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Supraluminal
Feb 17, 2012

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.

Maybe I just hit a bug or something. For the parts of my city that are still functioning, everything looks beautiful and skyscrappery, but then there are just huge deadzones of abandoned buildings (all my old commercial sectors) and the revolving door of industry abandonment.

curiously, forestry industry seems to do just fine. I'm exporting a shitload of wood.

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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Friction
Aug 15, 2001

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!

Moridin920
Nov 15, 2007

by FactsAreUseless
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.

creatine
Jan 27, 2012




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

Books On Tape
Dec 26, 2003

Future of the franchise
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?

creatine
Jan 27, 2012




jerkstore77 posted:

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?

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

goatsestretchgoals
Jun 4, 2011

jerkstore77 posted:

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?

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.

Books On Tape
Dec 26, 2003

Future of the franchise

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.

Subyng
May 4, 2013
I'm pretty sure garbage accumulates over time, it's not just a static value based on population.

Supraluminal
Feb 17, 2012
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

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






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...

Asciana
Jun 16, 2008


I think my cims like movies or something.

Yaos
Feb 22, 2003

She is a cat of significant gravy.

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
Players in the last 2 weeks: 698,703 ± 49,248 (80.97%)
Players total: 843,888 ± 54,106 (97.79%)

Magnitogorsk.
Nov 14, 2004

Global warming is barely a big deal at all compared to the trajectory we used to be on. We'll have to do a lot of environmental engineering projects along certain shorelines and it will be a little warmer and wetter in some places, big fucking deal.
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.

Sage Grimm
Feb 18, 2013

Let's go explorin' little dude!
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.

Elman
Oct 26, 2009

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" :haw:

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


6720x4000 isn't enough for you? I mean look at all those pixels! How Greedy! :haw:

Sulphagnist
Oct 10, 2006

WARNING! INTRUDERS DETECTED

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 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.

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.

Four Score
Feb 27, 2014

by zen death robot
Lipstick Apathy
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

Poil
Mar 17, 2007

Yeah, they should just have named it Cities Without Motion instead. :shepface:

wafflemoose
Apr 10, 2009

Poil posted:

Yeah, they should just have named it Cities Without Motion instead. :shepface:

Considering the traffic management that's a pretty appropriate title. :v:

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

Fish Fry Andy posted:

That's 100% the point of offices.

Offices fill the requirement for industrial, but they don't work like the regular industrial buildings. Normally, most industrial buildings require imports and exports in order to function (thereby generating massive amounts of traffic), are loud, and pollute heavily. Offices fill the same desire as industrial, but they do not import or export, are not loud, and are pollution free.

Offices:
+Light traffic
+No pollution
+Quiet
-Low job/tile ratio
-Do not actually produce anything

Industrial:
+High job/tile ratio
+Produce goods for commercial buildings
-Heavy traffic
-Pollution
-Loud

You basically need to look at the advantages and disadvantages and decide which building type to use in order to satisfy your industrial demand.


Just industry.

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.

Sylink
Apr 17, 2004

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.

hailthefish
Oct 24, 2010

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.

Magnitogorsk.
Nov 14, 2004

Global warming is barely a big deal at all compared to the trajectory we used to be on. We'll have to do a lot of environmental engineering projects along certain shorelines and it will be a little warmer and wetter in some places, big fucking deal.

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

Bold Robot
Jan 6, 2009

Be brave.



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.

Nondescript Van
May 2, 2007

Gats N Party Hats :toot:
http://cloud-4.steamusercontent.com/ugc/35241878917752293/4529EE86877271B23C59BCA27ACAB18A5E094078/

How can I get these idiots to use my other ports?

Decrepus
May 21, 2008

In the end, his dominion did not touch a single poster.


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?

turn off the TV
Aug 4, 2010

moderately annoying


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.

Phraggah
Nov 11, 2011

A rocket fuel made of Doritos? Yeah, I could kind of see it.
Does anyone know if there's a way to edit textures for already existing assets (buildings)?

KakerMix
Apr 8, 2004

8.2 M.P.G.
:byetankie:

Elman posted:

Oh, thanks. Though this isn't what I expected when I read "high resolution screenshot" :haw:



This picture looks like something from an old adventure game and it kinda owns

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






Move to island town, it's great!



anybody?

duffmensch
Feb 20, 2004

Duffman is thrusting in the direction of the problem!

crabrock posted:

Move to island town, it's great!



anybody?

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).

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

crabrock posted:

Move to island town, it's great!



anybody?

They can't get there, and if they could they couldn't get down the walls.

Jet Jaguar
Feb 12, 2006

Don't touch my bags if you please, Mr Customs Man.



crabrock posted:

Move to island town, it's great!



anybody?

Reminds me a little of the underwater cities in Civilization: Call to Power. Should produce tons of seafood!

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






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.

Mendrian
Jan 6, 2013

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?!

Oodles
Oct 31, 2005

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.

until all your people die apparently...

I hadn't even posted in this thread and thought I was getting abuse for no reason.

Zeno-25
Dec 5, 2009

by Jeffrey of YOSPOS
Sooo, any word on the train bug?


Doing pretty good, otherwise.

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KittySpinEcho
Jun 8, 2013

Be bear aware!
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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