Logikv9 posted:Cruise ship tours bring disaster tourists to survey the ruins. Capitalism never ends. This actually looks amazing with the ruins all underwater - it'd be a fun map to start on - after the apocalypse. Do those buildings despawn or do they stay there? Man I'm just thinking a bunch of ancient ruins would make awesome parks and I bet there's some intrepid artists out there making a bunch already. Actually serious question if I make a map with a building in it that came from someone else's mod does anyone downloading the map get the building or would they need the mod as well?
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# ? Mar 19, 2015 22:50 |
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# ? May 28, 2024 16:31 |
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Ihmemies posted:Someone made a better football field! The first one was kind of tacky. Looks like a soccer field, in my opinion
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# ? Mar 19, 2015 22:50 |
Tambaloneus posted:This actually looks amazing with the ruins all underwater - it'd be a fun map to start on - after the apocalypse. Do those buildings despawn or do they stay there? The building appears to be packaged in the .crp, so they get it I think.
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# ? Mar 19, 2015 22:53 |
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Have the devs mentioned anything about custom thumbnails for modded ploppables? One reason I have held off on downloading too many is because I don't want my menus spammed with identical blue cube stacks.
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# ? Mar 19, 2015 23:00 |
ToastyPotato posted:Have the devs mentioned anything about custom thumbnails for modded ploppables? One reason I have held off on downloading too many is because I don't want my menus spammed with identical blue cube stacks. All my building mods have thumbnails. There's a way to do it but I forget (it auto-makes them for uniques apparently but beyond that—don't remember).
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# ? Mar 19, 2015 23:01 |
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Tambaloneus posted:This actually looks amazing with the ruins all underwater - it'd be a fun map to start on - after the apocalypse. Do those buildings despawn or do they stay there? They stay there forever. They are all technically abandoned, so as long as you don't have the auto demolish mod (or have it turned off), they will never go away. I was toying with the idea of starting a post-apocalyptic map (as you said), and slowly redamming and redraining the area to recover lost ruins. Unfortunately, as soon as the land becomes non-flooded again the buildings auto-rebuild I suppose you could simply dezone them beforehand, though...
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# ? Mar 19, 2015 23:12 |
Logikv9 posted:They stay there forever. They are all technically abandoned, so as long as you don't have the auto demolish mod (or have it turned off), they will never go away. Dezoning typically causes the buildings to poof out of existence though. I dunno if abandoned buildings behave any differently in this case.
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# ? Mar 19, 2015 23:18 |
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simosimo posted:Already there! I'mma punch a poo dam. Hop on IRC, I'll give you a crash course in UV unwrapping. irc.synirc.net #skylines
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# ? Mar 19, 2015 23:24 |
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I just lost a couple hours worth of building rail network and growing my city by about 10k because the game soft-locked (time was stopped, UI technically responsive but nothing would actually happen) and refused to save my city, nor did autosave seem to work (it was severely out of date). No idea what caused it, either. RIP Shoudoshima/Japanifornia.
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# ? Mar 19, 2015 23:31 |
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It's some kind of land boat. https://gfycat.com/ObviousLightheartedChrysomelid Unkempt fucked around with this message at 23:42 on Mar 19, 2015 |
# ? Mar 19, 2015 23:34 |
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What's the best way to monitor pedestrian traffic?
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# ? Mar 19, 2015 23:35 |
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OwlFancier posted: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. I'd love to see an expansion that developed weather, power and water systems on par with traffic in complexity.
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# ? Mar 20, 2015 00:02 |
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Unkempt posted:It's some kind of land boat.
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# ? Mar 20, 2015 00:06 |
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Unkempt posted:It's some kind of land boat. Carnival is at it again
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# ? Mar 20, 2015 00:13 |
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emTme3 fucked around with this message at 01:23 on Mar 31, 2022 |
# ? Mar 20, 2015 00:15 |
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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? Those numbers seem... like they didn't balance them right. Renewables should cost more. It even says in the description.
