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[System.InvalidProgramException]
Details:
No details"
Then I had to use Task Manager to end task on Cities.exe and then remove this MOD and the game ran fine again.
Broken Mods/Assets (read description)
Outdated Mods/Assets (read description)
Problem Mods/Assets (read description)
How to Find Broken and Bloated Assets
Obsolete as of patch 1.6
PLEASE DON'T POST ABOVE THIS LINK SO THAT PEOPLE CAN SEE MY LINK.
Unfortunately I must unsubscribe
I learned that lesson the hard way, as I had an inner-city high density district burn 3 buildings at once before a single fire engine could get there. Before the other fire engines could get through the traffic the other two buildings already burned down.
Anyway the mod works fine. I don't think it's too fast in its default settings so I haven't had to adjust it. I think the fire spreads at a reasonable rate, and if you have the fire stations set up properly like I mentioned, it shouldn't be too big a deal. I mean we add these "difficulty" mods so that we have to think a little harder about how we set up our cities, right?
Thanks
Gives some interesting fires now and then, especially if all the fire trucks are stuck behind... a firetruck extinguishing a fire. 90 Percent of my industrial district burned down. Great times! :-)
http://sp.zhabite.com/sharedfiles/filedetails/?id=512419342
Still it looks alot more realistic then a fire without the mod just burning to ash without any spread associated from countless tests with low fire protection, no smoke detector policy and the bare minimum for contentment on citizens to not just pack up and leave.
Looking forward to an enhanced fire truck AI mod as really finding alot of help with garbage and hearse collection from emf's mod
Pseudocode:
If Traffic++ mod has altered traffic speeds then {
reduce fire spreading by 50% of whatever it currently is
}
It would allow the existing config options to remain intact, but seamlessly handle reduced traffic speed mode if enabled in Traffic++ mod.
Also, another (possibly related?) bug - I swear there are occasions where, even though the game is paused, an existing fire seems to spread. This sounds insane, I know - but I've watched it happen twice. Not sure how to reproduce the bug. What happened just now to me was that I came off an unpause after major highway reconstruction nearby, and a medium sized fire immediately began spreading out of control -- new buildings caught fire within 1 second of coming into spread range and continued spreading until the game crashed.
Very weird.
he dosnt work for me
Use of a "global modifier" is just something from my day-job where I'm working with games that actually do calculations in that way (which is generally good practice as it allows finer-grain control)
Very nice mode though ;) Thank you for it!
That said, I've been looking into how to make the fire engine AI be less "EVERYONE GET TO ONE BUILDING!" and spread out better. If a single truck can handle a building, only a single truck should go there. Not 3+. This is where most of the major issues come from.
@Eriatarka; glad you like it!
10/10 awesome mod
Screenshot for the kind of fires I'm talking about (and like I said, imagine this in 8-10 places on opposite sides of a town within the space of a few hours): http://cloud-4.steamusercontent.com/ugc/708529391504650094/192761F2DF24B419F028A45DAC45649DF532D5C0/