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Westminster System posted:Through Judicious use of trees and dezoning - including lots of 1 square offices that served little purpose now - I have finished insanity project one. loving beautiful, inspired me to finally get a city past 10k.
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# ? Mar 17, 2015 02:54 |
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# ? May 24, 2024 21:12 |
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Fintilgin posted:No! Don't do it! Don't jum... Reminds me of SC4 where a bus terminal placed between an elevated highway and a road would become a magical bus elevator. Anyways, time to load up the Star Minstrel Mars map because goddamn does it look cool. Everything else looks either flat, or janky as gently caress.
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# ? Mar 17, 2015 02:55 |
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Arsonide posted:How do you guys deal with the early game off ramp? It is terrible and I hate it. I wish it was a 2 lane/six lane road or something. I would just bulldoze it and make something better, but in the early game you don't have any tools to do highway ramps or highways, and in the late game, you've already built around the lovely default ramp. This is how my highway has been set up ever since I got access to large roundabouts. Originally there was a small roundabout instead which got pretty backed up, but functioned well enough to tide me over until I could upgrade it, though, I had to bulldoze two blocks to fit the new roundabout. Traffic was still a headache even on the large roundabout, until I replaced the industry with the offices and commercial you see on the upper areas. Now traffic is not a problem, and I'd say that's the real solution: make an intersection that looks nice, and power on through until you can relocate your industry somewhere with a sensible highway interchange. I think there are three realisations that really made this game click for me, coming from Sim City 4. One is that Cims don't always take the fastest route to where they are going, which means unlike Sim City side streets can be safely joined up without every driver in the city suddenly wanting to drive through some random residential side street instead of taking the slightly longer but faster and less congested main road. The second was that the traffic system is actually balanced around that fact, so small roads can take more cars because they're not intended to be used only by the residents of that street, while larger roads take fewer because you don't need to funnel absolutely every vehicle onto a large road until they reach their destination. Lastly, was the realisation that "high traffic" does not mean traffic jams. I have traffic lit intersections which periodically display as being "high traffic", but if you actually zoom in to look at the intersection, what is often happening is that traffic has built up while the light is red, and then as soon as it goes green, the traffic all immediately clears. As a result I started trusting my own eyes to verify traffic problems and treated the red on the traffic map as being "worth a look" instead of "GRIDLOCK HELL". As far as I'm concerned any intersection where a vehicle can reliably get through in less than two light cycles on average is an adequate junction, no matter how backed up it gets every now and then. So, I just started building a city like a city looks like, and didn't pay much attention to traffic balancing, and lo and behold traffic isn't actually much of an issue. Of course, who knows how things will be once the population is creeping up over a hunded thousand, but right now people seem to get around OK.
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# ? Mar 17, 2015 02:57 |
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Is there a reason nothing's being built in these areas, even though I have them zoned? It was originally going to be a big industrial area, but I tried it like this to see if it was a problem with industrial or all the zones, and still nothing.
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# ? Mar 17, 2015 02:57 |
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Check your power reach. That road may be too wide for the power to jump the gap.
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# ? Mar 17, 2015 03:00 |
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Lester Shy posted:Is there a reason nothing's being built in these areas, even though I have them zoned? It was originally going to be a big industrial area, but I tried it like this to see if it was a problem with industrial or all the zones, and still nothing. move the 6-lane parallel to the highway several squares further away from the highway, then make some ramps between the highway and it (i.e. frontage roads: http://en.wikipedia.org/wiki/Frontage_road)
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# ? Mar 17, 2015 03:01 |
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SynthOrange posted:Check your power reach. That road may be too wide for the power to jump the gap. Nah, the idiots will still build there and then complain about lack of power. No matter how I plan my power, new areas will always build as far away from a power connection as possible.
