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crabrock posted:My death rate DID spike and my birth rate is super low, so maybe? I zoned a bunch of new residential and it sits there blank. It has water and power connections, tons of parks, and is even preloaded with all the services. BUT the RCI is nothing, nothing, sliver. What are your demographics like? Did you lose all your working-age people somewhere along the line? Not that that would explain why new people won't move in if you have available jobs and residential zones.
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# ? Apr 2, 2015 19:57 |
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# ? May 26, 2024 15:19 |
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My first proper city is now pretty much done. Tinkering with the traffic and highways was really fun. Might have gone bit overboard with it, but it works, traffic flows and stuff gets delivered from 5 discreet industrial areas peppered around town. Even after zoning tons of commerce for the 10k zoned commerce park, the city still exports three times as much as it imports. Terraced hillside houses have a premium view over the city, including the downtown region. Which is mostly residential and offices, so traffic is relatively calm here. Well, that's my city. Thanks for visiting!
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# ? Apr 2, 2015 20:15 |
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I feel like a lot of problems can be alleviated by doing things bit by bit instead of all once. Dezone a little bit, let the sim run, dezone some more.
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# ? Apr 2, 2015 20:36 |
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Moridin920 posted:I feel like a lot of problems can be alleviated by doing things bit by bit instead of all once. Dezone a little bit, let the sim run, dezone some more. That's how I did it when I switched my starting area from mixed commercial / residential to all commercial to make it a "downtown" area. I'd do like 20% switch then let it run a couple cycles
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# ? Apr 2, 2015 20:43 |
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I have a question about garbage dumps. Will they accumulate garbage over time or is it based on population numbers? So like, if I let my game run overnight just to generate money, will the garbage eventually accumulate to 100% even on a tiny town?
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# ? Apr 2, 2015 20:46 |
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jerkstore77 posted:I have a question about garbage dumps. Will they accumulate garbage over time or is it based on population numbers? Eh depends on size and how many landfills you have. I had two landfills and only one got to 100% full by ~20k population. The second was around 70% full
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# ? Apr 2, 2015 20:47 |
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jerkstore77 posted:I have a question about garbage dumps. Will they accumulate garbage over time or is it based on population numbers? Yep, I found this out exactly that way. I came back the next morning to $5m in the bank, 3 full landfills, and an empty town. E: Basically I won the game I think, except there's no Swiss Bank Account option like in Tropico. E2: Yeah it does fill up a little bit with each garbage truck load, so even a single house will eventually fill up a landfill.
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# ? Apr 2, 2015 20:50 |
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Pumpy Dumper posted:Eh depends on size and how many landfills you have. I had two landfills and only one got to 100% full by ~20k population. The second was around 70% full Right but assuming your population stays at 20K for say 100 in game years, will you eventually fill a bunch more dumps or will it not increase because the population isn't increasing? If it's the former, I want to make a tiny 100 year old city city surrounded by a sea of garbage dumps.
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# ? Apr 2, 2015 20:50 |
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I'm pretty sure garbage accumulates over time, it's not just a static value based on population.
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# ? Apr 2, 2015 21:13 |
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There's an info window/graph that pops up when you select a garbage facility and everything. It shows you how much trash your town produces per week, available landfill space, and incinerator capacity. VVV Not to mention the built-in infinite money cheat. Supraluminal fucked around with this message at 21:26 on Apr 2, 2015 |
# ? Apr 2, 2015 21:22 |
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Leaving the game on for money is useless. Just play normally and soon you'll be making loving oodles of it without trying. Yesterday when I was trying to make an island with dams (why did i buy a plot of land that was 95% water?) I started with 6 mil, and when I looked again I had 2 mil. Apparently making and deleting all those damns... they were like $400,000 a pop. Just kind of shrugged and was back up to 4 mil in a bit. When you're making +50,000 it really doesn't matter. until all your people die apparently...
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# ? Apr 2, 2015 21:23 |
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I think my cims like movies or something.
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# ? Apr 2, 2015 21:54 |
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Metrication posted:Any up to date sales figures? It has been top on Steam for weeks now. Here's Steamspy's estimates. It's based on Steam stats pulled from the Steam API. http://steamspy.com/app/255710 quote:Owners: 862,944 ± 54,712
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# ? Apr 2, 2015 23:39 |
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Has anyone had issues where random industrial buildings have no power, even though they are in the middle of a bunch of other buildings with power? Not my screenshot, but it's just like this: http://i.imgur.com/Tej3AZV.jpg (I found this on a Steam discussion from a guy with the same issue, but he got a bunch of useless replies) I have WAY more power production than consumption. I actually fixed it temporarily by building a power plant nearby them, but then it started happening again in the same area.
