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SimCutie's MOD
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Simanos Offline
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Post: #61
RE: SimCutie's MOD
[High school degree from grade school] It doesn't happen without the MOD. And it didn't happen in previous versions of the MOD. It's weird.
All I can guess is the change from 2 hpk files to 1 file didn't work very good for people without MT. But I could be wrong. Anyone else testing this?

BTW, when it did work, the children in grade school did get student xp bars, that filled up normally, and then they went back to grade school for another grade school degree and more intelligence >.< I can't be sure, but I don't remember them using the student avatar, so I'm not sure the xp bar is tied to the avatar choice 1-1. Maybe he kept the child avatar but just changed the xp bar alone. I'm talking out of my @$$ now, I should stop.
15-06-2012 06:07 PM
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CoconutKid Offline
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Post: #62
MyBB RE: SimCutie's MOD
Of course, I have no idea what happened to the display of the experience bar in T3 & T4; and the Grade School didn't exist in T1.

All I'm suggesting is that using the Student avatar in connection with a building limited to use by units younger than 13 screws with the definition of the avatar. If the avatar covers "attendance" at education buildings from age 4 through college, its appearance may disturb the verisimiliude of what a student is.

The unit "attending" the Grade School logically should fill a satisfaction bar analogous to the bar filled in entertainment, rest, health care and religious buildings. How it is displayed (or not) is immaterial to me.



A very minor point of semantics: Grade schools and high schools grant diplomas; and colleges and universities confer degrees.

Wink
16-06-2012 04:26 PM
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makotech222 Offline
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Post: #63
RE: SimCutie's MOD
I'm loving this mod so far. Just wondering if theres anyway to double the number of workers at the teamsters office, and the speed of the garage? These always seem to be bottlenecks of my economy whenever i play, even though i place thousands of them in my city.
16-06-2012 06:23 PM
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Simanos Offline
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Post: #64
RE: SimCutie's MOD
Is SimCutie OK? He hasn't replied in some time.
Oh wait, it's a "She", right?
I just got the name meaning >.<
21-06-2012 08:31 PM
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Kafdel Offline
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Post: #65
RE: SimCutie's MOD
I have a question, when I want to include my music into the game how do I convert .mp3 files to .hpk? Is it possible?
(This post was last modified: 24-06-2012 11:07 PM by Kafdel.)
24-06-2012 11:06 PM
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Currykarl Offline
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Post: #66
RE: SimCutie's MOD
Sad Sorry to bother you ladies n guys, but:
The download link on page 1 is broken, I cant download the mod. Where can I get it to try it out??

Thanks for the help.
27-06-2012 10:11 AM
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ivory_malinov Offline
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Post: #67
RE: SimCutie's MOD
Where do you put these files with the steam version of the game?

I thought I'd worked it out but the MOD is not obvious within the game so I must have it wrong.
28-06-2012 12:40 AM
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ChrisG Offline
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Post: #68
RE: SimCutie's MOD
(28-06-2012 12:40 AM)ivory_malinov Wrote:  Where do you put these files with the steam version of the game?

I thought I'd worked it out but the MOD is not obvious within the game so I must have it wrong.

I have the Steam version and this is how I got SimCutie's MOD working:

1) Navigate to your C:\Program Files (x86)\Steam\steamapps\common\Tropico 4 folder.
2) For the Modern Times expansion, create a NEW folder in the Tropico 4 folder called ex then inside the ex folder create a folder called Game (I did not have these folders here initially so I had to create them, you may have them here already)
3) Place the SimConfig.lua file inside this Game folder.
4) Go back to your Tropico 4 folder, look for a folder called Packs, then put the SimMods.hpk file there.

For the original Tropico 4, the mod author suggests just creating a Game folder, no ex folder necessary. Hope this helps anyone with questions on installing it. You'll quickly be able to tell it's installed due to the new Sim Toolbar. Thanks to the author for the fun mod, it's gotten me back into Tropico!
02-07-2012 08:30 PM
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ivory_malinov Offline
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Post: #69
RE: SimCutie's MOD
Thanks so much ChrisG. Off to do what you have suggested.

Had most of it right except the "ex" folder.
02-07-2012 11:54 PM
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Simanos Offline
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Post: #70
RE: SimCutie's MOD
(27-06-2012 10:11 AM)Currykarl Wrote:  Sad Sorry to bother you ladies n guys, but:
The download link on page 1 is broken, I cant download the mod. Where can I get it to try it out??

Thanks for the help.

