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Asproigerosis posted:Help I'm too simple minded to understand basic traffic ideas. My city of offensive grids is clogging at the excessive intersections Try adding a few more access points to the highway "north" and "south" (from this perspective) of the existing one. Galaga Galaxian fucked around with this message at 22:45 on Apr 3, 2015 |
# ? Apr 3, 2015 22:41 |
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# ? May 25, 2024 03:43 |
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Galaga Galaxian posted:It looks like you only have one highway access point in that traffic circle. Thus everybody in the city funnels into that 6-lane road arterial causing congestion. Yeah, if you look at the picture, people are funneling off that main road in a lot of different directions. Figure out the different places that traffic is going and give them all better ways to get there instead of one central round-about.
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# ? Apr 3, 2015 22:43 |
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it's weird how people (including myself) have the idea to just have one main road coming from the highway, and have everything feed off that. In reality, we'd get annoyed at having to sit in a long line of traffic because our house was at the end of a long boulevard with 10 stoplights. We want a freeway exit much nearer our house. Maybe cause we figure we can shove all the sims leaving for work through our commercial sector or whatever. I know at least one simcity game in the past worked that way. I totally designed my first stuff like that though. Then I realized that lots of connections to the freeway solved almost all of the problems.
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# ? Apr 3, 2015 23:15 |
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Playing that Alluvium map and I've never felt more like this game was actually designed as a map editing tool for the developers of GTA.
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# ? Apr 3, 2015 23:16 |
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Ok cutting out every other intersection has resulted in the traffic being within the grids instead of on the 6 lane. Asproigerosis fucked around with this message at 23:25 on Apr 3, 2015 |
# ? Apr 3, 2015 23:17 |
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A cool mod would be to integrate day/night cycles and rush hour traffic
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# ? Apr 3, 2015 23:21 |
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Only thing I don't like so far are the tweets and that you have to make a circle of road to create a cul de sac.
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# ? Apr 3, 2015 23:21 |
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I want to make dedicated bike lanes but I don't think there are bicycles in game
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# ? Apr 3, 2015 23:26 |
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Asproigerosis posted:Ok cutting out every other intersection has resulted in the traffic being within the grids instead of on the 6 lane. I might just be guessing but is a lot of the traffic thats going back into your industry area bottom right donut trucks and whatnot? It looks like its causing quite the jam up in your roads. You may want to provide some kind of elevated road access to your commercial area for deliveries or get a cargo train station near the comm area that will keep away from your main 6 lane street. If we could see a more zoomed out regular picture it might be easier to work out whats going on.
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# ? Apr 3, 2015 23:32 |
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wit posted:The awful kludgy technique I used was to have only one station in my city actually connected to the outside line and opposite it another station on the internal circuit. Makes for some gently caress ugly traffic convoys scrambling across that tiny bit of road, but stops the eternal train jamming. I think of station as being the long distance terminal and the other being a suburban hub, which is quite a common thing in cities. Probably a good idea to make a bus interchange as well.
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# ? Apr 3, 2015 23:52 |
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There's an interview on RPS that goes into their plans for the game a bit. They expected to sell 300.000 copies... lifetime, then sold as much in the first day. That has to be a party right there.
GhostDog fucked around with this message at 00:03 on Apr 4, 2015 |
# ? Apr 3, 2015 23:55 |
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Hubis posted: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. You could honestly mod that by adding resources.
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# ? Apr 4, 2015 00:09 |
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I know finding a parking space can be hard at times but this is getting ridiculous.
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# ? Apr 4, 2015 00:35 |
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Doh004 posted:I haven't played a game for five hours straight in a very long time. A+++ would buy again. Same, this is super addictive. GhostDog posted:There's an interview on RPS that goes into their plans for the game a bit. They expected to sell 300.000 copies... lifetime, then sold as much in the first day. That has to be a party right there. Here is the article: http://www.rockpapershotgun.com/2015/04/03/mods-maxis-and-forward-motion-cities-skylines-interview/
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# ? Apr 4, 2015 00:37 |
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David Pratt posted:Here is the article: http://www.rockpapershotgun.com/2015/04/03/mods-maxis-and-forward-motion-cities-skylines-interview/ I love that article. "We're only 13 people, that's a lot of cake." Also I don't mind Chirpy. If they had more variety it would be even better, but again, such a small team. Chirpy did have one of my favorite C:S moments--I turned off all services and watched the population abandon or get sick and die. Some cim chirped, "This. City. Sucks. Period" and I had to screenshot it since I loved that they included a failure chirp.
