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Fish Fry Andy posted:I'm actually just now trying out my second custom map, and after using terrain party quite a bit I've decided that the scale you really want to go for in most instances is something like 3:1 scale. terrain.party pulls really low resolution heightmaps most of the time, which honestly look awful. Both of my maps have ended up being photoshopped amalgamations of various different places in order to look a little natural. I'm not sure what to tell you if you're going for a 1:1 recreation of a real place. I'm not concerned so much with the "jaggedness" caused by the low resolution, I'm fine with throwing the soften tool around. The scale issue is more trying to get a city scale that "fits" with the gameplay and looks good. For example, would a similar number of highways in the roughly correct places provide reasonable traffic flow or be way over or under capacity. With water, when I make a source, it tends to go somewhat down the river basin, but it fizzles out and doesn't make it all the way to the end. This happens even when I'm using a few of what I think are the largest water sources.
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# ? Mar 19, 2015 04:27 |
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# ? May 27, 2024 02:23 |
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Logikv9 posted:Can somehow explain how to properly drain an area? I'm starting a new city on the islands map and I dammed off the center sea. I'm trying to drain it now but the pumps don't seem like they are pumping anything. I don't think nuke plants require that much water compared to just housing. The other problem might be the sea itself. The way water works in this game is that there are Spawnpoints that try and keep a fixed waterlevel. If the level drops below they spawn new water up to a fixed rate, if it rises above they despawn water. If the part of the sea you dammed off has one of those points in it you'll never be able to drain it properly.
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# ? Mar 19, 2015 04:50 |
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gman14msu posted:I'm not concerned so much with the "jaggedness" caused by the low resolution, I'm fine with throwing the soften tool around. The scale issue is more trying to get a city scale that "fits" with the gameplay and looks good. For example, would a similar number of highways in the roughly correct places provide reasonable traffic flow or be way over or under capacity. Low resolution doesn't result in jagginess, the maps are the same overall resolution regardless of size. The problem is that the maps are low resolution as in low detail. Also, try moving water sources further up or adjusting your height of where the rivers start and their flow. They can flow from one end of the map to the other.
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# ? Mar 19, 2015 04:54 |
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You can increase the "Capacity" of the water sources to increase the rate at which they spawn new water.
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# ? Mar 19, 2015 04:59 |
Fish Fry Andy posted:
My city has gotten to the point where I need more land so I've been reclaiming land from the sea. Just add some pumps in-between the dams (with the dams turned off of course) and delete water pumps when all sucked up. Other end of the map I have the water treatment plants making my other dam produce more energy. My city isn't great looking it's still mostly experiment to see what works what doesn't and what weird things I can do. The next bit of land I'll be reclaiming. Once done I will be spending a good amount of time tidying up the bridges and railway lines and such going over the railway lines and such. Also moving my wind farm. I'm sure it has been posted here already but: http://www.gfycat.com/SelfreliantTemptingAnophelesmosquito this is pretty dope! Fluo fucked around with this message at 05:24 on Mar 19, 2015 |
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# ? Mar 19, 2015 05:20 |
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Prepare to witness something amazing. I give you... THE GARBAGE TRUCK CONGA LINE! It goes all the way up the hill. Yes, that's my primary industrial zone, and yet there's so many garbage trucks the industry trucks are a vast minority of the vehicles on the road. What caused it? Well I'm not sure but I have my ideas. I tried moving the highschool but turns out that wasn't the issue. It was the fact that my roundabout was just that overloaded. Serves me right for having it serve as pretty much the only way in and out of the neighborhood. Roundabouts are fun and good and efficient, but they're not that efficient. The whole actually building inside of it was also probably a mistake. This pretty much signaled the death knell of my city.
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# ? Mar 19, 2015 05:28 |
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Roundabouts are actually terrible for very heavy traffic and in particular if the traffic volume on the arms differs greatly. You can see this here too. Almost all of the traffic wants to go from top to bottom right, but bottom right is backing up. As a result of one block you are now losing the entire roundabout.
