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suddenlyissoon posted:Can anything be done about lane merging? I thought I was having a big traffic issue but it turned out it was just cars literally stopping to allow others to merge in front of them on the highway. This happens with exit ramps & highway merge ramps both short & long. Doesn't seem to matter what I do. More routes somewhere always fixing something even if it might be ugly or just transfer problems elsewhere. e. Or if its an onramp/offramp density issue on the side of overplacement and the ramps themselves aren't overburdened you could look at consolidating some entrances and exits in a local service arrangement to keep the highway as an express service. So like string together a few of the local services into only one connecting intersection to the actual expressway by merging ramps together first. zedprime fucked around with this message at 03:49 on Mar 25, 2015 |
# ? Mar 25, 2015 03:41 |
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# ? May 27, 2024 01:55 |
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SynthOrange posted:Glad you're enjoying it! What about the transit in particular wasnt working for you, or was it just for your own needs you wanted more control over the highways? Not sure if this was answered before, but I'm loading your map now and the central square has no highway connections at all. It's over in the square to the left which I can't afford when starting out. Looks pretty sweet other than that. edited example: beerinator fucked around with this message at 03:47 on Mar 25, 2015 |
# ? Mar 25, 2015 03:43 |
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Gibbo posted:Same, I got a 4690k thinking "Pffft I don't need those threads" and then promptly got in to a couple things that could benefit from said threads.... Usually an i5-whatever is sufficient for gaming but in this case...
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# ? Mar 25, 2015 03:51 |
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TomR posted:I made a video of my city. Midgar!
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# ? Mar 25, 2015 03:59 |
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Alright I built a reasonably sized new section of city where it's all high-density residential/commercial, but now nearly all of my industry buildings are abandoned due to not having enough workers. I didn't build any offices yet, anyone have an idea why this happened?
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# ? Mar 25, 2015 04:01 |
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Odobenidae posted:Alright I built a reasonably sized new section of city where it's all high-density residential/commercial, but now nearly all of my industry buildings are abandoned due to not having enough workers. I didn't build any offices yet, anyone have an idea why this happened?
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# ? Mar 25, 2015 04:04 |
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Odobenidae posted:Alright I built a reasonably sized new section of city where it's all high-density residential/commercial, but now nearly all of my industry buildings are abandoned due to not having enough workers. I didn't build any offices yet, anyone have an idea why this happened? Can your people actually make it there in a reasonable amount of time? I'm not 100% sure if that actually matters but I feel like better public transportation, and traffic flow in general, helps with employment.
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# ? Mar 25, 2015 04:04 |
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Suggest cool maps. My last was really flat. I want something with land, but interest. Not flat. Go!
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# ? Mar 25, 2015 04:09 |
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Fish Fry Andy posted:Can your people actually make it there in a reasonable amount of time? I'm not 100% sure if that actually matters but I feel like better public transportation, and traffic flow in general, helps with employment. Ditto. I've had issues where I was building new residential, but on the far side of my city the industrial zones I'd built weren't doing anything. Then I did some public transit infrastructure work, added a few passenger rail stations and lines and poof, suddenly my industrial zones started working.
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# ? Mar 25, 2015 04:20 |
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beerinator posted:Suggest cool maps. My last was really flat. I want something with land, but interest. Not flat. Go! There are some pretty decent maps in the OP. They might not all be what you're looking for, though. HardDisk posted:Maps The map I'm playing on at the moment is also extremely hilly and fairly difficult. http://steamcommunity.com/sharedfiles/filedetails/?id=413060839 I think this shot is probably better than the ones on the steam page for showing how rough the terrain really is.
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# ? Mar 25, 2015 04:22 |
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City is ~10k and not very big yet, and I've managed to eliminate any traffic jams by connecting the highway on the left. Industrial area is just north-west of the cloverleaf. Over half of them are abandoned and the rest are 1/2 to 3/4 full.
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# ? Mar 25, 2015 04:23 |
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After showing this to my uninitiated friends, they believe this is what happens when you legalize weed.
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# ? Mar 25, 2015 04:29 |
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My city is getting to a size where I'm more and more likely to crash on attempting to save. Hopefully they get a patch out for that one soon, as I'm going to have to put this game down until they do. I'm pretty sure what happens is that saving causes a spike in memory usage, exhausting what I have on my PC, and causing it to crash.
