M_Gargantua posted:I did try to make a Nashua map, but the area is just far to flat to be effective in cities. I tried Franconia Notch. I was going to have the start square be Lincoln, NH, but terrain.party needs to output some layers from the road maps to do as an overlay so you can tweak the depth of the rivers to make them work. Also need to up the contrast on the height map because the mountains weren't grand enough. Basically I couldn't get the Pemigewasset to flow right, so I think it just needed to be carved out a little more.
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# ? Mar 22, 2015 02:16 |
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# ? May 25, 2024 10:46 |
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I have no loving clue what I'm doing. That thing you see there was my attempt at trying to fix traffic problems but I only made it worse. Ignore the corpses and abandoned buildings everywhere. Not in this picture is the harbor and the commercial area around it that I accidentally flooded and destroyed after deleting a dam. I'm making a lot of money so things aren't too bad, right?
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# ? Mar 22, 2015 02:19 |
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Man, you're making a lot of cash. My city went over 80,000 a while back, and I can't crack $10k/week income. Then again, I'm spending a bit on fancy high tech houses and other land value raising expenditures.
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# ? Mar 22, 2015 02:22 |
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Hyper Crab Tank posted:Man, you're making a lot of cash. My city went over 80,000 a while back, and I can't crack $10k/week income. Then again, I'm spending a bit on fancy high tech houses and other land value raising expenditures. I had a bunch of policies active a while back and my income was terrible, but when I took them off it skyrocketed. Having all this money isn't really useful though.
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# ? Mar 22, 2015 02:28 |
I made another map! http://steamcommunity.com/sharedfiles/filedetails/?id=411810236 Middletown, CT and the Connecticut River Valley. Nice rolling hills map with a river running through it. (I'm bad with pictures, its not as flat as it looks?)
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# ? Mar 22, 2015 02:30 |
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SLICK GOKU BABY posted:So, I thought creating a roundabout at my cities entrance would be a great idea... now it's almost deadlocked My first serious city has one of those. It went wrong.
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# ? Mar 22, 2015 02:37 |
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I hope a goon never gets elected to my city council
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# ? Mar 22, 2015 02:48 |
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cthulhoo posted:Chewbot, free the borean LUT. Chewbot please do the needful. Also, more mods you should have! Info View Unlocker No more locked info view buttons until you meet the milestone to unlock the thing in question. Persistent Resource View No more back and forth bullshit trying to build roads for your specialized industry districts. Sun Shafts Yet another mod to add in the pretty.
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# ? Mar 22, 2015 02:48 |
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There was an issue with the blueprints...
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# ? Mar 22, 2015 02:53 |
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Police Automaton posted:I finally got home to play a little on a computer that can manage this game, and I even managed to build something I wanted to build since Sim City 4: Fish Fry Andy posted:I love this kind of poo poo. Just to continue gushing about this, Police Automaton, you should put up a tutorial or something, because it works SO WELL. My attempt on a fresh part of my city and everything works perfectly. Useless anecdote: I once saw the top of a double decker bus getting ripped off when it went under an overhead road in a station. Thankfully these are not double deckers and probably high enough to facilitate them anyway. e:Hooray I am unoriginal and even have the same colour buses on the routes as Fish Fry Andy! V: I dont think they're ever going to "fix" anything we call bugs. The modding community has this game now. wit fucked around with this message at 03:00 on Mar 22, 2015 |
# ? Mar 22, 2015 02:57 |
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Did they fix the 'parks kill commercial demand' bug yet?
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# ? Mar 22, 2015 02:59 |
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vOv posted:Did they fix the 'parks kill commercial demand' bug yet? yes
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# ? Mar 22, 2015 03:00 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=410535198 Closest thing to marking a building "historical". What I'd love to see is a max level policy in districts, something more fine tuned than the highrise ban.
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# ? Mar 22, 2015 03:06 |
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Enzenx posted:
This is my new favourite mod.
