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E: \/\/ I will use my page snipe for a good cause \/\/simosimo posted:Today's Billboards! at the last one goatsestretchgoals fucked around with this message at 20:04 on Mar 19, 2015 |
# ? Mar 19, 2015 20:01 |
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# ? May 27, 2024 01:59 |
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Bottom of the last page, ooooooosh. Today's Billboards!
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# ? Mar 19, 2015 20:03 |
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Stalins Moustache posted:Someone keeps linking pictures of the mountaineous map. Can anyone link it, and could the links to cool maps be added to the OP? Can you be more specific, there are quite a few mountainous maps. I have this one but I don't know if it's what you want.
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# ? Mar 19, 2015 20:04 |
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Okay how do I get the billboards in game? I require the meat shoes.
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# ? Mar 19, 2015 20:10 |
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Meat shoes? I dont get it. Also, do those all have to be separate plopables, or is the a way to get it to randomly pick from a pool?
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# ? Mar 19, 2015 20:13 |
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http://www.somethingawful.com/comedy-goldmine/hulk-hogan-meatshoes/1/ The magic really happens on page 3
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# ? Mar 19, 2015 20:18 |
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Kilonum posted:http://a.pomf.se/czdeng.webm Despite what everyone thinks, there aren't that many left exits in Jersey. At least, not on the roads I travel up North. South Jersey is a place to be completely avoided.
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# ? Mar 19, 2015 20:20 |
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Kilonum posted:http://a.pomf.se/czdeng.webm My monstrous industrial district is full of left exits. A special highway bypass circles around the whole thing, with left-side ramps at strategic locations to let trucks in and out. It is a travesty. edit: I just now realized I can fix this by flipping the highway directions and adjusting the place where it connects back to the main route. deadly_pudding fucked around with this message at 20:26 on Mar 19, 2015 |
# ? Mar 19, 2015 20:22 |
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http://steamcommunity.com/id/DPruett2333/myworkshopfiles/?appid=255710 wtf is with this guy. are these all just re-skins or....?
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# ? Mar 19, 2015 20:23 |
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Fish Fry Andy posted:Can you be more specific, there are quite a few mountainous maps. I don't know if that's the map he wants, but I want it
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# ? Mar 19, 2015 20:24 |
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Fish Fry Andy posted:Can you be more specific, there are quite a few mountainous maps. You are a prick for not letting us know what that map is called.
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# ? Mar 19, 2015 20:26 |
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Baloogan posted:You are a prick for not letting us know what that map is called. Yeah, either link or at least name the maps you are using.
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# ? Mar 19, 2015 20:27 |
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It's not on the workshop, let me smooth out some of the gently caress ups I've noticed and I can upload it.
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# ? Mar 19, 2015 20:28 |
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The Mantis posted:http://steamcommunity.com/id/DPruett2333/myworkshopfiles/?appid=255710 No, he's just adding props to the lots and messing with colors.
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# ? Mar 19, 2015 20:41 |
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fusionpit posted:After fighting with what turned out to be my alpha texture being the wrong size, I finally got my accurately sized youth baseball/softball field actually working - if overexposed looking. Outside of the issue you mentioned, this is perfect. Now I can -really- make some suburbs.
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# ? Mar 19, 2015 20:47 |
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Okay, here's the map. http://steamcommunity.com/sharedfiles/filedetails/?id=410456200 There are about 120k trees left until the limit so feel free to go crazy placing them. Keep in mind that the highways are a little funky, as there's no nub for you to start with. The river in the first tile also may or may not flood. It's also intended to use with a 25 tile mod, as there isn't a large amount of playable space available.
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# ? Mar 19, 2015 20:50 |
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OK goons I think this is ready. Gonna start a fresh city tonight. http://steamcommunity.com/sharedfiles/filedetails/?id=410547955&searchtext= give me thread fucked around with this message at 00:06 on Mar 20, 2015 |
# ? Mar 19, 2015 20:51 |
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The Mantis posted:http://steamcommunity.com/id/DPruett2333/myworkshopfiles/?appid=255710 When you add stuff like this, it just goes into the building rotation/chance pool right? It doesn't replace anything ? This is going to end up like skyrim where I have so much poo poo I dont even know what the base game is.
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# ? Mar 19, 2015 20:51 |
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Sylink posted:When you add stuff like this, it just goes into the building rotation/chance pool right? It doesn't replace anything ? They go into the pool with the rest of the buildings. It's a pretty nice mod, all things considered.
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# ? Mar 19, 2015 20:55 |
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Any mods yet to manage spreading out the cims deaths? Giving them more spread out lifespans?
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# ? Mar 19, 2015 20:58 |
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When I open some of these buildings in the asset editor the only stat is construction time. Where are modders setting stuff like the population? Or even the level or just any stats at all?
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# ? Mar 19, 2015 21:03 |
Hey guys, I finished a growable commercial building. It's high density commercial with a 4x4 lot. Parking and door's in and everything!
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# ? Mar 19, 2015 21:05 |
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Is there a mod so I can limit the amount of students I admit to university? I like my unwashed masses and would rather they stay depth grovelers. Preferably a slider or something. If there isn't I have to make one. Actually I could make a community college that admits 1/4 the amount and uses the high school skin Assuming there isn't a mod already.
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# ? Mar 19, 2015 21:07 |
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Fish Fry Andy posted:Keep in mind that the highways are a little funky, as there's no nub for you to start with. This works? I figured you were required to put a bit of highway into the starting square or you wouldn't be able to build at all.
