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Found 19 results

  1. Site Upgrade Announcement I'm pleased to announce @Dirktator has confirmed that today, Simtropolis is scheduled to receive a significant site upgrade. In the process we'll be incrementing the site's version to ST9.0. The latest major update to the IPS Suite will be applied to bring a whole host of new and exciting features. Most notably: Reactions This will give more flexibility to describe why you like a content item. It'll allow Reactions to be tailored to best suit our community, such as with custom sets & icons. Recommended Replies A way for helpful, informative or useful replies to be highlighted inside a thread. Will be a way of drawing attention to popular posts, including those providing answers to the OP's question. Content Messages Allow announcements or important info to be seen within a content item. Uses may include thread guidelines, reminders to follow, or even useful info for reference (e.g. links or images). Promoting Content A range of possibilities to improve the accessibility of content. STEX files, CJs, forum posts, the whole lot. Social media options can be explored, such as to connect with the site's Twitter as a content stream. Fluid Forum View Optionally view the forum via a topic list or grid mode instead of traditional categories. This is configurable for all users via a toggle, so it's possible to easily switch between the views. Editor Uploading Improvements Simplified ability to attach images and files to a post. Now possible to drag & drop into specific locations, without needing to insert manually. Gallery Improvements A range of enhancements for uploading Gallery images. Usability improvements also introduced for albums, and also the navigation with the image lightbox display. City Journals Sidebar CJ authors can optionally add a sidebar with information about their entries. This uses the post editor, so text or other media can be added. HTML access available on request. Letter Profile Photos The default avatar replaced with a random coloured background, featuring the 1st character of a username. This will only affect users who haven't changed their avatar from the anonymous grey silhouette. There's also the Clubs feature, which will restore a similar functionality to the old Groups. The advantage here is it's integrated and built into the core software, whereas previously it was a 3rd party plugin that was made incompatible. We won't be rolling out the Clubs immediately, but we have some ideas on how they can be used more effectively this time around, since they'll allow more options. Plus a visual overhaul and an assortment of other minor changes. Along with a few other surprises in store coming soon, so watch out for those too... Expected Downtime Since this is a larger update than usual, the site may be unavailable for a slightly longer period. It's scheduled anytime from 12pm noon EDT / 4pm UTC onwards (view clock), and we anticipate this will be no more than 1 hour. Should the downtime be prolonged, please check our Twitter feed for progress updates. Bugs & Stability The new version has been released in a client beta for several weeks, meaning stability has been tried & tested. However as is common with any new software product, there's a chance for undetected bugs to crop up when applied in unique environments. Please bear with us if there are any instabilities to start with, and report them below or in the bugs thread. Feedback We'd love to hear ways the site and the above features can be improved or best implemented. If you've any ideas feel free to share them below. We'll also be opening threads specifically to gain feedback on specific aspects within the next several weeks. Thanks everyone, and we hope you enjoy the new site!
  2. I replaced some low density zones for medium density and only one building has developed. I have high demand for residential but not enough space to zone more. They all have water, and pipes under them. What I'm doing wrong?
  3. Real Upgradeable City Halls