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# ? Mar 17, 2015 03:03 |
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SynthOrange posted:I'd hesitate recommending Blender to a newbie. I've no problem using it because I've used various 3d programs over the years and it's all the same, just a matter of finding out what the hell it's called in this particular package and how to get to it. For someone new to 3d modelling? Uuuuuuh. Blender isn't any worse than any other package. Any complex piece of software is going to be intimidating to learn. I've been using Blender for 12 or so years, and happy to answer questions in the IRC. irc.synirc.org #skylines I've got most of the kinks worked out of this: Should be slapping it on the Workshop tommorow.
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# ? Mar 17, 2015 03:03 |
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ijyt posted:loving beautiful, inspired me to finally get a city past 10k. Thanks, I'm mostly happy that apart from a few terrible areas of industrial traffic hell, it mostly works. I am pushing about 450k~ at this point, mostly thanks to the 25 tile mod to be fair. The game runs at normal 1 > speed even at >>> at this point though, cause of my terrible computer. As always, obligatory set pieces aside from the airport earlier are included, the 2 "grandest" offerings being the Arch and "Palais de Amadea".
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# ? Mar 17, 2015 03:04 |
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Reveilled posted:So, I just started building a city like a city looks like, and didn't pay much attention to traffic balancing, and lo and behold traffic isn't actually much of an issue. Yeah, I'm building a psuedo Seattle right now off my home city, and it's kind of incredible how the congestion/bad traffic areas in game are the same areas we have bad traffic/congestion with in real life. To be fair, it's not to scale or anything, and I've got a third of the roads, but it really does nail home that "add more roads" isn't really a fix. The bigger issue is those areas are just naturally congested.
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# ? Mar 17, 2015 03:04 |
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I also found that the game will show red traffic even if it's not really that clogged, an area might just have a lot of throughput with a couple of cars waiting at lights but no major issues. Bit of a red herring.
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# ? Mar 17, 2015 03:07 |
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Westminster System posted:Thanks, I'm mostly happy that apart from a few terrible areas of industrial traffic hell, it mostly works. You are much better at this game than I am.
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# ? Mar 17, 2015 03:09 |
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Westminster System posted:Through Judicious use of trees and dezoning - including lots of 1 square offices that served little purpose now - I have finished insanity project one. This is full of rainbows. //edit ^^^^^^ Got my response up top. Another question: are unique buildings unlocked for all maps? And if yes, can you unlock them in one map and then come back to a map you're making? I'm asking that for the ones that require bad stuff like 20% health and 50% crime. Popoto fucked around with this message at 03:20 on Mar 17, 2015 |
# ? Mar 17, 2015 03:17 |
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Hit 100k. But the Aging Mod was cheating pretty blatantly
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# ? Mar 17, 2015 03:18 |
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Enos Shenk posted:Blender isn't any worse than any other package. Any complex piece of software is going to be intimidating to learn. What guides do you recommend for people that used 3D Studio Max and found Blender's interface impenetrable?
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# ? Mar 17, 2015 03:19 |
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Man now I just want a bunch of HL2 stuff, like that huge fuckin wall. No matter how hard it'd be to mod in
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# ? Mar 17, 2015 03:23 |
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Subscribed to the autosave mod, forgot to turn it on, played for 8 hours thinking it was on, laptop overheated and shut down.ijyt posted:I also found that the game will show red traffic even if it's not really that clogged, an area might just have a lot of throughput with a couple of cars waiting at lights but no major issues. Bit of a red herring. Definitely true, I was trying to troubleshoot a red section and I was staring at traffic go by for a good 10-15 minutes before I realized there wasn't really any clog at all, there were just tons of vehicles moving through the road section. Moridin920 fucked around with this message at 03:27 on Mar 17, 2015 |