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# ? Mar 22, 2015 03:13 |
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If you zoom out far enough with the first person view mod, you can see the elder god-buildings of city planning looking down on you in disapproval:
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# ? Mar 22, 2015 03:26 |
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wit posted:Just to continue gushing about this, Police Automaton, you should put up a tutorial or something, because it works SO WELL. My attempt on a fresh part of my city and everything works perfectly. What exactly does this accomplish? I can't make heads or tails of them, though they do look cool. E: Also what do these fused grid things accomplish? Lprsti99 fucked around with this message at 03:31 on Mar 22, 2015 |
# ? Mar 22, 2015 03:27 |
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Anyone know what the heavy traffic ban actually bans? The description just says 'heavy transport vehicles' which is suitably vague. I had a cavalcade of box trucks and wiener vans cutting through a residential section, so I turned the ban on, and they continue to drive on through like it ain't no thing. (Yes I let it run on full speed for a while to clear things out, no it didn't help) There's a perfectly good six lane road through the middle of the city, use that you jackasses!
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# ? Mar 22, 2015 03:28 |
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So... there's no autosave, right? I'm sure this is a very fun game, and I will find out for myself when I stop randomly crashing every half hour after forgetting to save because I was actually enjoying the game. Oh well, someday I'll break... um... 1500 people.
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# ? Mar 22, 2015 03:28 |
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Enzenx posted:Persistent Resource View yessssssssssss
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# ? Mar 22, 2015 03:29 |
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Mukaikubo posted:So... there's no autosave, right? There is an autosave mod, but its apparently causing some issues. Hopefully CO will add an autosave. Until then, try to remember to push F1 to quick save every once in a while.
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# ? Mar 22, 2015 03:31 |
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Lprsti99 posted:What exactly does this accomplish? I can't make heads or tails of them, though they do look cool. Its a way to have a bunch of bus lines converge in one spot for riders to transfer lines or change to some other transportation like a train or metro that doesn't clog up your normal streets with a ton of buses all in one place. Put your bus depot there and make that the first stop on the line and you further improve traffic.
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# ? Mar 22, 2015 03:34 |
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Enzenx posted:Its a way to have a bunch of bus lines converge in one spot for riders to transfer lines or change to some other transportation like a train or metro that doesn't clog up your normal streets with a ton of buses all in one place. Put your bus depot there and make that the first stop on the line and you further improve traffic. Oh, okay, that makes sense. I thought it was all for one line or something.
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# ? Mar 22, 2015 03:35 |
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Holy poo poo does the terraforming mod let you do some awesome stuff (sunken highways, etc.) - and it even has ctrl-z support, but Jesus Christ at how much it costs to use. The unlimited money mod is pretty much mandatory if you're going to be using it at all. A simple click of any of the terraform tools will cost you like $10,000, and considering how much trial and error is involved in getting terrain juuuuuuust right, you'd be out millions for the most basic changes to your landscape.
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# ? Mar 22, 2015 03:45 |
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wit posted:V: I dont think they're ever going to "fix" anything we call bugs. The modding community has this game now. Not only have they fixed it, they've already patched a popular mod (film grain removal) into the base game. They're gonna support this well.
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# ? Mar 22, 2015 03:50 |
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It appears that there is a limit to how many roads you can plop down. Roads and highways do not share the same limit counter. All versions of 2, 4, and 6 lane roads are on the same one though. edit: Appears to be 100,000 cells of road. Slickdrac fucked around with this message at 03:59 on Mar 22, 2015 |
# ? Mar 22, 2015 03:51 |
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Apparently I have been playing this game all wrong, I am trying to "paint" the city in starting on one spot and evenly distribute density throughout the map, growing radially from my starting location. It looks like you guys have a single nucleus, and then kind of do a hub and spoke system of smaller towns and then back fill in between as you go along. How do you guys name your smaller towns? Is that what districts/zones are for?
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# ? Mar 22, 2015 03:51 |
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wit posted:Just to continue gushing about this, Police Automaton, you should put up a tutorial or something, because it works SO WELL. My attempt on a fresh part of my city and everything works perfectly. Yes plz
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# ? Mar 22, 2015 03:57 |
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Hadlock posted:Apparently I have been playing this game all wrong, I am trying to "paint" the city in starting on one spot and evenly distribute density throughout the map, growing radially from my starting location. Honestly there's not really one way to do it. I usually opt for building out of one central area radially, as I think it looks nicer.
