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Slickdrac posted:http://steamcommunity.com/sharedfiles/filedetails/?id=409590909 Thanks for this
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# ? Mar 17, 2015 22:21 |
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# ? May 25, 2024 03:06 |
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Ofaloaf posted:10% of my city's population just moved out. When you upgrade a neighborhood to high density, it counts everyone who had been living there as moved out. New families will move in to replace them
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# ? Mar 17, 2015 22:28 |
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I posted this over in the SC4 thread, but I didn't see anyone mention it here. Someone ported over the SimCity 4 Route Query tool to Cities: Skylines.
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# ? Mar 17, 2015 22:30 |
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Jonny Nox posted:When you upgrade a neighborhood to high density, it counts everyone who had been living there as moved out. New families will move in to replace them They haven't, though. I peaked at 9600 before zoning high-density; an in-game year later, I'm now hovering at 8400, give or take, and it hasn't bounced back at all.
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# ? Mar 17, 2015 22:31 |
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So my friend doesn't think i'm a very good city designer. Infact he thinks i'm hilariously bad I tried to fit in a rail freight depot to an engineering district i'd made hours ago in game time. I thought it worked quite nicely?? Traffic solutions!! WHAT loving TRAFFIC?
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# ? Mar 17, 2015 22:37 |
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Jamsque posted:Thanks for this No problem. I just realized I didn't put it exact center of the asset designer, not sure if that makes a difference when plopping it down? This is the grid layout I incorporated it into. http://steamcommunity.com/sharedfiles/itemedittext/?id=409596774
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# ? Mar 17, 2015 22:38 |
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Ofaloaf posted:They haven't, though. I peaked at 9600 before zoning high-density; an in-game year later, I'm now hovering at 8400, give or take, and it hasn't bounced back at all. e. Boomers zedprime fucked around with this message at 22:45 on Mar 17, 2015 |
# ? Mar 17, 2015 22:42 |
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Where the devil are statistics? I'm dumb and haven't figured out all the controls yet.
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# ? Mar 17, 2015 22:47 |
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This goddamn map.
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# ? Mar 17, 2015 22:49 |
^^ edit: Have that map too! Dammed the river and flooded my posh suburb. Too much fun.Hot Dog Day #82 posted:I am a boring goon and I like to make villages and small towns in my city simulation games. Does building small work in City Skylines, or does the game assume you want to be a huge big-deal city all the time? You sure can. One of my maps is like that, reminds me of transport tycoon. Towns are only as big as you let them get. Harder to unlock stuff though, if you're having to find new spaces to put little towns in all the time. Wow this thread moves fast, probably you're halfway to your own monument by now. Also I love that something will grow if you allocate space, regardless of the real world desire to live somewhere like that. This house has been happily occupied since I put it there.
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# ? Mar 17, 2015 22:54 |
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Ofaloaf posted:Where the devil are statistics? I'm dumb and haven't figured out all the controls yet.
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# ? Mar 17, 2015 22:54 |
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^
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# ? Mar 17, 2015 22:54 |
I've spent nearly three days strait playing this. Slowly stalling around 80k population. No major traffic problems though, thats a first. Map is Kaneohe bay Hawaii, shameless plug made my me. http://steamcommunity.com/sharedfiles/filedetails/?id=406922113
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# ? Mar 17, 2015 22:54 |
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I bet satellite TV reception is just loving awesome for those people.
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# ? Mar 17, 2015 22:54 |
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TExtraNoise posted:Hey there Simosimo, this is a result of the FBX file having an improper/no UVW unwrap setup. As Noyemi mentioned, you'll want to find a way to generate UVs. And because of that, you won't be able to use repeating textures like it sounds like you have. You'll have to create maps (that look like this) where each "part" is flattened out and textured individually. Thanks! The consensus seems to be sketchup is kinda sucky and it makes un optimised models. I've glanced at zbrush, maya and a couple of others in the past and sketch was the only one that made sense out the box to a 2D creative type like me. I think blender is free so I'll look into it, as most folk advocate it. I have no problem learning from YouTube vids so I think I'll invest in that rather than sketchup. As long as I can drag and morph stuff and the flat texture stuff is ok I should be golden. Christ textured cubes with an extruded face can't be that hard amirite
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# ? Mar 17, 2015 22:58 |
I made a snack machine to go with the drinks machine. Now your citizens can coat doorknobs and walk signal buttons with cheeto dust!
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# ? Mar 17, 2015 23:02 |
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Slickdrac posted:No problem. I just realized I didn't put it exact center of the asset designer, not sure if that makes a difference when plopping it down? How do you get the asset builder to expand past 64x64?
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# ? Mar 17, 2015 23:03 |
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Tambaloneus posted:
reminds me of
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# ? Mar 17, 2015 23:03 |
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How do natural resources work? Do I have to build farming industrial zones on my fertile land for it to work?
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# ? Mar 17, 2015 23:19 |
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Here is my beautiful industrial area with what I think is a pretty awesome road system. It is serviced by 3 train stations along the bottom, and can handle a pretty large crush of traffic. I have no mass transit between the suburbs and the industrial park, so everyone has to commute through the trucks. My suburbs are up to about 18,000 pop, and they all have to commute by interstate to the industrial area to work. I think I'm going to continue to grow one large suburb and one large industry, and just see how big I can get it by working and reworking the road system. I also have a downtown area, but have not been working on it much lately. I basically have been playing this game as a traffic simulator, but you have full control over how the city is laid out and what your traffic sources are. It's soothing to watch the cars run through the roads like water in a big washing machine or something. I think I'll eventually have to run another 3-lane interstate in each direction. I tried to create an "Express Lane" for my interstate using a highway on-ramp, but I am having a lot of trouble forcing the thru-cars to use the express lane instead of the interstate. I had to make it very difficult for them to continue on past the suburbs without using the "Express Lane".. Has anyone created a first-person mod that puts you inside a vehicle as it whips around the city?