I just tried the link and it worked for me.
Too bad grade school is bugged, I want earlier versions >.<
04-07-2012 11:35 AM
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D3ATH Offline
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Post: #71
RE: SimCutie's MOD
The only thing that works from it on Steam version is the toolbar and I'm not really in need of a toolbar.
I was hoping I could keep the old buildings with this, but apparently it's not actually possible as the option for it doesn't appear where it should.
I did follow the instructions about how to install it on Steam. I even tried other ways, but all I get is the toolbar.
Oh well, guess I'll have to play with timeline disabled then, should of bought normal Tropico 4 and saved cash...
15-07-2012 04:09 PM
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ivory_malinov Offline
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Post: #72
RE: SimCutie's MOD
(15-07-2012 04:09 PM)D3ATH Wrote:  The only thing that works from it on Steam version is the toolbar and I'm not really in need of a toolbar.
I was hoping I could keep the old buildings with this, but apparently it's not actually possible as the option for it doesn't appear where it should.
I did follow the instructions about how to install it on Steam. I even tried other ways, but all I get is the toolbar.
Oh well, guess I'll have to play with timeline disabled then, should of bought normal Tropico 4 and saved cash...

I had to go through one of the documents in the mod and remove the "--" from in front of the ones I wanted. Every mod/cheat within that downloaded document was disabled. Instructions are in one of the first posts, if not the first itself.
16-07-2012 01:56 AM
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D3ATH Offline
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Post: #73
RE: SimCutie's MOD
(16-07-2012 01:56 AM)ivory_malinov Wrote:  
(15-07-2012 04:09 PM)D3ATH Wrote:  The only thing that works from it on Steam version is the toolbar and I'm not really in need of a toolbar.
I was hoping I could keep the old buildings with this, but apparently it's not actually possible as the option for it doesn't appear where it should.
I did follow the instructions about how to install it on Steam. I even tried other ways, but all I get is the toolbar.
Oh well, guess I'll have to play with timeline disabled then, should of bought normal Tropico 4 and saved cash...

I had to go through one of the documents in the mod and remove the "--" from in front of the ones I wanted. Every mod/cheat within that downloaded document was disabled. Instructions are in one of the first posts, if not the first itself.

Oh, thank you so much. Shame it's not useful on existing savegames. But now I have enough motivation to start a new savegame.
16-07-2012 06:26 PM
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ivory_malinov Offline
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Post: #74
RE: SimCutie's MOD
(16-07-2012 06:26 PM)D3ATH Wrote:  
(16-07-2012 01:56 AM)ivory_malinov Wrote:  
(15-07-2012 04:09 PM)D3ATH Wrote:  The only thing that works from it on Steam version is the toolbar and I'm not really in need of a toolbar.
I was hoping I could keep the old buildings with this, but apparently it's not actually possible as the option for it doesn't appear where it should.
I did follow the instructions about how to install it on Steam. I even tried other ways, but all I get is the toolbar.
Oh well, guess I'll have to play with timeline disabled then, should of bought normal Tropico 4 and saved cash...

I had to go through one of the documents in the mod and remove the "--" from in front of the ones I wanted. Every mod/cheat within that downloaded document was disabled. Instructions are in one of the first posts, if not the first itself.

Oh, thank you so much. Shame it's not useful on existing savegames. But now I have enough motivation to start a new savegame.

Also try pressing CTRL + M during a game to see if the cheat window pops up. Smile
18-07-2012 12:15 AM
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ringwraith Offline
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Post: #75
RE: SimCutie's MOD
So for just Tropico 4, not Modern Times, you put the HPK file into Packs, and the SimConfig lua file you put in a game folder that you create?

I'm not getting anything, even the toolbar. I removed the -- from most of the lua file. Is there a specific segment of text where if you don't remove the "--" none of the mods work?

Also, any known working traffic mods?
(This post was last modified: 21-07-2012 03:55 AM by ringwraith.)
21-07-2012 03:55 AM
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timberhawk777 Offline
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Post: #76
RE: SimCutie's MOD
For Modern Times Expansion: To "{Tropico 4 Install folder}\ex\Game" folder.

I can't find this and I have the Modern times, I am not good at these mod things. I just can't get them to work, Please help
15-08-2012 07:00 PM
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Swixel Offline
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Post: #77
RE: SimCutie's MOD
(21-07-2012 03:55 AM)ringwraith Wrote:  Also, any known working traffic mods?

If you still have Tyrannus, it works. I took the link down because people were contacting me about fixing it for Modern Times -- if you need it in Modern Times, you're doing something very wrong.