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# ? Mar 20, 2015 00:15 |
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Chewbot posted: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. Did you ever upload these and/or set them to public?
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# ? Mar 20, 2015 00:16 |
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rt4 posted:What's the best way to monitor pedestrian traffic? I think eyeballs are the only way. I'm also pretty certain that there is no concept of 'congestion' or 'queueing' in the game for pedestrians, they just clip through each other. I know this because my central train station has a mass of humanity at the bus stop outside it that must surely be only a few people short of reaching the density threshold for forming a black hole.
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# ? Mar 20, 2015 00:19 |
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Is there some trick to the airport that I'm missing? I plopped it down, hooked it up to the usual services, ran metro and bus routes out to it, but it's been several years and not a single plane has come in or out. For $4800 a year I'd like at least some passengers.
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# ? Mar 20, 2015 00:28 |
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Mr. Peepers posted:Is there some trick to the airport that I'm missing? I plopped it down, hooked it up to the usual services, ran metro and bus routes out to it, but it's been several years and not a single plane has come in or out. For $4800 a year I'd like at least some passengers. Is it powered and watered?
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# ? Mar 20, 2015 00:36 |
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Logikv9 posted:sup On another note, I found some kind of firefighting guitar instrument. drat traffic lights!
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# ? Mar 20, 2015 00:39 |
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give me thread posted:That is awesome! The water in this game seems pretty well done so watching that flood must have been quite a treat haha. I was too busy laughing to take a screenshot on his return trip when he walked across and floated down from the roof of the shack at the bottom of the hill on the corner.
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# ? Mar 20, 2015 00:46 |
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Logikv9 posted:sup You just convinced me to buy this game. I had been inclined to wait by reviews saying there weren't any disasters.
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# ? Mar 20, 2015 00:50 |
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So this is from the reddit, but I thought some people here might like this. http://steamcommunity.com/sharedfiles/filedetails/?id=410196151 Looks amazing IMO
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# ? Mar 20, 2015 01:05 |
Still not sure how I feel about essentially running a communist's worst nightmare - a city that is making great strides in completely wiping out the proletariat simply through education. No workers of the world to unite here, they're all busy getting smart. I planned an industrial park to the west there, but it completely failed due to a massive lack of uneducated workers - the 10% that were left were all working in low-level commerce. Even setting taxes to 1% didn't help. So it all got dezoned and replaced with offices, since there is no short supply of educated workers. There's some massive traffic jams going on in the city center (well, what will become the city center once I fill out the western part of this area) and the highway entrance to the east, but I'm just going to ignore that and hope it'll just go away. That's how politicians solve problems, right?
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# ? Mar 20, 2015 01:10 |
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Just posting my new town! Tell me what you think! Cincle fucked around with this message at 01:14 on Mar 20, 2015 |
# ? Mar 20, 2015 01:11 |
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Uh, so the update caused a plague in my city... At least, it wasn't like that when I saved before the update. I think this is a sign to start a new city.
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# ? Mar 20, 2015 01:13 |
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Perhaps I'm just stuck in my ways of thinking from SC4 but my biggest pet peeve about this game is the fact electricity won't travel through zoned areas. It is really cumbersome and annoying to lay power lines all over the place, especially when they dezone things they're placed through. I preferred the approach of SC4- buildings could develop on top of power lines, and electricity travelled through zoned areas.
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# ? Mar 20, 2015 01:15 |
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zedprime posted:How about round the corner, through a house and down the hill. Its like those pictures of luxury cars parked in front of fire hydrants with the hose ran through but with a house. Cincle posted:Just posting my new town! Tell me what you think!
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# ? Mar 20, 2015 01:17 |
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Poizen Jam posted:Perhaps I'm just stuck in my ways of thinking from SC4 but my biggest pet peeve about this game is the fact electricity won't travel through zoned areas. It is really cumbersome and annoying to lay power lines all over the place, especially when they dezone things they're placed through. I preferred the approach of SC4- buildings could develop on top of power lines, and electricity travelled through zoned areas. Electricity works in this game the same way as SC4.
