so you managed it to find the .ini and disabled shaders? that's ok

if you find the (etreme) large basement's of the buildings then annoyingthere is a simple way to remove them.this just in case you use my new city look at all to save some power additional you can switch the arco's rotation off, if you open the script lookout for "arco_01"(at the very bottom)you will find this passage
Code:
--arco_lift_1(lod) --[[ call_model('arco01_rot', v(0,0,0), v(1,0,0), v(0,1,0),1) texture(nil) use_material('dome') sphere_slice(12*lod,4*lod,0,.3*math.pi, Matrix.translate(v(0,340,0)) * Matrix.scale(v(305,305,305))) --]] if lod == 1 then call_model('arco01_rot', v(0,0,0), v(1,0,0), v(0,1,0),1) texture(nil) sphere_slice(12*lod,4*lod,0,.3*math.pi, Matrix.translate(v(0,340,0)) * Matrix.scale(v(305,305,305))) end end, dynamic = function(lod) if lod > 1 then local rot = math.pi*get_arg(3)/12 call_model('arco01_rot', v(0,0,0), v(math.cos(rot),0,math.sin(rot)), v(0,1,0),1) texture(nil) use_material('dome') sphere_slice(12*lod,4*lod,0,.3*math.pi, Matrix.translate(v(0,340,0)) * Matrix.scale(v(305,305,305))) end end})
you see it's only disabled (or enabled, depends on how you look at)it's only a bit of typing get it the other way like this,
Code:
--arco_lift_1(lod) ---[[ call_model('arco01_rot', v(0,0,0), v(1,0,0), v(0,1,0),1) texture(nil) use_material('dome') sphere_slice(12*lod,4*lod,0,.3*math.pi, Matrix.translate(v(0,340,0)) * Matrix.scale(v(305,305,305))) --]] --[[ if lod == 1 then call_model('arco01_rot', v(0,0,0), v(1,0,0), v(0,1,0),1) texture(nil) sphere_slice(12*lod,4*lod,0,.3*math.pi, Matrix.translate(v(0,340,0)) * Matrix.scale(v(305,305,305))) end --]] end--[[, dynamic = function(lod) if lod > 1 then local rot = math.pi*get_arg(3)/12 call_model('arco01_rot', v(0,0,0), v(math.cos(rot),0,math.sin(rot)), v(0,1,0),1) texture(nil) use_material('dome') sphere_slice(12*lod,4*lod,0,.3*math.pi, Matrix.translate(v(0,340,0)) * Matrix.scale(v(305,305,305))) end end --]]})
other gamers, having maybe some system resources free still, i can only encourage to open the original scripts and look for things you can enhance.forget the "lift", the arco's still under construction, but the workers are under strike actually

adverts have most removed of animated textures but still could be enabledvice versa you can disable/enable some animated textures for the factory3k models in a similar wayi don't like to explain all in detail here, find out yourself.further if you look close you can make the small lake in the dome animated with also such a simple edit.the size of models and models i disabled i wouldn't change, because it's nicely trimmed to show still one arco for most cities down to "high", but feel free to experiment with that, a little change of size or adding/removing a building can change the whole appearance of the cities.changing groups of enlightened windows i removed completely, i guess, but i think i should make two kinds of cities in future. one lower graded and one using all the nice animated stuff.but since animations are not so important, you won't see or recognize in a common gameplay, i removed most.