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Tin Hat posted:How does the game know if there are enough workers then? Is it just based off of population numbers? More or less, one of the data views gives the actual employment figures and the number changes constantly. I think it uses the traffic system to generate a percentage chance that a job gets filled, because zones with bad transportation off in the distance tend to have issues staying staffed. But it's definitely not SC2013 style where an agent has to drive from a house to a job for that job to get filled.
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# ? Mar 24, 2015 16:09 |
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# ? May 24, 2024 23:01 |
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Tin Hat posted:How does the game know if there are enough workers then? Is it just based off of population numbers? xzzy posted:More or less, one of the data views gives the actual employment figures and the number changes constantly.
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# ? Mar 24, 2015 16:10 |
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Chill la Chill posted:Has someone made a doobie's dog house yet? If not I'll make one when I get home tonight but I need this I might take on this. I have a few things I want to crash out first, but it's on my personal radar.
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# ? Mar 24, 2015 16:12 |
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Tin Hat posted:How does the game know if there are enough workers then? Is it just based off of population numbers? Yep, and workers prioritize jobs of highest education level they can do, but that seems to be it. It can be physically impossible for the workers to get to their workplace and things will still work out.
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# ? Mar 24, 2015 16:14 |
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Powerlines are annoying as poo poo. I have to place all of these then I'm gonna have to go demolish all of these once the zones fill in.
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# ? Mar 24, 2015 16:15 |
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zedprime posted:I think the devs have stated job placement is based on education, then distance. Satellite industrial and commercial areas get low priority due to their distance. I'm pretty sure that this is impacted by your cims driving to work. My industrial district was having really horrible unemployment problems until I fixed road traffic around it and added a rail network from my new housing development on the opposite tile of my map to the industrial zone.
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# ? Mar 24, 2015 16:16 |
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NeuralSpark posted:
I have all audio muted except for some UI stuff and just listen to other poo poo when I'm playing this game.
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# ? Mar 24, 2015 16:17 |
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Fish Fry Andy posted:I'm pretty sure that this is impacted by your cims driving to work. My industrial district was having really horrible unemployment problems until I fixed road traffic around it and added a rail network from my new housing development on the opposite tile of my map to the industrial zone.
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# ? Mar 24, 2015 16:17 |
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Fish Fry Andy posted:https://www.youtube.com/watch?v=e50NafYjlq4 Sirens aside, this game is very pretty. (Thankfully their route didn't go through purple industrial wasteland.) Also, that map looks really interesting with some nice hills.
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# ? Mar 24, 2015 16:18 |
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MikeJF posted:Powerlines are annoying as poo poo. I have to place all of these then I'm gonna have to go demolish all of these once the zones fill in. http://steamcommunity.com/sharedfiles/filedetails/?id=409251698&searchtext=underground
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# ? Mar 24, 2015 16:20 |
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zedprime posted:Their idea of distance might be based on a calculated travel time then? I know from my city its the uneducated jobs at the furthest fringes of city limits that get left unfilled after a retirement wave. I could see random commutes being used to determine distance. I obviously don't know how the simulation works, but I've run into a few situations where it seemed like people actually had to make it into work from time to time to keep industrial jobs running. It seems like it acts like a check where every so often a cim has to clock in or the game thinks that there aren't workers. e: Jet Jaguar posted:Sirens aside, this game is very pretty. (Thankfully their route didn't go through purple industrial wasteland.) Also, that map looks really interesting with some nice hills. http://steamcommunity.com//sharedfiles/filedetails/?id=410456200 This is the map, if you're interested. turn off the TV fucked around with this message at 16:25 on Mar 24, 2015 |
# ? Mar 24, 2015 16:22 |
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Well this is nice. I manually saved my first city before logging last night and I can't find the save anywhere on my computer. VVVVVVVV: It's empty. I even overwrote a save so I know I told it to. BuhamutZeo fucked around with this message at 16:28 on Mar 24, 2015 |
# ? Mar 24, 2015 16:24 |
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BuhamutZeo posted:Well this is nice. I manually saved my first city before logging last night and I can't find the save anywhere on my computer. the saves are normally stored in %appdata%\local\Colossal Order\etc. I think.
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# ? Mar 24, 2015 16:25 |
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I'd really like to see more Arcologies as monuments. They make good centerpieces for massive urban areas and crazy circle-cities.
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# ? Mar 24, 2015 16:26 |
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Quote is not edit.
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# ? Mar 24, 2015 16:28 |
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simosimo posted:I might take on this. I have a few things I want to crash out first, but it's on my personal radar. Thank you, friend. I'll make a small town down the road from my large university city
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# ? Mar 24, 2015 16:43 |
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Can you have a ghostbusters service in this game?
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# ? Mar 24, 2015 16:50 |
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Just wait for someone to mod it in.
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# ? Mar 24, 2015 16:52 |
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The University of Cimci-Trapville has lit on fire five times help what is going on at this U
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# ? Mar 24, 2015 16:55 |
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Top Hats Monthly posted:The University of Cimci-Trapville has lit on fire five times Lot's of chemistry
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# ? Mar 24, 2015 16:58 |
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Top Hats Monthly posted:The University of Cimci-Trapville has lit on fire five times Progress.
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# ? Mar 24, 2015 16:58 |
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Lakitu7 posted:Also cows. Zooming in anywhere near farms is terrible. MOO MOO MOO yes there are cows nearby. I get it. Shut up. You've apparently never lived near cows.
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# ? Mar 24, 2015 17:01 |
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Top Hats Monthly posted:The University of Cimci-Trapville has lit on fire five times Secret meth lab. Bring the cops instead of the firemen.
