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Dante18907 posted:I have determined that emptying landfills causes the garbage truckocalypse and should never be done
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# ? Mar 20, 2015 11:12 |
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# ? May 25, 2024 13:57 |
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Another Person posted:I want an oppressive, neoliberal building pack. Marketing billboards everywhere, security cameras on things (the no. 1 thing I want added to make the game look more realistic), heavy fencing indicating owned property, little regard for trees and the environment. People as consumers, people as products. All part of the human capital. There are some cool houses with security fences around them on the workshop. Gives it that LA vibe. New SOVIET APARTMENTS http://steamcommunity.com/sharedfiles/filedetails/?id=409323913 Sevalar fucked around with this message at 11:46 on Mar 20, 2015 |
# ? Mar 20, 2015 11:23 |
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Another Person posted:people as products. Soylent, so you can skip the farming business for food production, and don't need graveyards or incinerators.
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# ? Mar 20, 2015 11:50 |
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simosimo posted:There are some cool houses with security fences around them on the workshop. Gives it that LA vibe. I wonder if its possible to mod in policies associated with a building theme, if that happens then this game will be incredible.
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# ? Mar 20, 2015 12:03 |
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Uh, poo poo. Guys, how do I dam? Do I need to make it smaller? Or would it just overflow that way?
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# ? Mar 20, 2015 12:11 |
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I still wonder why the game didn't have soviet buildings in the first place. Basically the whole city, especially the district Colossal Order has offices is composed of soviet style buildings, just like that. Anyways, comparison between SSAO on/off. Difference is not too big, but still makes game look a lot nicer. Hopefully someone mods in orthographic projection camera sooner or later! http://hakkarainen.kuvat.fi/kuvat/Games/skylines/ssao/
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# ? Mar 20, 2015 12:13 |
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I am semi aware of a mod that increases the number of cims that live in high density housing, anyone able to be a bro and link that up in here. Thanks.
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# ? Mar 20, 2015 12:20 |
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Ihmemies posted:I still wonder why the game didn't have soviet buildings in the first place. Basically the whole city, especially the district Colossal Order has offices is composed of soviet style buildings, just like that. Whats the performance hit like for that?
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# ? Mar 20, 2015 12:21 |
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Ihmemies posted:I still wonder why the game didn't have soviet buildings in the first place. Basically the whole city, especially the district Colossal Order has offices is composed of soviet style buildings, just like that. Maybe check your implementation. http://i.imgur.com/qY7Ucfp.jpg. Not what I would call SSAO.
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# ? Mar 20, 2015 12:21 |
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Dante18907 posted:I am semi aware of a mod that increases the number of cims that live in high density housing, anyone able to be a bro and link that up in here. Thanks. kinnas posted:Some Spergin' Mod finds:
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# ? Mar 20, 2015 12:25 |
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Someone on reddit is putting my textures to good use.
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# ? Mar 20, 2015 12:25 |
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Sillybones posted:Maybe check your implementation. http://i.imgur.com/qY7Ucfp.jpg. Not what I would call SSAO. Not my implementation, someone made a mod in workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=410329674 I have no idea what is it really, it's just called "SSAO" in game and it looks nicer. Dante18907 posted:Whats the performance hit like for that? With GTX 970 the occlusion mod doesn't really affect performance, but the 200% dynamic resolution mod (5120x3200) causes fps to drop to 11
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# ? Mar 20, 2015 12:25 |
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A true gentlegoon
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# ? Mar 20, 2015 12:27 |
Don't ask me how, but I seem to have created a tunnel. Which is handy and neatly solves the problem I spent 20 minutes loving with that little spot trying to fix.
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# ? Mar 20, 2015 12:32 |
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I want someone to model this: The dreaded retail park with lots'o'parking. Shouldn't be too complex! If anyone wants to give it a pop, I can provide textures if you like.
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# ? Mar 20, 2015 12:46 |
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Sylink posted:I wonder if its possible to mod in policies associated with a building theme, if that happens then this game will be incredible. I think in the long term, once we've all downloaded a million mods with wildly varying themes, policies (like the existing high tech housing) will be an excellent way to manage those themes into distinct districts. For example, if someone does want a slum, just add in a lot of suitably decorated residential zoning buildings, and then tie them all to a policy that has the opposite effect of the current one that forces cims into education, and maybe also raises crime/lowers land value.
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# ? Mar 20, 2015 12:49 |
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wit posted:
Anything even remotely environmentally friendly is completely overpowered, to the detriment of the challenge of the game. The fact that farming and forestry are completely sustainable, create no pollution and make more money than manufacturing is comical.
