|
SwissCM posted:Thanks this is just what I've been looking for Pooppoopfart is KK Slider in a human form. https://www.youtube.com/watch?v=Fk_lNykpHBo
|
# ? Apr 5, 2015 05:19 |
|
|
# ? May 23, 2024 17:18 |
Minimalist stuff in general is good. Phillip Glass is a classic artist. You got a lot of his stuff in Civ 4 during the modern era music. John Adams is good too. Steve Reich, from Sim City 4 as well.
|
|
# ? Apr 5, 2015 07:06 |
|
Amazed by the level of detail in this game. If I had only known I could create sexy viaducts from the beginning...
|
# ? Apr 5, 2015 07:25 |
|
suddenlyissoon posted:Those of you with a 4790k, what kind of temps are you seeing? I just got one and with a H100i I am in the mid 70's and hit 81 on my 160k 25-tile city. My other temps seemed normal range of 30-35 idle and 50-60 in other games. I just got a 4790k, seems like yours is running a lot hotter than mine. My city isn't that developed though.
|
# ? Apr 5, 2015 08:49 |
|
suddenlyissoon posted:Those of you with a 4790k, what kind of temps are you seeing? I just got one and with a H100i I am in the mid 70's and hit 81 on my 160k 25-tile city. My other temps seemed normal range of 30-35 idle and 50-60 in other games. The game really pegs CPUs pretty hard. Not surprisingly considering the complexity of the simulation it has to run.
|
# ? Apr 5, 2015 08:51 |
|
suddenlyissoon posted:Those of you with a 4790k, what kind of temps are you seeing? I just got one and with a H100i I am in the mid 70's and hit 81 on my 160k 25-tile city. My other temps seemed normal range of 30-35 idle and 50-60 in other games. Get Prime95 and run blend and small fft tests for a few minutes to check temps. We've had people complaining about high temps here before so I wonder if the game is just really heat-inducing. Also try multiple programs to check temps. CoreTemp, HWMonitor etc.
|
# ? Apr 5, 2015 09:05 |
|
Runs great on mac, but then most mods don't work. I am starting to experience some slowdowns at 40k and I'm hoping it doesn't get too much worse.
|
# ? Apr 5, 2015 09:09 |
|
Baloogan posted:Elevated walkways? Elevated Walkways. Not exactly like that but here's one monstrosity I created:
|
# ? Apr 5, 2015 11:01 |
|
Anyone getting mad memory issues with the game in the past few days? When I load a city there is mad stutter lag [not FPS / GPU lag] I have barely a medium city on Passes and i've not been Mod shopping for ages so it would seem like a game issue or mod-update issue. When I load in, as soon as I move or rotate the camera it locks for about 5-8 seconds. And after that the game has annoying minor stutter. I've had a larger city before and i've had no problems. Task manager shows cities eating up all of the memory. I have the 25 tile mod and i'm playing passes so maybe it's the map, but I doubt it, this game runs like butter usually.
|
# ? Apr 5, 2015 11:41 |
|
WithoutTheFezOn posted:Start with taking the three N-S four-lane roads and only making one of them intersect the busy E-W road (make it like a trident a few buildings before the E-W road). You have too many intersections on that E-W road. Would the intersection problem also be fixed if I only made the south roads connect somewhere where a road from the north already connects? Like this I think the big roads are already 6 lane roads (the last one before highways), I never built medium roads. dublish posted:Too many intersections can slow down traffic (WithoutTheFezOn has pointed out one such location on your map), but too few intersections is forcing all your traffic onto those two 6-lane roads in the west. And the major roads have a bridge over the highway while the frontage road is only connected to the small ones? Won't that make those small ones backed up? Also, is there any downside to just making every one of those roads 6-lanes?
|
# ? Apr 5, 2015 12:11 |
|
GrossMurpel posted:Would the intersection problem also be fixed if I only made the south roads connect somewhere where a road from the north already connects? Like this Also, you've got short blocks along your main E-W thoroughfares, so lots of traffic lights. In some cases the 6-lane road isn't going to be any better than a medium 4-lane because your traffic will hog the lane to turn right into the grid. Sometimes the 6-lane roads just encourage a bigger bottleneck. I'd run a couple of interchanges off that highway to the left as well to take the pressure off the route. And if and when you buy the tile for the highway across top you can probably reconfigure that interchange and maybe drop another one a little further to the left. Building the access roads will help with distribution a bit (personally I think access roads are overkill in most situations and I mainly use them to deal with weaving situations) but they won't really help with the crosstown traffic flow between the east and west grids.
