SC4 Devotion Forum Archives

SimCity 4 General Discussion and Tutorials => SimCity 4 General Discussion => General Custom Content Discussion => Topic started by: pvarcoe on February 06, 2007, 11:19:56 AM

Title: Placing buildings in water
Post by: pvarcoe on February 06, 2007, 11:19:56 AM
Is it possible to take an existing building (say a gas station or small shop) and plop it in water?

I would like to create an effect of a flooded area with buildings half covered with water (the bottom half :D

While I'm at it, is it possible to place a road or street under water?

Thanks
Title: Re: Placing buildings in water
Post by: jeronij on February 06, 2007, 01:10:19 PM
You can make a lot plopable inside water using the water tab in the Lot Editor. Simply place one water tile, and the whole lot will be placeable in the water.

However you can not place networks underwater. Game limitations  $%Grinno$% . I suggest you to use the rain tool to create this flooded area effect.
Title: Re: Placing buildings in water
Post by: jplumbley on February 06, 2007, 01:13:33 PM
Since this area would be abandoned anyways you would also be able to make the roads into ploppable lots as well!!

Just so you know that here are other ways around using the rain tool :P
Title: Re: Placing buildings in water
Post by: wouanagaine on February 06, 2007, 01:21:34 PM
Another solution is to raise the waterlevel in the Terran examplar which depends on the terran mod you're using

Title: Re: Placing buildings in water
Post by: pvarcoe on February 06, 2007, 01:33:39 PM
Brilliance!
I'm such a slow thinker some times.

I will lower the water level (sea level) in the snowcapped file.
Build the townsite in the lower land.
Then raise the water back up to original level and have a flooded town.
It should work?? (I hope)

I like Jeronij first idea too though.
I have to get into the editor and learn how to use it.

Thanks guys, I will let you know how it works.
Title: Re: Placing buildings in water
Post by: pvarcoe on February 07, 2007, 06:53:23 AM
Well, it worked as advertised.

I altered the snowcapped file by lowering the sea level.
Then built a small subdivision on the newly dry land.
Saved the new work and closed the game.

Changed the sea level back, fired up the game,
and the new subdivision was under water.

A few notes though....
Because I had built streets and roads,
traffic now runs under water (kinda spooky).
Lights are on, there is power in the subdivision.
I could cut the power, but then have to deal with zots.

So I would call it a partial success.
Ultimately, creating custom lots with an abandoned look about them,
that could be plopped in water, would be the best way to go.

Thanks for your help everyone!
Title: Re: Placing buildings in water
Post by: bwatterud on February 07, 2007, 07:20:22 AM
You could use the "tastyzots" cheat to remove the no power zots.  That would be good too, because the buildings would dilapidate. 
Title: Re: Placing buildings in water
Post by: dedgren on February 07, 2007, 08:39:42 AM
Phil-

You could also create a couple of quick and dirty lots in the LE using road and street textures.  It would look just like a road or street but not act like one (i.e., no cars).  You'd create a new problem, though, because all of your zones would complain about the absence of a transport network.

Like bwatterud said- tastyzots.


David
Title: Re: Placing buildings in water
Post by: jplumbley on February 07, 2007, 10:06:07 AM
Im just wondering.... Does the city still actually work like normal after the water level is raised?  This could be a little breakthrough for some really cool CJs if it did!!
Title: Re: Placing buildings in water
Post by: pvarcoe on February 07, 2007, 11:06:02 AM
Aquatica....coming to a mayor's diary near you!!

heh, I should trademark that name, fast.

As far as I can tell, the town functions normally, including people walking around.
I don't know if depth of water affects things, my test was in about 1 - 4 meters of water.
Also, I'm not sure if the lenth of time affects things, I only ran the test for a couple of game-months.

Could be interesting though.