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# ? Mar 19, 2015 05:34 |
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What do I do if my RCI demand for everything is at 0? New zones will develop, but it's slow and my population has ups and downs and doesn't increase by much. It's hovering around 120,000 right now.
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# ? Mar 19, 2015 05:38 |
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Knuc U Kinte posted:MAke a roundabout and then bulldoze it later to replace with something fancy. gently caress roundabouts, gently caress this europe road trash, intersections forever
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# ? Mar 19, 2015 05:39 |
Control Volume posted:gently caress roundabouts, gently caress this europe road trash, intersections forever I believe you mean spiderwebs of onramps.
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# ? Mar 19, 2015 05:48 |
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Roundabouts are great for medium traffic but you definitely need something heftier for serious interfaces.Control Volume posted:gently caress roundabouts, gently caress this europe road trash, intersections forever
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# ? Mar 19, 2015 05:49 |
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Last lookup table for a while, I think. This one's called Verdant, works best in Boreal maps but looks pretty good on Temperate too. I was going for lush green trees/grass and bright sunlight without blowing out any highlights. I'm gonna upload this and the winter lut to workshop now. Chewbot fucked around with this message at 05:52 on Mar 19, 2015 |
# ? Mar 19, 2015 05:50 |
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Arrath posted:I believe you mean spiderwebs of onramps. onramps hold no power over me, i bow only to the mighty yield sign
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# ? Mar 19, 2015 05:50 |
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Should've had the train tracks run through the middle of an intersection e: I actually have a 5 way intersection with train tracks through all of it in my home town.
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# ? Mar 19, 2015 05:53 |
Domattee posted:Roundabouts are actually terrible for very heavy traffic and in particular if the traffic volume on the arms differs greatly. You can see this here too. Almost all of the traffic wants to go from top to bottom right, but bottom right is backing up. As a result of one block you are now losing the entire roundabout. That's why you make a magic round about! A video https://www.youtube.com/watch?v=vnUO6Ey70qI Control Volume posted:gently caress roundabouts, gently caress this europe road trash, intersections forever https://www.youtube.com/watch?v=iAgX6qlJEMc
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# ? Mar 19, 2015 05:53 |
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Is that a roundabout of roundabouts. gently caress the british e: what happens when you roundabout the roundabout of roundabouts. WHICH WAY DOES THE CITY BLOCK SPIN Domattee fucked around with this message at 06:19 on Mar 19, 2015 |
# ? Mar 19, 2015 05:56 |
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Is there any chance of this game getting (optional) disasters added down the road? Apparently the community isnt big on them, and I understand why you wouldnt want something triggering at random and loving your city, but I think it could be an interesting option. Have the majority of them a known threat at map creation (something like "Regular seismic activity" or "Likely avenue for tropical storms". Could have some buildings that help detect the oncoming disaster too, like a seismic sensor tower, weather research/monitoring stations etc so you know a good few days (or less for an earthquake) that poo poo was about to go down. Could tie into being able to build a number of barricades etc to hold back flood-waters and such depending on how much of the cities finances you've commited to the threat of natural disasters. It'd kind of create a cool reason to keep playing lategame, when you've pretty much snowballed into a totally self-sustaining city.
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# ? Mar 19, 2015 06:16 |
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Control Volume posted:gently caress roundabouts, gently caress this europe road trash, intersections forever The roundabouts in this game aren't even real roundabouts.
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# ? Mar 19, 2015 06:20 |
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Dandywalken posted:Is there any chance of this game getting (optional) disasters added down the road? Apparently the community isnt big on them, and I understand why you wouldnt want something triggering at random and loving your city, but I think it could be an interesting option. No one really knows at this point, but the publisher has always been pretty big on DLC so it's always possible if there's enough demand. I think once they finish swimming in their new money pool then they may start looking at options. I can kind of see why people might want them, but disasters are the first thing I turn off in builder games. I don't care if it messes up the game balance, it makes me twitchy to even think of a random line of destruction cutting across my perfectly cultivated neighborhoods.