# ? Mar 17, 2015 03:24 |
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HardDisk posted:What guides do you recommend for people that used 3D Studio Max and found Blender's interface impenetrable? Convert to editable polygon (right click on your object) is your friend with 3D studio max. That will be your first step in modeling. Then, and your biggest challenge, will be learning to "unwrap", which is basically "unfolding" the texture map so you can then paint over the mapping you created with a painting program (usually photoshop). So : find tutorial to drag edges around (click on an edge and shift+drag when in editable polygon mode (NOT the same thing as EDIT POLY modifier) with an object in editable poly (you really can just start with a plane and go from there). Then unwrap mode, and then paint over your unwrap in photoshop or another paint program and you should be good ADDENDUM : it's possible the models in this game use raw shaders instead of painted textures, which are less memory intensive, you'll have to snoop around modding forums for the game. That's a bit more finicky to assign to your polygons since you need to learn the material tool in 3Ds Max. Keep in mind 3DS max is super old and crash prone and is a piece of poo poo (I model everything with it) I want to throw out of my house. Save often. Popoto fucked around with this message at 03:26 on Mar 17, 2015 |
# ? Mar 17, 2015 03:24 |
Somehow I've made it to 30k pop with the stock highway intersection. I had to fix done angles on it that caused traffic to slow down a lot on the ramps, but that's it. I only added a second highway spur after 20k for direct access to industrial and cargo. I found that it's worked well for me to have three layers on the main strip. The bottom layer is inbound from off the map (or the distant areas) and exits to the different areas. The layer above that is outbound off the map or to the distant areas. The third layer is a loop highway that has both ramps to and from each area and is used for local traffic only. I found that mixing the three with a highway roundabout was forcing all the traffic for a large area through one circle and it was too much for the road to pass, so that spawned the third layer local-only.
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# ? Mar 17, 2015 03:24 |
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StarMinstrel posted:UNGH YESSSSSSSSSSSSS thanks so much. Little comments like this makes the 5 hours I spent on it worth it (no exageration because god drat that terrain was bumpy, and simply smoothing out would make all the ridges dissapear, so I had to manually flatten a lot of plateau at places I thought would be playable). I still want to see if there's any way to directly update the file on steam so people can have an updated version directly sent to them, instead of sharing a new file, as right now sharing an updated assets seems to be a bit... unwieldy/buggy, as far as I tried. Maybe I'm dumbo. Anyway, still planning on make the map a beauty pass for more buildable terrain and maybe look over the resource distribution. It's a great map and I'm grateful you made it! I might recommend upping the resources a little, I know it's not terribly realistic, but just to give a little more choice in city diversity around the place. SynthOrange posted:If you keep pumping sewage into that lake, will it eventually overflow? I actually wanted to ask about how water works, so this lets me segue nicely into that! Basically when I plunk down a pump or outlet pipe, the water level seems to have an immediate change, but then stops changing. I don't seem to actually be pumping water out of the large lake or into the smaller one on a permanent basis as such. Can anyone shed light on whether this is so? I was hoping to eventually fill Poo Lake
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# ? Mar 17, 2015 03:27 |
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How is performance on this game? Looking at the Requirements, I should be just above Recommended specs. But when I play the game I'm getting 20-30 FPS on low settings/1080P. I have noticed slow downs in other games, so I think there's something I need to fix, but I just wanted to see what I should kind of performance I should be getting first.
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# ? Mar 17, 2015 03:28 |
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This game is the Divinity: Original Sin of city builders.
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# ? Mar 17, 2015 03:30 |
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My English maybe completely broken right now, so I'm sorry that you misunderstood me. What I wanted to say is that I already know how to model in 3DS Studio Max , including UVWrapping (I think it's the most rewarding part, since it's pretty much where things start to come together, so to speak). I wanted to get into Blender, since it's free, but the interface is impenetrable to me. Do you have any guides that you can recommend in this case? StarMinstrel posted:Keep in mind 3DS max is super old and crash prone and is a piece of poo poo (I model everything with it) I want to throw out of my house. Save often. ~indie charm~ Space Kablooey fucked around with this message at 03:32 on Mar 17, 2015 |
# ? Mar 17, 2015 03:30 |
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StarMinstrel posted:I remember a maximum being mentionned... Yeah, It's 1 million I believe. As for that, yes, its unlocked across the game and theres a menu option to reset. I got a few of the more annoying ones in a throwaway game but couldn't get crime above the 20%'s.