    Version 1.0.0

    2,606 Downloads

    This mod may not be compatible with the "All 3 CityHalls Modd Reward fix". This plugin is intended to supersede that file's behavior. This is a DLL for SimCity 4 that makes the City Hall reward upgradeable. Instead of implementing the three City Hall stages as separate reward lots, this mod implements Maxis' originally intended behavior of actually replacing the City Hall lot as new stages are unlocked. It also prompts the user with advisor messages asking if they want to upgrade the reward, just like the airport upgrade behavior. This mod is part of my effort to deconstruct the internal game interfaces. The development thread can be found at this link. Source code is over here. Behavior The user is prompted monthly to upgrade to stage 2 when the city's population reaches 45,000, and to upgrade to stage 3 at 95,000. The mod also adds a cheat code, "UpgradeCityHall," that forces the upgrade prompt to appear regardless of population. Installation Unzip to My Documents\SimCity 4\Plugins. Compatibility Tested and working on 1.1.641.0 (Steam/GOG/Origin) on Windows. Also works in combination with SC4Fix and the Extra Cheats DLL. Untested but should work with any version of SimCity 4 Deluxe or SimCity 4 w/ Rush Hour. Mac and Linux users: this mod is untested on those platforms but my understanding is that SimCity 4 for Mac and Linux is essentially a Wine wrapper. Compatibility is not guaranteed, but it's worth a shot. If you're playing on Aspyr's PowerPC version of SimCity 4 this mod will definitely not work, but if you're using that version of SC4 you probably have other issues to deal with.
  4. So the aggressive Windows 10 upgrade tricks continue... http://www.pcworld.com/article/3073457/windows/how-microsofts-nasty-new-windows-10-pop-up-tricks-you-into-upgrading.html (There's also a BBC report). Be careful guys. Microsoft has now made it so closing the upgrade popup (using the X) now gives consent to the upgrade. Seriously, what kind of legit program accepts an action when you attempt to close it?! It's just like malware. Let's not forget this is the entire operating system, not just a standalone app being upgraded. Even for the average home user, it requires at least some basic thought and preparation (i.e. backups). They're trying to make the upgrade too simple, and Win 10 sound essential. Don't be afraid to proceed -- Windows 10 may well have some benefits. But people have reasons for choosing to postpone it or not upgrade altogether. Whether due to compatibility (such as legacy software like SC4) or just being familiar with their current setup. You keep hearing in the news of users with broken systems after upgrading. Just type in Google "computer broken a", and see what pops up. Such issues can be resolved, although not everyone is prepared or has the time to resolve them. Tricking people like this is not acceptable. It's causing inconvenience, hassle, and at worst rendering their machine unusable. For a couple of years now, personally I check each update individually, making sure such junk isn't installed in the first place. There's limited official info about each Windows update, but you can usually find out by waiting a week or so after release, then searching the KB number. However, for users with automatic update settings (the recommended), it's opening the door for this kind of thing to happen. Has anyone here been affected by this? Update: It would seem Microsoft has responded to the outcry from users: http://www.bbc.co.uk/news/technology-36376962 This is an improvement, but really it's still far from ideal.
  5. The NAM Team has encountered quite a few tech support cases recently, with users who have recently gotten around to picking up the latest version, and subsequently finding that some transit item in their city has gone missing. In every case, this has been the result of users heeding long-outdated advice from 5+ years ago, that suggested uninstalling the old version before installing the new one. This, however, is no longer the case, and since the NAM 31.x series of releases in 2013, it has been the official advice of the team that users should NOT uninstall their previous NAM version while upgrading to a new version. The NAM installer was completely overhauled for the move to the "Monolithic" package that has been the norm since NAM 31.0 in March 2013 (thanks to z1), and it is a lot smarter than the NAM installers of yore. Namely, just as it can read whether or not the game has been patched, it can locate a user's NAM installation, and is able to determine which options were installed. With the old installation in place, the installer can then read the files, and will automatically select the same components that the user had previously for the new installation. Additionally, many of the old issues with outdated controllers and the once-dreaded "red arrow bug" have been solved by the current package as well. If one instead follows the outdated advice of uninstalling the old version, the old NAM installation is no longer there for the installer to reference, and it is then entirely on the user to ensure that they select the same options they were previously using. With as many options as there are now in the NAM, that is no small task, and the possibility