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# ? Mar 19, 2015 06:25 |
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hitze posted:I'm sure this interchange would work perfectly in Cities Holy cow. Knuc U Kinte posted:The roundabouts in this game aren't even real roundabouts. If you make them using highways they work correctly, I think. cthulhoo fucked around with this message at 06:32 on Mar 19, 2015 |
# ? Mar 19, 2015 06:27 |
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I kind of like the disasters that sort of happen organically- having to deal with an electricity shortage due to poor planning, or dealing with an economy shifting from manufacturing to white collar work.
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# ? Mar 19, 2015 06:39 |
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Fluo posted:That's why you make a magic round about!
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# ? Mar 19, 2015 06:39 |
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I would be okay with minor disasters. Events. Major city-reshaping disasters I want no part of. It's just a few small roundabouts connected by a two-way ring road. If it was spaced a little further out you'd see it's actually pretty simple. The Swindon one is over-compressed but therea are a few other ones in Britain that are larger and cleaner that are quite sensible to look at. EDIT: like if you were to properly do the magic roundabout in Cities it'd look like this: Cities makes you space stuff out more. MikeJF fucked around with this message at 07:10 on Mar 19, 2015 |
# ? Mar 19, 2015 06:50 |
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hitze posted:I'm sure this interchange would work perfectly in Cities Was going to post the High Five in Dallas...there appears to be a clover leaf in that though, so I'm guessing that's worse. Yeah, looks way more tangled. The High Five: Supposedly it's really efficient, so I've been thinking about trying to build it in CSL, but it's 5 layers of crazy.
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# ? Mar 19, 2015 07:10 |
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Unfortunately, the map view doesn't really capture the wonderful Westgate Freeway/Citylink interchange where it was really awkward for a while to have people pop onto the Westgate for a kilometre before they hit and turned onto Citylink, so they ended up just going 'gently caress it, let's just run Citylink onraps and offramps a kilometre and a half to where they were getting on the Westgate'. That said, I don't think my city has much really crazy in the way of interchanges. We have some great actual intersections, though. Like this is a few blocks from me, a surprisingly well-functioning intersection between a 'highway' (which means major road, it's fully stop-lighted, onramp/offramp roads are called freeways here) and just a couple of local roads, a very simple intersection in theory. Turning from Nepean Southbound onto Bay always confuses newbies, though. Speaking of Melbourne, I want trams so I can see my cims have to suffer Hook Turns. Also, this roundabout is too simple, let's add trams just to gently caress everyone up. MikeJF fucked around with this message at 07:31 on Mar 19, 2015 |
# ? Mar 19, 2015 07:16 |
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Fish Fry Andy posted:
Your cims:
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# ? Mar 19, 2015 07:21 |
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To the goon who did Nakatomi plaza*, I'm afraid your model has some LoD problems on one of the facings: *tried to dig back through the thread, but couldn't find the post. Knuc U Kinte posted:The roundabouts in this game aren't even real roundabouts. Yeah, I sat at the only roundabout in my city, the one I built for the original freeway exit, and unsurprisingly they don't use proper right of way at all, traffic in the round about is constantly yielding to vehicles entering the circle. That is just backwards. It was fun to just watch the cars and people go by, especially the familiar swarms of CiMs transferring between subway stations on opposite sides of the road. This game can be so drat pretty. I should try disabling that film grain though. Oddly I only notice it one certain color correction sets.
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# ? Mar 19, 2015 07:27 |
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I really miss getting a Mayor's house!
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# ? Mar 19, 2015 07:36 |
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MikeJF posted:I really miss getting a Mayor's house! As much as that game got wrong. There are definitely some things I liked. Expanding services by adding things to existing buildings was cool. The mayors house and city hall were rad. It definitely wasn't all trash. Also, I cannot wait for someone to mod the 'Hold shift to snap to 90*' functionality, because GODDAMN only being able to snap when drawing from a pre-existing road is annoying!
