With these steps, you can mix and match roads to fit certain neighborhoods in your city:
1. Copy all files of roads that you want to manually place/have access to in "Data\XMLDb\Roads". (excluding Templates.xml, TemplateAmbients.xml, and Highway.xml)
2. Change the first line of each copied file as per this example:
<Road style="Orwellian City Street" extends="TemplateStreet" stringid="UI_CITY_STREET" hiddenatstart="true" environmentBG="Exterior Urban">
<Road style="Orwellian City Street 2" extends="TemplateStreet2" stringid="UI_CITY_STREET" hiddenatstart="false" environmentBG="Exterior Urban">
NOTE: Stringid refers to the localized name for "city street". If you place something other than a string that refers to a localized text, the name of your road will be blank in the game.
3. Add this to the Templates.xml file almost at the end: (after the </Road> tag and before the </Roads> tag)
<Road style="TemplateStreet2" extends="TemplateStreet">
<Trait name="ProfileCategory" value=""/>
<Trait name="AmbientsAffectedByProfiles" value="false"/>
4. Start the game.
PS: TM, can I make a zip file/XML pack out of this and post it in the exchange/on this forum?
==Making roads placeable on steeper terrain==
Change "SimRoads/MaxSlopeAllowed;float;0.37" to a higher value (such as .7) in Data/XMLDb/NewConstants.txt
==Making fires more frequent==
To tweak the chance that a fire occurs (spreads?), go to "Data/Scripts/Ability_FireRisk.cs" and change the values to what you want:
The default risk is "1.0f", without quotes. (f means floating type variable; don't forget the "f" or the game might not function properly)
The default "High" risk is "2.0f", and the default "Low" risk is "0.5f".
To change fire chance of occuring IF a disaster was triggered, go to Data/Game/Disasters/Disasters.xml and change the "weight" to a higher value:
Data/Game/Disasters/Disasters.xml wrote:<Disaster ID="Fire" category="Crisis" weight="20" player_trigger="false" disable_during_low="true" single_instance="true" script="Fire" aftermathNewsID="FireAftermath">
==General difficulty level
Go to "Data\XMLDb\Game\Difficulty Levels\Difficultylevels.xml" and change the values for 'JobEfficiencyRelaxed float="1"' (higher is easier) and 'GlobalDailyModifier float="1"' (higher is easier).
I don't know exactly what these do at this moment.
==Making it harder to make Sims happy==
To tweak base happiness when sims enter venues, go to "Data/Scripts/Ability_Variable Fun.cs" and change the values to what you want.
default wrote:inSim.Happiness += Globals.gRandom.Next(mMinHappiness, mMaxHappiness + 1);
modified wrote:inSim.Happiness += Globals.gRandom.Next(mMinHappiness, mMaxHappiness + .5);
You can also go to "Data\XMLDb\Game\Happiness\HappinessCategories.xml" and change the happiness minimum and maximum for each happiness level.
==Making All Cash Producing Events Produce Less Cash==
EDIT: Nver mind this.. I tried several things and none of them work. I will keep searching!
==Easiest Way of Creating a Portrait from a Plopped Object in SCS==
1. Everything surrounding the texture must be transparent. To do this, first create a flat texture that can be later cut out from a screenshot and which doesn't match the color variations of your object. A white texture will typically suffice. To add a white texture, add this to DecorativeTerrainSets.xml (in Data/XMLDb/Game/Decorative Terrain Sets):
In <DecorativeTerrainTables>: <TerrainType id="white" texture="white" bump="" spec="" tileSpan="4"/>
In <PaintableTerrainSetsTable>: <Set name="White" id="White" costPerTile="0" groundTerrain="-1" baseTerrain="white" portrait="white" clearAmbients="true"/>
2. Now start the game. Set Anti-aliasing to "off" so that terrain does not blend with the edges of the object you will soon place.
3. Cover section of the map with white texture, and place your object on flat terrain. Set up the camera in whatever way you want to make the screenshot, then make it. ("Print Screen" on Windows systems)
4. Now alt+tab out (or close) the game, and either paste the screen image into your favorite imaging program or open the screenshot that the game created and saved automatically. (for WinXP users, in My Documents/Simcity Societies/User Data/[your player name]/Snapshots)
In Photoshop or similar applicatins:
Cut out the white parts, leaving transparent pixels instead. (it may not be completely all one color due to sun lighting effects) Delete the white background if you have one. Save the image as a PNG in "Data/Graphics/interface/portraits". The same portrait name should be present (without extensions) when you place this data inside your object's XML file.
Note: Where you place the image doesn't matter to the game engine. You don't have to specify the location of the image in your XML "portrait" tag/value. Only the name matters.