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SFish Fry Andy posted:http://steamcommunity.com/sharedfiles/filedetails/?id=409068574 So basically a fix for that bug?
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# ? Mar 16, 2015 21:51 |
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# ? May 23, 2024 15:51 |
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Fish Fry Andy posted:http://steamcommunity.com/sharedfiles/filedetails/?id=409068574 Confirmed works. My commercial demand immediately rose back up to expected levels and nothing else (like land value) seems to be affected. Plus people still use the parks, score.
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# ? Mar 16, 2015 21:57 |
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Gyshall posted:S thats a pretty crippling "fix". Im not sure I completely understand what is going on, so tourists no longer shop while they are visiting, dont you still have demand from local residents? Is the issue just that commercial grows *less* and not that it completely stalls? I haven't seen any real reduction in commercial of my city of 80k and I have a ton of parks, just trying to figure out what is killing what for the people having trouble. edit: maybe its not so bad? If the parks arent on the demand table, but people are still using them, how does that fix anything if time is still being spent in the parks rather than in the shops? I must be completely misunderstanding the issue here.
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# ? Mar 16, 2015 21:57 |
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totalnewbie posted:Maybe I'm misunderstanding what you or the post we're referring to was saying, but it seems to me that if you just have a normal 6-lane road, only the outside lanes get used, even though it causes traffic to be backed up and cars could be taking the middle lanes to bypass turning traffic. I guess my point was the more common impact on gameplay is that every time you design an intersection, and this is easiest to see with 1 way roads, you should be asking yourself do the ins equal the outs. With the wrong trident example you have 6 lanes coming in, 2+2+6=10 lanes coming out, which the game doesn't like. In the right trident, you have 6 lanes coming in, 2+2+2=6 coming out and the lane assignments all come out making more sense. This is also applicable in making your streets look more like the suburbia I am used to: You can have 4 lane roads going all about, and in intersections you absolutely must have better balanced you can expand out to a 6 lane. for a single stretch of road.
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# ? Mar 16, 2015 21:59 |
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Gyshall posted:So basically a fix for that bug? Honestly I don't think that it's a bug, more like an oversight or just a bad design decision. Apparently commercial demand competed with the number of people using parks, so the modder removed parks from commercial calculation.
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# ? Mar 16, 2015 22:00 |
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This is basically the right way to go about it when two highways meet, right?
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# ? Mar 16, 2015 22:01 |
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Ofaloaf posted:
That highway looks like it was left out in the rain and got soggy. It's beautiful.
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# ? Mar 16, 2015 22:03 |
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Okay I think I got it. This works really well and doesn't look too terrible. The video is from before I cleaned up some of the roads but it works the same. https://www.youtube.com/watch?v=4zRjK05_clI
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# ? Mar 16, 2015 22:03 |
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Ofaloaf posted:
Yep, nailed it. Every approach has two options to get to the same destination? No one ever worries about missing an exit! LOL at the left exit, giant gently caress you to drivers. This one's different, just because!
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# ? Mar 16, 2015 22:04 |
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It wouldn't let me make a proper ramp on the right.
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# ? Mar 16, 2015 22:07 |
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Ofaloaf posted:It wouldn't let me make a proper ramp on the right. Delete the arm connecting to the perpendicular highway and connect there.
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# ? Mar 16, 2015 22:08 |
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Ofaloaf posted:
I can't see any difference.
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# ? Mar 16, 2015 22:08 |
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So when I got to high density commercial zones, I decided that I wanted a shopping district. So I dropped 2 big blocks of high commercial around a ploppable mall. This zeroed my commercial demand for many years. Eventually it came back a little bit, but for right now I am only zoning small blocks of commercial space at a time. And then nothing till it fills in. That seems to manage it better until the park thing gets figured out. From the one house city that PC gamer did, I bet it's because they never put in a trigger for cims to leave the park once they get there.
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# ? Mar 16, 2015 22:10 |
How do you even get tourists? I have like 60 in a city of 70000.
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# ? Mar 16, 2015 22:14 |
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With commercial I had dead demand after unlocking high density until I built a late first freight terminal around 20k. Since then its never bottomed out and is nearly insatiable now. I don't have any overlapping parks for the most part except my downtown where I have offices forced to level 3.
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# ? Mar 16, 2015 22:17 |
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Fish Fry Andy posted:
Real highways don't need a mix of left and right side exits to work properly.
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# ? Mar 16, 2015 22:17 |
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skooma512 posted:How do you even get tourists? I have like 60 in a city of 70000. Yeah I've 100% ignored the tourism angle, I don't quite get it. My train station linking off the map gets barely anyone. My cruise ship dock is a jammed mess of 5 cruise ships inside each other that just time-out and vanish after a while but I'm not sure I see anyone ever get on or off. I've got plenty of unique plops and parks, I don't know. Also freight terminals take a lot of uneducated workers! Keep this in mind guys. I started a new city with infinite money and started with a big ring of freight stations (seriously include a freight station in your shopping district and the shops will get goods via train!) and I didn't get any industrial buildings until it hit around 5-6k people because everyone just worked at the freight stations.
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# ? Mar 16, 2015 22:18 |
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I'm not really disappointed by the lack of building variety in the game. CO spent their time and effort where it was most valuable, the gameplay and the core simulation. Any graphical flavor the game still needs will be easily made up for by the Steam workshop integration. Especially when compared to Simcity 4's mod support. Being able to add things to my game with a button click and no dependency resolving is like a dream come true.
