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Found 6 results

  1. More Trade Depots

    Version MU-2.0.0

    8,203 Downloads

    *Download links are back online! Hurray! * *Important informations are given at he bottom of the page, check it out!* Hello people, my name is Seb ! Today I am presenting you something you might like a lot; this is the More Trade Depots mod. It alters the Storage Capacity of the storage plates from "100.0 units" to "1000.0 units" and "200.0 units" to "2500.0 units". Also, more workers are now required in order to operate the trade centers (5 employees instead of 3). *All preplaced modules have been deleted!* Placement cost has been reduced from "13.000§" to "7.500§" ; building maintenance cost have been decreased to "450§". Docks and Rail attachment limit for Large trade depot are now capped at "2". All storage plates have now the possibility to be placed twice farther in order to allow you an easier placement. What's coming in the "Major update 2.0" ? - «New» Storage plates with higher and lower storing capacities. - «New» Garages for transportation trucks. - «Add-on» Local and Regional rails for trains will be added in the menu when editing the trade centers. - «Possibly» Unique and specifically designed rails for Cargo trains. » How to install ? Files with the sub-extension .data.package have to be placed in "SimCity/SimCityData" folder ; Files with the sub-extension .udata.package have to be placed in "SimCity/UserData/Scripts" folder ; In order to ensure the mod works properly, bulldoze your original buildings (Trade Depot and/or Trade Port), next step is to save the game. Now, if files aren't already installed just do it ; if they are, or an older version is installed, then simply exit SimCity and re-open the game after you've updated files with the new ones.* * I'll mention the steps if new files appears or the names came to be changed. *Important informations* » The comeback Hey ! How is it going ? I'm doing pretty well if you ask me the question. During the summer, I was thinking at the "Good old times". Since the community felt a bit "dead" for SC2013, I decided to give to the game another "life". As the days were succeeding, I was developing my modding strategies and diversifying the techniques. Soon, I was able to visualize a prototype of a mod that would have great chances of working because all the concept was based on the game mechanics. After a few weeks, I installed back SimCity and decided to come back among this community. » The " Major update 2.0" or "SC2016" As you have read, I am back. Yes, it is clearly written B A C K ! And for this comeback, I've decided to create the "Major update 2.0" Now, you might be able to be surprised or mindblown much more often or easily ; I have an idea of how to modify the terrain in a city (I won't spoil anything as long as there are not going to be any "Successful" prototypes). » So... What can we expect from this event? Pretty much all things that the smartest modders couldn't create in the active modding epoch of the game (the beginning of modding on SC2013). Without wasting any more detail-ish sentences and lines of texts, here's a list of things you can now expect to see the day ! - Megatowers's crowns modding. - Megatowers's floors modding. - Greatworks modding. - Terraforming tools - ControlNet implementation in some facilities. - Custom rails and transportation tubes for OmegaCo's mining modules.
  2. Just saw a question in the general discussion forum about trading between cities which, as you all know, is mysteriously missing in the core game: This did however trigger a question: would it be possible to MOD this? It may sound a little advanced (or downright impossible) to do, but consider the following two options: A. Apply the game logic from the Great Works building phase to a city: You set a trade port to local, and in the region view of the GW you set the required material to 'delivery'-mode. If applied to a city this could work in same way (e.g. City A is producing plastic, City B is producing processors which a.o. need plastics. From City A, go to region view, select City B and set plastic to deliver'. B. Extending the 'Gift' functionality with an automatic repeat function. Currently the gift function is for a single transaction, but why not extend it with a 'repeat' function? (e.g. from City A, i select City B and in the 'Gift' tab i select the material (plastics), the quantity and i can select the interval: single transaction, hourly, monthly (in game time). If this could be done both for materials and cash, we could also, in return for the plastics, set City B to pay an x amount to city A using the same interval). I realize this would require both some hardcore modding and also UI adjustments, but it would make a great fix for the game: some actual Region Simulation and cooperation between cities!
  3. New Gotham - Night Pictures.

    New Gotham Here are some night pictures of New Gotham, in some of them you can see the base of the new arcology that is being constructed, the arcology currently has full metal and alloy, and 0 crates of TV's , I hope to show it finished in the next entry. There have also been many other changes, my trade HQ has been upgraded and so has my electronics HQ ( though pictures may not show this as some of them were taken before this. This means I now have 2 consumer electronics factories, one for TV's and one for computer's. New Gotham is in a multiplayer region. pictures:
  4. New Gotham - Day Pictures.

    NEW GOTHAM I originally planned this to be an industrial wasteland dominated by skyscrapers and hulking factory complex's, but for reasons unknown to me I veered from this plan, the result is as follows: I will be releasing night pictures soon
  5. So I have some oil drilling happening in one city, but I want to make another one of my cities in the same region a major trading hub. Can I trade my oil from one city to the other, then have my trading city sell it to the Global Market with a trade depot? Because I don't really understand how this works and I can't figure it out. Thanks!
  6. So I'm confused by a number of things in the region play. What makes a city "connected" I have a game with two cities next to each other and both have road connections but aren't directly connected. Will try ASCII dtawing because last time I logged onto the server the game was gone (maybe I had the wrong server though I've tried 6 and haven't found it yet) My city = X My City 2 = Y Other cities in between = O & P X Y | | O _ P So do I need to start cities in O and P and connect their roads to each other (haven't looked inside them yet) and then leave them or is the road connected and this is a bug? I have another city where the road autoconnected to another city that is next to me so it should work. The second question involves trading resources with another city I own: I've gotten it to work once, but then immediately (like 1 minute on llama) the advisor say "Nope, no more power, water etc" but I have over 200mW of power and at least 70kgal overage. I'm rather stumped at this point.
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