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You want a gridhell, I'll give you a gridhell. Everything is 8x8 cells, 2 lane bidirectional roads. Highway is basically a gigantic roundabout around the outskirts. Almost all roads are red, but traffic does not back up. Roads are capped though and I can't build any more.
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# ? Mar 22, 2015 20:30 |
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# ? May 28, 2024 14:43 |
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With about 30 hours of playtime, I've got to say I love this game. Or loved it. I've encountered a bug where saving my city causes an immediate crash. I've disabled all of my mods and the problem persists.
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# ? Mar 22, 2015 20:31 |
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Squido posted:I've been using your island. Oh man I love seeing how other people have used the space. All those twisty elevated roads running along cliffs, amazing.
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# ? Mar 22, 2015 20:34 |
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SynthOrange posted:Oh man I love seeing how other people have used the space. All those twisty elevated roads running along cliffs, amazing. Why did you leave a second highway nub unconnected to the route that feeds into the starting tile? I could've had my city's borders grow sensibly, but then I noticed that little highway nub off in the corner and a little voice in my head said you must complete the highway and now my city borders are dumb.
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# ? Mar 22, 2015 20:42 |
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I've made my first expansion across a body of water and I'm proud to say there were no horrible fuckups! Still haven't reached the population amount required to start pumping away the poop water on the Coast of rear end but pretty soon I will! Here's the angle from the opposite shore, during construction.
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# ? Mar 22, 2015 20:50 |
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Lester Shy posted:
I think the problem here is you designed your interchange the way a crazy person would.
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# ? Mar 22, 2015 20:53 |
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CJacobs posted:
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# ? Mar 22, 2015 20:57 |
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Lprsti99 posted:E: Also what do these fused grid things accomplish? Walkability similar to that of a strict grid, but with less land taken by roads and less traffic issues because everyone's funneled through major avenues first before they get to individual blocks.
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# ? Mar 22, 2015 20:58 |
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smoobles posted:I think the problem here is you designed your interchange the way a crazy person would. Smoobles how would you make a byob city and if you have one, you should make a thread about it in 'yob.
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# ? Mar 22, 2015 21:01 |
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smoobles posted:I think the problem here is you designed your interchange the way a crazy person would. Ray Stantz posted:No! Nobody ever made them like this! The architect was either a certified genius or an authentic wacko!
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# ? Mar 22, 2015 21:02 |
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Lester Shy posted:
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# ? Mar 22, 2015 21:04 |
The power satellite from Sim City looks pretty awesome in Cities: Summervale is getting pretty big now, i've started expanding toward another area. I have the 25 tiles mod but i'm still only on the first 9. Game is huge. Here's my expo centre park at the west side of town: Here's the centre of the city and the highway running through it. In hindsight this might not have been a good idea - there isn't alot of room to manoeuvre and the two junctions off the highway into the city are extremely busy at the moment: This was the original avenue that I built before the highway for transport, which is now fairly quiet. I want to try create an off-ramp at the centre of the highway, but it's going to take alot of save/reloading and planning to try get it right: Communist Bear fucked around with this message at 21:08 on Mar 22, 2015 |
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# ? Mar 22, 2015 21:06 |
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I just unlocked water treatment plants, and thusly, the coast of rear end' chemotherapy has begun! Sober posted:I'm curious, is it possible to just have a set of water pumps and water treatment plants completely off the main water/sewage grid, just constantly pumping in dirty water on your coast and having the treatment plant sending it back out, somewhat cleaner? That is an interesting idea. I set up a little test area along the coast (middle of the screenshot) to see if it'll work, and if it does I'll expand it to the whole thing to hopefully get my water not full of poo poo logs sometime this ingame century. edit: It does not work, unfortunately. Pumping dirty water directly into the treatment plant does not make the treatment plant filter it back into cleaner water. Apparently it has to go from the pump to other places for the treatment plant to start filtering it out. CJacobs fucked around with this message at 21:22 on Mar 22, 2015 |
# ? Mar 22, 2015 21:18 |
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Make pumps, connect those pumps to each other and nothing else, watch the poo vanish. No treatment (or indeed outlet of any kind) required.
