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Mortimer posted:hey here's this thing I talked about It seems to me that the "radius" of schools is only used for land value calculations, the education effect is global -- that is, you can have all your schools in a corner of the map and everyone will still get educated.
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# ? Mar 20, 2015 01:36 |
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# ? May 28, 2024 15:11 |
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Does the LP forum still require 3 months from a game release to do an LP? Because I would love a CS LP so bad. Hint hint Deadly Hume.
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# ? Mar 20, 2015 01:37 |
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So how about we get a multiplayer goontopia going? Using the 25 tile mod, each square is its own district, 1 person per district. Build dams and then raze them to flood your neighbours! Put your poop chute upstream from their water pump! Delete all your industrial roads except one and inundate their town with trucks! The possibilities are endless!
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# ? Mar 20, 2015 01:41 |
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Cincle posted:It's a sorta gimmicky map but I enjoy working around dumbass terrain. Looks like fun, thanks I like that kinda terrain as well. The most annoying part about CS for me is that you can't plop service buildings easily because 'terrain is too steep'. I mean ffs in reality you'd dig into a hill or add some dirt to lay a flat foundation. Simcity 4 was really good with that. I hope a mod ends up fixing that aspect.
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# ? Mar 20, 2015 01:43 |
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Disappointing Pie posted:Does the LP forum still require 3 months from a game release to do an LP? Because I would love a CS LP so bad. Hint hint Deadly Hume. No, that rule got abolished a few months back. That said, something like This LP would be cool, but I think the game needs more time to mature and mods to come out.
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# ? Mar 20, 2015 01:44 |
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simosimo posted:
Go into edit mode in the left window. Select all polygons. Select Mesh->UV Unwrap->Smart UV Project. edit! Also that little ball to the right of the 'edit mode' button? Click on it and select Texture mode. Or jump into your texture and make sure the mapping is set to 'uv' Synthbuttrange fucked around with this message at 01:58 on Mar 20, 2015 |
# ? Mar 20, 2015 01:49 |
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What's going on here? There's a small part of my city that's suddenly stopped getting electricity. It's adjacent to powered buildings, and building powerlines in has them work normally for a while and then shut off. I have enough power to support these buildings. Have I missed something? Does God hate these cims?
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# ? Mar 20, 2015 01:50 |
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Songbearer posted:What's going on here? There's a small part of my city that's suddenly stopped getting electricity. It's adjacent to powered buildings, and building powerlines in has them work normally for a while and then shut off. I have enough power to support these buildings. Have I missed something? Does God hate these cims? Had that as well, just build a windmill nearby. I think power can only propagate so far.
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# ? Mar 20, 2015 01:52 |
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Songbearer posted:What's going on here? There's a small part of my city that's suddenly stopped getting electricity. It's adjactent to powered buildings, and building powerlines in has them work normally for a while and then shut off. I have enough power to support these buildings. Have I missed something? Does God hate these cims? Is that part of your city's power grid connected to the rest of your city? If that part of the city exists in an "island" of electricity, than the info view won't accurately reflect the power situation since it shows total consumption/production for the entire city.
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# ? Mar 20, 2015 01:53 |
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Songbearer posted:What's going on here? There's a small part of my city that's suddenly stopped getting electricity. It's adjacent to powered buildings, and building powerlines in has them work normally for a while and then shut off. I have enough power to support these buildings. Have I missed something? Does God hate these cims? I ran into this same issue and it was because I had power sources in multiple locations, but I had broken a line somewhere and half my city was only receiving power from a couple of windmills instead of all my power generation sites. Ie. your grid is broken somewhere. The electricity availability meter can be misleading in cases like that since it's showing you what you generate in total, not what each building receives.
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# ? Mar 20, 2015 01:54 |
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I knew this game was too good to be true. When will the devOCRATS at OBAMAdox remove the liberal bias from my sandbox game?
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# ? Mar 20, 2015 01:58 |
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Ugh and why do you have to provide public schools and public healthcare? Where is the invisible hand of the free market in this game???
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# ? Mar 20, 2015 02:00 |
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I seriously wanted to make a Galt's Gulch of unrepentant free market without any public services. All the buildings will burn and I shall have my supply of uneducated industrial drones I think it could be done with the only way out being a freight train that delivers its goods to the more deserving cosmopolitan areas. I have this reclaimed valley I'm almost done pumping water from, anyway. Might decide to flood it later and make it a lost city to remind the people what happens when hubris reigns.
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# ? Mar 20, 2015 02:11 |
Someone create a Laffer curve mod that suggests optimum tax rates and then crashes the economy of any player who complies.
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# ? Mar 20, 2015 02:12 |
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St Evan Echoes posted:Ugh and why do you have to provide public schools and public healthcare? Where is the invisible hand of the free market in this game??? I actually tried to imagine what a city-building game with a conservative bent like the guy screencapped above would appreciate would be like. Near as I can tell it'd be one that mostly played itself, since almost anything you do (besides "build roads" I guess) is something they don't want the government doing, so it'd be the people (i.e. NPCs) doing almost everything. It probably wouldn't be a very fun game.
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# ? Mar 20, 2015 02:12 |
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Hey guys did you install bordercities you should install bordercities just sayin Cell shaded cities are the best cities.