For straight T4, I could probably re-release it, but I wanted to fix a couple of bugs and never got around to it. The problem is that there are too many interfacing issues to face and not enough time.

(15-08-2012 07:00 PM)timberhawk777 Wrote:  For Modern Times Expansion: To "{Tropico 4 Install folder}\ex\Game" folder.

I can't find this and I have the Modern times, I am not good at these mod things. I just can't get them to work, Please help

Go to the Tropico 4 folder (it has Tropico 4.exe in it). Create the folder "ex", then go into "ex". Create "Game". Now the folder path is there -- the game doesn't have it by default.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
15-08-2012 09:08 PM
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timberhawk777 Offline
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Post: #78
RE: SimCutie's MOD
thank you, I did what you said and the only mod I want is Don't Lock Classic Buildings Mod. Four some reason I can't get it to work. Sorry for being a pain put I'm not that good at computer
16-08-2012 01:00 AM
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Swixel Offline
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Post: #79
RE: SimCutie's MOD
(16-08-2012 01:00 AM)timberhawk777 Wrote:  thank you, I did what you said and the only mod I want is Don't Lock Classic Buildings Mod. Four some reason I can't get it to work. Sorry for being a pain put I'm not that good at computer

I can't be much more help than that ... I don't use the actual mod, I just know how they're meant to install. Unfortunately the release (last I checked) was compiled (read: bytecode), so it makes working out the problem too difficult -- hopefully SimCutie can comment on it though.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
16-08-2012 09:36 AM
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timberhawk777 Offline
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Post: #80
RE: SimCutie's MOD
maybe its because I can't find the toolbar? where is the toolbar suppose to show up?
16-08-2012 05:29 PM
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pvt donut001 Offline
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Post: #81
RE: SimCutie's MOD
When the don't lock feature is activated the old buildings get added on to the bottom of the list. The problem with that is with bigger categories, such as food and resources, the list can't fit all of them so it only stores the last few old buildings. Is there a way to scroll through the building list with the don't lock old buildings on? Or is there a way to be able to separate their hotkeys so if they can't fit on the list I can at least place them with a hotkey?

Also every once in awhile I am getting the same problem ambrennan was with a massive inflow of immigrants, very surprising to get a boat filled with 250 people. I deactivated swixel and I believe its not happening anymore, I can't be sure because it didn't happen every time.

Thanks for the great work on the modsBig Grin
25-08-2012 11:02 PM
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Togfan Offline
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Post: #82
RE: SimCutie's MOD
I can't seem to find out how to able the "don't lock old buildings" mod... I've installed like I was told to, but the option doesn't show up anywhere... Does anyone know how to fix it?

---

EDIT: Fixed. I didn't see there was a "--" in front of the mod...
(This post was last modified: 11-10-2012 06:33 AM by Togfan.)
06-09-2012 07:26 PM
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Simanos Offline
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Post: #83
RE: SimCutie's MOD
(25-08-2012 11:02 PM)pvt donut001 Wrote:  When the don't lock feature is activated the old buildings get added on to the bottom of the list. The problem with that is with bigger categories, such as food and resources, the list can't fit all of them so it only stores the last few old buildings. Is there a way to scroll through the building list with the don't lock old buildings on? Or is there a way to be able to separate their hotkeys so if they can't fit on the list I can at least place them with a hotkey?

Also every once in awhile I am getting the same problem ambrennan was with a massive inflow of immigrants, very surprising to get a boat filled with 250 people. I deactivated swixel and I believe its not happening anymore, I can't be sure because it didn't happen every time.

Thanks for the great work on the modsBig Grin

Swixel's No Limit Mod is the one responsible for the 250 immigrants in a single boat problem. He tweaked the values for Open Door policy only so you could rapidly get 10k+ pop islands. If you set it to accept high skilled immigrants you'll get only the regular size boatloads of immigrants. Or just disable the mod completely as you did (1200 max pop is good enough... or was it 1800 max in MT, can't recall).
Where's SimCutie with a new release damn it Tongue
(This post was last modified: 13-09-2012 12:53 PM by Simanos.)
13-09-2012 12:52 PM
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astondb9 Offline
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Post: #84
RE: SimCutie's MOD
(06-09-2012 07:26 PM)Togfan Wrote:  I can't seem to find out how to able the "don't lock old buildings" mod... I've installed like I was told to, but the option doesn't show up anywhere... Does anyone know how to fix it?
I have this problem too, anyone know how to fix it? I removed the -- before it and all the other mods work except this one?
(This post was last modified: 13-09-2012 06:54 PM by astondb9.)
13-09-2012 06:53 PM
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vasilis Offline
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Post: #85
RE: SimCutie's MOD
i dont understand the enabling sub mods thing.
i started the mod but the house dont have double population how i enable it.
is there a quick way to use all the mods
(This post was last modified: 14-09-2012 08:32 AM by vasilis.)
14-09-2012 08:24 AM
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PizzaVideos555 Offline
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Post: #86
RE: SimCutie's MOD
(22-05-2012 08:10 AM)simcutie Wrote:  UPDATED: 2012-Jun-10 Sun 15:00Z UTC ( US Pacific time Jun-10 AM 08:00)
----------------------------------------------------------

