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Matthew Beet posted:i have to play this game YOU WON'T REGET THIS
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# ? Apr 6, 2015 00:41 |
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# ? May 26, 2024 11:50 |
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Well, at 45k I can see no difference between the different speeds of simulation, even with graphics turned down/off. I'm wishing for natural disasters (or unnatural ones, like Godzilla) now that I've pretty much worked out the traffic issues and transitioned to primarily office space industry.
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# ? Apr 6, 2015 00:49 |
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Poop death aside, I have a question. I subscribed to a small number of mods on the workshop. Interchanges and game mods are working fine, but building mods aren't showing for me. I've only added a small handful. Rural fire station, box factory, and a recycling centre. For some odd reason these aren't showing in the game for me. The box factory should be growable, the other two are plops.
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# ? Apr 6, 2015 00:55 |
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Oscar Romeo Romeo posted:Poop death aside, I have a question. I subscribed to a small number of mods on the workshop. Interchanges and game mods are working fine, but building mods aren't showing for me. I've only added a small handful. Rural fire station, box factory, and a recycling centre. For some odd reason these aren't showing in the game for me. The box factory should be growable, the other two are plops. Have you turned them on from the in-game menu?
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# ? Apr 6, 2015 00:59 |
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DanTheFryingPan posted:Have you turned them on from the in-game menu? Yep. Toggled off and on and still nothing.
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# ? Apr 6, 2015 01:15 |
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GrossMurpel posted:I tried to implement the frontage road system to the best of my limited abilities. Here's how it looks in my old city. I put the frontage roads almost underneath the freeway, so I had to have the ramps merge from the outside: Or, if you want to avoid weaving, you can have the ramps cross each other. No Texas U-Turns on these though: Think of the frontage roads as a normal 2-way road that happens to have a freeway running through the middle of it. You want access from one side of the freeway to the other via the overpasses (or underpasses), and you want access from the frontage road to the freeway and vice versa.
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# ? Apr 6, 2015 01:16 |
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The 50% crime unlock is loving hard to get. I read some guides but I just can't quite get it. Anyone manage this? Any tips?
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# ? Apr 6, 2015 01:16 |
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Baronjutter posted:The 50% crime unlock is loving hard to get. I read some guides but I just can't quite get it. Anyone manage this? Any tips? If you want to cheese it you can just get the GTA map on the workshop and run it, that got me a few of those instantly.
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# ? Apr 6, 2015 01:22 |
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Baronjutter posted:The 50% crime unlock is loving hard to get. I read some guides but I just can't quite get it. Anyone manage this? Any tips? Crime rate is determined by unemployment. Start a new city, get up until about the point when you get police stations or schools. Dezone all your commercial and industrial, rezone commercial and industrial as needed to prevent your city from imploding.
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# ? Apr 6, 2015 01:24 |
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my bug bear has been the 4% taxes.
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# ? Apr 6, 2015 01:28 |
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dublish posted:
So it's correct that you have to cross to the other frontage road first if you want to hop on the other side of the highway? Good, I think I understood it correctly then. The idea of almost layering them on top of each other to save a bit of space is nice, highrise buildings right up against the highway look cool as hell.
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# ? Apr 6, 2015 01:44 |
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I kinda miss the no power/water requirements for low density low value housing in the simcity (4) games. So many newbies I've watched play this game get bankrupted by mistake because of the power/water requirements and building really expensive pumps and power plants.
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# ? Apr 6, 2015 01:48 |
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GrossMurpel posted:I tried to implement the frontage road system to the best of my limited abilities. Those off/on ramps on the left side are really short. If they lead into a traffic light, one red light could back up multiple cars/trucks into the highway. In my experience, if you have any traffic at all, this will be a problem.
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# ? Apr 6, 2015 01:48 |
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Fishbus posted:I kinda miss the no power/water requirements for low density low value housing in the simcity (4) games. I gently caress it up like 15 times every time I start a new city
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# ? Apr 6, 2015 01:52 |
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Fishbus posted:I kinda miss the no power/water requirements for low density low value housing in the simcity (4) games. The very first time I tried a city, I built 7 windmills because I thought 8 MW didn't sound too much and didn't have enough money left to build roads and pipes. beerinator posted:Those off/on ramps on the left side are really short. If they lead into a traffic light, one red light could back up multiple cars/trucks into the highway. In my experience, if you have any traffic at all, this will be a problem. Good point, I'll make more space there, thanks.
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# ? Apr 6, 2015 01:54 |
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I loaded up my city.... it gave me an error message and uhhh something is wrong
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# ? Apr 6, 2015 01:54 |
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crabrock posted:i think he's talking about how trains leaving your map, jam up off screen. this goes all the way back into your town, and jams up all your trains. then the whole column only moves by one train at a time. Yeah, that is the problem. I haven't messed around with double, much less triple, railroad lines but I can see how my short triangles could be contributing to the problem. The main problem is the trains backing up of the map into my main rail network and messing up my freight and commuter trains. Really hope this problem gets fixed soon because it's really annoying and I'm just starting to get good at the game. edit: my strategy for dealing with traffic is to have traffic for a large area flow in a loop from one end of a highway interchange to another, coupled with the traffic trident and dual one-way streets in the busiest areas. Try and put in overpass-bypasses if you have a busy intersection. Adding lanes goes a huge way towards solving problems but only if you know how to use them and make traffic diverge into as many lanes as possible. Add loops off of loops and put most of the small roads off of those secondary loops to avoid intersections on the main trunks. Zeno-25 fucked around with this message at 02:17 on Apr 6, 2015 |
# ? Apr 6, 2015 02:04 |
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Eifert Posting posted:my bug bear has been the 4% taxes. Is it counting up at all? You have to let it run for a looooong time.