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# ? Mar 20, 2015 13:08 |
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Knuc U Kinte posted:Anything even remotely environmentally friendly is completely overpowered, to the detriment of the challenge of the game. The fact that farming and forestry are completely sustainable, create no pollution and make more money than manufacturing is comical. Not to mention the 1000MW dam I just plopped
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# ? Mar 20, 2015 13:10 |
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Weirdo conspiracy theories aside, green energy in the game really is too powerful. From a game balance perspective alone, it's possible to make the argument that something is weird. There's basically no reason to use fossil energy sources whatsoever since wind farms and solar plants are far more efficient in every way except space (which can easily be mitigated), and also don't produce any waste. There's no real tradeoff to make, those sources are just objectively better than coal and oil.
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# ? Mar 20, 2015 13:13 |
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Prop Wash posted:I think in the long term, once we've all downloaded a million mods with wildly varying themes, policies (like the existing high tech housing) will be an excellent way to manage those themes into distinct districts. This forever! I want this.
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# ? Mar 20, 2015 13:15 |
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Hyper Crab Tank posted:Weirdo conspiracy theories aside, green energy in the game really is too powerful. From a game balance perspective alone, it's possible to make the argument that something is weird. There's basically no reason to use fossil energy sources whatsoever since wind farms and solar plants are far more efficient in every way except space (which can easily be mitigated), and also don't produce any waste. There's no real tradeoff to make, those sources are just objectively better than coal and oil. Yeah, I was thinking this. I was building oil because I was assuming it'd be cheaper than the green stuff.
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# ? Mar 20, 2015 13:16 |
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Hyper Crab Tank posted:Weirdo conspiracy theories aside, green energy in the game really is too powerful. From a game balance perspective alone, it's possible to make the argument that something is weird. There's basically no reason to use fossil energy sources whatsoever since wind farms and solar plants are far more efficient in every way except space (which can easily be mitigated), and also don't produce any waste. There's no real tradeoff to make, those sources are just objectively better than coal and oil. If I remember correctly SC2013 also had a strong ~green is goooooood~ message, maybe that's where its coming from. SC4 wasn't like that, poo poo was a lot better balanced.
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# ? Mar 20, 2015 13:26 |
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It is as long as you dig your own oil up (not long). Imo the main problem is that you can very easily get all your green energy to work 100% and that none of the power-storage issues they face IRL are implemented. If someone modded in wind strength varying over time or a day/night cycle with solar power simply not producing during the night (even if they doubled their power production during the day) it'd be a lot better already. A wind powerplant outputting 100% its design wattage all the time would produce hilariously cheap energy IRL too. If they made the fossil deposits last longer that would work too. Has anybodies nuke plant exploded yet? Does that even happen in this game?
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# ? Mar 20, 2015 13:26 |
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I'm sad that so many people seem to be making great buildings then putting them in as uniques. I want growables, damnit!
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# ? Mar 20, 2015 13:27 |
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cthulhoo posted:If I remember correctly SC2013 also had a strong ~green is goooooood~ message, maybe that's where its coming from. SC4 wasn't like that, poo poo was a lot better balanced. Well, I mean, you can still have that (a more detailed waste management system might help in that regard, for instance). It's just kind of bad that you have no reason at all to build half the energy buildings since they have virtually no upside over the others.
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# ? Mar 20, 2015 13:32 |
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Is there an actual poop dam in the world
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# ? Mar 20, 2015 13:35 |
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Once you get incinerators, is there a point to keeping landfills? Incinerator trucks function the same as normal garbage trucks in terms of picking up trash from residences, right?
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# ? Mar 20, 2015 13:37 |
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ZenVulgarity posted:Is there an actual poop dam in the world What do you think.
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# ? Mar 20, 2015 13:38 |
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Fishstick posted:Once you get incinerators, is there a point to keeping landfills? Incinerator trucks function the same as normal garbage trucks in terms of picking up trash from residences, right? Kinda. So far I've noticed it seems you need more collection capability than you need burn capability. So landfills provide more trucks for less cost. Similar case for cemetary/crematorium, though the dead collection need isn't as severe as long as you're not running the city of Auschwitz.
