Crews working on Kendallville streetscape dug up a full-size door and window openings located underneath the sidewalks below Pizza Forum on Main Street. City officials reported other such openings have been found, raising questions about whether downtown had far more sub-street-level entrances to buildings than was previously known.
The problem is that these underground entryways, which no one in the city knows when or in what capacity these sub-street-level entrances were in use, is that they were never filled in when they were abandoned, thus creating potential foundational issues for the building on top of them as workers pulverize concrete and work to rebuild.
Last week, the Kendallville Redevelopment Commission approved an emergency 50/50 grant to Pizza Forum to fill in a full-size doorway and two windows that were open under that business, blocked off with just a piece of old plywood.
On Tuesday morning, Kendallville city engineer Scott Derby said because of the multiple discoveries, crews are now inspecting the basements along the east side of Main Street to look for other possible locations with long-closed underground doors and windows.
Mapes also said that his grandfather Alva Acker drove a coal truck back in the early 1900s and the truck had a slide that would be used to dump coal into small doors that would go down to basement coal bins. Some coal doors were off the alleys while others were off Main Street.
The find at Pizza Forum shows the underground doors and windows were a few feet out from where the current sidewalk-level door is, with the underground doorway just a few feet to the right of the current entrance.
That said, my guess is that it saves somewhere in the program directory (so you can load saved games from multiple user accounts). Look under the Program Files directory for the NFSU directory (probably C:\Program Files\Electric Arts\NFSU2 or something) and see if it has something for saved games.
Save folders are never placed in Program Files. They are Setup and program data's. In WIndows XP its in My Documents. In Vista, its in the Documents or C://users/(username)/documents/NFS...
Mostly all games do this. Try it out!
firstly you need to show hidden folders and files. then look under c:\appdata or something like that (i'm in office with xp now so i cant be sure), which is hidden by default, for the game folder. a folder with your profile name will be there.
Now go to C: drive then to Users then (your account name) and then AppData is at the top then Local Folder and finally in that folder you will find Need For Speed Underground 2 Saved Games Folder. :) Enjoy Man...
ok!!! you guys i have found where it saves on WINDOWS VISTA... so you have to go to the directory of the folden (C:\Program Files\EA GAMES\NFSU2\) and in that folder which has all the setup and run the game you should see a file with a blank icon that says "Player" that is where it saves all of your accounts and usernames... so if you want to replace it with a save game or something like that this is where you would go!!
the nfs underground2 save folder on windows 7 & vista (C:\Users\your username\(befor this you will open the orgnize menu in the left then choose folder and search options then view and show hidden file then open AppData\Local\NFS Underground 2)
then put your save game folder.
in windows 7 simply go to C drive.Then go to user and select the user name.Then double click the address bar it should look like this
C:\Users\Username .then complete it C:\Users\usrname\appdata\local .
then ull see need for speed underground 2
I have some problem to!!
I cant save my Need for SPeed Underground 2 .Im running Windows Vista 34 bit and every thing was ok. After i re insstaled my Windows the game cant be saved??(I also tryed to re instal the game it does not works)
Recently read "Vault of the Onyx Citadel" (Ironfang Invasion) and "The Lost Outpost" (Ruins of Azlant) and wanted to figure out how you could actually create a stable way to create a settlement underground. Let's put our collective heads together to create something from the ground up, if you forgive the pun. This could also help those who want to play Cave Druids.
The first thing that an ecology needs is inputs and outputs. Flora & Fauna needs something to grow so that our population can in turn survive. I'm going to throw out some hazards, features and monsters and lets add to the list and come up what needs what to create a believable cycle.
A. Light
Spoiler:
If we can get light we have a way to grow surface crops underground. Plus, it helps not being in the dark for races that don't have low-light vision and darkvision.
Alfengrape [Dragon 357 p. 55]
A glowing grape-vine magically created by elves that produces grapes all year around that all count as a meal for a day and can be made into very potent wine. Mature plants sell for 100 gp and can live up to 700 years.
Caphorite (Into the Darklands, p.14)
A crystalline mineral found throughout the Darklands that emits a strange, orange-purple glow equal in power to a candle. Reduces the effectiveness of other light sources, but enhances the growth rate of crops planted nearby. So planting anything that has bio-luminescence nearby would be self-defeating unless you are going to replant fully grown specimens later.
