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Moding capacity values

Started by Diggis, August 26, 2007, 03:42:43 AM

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Diggis

Hi,  I am just installing CAM and one of the things as i understand it is that I will need to increase the capacity of things like hospitals, schools and mass transit to allow for the larger population.

I am quite happy with the stations etc that I have, although am open to the idea of others, should there be any good suggestions, particularly for Schools, hospitals etc.

My question is actually, what program is used to change the capacity values, and is there a good tutorial on how to do it?

cogeo

#1
Don't try to mod directly the values of the ingame buildings, this can cause the dreaded funding slider bug to appear. Theoretically if you only have modded instances of these buildings plopped, you won't get the problem, but it is not a suggested techniqe anyway. Maybe search the LEX/STEX for high-capacity ones.

EDIT: as far as I know there are no specific requirements for ploppables as far as CAM is concerned (only be of high enough capacity). CAM mods the stages of some ingame stage-8 RCI buildings and adds buildings of higher stages too.

BarbyW

Simgoober has some high capacity civic and transport buildings. I am currently undertaking the monumental task of updating all his works &Thk/( and will start to upload to the LEX soon. I actually have had few problems using the RMT set, thanks cogeo :thumbsup:, SG's large passenger stations and his large capacity civics.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Filasimo

#3
Diggis if youre looking for a hospital with a max capacity somys giant consolidated hostpital BAT covers nearly a capacity of about 50k but ull need to plop just a few hospitals   http://www.simtropolis.com/stex/index.cfm?id=11175

for schools this one by swi 21 has the whole capacity for schools and its just a library
http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=404

hope those helps ya
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cogeo

Barby what problems are you talking about? Pls post or send me a PM.

RippleJet

Quote from: BarbyW on August 26, 2007, 03:56:44 AM
I actually have had few problems using the RMT set, thanks cogeo :thumbsup:

Cogeo, I think Barby meant she hasn't really had any problems with your RTMT. ;)

BarbyW

Sorry, cogeo, I have not had any problems with the RTMT at all. It works very well indeed. I did mean what ripplejet said.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Diggis

Thanks everyone.  I have a RTMT set, that I thought was an early Cogeo one, but isn't, it has diagonals, which I like, and would like to Mod to keep.  As for higher capacity for other buildings, I guess I'll look for some others then.  Thank you everyone who has posted links.

Edit: I just noticed that no one has said what I need to do to edit the lots.  Is it SC4Tool?

BarbyW

SC4Tool or the Reader can be used to mod, Diggis, depends whch you are most comfortable with.
Inside every old person is a young person wondering what happened. TP



Barbypedia: More alive than the original

Diggis

Cheers, I'm used to the reader more, so will have a look into it. 

cogeo

If you only want to change the capacities, the Reader should be more than enough. You don't want to change the way they are transit-enabled, I guess. SC4Tool can help with TE-ing lots, esp large ones.

Diggis

If I change the capacities of stations I have already plopped, will that cause issues?

cogeo

Don't think so, only the stations already plopped will have the origninal capacity I think.

Swamper77

Quote from: cogeo on August 27, 2007, 05:35:04 AM
Don't think so, only the stations already plopped will have the origninal capacity I think.
True since the game stores copies of the building exemplars for transit-enabled lots in the city files.

-Swamper77
You can call me Jan, if you want to.
Pagan and Proud!

Diggis

Thank you.

*Wanders off to mess up lots*
:D

Ramona Brie

Quote from: cogeo on August 26, 2007, 03:52:26 AM
Don't try to mod directly the values of the ingame buildings, this can cause the dreaded funding slider bug to appear. Theoretically if you only have modded instances of these buildings plopped, you won't get the problem, but it is not a suggested techniqe anyway. Maybe search the LEX/STEX for high-capacity ones.

EDIT: as far as I know there are no specific requirements for ploppables as far as CAM is concerned (only be of high enough capacity). CAM mods the stages of some ingame stage-8 RCI buildings and adds buildings of higher stages too.

What's the funding slider bug? Is this why my health and education start out low in new cities?

cogeo

The funding slider bug has... bugged many SC4 players. The funding sliders of some civic buildings (police, education, power etc) may start moving towards zero, by a fixed percentage each month, thus reducing funding and causing strikes, blackouts etc.

As for health and education starting low, this is normal for new and fast growing cities (sims moving in are supposed to be low-EQ/HQ). Provide health and education and they are going to improve within a couple of years.

Diggis

Health and education sliders start out at an average of the existing ones in the city I believe, as you raise them, new plops will also have higher values.

RippleJet

Quote from: Tracker on September 01, 2007, 11:30:14 AM
What's the funding slider bug?

The Phantom Funding Sliders Bug is triggered in the following way:

1. You build a civic building in your city, save it and exit.
2. You install a mod that changes the monthly cost for that particular civic building (or for the school buses or ambulances).
3. When reopening the city, the budget funding settings for all civic buildings are read from the saved game file.
4. If the modded buildings now have a reduced monthly cost, the game will reduce the city-wide budget funding, so that the figure in the budget panel matches the sum of the individual buildings.
5. This check will be performed the first day every month, and the city-wide funding will become smaller and smaller, till it reaches 0% or a level where the values already match, due to rounding errors.
6. If the modded building has a higher monthly cost than before, the funding will increase till it hits the maximum 120% level.