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# ? Mar 22, 2015 21:25 |
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Prop Wash posted:Make pumps, connect those pumps to each other and nothing else, watch the poo vanish. No treatment (or indeed outlet of any kind) required. This is working, but I cannot for the life of me figure out why. It doesn't logically seem like it should be for obvious reasons!
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# ? Mar 22, 2015 21:34 |
CJacobs posted:
Party in the front, pollution in the back.
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# ? Mar 22, 2015 21:35 |
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I need some advice with my road building fundamentals, just to make sure I'm not building on bad ideas: Is there anything wrong with using pure highways for a highway intersection? I only ask because pretty much every three-way intersection in the workshop (as well as the default pre-made one) use ramps for the connectors. Is it just a matter of saving construction costs and space or will it somehow cause problems? Also, merging two highways into a six lane road makes sense in my head as the ideal way to merge my highway into a city center. How right or wrong is this?
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# ? Mar 22, 2015 21:38 |
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The reason people don't use highways is that there is no reason to do so. You are at most ever going to have three lanes worth of traffic, splitting that into 6 lanes doesn't do anything for you. Ramps are perfectly fine 99% of the time. Using highways isn't going to cause any problems other than waste money and space. Merging two highways into an avenue is fine as long as the highway interchange before the merge allows for U-Turns. Otherwise you might get some bad congestion at the merge.
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# ? Mar 22, 2015 21:45 |
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That's what I needed to hear, thanks.
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# ? Mar 22, 2015 21:52 |
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Yeah it's plain easier making spaghetti turns with the offramps. Your intersections are HUGE.
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# ? Mar 22, 2015 21:52 |
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Olympia has grown another 30,000 people. It now cranks all four CPU cores to 100%. Two new districts: Andromeda Park, complete with billboards, greenery, and space elevator. It works quite well, and the traffic flows well. Euripides Overlook is not faring as well. I had to split and extend the highway again, but the people still insist on clogging up the avenue. This place is a mess.
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# ? Mar 22, 2015 22:10 |
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Ofaloaf posted:
Excellent.
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# ? Mar 22, 2015 22:10 |
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Chocobo posted:I need some advice with my road building fundamentals, just to make sure I'm not building on bad ideas: As mentioned, there's nothing wrong with using highways for on-ramps. You're just wasting space and money and I really cannot see any advantage to it, but it should work just fine. As for the second idea, that's actually one of the best things you can do in the game for traffic management. I use a pair of highway connected like that to make overpasses/underpasses. It creates a squashed roundabout that takes up less space than a normal roundabout. Just don't connect any other roads to the intersection or you'll spawn traffic lights, the bane of Cim traffic. Connect any other roads to the 6-lane down a ways. SynthOrange posted:Excellent. Oh, did you make the map? I picked it up from the thread, started playing it and then kinda tuned everything out. It's an amazing map. Especially the river/waterfall that's giving me 1.5K MW.
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# ? Mar 22, 2015 22:22 |
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Abusing bus ways and pedestrian walkways and fused grids to make a nice city. Thanks thread.
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# ? Mar 22, 2015 22:26 |
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So this is a good way to go about mass transit, right?
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# ? Mar 22, 2015 22:42 |
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Galaga Galaxian posted:So this is a good way to go about mass transit, right? Yea, except replace metro with train because trains are cooler.
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# ? Mar 22, 2015 22:44 |
Galaga Galaxian posted:So this is a good way to go about mass transit, right? Yes. Treat it like a creature's blood supply. You have what's basically an artery/vain leading to capillaries right there. If you have a larger city have the metro line also lead to a hub of metro lines so folks can switch over to another vain/artery.