6th Beta version 2012 June 10

NEW UPDATES (Beta 6. Beta 5 included also):
Few new features and Bug Fix.

1. Overlay All Resouces
2. Bio Farm Food/Cash Crops Ovelay
3. Adjust Loud Sounds mod
4. Grade school skill training become more varied and weighted.

5. Don't lock classic buildings in Modern Times game
6. "Cheats and Events" window.
7. Avtar commands may be queued.
8. Bug Fix:
- All schools info panel faction converts number.
- MT Expansion task offer in original game.
- Bug fix on Children Can Graduate Grade School Mod
and Avatar Queued Command Mod.
-------------------------------------------------------------
This is Mod for Tropico 4 and its expansion, Modern Times.
MOD distribution and discussion:
http://forum.kalypsomedia.com/showthread.php?tid=14909

THIS IS BETA TEST VERSION. USE IT AT YOUR OWN RISK.
I DON'T RECOMMEND TO USE IT FOR REAL GAME PLAY.

You can enable/disable/select/config individual mods
by editing "_SimConfig.lua" file directly with any text editor.

Included Mods:
-----------------------------------------------------------------------
Sim UI Mod
Sim Almanac Mod
Sim Toolbar Mod
Sim Cheats and Events Mod
Don't Lock Classic Buildings Mod

Housing Double Mod
Bank Urban Development Mod
Academy Of Science Research Mod

Building Upkeep Inflation Mod
Happy Worker Mod

Pool No Dress Code Mod
Prison Safety Effect Mod
Children Can Graduate Grade School Mod

Add Soundtrack Folder scan
Dated Save Name Mod

Avatar Queued Command and Action
Overlay All Resouces
Bio Farm Food/Cash Crops Ovelay

Limit Expensive Imports Mod
Edict Criticize Europe Mod

Camera Mod

Bug Fix:
-- Tour Office flag can not be moved and placed.
-- Secret Agent has always "Miner" icon
-- Numbers in Mine upgrade hint are displayed incorrctly.
-- All school info panel does not update faction converts correctly.
-- MT Expansion task offer in original game. (ex: build Telecom HQ)
-- Fix various errors in description/translations texts.
-----------------------------------------------------------------------
How to install

1. Unzip file and you will get 3 files:
README.txt, _SimConfig.lua, SimMods.hpk
2. Put "SimMods.hpk" to "{Tropico 4 Install folder}\Packs" folder.

3. Put "_SimConfig.lua" config file to:
For Original Tropico 4: To "{Tropico 4 Install folder}\Game" folder.
For Modern Times Expansion: To "{Tropico 4 Install folder}\ex\Game" folder.

4. Edit config file "_SimConfig.lua" file to select mod to activate.
Put "-- " in front of lines to comment out feature/mods you don't want.
5. To uninstall mod, just remove these files from the folder.

Code:
Sim UI Mod
    Changes various behavior of keys and icon buttons on screen
    related to hotkey, on screen icons and Almanac.
    - Simpler navigation with <<, >> tab button.
        (web-browser-like history navigation has removed)
    - You can use '<', '>' key and '[', ']' key
        to navigate among Almanac left page tabs and right pages.
    - Almanac now remembers last used right pages correctly.
    - Right click on upper menu bar or empty area on Almanac page will close it.
    - Icon buttons above Minimap will toggle. (Overlay, Edicts icon)
    - Pressing icons below minimaps now works right.
        It will open related Almanac left and right page. (non-toggle)

    - Pressing Date (year/month) icon will show "Old Pop Up Notifiction"
    - Date (year/month) icon/date will show approx. week number of month
        in mouse-over hint (4 Weeks = 1 Month)
    - "Show Last Overlay" (default "V" key, user configurable).
    - "Follow Citizen" hot key and "Default Camera" (go Palace) hot key
        now exposed. (default: "I" and "X" key, user configurable)
    - "Show Old Popup" (default: "N" key, user configurable)
        It shows old pop-up notifications.
    - Large Popup Notification box and player tasks pop-up can be closed with
        Right-click or hitting <Enter> key
        except some popups that needs explicit player choice.