for installation error increases exponentially. If you happen to be concerned about outdated/conflicting files, there are mechanisms in the installer to handle this now, including running the built-in version of BSC Cleanitol. A few other related pieces of advice, to help streamline your NAM installation and upgrade experience: The Version Check and Switching from Disc to Digital This one has come up a lot lately as well, and quite understandably so. Microsoft has been doing everything in its power to try to eradicate the secdrv.sys driver file, which disc copies of SC4 require, including the infamous KB3086255 update for Windows Vista, 7, 8, and 8.1, and the complete omission of the driver in Windows 10. As a by-product of this, many users have been switching over to digital copies of the game, from Steam, Amazon, GOG.com, Origin, GamersGate, and other sources. The NAM requires the game's executable to be at least Version 1.1.638 (the version number of the disc copy with the EP1 Update 1 patch), and all of these digital copies are updated to Version 1.1.641, and do not need to be patched. However, if a user happens to have an unpatched disc copy (Version 1.1.610 or 1.1.613) still installed after installing the digital copy (or has a $%&^! installed in the folder for the original disc copy), the Windows Registry will still point the installer toward the old SC4 installation, not the new digital copy, and the installer will fail. There are two ways to get around this. Probably the cleanest in the long run would be to uninstall both the disc and digital copies, and then reinstall only the digital copy, at which point the Windows Registry will then point to the digital copy, and the NAM installer will be happy. The one case where you might want to preserve the disc install is if you're planning on also installing the game's official Building Architect Tool, which, reportedly, at least some digital versions with DRM (i.e. Origin) apparently prevent. In that case, the best solution would be to patch the disc copy, at which point the NAM installer and the BAT installer would see it as valid. The disc copy may subsequently be removed once the BAT has installed. For more on the BAT installation matter, see rsc204's post here. Edit as of February 2017 Regarding the Origin Version: There are confirmed reports of Origin retail customers being saddled once again with an unpatchable edition of Version 1.1.610, which will fail the version check, in addition to missing a number of stability fixes and improvements and BAT Nightlight support. If you purchased SimCity 4 Deluxe from Origin at any point (users who have redeemed CD Keys are apparently exempt), check your version number. Contact Origin (preferably in a visible, public place, like Twitter) if it is indeed the unpatchable edition. The NAM Team is presently trying to get Origin to go back to distributing a properly-patched version of the game. DatPacking and the NAM Another piece of advice that is of the same vintage as that uninstallation advice, that the NAM should not be "DatPacked", using a tool like wouanagaine's SC4DatPacker, or memo's JDatPacker, because of its negative impact on NAM upgrade installations. In the case of Mac users, however, the number-of-files limit present on the newer digital versions of the Aspyr port requires DatPacking (using JDatPacker, which is cross-platform) in order for the game to run properly with a larger NAM installation. This limit on the Mac port is not impacted by the size of the files, but merely on their number--enough empty subfolders will trigger it. With respect to the Windows version, the improvements to the installer prevent a DatPacked NAM installation from causing a "red arrow bug" in doing an upgrade (this was the main reason it was discouraged in the past), but because some users have exhibited a tendency to discard the pre-DatPacked files, leaving just the massive "Network Addon Mod.dat" file created by the DatPacker tool, the same issues caused by uninstalling occur, namely that the installer will not be able to discern the contents of the massive single .dat in the way that it could with the original file architecture, making installation error far more likely. Thus, for Mac users, DatPacking is recommended, but for Windows users DatPacking is still not recommended (unless you really know what you're doing). Keep the Installer Handy If You Change Your Mind on Features Particularly if you're on the fence on installing a feature, or if you're a new user who doesn't know what most of the options do yet, it can be to your benefit to keep the installer for the current version handy. If you decide you want to change options, leave your existing installation in place, and run the installer again. Just as with upgrades, the installer will be able to read your installation and the current set of options installed, which will help out immensely in determining which boxes to check and uncheck. And again, as with upgrading, it is not at all recommended to uninstall before running the installer again, as this makes re-installation a far, far more daunting task. Hopefully, this proves to be a useful reference for those of you installing, re-installing, or upgrading your NAM version. Happy NAMing! -Tarkus
  6. Version 1.0