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# ? Mar 17, 2015 03:39 |
Mod time! It's a vending machine prop you can use to spruce up your parks or buildings. I intend to use it myself for later mods.
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# ? Mar 17, 2015 03:39 |
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HardDisk posted:My English maybe completely broken right now, so I'm sorry that you misunderstood me. Oh, drat. Yeah no, I just started looking into blender too, and well: that interface is a cliff I still have to learn. One day... one day... if you find something, feel free to post for any wanna be modder here, I'm sure we'd all aprreciate (Blender, for those that don't know, is a free to get modeling application that's good depending on who you ask. I've seen promising renders).
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# ? Mar 17, 2015 03:40 |
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I've gone too far.
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# ? Mar 17, 2015 03:42 |
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Enos Shenk posted:Blender isn't any worse than any other package. Any complex piece of software is going to be intimidating to learn. I don't suppose the screen with the geisha mouth is animated? Is that even possible?
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# ? Mar 17, 2015 03:47 |
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Westminster System posted:Through Judicious use of trees and dezoning - including lots of 1 square offices that served little purpose now - I have finished insanity project one. Can you upload this please.
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# ? Mar 17, 2015 03:47 |
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StarMinstrel posted:Oh, drat. Yeah no, I just started looking into blender too, and well: that interface is a cliff I still have to learn. One day... one day... if you find something, feel free to post for any wanna be modder here, I'm sure we'd all aprreciate (Blender, for those that don't know, is a free to get modeling application that's good depending on who you ask. I've seen promising renders). There's a video series from this apparently French guy, but IDK if it's a good series or not. It appears that he's just winging it as well. https://www.youtube.com/watch?v=tt_lsr1SwBI
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# ? Mar 17, 2015 03:53 |
Galaga Galaxian posted:I don't suppose the screen with the geisha mouth is animated? Is that even possible? It's the plymouth arco!
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# ? Mar 17, 2015 03:58 |
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So what's the best way to handle traffic coming off of the starting highway?
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# ? Mar 17, 2015 04:00 |
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Zotix posted:So what's the best way to handle traffic coming off of the starting highway? After you get big: more highway.
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# ? Mar 17, 2015 04:02 |
Zotix posted:So what's the best way to handle traffic coming off of the starting highway? https://www.youtube.com/watch?v=1uwj2ZiiFSs
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# ? Mar 17, 2015 04:10 |
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I wish the agents would pay attention to traffic when deciding how they want to move, taking the next longest route if the primary route is congested as hell. That'd be nice. Make some kind of 50k pop building thats a traffic center that lets people know or some poo poo.
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# ? Mar 17, 2015 04:12 |
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StarMinstrel posted:UNGH YESSSSSSSSSSSSS thanks so much. Little comments like this makes the 5 hours I spent on it worth it (no exageration because god drat that terrain was bumpy, and simply smoothing out would make all the ridges dissapear, so I had to manually flatten a lot of plateau at places I thought would be playable). I still want to see if there's any way to directly update the file on steam so people can have an updated version directly sent to them, instead of sharing a new file, as right now sharing an updated assets seems to be a bit... unwieldy/buggy, as far as I tried. Maybe I'm dumbo. Anyway, still planning on make the map a beauty pass for more buildable terrain and maybe look over the resource distribution. Can you move the starting area because as is you have to pollute the fertile Lake with turds forever.
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# ? Mar 17, 2015 04:14 |
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i like that this guys is making videos, but IMO that is some ugly rear end poo poo
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# ? Mar 17, 2015 04:22 |
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I guess it's about half way full now.
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# ? Mar 17, 2015 04:37 |
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ravenous demand for industrial, but they're dying off like flies because no one is buying their poo poo. no other demand. help.
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# ? Mar 17, 2015 04:45 |
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# ? May 24, 2024 21:12 |
The Mantis posted:i like that this guys is making videos, but IMO that is some ugly rear end poo poo Ugly but it works and leaves you space to demolish and expand later.
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# ? Mar 17, 2015 04:45 |