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# ? Mar 25, 2015 05:05 |
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Has anyone else had all their road arrows disappear? I just realized all mine are missing when I finished making my first diverging diamond interchange. [edit] Turns out the Zoneable pedestrian path mod was causing it. Unsubscribed from it and reverified my local files and I got my road arrows back. Good thing I wasn't really using the mod yet anyways. Galaga Galaxian fucked around with this message at 05:39 on Mar 25, 2015 |
# ? Mar 25, 2015 05:14 |
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I demolished a hydro-electric dam. It did not turn out well.
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# ? Mar 25, 2015 05:38 |
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SynthOrange posted:Glad you're enjoying it! What about the transit in particular wasnt working for you, or was it just for your own needs you wanted more control over the highways? It wasn't a big deal, I just thought the initial straight bridge thing looked a bit jarring aesthetically so I replaced it with something more organic looking, and connected a few more edges to the highways while I was at it.
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# ? Mar 25, 2015 06:27 |
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So I spent today working more on my Springfield, Massachusetts save. Firstly, interchange work! Added US 5 down to Longmeadow (down there at the bottom) and inbetween that and the South End Bridge I added the ramps for MA 83. This will all be future expensive Forest Park residences and Forest Park itself. But we're not there yet. The I-91/I-291 interchange is basically complete, now with all the local movements (Birnie Ave, Dwight Street, Chestnut Street, Main Street, North End Bridge). I've laid down some of the road network north of here but mostly as a preliminary step. A view of the town so far. This part of Springfield is fairly griddy in real life. Once we move out of downtown things will get a little more interesting, especially once we cross the river to West Springfield. But it'll be a solid base to grow into higher density residential and commercial. A view from 91 looking downtown. This won't look quite right until we get high density commercial rolling since there should be some tall buildings right here, but we'll get there. kefkafloyd fucked around with this message at 06:38 on Mar 25, 2015 |
# ? Mar 25, 2015 06:30 |
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Which Springfield are you doing? If Springfield IL, cool, I live near there! If any of the other 35000 Springfields in the US that's cool too I guess. (map looks good so far) edit: Oh, spotted the MA, nevermind CJacobs fucked around with this message at 06:36 on Mar 25, 2015 |
# ? Mar 25, 2015 06:33 |
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beerinator posted:Not sure if this was answered before, but I'm loading your map now and the central square has no highway connections at all. It's over in the square to the left which I can't afford when starting out. Looks pretty sweet other than that. Whoops! Guess that's something to fix when I get back.
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# ? Mar 25, 2015 06:34 |
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Y'know how I said I wasn't going to make any more lookup tables? Well I made three. All of the ones before this have been dramatic changes which look good in screenshots, but actually playing the game with them can be a little straining. These are made specifically for playing the game. I made one LUT for each map type that goes as neutral as possible, with smooth lighting so highlights don't get blown out and shadows aren't too dark. Basically, they're soft white light (and not surprisingly, to make each map look similar the actual LUTs are wildly different). Temperate Boreal Tropical Is anybody interested in this? The larger section of each shot is the part I changed.
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# ? Mar 25, 2015 06:50 |
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https://www.youtube.com/watch?v=f44KhuooH-M
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# ? Mar 25, 2015 07:09 |
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Still looks pretty drat weird tho.
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# ? Mar 25, 2015 07:15 |
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Chewbot posted:Y'know how I said I wasn't going to make any more lookup tables? Well I made three. Very much so. I was playing with the Boreal lookup table earlier today and it was really nice. What caused you to throw these three together?
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# ? Mar 25, 2015 07:15 |
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Chewbot posted:Temperate It looks like you've made the city whiter... when really, my issue with the game's graphics right now is that often cities are an undifferentiated mess of pale white. This'd be awesome if transitions were smoother. Also... I wonder if the thing from the asset editor where the shadows rotate is viable to use in-game. MikeJF fucked around with this message at 07:31 on Mar 25, 2015 |
# ? Mar 25, 2015 07:25 |
MikeJF posted:It looks like you've made the city whiter... when really, my issue with the game's graphics right now is that often cities are an undifferentiated mess of pale white. That's a problem with the art assets more than the color correction, though. The default LUTs are all eye-rapingly oversaturated.
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# ? Mar 25, 2015 07:42 |
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I would love a mod that just scales down the size of cars and roads a tiny bit. like maybe 70-80% regular size. Just a tad to look a bit less ridiculous. I hate how much space roads and interchanges take up, it feels too much.