    188 Downloads

    Cities XL 2012 Cities XL Platinum Requirement: 5 lane RHM2-Bridge RHM2 Tweaks and Fixes US-Highway Signs (RHM2) Wear and tear road Wear and tear Realistic Highway Mod (RHM2) Alternative Standard Road
  7. Barlow Upgrade P2

    The argument was: integrate the roundabout into the highway or let it stand alone and used as a quick way for reverse direction? The stand alone won the day and here it is... The two highway ends have met! While not seen, an underground roundabout is at the side heading to Foggy Heights. Industrial traffic cut a third of their time off deliveries. Access for residence is from an underground connection from the Foggy Heights roundabout and across the river on a six lane road. By the way, the river was designated unsuitable for water traffic and dangerous for recreational activities without proper safety protocols (sorry bungee jumpers, no more bridge towers). Our traffic, noisy day and night, has only one bottleneck from the exit ramp to the highway to the smaller Barlow industry and that is tolerable. One unusual mistake has become a feature as we will see... ...yes, the exit and entrance are placed in reverse! Surprisingly this works better than when it was "corrected" and we quickly put it back in reverse. The fact that all oncoming traffic moves to the center lane alleviates a collision. At this stage 2/3 of the roadway in Barlow Industrial were bulldozed while new power and water connections left all areas serviced. Eight new floating roof oil storage tanks are approved giving this abiotic operation a reserve capability during maintenance periods. That is good news to J. Garnerians because the price of fuel will not fluctuate while a dozen derricks are worked over. With new traffic patterns getting a work out from residence, commercial and business owners let's take a look as the Sun slips into night... No doubt the meetings to discuss Barlow will continue as new problems emerge. We thank our citizens for their patience and understanding while this monumental transformation was underway. Mayor (Acting) Haylo Stachoo
  8. Barlow Upgrade P1

    With Frankin's 6 lane in place times for industrial deliveries were reduced as the thought of doing the same for Barlow became apparent. Barlow suffers from an anemic road system unable to handle the dense and continuous traffic. First, a solution placed a road at the waters edge serving the back side of Barlow, but not helping the other side at all. Clearly not the most effective system! So from this we designed (experimented) a highway to connect the two halves of Barlow and we also restructured the larger portion of Barlow in three stages -- don't want too damaging a hit on the dynamics -- for the roads and access. This is a complete makeover for Barlow. The Blake Walsh use of exit ramps to and from the cargo terminal, so successful at Evergreen Ore and Franklin Oil transformed Barlow's terminal. With this step Barlow is about to enter an improved zone... I hope! Mayor (Acting) Haylo Stachoo
  9. Greetings fellow mayors. Do we know if there are any plans to upgrade the quality of the graphics? It would be great if the graphics were on par or better than SC2013. Also, is there a version 2 of the game coming out? Thanks
  10. Extended Road Upgrade

    Version

    36,306 Downloads

    This mod adds two new road building tools that allow you to upgrade between one- and two-way roads and to change one-way road directions, without having to demolish and rebuild the road. The tools work very similar to the default road upgrade tool. To convert an existing one-way road to a two-way road, you simply select the two-way upgrade tool and click on the segment of the the road you want to upgrade, and drag along the road to convert multiple segments. To convert a two-way road to a one-way road, however, you must drag to the direction you want the road to go instead of just clicking. One-way roads can also be changed to go to the opposite direction in the same manner. The roads are always converted to the same type counterparts, so it does not matter which road type you have selected in the road tool. This also means that it is not possible to directly convert a 4-lane road to a one-way road, because there is no 4-lane one-way road type in the game. Instead you must first upgrade the road to a 2- or 6-lane road and then convert it to a one-way road. Unzip into ..\Cities Skylines\Files\Mods. Activate the mod in your game. While the mod should work quite reliably, it is still somewhat experimental. Therefore it is recommended that you always save your city before using the mod. Current known issues: - Does not work on Linux. (fix planned) - Sometimes the mod stays on even when you are not using the roads tools, preventing you from placing electric lines or water pipes. If this happens, restarting the game should fix it. (cause unknown) - You can upgrade roads outside of the city's building area. (fix planned) Created by: Wiliz from Steam Workshop Source: http://steamcommunity.com/sharedfiles/filedetails/?id=408209297
  11. Version 1.0