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# ? Mar 19, 2015 07:48 |
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I think I've optimized the in-game transportation system, at least for now. Roads: Highways to roundabouts to arterial roads and finally side streets. Roundabouts seem to be the easiest way to hand freeway on/off ramps. Use stack interchanges for freeway/freeway intersections whenever possible. Mass transit: Grade-separated trains seem to be the best option, since you can have train tracks cross over/under each other but not metros. Also, do not let passenger trains from other cities into your in-city train network. I have an inter-city station on the outside of my city right next to a in-city train network station. That seems to work pretty well. However, after I finished my freeway loop, my industrial sector suddenly died. I have no idea why. Has this happened to anyone else?
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# ? Mar 19, 2015 07:48 |
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I've been messing around with interchanges that include ramps for local traffic. I reconfigured a three-way + local traffic intersection. since I finally bought the tile next to it. It's probably overkill for my situation but for me it was an exercise in trying to reduce weaving. It's also a tad messy but when you have to take supports into account it limits your opportunities to really tighten things up nicely. Being able to lay things out regular one-way roads with their grid snap and then upgrade them to ramps or highways is pretty handy.
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# ? Mar 19, 2015 07:53 |
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hitze posted:I'm sure this interchange would work perfectly in Cities Dante18907 posted:How does this even work It would work splendidly in Cities and is a very modern and high capacity design IRL: As you can see in the pic I just made, the top two connecting parts are part of the Virginia HOT/Express/whatever Lanes and don't have much to do with the rest of the interchange. The third part is I-395 north towards DC interchanging with the Capital Beltway via a semidirectional T. The fourth part is I-95 south towards Richmond interchanging with the Capital Beltway via a directional T. The bottom part is part of the huge-rear end offramp complex to the south. You can do all this stuff in Cities Skylines but if you want it looking pretty the amount of land it takes is huge (again just like real life). e: doesn't mean people shouldn't try though! Koesj fucked around with this message at 08:08 on Mar 19, 2015 |
# ? Mar 19, 2015 07:55 |
Cities: Skylines - The only certain things in this world are death and highway intersections
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# ? Mar 19, 2015 08:07 |
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Working on learning sketchup so I can add a mosque into the game as some sort of park maybe?
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# ? Mar 19, 2015 08:40 |
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Apparently if you rely on quicksaves for saving and start a new city, the new saves will completely overwrite the previous city RIP first city: I was about finished with it, at least.
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# ? Mar 19, 2015 08:41 |
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Masa posted:Apparently if you rely on quicksaves for saving and start a new city, the new saves will completely overwrite the previous city Well ya. It's quick saving.
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# ? Mar 19, 2015 08:45 |
So in my piss about experimental game I think I've reclaimed a good bit of land with still having the see ports open
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# ? Mar 19, 2015 08:49 |
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Does anyone have an issue with a mod removing car sprites from the road? I'm trying to figure out which one is doing it, or if it's a combination. Running: Tree Brush Auto Bulldoze that Traffic viewer tool, which I have ticked off because I thought was causing it, to no avail Achievements Enabled Extended Road Upgrade First person Camera All 25 areas Autosaver It's weird. Pops are moving in and I'm making money, but no cars will actually move into my city at the start of the game. Which is a deceptively big problem.
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# ? Mar 19, 2015 09:06 |
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You can make some loving insane switchbacks in this game.
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# ? Mar 19, 2015 09:08 |
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# ? May 27, 2024 02:23 |
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So, is there some kind of trick to increasing crime rates? Just turned off every police station, have unemployment at 60% and yet my crime rate is stuck at 23%. Really dumb that they made all these negative milestones requirements to unlock the special buildings.
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# ? Mar 19, 2015 09:16 |