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OwlFancier posted:You can dig up your own oil. e: and is ore not coal?
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# ? Mar 19, 2015 21:36 |
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# ? May 27, 2024 01:56 |
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Noyemi K posted:It naturally appears in commercially zoned areas with available 4x4 space. Ah. I was hoping you'd come across how to do the various stages of buildings, like how the trash pile keeps getting bigger in the garbage dump
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# ? Mar 19, 2015 21:37 |
Ofaloaf posted:Does that eliminate the monthly cost completely, or what? If you're looking for the best cost/mW, the renewables are extremely broken.
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# ? Mar 19, 2015 21:37 |
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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! I like! The game needs more shopping places, not just buildings marked as stores. I remember a really cool supermarket in SC4 I THINK (Might of been 3000), I always used to mark them as historic. I'm hoping we will see BIG shopping plazas (I call them retail parks), but i'm not sure if they will have to be ploppable or one off structures as you don't want to see half a walmart in your downtown zone.
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# ? Mar 19, 2015 21:39 |
simosimo posted:I like! The game needs more shopping places, not just buildings marked as stores. I remember a really cool supermarket in SC4 I THINK (Might of been 3000), I always used to mark them as historic. I had ideas for stuff like enclave gates (like chinatown gates; since you can run roads through parks it should be doable but I'm not sure) and a bazaar of some kind like the one we had in another town. Though the bazaar would be a lot of work since it'd be loads of stuff crammed onto one texture.
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# ? Mar 19, 2015 21:41 |
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Noyemi K posted:I had ideas for stuff like enclave gates (like chinatown gates; since you can run roads through parks it should be doable but I'm not sure) and a bazaar of some kind like the one we had in another town. Though the bazaar would be a lot of work since it'd be loads of stuff crammed onto one texture. How do you assign stats to buildings? Are stats per-building or based on a formula in the game based on the level and tiles?
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# ? Mar 19, 2015 21:42 |
Baronjutter posted:How do you assign stats to buildings? Are stats per-building or based on a formula in the game based on the level and tiles? Unfortunately, you can't really assign stats to growables. The only thing you can modify is construction time. For others, there's a properties panel where you modify cost, electricity usage, and how effective it is at what it does (range and strength of the happiness effect, tourism, etc.) e: VVV I could see building nuclear if you have a lot of money and just want to create a fuckton of electricity without as much space wasted. Noyemi K fucked around with this message at 21:52 on Mar 19, 2015 |
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# ? Mar 19, 2015 21:45 |
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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?
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# ? Mar 19, 2015 21:49 |
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Freakus posted:Wind is $10/MW. Solar is something like $7.5/MW. The real question is: why would you build coal, oil, or nuclear plants?
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# ? Mar 19, 2015 21:51 |
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Freakus posted:Wind is $10/MW. Solar is something like $7.5/MW. The real question is: why would you build coal, oil, or nuclear plants? Building all the wind turbines to power your city takes a ton of space and creates a ton of nose pollution, nuclear power is one plant which creates a lot less noise and takes a smaller portion of space. Edit: I'm pretty sure nuclear is unlocked before solar so if you aren't a dirty cheater then you'll be able to build nuclear before solar is an option. Also they're all so cost effective that it doesn't tally matter, and nuclear is far cooler.
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# ? Mar 19, 2015 21:53 |
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Fuel your city entirely with burning garbage #1weirdtip
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# ? Mar 19, 2015 21:53 |
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You pay more for a smaller footprint and less noise.