    21,889 Downloads

    This mod attempts to make casinos a little more fun! It balances and upgrades all of the SimCity Casinos. It also gives larger casinos more of a competitive edge and makes them a worthwile investment. Features - Balance and Upgrades to all 5 Casinos and Modules, including Gambling HQ - Helps boost the larger casinos to make them easier to maintain and invest in - Includes a chart breakdown of all of the upgrades and changes to each building and module - Significant increases to module limits (8 to 48, 4 to 24, etc) - Includes package files for each casino (allowing you to pick and choose casino upgrades) - OPTIONAL: Doubles the plop region (distance from main building) for standalone Casino modules - OPTIONAL: Includes Special Edition Las Vegas Metro Police vehicles to complete your casino city Technical - Significant increases to module limits (more than double on some, quadruple on others) - Huge increases to casino tourist capacity (gamblers) able to play inside the casino - Increased sign and marquee limits to 2, 3 and 5 depending on available plop points - Balanced building costs and maintenance fees, based on available tourist capacity - Fixes to a few current casino bugs (sleek marquee maintenance fee too high, sci-fi had too many jobs, etc) - Increase plop distance from 200 units to 500 units for all building modules Please see included Chart.png for more information and exact value changes for each building and module. Planned Future Versions - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost and lower resource consumption (for experimentation) - More Balancing and Upgrade Abilities (with help from the community suggestions) Installation Instructions: Casino Overhaul - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder) - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience. - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates. - You may alternatively use the individual package files in the "IndividualFiles" folder to select which casinos to upgrade. Please see included Folder.png screenshot if you are still unsure on how to install this mod. Installation Instructions: Casino Plop Extension - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityData\ folder (not the \SimCityUserData\Packages\ folder) Installation Instructions: Las Vegas Police Vehicles - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityData\ folder - For each vehicle, there are three versions; Police Station, Police Precinct and French Police Station - You may install one vehicle for each Police HQ (up to three files total) - Do not install more than one file per station type, this may crash your game Warning - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page Related Overhaul Mods - Power Overhaul - http://community.simtropolis.com/files/file/29373-SimCity-power-overhaul-power-upgrade/ In light of my recent trip to Vegas, I decided to take my experience and apply it to SimCity Casinos. Like the Power Overhaul mod, I wanted to give a nice twist on Casinos without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding Parker Skyestorme Review: https://www.youtube.com/watch?v=IrFLzIEkj_8 <iframe width="560" height="315" src="//www.youtube.com/embed/IrFLzIEkj_8?rel=0" frameborder="0" allowfullscreen></iframe> Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Johnathan_Tycoon for initial request and testing Special thanks to Skyestorme for an awesome YouTube review!
  12. Metal HQ

    I do not understand what I have to do for upgrade the Metal HQ... I have good production of mineral and also the commercial store but what do i have to do specifically? Thank you
  13. Hey sc people, I've got a question: i have several mods installed and yesterday i saw that dizzy disaster had upgraded his mod pack,so i want to use that one. earlear i had skystorm pack 2.1 and put in myself some. the modpack from dizzy is an installer and will overwrite excisting (older) mods...? Ok but will it overwrite also the older mods from skyepack? and the ones i put in ? And will my cities still work with upgraded or new mods? here a linq from dizzy 3.0: http://crankygamers.com/cmdownloads/dizzy-dizasters-modpack-for-simcity-2013/#description thanx!
  14. Upgrade and Downgrade Mod