    - Pressing "1" key will select El Presidente Avatar (non-toggle)
    - Almanac hotkey, Demolish tool, road construction tool,
        last built building hotkey, and Avatar hot key now toggles.
    - Game speed increase hokey key cycles.

    - Quick Save hotkey     ==> F9 (was F5)
    - Quick Load hotkey     ==> F11 (was F9)
    - Pause hotkey          ==> space bar (was Pause key)
    - "open console key"    ==> F12 (was Enter, for devs only)
    - "Enter" key will close most open/pending dialogs and tools.

    - Control-R, Control-T,.... , Control-P hot key (not configurable) will
        directly open each almanac pages: Overview, People, ..., Lists.

    - Alternate set of control hotkeys (not user-confiurable) :
        SpeedDown:          Ctrl-C
        SpeedUp:            Ctrl-X
        SpeedPause:         Ctrl-Z
        TasksPopUp:         Ctrl-V
        ViewOnScreenNote:   Ctrl-G
        DefaultCamera       Ctrl-D      -- original: "Home"
        FollowCitizenCamera:Ctrl-F      -- original: "Space"
        Almanac:            Ctrl-B
        Avatar:             Ctrl-A
        Timeline:           Ctrl-H

    - Sense of building rotation is reversed.
        '<' for clockwise, '>' for counterclockwise.
    - Skip Annual Almanac report if game is running in max speed.

Sim Almanac Mod
    Page layout of many Almanac pages are changed.
    Too numerous to list here. Just browse each Almanac pages yourself.

Sim Toolbar Mod : My custom Toolbar
--  It adds custom toolbar with 10 button icons above minimap panel.
--  Action on pressing button is customizable in config file.
--  Press "F8" key (confiurable) to toggle toolbar on/off.
--  Toolbar toggling menu is added to in-game main menu. (Thanks, Swixel)
--  "RESTART" menu is moved to 3rd place.

Sim Cheats and Events Mod
--  This is mod to activate cheat code or Timeline event of Modern Times
--  expansion i.e. unlocking MT modern builings like Bio Farm.
--  Press "control-M" hotkey (not user confiurable) and select cheat or
--  building unlock event from the list by clicking it and press "OK" button.
--
--  WARNING: If you activete cheat or unlock event, your current game
--  is marked as "cheated" and you may not get some "Archivements"
--  in the game, just like normal cheat code activated via keyboard.

Don't Lock Classic Buildings Mod
--  This mod keeps old, classic buildings avilable even after new Modern Times
--  building become unlocked. For example, you can build old Farm from menu
--  after new Bio Farm is unlocked. This mod works only in "Sandbox" game
--  with "Modern Times" expansion and "Timeline" setting ON.
--  You can enable/disable this in game options dialog / Online tab,
--  "Don't Lock Classic Buildings" option.
--
--  WARNING: This mod is also considered as "cheat" even in sandbox game.
--  So you may not get "Archvements" in the MT sandbox mode.
--  This mod does NOT work in non-sandbox game or game without Modern Times
--  expansion or Timeline setting off: i.e. classic/MT campaign missions or
--  MT sandbox game with Timeline off or Challenge games.
--  So they are not affected and not marked as "cheated".
--
--  WARNING 2: Game with both classic/MT builings may not be tested by devs.
--  So it is totally uncharted territory. I am not sure of any conflict or bug.

-----------------------------------------------------------------------
Housing Double Mod

--  Semi-balanced housing mod (Apartments, etc)
--  Double capacity with double price.
--  Double the capacity and price, build time, pollution, crime,
--      electricity, etc of common housings.
--  Tenement, Apartment, Condominium, and Modern Apartment,
--      Modern Condominium and Ziggurat of MT exp. only.

Bank Urban Development Mod

--  For Bank in urban development mode, switching bank working mode
--  to other mode and back will reset the current discount rate immediately
--  and takes full time to recover. So I modded such behavior.
--  With this mod, the benefit of construction cost discount will decay
--  slowly over several months gradually in other working mode.
--  The more skilled bank workers are, the slower decay rate be.
--  Original basic bank and National Bank of TM exp. supported.