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# ? Mar 19, 2015 21:54 |
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ExplodingSims posted:I expect to see a massive skyscraper city built in your new valley. Then delete all the dams. sup i had to build two dams because the outer one kept pumping water into the drained space. i decided to make the in-between into a slum The discontent raging in the slums is reaching the tipping point. Lack of education, healthcare, and the largest incinerator-to-population ratio in the Western hemisphere has driven the uneducated and deathly sick masses to action. A plan is hatched to detonate two explosive trucks near the dividing dam between the rich and the poor. Unfortunately, none of them went to elementary school, so the drivers got confused and blew up both dams. We don't know the last words of the terrorists, but we can safely say that it was probably *gurgle* The industrial incinerator park is obliterated. Coincidentally, it is now the cleanest than it has been in the last several years. There is no panic in the streets. Perhaps they had prayed for the end all along. The Fusion Power Plant goes under. It continues to run all the way to the end, unlike everyone else. People attempt to flee through the airport or the only land exit in the city. But many find it too late. Shifting tides expose the slums, now desolate wiped clean of their inhabitants. Land prices skyrocket. They used to laugh at Old Man Jones for building his house on the cliff. They don't laugh anymore. The reactions at the local university are mixed. Men drop down into the fetal position to drown more quickly, while the women race to keep their handbags dry. Their efforts are fruitless. "At least the poop water isn't flooding in", says local optimist. The deed is done. A city of a 200k population reduced down to 49. Ruined buildings stick through the waves. Cruise ship tours bring disaster tourists to survey the ruins. Capitalism never ends.
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# ? Mar 19, 2015 21:59 |
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Freakus posted:Wind is $10/MW. Solar is something like $7.5/MW. The real question is: why would you build coal, oil, or nuclear plants?
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# ? Mar 19, 2015 22:02 |
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piratepilates posted:Building all the wind turbines to power your city takes a ton of space and creates a ton of nose pollution, nuclear power is one plant which creates a lot less noise and takes a smaller portion of space. Solar is unlocked before nuclear.
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# ? Mar 19, 2015 22:04 |
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My town is slowly turning into a model train display. Freakus posted:Wind is $10/MW. Solar is something like $7.5/MW. The real question is: why would you build coal, oil, or nuclear plants? Maps with really limited space. I'm using a ton of dams, windmills, and a single NPP. I don't have room to spam solar plants at all.
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# ? Mar 19, 2015 22:05 |
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Ofaloaf posted:Advanced turbines really stick out in the water, regular wind turbines stick out anywhere that isn't some slightly-removed-from-construction hilltop, and I haven't unlocked solar yet. Coal, oil and nuclear blend in better with industrial districts, too. And herein lies why renewables are so hard to get going in the real world. People would rather have something that belches pollution and protects their precious skyline (for more skyscrapers) Logikv9 posted:Flood Stuff Do you continue to pay maintenance on submerged assets?
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# ? Mar 19, 2015 22:08 |
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Gibbo posted:And herein lies why renewables are so hard to get going in the real world. People would rather have something that belches pollution and protects their precious skyline (for more skyscrapers) no wind turbines are loud as gently caress and a lot of places they aren't very effective even though some people want to build them there. And they are gently caress off huge not to mention whatever population of animals they disturb (and kill birds). Plus, we have SO loving MUCH COAL. Like you dont even know how much coal we have, a shitton. Its like burning dirt. maybe if someone built a proper long range transmission network we could harness the power of kansas but
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# ? Mar 19, 2015 22:12 |
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Gibbo posted:Do you continue to pay maintenance on submerged assets? Unfortunately, yes.
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# ? Mar 19, 2015 22:16 |
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Is there a guide on how to build bus lines? Are there any tricks I need to know about? Plopping down individual bus stops seems needlessly tedious even in a small city, is there a way to copy a bus line or move it? Can a bus line be deleted without having to delete every single bus stop on it?
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# ? Mar 19, 2015 22:17 |
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Sylink posted:no wind turbines are loud as gently caress and a lot of places they aren't very effective even though some people want to build them there. And they are gently caress off huge not to mention whatever population of animals they disturb (and kill birds). Turbines are loud but you don't live under them. There are other sources that aren't wind too. And because coal mines + transportation + power plants and gas/oil fields + transportation + power plants are perfectly friendly to every animal that happens to live anywhere in the region from extraction to power. Really dumb argument there. The point isn't ~having so much loving coal~ it's ~stop burning the loving coal~. But from you jumping to defend coal I'm pretty sure "whatever I'll be dead in sixty years" is your main answer, so please, go continue to vote conservative and talk about your right to open carry.