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# ? Mar 20, 2015 13:42 |
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Compared to SC4's timeframe the real-world green energy sources have gotten more efficient in the real world but I agree that the game needs some rebalancing to at least make the green sources have some challenges or downsides besides noise. Building lots of windmills has a greater maintenance cost (as far as I know) compared to just one single nuclear plant, but that's not enough. They should have variable output and other effects on quality of life (like lowering property values when in line of sight). Solar should have much higher maintenance cost due to day/night cycle and ideally should require some other plant (e.g. a windmill or fossil plant) to supply nighttime power. Or make "battery station" ploppables. The game is missing "Service life" for powerplants (as far as I know), that should be another factor for these as well. A Nuke plant should last 50 years before needing replacement or refurbishment, while a windmill should have a lower time for refurbishment (say, 20 years). They were doing this back in SimCity 2000, no reason why that shouldn't be a balancing factor in this game either.
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# ? Mar 20, 2015 13:44 |
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ZenVulgarity posted:Is there an actual poop dam in the world Cities Skylines: Make it so
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# ? Mar 20, 2015 13:47 |
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kefkafloyd posted:at least make the green sources have some challenges or downsides besides noise. Even noise is not really an issue. Wind farms are easily built far away from the city or out in the water, and solar plants make less noise than any other plant. kefkafloyd posted:Building lots of windmills has a greater maintenance cost (as far as I know) compared to just one single nuclear plant, but that's not enough. I don't know if there are some hidden costs the game isn't showing very clearly, but wind farms are $10/MW, nuclear plants are $12/MW (and must be placed roadside). Solar is the clear winner at $7.5/MW. The only real issue is that they take up more space (and you might incur a small cost for building power lines, but that shouldn't be backbreaking).
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# ? Mar 20, 2015 13:48 |
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And nuclear has an extra cost in terms of high water use, too. I had a loop situation at one point where there was a brief interruption, and then because the power was off the water stopped, and then the connection was restored but the water wouldn't work without power and the power wouldn't work without water.
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# ? Mar 20, 2015 13:49 |
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Prop Wash posted:I think in the long term, once we've all downloaded a million mods with wildly varying themes, policies (like the existing high tech housing) will be an excellent way to manage those themes into distinct districts. An in-game menu that let you browse through buildings and assign them to custom themes and a separate district level for architecture would be fabulous.
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# ? Mar 20, 2015 13:53 |
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Has anyone else come across the issue of no real water flow when using custom maps? I'm currently trying out this http://steamcommunity.com/sharedfiles/filedetails/?id=405729738 map of some Norwegian countryside but there seems to be no direct water flow so I'm having to use water towers instead of pumps to stop sucking up drifting poop water... Edit: Also mod idea - I would love some sort of 'road planning' mode where you plop down translucent versions of the roads that aren't used until you replace them with the real thing in the build mode. Running out of money while coming up with nice road layouts is an annoying problem early on in the game. Vetitum fucked around with this message at 13:56 on Mar 20, 2015 |
# ? Mar 20, 2015 13:54 |
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Water in maps comes from ploppable water sources. Do those sources affect flow? I left the water sources in my map but admittedly I haven't tested to see if, say, the river flows from north to south.
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# ? Mar 20, 2015 13:57 |
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Vetitum posted:Has anyone else come across the issue of no real water flow when using custom maps? I'm currently trying out this http://steamcommunity.com/sharedfiles/filedetails/?id=405729738 map of some Norwegian countryside but there seems to be no direct water flow so I'm having to use water towers instead of pumps to stop sucking up drifting poop water... I had the same problem with a map based on my hometown. I made a valiant attempt by putting the water intake in a different inlet from the sewer tubes, but that only worked for a few years before the massive swath of poop water made its way around half the coastline and into the water supply.
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# ? Mar 20, 2015 13:58 |
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To have actual water flow you need to have a water source on your map that is above sea level. The source will spawn water that then does it's water-physics thing eventually hopefully ending up in the ocean. Might flood half the country side in the mean time. If the custom map you loaded doesn't have any flow it's because the author is a baddie that didn't make proper rivers and just had river-shaped ocean bays. e: a quick fix is to lower the sea level in the map editor (might have to adjust coastline, riverbeds too depending on the map) and then place sources where you need them.
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# ? Mar 20, 2015 14:03 |
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Does this game have performance issues? Last night I had the SSAA mod at 100% (off) but used it to check FPS. At the start I was at 60 fps, and an hour later (having built nothing but roads in pause mode), I was down to like 20 fps, and I'm playing on beef. I guess it could've been the AO mod I also installed?
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# ? Mar 20, 2015 14:08 |
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# ? May 25, 2024 13:57 |
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Is there any reason not to build cargo stations on their own little dead-end asides rather than on the main train line?
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# ? Mar 20, 2015 14:13 |