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# ? Apr 6, 2015 02:18 |
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Yeah but even with a million in funding I have trouble stopping poo poo from going pear shaped while making 33% of my normal income.
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# ? Apr 6, 2015 02:46 |
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Eifert Posting posted:Yeah but even with a million in funding I have trouble stopping poo poo from going pear shaped while making 33% of my normal income. You can just go into massive debt.
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# ? Apr 6, 2015 02:49 |
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Fish Fry Andy posted:Crime rate is determined by unemployment. Start a new city, get up until about the point when you get police stations or schools. Dezone all your commercial and industrial, rezone commercial and industrial as needed to prevent your city from imploding. I'm going for this now with a city with over $3 million in the bank just seeing what happens if I burn it all. So far I got the oppression office, but crime sits stubbornly in the mid-20s.
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# ? Apr 6, 2015 03:09 |
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One of the achievements is to have -1 money. Does it just mean negative or do you have to have exactly -1?
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# ? Apr 6, 2015 03:12 |
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Subyng posted:One of the achievements is to have -1 money. Does it just mean negative or do you have to have exactly -1? It just means "go negative after you unlock that tier of uniques"
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# ? Apr 6, 2015 03:19 |
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Hmm..I have the mod achievement enabler and have gone negative and I didn't get the unlock.
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# ? Apr 6, 2015 03:38 |
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I uploaded some smaller plaza parks to the workshop, nothing fancy, except for the fancy theme of the parks themselves. No new models or anything and default stats. I might make some more in different smallish dimensions in the next day or two: http://steamcommunity.com/workshop/filedetails/?id=419745533
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# ? Apr 6, 2015 03:52 |
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Pile of Kittens posted:Well, at 45k I can see no difference between the different speeds of simulation, even with graphics turned down/off.
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# ? Apr 6, 2015 04:00 |
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My latest monstrosity. Up to 65k now with minimal traffic jams. I was honestly only going for "not grids" but it ended up working really well. The "percolators" and 6 way intersections in the industrial areas are especially useful. Whoever suggested using highway onramps to feed the cargo harbor, THANK YOU! poo poo moves so fast that I usually have 3-4 boats overlapping haha
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# ? Apr 6, 2015 04:43 |
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Not sure why these virtual people are complaining about traffic, I live in houston, so the worst this game has to throw for traffic is actually pretty normal. #houston #htown #nimby
Fargin Icehole fucked around with this message at 05:13 on Apr 6, 2015 |
# ? Apr 6, 2015 05:11 |
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Fargin Icehole posted:Not sure why these virtual people are complaining about traffic, I live in houston, so the worst this game has to throw for traffic is actually pretty normal. #houston #htown #nimby You should download the mod that removes agent teleportation.
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# ? Apr 6, 2015 05:22 |
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Without the hyper aggressive traffic and a percentage of your population dying on the roads it can't be Houston.
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# ? Apr 6, 2015 05:22 |
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Barn Owl posted:Without the hyper aggressive traffic and a percentage of your population dying on the roads it can't be Houston. Now that I think about it, my Oil industry district is pitifully small, and only a few major roads are so packed, instead of everywhere else. That and the Crime rate is just shy of 6%, but that's probably because there's no scenario where a neighboring state suffered a hurricane or something, so forget what i said.
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# ? Apr 6, 2015 05:28 |
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It's not Houston until a bus full of senior citizens dies because you refuse to open contraflow lanes.
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# ? Apr 6, 2015 05:33 |
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I made a bus loop that was completely separated from any roads, it only connected to pedestrian paths. Not long after I added it, I saw a car zooming along so I paused and checked things out. It was a cim going to work at the bus depot. Not taking the bus to work and somehow warping their car into the bus only road.
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# ? Apr 6, 2015 05:55 |
mr. nobody posted:I made a bus loop that was completely separated from any roads, it only connected to pedestrian paths. Cims can take cars out of their pockets.
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# ? Apr 6, 2015 05:57 |
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^^ Can confirm, had a bunch of cars magically appear when a train unloaded it's passengers into a sudden massive traffic jam.mr. nobody posted:I made a bus loop that was completely separated from any roads, it only connected to pedestrian paths. How did your buses get into the city?
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# ? Apr 6, 2015 06:21 |
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Bel Monte posted:How did your buses get into the city? They're probably part of a busway ftw
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# ? Apr 6, 2015 06:27 |
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Bel Monte posted:^^ Can confirm, had a bunch of cars magically appear when a train unloaded it's passengers into a sudden massive traffic jam. Bus depot.
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# ? Apr 6, 2015 15:41 |
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So has anyone modded in a gondola system for public transport yet? I basically want ski lifts for transport
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# ? Apr 6, 2015 15:43 |
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Sweet https://www.youtube.com/watch?v=vv0Br87tVKw
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# ? Apr 6, 2015 16:09 |
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# ? May 26, 2024 11:50 |
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i'm actually kind of sad that they don't have helicopters in the game as the final tier of fire/police/medical. I want my services to skip all the traffic. RELEASE THE TRASHCOPTER
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# ? Apr 6, 2015 16:11 |