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Commuting to plops

Started by mindaugas, August 10, 2010, 11:02:58 AM

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mindaugas

I really love plops, but I understand sims cannot commute to them? Is that true? How do the plops maintain jobs? My plops will have jobs, but when I try and surround a big shopping center, for example, with residential, they won't grow because of commute time. Is this because the shopping center is pulling workers in from other areas of the city? But they aren't commuting? Sorry if this sounds confusing, I'm confused!  ()what()

Maybe someone can give my a general run down on commuting in SC4 Rush Hour, specifically with plops. Thanks!

WC_EEND

Right, here's what I know about ploppables: Commercial ploppables are functional if you have suficcient demand to support them, otherwise they will dilapitate and finally abandon, the same counts for industry. Residential ploppables are not functional. They plop, but abandon after a few months regardless of demand. Hope this helps you;)
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mindaugas

Thanks, I'm not actually plopping the residential, just zoning like normal. A house will build, then abdomen due to commute time. The plop commercials I have set down are doing fine on jobs and not dilapidation, but all of them have 0 commuters. That's where I'm confused.

Indisguise

#3
it the other way around, sims can end their comute at a plopable building, but can not start their comutes from one.

So RES Buildings when first plopped will seem to function corrctly, but as time goes by because the sims can't leave the building, sooner or later it will abandon. There are some mods that may adjust it so the building won't abandon for much greater time, say 100yrs or so, but they will go dead. RES buildings having no comuters can affect the simulator because the game views the building ingame with sims but none of them contribute to travel or fill jobs.

IND plops work in the scence that sims can end their comute at them and fill the jobs, but cause the lot can not start a freight comute, it will lower the cities cap relief cause it can never complete it's freight trip ever.

I'm not sure of the effects on the city if you plop down more IND than demand or later in the cities development  or over time the cap lowers to below the # of jobs that the plops contain. Guessing it not a good effect. As long as you use the sparingly and stay under the cities currnt demand or realize that it will stagnant the cities IND development later on they can be used. Some use them in their cities all the time specially in some of the CJ's mainly for to showcase some larger IND, say like a giant automotive plant or a large mine, that beyond the size of any growable.

Com Ploppable do function correctly as they are the end of the sims comute and they have no start comutes to speak of. The dangerous of using plopables is the fact they will never change (some find this to their advantage). or over plopping beyond the cities current demand can throw the simulator out of wack and it will react in all sorts of wacky fashions.

Personelly I don't recomend the use of plops, specially if you want to develope a city or region in a simulation manner as they cause to many issues that throw off the games demands. If your looking to play your game as a plop, as some do, you can use plopables, just need to be careful and know the issues they will cause your region or city and be willing to deal with such issues.

Plops having no comuters can be a few things:
A: RES buildings haven't grown yet in the city to fill the jobs in building. play the city a bit longer, sometime it can take quite a while specially if you plop down a very large COM type building
B: The region demand for COs is coming from other cities RES, which you need to play the surrounding cities to update comuters coming from the other cities to fill the jobs. Sometimes as you play the game estimates that any open city around it will have some growth while playing 1 city, which you need to go play the surrounding cities.
C: could be possible that you over plopped the # of jobs beyond the cities demand and or cap, in this case not sure of a fix other than bulldozing the building and waiting til the cities demand and caps can handle the lot.


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travismking

on some lots it seems necessary to plop them overtop already developed commercial space (space that already has buildings, not just zones)

mindaugas

Quote from: travismking on August 10, 2010, 12:31:50 PM
on some lots it seems necessary to plop them overtop already developed commercial space (space that already has buildings, not just zones)

Yes, I have seen that in some descriptions.

Thanks Indisguise for the great post. I guess it's back to the drawing board and learning how to grow these instead of plopping. It's just so much easier to sandbox control everything, especially when building downtown areas and large shopping centers. I am a huge fan of large industrial. I have been working on a city with an older midwest sort of look, especially with larger factories / manufacturing closer to downtown, as I feel this is more realistic.

I've been mulling over restarting the city. I'm glad I can at least plop commercial, this will help me keep the less modern look I am going for in the downtown area.

That also explains why the new york 1x3's always abandon because of commute :)

Anyone recommend a mod to block maxis content?

TheTeaCat

#6
How about the BSC No Maxis files available on the LEX. Blocks growable buildings.

Click here to get them :thumbsup:

:satisfied:
TTC

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mindaugas

Quote from: TheTeaCat on August 10, 2010, 03:03:12 PM
How about this one availbale on the LEX.  :thumbsup:

:satisfied:
TTC



Not bad, this one might let me be a little more detailed. http://www.simtropolis.com/stex/details.cfm?id=16393&v=1 It would be great to block certain buildings. Bleh, I can't complain, all this custom content is amazing for a game this old. No wonder there hasn't be a SC5.

ScottFTL

Quote from: mindaugas on August 10, 2010, 03:07:11 PM
Not bad, this one might let me be a little more detailed. http://www.simtropolis.com/stex/details.cfm?id=16393&v=1 It would be great to block certain buildings. Bleh, I can't complain, all this custom content is amazing for a game this old. No wonder there hasn't be a SC5.

The BSC No Maxis Files mod also lets you choose what you want to block.  Since the DuskTrooper Block ALL Maxis Mod is not compatible with CAM, I wouldn't recommend it.