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# ? Mar 19, 2015 21:08 |
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there is no benefit to keeping people uneducated. You could probably decrease funding though in the budget panel.
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# ? Mar 19, 2015 21:10 |
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Noyemi K posted:Hey guys, I finished a growable commercial building. It's high density commercial with a 4x4 lot. Parking and door's in and everything! What do you mean by 'growable'?
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# ? Mar 19, 2015 21:11 |
SynthOrange posted:What do you mean by 'growable'? It naturally appears in commercially zoned areas with available 4x4 space. And on the C:SL forums there was a warning from another modder about growables possibly not working, so I tested it rigorously as well.
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# ? Mar 19, 2015 21:12 |
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SynthOrange posted:What do you mean by 'growable'? That it will automatically build in a zone.
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# ? Mar 19, 2015 21:13 |
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euphronius posted:there is no benefit to keeping people uneducated. You could probably decrease funding though in the budget panel. Yeah, this. If you don't have enough offices and poo poo for your educated workers, they'll make their way over to the lumber mill, instead. In that capacity, there's still a benefit to having a special residential colony attached to every industrial district. You just aren't necessarily required to make it a hell-hole. ((It is more fun to make it a hell hole ))
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# ? Mar 19, 2015 21:14 |
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Alakaiser posted:This works? I figured you were required to put a bit of highway into the starting square or you wouldn't be able to build at all. There's highway access, but it's just a highway, unlike the starting maps which have a little interchange set up for you to start with.
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# ? Mar 19, 2015 21:18 |
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I'm still having some odd problems with employment. I've got 12% unemployment but still tons of factories will abandon due to lack of workers, but only level 1 factories. If they survive long enough to upgrade they do fine. The same with low density commercial, I basically can't build it anymore because it will abandon due to lack of workers, yet high density is fine. Why aren't any of these 12% unemployed people working these jobs? The moment the building upgrades it gets flooded with workers, and it's not workers moving in from other jobs as there simply are not other level 1 buildings in the city to work at. When my city is 100% no level 1 buildings I'll have no buildings complaining about employment, it's but when I build a new work area I have to do it very slowly as the level 1 buildings will abandon. Do we know for sure how employment works? It seems educated people will maybe only work a level or two below, but a highly educated person perhaps will never work at an uneducated job?
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# ? Mar 19, 2015 21:24 |
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Every now and then while I'm playing this game I remember how bad they screwed up SimCity 2013. Remember how you had to have your agents be able to swing by school to get educated on the way to their job at the power plant, and if they couldn't it would melt down? good times.
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# ? Mar 19, 2015 21:26 |
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Baronjutter posted:I'm still having some odd problems with employment. I've got 12% unemployment but still tons of factories will abandon due to lack of workers, but only level 1 factories. If they survive long enough to upgrade they do fine. The same with low density commercial, I basically can't build it anymore because it will abandon due to lack of workers, yet high density is fine. Employees aren't required to necessarily actually arrive at work, but they have to be able to route to work to try and get there. I have a feeling there is a combination of maximum distance they are willing to travel and the fact that already employed cims won't quit their job in order to make room for people who live closer.
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# ? Mar 19, 2015 21:27 |
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deadly_pudding posted:Employees aren't required to necessarily actually arrive at work, but they have to be able to route to work to try and get there. I have a feeling there is a combination of maximum distance they are willing to travel and the fact that already employed cims won't quit their job in order to make room for people who live closer. The constantly abandoning industrial area is a block away from the new mega-slum that just added about 10,000 uneducated workers
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# ? Mar 19, 2015 21:30 |
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Any tips on getting office to level 3? Full local service coverage and bus stops/metro stops.
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# ? Mar 19, 2015 21:31 |
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The Mantis posted:Any tips on getting office to level 3? Full local service coverage and bus stops/metro stops. Add more services, you can have good service on all counts but still grow areas by overproviding on parks or transport. A policeman on every corner and a firetruck stationed at every building, safest loving office park in the universe. And they all provide jobs for people who provide services for the police and fire services who guard the offices.
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# ? Mar 19, 2015 21:32 |
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The Mantis posted:Any tips on getting office to level 3? Full local service coverage and bus stops/metro stops. Build more fire and police stations. Even if you have enough.
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# ? Mar 19, 2015 21:33 |
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I just realized-- coal plants produce 40 megawatts of power for $560/mo., or $14 per month per megawatt. Oil plants produce 120 megawatts of power for $1920/mo., or $16 per month per megawatt. Coal-fired plants are cheaper to initially construct and cheaper on a per-month basis, so why should I bother with oil plants at all?
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# ? Mar 19, 2015 21:33 |
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Baronjutter posted:I'm still having some odd problems with employment. I've got 12% unemployment but still tons of factories will abandon due to lack of workers, but only level 1 factories. If they survive long enough to upgrade they do fine. The same with low density commercial, I basically can't build it anymore because it will abandon due to lack of workers, yet high density is fine. Highly educated people will be lumberjacks in the right saturation.
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# ? Mar 19, 2015 21:34 |
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# ? May 27, 2024 01:59 |
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Ofaloaf posted:I just realized-- coal plants produce 40 megawatts of power for $560/mo., or $14 per month per megawatt. Oil plants produce 120 megawatts of power for $1920/mo., or $16 per month per megawatt. Coal-fired plants are cheaper to initially construct and cheaper on a per-month basis, so why should I bother with oil plants at all? You can dig up your own oil.
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# ? Mar 19, 2015 21:34 |