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# ? Mar 19, 2015 22:18 |
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Sylink posted:maybe if someone built a proper long range transmission network we could harness the power of kansas but People want to build one but our governor says no, it would be too cool.
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# ? Mar 19, 2015 22:18 |
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Apoffys posted:Is there a guide on how to build bus lines? Are there any tricks I need to know about? Plopping down individual bus stops seems needlessly tedious even in a small city, is there a way to copy a bus line or move it? Can a bus line be deleted without having to delete every single bus stop on it? If you turn on the transport overlay in the top-left you can click on lines or buses to change their colour or delete them entirely. You also can drag bus-stops around to re-arrange routes. There is no way to duplicate a line that I know of. In terms of how to lay out your lines, it actually doesn't matter a huge amount. The most important thing is to have good coverage of bus stops so your buildings upgrade nicely. You can just make a loop around every other block and satisfy that with a bus network that won't help people actually go places. If you have traffic problems or you are a socialist pinko liberal like me you can try to make routes that will actually take people to work, and they will reduce your commuter traffic.
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# ? Mar 19, 2015 22:20 |
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Gibbo posted:And herein lies why renewables are so hard to get going in the real world. People would rather have something that belches pollution and protects their precious skyline (for more skyscrapers) Well, possibly bigger capital investments on new generation facilities in general leading to a conservative approach favoring the maintenence of existing facilities with their existing support infrastructure might have something to do with it. Renewable energy is good but also more expensive, especially in up front costs. If you were to model this in game, it would be giving all power plants a very hefty up front cost, but allowing you to tap into the national grid by connecting your power lines to a set running along the highway, and paying a generally low, but fluctuating rate for your power. Introduce things like supply issues and outages that you can't do anything about, as well as a creeping price rise reflecting international green energy agreements pushing against coal power, and possibly reducing stockpiles of it, and running off the grid may be cheaper initially, but providing your own backup power may be prudent. Bonus points if you can sell the power back to the grid if you have excess. OwlFancier fucked around with this message at 22:26 on Mar 19, 2015 |
# ? Mar 19, 2015 22:23 |
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Welp...after reading this thread all day and watching Robbaz hilarious video (he designed the map as Gane Newell's face and made a ton of poo poo waterfalls of course) I will be picking this up when I get home. This looks exactly like the building game the world deserved.
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# ? Mar 19, 2015 22:28 |
Gibbo posted:Turbines are loud but you don't live under them. There are other sources that aren't wind too. Please dear god don't bring D&D bullshit into this thread.
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# ? Mar 19, 2015 22:28 |
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Blender. This poo poo is driving me nuts! I've gotten as far as wrapping a basic cube but moving the little UV net thing on the right does nothing, the video I was watching the dude was clicking on each face, and drawing a little area on the right and it updated each time I also have a rogue little verticie for some reason. I tried to delete it and the whole thing just showed a blank grid ARGH. Also the front of the building has my texture on but doesnt show a texture in the UV editor, I dont even know. Wading against the waves at every turn with 3D modellin'.
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# ? Mar 19, 2015 22:29 |
simosimo posted:
I could show/tell you how I do it, but then you'd never want to do 3D again.
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# ? Mar 19, 2015 22:31 |
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Noyemi K posted:I could show/tell you how I do it, but then you'd never want to do 3D again. Already there! I'mma punch a poo dam. Gonna give 3DS a try. Just wanna texture a vending machine
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# ? Mar 19, 2015 22:34 |
simosimo posted:Already there! I'mma punch a poo dam. The shortcut to translate UVs is G btw. For some reason, it feels weird to control even though the scheme is otherwise unchanged from the 3D view interface. e: Good luck with 3DS. I absolutely hated it, though the materials editor and renderer are better in my opinion.
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# ? Mar 19, 2015 22:36 |
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Goddamn this thread moves fast. Amazing work on the billboards, is there any easy way to download them all?