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# ? Mar 17, 2015 23:20 |
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Diviance posted:
Would be up to see more. I missed the layouts you mentioned.
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# ? Mar 17, 2015 23:28 |
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BigRed0427 posted:How do natural resources work? Do I have to build farming industrial zones on my fertile land for it to work? Farms/Forestry: they will work wherever you place them. However if you place them on fertile land they will produce more, and therefore will import less, making you more money. Farms and forestry resources are infinite, and the industry is pollution free (though rather heavy on uneducated workers). Ore/Oil: will make a bunch of oil production buildings to suck up the resources within a small radius of the building. At which point they will make you bank, especially if you have nearby zones also zoned for oil/mining for them to take the spoils for refinement. Unfortunately resource deposits are incredibly shallow in this game so after about a year all your mines and pumpjacks will tear themselves down and refineries, smelters and machine shops will appear instead. These are still rather profitable and have lots of slots for educated workers, but are heavily polluting and they then have to import everything (which effectively doubles the amount of industrial traffic you deal with).
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# ? Mar 17, 2015 23:30 |
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Budget went from weekly revenues of $3000 to a deficit of $4000.
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# ? Mar 17, 2015 23:32 |
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Going back to Zbrush to work on terrain was a much better idea. Then export the heightmap into the game and fine tune from there.
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# ? Mar 17, 2015 23:38 |
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At last, the mod we truly needed: Fudged Population count!Ofaloaf posted:Where the devil are statistics? I'm dumb and haven't figured out all the controls yet. Btw, for easier access: http://steamcommunity.com/sharedfiles/filedetails/?id=408613485&searchtext= Kyte fucked around with this message at 23:44 on Mar 17, 2015 |
# ? Mar 17, 2015 23:38 |
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Very nearly tanked an entire city and hours of work after I accidentally cut an electric line while building a highway. Had barely enough time to get out a loan to clear the sudden budget deficit and fix the problem. Always make sure your key utilities have redundancy.
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# ? Mar 17, 2015 23:41 |
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bitcoin bastard posted:How do you get the asset builder to expand past 64x64? It's not. If you were talking about the image in the link description, it's 4 of those grids put together. Also, the IMPORTANT NOTE I put on there was how I fixed my traffic problem for the offramp from this to this It seems so obvious now since all the traffic was flowing from the right side over to it's left alternate direction trunk counterpart. Red traffic means nothing Slickdrac fucked around with this message at 23:47 on Mar 17, 2015 |
# ? Mar 17, 2015 23:41 |
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Enos Shenk posted:I've also been tinkering with this. Since baseball fields seem to be wanted. You gotta upload this!
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# ? Mar 17, 2015 23:49 |
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cthulhoo posted:This goddamn map. Which map is that?
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# ? Mar 17, 2015 23:50 |
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I made another color lookup table, because I felt like Boreal maps are meant to be cold but don't feel like it. I think I may have a problem. I also figured out an interesting trick to make near-camera appear higher contrast than far away, giving it a "fog in the distance" look. This map is called Innsbruck Valley btw (not made by me), and it is a real Chewbot fucked around with this message at 00:02 on Mar 18, 2015 |
# ? Mar 17, 2015 23:57 |
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SynthOrange posted:
This looks like it will be a lot of fun, good luck with the rest of the work!
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# ? Mar 17, 2015 23:57 |
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Kyte posted:At last, the mod we truly needed: Fudged Population count! http://steamcommunity.com/profiles/76561198000186196 crazysim fucked around with this message at 00:07 on Mar 18, 2015 |
# ? Mar 18, 2015 00:05 |
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Is that . . . seriously something SimCity 2013 did? I never played it. Why on earth would you want an inaccurate population . . .
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# ? Mar 18, 2015 00:10 |
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Ofaloaf posted:
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# ? Mar 18, 2015 00:10 |
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TheQat posted:Is that . . . seriously something SimCity 2013 did? I never played it. Why on earth would you want an inaccurate population . . . Because if they gave real numbers you'd be disappointed with your 7,000 citizen "metropolis". I don't get why you'd want to do this in Skylines, though.
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# ? Mar 18, 2015 00:11 |
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simosimo posted:Dragonborn population : 1 Now I want a mod that adds dragons. We already have AI for birds and planes that fly like birds. It shouldn't be too hard. In fact, might as well replace planes with dragons.
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# ? Mar 18, 2015 00:11 |
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From what I'm led to believe, this game is a clearly inferior version of SC2013 because it doesn't do That One Thing I Care About, so clearly fudged population is the first step on the path to fixing it.
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# ? Mar 18, 2015 00:12 |
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Starting a new project. That's about as big of a circle as I can make on a stock map.
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# ? Mar 18, 2015 00:13 |
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He's not the only Maxis dev making poo poo for this game...
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# ? Mar 18, 2015 00:14 |
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# ? May 25, 2024 03:06 |
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Slickdrac posted:It's not. If you were talking about the image in the link description, it's 4 of those grids put together. Also, the IMPORTANT NOTE I put on there was how I fixed my traffic problem for the offramp from this i probably missed something but I dont see the difference in road design between these two or why one is much better than the other.
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# ? Mar 18, 2015 00:16 |