Academy Of Science Research Mod

--  Original Academy Of Science endows blueprint cost discount only in
--  "Research Grants" mode. But the discount amount in the mode does not
--  depends on time spent in Research Grants mode. It depends on
--  service quality, i.e time and workers regardless of working mode.
--  This MOD will change like this:
--
--  The blueprint cost discount is applied regardless of working mode.
--  But the discount amount will rise faster in "Research Grants" mode.
--  Except base discount 20%, the influence of service quality will be
--  limited to additional 10% discount (max 30%) without spending time in
--  "Research Grants" mode. With "Research Grants", the discount will rise
--  considerably faster and maximum will be extended up to 60%.
--  The base discount at construction is lowered to 20% from original 30%.
--  Construction cost and construction work are lowered by 20% of original.

Building Upkeep Inflation Mod

--  Raises builing upkeep cost each year by some inflation rate.
--  Inflation rate may be compound or simple(linear) rate.
--  New upkeep cost only applies to buildings constructed after activating
--  this MOD, not existing ones.
--
--  For comound rate, upkeep at year 2000: (1 + r) ^49
--      1% = 163%, 1.5% = 207%, 2.0% = 264%, 2.5% = 335%,
--      3.0% = 426%, 4.0% = 683%, 5.0% = 1092%
--  For simple rate, 2% = 198%, 3% = 247% 4%= 296%, 5% = 345%, 7% = 453%.

Happy Worker Mod

--  Happy people will work harder or less in their workplace depending
--  on their individual happiness. At 50% personal happiness,
--  workser will perform same as normal performance.
--  Happiness factor is limited up to 50%
--  Student's study performance of schools are not affected with this mod.
--  ChildrenCanGraduate_GradeSchoolMod() will affect children's
--  study performance of Grade School
--
--  ex) Happiness factor 40% means 100% happy (extremely happy) workers
--  will work 140% of normal perfrmance in their workplace.
--  0% happy (extremely unhappy) worker, 60% performance.

Pool No Dress Code Mod

--  It is absurd that eco and wealty tourists can not visit Pool
--  in "No Dress code" mode. Mode description says that casual clothes
--  accepted, which means anyone can visit pool in the mode.
--  Eco and wealty tourists will visit Pool in "No Dress code" mode

Prison Safety Effect Mod

--  PrisonSafetyEffectMod()
--  Prison and Dungeon (upgraded Colonial Fort) will have safety area effect.
--  Safety effct area: Prison (31%), Dungeon (41%) of Police Station

Children Can Graduate Grade School Mod

--  Normally, children can't graduagte from Grade School until they grow up.
--  With this mod, Grade School will work similar way as High School:
--  i.e. once children learn enough, they will graduate from Grade School
--  without growing up. But children can not join to High School still.
--  This mod requires BUGFIX_Schools_FactionConverts bug fix.
--
--  One more teacher is hired (3 teachers)
--  Students per teacher is reducd to 4 from 6: A teacher can teach 4 children.
--  Upkeep cost increased same as High School.
--  Grade school eduaction takes about double period of High School.
--  If Happy Worker MOD is activated, chidren's study performance is
--  affected by children's happiness, not teacher's.

--  Now job skill training of "Field Trips" mode become more useful.
--  Graduates will get more varied and weighted job skill assignment.
--  Majority will get FactoryWorker or Farmer skill and some Builder.
--  And Teamster, Miner, Attendant, Lumberjack, Maid, Barmaid, Cook
--  depending on thier gender.

Weather Staion Non-Sunny Mod (under development)

-- Weather Staion gives good benefits in "Always Sunny" work mode.
-- But not much, or even bad effects in "Truthful Reports"
-- or "Always Rainny" mode. So I will improve weather station effects
-- in these modes.

-----------------------------------------------------------------------

Add Soundtrack Folder Scan

-- Add additional Soundtrack folder and Main menu music.
-- On start up, it scans *.ogg files recursively in the given folder
-- including folder in <Tropico 4>/Packs/*.hpk files.

Adjust Loud Sounds mod
--  Some of in-game sound and ambient noise are too loud and quickly
--  become annoying. ex) Wind noise, Firework, Disaster sound like Tornado.
--  This mod reduces volume of some sounds selectively.