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# ? Mar 19, 2015 22:37 |
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Jamsque posted:If you turn on the transport overlay in the top-left you can click on lines or buses to change their colour or delete them entirely. You also can drag bus-stops around to re-arrange routes. There is no way to duplicate a line that I know of. Ok, thanks. Assuming my commuters are willing to hop a few buses and walk a bit, I guess they should be able to get to work now, eventually. I simply set up short lines through the residential districts north/south with a single central line running through them east/west. I get the feeling that setting up bus services for a large city would be very annoying and time consuming in this game though. Guess that's more motivation to ban suburbs and just build high-rises.
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# ? Mar 19, 2015 22:44 |
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simosimo posted:
I don't see anything in the screenshot to suggest why adjusting faces in the right pane would not update the left pane.. it looks set up properly to me for the face selected on the left to be showing a brick texture. All I can imagine is that floundering through the tutorial had you turn on an unwanted option somewhere that's messing it up. Sometimes the only way to recover is to start a new project and try again. Unless you somehow remembered every key you pressed and can work your way backwards. quote:I also have a rogue little verticie for some reason. I tried to delete it and the whole thing just showed a blank grid ARGH. From the right pane you mean? Don't do that, it'll delete the U/V map from any face that uses that vertex and you'll get the blank grid. quote:Also the front of the building has my texture on but doesnt show a texture in the UV editor, I dont even know. Wading against the waves at every turn with 3D modellin'. One hidden trait of blender is that every single face on a mesh can have its own texture. This is 100% never conveyed to the user, but if you're in face select mode on the left pane and your image viewer on the right changes images every time you click a different face that's what's going on. To unify everything, when in edit mode on the left pane tap 'a' once to clear selection, then again to select everything. Then in the right pane select your texture.jpg from the dropdown box. That will assign the texture to all selected faces.
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# ? Mar 19, 2015 22:45 |
Apoffys posted:Ok, thanks. Assuming my commuters are willing to hop a few buses and walk a bit, I guess they should be able to get to work now, eventually. I simply set up short lines through the residential districts north/south with a single central line running through them east/west. I love it. I love sperging and setting up transit, and you should too.
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# ? Mar 19, 2015 22:46 |
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Noyemi K posted:Please dear god don't bring D&D bullshit into this thread. I actually thought about it in the shower and was going to edit out my statements. I will refrain from D&D Bullshit and stick to poop dams and roundabouts in the future.
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# ? Mar 19, 2015 22:46 |
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Someone made a better football field! The first one was kind of tacky. http://steamcommunity.com/sharedfiles/filedetails/?id=409641585
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# ? Mar 19, 2015 22:47 |
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Noyemi K posted:The shortcut to translate UVs is G btw. For some reason, it feels weird to control even though the scheme is otherwise unchanged from the 3D view interface. Thanks, I can handle the Adobe suite but this craps eating me alive. Hopefully 3D will be my salvation! re: billboards: Here's a fresh imgur dump with them all http://imgur.com/a/lC6Va
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# ? Mar 19, 2015 22:48 |
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Apoffys posted:Ok, thanks. Assuming my commuters are willing to hop a few buses and walk a bit, I guess they should be able to get to work now, eventually. I simply set up short lines through the residential districts north/south with a single central line running through them east/west. Commuters will change transport several times and walk pretty long distances to make connections if they decide not to drive to work, I'm not really certain what factors in to an agent's decision to drive or not but I assume there is some process of evaluating the time each journey is likely to take. I've gotten more and more lazy about my bus routes the more I've played, the older part of my city has a lot of routes forming a network that is fairly efficient but the routes in newer areas are just haphazardly thrown down.
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# ? Mar 19, 2015 22:48 |
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Looks about right, nice big field, 5 parking spots so everyone has to cram their minivans onto the streets of nearby subdivisions.
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# ? Mar 19, 2015 22:48 |
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# ? May 27, 2024 01:56 |
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Anyone else have a massive population crash after the patch? My city went from 110k to about 70k. My bank balance went from over 1mil to bankrupt. Didn't change anything just let the city run post patch a while. I normally get a little oscillation as people die periodically but this was a cimpoloypse. Abandoned buildings everywhere. Funny thing is my residential demand went pretty high for maybe a year then cratered. Trying to figure out what happened.
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# ? Mar 19, 2015 22:49 |