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I love how the motivations of residents don't match reality at all, but this game is a ton of fun. I am loving awful at traffic management and jacked up my buses and attempted metros, so it's just an LA-style nightmare of gridlock. So then I built a beach-front suburb with low density residential on the beach, then some highrise residential and a bit of commercial inset off the beach. This was then linked directly to the main avenue into the main city, thinking that the elite would flock to this area, because it's waterfront property away from the hellscape of the city streets. Instead a bunch of poor people moved in, because apparently a 20 minute commute from your damned beachfront property is too much for the rich people to handle.
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# ? Mar 16, 2015 18:56 |
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# ? May 27, 2024 02:58 |
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Chewbot posted:Pimping my work. Color correction for everyone! I recommend this chap's awesome sunset color setup for my Mars map : http://steamcommunity.com/sharedfiles/filedetails/?id=408111134 (unfortunately not included in the screenshot)
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# ? Mar 16, 2015 18:56 |
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Chewbot posted:Pimping my work. Color correction for everyone! These are beautiful. You are beautiful.
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# ? Mar 16, 2015 18:57 |
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totalnewbie posted:I hope they re-work some of the pathing AI so gaming () the road system won't be necessary. It isn't, traffic isn't really a problem in this game unless you are making really poor decisions or don't care.
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# ? Mar 16, 2015 18:57 |
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totalnewbie posted:I hope they re-work some of the pathing AI so gaming the road system won't be necessary. http://forum.paradoxplaza.com/forum/showthread.php?844893-PSA-Official-Progress-Update according to the official progress update, "Potential traffic AI issues/improvements" is on their list of things to address after patch 1 (bugfixes).
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# ? Mar 16, 2015 18:58 |
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Fish Fry Andy posted:It isn't, traffic isn't really a problem in this game unless you are making really poor decisions or don't care. Traffic is mostly a self-inflicted wound for me, but it's funny to follow an AI truck that will suffer through 10 traffic lights in crammed traffic rather than take the bypass road I build that skips all the lights. The AI is overly averse to traveling a greater overland distance, even if it means the trip would be half as long time-wise.
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# ? Mar 16, 2015 18:59 |
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mlmp08 posted:thinking that the elite would flock to this area, because it's waterfront property away from the hellscape of the city streets. Instead a bunch of poor people moved in
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# ? Mar 16, 2015 19:00 |
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mlmp08 posted:Traffic is mostly a self-inflicted wound for me, but it's funny to follow an AI truck that will suffer through 10 traffic lights in crammed traffic rather than take the bypass road I build that skips all the lights. The AI is overly averse to traveling a greater overland distance, even if it means the trip would be half as long time-wise. Are you sure your roads are set up directly? My trucks will use higher speed, higher capacity roads rather than driving through residential neighborhoods unless they are going to save a significant amount of time by taking the shorter route.
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# ? Mar 16, 2015 19:01 |
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Fish Fry Andy posted:Are you sure your roads are set up directly? My trucks will use higher speed, higher capacity roads rather than driving through residential neighborhoods unless they are going to save a significant amount of time by taking the shorter route. It seems a bit odd. In one place, the trucks immediately switched to my bypass. Then I build pretty much the exact same style of bypass elsewhere and the only cars that seem to use it are utility vehicles like garbage trucks and hearses while the commercial trucks just sit in traffic all day, one block over.
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# ? Mar 16, 2015 19:03 |
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mlmp08 posted:It seems a bit odd. In one place, the trucks immediately switched to my bypass. Then I build pretty much the exact same style of bypass elsewhere and the only cars that seem to use it are utility vehicles like garbage trucks and hearses while the commercial trucks just sit in traffic all day, one block over. Strange, unless your trucks are leaving the highway in order to make their deliveries. All of my serious traffic jams are due to bottlenecks, usually around highways. I've also been making my city as much like Los Angeles as I can manage, so I'm not sure what's up.
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# ? Mar 16, 2015 19:09 |
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mlmp08 posted:It seems a bit odd. In one place, the trucks immediately switched to my bypass. Then I build pretty much the exact same style of bypass elsewhere and the only cars that seem to use it are utility vehicles like garbage trucks and hearses while the commercial trucks just sit in traffic all day, one block over.
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# ? Mar 16, 2015 19:11 |
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Fish Fry Andy posted:It isn't, traffic isn't really a problem in this game unless you are making really poor decisions or don't care. I was referring to the sort of thing posted above where sliding a 2 lane road segment into a 6 lane road actually improves efficiency. This shouldn't be the case, obviously.