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# ? Apr 4, 2015 01:02 |
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The Deadly Hume posted:I don't think of it as outrageously kludgy myself, although I try to have it so the stations sit next to each other (I think you need the roads to be 10 ticks apart), knock up a couple of ped bridges between them. That's probably the difference, my own was just thrown together without any dressing it up: I might just try this, cheers Hume. Speaking of lines, how do you all organise and colour your public transport routes? Do you bother? What I've currently settled on is numbering each main transit hub I make, then numbering destinations from it then adding an A (blue), B (green) or E (red) at the end depending on whether its clockwise/anticlockwise or an express route. So the if the third district/destination accessible from hub number two is an express then that's called 23e Main Street which is red. If I got this finickity about details in any other game I'd blow my brains out.
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# ? Apr 4, 2015 01:18 |
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Works decently well, use highway offramp
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# ? Apr 4, 2015 01:21 |
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wit posted:That's probably the difference, my own was just thrown together without any dressing it up: Do something like this. Have are regional rail station and a special city feeder station that isn't connected to any actual roads, but does lead to your connected rail network. This lets your train of rail traffic basically continue uninterrupted forever as it transitions from regional to intracity rail.
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# ? Apr 4, 2015 01:28 |
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Asproigerosis posted:Ok cutting out every other intersection has resulted in the traffic being within the grids instead of on the 6 lane. One thing I've found is that it's important to follow your traffic all the way down to where it starts and try to alleviate it there, rather than saying 'this road is congested, how do I fix it?' In your case, you've reduced congestion in one place, but haven't fixed the fact that there's still few direct paths to the main traffic draw (which I am presuming is your industry).
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# ? Apr 4, 2015 01:43 |
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Asproigerosis posted:Ok cutting out every other intersection has resulted in the traffic being within the grids instead of on the 6 lane. You need more access points on the highway. I find that in the dense part of the city, you should have as many connections to the highway as there is room on the highway.
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# ? Apr 4, 2015 02:17 |
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Anyone else having problems with Steam cloud saves? When I do a cloud save on my desktop, it only sometimes shows up when I try to load on my laptop. Like, right now I just saved a game on my desktop, but when I went to load on my laptop, the most recent cloud save shown is two days ago. What gives?
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# ? Apr 4, 2015 02:18 |
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My game crashes going back to main menu. Odd, and can't figure out what causes it.
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# ? Apr 4, 2015 03:21 |
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wit posted:Speaking of lines, how do you all organise and colour your public transport routes? Do you bother? I would like to ask the same question but differently from you, how do you color your bus lines? I have a small city with a bunch of blue bus routes and it's confusing and I would love to know how to make them colored differently. edit: while I'm asking questions, is there any downside to the infinite money setting? I just want to make a city with good roads from the start not wait/rebuild later once a bunch of stuff is already in place.
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# ? Apr 4, 2015 03:33 |
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mr. nobody posted:I would like to ask the same question but differently from you, how do you color your bus lines? I have a small city with a bunch of blue bus routes and it's confusing and I would love to know how to make them colored differently.
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# ? Apr 4, 2015 03:35 |
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Thank you! I looked hard while creating the line, not while managing it afterwards.
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# ? Apr 4, 2015 03:37 |
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Poizen Jam posted:My game crashes going back to main menu. Odd, and can't figure out what causes it. Go to the Cities Skylines workshop, get it to list all the mods you're subscribed to, then sort by last updated. Try disabling (or unsubscribing) from any recently updated mods and see if that is the issue.
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# ? Apr 4, 2015 04:35 |
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I had the 'crash on going to main menu' for a while when I zero mods, just lots.
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# ? Apr 4, 2015 04:53 |
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Played mayor tonight!
