed to the normal 15m of in-game overpasses. This results in a very nice and smooth slope for the bridge. I found an issue where, if I left out the little stubs on the ends, and the user didnt put in a perfectly straight section, then the rail tracks would not branch properly. So this is why this asset is a bit larger than necessary, to avoid this issue. Details Size: 46x46 Cost: 13900 Upkeep: 221 How to use In order to use this, you first need to have built a train station somewhere in your city. To plop this, delete 4 or 5 sections on a straight part of your rail network, then align the asset to one of the ends and plop it. Now connect the other ends. Installation To install, unzip file, then move the .crp file into \Users\*YOU*\AppData\Local\Colossal Order\Cities_Skylines\Addons\Assets Replace *YOU* with whatever your user account name is on your machine. Please note the AppData folder is hidden by default, you'll have to show hidden files in explorer to find it. Visit my Asset Studio Be the first to like my FB page : ) Follow me on Steam Don't forget to rate, comment, share. Thank you and enjoy! The gorgeous map shown on images is Berglund Mountains, courtesy of Lazy_Leopard, get it here.
  17. Regional Subway Tracks

    Version 1.0

    4,818 Downloads

    Hey guys This mod allows you to draw regional subway tracks outside the normal 2k boundaries. NOTE: You must have MaxisGuillaume's Maglev as Subway mod in order for this to work as well as Project Akar. A video may be produced for this, although I don't know if one is necessary. NOTE #2: The icon in the picture is not the actual icon and the icon is not in the correct category in the picture. Please ignore that. How to install: 1. Unzip the file. 2. Install into your SimCityData folder. Special thanks to: - Yayie: For finding the correct property ID to help categorize the regional subway tracks. - HyugaHinata: For creating the icon. Enjoy! More mods are coming!
  18. I have been having problems with my new DLC. I have recently purchased the British and German city set for my game. I'm having a problem where the German High Speed Train Station is not snapping on to the tracks like the base game Train Station is, the GHTS is snapping on to a road and for some reason works fine without a rail connection. I have tried talking to EA about this problem with no luck. I then went to YouTube to see if anyone else had this problem, I only found one person with the glitch but it wasn't that helpful, it didn't even tell you what it is. Anyways I can provide a picture of the issue later, I just want my nice ads German Train Station function properly.
  19. Simcity 4 comes with some of the most epic tracks, like and http://www.youtube.com/watch?v=DhsY0uBbgyo, but it's also possible to add new tracks and customise the music player. If you also add custom tracks to the game, feel free to share them with us. Let me start with my custom music. Since my style is eco-futuristic, my music is somewhere between utopian and cyberpunk, where flowers and cyborgs co-exist. Here are a few of the extra tracks I add in my game: Tiberian Sun - Dusk Hour Suggestions are always welcomed. Don't be shy, share your Simcity 4 music list
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