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# ? Mar 16, 2015 19:13 |
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eggyolk posted:For some reason waterfront property is a negative in this game. Property value in general is odd. My polluted industrial park is full of children's playgrounds with brown trees. I would love for a city building game to recognize land value correctly i.e. waterfront, hilltop and downtown proximity, as opposed to "how many playgrounds are nearby". I bet it could be modded.
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# ? Mar 16, 2015 19:16 |
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gently caress Ea, buy this poo poo
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# ? Mar 16, 2015 19:16 |
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So I've been working on this city with the 25 tile mod for a few days now, I'm not finished yet, but its times like this - when I was following a jet as it came into land, that the scale kind of hits you. It's also making money (not that it matters) - and has traffic thats largely functional, though it has its snarls. The main problem seems to be constant merging into mid-lane or refusal to not merge into alternate lanes, some of the route finding is also a bit questionable. That and busocalypse.
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# ? Mar 16, 2015 19:20 |
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totalnewbie posted:I hope they re-work some of the pathing AI so gaming the road system won't be necessary. But.. that's what made SC4 fun. Don't take away my spergy traffic controller dreams from me.
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# ? Mar 16, 2015 19:21 |
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totalnewbie posted:I was referring to the sort of thing posted above where sliding a 2 lane road segment into a 6 lane road actually improves efficiency. This shouldn't be the case, obviously. But what people are actually saying is you don't need to get that deep into it unless you want to. Its possible to make entirely functioning road systems without the perfect 6 lane trident.
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# ? Mar 16, 2015 19:22 |
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Slickdrac posted:Left: How the AI handles traffic by default (ex; I need to turn right in 5 blocks, I'll get all the way to the right immediately) Right: Optimally running a 6 lane one way road, traffic spreads out and uses all lanes for maximum throughput. Fixed my post to make more sense, multitasking makes you braindead.
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# ? Mar 16, 2015 19:27 |
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Anyone know how car modding works? Is it possible to 'add' a car to a city set, or is there one set of cars and modded cars would replace existing ones (eg a new car would replace the donut trucks) I want to recolour the civilian cars to be less pastelly. Would also love to mod regional police cars as I love modding low rez textures.
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# ? Mar 16, 2015 19:29 |
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I have a question about garbage collection: I want to de-zone and clean up an industrial district, but I don't know if I can move way my garbage incinerators to a far away part of my region. Will the garbage still be picked up even if my stuff isn't close them (no green streets in the garbage overlay)? Kinda sucks that they're polluting my stuff.
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# ? Mar 16, 2015 19:31 |
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Any tips on getting level 3 offices? Do parks help them like they do residential? Or do I need to cover them in other things?
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# ? Mar 16, 2015 19:35 |
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Chewbot posted:I would love for a city building game to recognize land value correctly i.e. waterfront, hilltop and downtown proximity, as opposed to "how many playgrounds are nearby". I bet it could be modded. Didn't one of the older Sim Cities recognize this? Or at least "Higher = better" as far as land value?
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# ? Mar 16, 2015 19:39 |
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Freakus posted:Any tips on getting level 3 offices? Do parks help them like they do residential? Or do I need to cover them in other things? They need to be covered by all the same services that your residential buildings are, including schools, hospitals, etc. I also have found that stacking multiple service buildings will allow them to upgrade. Sometimes three fire stations within a few blocks just isn't enough, apparently. It's really stupid right now.
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# ? Mar 16, 2015 19:42 |
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Fhqwhgads posted:Didn't one of the older Sim Cities recognize this? Or at least "Higher = better" as far as land value? I remember this too, but I can't remember which game it was. Might have been Tropico or like Cities XL? It made a bit of sense and it would be cool to see on some of the maps with varying elevation.
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# ? Mar 16, 2015 19:45 |
Fhqwhgads posted:Didn't one of the older Sim Cities recognize this? Or at least "Higher = better" as far as land value? It was SC2k. Also waterfront property and trees nearby factored into land value as well. Noyemi K fucked around with this message at 19:48 on Mar 16, 2015 |
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# ? Mar 16, 2015 19:45 |
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I love seeing all the pictures in this thread of people reinventing the wheel when it comes to highways. Overpasses and frontage roads exist for a reason! It's probably a bit hard to see but adjacent to each side of the highway is a matching, normal 1-way road. These two lane roads have been handling traffic just fine, especially when mixed with U-turn lanes made out of on-ramps. There's really no big traffic issues anywhere. Some of the on-ramps and U-turns are used pretty heavily, but there's none of the usual "backed up for miles" gridlock I normally get. Outside of the occasional "every single industrial building gets a shipment at once" issue that crops up now and then.