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# ? Apr 2, 2015 23:39 |
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Are all your power generators part of the grid? Because it might be split and this part of your city isn't getting enough from the generators that are connected.
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# ? Apr 2, 2015 23:43 |
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Friction posted:In current rolled back 1.06b, the high resolution screenshots go to [your steam root folder]/steamapps/common/Cities_Skylines/Cities_Data. However each high resolution screenshot is named "Screenshot.png", so they overwrite each other. Alt-tab out to move the file elsewhere if you want to take multiple screenshots in one session. Oh, thanks. Though this isn't what I expected when I read "high resolution screenshot"
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# ? Apr 3, 2015 00:06 |
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6720x4000 isn't enough for you? I mean look at all those pixels! How Greedy!
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# ? Apr 3, 2015 00:27 |
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Magnitogorsk. posted:Has anyone had issues where random industrial buildings have no power, even though they are in the middle of a bunch of other buildings with power? Not my screenshot, but it's just like this: http://i.imgur.com/Tej3AZV.jpg (I found this on a Steam discussion from a guy with the same issue, but he got a bunch of useless replies) I keep getting this with timber industry occasionally. Spamming power lines everywhere fixes it. I think the mechanism where power transfers from building to building in an area is not working properly with some of the timber industry lots.
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# ? Apr 3, 2015 00:42 |
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This game deserves all the success a proper and good SimCity game would and hopefully is the final stake driven into EA's cash-in nosferatu heart But wow Cities: Skylines is a bad marketing name and I had to double-check this wasn't just a Cities XL expac or somethin
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# ? Apr 3, 2015 00:53 |
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Yeah, they should just have named it Cities Without Motion instead.
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# ? Apr 3, 2015 00:58 |
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Poil posted:Yeah, they should just have named it Cities Without Motion instead. Considering the traffic management that's a pretty appropriate title.
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# ? Apr 3, 2015 01:15 |
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Fish Fry Andy posted:That's 100% the point of offices. I have to say, I really liked Cities XL's model for offices. Heavy industry requires Office output to consume, so if you want to be more than a series of small production facilities you need an office district for all the headquarters. Similarly, CS could really do well with their citizen model -- Poor/Medium/Rich + Traditional/Moderate/Hippie gives you a matrix containing your bohemians at one corner, your tycoons at the other, and then your snazzy movie stars and blue-collar joes at the other corners. Each liked different things and did different jobs, so it really gave the neighborhoods a lot more unique feel.
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# ? Apr 3, 2015 01:17 |
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Can someone help explain the simulation to me? When people go out to jobs or whatever, are they just doing tasks over and over? Like does Jim Fucker get up, drive to work, then come back in some endless loop? And the same with delivery vehicles? Or is there some sort of cycle to it, like Jim goes to work, comes home for a while, then goes to buy poo poo, comes back etc so that every agent averages out. I am using a mod that reduces traffic despawning when you have jams (to be more realistic) and it seems to make more obvious that everyone lives in their car.
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# ? Apr 3, 2015 02:00 |
Cims periodically set out from their houses to do things. Go to work/school, possibly go shopping, go home. If you have hell-traffic and cars set to not despawn, yes, everyone will spend forever on the road. In a city without traffic problems, it's a lot easier to see the cycles of a cim leaving their house, driving to work, sitting at work for a few in-game 'days', leaving work and maybe going shopping, waiting at the shopping location for a while, then heading home to stay there for a few more in-game days.
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# ? Apr 3, 2015 02:08 |
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Sage Grimm posted:Are all your power generators part of the grid? Because it might be split and this part of your city isn't getting enough from the generators that are connected. Antti posted:I keep getting this with timber industry occasionally. Spamming power lines everywhere fixes it. I think the mechanism where power transfers from building to building in an area is not working properly with some of the timber industry lots. So I fixed it by building a power line directly from my main power generators to my industrial district's power blob/grid. The main power generators are 2 grids away. Is there some limit to power transfering through multiple power lines + power grids? I assumed as long as it was connected to a power generator somehow, no matter how indirectly, that things would get power edit: ok it's just totally bugged. I do just have to keep spamming power lines everywhere or random sections of my city lose power Magnitogorsk. fucked around with this message at 02:14 on Apr 3, 2015 |
# ? Apr 3, 2015 02:10 |
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My oil industry is suddenly going tits up because of a lack of customers. What do I need to build to make customers for oil? They were fine for years before this.