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# ? Mar 20, 2015 01:18 |
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Oh my god road planning gives me palpitations. I've just been slapping whatever roads wherever because despite being a functioning human being in a first world country I have never paid attention to any city layouts ever. Intersections? Roundabouts? I've got no room at all for them in my TERRIBLY PLANNED HORROR THIS HELLSCAPE OF ASPHALT SURE LOOKS PRETTY
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# ? Mar 20, 2015 01:18 |
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Finished my map and put it up on Workshop. Has all the major highways (including their funny interchanges, except a rotary that has to be placed in-game) and railways. Give it a shot if you like river/valley maps. http://steamcommunity.com/sharedfiles/filedetails/?id=410774564 kefkafloyd fucked around with this message at 14:49 on Mar 20, 2015 |
# ? Mar 20, 2015 01:19 |
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Fish Fry Andy posted:Electricity works in this game the same way as SC4. I thought in SC4 electricity traveled through undeveloped zoned areas? Whereas in S:C it travels only through developed zoned areas. I think that is what he was on about.
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# ? Mar 20, 2015 01:21 |
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Dante18907 posted:I thought in SC4 electricity traveled through undeveloped zoned areas? Whereas in S:C it travels only through developed zoned areas. I think that is what he was on about. Oh, I didn't even realize that was what he meant. Yeah, that is annoying.
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# ? Mar 20, 2015 01:22 |
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Fish Fry Andy posted:Electricity works in this game the same way as SC4. No it does not. In Sc4, if you had a contiguous group of zones between the power source/line and the source, then electricity travelled through it. The zones did not actually have to be developed for electricity to travel through it. e:f,b
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# ? Mar 20, 2015 01:22 |
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Songbearer posted:Oh my god road planning gives me palpitations. I've just been slapping whatever roads wherever because despite being a functioning human being in a first world country I have never paid attention to any city layouts ever. Intersections? Roundabouts? I've got no room at all for them in my TERRIBLY PLANNED HORROR Hey! Stop playing on my city you punk
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# ? Mar 20, 2015 01:26 |
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Pro Tip: Rename every dog you come across because all dogs need names
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# ? Mar 20, 2015 01:26 |
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hey here's this thing I talked about http://steamcommunity.com/sharedfiles/filedetails/?id=410574541 it's a dumb mod to enable easier gentrification of your rich folks while preventing those peasants across town from attending. model is just the university
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# ? Mar 20, 2015 01:27 |
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give me thread posted:That looks like a hella crazy cliff map. Can you post a shot of it please? It's a sorta gimmicky map but I enjoy working around dumbass terrain. http://steamcommunity.com/sharedfiles/filedetails/?id=408053890&searchtext=landing
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# ? Mar 20, 2015 01:32 |
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# ? May 28, 2024 16:31 |
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Some Spergin' Mod finds: PopBalanceMod - Dicks around with building populations. You want this if you think it's silly a skyscrapes has like 10 people living in it. http://steamcommunity.com/sharedfiles/filedetails/?id=410344523 Control Building Level Up v0.2 - Essentially "Make Historical", you can cap building levels if you want to do stuff like have a slummy district. http://steamcommunity.com/sharedfiles/filedetails/?id=410535198 Slow Trash Production - What it says on the tin. Slows Trash Production by half. Less obnoxious garbagetruck congolines. http://steamcommunity.com/sharedfiles/filedetails/?id=409179277 Slow Citizen Aging - Slows down citizen aging to 1/4 speed so that they live for 20-24 game years. http://steamcommunity.com/sharedfiles/filedetails/?id=409070218 Slow Speed - Agents move at a more reasonable pace. http://steamcommunity.com/sharedfiles/filedetails/?id=406951430
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# ? Mar 20, 2015 01:35 |