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# ? Mar 16, 2015 19:46 |
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Higher / better would make sense in C:S too since the lower you are the greater your chances of being flooded in poo water by a badly thought out drat placement or fluctuating river. So long as "higher" was measured from a gradient from the lowest average tile on your overall map rather than having an all raised tile map be a richie rich enclave otherwise its just exploitable design. e: Alkydere posted:I love seeing all the pictures in this thread of people reinventing the wheel when it comes to highways. Overpasses and frontage roads exist for a reason! Everything works fine when you have a low density zone like the one pictured there. Its when you have highway intersections in the center of high density commercial residential downtown that links to industrial areas far from the edges of the map that simple frontage roads are insufficient. Thats where crazy rear end roundabout into roundabout type setups come into play. Spaceman Future! fucked around with this message at 19:54 on Mar 16, 2015 |
# ? Mar 16, 2015 19:49 |
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Noyemi K posted:It was SC2k. The original SimCity did it too, the random trees in would give a land value boost to zones built near them. I seem to recall it was one of the only ways to easily get the highest class residential houses. Park spamming might have worked too, but I don't really remember anymore. SimCity also had a fun quirk where you could bulldoze individual tiles off the 9x9 zone to dezone that square, which a buddy and I exploited to build single home paradises way outside the main city. The richest of the rich lived there.
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# ? Mar 16, 2015 19:50 |
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Spaceman Future! posted:Higher / better would make sense in C:S too since the lower you are the greater your chances of being flooded in poo water by a badly thought out drat placement or fluctuating river. So long as "higher" was measured from a gradient from the lowest average tile on your overall map rather than having an all raised tile map be a richie rich enclave otherwise its just exploitable design.
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# ? Mar 16, 2015 19:51 |
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It's dam, goddamnit
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# ? Mar 16, 2015 19:52 |
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Embrace the power of of the off-ramp tool It's like TX.jpg meets CA.jpg
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# ? Mar 16, 2015 19:54 |
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HardDisk posted:It's dam, goddamnit Not when it floods
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# ? Mar 16, 2015 19:55 |
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Spaceman Future! posted:Higher / better would make sense in C:S too since the lower you are the greater your chances of being flooded in poo water by a badly thought out drat placement or fluctuating river. So long as "higher" was measured from a gradient from the lowest average tile on your overall map rather than having an all raised tile map be a richie rich enclave otherwise its just exploitable design. I think it would be better for land value to be based on nearby change in elevation, so if your map has a giant plateau the land in the middle of the plateau isn't more valuable than the land, say, right next to the edge of the cliff with an amazing view. Areas close to water should be worth more than areas further away. For example, in this screenshot quite a few of the houses on the large hill would have the same value as the buildings on the middle-right side of the shot because they are at the same elevation, despite the fact that the houses on the hill have a significantly better view.
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# ? Mar 16, 2015 19:55 |
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https://www.youtube.com/watch?v=T2cIGYpFA68
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# ? Mar 16, 2015 19:58 |
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Alkydere posted:I love seeing all the pictures in this thread of people reinventing the wheel when it comes to highways. Overpasses and frontage roads exist for a reason! Yeah, I think I'm gonna try frontage roads to fix the problems I'm having with my current offramps.
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# ? Mar 16, 2015 19:59 |
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That Quill intersection video is incredibly helpful, despite him using the term 'theorycrafting'. I was able to make these two zones with virtually no traffic, and zero traffic lights, save the two intersections. I'm going to use the 3 lane highway to remove those so I can make a completely traffic light free city.
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# ? Mar 16, 2015 20:00 |
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I'd so love a mod that made land value a bit more important, so it wasn't the natural end-result that every single house turns into a mansion so long as it has a school and hospital near it. And that water and elevation changes really added to land value. Also maybe have a wider range for industry being yucky to live next to. Right now you really only need 1-building buffer and they're good to build a glass mansion. Also there's no class in this game, it's a communist society. Everyone is equal and everyone simply works the best job they are qualified for. Your job has nothing to do with your housing, housing simply upgrades en-mass for everyone as communal services increase. Baronjutter fucked around with this message at 20:10 on Mar 16, 2015 |
# ? Mar 16, 2015 20:01 |
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WMain00 posted:Good god: wow
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# ? Mar 16, 2015 20:09 |
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If waterfront property ever gets a bonus, it would be cool if high density residential buildings got a bigger boost but also lowered the bonus for everything around it
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# ? Mar 16, 2015 20:10 |
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# ? May 27, 2024 02:58 |
Hey, if SC2k could do it, I bet this game could. C'mon CO, make the waterfront property valuable.
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# ? Mar 16, 2015 20:13 |