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# ? Mar 22, 2015 22:46 |
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Fish Fry Andy posted:Yea, except replace metro with train because trains are cooler. It's so weird metro comes before trains
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# ? Mar 22, 2015 22:51 |
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How do you get a railway crossing? The game won't let me intersect roads with railroad tracks.
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# ? Mar 22, 2015 22:52 |
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Am I wrong for wanting a classical overhaul mod? Nobody has ever done a Roman city builder well at all. Though frankly, classical cities would remove 2/3rds of the fun--public transportation networks, power generation, public services, heavy industry... You know what? Bad idea. In any case my wife and son are getting to the point of yelling at me for spending too much time on this.
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# ? Mar 22, 2015 22:53 |
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Subyng posted:How do you get a railway crossing? The game won't let me intersect roads with railroad tracks. Are you trying to trace the road through the track or into it? If you trace the road into the track like you were hooking up a pair of roads it should work.
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# ? Mar 22, 2015 22:55 |
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Subyng posted:How do you get a railway crossing? The game won't let me intersect roads with railroad tracks. You can't draw them across each other, but you can drag a road/track onto a track/road and it'll make a three-way junction that you can then continue from. e:f,b, also ZombieLenin posted:Am I wrong for wanting a classical overhaul mod? Nobody has ever done a Roman city builder well at all. Hyper Crab Tank fucked around with this message at 22:57 on Mar 22, 2015 |
# ? Mar 22, 2015 22:55 |
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ZombieLenin posted:Am I wrong for wanting a classical overhaul mod? Nobody has ever done a Roman city builder well at all.
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# ? Mar 22, 2015 22:57 |
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Who wants to mod in a MIRE building collection? Shader: http://steamcommunity.com/sharedfiles/filedetails/?id=411770965&searchtext=
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# ? Mar 22, 2015 22:59 |
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zedprime posted:They've all got the same destination exit somewhere north of the screenshot. The bottle neck isn't the pictured interchange but wherever they are all going that they need to be in the same lane. But there are no left-hand exits on that highway, so shouldn't they all be bunching up in the right lane? I looked at about twenty of the problem cars with the traffic inspector mod. Half of them eventually want to take a one-lane, right-hand off-ramp that leads to an east/west highway, while the rest are "leaving town" or "exporting goods." smoobles posted:I think the problem here is you designed your interchange the way a crazy person would. This is true. In my defense, I was about 30 hours into the game before I realized you could bulldoze and rebuild the starting highway to your liking, so I have a ton of redundant highways. Since it was originally outside of my city limits, I assumed I didn't "own" it.
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# ? Mar 22, 2015 23:04 |
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simosimo posted:
This looks great! It also reminded me that you had asked about those hard shadows that obscure you being able to see the geometry/textures in the shadows. That doesn't seem right. Can you right click on your view properties and open a flyout that looks similar to this? Try selecting Use Default Lights: You'll have to forgive me if it looks a bit different than that. I'm oldschool as hell and use Max 2010 at home still because I've disliked a lot of the interface changes that have happened since 2012. But it should be similar.
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# ? Mar 22, 2015 23:10 |
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Lester Shy posted:But there are no left-hand exits on that highway, so shouldn't they all be bunching up in the right lane? I looked at about twenty of the problem cars with the traffic inspector mod. Half of them eventually want to take a one-lane, right-hand off-ramp that leads to an east/west highway, while the rest are "leaving town" or "exporting goods."
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# ? Mar 22, 2015 23:10 |
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Is this normal for that many people, or just because I have 7 or 8 mods going? CPU is a 2 year old i7
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# ? Mar 22, 2015 23:13 |
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God that game is/was so good.
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# ? Mar 22, 2015 23:23 |
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# ? May 28, 2024 14:43 |
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Slickdrac posted:
Is that Windows XP 64 bit?
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# ? Mar 22, 2015 23:23 |