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# ? Mar 22, 2015 03:58 |
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smoobles posted:I hope a goon never gets elected to my city council e: and having seen what the people who weren't goons did when they were elected, eh, goon politicians aren't the worst possible thing out there. Ofaloaf fucked around with this message at 04:25 on Mar 22, 2015 |
# ? Mar 22, 2015 04:10 |
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Yeah, there is no one way to build your city in this game. Heck my first and only city so far is really dense, consisting only of the original square and modest development in one other. Of course, its "only" 35k population or so. I think my next one will be more spread out, maybe a low-density LA style sprawl.
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# ? Mar 22, 2015 04:14 |
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So I put 2 dams on the same river on the Islands map and got the bottom dam one to produce 2300 mw of power. The top dam produces around 900mw of power.
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# ? Mar 22, 2015 04:18 |
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Rip physics.
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# ? Mar 22, 2015 04:35 |
I finished my power station! It's a natural gas fired plant. Unfortunately, it's a little broken... it generates almost as much power as solar, but the upkeep is 480 a week because I have no idea how the upkeep modifier in the properties works and I didn't re-test it after tweaking (where I upped the price) until after I'd uploaded it. Enjoy your cheat power plant! e: Also... I just noticed... with one of those LUTs, it looks like the Iraqi flag.
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# ? Mar 22, 2015 04:38 |
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SimCity3000 coal power plant A better looking coal power plant that provides power for the same cost as wind per MW.
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# ? Mar 22, 2015 04:49 |
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Ofaloaf posted:I won 39% of the vote for that sort of thing, once. Is this story a true story?
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# ? Mar 22, 2015 04:49 |
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gman14msu posted:Is it just me or did rail stations at the end of lines previously automatically load and unload 2 trains at once, and now, maybe post patch, they don't? I ended up figuring this out for myself. Apparently for end point stations, the trains will use the right or left track to unload depending on which station you use as the origin of the line. So if you have a few terminating at one location, you can basically get double capacity if you alternate which station you start the line at.
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# ? Mar 22, 2015 04:58 |
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The Mantis posted:Is this story a true story? Local government is terrifying if you ever start paying attention to it.
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# ? Mar 22, 2015 05:02 |
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I tried starting on a hilly map and oh god traffic oh god nobody is getting their trash picked up and everything is burning down because routing traffic around slopes is really hard.
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# ? Mar 22, 2015 05:08 |
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Welp, a traffic lights mod. What a world we live in. Now all that's left is a mod that can let us change the lane behaviour on roads.
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# ? Mar 22, 2015 05:10 |
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# ? May 25, 2024 10:46 |
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wit posted:Just to continue gushing about this, Police Automaton, you should put up a tutorial or something, because it works SO WELL. My attempt on a fresh part of my city and everything works perfectly. Well the build itself isn't very complicated, I think it's all about location. I put this right in center of my commercial district, because I noticed people will sometimes go to shops from home but also will sometimes directly go to shops when they return from work. There are two bus lines that drive around in the suburban area of my town (really, it certainly isn't as big as many here yet) which will just pick up people around the residential area and drop them off at the hub, then again pick people up at the hub and drop them off again in the residential areas. The other bus lines drive to more distant work areas and industrial districts. People will either change busses at the hub to go to work/go home or go by foot into the commercial district for some shopping or walk into the adjacent park. (and then home via the hub) The busses are almost always all full. I also like to leave room between blocks so I can put walkways in between them, so that citizens can pass between the buildings to cross blocks quick. People don't seem to mind walking much, (they will even cross parks) or even changing method of transportation, what they seem to mind most is public transportation lines that are too long-winded. I then surrounded the commercial district by high density residential, many people live adjacent and so will just walk/take the bus everywhere. Because everything is in walking distance, the traffic is relatively quiet. (There is lots of noise pollutions but honestly, I didn't notice much of an negative impact from that) I don't go for most space/layout efficient, but for somewhat organic city growth. This of course limits density and growth somewhat but it's more fun that way. You see? Not a lot of traffic. I also like to dot around small low density commercial zones right in the middle of suburban areas. It might be my imagination but that also seems to eliminate some traffic. EDIT: Oh also, in case some people don't know (I didn't notice for quite a while) you can have several bus lines also halt at the same stop, so a design like a hub isn't strictly necessary, only to avoid bus jams.
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# ? Mar 22, 2015 05:12 |