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How to Add Custom Sounds to your Lot Submitted by: Becca [September 06, 2010, 12:39:38 PM] Taking Screenshots in SC4 by Paeng Submitted by: Paeng [September 05, 2010, 07:46:56 AM] Detailed Landscaping by Paeng Submitted by: Paeng [September 03, 2010, 07:39:12 AM] Using smoncrie's Hole Digger Lots To Produce Channels For Transport Networks by Rochefort Submitted by: vab423 [September 01, 2010, 10:55:21 PM] Realistic Highway Junction Tutorial by Rochefort Submitted by: vab423 [August 27, 2010, 11:52:49 PM]
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Topic: MountainView (Read 30795 times)
greenbelt and 1 Guest are viewing this topic.
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« Reply #256 on: August 16, 2009, 12:39:51 AM »
A just say it as a tip.  And most valuable they are ... :-))

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« Reply #257 on: August 19, 2009, 05:47:13 PM »
« Last Edit: August 23, 2009, 08:11:51 AM by paeng »

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« Reply #258 on: August 19, 2009, 06:02:01 PM »
Looks nice....  What is that dirt pile lot you have in there...?
"I am a Philosopher, Punnist, Poet, and Rambler so keep in mind I think ahead and backwards to point where communication is sometimes not completely understood, even if Enlish is my primary language, it doesn't mean I know it well N proper."Tamorr's LE Lots

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« Reply #259 on: August 19, 2009, 06:43:32 PM »
What is that dirt pile lot you have in there...? That's the 'Mitchell-Brinkman_Cement_Corporation' ... so it's not just the cement-pile, but also the building on top with the big parking lot on the left (7x8 all together). The one below the pile is the 'Alkaline_Pulp_Mill' (8x9), I think it's from the same batter. They're nice pieces, though if I use those again, I'll re-lot them first ;o))

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« Reply #260 on: August 19, 2009, 07:48:47 PM »
I finally got the file downloaded, so I could put it on the PLEX.

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« Reply #261 on: August 19, 2009, 07:57:57 PM »
what about the one that is a big hole and looks like a picture?

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« Reply #262 on: August 19, 2009, 08:04:44 PM »
For some reason the freight yard file is not working. As soon as Paeng sends me a new copy, I'll fix it.

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« Reply #263 on: August 19, 2009, 08:23:24 PM »
what about the one that is a big hole and looks like a picture? hmmm ... I hope I got you right - you mean the ore mine? That would be 'BLaM - HIDPBistagne_Iron_Ore_Mine' (probably on Stex)

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« Reply #264 on: August 19, 2009, 09:07:02 PM »
Nice... I'll have to look that one up...  And I do agree it does need a bit of relotting, although at least has the look. 
"I am a Philosopher, Punnist, Poet, and Rambler so keep in mind I think ahead and backwards to point where communication is sometimes not completely understood, even if Enlish is my primary language, it doesn't mean I know it well N proper."Tamorr's LE Lots

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« Reply #265 on: August 19, 2009, 09:34:11 PM »
Ok, now the download is working correctly.
Got the new one uploaded.
Thanks Paeng.

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« Reply #266 on: August 20, 2009, 12:10:51 AM »
Wonderful industrial area. I *really* need to work on that. Mine are just grid after grid of high tech and are really pretty boring; and very inconsistent with the the theme I'm working around now, which is to make an early 20th century American city.

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« Reply #267 on: August 20, 2009, 07:01:55 AM »
Mine are just grid after grid of high tech and are really pretty boring; and very inconsistent with the the theme I'm working around now, which is to make an early 20th century American city. Yep, I usually end up with these very clean and orderly ind-zones, too. I find it quite hard to keep that gritty ID look. On this particular city it went like this: Made some ID historical, and don't educate too much (first). When IM starts, raise their taxes (a little), same with first interest in IH. Usually then comes a slump in industrial demand, everything focusses on COM. Don't educate too much, still (no university!). Raise your population - suddenly, ind demand (ID and IM) will start up again. Adjust taxes little by little. Slowly there will be a pattern, which area Res goes where to work - so now you can put high education for a certain area only, and you'll get IH again as well - just keep them taxed fairly high, so they don't take over everything ;-) And of course you need some ploppables, the basic stuff is not so varied. Just keep an eye on the demand, as many ploppables have rather high jobs (thousands)...

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« Reply #268 on: August 20, 2009, 08:32:47 AM »
Yea, that's a good point.. so many players think their job is to "make everyone rich and fancy".. this doesn't work as they soon find out and then they're dissappointed.. :( And I admit that the game's advisors don' thelp AT ALL! They actually lead you to do the wrong thing.. that's one of my most critical points about the game.. I now play to control the games distribution.. and keep R$ 50-80% of my population.. and hold R$$$ to no more than 10-15%.. (of course you can make certain tiles "rich" but be sure to supply them with LOTS of R$ from immediately surrounding tiles. This is one of the reasons I think so many beginning players (and more experienced too.. hehe) to think they have to operate with various cheats and demand mods..

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« Reply #269 on: August 20, 2009, 08:58:59 AM »
Once again fine job paeng!

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