|
# ? Apr 5, 2015 12:36 |
|
For traffic issues I am having really good luck by making my residential neighborhoods made up of "F" shapes off a main road. So like: FFFFFFF ======= = is the main road and each line of the F is a regular two way street, seems to be a pretty good use of the space since it's solid residential in there. Even doing high density residential in this shape doesn't cause traffic problems as long as I keep the commercial stuff on the main road or on its own branch. Also have been using shortcuts to connect commercial directly to industrial when possible which takes a ton of pressure off my roads between commercial and residential if I can get it set up right. Industrial also ends up needing their own private exit onto the highway placed in such a way that no cars would ever consider using it. I wish I could just designate some roads for commercial vehicles only because that's really what I am trying to do.
|
# ? Apr 5, 2015 13:50 |
|
I've just noticed that the Cims only cross the road at intersections, even if it's perfectly clear. If that wasn't the case, magical space walkways probably would not be necessary.
|
# ? Apr 5, 2015 13:56 |
|
How do you signify a piece of road as a walkway?
|
# ? Apr 5, 2015 14:01 |
|
Just got this; How do i make effective use of the two prongs of the starting highway? it's difficult to connect them and they cause traffic jams. What doe sit mean when people are complaining about the cost of bottles water? When is it in my interest to use curved roads?
|
# ? Apr 5, 2015 14:05 |
|
Sion posted:How do you signify a piece of road as a walkway?
|
# ? Apr 5, 2015 14:07 |
|
Baron Porkface posted:Just got this; - I usually build a traffic circle on it using one-way roads. The free-form road tool is pretty good for this. - Water pipes aren't reaching somewhere in the city or your water pump capacity is not enough. - When you want to smash the orthogonal orthodoxy.
|
# ? Apr 5, 2015 14:44 |
|
Baron Porkface posted:Just got this; I usually start it off with a highway roundabout. Draw a straight cross with regular 1-lane 2-way road and then use the free form tool to make a roundabout large enough to have a few on and off ramps. Then as I build my city I leave room for that round about to turn into a full access highway around or through my city. Works we'll enough that I usually don't need a highway made until I'm touching 5k citizens.
|
# ? Apr 5, 2015 14:44 |
|
Antti posted:- I usually build a traffic circle on it using one-way roads. The free-form road tool is pretty good for this. thread title suggestion since by now people know they should buy it: Cities: Skylines - Smash the Orthogonal Orthodoxy
|
# ? Apr 5, 2015 15:34 |
|
simosimo posted:Anyone getting mad memory issues with the game in the past few days? When I load a city there is mad stutter lag [not FPS / GPU lag] I have barely a medium city on Passes and i've not been Mod shopping for ages so it would seem like a game issue or mod-update issue. I'm 90% sure it's caused by unlocking all the tiles with the 25 tile mod.
|
# ? Apr 5, 2015 17:01 |
|
The game runs like utter crap on Linux, in case anyone has weird performance issues and happens to run it on Linux. They tried fixing that in the first patch but apparently, it didn't work. Seeing that Linux is being Linux and the Devs seemingly not knowing what the problem could be, I would not expect a fix anytime soon or really at all. On Windows I get smooth performance with my (aged) i7 860, even in big cities without having my CPU-Fan spin up condsiderably, I did not take temperatures though. I do limit the framerate to 30 though, in order to save some power and have my graphics card not spin up it's fan. No idea if that also puts the brakes on the game logic somewhat. Might be possible.
|
# ? Apr 5, 2015 17:18 |
|
Do people have different districts for residential, commercial and industrial/offices? I only separate industrial, everything else is more or less all randomly mixed up I figured that looks better and it should spread traffic more or less evenly. Seemed to work ok until 100k people but it's probably not super efficient.
|
# ? Apr 5, 2015 17:24 |
|
My residential districts usually have a "high street" with commercial zoned along the high throughput traffic routes so that the trucks don't clog everything up, and then maybe a few corner stores for flavour within residential zones. Office parks are nestled next to residential/commercial zones or mixed into commerce zones, and industry is quarantined to wallow in its own filth with incinerators and landfills.
|
# ? Apr 5, 2015 17:32 |
|
I think you people are very hung up on heavy traffic sections and what to do about them. I don't think heavy traffic is a problem unless it actually causes backups. I have many areas of my city that show heavy traffic but there are no back ups and traffic flows smoothly. I'll get maybe a block long line when the light is red and then it all clears when the light changes. But, I haven't studied it much so I'm quite possibly wrong in what this means for the simulation. I'm mainly going by what the traffic engineer guy showed with his island valley map where he had heavy traffic but no backups.
|
# ? Apr 5, 2015 17:40 |
|
Traffic piling up leads to degradation of services which can cause a rapid depop and the end of your city. I don't like seeing the "a dead body needs picking up" zots everywhere either.,
|
# ? Apr 5, 2015 17:51 |
|
Nitrousoxide posted:Minimalist stuff in general is good. https://www.youtube.com/watch?v=dZCQpcDkQ0o I remember a room-mate putting this on in college and me suddenly realizing SimCity 2k music was just Miles Davis homage.