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# ? Apr 3, 2015 04:20 |
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http://cloud-4.steamusercontent.com/ugc/35241878917752293/4529EE86877271B23C59BCA27ACAB18A5E094078/ How can I get these idiots to use my other ports?
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# ? Apr 3, 2015 04:26 |
Bold Robot posted:My oil industry is suddenly going tits up because of a lack of customers. What do I need to build to make customers for oil? They were fine for years before this. Did you install the Nissan LEAF® DLC? The advanced lithium-ion battery powers the 100% electric drive system, giving the Nissan LEAF® the equivalent of 126 MPGe in the city. You’ve never driven anything like the Nissan LEAF®, and you’ve probably never felt anything like its instant torque. The power is there when you touch the pedal. There is no lag, no revving-up or shifting gears, it just goes. When we say 100% electric, we mean it. The Nissan LEAF® doesn’t even have a gas tank. You’ll never fill up again. Sounds liberating, doesn’t it?
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# ? Apr 3, 2015 04:29 |
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Nondescript Van posted:http://cloud-4.steamusercontent.com/ugc/35241878917752293/4529EE86877271B23C59BCA27ACAB18A5E094078/ The issue you're likely running into here is that that specific port is probably the most directly/fastest available. Redesign your road network so that all three of them are more distantly separated or have roughly equal road access and they'll use them.
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# ? Apr 3, 2015 04:29 |
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Does anyone know if there's a way to edit textures for already existing assets (buildings)?
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# ? Apr 3, 2015 06:05 |
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Elman posted:Oh, thanks. Though this isn't what I expected when I read "high resolution screenshot" This picture looks like something from an old adventure game and it kinda owns
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# ? Apr 3, 2015 06:07 |
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Move to island town, it's great! anybody?
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# ? Apr 3, 2015 06:14 |
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crabrock posted:Move to island town, it's great! I'm honestly surprised that no one has created a modified dam that doesn't accidentally spawn a water source (or at least I haven't been able to find it in the workshop yet).
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# ? Apr 3, 2015 06:17 |
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crabrock posted:Move to island town, it's great! They can't get there, and if they could they couldn't get down the walls.
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# ? Apr 3, 2015 06:19 |
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crabrock posted:Move to island town, it's great! Reminds me a little of the underwater cities in Civilization: Call to Power. Should produce tons of seafood!
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# ? Apr 3, 2015 06:28 |
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NoNotTheMindProbe posted:They can't get there, and if they could they couldn't get down the walls. I already done "fixed" it. ugly as hell, but whatevs. If anybody actually moves there, I'll go ahead and make it look nicer.
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# ? Apr 3, 2015 06:29 |
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crabrock posted:I already done "fixed" it. ugly as hell, but whatevs. If anybody actually moves there, I'll go ahead and make it look nicer. This is how Atlantis happened. Has man learned nothing from the hubris of the ancients?!
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# ? Apr 3, 2015 06:34 |
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crabrock posted:Leaving the game on for money is useless. Just play normally and soon you'll be making loving oodles of it without trying. I hadn't even posted in this thread and thought I was getting abuse for no reason.
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# ? Apr 3, 2015 07:09 |
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Sooo, any word on the train bug? Doing pretty good, otherwise.
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# ? Apr 3, 2015 08:09 |
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# ? May 26, 2024 15:19 |
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I've been playing around with the asset editor and I came up with a few fun buildings. Here is a private investigator and securities firm. It's filled with Dicks and Femmes Fatales. http://steamcommunity.com/sharedfiles/filedetails/?id=418610812 I was getting tired of having to place giant cemeteries in the middle of my city, so I made a smaller and more efficient cemetery in a 5x4 footprint. It holds 3x the amount of corpses as a regular cemetery by burying the corpses vertically! They are dead, they don't mind. http://steamcommunity.com/sharedfiles/filedetails/?id=418591375 This is a silly veterinarian clinic that's plastered with various animals. There is a big stupid neon pink octopus on it. It functions with twice the efficiency as a regular medical clinic. http://steamcommunity.com/sharedfiles/filedetails/?id=418059439 I also made a Fire Fighting Squad complete with two water bombing helicopters. Get dunked on. http://steamcommunity.com/sharedfiles/filedetails/?id=418621913
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# ? Apr 3, 2015 09:43 |