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Lucario Boricua

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About Lucario Boricua

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  1. Show Us Your Suburbs

    Showcasing one of the numerous mansion and upscale suburbs of Borike, this one here hails from Sabaneque! Sims living here are in the outer orbit of Jaicoa, though Jaicoa seems to be encroaching into this area if judging by the presence of highrise office and business towers nearby...
  2. Show us your Universities, Colleges and Campuses

    Now to recover one of my missing posts, the Institute of Technology at Sabaneque! This is one of my most elaborate university campuses in the Kingdom of Borike, standing out as an eminently urban oasis of greenery and culture! With numerous sports, research, classroom and high culture amenities, it's one of the most memorable destinations of the whole region. And now seen from the east side!
  3. Show us your Region!

    Presenting the 112th regional view update for the Kingdom of Borike! Major changes since my previously published update that still survives (97th): Basic terraforming of the north areas of the region, including rivers, wetlands, trees, coastlines and vegetation Substantial growth on the north side of the Samaná-Jaicoa metroplex, mainly the cities of Sabaneque, Manaya, Hoconuco, Jicomé (new settlement), Eneas (new settlement) and Nisibón Substantial growth on the west side of the region, establishing the cities of Aguirre, Yaque and Caracusey, and growing Barahona and Bayaguana Expansion of the power grid in the inland west areas, interconnecting the various hydroelectric reservoirs Jaicoa reaches 527K inhabitants, Samaná reaches 450K inhabitants, Guamaní reaches 374K inhabitants, Manaya (a suburb of Jaicoa) reaches 311K, Abacoa reaches 307K, Baramaya reaches 263K inhabitants, and Maguana reaches 234K inhabitants. Overall population now exceeds 6.1 million inhabitants! Aerial, labeled: Transportation:
  4. Looking for newer tutorials

    Could you be specific about the topics you'd like to see covered? Same for anyone else checking this thread out. I do intend to contribute to solve this gap of NAM tutorial content, and I'm well-aware of the enormous complexity of navigating this mod.
  5. Is SimCity 4 Really Dying?

    Is SimCity 4 dead? Strong no, I don't think it would be dead if it didn't have a resilient community still playing and modding, with extremely advanced accomplishments like DLLs, a mod manager and significant updates for core functional mods. Is SimCity 4 past its prime of popularity in its genre? This one's an easy yes when considering how the player base has declined from its peak, and how several more recent city simulator vidoegames have much larger player bases. But, for a 23-year-old videogame, it has an impressively large and dedicated audience. If your involvement in SimCity 4 depends on having a large community, easy time in terms of compatibility with current computers and operating systems, and playing a 'current' videogame with official support, then this isn't the game for you. But, if you appreciate it for what the game is and what its community has done for it over the years, I'm sure you can recognize that partaking on this city simulator is still worthwhile.
  6. Show us your Region!

    @kschmidt That's a cute region! Really curious that it looks so developed and it has such a low population, I get the impression that it's mainly farms and scattered villages, no big urban development just yet, in spite of the extensive rail network and the rapidly expanding road network. Over here I have the Kingdom of Borike in its 97th regional view update! I've been focusing on preparing the terrain along the north coast, which I'll hopefully complete by the 100th regional view update. Population stands at about 5.4 million inhabitants, by the end it should be somewhere between 12 and 15 million, if I follow the same development pattern of the populated areas. Aerial view with labels: Transportation view:
  7. SC4 Region Census

    Good news, the fixes work and now both problems I reported stopped occurring, thank you!
  8. SC4 Region Census

    Second technical support comment! Now the problem I notice is the program isn't saving JPGs directly, only the source PNG version of the city / region view files! Seems I have something else unresolved in my installation if this is happening. This is the error log message I'm getting: Traceback (most recent call last): File "MyFrame.pyo", line 420, in mnuSaveThumbnail ImportError: No module named Image Traceback (most recent call last): File "MyFrame.pyo", line 134, in mnuFileSave File "PIL\Image.pyo", line 2084, in save File "PIL\JpegImagePlugin.pyo", line 621, in _save IOError: cannot write mode RGBA as JPEG Traceback (most recent call last): File "MyFrame.pyo", line 134, in mnuFileSave File "PIL\Image.pyo", line 2084, in save File "PIL\JpegImagePlugin.pyo", line 621, in _save IOError: cannot write mode RGBA as JPEG Traceback (most recent call last): File "MyFrame.pyo", line 134, in mnuFileSave File "PIL\Image.pyo", line 2084, in save File "PIL\JpegImagePlugin.pyo", line 621, in _save IOError: cannot write mode RGBA as JPEG Traceback (most recent call last): File "MyFrame.pyo", line 134, in mnuFileSave File "PIL\Image.pyo", line 2084, in save File "PIL\JpegImagePlugin.pyo", line 621, in _save IOError: cannot write mode RGBA as JPEG Traceback (most recent call last): File "MyFrame.pyo", line 134, in mnuFileSave File "PIL\Image.pyo", line 2084, in save File "PIL\JpegImagePlugin.pyo", line 621, in _save IOError: cannot write mode RGBA as JPEG Traceback (most recent call last): File "MyFrame.pyo", line 134, in mnuFileSave File "PIL\Image.pyo", line 2084, in save File "PIL\JpegImagePlugin.pyo", line 621, in _save IOError: cannot write mode RGBA as JPEG Traceback (most recent call last): File "MyFrame.pyo", line 134, in mnuFileSave File "PIL\Image.pyo", line 2084, in save File "PIL\JpegImagePlugin.pyo", line 621, in _save IOError: cannot write mode RGBA as JPEG
  9. How to build a 6-lane tunnel and 6-lane ring ?