    Version 1.0

    2,985 Downloads

    Hello all I come to you with a new mod. Here's what it does: - When upgrading a dirt road, it will upgrade to a medium density street - When upgrading a low density road, it will upgrade to a medium density avenue - When upgrading a medium density road, it will upgrade to a high density avenue - When upgrading a high density road, it will upgrade to a high density avenue This mod will be updated guaranteed. Here's a video showing a demonstration of the mod: How to install: 1. Unzip the file after downloading. 2. Place all files in zip file into your SimCityUserData/Packages folder. NOTE: If this installation method does not work, try to place the files in your SimCityData folder. Enjoy the new mod!
  15. [UPDATE]Wealth Exclusive Casinos

    Version v2.0

    4,998 Downloads

    I have tweaked parkerwyoung's Casino Overhaul Mod to now have wealth-exclusive casinos. You can now build a city which gets only high wealth or medium wealth tourists. I tested this mod with the Elegant Casino (High Wealth Only) and have attached screens as proof. Note that if you place a landmark, this mod will not work and you will get other wealth tourists. To use this mod as is intended, DO NOT PLACE ANY LANDMARKS. This is intended to be an OFFLINE-ONLY mod. Installation: NOTE: If you have parkerwyoung's CasinoOverhaul package file in ...SimCity\SimCityUserData\Packages, remove the file from the Packages folder. 1. Place "Mod-Nexus91110-WealthExclusiveCasinos.package" in ...SimCity\SimCityUserData\Packages 2. Place the provided "SimCity-Scripts_287520926.package" in ...SimCity\SimCityUserData\Packages 3. Place "Mod-Parker-CasinoPlopExtension-v1.0" in ...\SimCity\SimCityData I have written in the "ReadMe.txt" file what changes I have made to parkerwyoung's Casino Overhaul mod. I have also made some changes to the number of signs you can place for some casinos. This mod has all the features of parkerwyoung's Casino Overhaul Mod. Now you can bring in only medium wealth or high wealth or low wealth tourists. Have fun creating the ultimate rich people resort !!! Special thanks to: Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ parkerwyoung, creator of CasinoOverhaulMod and for helping me out with the technical aspects of this mod
  16. Version 1.1

    26,467 Downloads

    This mod attempts to balance and upgrade all of the SimCity Power Plants, including Cities of Tomorrow Fusion and Wave Power. It also focuses on improving environmentally-friendly power to sustain larger cities without taking up valuable land area. New - Decreased water consumption for all Power Plants by 25% - Balanced air pollution on Coal and Oil Power Plants - Balanced trash generation (decreased 50% on Coal, 25% on Wind, increased by 33% on Oil) - Lowered Coal resource needs on Advanced Generator from 8.64 to 6.48 tons per day - Increased Oil resource capacity on Oil Power Plant (2k barrels to 6k barrels) - Increased power outputs and decreased air pollution on Coal and Oil Clean Generators (more incentive for research) - Increased Nuclear Power Modules from 4 to 8 (version 1.0 only went from 4 to 6) - Lowered power output on Horizontal Wind Turbines (version 1.0 double power was too much) - Adjusted power output on Nuclear Power modules (slight decrease from version 1.0) - Added individual package files for each power plant for more options Features - Balance and Upgrades to all 7 Power Plants and Modules - Works with Cities of Tomorrow Expansion Pack - Helps boost Wind and Solar power to be more sustainable with larger populations - Includes a chart breakdown of all of the upgrades and changes to each building and module - Includes package files for each power plant (allowing you to pick and choose power upgrades) Technical - Double module limits on each Power Plant (CoT Fusion Power Module limit cannot be increased to more than 3) - Increase for all module's power output by about 25%, some more than others - Triple resource capacity for Oil and double resource capacity for Coal Power Plants - For CoT Expansion, ControlNet costs have all been reduced by about 20-25% - Added capacity for one additional Power Plant Sign, increasing limit to two signs - Cut the minimum workers for the Nuclear Power Plant by 25% - Adjusted total jobs for each Power Plant (small increases on Oil and Coal, decreases on solar and wind, 120 new jobs for Nuclear) Please see included Chart.png for more information and exact value changes for each building and module. Planned Future Versions - Reduce Plot Size of Wind Turbines and Concentrated Solar Arrays (to allow more compact arrangements) - Separate "God Mode" Scripts which remove maintenance costs, reduce construction cost, lower resource consumption and remove pollution (for experimentation) - More Balancing and Upgrade Abilities (with help from the community suggestions) - Thanks for all of your feedback on the mod. I have re-balanced many aspects of the mod and will continue to work on creating a great mod! Instructions (VERY IMPORTANT - PAY ATTENTION) - Install by copying the .package files into your ...\Origin Games\SimCity\SimCityUserData\Packages\ folder (not the \SimCityData\ folder) - Be sure to include the most recent versions of the SimCity EcoGame Scripts. I have provided them for convenience. - If you already have the EcoGame scripts, make sure they are up to date. No need to have duplicates. - You may alternatively use the individual package files in the "IndividualFiles" folder to select which power plants to upgrade. Please see included Folder.png screenshot if you are still unsure on how to install this mod. Warning - This script is intended for OFFLINE MODE. Using it on Online Mode may cause issues - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA modding policy: http://forum.ea.com/eaforum/posts/list/9729407.page This is a mod I have been working on for the past few weeks. Lots of testing, lots of searching package files to find all of the right components, lots of thought on how to give a nice twist on Power without affecting the balance negatively. If you have suggestions for the mod, please comment below or message me. Don't give a bad rating if you don't agree with certain aspects of the mod. Instead, contact me and let me know what your concerns are about the balance, let's work together on it. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy Modding Parker Skyestorme Review: <iframe width="560" height="315" src="//www.youtube.com/embed/JRTF9hMFYDM?rel=0" frameborder="0" allowfullscreen></iframe> Author: Parker W Young - http://www.parkerwyoung.com/ License: CC Attribution ShareAlike 4.0 - http://creativecommons.org/licenses/by-sa/4.0/ You may modify and re-distribute these mod files only with appropriate credit given. Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Tobse for testing non-CoT compatibility Special thanks to Skyestorme for an awesome YouTube review!
  17. Large School Bus - Grade School Upgrade