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# ? Mar 24, 2015 17:05 |
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MikeJF posted:Powerlines are annoying as poo poo. I have to place all of these then I'm gonna have to go demolish all of these once the zones fill in. No you don't. Zones will build regardless if they have power. Just wait for the first one to pop up, and build towers to that and the rest will be powered from there.
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# ? Mar 24, 2015 17:08 |
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Bob le Moche posted:The game doesn't actually care whether workers can make it to their workplace. The cars are just for show and for slowing down service vehicles. That's cool, I've always played these games like they're my own little bonsai tree/model railroad/zen garden or whatever. I just like making natural pretty looking towns and have never given a poo poo about the simulation aspect - but I can totally understand how a proper simulation would be really important to people. Fortunately for you, there's a mod for that. quote:Added a wealth counter to residential buildings, every time a worker leaves for work or to shop it goes down, when the worker succeeds in reaching their destination it goes up. Your tax rate affects the amount it goes up by. Needs to pass a threshhold to level up the building, and the building will get abandoned if it gets too low (will show low land value problem).
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# ? Mar 24, 2015 17:08 |
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Bob le Moche posted:The game doesn't actually care whether workers can make it to their workplace. The cars are just for show and for slowing down service vehicles.
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# ? Mar 24, 2015 17:12 |
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SelenicMartian posted:Can you have a ghostbusters service in this game? Haha. Have a tiny chance on citizen death to haunt the building for the next people that move in. Sometimes I weren't so inept useless when it comes to code/modding/computery stuff.
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# ? Mar 24, 2015 17:18 |
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Top Hats Monthly posted:The University of Cimci-Trapville has lit on fire five times Clearly too many mixtapes.
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# ? Mar 24, 2015 17:26 |
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Saxophone posted:Sometimes I weren't so inept useless when it comes to code/modding/computery stuff. Hauntings on public transit, hauntings on dangerous roads, rat hauntings in densely polluted areas, ghosts of agents who couldn't find their way... Flood the city
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# ? Mar 24, 2015 17:28 |
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Guildencrantz posted:Secret meth lab. Bring the cops instead of the firemen. Now I want a mod that turns abandoned properties in low- or un-policed zones into revenue++ crime+ generating industrial sites that soak up neighboring badness like a sponge. The idea of intentionally allowing crime to flourish in certain areas for the greater public/economic health of the city gives me dystopian wood.
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# ? Mar 24, 2015 17:29 |
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Cephalocidal posted:Now I want a mod that turns abandoned properties in low- or un-policed zones into revenue++ crime+ generating industrial sites that soak up neighboring badness like a sponge. The idea of intentionally allowing crime to flourish in certain areas for the greater public/economic health of the city gives me dystopian wood. Easter Egg: Name your neighborhood "Hamsterdam"
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# ? Mar 24, 2015 17:30 |
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Fhqwhgads posted:Easter Egg: Name your neighborhood "Hamsterdam" Whitey Sale!
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# ? Mar 24, 2015 17:41 |
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Combined metro/bus terminal working well. Currently servicing about 6000 people a week with an 80k population. I need to combine it with rail, now, but the map is hilly and it's hard to build.
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# ? Mar 24, 2015 17:44 |
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Mokotow posted:Someone a few pages back mentioned that their sub stations did not work when placed on a road T-intersection - maybe that's it?
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# ? Mar 24, 2015 17:45 |
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I really hate how subways work in this game. The UI for the routes is bad, the attach points for the train stations are bad, and needing a 2x2 plot to place a stop is bad too.
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# ? Mar 24, 2015 17:48 |
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I kinda wish there was just an auto routing system for trains/buses/etc like SC4. Because there's a point in the game where you're just like 'gently caress it' because as your city grows your input becomes more high level. I like to nit-pick when something becomes a problem, or more interestingly - a puzzle - which you want to solve. Much how a lot of us tend to spend way too much time fixing that _one_ intersection because it's a fun problem to solve. I was thinking the bus/metro/train lines could do that as well, basically auto route until issues appear to which you delve into with manual line management. Funnily enough, prison Architect does this and I think it's the perfect solution - AI tries to figure out the best solution until the player wants to manually override it. Fishbus fucked around with this message at 18:14 on Mar 24, 2015 |
# ? Mar 24, 2015 18:09 |
Tin Hat posted:Am I mistaken, or does it look like ambulances stop for red lights/won't drive in the oncoming traffic lane? I guess that'd be difficult to program, but no wonder they're not getting anywhere. Unless I've missed it, I think they act very much like normal traffic. I kinda wish they'd find a way to make them at least ignore some of the rules.
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# ? Mar 24, 2015 18:12 |
xzzy posted:I really hate how subways work in this game. The UI for the routes is bad, the attach points for the train stations are bad, and needing a 2x2 plot to place a stop is bad too. I'd say the same of the routes for busses. It's especially annoying that all the routes show up at the same time and you can't routes other than the one you're working on. I do like that busses don't need their own plot, that drove me nuts in SC4. 2x2 plots are a little annoying for the metro though. It doesn't bother me as much because I've only used a few stops so far.
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# ? Mar 24, 2015 18:15 |
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wilderthanmild posted:Unless I've missed it, I think they act very much like normal traffic. I kinda wish they'd find a way to make them at least ignore some of the rules. I honestly wouldn't mind it one bit if emergency services noclipped if they had their lights on.
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# ? Mar 24, 2015 18:16 |
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# ? May 24, 2024 23:01 |
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Is there a transit capacity mod out there? A small town will fill a max funded metro and a tiny village will fill a bus route, it's crazy. Actually what we need is a traffic mod that just tones down the amount of traffic in general. Would this be possible? Like just decrease the rate that residential buildings send out people?
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# ? Mar 24, 2015 18:17 |