Cytillesh Fungus (Into the Darklands, pp. 12-13)
This fungus provides an eerie bluish glow of bright illumination in a 10-foot radius and shadowy illumination in a 20-foot radius. A creature within the illumination of cytillesh requires a DC 15 Will save (+1 for each previous save) every 24 hours to avoid suffering 1d4 points of Wisdom damage to a minimum Wisdom of 5. If Wisdom is reduced to 5 and three more consecutive saving throws are failed, then the Wisdom damage becomes permanent. Though it can cause psionic abilities after years of exposure (or immediate exposure), it mostly causes stillbirths or major birth defects eventhough any time spent within its bluish-white rays reduces aging to one-half the normal rate while so exposed.
Nightlight (Out of the Abyss, p.23)
A bioluminescent fungus from the Forgotten Realms setting. Nightlight has tall stalks ranging from five to ten feet when mature. The tube-like stems glow with a bright light out to a distance of fifteen feet and provide dim illumination for another fifteen feet beyond that.
Ormu (Out of the Abyss, p.23)
A Forgotten Realms setting fungus. It favors warm, moist areas such as steam tunnels and steam vents. Ormu gives off a soft green glow that provides dim illumination in a five foot radius. If harvested and dried, it yields a phosphorescent powder that can be used to create a glowing pigment.
Reflective Stone (D&D 3.5 Underdark, p.107)
While not naturally luminescent, caverns made partially of reflective stone can be much more easily illuminated by small light sources than normal. Reflective stone quadruples the radius of illumination of any light source brought inside.
B. Heat/Lava/Magma
Spoiler:
Ash Willow (Dragon Magazine 347, p.48)
This willow tree has dark red bark and at full height can reach 120 feet tall. Ash willows thrive on heat and often grow in pools of lava, growing several feet a year and quickly dominating an area. Ash willows continually smolder and rain ash all around them, eventually creating a unique ashen landscape. One tree can create 1 pound of ash each day for every 10 feet of its height. Fast-growing roots extend runners that spawn 1d3 new trees each month. The trees spread within lava pools and along rivers of lava, often changing highly volatile areas into calm, slow-burning forests covered with ash. Hey, ash can be used as a fertilizer as well as for making soap.
Fireweed (Dragon #227, p.27)
A Forgotten Realms plant, but I like it because it converts heat into food and foul toxins into breathable air. Fireweed is a black, spongy plant, without leaves but with constant branches; its overall structure resembles a gigantic Spanish moss. Its sap is a purplish-red so that could be used as a dye. For each die of fire damage, or each die of heat damage, that it absorbs it grows a foot, thus being able to create a dark wooden jungle pretty darn quickly. Hey, goats eat anything.
Fire Lichen (Out of the Abyss, p.22; D&D 3.5 Underdark, p.108)
A Forgotten Realms plant. Pale orange-white in color, fire lichen thrives on warmth, so it grows in regions of geothermal heat or near connections to the Elemental Plane of Fire. Fire lichen can be ground and fermented into a hot, spicy paste, which is often spread on sporebread to give it flavor. Duergar ferment fire lichen into a fiercely hot liquor.
Ultimately, we can use humanoid blood as well as cattle to provide sustenance for carnivorous plants. I could see this being used as a form of Social Security system for Commoners. Modern blood donations are 1 pint of blood (1 pint = 16 fluid ounces), which equals 48 cp. Take half of that so the Commoner receives 24 cp (2 sp 4 cp) for a pint of blood (Book of Vile Darkness, p.45). Whole blood can safely be donated every 8 weeks. That way we have a supply to feed the blood-drinking plants.
Spoiler:
Assassin Vine (Pathfinder Bestiary, p.22)
The assassin vine is a carnivorous plant that collects its
own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long; smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild blackberries. The fruit is tough and has a hearty and typically bitter flavor, although some say the berries change in taste depending on what victims composted a given plant's roots. The most murderous assassin vines supposedly produce the sweetest berries.
The underground version of the assassin vine is darker in coloration to the ground dwelling one.