    Version 1.0

    25,035 Downloads

    Mod of the Week! February 23, 2014 - http://scdnews.com/february-23-mod-of-the-week-large-school-bus-grade-school-upgrade-by-parkerwyoung/ Transport your grade school students the right way with the Large School Bus Upgrade! Features - Upgrade for your Grade School's buses - Doubles school bus capacity from 40 to 80 students - Uses existing models and textures, only swaps the school bus and bus lots Note - The default bus lot is visually identical to the large school buses. However, these two buses are technically "small buses" and will only transport 40 students. You may bulldoze this lot and replace it with a new bus lot to gain the extra capacity. I am working on a fix for this with a future update. Instructions - Install by copying the .package file into your ...\Origin Games\SimCity\SimCityData\ folder - Plop a Grade School and gain access to standard School Buses with 80 student capacity - You may rename the Mod File, but make sure it comes before "SimCity_App" alphabetically Warning - Modifying files is still experimental and might lead to city rollbacks - There is no official statement from Maxis nor EA about using mods, so use at your own risk - For more information on EA mod policy: http://forum.ea.com/eaforum/posts/list/9729407.page Related Vehicle Mods - Moving Trucks - http://community.simtropolis.com/files/file/29277-moving-trucks-variety-set/ This is a replacement mod for the Small School Buses used with the Grade School in SimCity. Now, you can have access to large, 80-capacity school buses for your grade school and your high school simultaneously. This mod should help with transporting students and will hopefully bring more aesthetic charm to your city. If you notice any problems, please report them in the comments and I will look at the issues as soon as possible. Be looking for more mods like this very soon! Thanks for your support. Happy modding Parker Special thanks to Oppie, creator of SimCityPak: http://simcitypak.codeplex.com/ Special thanks to Princess Cake for testing the mod and for screenshot contribution
  18. Hey guys, I just upgraded to Update 7. I haven't played too much yet, but go ahead and discuss your opinion.
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