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# ? Apr 4, 2015 05:04 |
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You can click on the seagulls and pin the camera to them and enjoy your city that way
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# ? Apr 4, 2015 05:16 |
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David Pratt posted:Here is the article: http://www.rockpapershotgun.com/2015/04/03/mods-maxis-and-forward-motion-cities-skylines-interview/ quote:Hallikainen: We had a meeting about feedback for players. The team were talking about the newspapers in the old Sim City games. I wasn’t really a part of that meeting, I was just walking by and we were in an open office at that point. And I jumped into the conversation – (adopts exaggerated voice) “Think about it, we’re in the 21st century! Everyone talks online. How about we have this twitter feed, with a bird that’s sitting there on your screen. And maybe call it Chirps! And it could be a Chirper!”
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# ? Apr 4, 2015 05:57 |
It's honestly a cool idea, the fact I hate twitter/twitterspeech aside, it just needs WAY more variety. Modding can help with some of that, but some way for the AI to enable cims to tweet about their lovely transit waits or lovely traffic situations might be nice if it's at all possible. The UI presentation could use a little help, but the most aggravating thing about it is seeing the same chirps about watering the plants over and over and over and the only occasionally useful information is like, where your garbage trucks or hearses might have missed a spot.
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# ? Apr 4, 2015 06:22 |
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I think that they could definitely add chirps for industry/commercial buildings not having workers/customers or goods.
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# ? Apr 4, 2015 06:26 |
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It's interesting how all the little digs at simcity were Paradox's doing and she felt uncomfortable making fun of simcity/maxis. Also she can't understand how anyone plays by not just optimizing cash flow.
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# ? Apr 4, 2015 07:23 |
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I like Chirper, I just also think it needs more variety. Can only see the same two messages continually popping up over and over when I legalize weed before I start to glaze over.quote:The European buildings are one of those things. It’s not just cosmetic, it’s actually adding the wall-to-wall city blocks. You live in Manchester so you know how that looks – blocks that are all connected together. You can’t do that in the game at the moment but it’s something that we want to add. Sounds cool.
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# ? Apr 4, 2015 07:50 |
I think you could save the chirper feed by having the cims (or certain ones maybe, ones you specify to follow?) have the ability to create them procedurally on the fly. It's the fact that they use the same words that makes them dull, have your cims actually construct simple sentences from fragments depending on what is currently pissing them off or making them happy and have the ability for filtering and you'd probably not mind since they'd always be new. Personality traits that mix things up could produce some comedy. However that's a lot more programming and busywork that isn't necessary so ... actually don't even know if that's possible. I've got mine set to not auto-open and pretty much ignore it most of the time.
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# ? Apr 4, 2015 08:26 |
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The real problem with the chirper is that it's not a ticker or even little transient self-fading toasts.Tambaloneus posted:I think you could save the chirper feed by having the cims (or certain ones maybe, ones you specify to follow?) have the ability to create them procedurally on the fly. It's the fact that they use the same words that makes them dull, have your cims actually construct simple sentences from fragments depending on what is currently pissing them off or making them happy and have the ability for filtering and you'd probably not mind since they'd always be new. Personality traits that mix things up could produce some comedy. However that's a lot more programming and busywork that isn't necessary so ... actually don't even know if that's possible. I've got mine set to not auto-open and pretty much ignore it most of the time. There's probably open conversation frameworks that they could hijack to do this, to be honest.
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# ? Apr 4, 2015 08:52 |
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MikeJF posted:The real problem with the chirper is that it's not a ticker or even little transient self-fading toasts. Yeah I wouldn't even really mind the repetitive nature of it if I didn't have to click x on every single message (and the x's aren't all lined up either!).
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# ? Apr 4, 2015 08:59 |
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MikeJF posted:There's probably open conversation frameworks that they could hijack to do this, to be honest.
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# ? Apr 4, 2015 09:25 |
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Here's Albury-Wodonga, didn't get ALL the anabranches and tiny lagoons, but got the major ones. Go nuts.
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# ? Apr 4, 2015 09:25 |
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# ? May 25, 2024 03:43 |
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Baronjutter posted:It's interesting how all the little digs at simcity were Paradox's doing and she felt uncomfortable making fun of simcity/maxis. Also she can't understand how anyone plays by not just optimizing cash flow. My favorite bit is how she genuinely, actually thought that this was how people tweeted. She seems like a cool person.
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# ? Apr 4, 2015 10:18 |