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# ? Mar 25, 2015 08:00 |
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I finally got this city to a large enough population to unlock all 25 tiles, so hopefully I can start fixing some traffic problems. It's really hard to take a nice screenshot of the whole thing with how hilly the map is. Overall I'd say I'm pretty pleased with the way it turned out, even though it's a little more rugged than I'd like. This is actually pretty old, here's his most recent video of it: https://www.youtube.com/watch?v=U49W122uxZ8
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# ? Mar 25, 2015 08:07 |
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Phew, I think I'm done for a while. All I've been doing recently is ride my trains around the city. I'll take a break and come back in a few days to finish the freeway system.
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# ? Mar 25, 2015 08:19 |
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kefkafloyd posted:So I spent today working more on my Springfield, Massachusetts save. Firstly, interchange work! Gonna start work on Framingham tomorrow/later today. Might need to do some artistic license with regards to Rt 9 though.
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# ? Mar 25, 2015 08:30 |
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Chewbot posted:Y'know how I said I wasn't going to make any more lookup tables? Well I made three. I would definitely like these.
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# ? Mar 25, 2015 08:53 |
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A cool rural police station for those with a rural / mountain town http://steamcommunity.com/sharedfiles/filedetails/?id=413203776&searchtext=
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# ? Mar 25, 2015 09:14 |
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Is there a reason why there are no mods for ambulances, fire trucks and cop cars? I want them to change and there are no mods available.
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# ? Mar 25, 2015 09:49 |
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I want to be able to upgrade to double-decker buses and bendy buses and double decker trains.
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# ? Mar 25, 2015 10:00 |
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What makes that dull beep-beep-beep-beep-beepbeepbeepbeep-beep noise you hear everyfuckingwhere at the closest zoom and how do I kill it.
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# ? Mar 25, 2015 10:40 |
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Buildings leveling up. Stop it by building lovely areas that don't level up.
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# ? Mar 25, 2015 10:51 |
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I thought buildings leveling up was the ka-ching noise? Koobze posted:I would love a mod that just scales down the size of cars and roads a tiny bit. like maybe 70-80% regular size. Just a tad to look a bit less ridiculous. I hate how much space roads and interchanges take up, it feels too much. If I quote this maybe there's more chance of this happening. You get used to it playing the game but any time you gotta look something up on google maps (or bing if you're that kinda guy, I ain't discriminatin') and come back the game looks weird. edit: Chewbot posted:Is anybody interested in this? The larger section of each shot is the part I changed. The answer is always yes. kinnas fucked around with this message at 11:06 on Mar 25, 2015 |
# ? Mar 25, 2015 11:01 |
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The Deadly Hume posted:What makes that dull beep-beep-beep-beep-beepbeepbeepbeep-beep noise you hear everyfuckingwhere at the closest zoom and how do I kill it. I had this in my commercial / high level residential areas, it is annoying as it sounds. It's not the level up ding, it's like a low level beeping 'hum' (like sci-fi computers on a 70s spaceship)
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# ? Mar 25, 2015 11:06 |
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kinnas posted:If I quote this maybe there's more chance of this happening. You get used to it playing the game but any time you gotta look something up on google maps (or bing if you're that kinda guy, I ain't discriminatin') and come back the game looks weird. It could be done by widening the pavement and adding nature strips/parkways to every road and having the upgraded versions with larger parkways, thus thinning the actual street. You could thicken the median strip on four-lanes, too. And highways could have service strips along the side. MikeJF fucked around with this message at 11:12 on Mar 25, 2015 |
# ? Mar 25, 2015 11:09 |
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Guys, a high-end i5 is more than adequate for this game. If you are really thinking of replacing a perfectly functional 4690k either A: Overclock that. Current i5 have absurd potential with 4+ GHz the norm. B: Wire me 1000$ instead. I take checks too for those weird people in America. I swear on my AMD CPU that I will make better use of that money then you.
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# ? Mar 25, 2015 11:16 |
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# ? May 27, 2024 01:55 |
8 GB RAM, i5 2500k overclocked to 4.2ish and a GTX 570, comfortable 60 FPS with graphics at max until about 50,000 pop, then things do start to slow down a bit but not unbearably, turning graphics down at that point seems to help a fair amount. No temperature issues either.
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# ? Mar 25, 2015 11:20 |