    @DreamMachineMan Prepared here a few examples of roundabout designs doable with the RealExpressway (REW) pieces! To begin, these are the REW FLEX ramp pieces, the A1 and B1 pieces also support OWR-1 overrides, all the others are for OWR-2 or OWR-3. Meanwhile, the Road / OWR-1 splitter FLEX pieces are currently limited to Road support, these work similar to the drag patterns for RHW-2 branching off as two MIS ramps in opposite directions. You can use the OWR-3 ramps to build larger and smoother interchanges that support the surface road networks featuring 3 through lanes per direction. Here I'm showing an example featuring RD-6, twin OWR-3s, TLA-7 and AVE-6. You can replace the 3x3 90° curves with short diagonals or with 2x2 90° curves if you want a more compact footprint. Make sure to provide enough space to transition OWR-3 to the other NWM variants, those use drag patterns. You can also swap the E1 OWR-3 ramps for B2 OWR-3 ramps if you want 2-lane channelized outer turns. Or, if you also use the ramps for OWR-2 as the mainline (A1, B1, D1, E1), you can also hook up AVE-4, TLA-5, RD-4 or twin OWR-2s. This one shows the smaller footprint, but do mind the tight override situation for the OWR-1 crossing in the middle. If you want something bigger, you can also use the D2 and E2 ramps, which allow for large roundabouts using smooth curves and some diagonal connection support: It's also possible to use these pieces to build fully-fledged roundabout interchanges with RealHighway of nearly all the supported multilane widths. Depending on the ramp connections you want, change the REW FLEX ramps as needed. Or you can do roundabout interchanges with a crossroad avenue, either with a large size / smoother geometry, or a smaller size with tighter geometry: The smaller version relies on the automatic A1 and B1 ramps formed with two OWR-2s crossing at diagonal T angles: And, finally, make sure you know your drag patterns for the OWR curves! These are for 45° turns: These are for 90° turns. Your relevant options will be A, B and C. The other three (D, E, F) work for Road: Really hope this helps you and any other player who checks these out!!
  10. How to build a 6-lane tunnel and 6-lane ring ?

    One option you can use is the Real Expressway OWR-based ramp interfaces, especially those featuring OWR-3 in their mix. You can build much larger roundabouts by carefully connecting those, and probably with more credible geometry than the really sharp turns of the Avenue-based roundabouts.
  11. SC4 Region Census

    I'm having trouble getting this new version to work, namely the following error message: Any advice or guidance on how to fix this part?
  12. The town of Sabaneque shoots down two birds with one stone! Thanks to its new waste biofuel power plant, this place stays clean and keeps the lights on!
  13. Show us your Parks!

    Adding onto the park antics, the town of Sabaneque went with a lower cost design, an open grass area with paths, gazebos and flowering trees to adorn the landscape!
  14. Show us your Riverside, Lakeside, or Oceanside

    Got another lovely coastal view from the city of Guamaní! Now the entire beach corridor is fully developed, attracting huge crowds to gather under the sun, over the sand and in the rhythmic waves! This view here shows the whole coastline, going from the seaport, the city center beach, the coastal fort, and the newly developed southern beachfront!
  15. Show us your Creeks, Rivers, and Streams!

    As the city of Jaruco develops, a stagnant creek near the industrial park was rescued, and the fallow industrial land redeveloped into a glamorous walkable neighborhood! In that rescue, an old watermill was rescued and restored! The watermill does tell the story of this place, being the birthplace of industry on this part of the region, making use of a spring with an unusually high discharge right before it falls onto the main river nearby!
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