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Posted: Tue Aug 31, 2010 10:42 am
I managed to load one of the buildings, but I can't find " A Small Commercial Building", does it have a different name and in which section would it be?
Posted: Tue Aug 31, 2010 10:13 pm
It should just be "Small Commercial Building", but if you don't have the newest Koreal Building text.xml it could show up as just a blank.
Posted: Wed Sep 08, 2010 10:48 pm
I've been trying out making a new Specialist Sim, but am a bit perplexed on the process.
In any case, I'll put out a simple retexture soon before I release that one.
Posted: Thu Sep 09, 2010 2:10 pm
A Fresh Fish Market:
Posted: Fri Nov 26, 2010 9:59 pm
Letting anyone who still visits here (including the tumbleweeds) know that I'm still working on this project. Just been sidetracked by so many real life things.
Posted: Fri Nov 26, 2010 11:30 pm
Better throw in a few artillery pieces in that mod.
Posted: Sun Nov 28, 2010 11:44 pm
"Azeem" wrote:Letting anyone who still visits here (including the tumbleweeds) know that I'm still working on this project. Just been sidetracked by so many real life things.
Yeah, I know. Even I, the one who used to check-in here every other day, have been caught up in real-life secenarios. It's good to know that you are still working on the project, though. (My projects seem to be like rocks, building up in my "Documents" folder, just because I can't figure out how to make a SCS pack.
Posted: Mon Nov 29, 2010 1:13 pm
Making an SCS Pack is easy. It's just annoying and time-consuming.
Posted: Wed Dec 01, 2010 4:09 pm
I'm also still here, haven't played in awhile either, am playing Mafia Wars.
But I am still looking forward to getting the new goodies. Will check in again in two months... am going on holiday.
Wishing everybody all the best.
Posted: Thu Dec 02, 2010 10:16 am
I've been thinking of altering the game system a bit to better emulate the gradual evolution of a city. Rather than be able to build things like the Modelling Agency or Office Building right away, you'd be restricted to building only small businesses and venues; bigger stuff would have steeper demands. Also maybe decorations wouldn't produce any social energies but instead only have the ability to improve appeal or happiness of nearby venues.
Posted: Thu Dec 02, 2010 12:58 pm
"Azeem" wrote:I've been thinking of altering the game system a bit to better emulate the gradual evolution of a city. Rather than be able to build things like the Modelling Agency or Office Building right away, you'd be restricted to building only small businesses and venues; bigger stuff would have steeper demands. Also maybe decorations wouldn't produce any social energies but instead only have the ability to improve appeal or happiness of nearby venues.
Posted: Fri Dec 03, 2010 2:18 pm
The first building in the Small Businesses pack that I'm making - the corner bakery.
Posted: Mon Jan 03, 2011 6:45 am
A small town main street view:
Posted: Thu Jul 28, 2011 11:10 pm
Been a very long while since I've updated anything, but if there's anyone still playing SCS out there, I am slowly getting back into the habit of modding (mostly since I haven't bought any new PC game for nearly a year
) and have been retexturing new Korean-themed housing. Also been thinking a bit more about reworking the Social Energies system. I think decorations should generally not produce energies and instead consume them; it should be infrastructure or public buildings that produce social energies instead.
Posted: Fri Jul 29, 2011 9:32 am
I have not played in over 8 months I think. Am too busy playing Mafia Wars and CityVille in Facebook, I would like to get back to it though one day. I have almost forgotten how it works.
Posted: Fri Jul 29, 2011 3:23 pm
Still playing here, but rarely. I am too busy playing Minecraft. I tried to make the game so that the original SCS title music would play when you launch Destinations by converting and renaming the file, but I failed terribly.
I like your idea on reworking the social energy system, it makes a lot more sense that way.
Posted: Mon Aug 01, 2011 8:00 pm
Still playing SCS, looking forward to your wonderful mods.
Posted: Tue Aug 02, 2011 8:42 am
I'm hoping the upload feature will be reactivated soon. I could use Megauploads, but it's just easier directly posting stuff here.
Posted: Mon Oct 03, 2011 2:09 am
Some thoughts on the "Social Energies" system (if anyone is at all interested in SCS modding anymore
Rather than a "Social Energies" system, for the purpose of the SCS: Korea mod, they "energies" would simply be resources and thus the way they function in city-building would be as follows:Productivity:
produced by farms and infrastructure (sanitation and water buildings); consumed by factories, low-level commercial buildings, and homesWealth:
produced by office buildings and financial institutions; consumed by homes and servicesKnowledge:
produced by educational and research institutions; consumed by high-level factories and commercial buildings and city servicesCreativity:
produced by public parks, landscaping, and arts schools; consumed by certain businesses (particularly tourism), services, and decorationsSpirituality:
produced by landscaping, monasteries, and certain housing types; consumed by spiritual service facilities
All homes require at least one point of Productivity to represent their need for basic utilities. Creativity and Spiritual buildings fundamentally are not at all necessary for a city to succeed, but they improve overall quality of life in the city or can give long-term financial benefits.
Also, there would be a Public vs. Private sector consideration. For example, public services would cost the city more but have a higher capacity (at the cost of slightly lower quality service) while private services cost less but have a lower capacity.
Posted: Sun Oct 30, 2011 5:54 am
For anyone who still cares to lurk around here: I'll be releasing a new housing pack soon. Along with three new house textures, I'll also include the Small Apartments and Korean Traditional House pack consolidated into one pack.