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# ? Mar 16, 2015 22:22 |
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Dr. Stab posted:Real highways don't need a mix of left and right side exits to work properly. That interchange would actually work pretty well with the pathing in this game, I think. I'm not at home so I can't test it, but if you split the perpendicular, merging highway into two off ramps for each direction that should force the AI to use different lanes.
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# ? Mar 16, 2015 22:22 |
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Fish Fry Andy posted:That interchange would actually work pretty well with the pathing in this game, I think. I'm not at home so I can't test it, but if you split the perpendicular, merging highway into two off ramps for each direction that should force the AI to use different lanes. Yeah, good traffic design in this game is weirdly all about balancing left/right/centre lanes. I hope they make things better though because I'd love to just use real-life examples/intuition rather than game a weird AI.
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# ? Mar 16, 2015 22:25 |
Baronjutter posted:Yeah, good traffic design in this game is weirdly all about balancing left/right/centre lanes. I hope they make things better though because I'd love to just use real-life examples/intuition rather than game a weird AI. How difficult would this be to actually implement?
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# ? Mar 16, 2015 22:27 |
I used to do 3D stuff in blender but it was usually on the cartoony side. Is it easy to get blender set up to export models for this game? I'd like to make custom props and buildings at some point.
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# ? Mar 16, 2015 22:27 |
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Google Butt posted:How difficult would this be to actually implement? Probably very, pathing AI isn't that hard, but pathing AI that dynamically responds to its environment is really hard to get right and on "budget"(which is why abstracted simulations with agents for decoration is the superior solution!)
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# ? Mar 16, 2015 22:28 |
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Made some billboards for the asset makers, I dunno how to get them into models, but I love making random texture junk! Feel free to use.
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# ? Mar 16, 2015 22:31 |
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Fish Fry Andy posted:
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# ? Mar 16, 2015 22:34 |
Yeah, I think I'll be starting with props/signs just to have some variety. I'll be making some really nice ones, too. If only the internet wasn't chugging atm and I could actually get blender re-downloaded (I guess I lost it with my previous install!)
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# ? Mar 16, 2015 22:34 |
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simosimo posted:Made some billboards for the asset makers, I dunno how to get them into models, but I love making random texture junk! These are great.
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# ? Mar 16, 2015 22:36 |
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Did someone post a mod for getting live feeds into Chirper? I went back through the thread but couldn't see anything.
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# ? Mar 16, 2015 22:37 |
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Trilin posted:These are great. Thanks, I've been after a game to mod for ages and this seems perfect for my creative texture exploits.
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# ? Mar 16, 2015 22:39 |
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simosimo posted:Made some billboards for the asset makers, I dunno how to get them into models, but I love making random texture junk! Requesting the James McGill billboard please.
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# ? Mar 16, 2015 22:46 |
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Chewbot posted:This man is a genius. And yeah this poo poo is time-consuming, I used to model environments, terrain and make lookup tables for SW:tOR and I put in about 25 hours on the Skylines mods I put up on the first page. Good for him making the best of a layoff, I'm gonna give him money. quote:THE ASKING COST: Lol that's not a genius tho
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# ? Mar 16, 2015 22:47 |
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they come.
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# ? Mar 16, 2015 22:49 |
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Noyemi K posted:I used to do 3D stuff in blender but it was usually on the cartoony side. Is it easy to get blender set up to export models for this game? I'd like to make custom props and buildings at some point. Yeah. I was just testing it out myself. A 1x1x1 cube imports into game real tiny, but scale it up by 400X and it fills a 1 tile square perfectly. Also remember the object's transformation is not applied, so check that they're all zero and dont transform in object mode. Apply all the transformations inside edit mode.
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# ? Mar 16, 2015 22:53 |
For someone who's never done any 3d modeling, where should I start if I just want to mess around?
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# ? Mar 16, 2015 22:54 |
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What is this commercial/park bug everyone is mentioning?
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# ? Mar 16, 2015 22:56 |
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NyetscapeNavigator posted:What is this commercial/park bug everyone is mentioning? Parks directly lower the demand for commercial zones due to having tourism slots, which for some reason feeds into the commercial demand formula. You can probably remove Commercial demand 100% by having enough parks.
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# ? Mar 16, 2015 22:57 |
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Not my image unfortunately: Are they wheeling it in or out?
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# ? Mar 16, 2015 22:58 |
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Google Butt posted:For someone who's never done any 3d modeling, where should I start if I just want to mess around? "Blender noob to pro" was once the default suggestion but I'm not sure it's been updated in a long time. A second choice would be the blender tutorial hub: http://www.blender.org/support/tutorials/ Without knowing your background it could take anywhere from a few hours to a few weeks before you get something into the game.
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# ? Mar 16, 2015 22:59 |
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Too soon?
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# ? Mar 16, 2015 23:05 |
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# ? May 23, 2024 15:51 |
SynthOrange posted:Yeah. I was just testing it out myself. A 1x1x1 cube imports into game real tiny, but scale it up by 400X and it fills a 1 tile square perfectly. Also remember the object's transformation is not applied, so check that they're all zero and dont transform in object mode. Apply all the transformations inside edit mode. You should probably switch the scale to meters then. At any rate, I remember how to model! The bad news: I don't remember shortcuts for things like resetting the origin! Hooray! (boo!)
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# ? Mar 16, 2015 23:07 |