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# ? Mar 20, 2015 02:18 |
Cities: Skylines- A Slope too Steep
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# ? Mar 20, 2015 02:23 |
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Spaceman Future! posted:Hey guys did you install bordercities you should install bordercities just sayin Oh so they released another Crackdown game then?
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# ? Mar 20, 2015 02:26 |
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Roland Jones posted:I actually tried to imagine what a city-building game with a conservative bent like the guy screencapped above would appreciate would be like.
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# ? Mar 20, 2015 02:31 |
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I tried using that terrain.party thing on some of my hometown but all of the land is so close to sealevel that the game mushes the shoreline way too far inward. Also it hates floodplains. Dang
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# ? Mar 20, 2015 02:34 |
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Spaceman Future! posted:Hey guys did you install bordercities you should install bordercities just sayin I sure do hope they add some better AA to the base game. But yes. Bordercities is great.
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# ? Mar 20, 2015 02:35 |
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Why your AA so bad.
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# ? Mar 20, 2015 02:37 |
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After getting over the initial bugs, holy crap is this game addictive. Been waiting ten years for this game. Here's my first city, taking it slow. Trying to get a feel for the traffic and roads with some experimentation: Yep, definitely some issues there, mostly thanks to the haphazard way I laid down one-way roads in the beginning. There's also the cross-town strangler that developed thanks to one experiment where I made a giant one-way loop that connected to freeways. Later on in the game I was pretty screwed despite frantically putting in alternate routes: I've started using some of the mods, good stuff. My first experiment with the "grid of the gods" seems to be going well. Now I just need to learn how to use it:
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# ? Mar 20, 2015 02:37 |
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Spooky Bear Ghost posted:I tried using that terrain.party thing on some of my hometown but all of the land is so close to sealevel that the game mushes the shoreline way too far inward. Also it hates floodplains. Dang You can take the greyscale heightmap into a paint program and tweak/edit it before importing, like brighten it up a bit and then 'paint' where the sea 'should' be in a darker color.
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# ? Mar 20, 2015 02:39 |
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Spaceman Future! posted:Hey guys did you install bordercities you should install bordercities just sayin uh gently caress?
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# ? Mar 20, 2015 02:44 |
The Mantis posted:
At first I thought the trees were heavy equipment representing the constant destruction and reconstruction of the highway intercanges.
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# ? Mar 20, 2015 02:45 |
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trapped in waterpaint simulation please send help seriously wtf bordercities why
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# ? Mar 20, 2015 02:47 |
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The Mantis posted:trapped in waterpaint simulation This is awesome. Never stop.
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# ? Mar 20, 2015 02:49 |
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Every time.
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# ? Mar 20, 2015 02:54 |
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Arrath posted:Dezoning typically causes the buildings to poof out of existence though. I dunno if abandoned buildings behave any differently in this case. I can now confirm it also magically disappears abandoned buildings.
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# ? Mar 20, 2015 02:59 |
Fish Fry Andy posted:
I wonder if it is possible for it to eventually calculate the 'view' as part of the value - I guess you could do it in the map editor like Tropico where you can zone some 'natural beauty' that if the house is in or near it gets a bonus of some sort.
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# ? Mar 20, 2015 03:06 |
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I should make a giant pile of money that increases land value around it.
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# ? Mar 20, 2015 03:10 |
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Logikv9 posted:I can now confirm it also magically disappears abandoned buildings. Don't worry, someone will fix it with a mod within 20 minutes. Speaking of which, where the hell is my American ambulance siren mod?!
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# ? Mar 20, 2015 03:12 |
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I wish there were bike paths and cyclists but thats prob a pretty complex thing to mod in
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# ? Mar 20, 2015 03:15 |
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SynthOrange posted:I should make a giant pile of money that increases land value around it. Scrooge McDuck's Money Bin.
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# ? Mar 20, 2015 03:17 |
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Fintilgin posted:Speaking of which, where the hell is my American ambulance siren mod?! If you zoom down on the roads they have little euro style speed limit signs too.
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# ? Mar 20, 2015 03:21 |
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BobTheJanitor posted:If you zoom down on the roads they have little euro style speed limit signs too.
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# ? Mar 20, 2015 03:27 |
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How should I go about setting up a cargo freight train and a passenger train for my city? I have no outside connections for them. Almost entirely on accident I solved most of my traffic and trash problems and I've expanded across the river and my next real big challenge is better public transit. And also making less lovely grids and making what I've got better, but you know.
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# ? Mar 20, 2015 03:35 |
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Hey guys made a layout that solves the traffic problem How to solve your traffic problem: Just don't have traffic lights! The only real "traffic" is where people come into the city via the highway, and I've literally never seen them have a big single file backup. It's just the only place in the entire city where the cars have to stop for a second.
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# ? Mar 20, 2015 03:47 |
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# ? May 28, 2024 15:11 |
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Breaking news for people trying to balance highways by balanced right and left exits Highway traffic behavior is for through traffic to avoid "local lanes" which are those which have exits within a personally undetermined length. Nearby exits on the right and left will turn cims into crazy middle lane campers and render your highways as good as ramps. Macaluso posted:Hey guys made a layout that solves the traffic problem Wait, where is the industrial? Industrial is the only real traffic generator.
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# ? Mar 20, 2015 04:00 |