Dated Save Name Mod

--  Set default save file name to prefix name + game date (game year-month)
-- default prefix name is map name.
--  ex) "New Savegame 1" ==> "DoroDoro-1974-03"

Avatar Queued Command and Action

-- While pressing shift key, select avatar and give avatar command,
-- (i.e. press shift key and right mouse button click) will queue the command.
-- The queued commands will be executed while Avatar is idle.
-- Up to 10 avatar commands are queued and up to 3 months before.
-- Normal right click command will cancel all the queued commands.
--
-- This mod also prohibits Avatar from visiting some buildings that have
-- no service quality to improve. Avatar's visiting them is useless.
--  Useless visit: "Dock", "Prison", "NuclearPowerPlant", "ShoppingMall"

Overlay All Resouces

-- "Natural Resouces Overlay/All Metals" overlay normally shows
-- Iron, Gold and Bauxite mine/deposites. With this mod, the "All Metals"
-- overlay display will include "Salt" Mines and "Oil" Wells, too.

Bio Farm Food/Cash Crops Ovelay

--  While construction placement, Bio Farm shows overlay and infobox
--  of old classic farm. This mod addes "Food Crops" and "Cash Crops" modes
--  to Bio Farm construction overlay.

Limit Expensive Imports Mod

--  Put limit on sudden import of large amount of expensive goods
--  when the Dock Max Import/ship slider is set to "No limit".
--  Applys to Uranium for nuclear plant and Luxury Goods for shopping mall.
--  It limits stock amount of nuclear plant and shopping mall, too.

Edict Criticize Europe Mod
--  New Foreign Edict: "Criticize Europe"
--
--  Lowers relations with Europe by -20 and raises US, USSR relations
--  by +5 each for 3 years. Works similarly with "Praise US/USSR" Edict.
--  Cost: $500 (one time)

Bug Fix:

-- Bug Fix: IslandTourOffice flag can not be moved and placed.
-- Undo incorrectly set building_construction.work_mode

-- Bug Fix: Secret Agent has always "Miner" icon
-- clear cached icon of SecretAgent class

-- Bug Fix: Increase numbers in Mine upgrade hint are displayed incorrctly.
-- Update Translation text

-- BUG FIX: All school info panel does not update faction converts correctly.
--  fix info panel update and faction converts value update.

-- Bug Fix: MT Expansion player task offer in original game.
-- i.e. Giving task offer to build Telecom HQ in original Tropico 4 game.
--  Check task name for expansion only task and avoid it.
-- WARNING: This is rarely occuring bug so it is not tested well.

-- Bug Fix:
--  Fix various errors in description/translations texts.
--  Factions Edict Task Description
--  Reward: +15 <faction> Respect "until" the edict is active
--  ==> Reward: +15 <faction> Respect "while" the edict is active
--  Organic Ranch description:  remove "depending on the work mode"

-----------------------------------------------------------------------

Camera mod and Swixel's No Limit Mod are included for your convenience.

-- ====================================================================
parameterized Mod arguments. Bracketed [ name ] means optional arg.
----------------------------------------------------------------------

--  Static assigment example.
SimToolbar.InitButtons = {
    {   button = 1, image = "button image file path",
        hint = "hint text string",
        action = key_action_function }, }

--  Dynamic assigment example
--  Called on OnMsg.EnteringGameplay() time.
function SimToolbar.OnInitButtons(self)

    self:SetButton( iButton_num, [button_image],
            [hint_text], [action_function] )
  
end

--  See "_SimConfig.lua" for example

SimToolbarMod( [bShow_on_startup] )

BuildingUpkeepInflationMod( str_inflation_rate [, b_compound_interest] )

HappyWorkerMod( happiness_factor_in_percent )

DatedSaveNameMod( [savefile_prefix_string] )

local your_music_folder = "D:/Music/GameMusic/"
CreateRealTimeThread(
    function()
        AddSoundtrackFolder( your_music_folder,
            { your_music_folder .. "main_menu_track_01.ogg", ... } )
    end )

-- ====================================================================
SimLib Summary:
This section is for game modder only.
... Omitted ...
-----------------------------------------------------------------------

Camera mod and Swixel's No Limit Mod are included for your convenience.

Last Edited: 2012-06-11 오전 00:00
------------------------------------------
P.S. Help wanted: someone with art/Photoshop skill to make few icons for my custom toolbar?
I don't have any artistic talent to create nice-looking icon image.
------------------------------------------
SimCutie MOD BETA 6 ZIP file Download

I can help make icons!Big Grin
15-09-2012 06:10 PM
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rav029 Offline
Newbie
*

Posts: 4
Joined: Oct 2012
Post: #87
RE: SimCutie's MOD
I would like to know if there is any way in which you could integrate a higher (optional) population limit

Given what PCs can do these days I think a population limit of around 8-9000 could do just fine.