|
# ? Apr 5, 2015 17:53 |
|
Elman posted:Do people have different districts for residential, commercial and industrial/offices? I only separate industrial, everything else is more or less all randomly mixed up Honestly, it's probably better your way given the actual mechanics of the game, but I separate my heavy commercial/offices to a kind of CBD region because I tend to want to make it more like real cities. This game doesn't really have specific NIMBY/YIMBY for different types of zoning to incentivise that; SimCity 4, for example, would have plazas and certain rewards having a better effect on commercial and parks having more of an effect on residential, so you'd kinda wanna have a CBD so you could stuff it full of plazas.
|
# ? Apr 5, 2015 17:58 |
|
MikeJF posted:Honestly, it's probably better your way given the actual mechanics of the game, but I separate my heavy commercial/offices to a kind of CBD region because I tend to want to make it more like real cities. Commercial definitely produces noise pollution, though. For my "mixed-use" districts, the houses next to the shops are always complaining about noise.
|
# ? Apr 5, 2015 18:02 |
|
This is how I like to set up my zones. Main central thoroughfares are zoned with offices, exterior roads lined with commercial, everything in the middle residential. Offices and commercial don't complain about noise pollution, so putting them on larger roads is a good idea. At the same time offices need as many, if not more services, than your residential, so putting them in central locations is generally a good call. Commercial, on the other hand, needs almost nothing to level up, so it's always safe to put them on the outside and still max them out easily. Of course sometimes I just put my offices in chunks if the demand for industrial calls for enough.
|
# ? Apr 5, 2015 18:06 |
|
Hubis posted:Commercial definitely produces noise pollution, though. For my "mixed-use" districts, the houses next to the shops are always complaining about noise. Yeah, this is why I usually have a bit of a buffer or just tell them to suck it up. I've used commercial as a noise buffer as well, but if anything it seems that a commercial zone generates more noise pollution than a barriered up highway. But it's another good reason to put commercial next to the busiest thoroughfares.
|
# ? Apr 5, 2015 18:34 |
|
I love it when a cim complains about the noise and I click on them to zoom and see what the problem is and they are in the middle of a high density commercial zone shopping for 12 hours.
|
# ? Apr 5, 2015 18:47 |
|
I never have major issues with noise pollution after I take care of everything else. Get fully upgraded residential right next to major streets or commercial. Enough parks and schools will override it.
|
# ? Apr 5, 2015 18:50 |
|
http://steamcommunity.com/sharedfiles/filedetails/?id=419861445&searchtext=rail Well, I think I know what map my next city will be on, just for shits and giggles.
|
# ? Apr 5, 2015 21:57 |
|
Alkydere posted:http://steamcommunity.com/sharedfiles/filedetails/?id=419861445&searchtext=rail This owns. Closest to a sci-fi biodome world.
|
# ? Apr 5, 2015 22:19 |
|
This stupid train had not only been floating here for (in game) years, it was blocking my trains the entire time. I have to delete all the rails around this area to get rid of it. Also, the eden project may as well be a cheat piece.
|
# ? Apr 5, 2015 23:29 |
|
I tried to implement the frontage road system to the best of my limited abilities. Is this how it's suppsoed to be? And does it matter that both sides (east and west) get access to both lanes or is it enough to connect to the other highway point further south on the map and if the west side wants to export they'll just go there?
|
# ? Apr 6, 2015 00:25 |
|
Antti posted:- I usually build a traffic circle on it using one-way roads. The free-form road tool is pretty good for Could you clarify what this entails? Still cant figure out what the opening move for the highway connections is.
|
# ? Apr 6, 2015 00:26 |
|
Whoops. I was too busy planning a new industrial district I wasn't paying much attention to what I was doing plumbing wise. "gently caress it, pump water in from the lake!" A few minutes later I needed an outlet, "gently caress it, dump it into the lake!" Forty-four thousand dead CIMS later...
|
# ? Apr 6, 2015 00:27 |
|
Oscar Romeo Romeo posted:Whoops. I was too busy planning a new industrial district I wasn't paying much attention to what I was doing plumbing wise. "gently caress it, pump water in from the lake!" A few minutes later I needed an outlet, "gently caress it, dump it into the lake!" Forty-four thousand dead CIMS later... i have to play this game
|
# ? Apr 6, 2015 00:34 |
|
|
# ? May 23, 2024 17:18 |
|
Matthew Beet posted:i have to play this game It is really really good!
|
# ? Apr 6, 2015 00:35 |