PS: I know there is a mod for such a thing but that mod does 2 things
a) it somehow breaks your mod (in my test case production buildings didn't produce a thing

b) it boots immigrant numbers - what I think most would like to see is a game where you can grow at a normal pace (not +250 migrants at once) but the game wouldn't limit you when you reach over 1500 - so you could simply continue to grow at a steady normal pace - but reaching 6-7000 would take over 70-80 years in game

Thank you
07-10-2012 02:37 AM
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rav029 Offline
Newbie
*

Posts: 4
Joined: Oct 2012
Post: #88
RE: SimCutie's MOD
Oh and - I have a wishlist if you are willing to look over it

I think the game as it is offers us an incredible opportunity to simulate how hard is to develop a banana economy but the developers decided to make the game easy by lowering the costs so people would not get annoyed by finding out how hard the game could be.

What I propose is simple - tweak the costs so that developing beyond simple farming and fishing would be not hard - but really really hard.

How to do it?

Well I will try to explain my vision here

- Adjusting the blueprint costs
All blueprints should in principle and on average be at least 10 times more expensive in order to reflect how hard it would normally be to get access to that technology. However this should be done to consider the actual technology needed. For example - while buying the blueprints for a hotel should not be more than 4-5 times more expensive buying the blueprints for a chemical plant should be at least 10-15 times more expensive because there is a lot of technology there and nobody will share it for free.

- Adjusting the building costs
Forget inflation - the game engine isn't designed to compensate for it. There is a very simple way in which you would constantly be near in the red - make buildings much much more expensive. As I see it anything beyond simple farming buildings (which due to your mod one should be able to have) should be so expensive that one would have to consider carefully in what to invest.
The costs should be in line with how much technology (and machines) would have to be imported for the factory to be set up. Which means that bringing electricity to your island in the form of a power plant should be at least 20-25 times more expensive while a nuclear plant (with perhaps much more potential output) should cost in my view at least 50-60 times more. The same goes for any industrial plant - while canning some things could be done by building a cannery at 10-15 times the current cost building a chemical plant should cost 40-50 times more.

The same goes for public or services buildings - in my opinion building a simple apartment bloc should cost at least 5 times more while a modern one - 10 times more.


And with these modifications one would really find a challenge in building the economy beyond a raw materials exporting one...

I hope my ideas will be of use.

Thank you
07-10-2012 04:33 AM
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PizzaVideos555 Offline
Junior Member
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Posts: 11
Joined: May 2012
Post: #89
RE: SimCutie's MOD
Broken Link[/align]
10-10-2012 09:10 PM
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Togfan Offline
Senior Member
****

Posts: 200
Joined: Apr 2012
Post: #90
RE: SimCutie's MOD
(07-10-2012 04:33 AM)rav029 Wrote:  (...)
- Adjusting the blueprint costs
All blueprints should in principle and on average be at least 10 times more expensive in order to reflect how hard it would normally be to get access to that technology. However this should be done to consider the actual technology needed. For example - while buying the blueprints for a hotel should not be more than 4-5 times more expensive buying the blueprints for a chemical plant should be at least 10-15 times more expensive because there is a lot of technology there and nobody will share it for free.

- Adjusting the building costs
Forget inflation - the game engine isn't designed to compensate for it. There is a very simple way in which you would constantly be near in the red - make buildings much much more expensive. As I see it anything beyond simple farming buildings (which due to your mod one should be able to have) should be so expensive that one would have to consider carefully in what to invest.
The costs should be in line with how much technology (and machines) would have to be imported for the factory to be set up. Which means that bringing electricity to your island in the form of a power plant should be at least 20-25 times more expensive while a nuclear plant (with perhaps much more potential output) should cost in my view at least 50-60 times more. The same goes for any industrial plant - while canning some things could be done by building a cannery at 10-15 times the current cost building a chemical plant should cost 40-50 times more.

The same goes for public or services buildings - in my opinion building a simple apartment bloc should cost at least 5 times more while a modern one - 10 times more.
(...)

So let me get this straight... to build a chemical plant you'd need to gather 660,000$ in total and for a nuclear power plant 2,000,000$? I don't even have more than 100,000 by the 70's...

If I wanted more difficulty, I'd overpopulate the island... Adapting to 300+ new immigrants really is a task.

Political views:
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Enviromentalists (++)
Nationalists (+)
Militarists (+)
Loyalists (-)
Religious (--)
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11-10-2012 06:31 AM
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