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Subyng
May 4, 2013
Can anyone explain why I have a patch of ground pollution with no apparent source? It was in the middle of a residential block which I had to bulldoze it because my Cims were getting sick and abandoning their homes. It was pretty funny seeing droves of people lurching to the clinic around the corner.

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NeuralSpark
Apr 16, 2004

Poil posted:

I spent a few seconds misunderstanding that sentence because I have a filthy mind.

You aren't the only one.

Moridin920
Nov 15, 2007

by FactsAreUseless

NeuralSpark posted:

You aren't the only one.

same

a robot statue with a huuuge dick. Didn't even occur to me that people would complain about just a robot statue.

Pile of Kittens
Apr 23, 2005

Why does everything STILL smell like pussy?

nielsm posted:

All Apple mice and trackpads and OS versions for the past 6-7 years are able to right-click properly. On both the mice and trackpads, use a single finger and click down the right-hand side. In other words, if you have the Magic Mouse or whatever you need to lift your left finger and click the button with just the right finger. On a trackpad you place your finger on the lower right corner and push down to click.
At least that's how it worked last I used a Mac.

That goddamn mouse has never been able to detect which finger I'm using properly, god drat it. Derail, though. It's a solved issue with two-finger-clicking (as of the 2011 MacBook Pro) and/or the use of a REAL mouse with REAL buttons.

Bel Monte
Oct 9, 2012

Pile of Kittens posted:

That goddamn mouse has never been able to detect which finger I'm using properly, god drat it. Derail, though. It's a solved issue with two-finger-clicking (as of the 2011 MacBook Pro) and/or the use of a REAL mouse with REAL buttons.

Preach it brother.
I use PC. When I went to college all the graphics design computer labs had the one button mice Macs. They constantly mis-clicked or wouldn't right click at all, and the middle mouse thing barely worked! It made me vow to never buy a mac ever, where design came before function (I had many other gripes about them including the UI). It sounds like they've improved and joined the dark side of efficiency with PCs, thank God.



On topic though, I don't understand what I should be using certain transportation services for, or if I should be combining them at all.
For the sake of the argument, let's say I have a super generic city. Towers in the center, midrises, then low density and finally suburbs and then farms.

Should subways only be used in the middle of the high and midrise areas while buses charter people in and out of the city? Or should subways lead out to the suburbs? What about trains? Can I have light rail essentially with them?
I don't get what I should be doing with them because most of my transportation budget is wasted on unused subways or not enough coverage for buses.

Is there also any logic to why a subway is cheaper than rail and unlocked first? It's really weird. I would think a european company would prioritize rail over subways...

Oscar Romeo Romeo
Apr 16, 2010

I built a huge circular city after work this evening for fun and to try out a few experiments. Something I noticed is the catchement area for services does not function like it does in the SimCity series. The catchment area isn't just whatever is within a particular distance of the plopable service. The available transport system can wreck this and if you're operating a strict one way system, that can dramatically hinder the catchment area of available services. I had each ring of the circular city as a one way road, with every other ring alternating, and the main spokes heading into the centre with the off-centre spokes heading out. Traffic flow was smoother than a porn star's snatch but this made placing services such as fire and garbage a hellish experience. Depending on where I placed them, I could either get a few blocks for catchment, or just one street. Irritating, but I thought it was pretty neat too.

nielsm posted:

All Apple mice and trackpads and OS versions for the past 6-7 years are able to right-click properly. On both the mice and trackpads, use a single finger and click down the right-hand side. In other words, if you have the Magic Mouse or whatever you need to lift your left finger and click the button with just the right finger. On a trackpad you place your finger on the lower right corner and push down to click.
At least that's how it worked last I used a Mac.

The trackpad can be configured depending on your preferences. I have mine set to two finger tap = right click because that's the way it was many moons ago when I first got one. Personally I prefer to keep a mouse around for gaming.

Moridin920
Nov 15, 2007

by FactsAreUseless

Bel Monte posted:


On topic though, I don't understand what I should be using certain transportation services for, or if I should be combining them at all.
For the sake of the argument, let's say I have a super generic city. Towers in the center, midrises, then low density and finally suburbs and then farms.

Should subways only be used in the middle of the high and midrise areas while buses charter people in and out of the city? Or should subways lead out to the suburbs? What about trains? Can I have light rail essentially with them?
I don't get what I should be doing with them because most of my transportation budget is wasted on unused subways or not enough coverage for buses.

Basically what I do is have a subway station with bus lines feeding it. Doesn't really matter about density. If a station is totally overloaded I'll expand the line a bit.

The idea is I'm treating subways like the highway; I don't want tons of stops every few blocks slowing the trains down. Suburbs usually get 1-2 stations depending on how big they are, and I'll have good amount in really dense spots, but in general my rule of thumb is to eyeball the size of the circle of happy faces that pop up when placing a station and try to place the next one at least far enough away so that the edges of the two circles that forms are barely touching (if that makes sense).

Light rail and subway seem interchangeable in terms of what you should use them for to me, except light rail requires a massive train station footprint (if I could have an elevated station over a road that'd be one thing). I've also noticed that light rail gets used a lot less for whatever reason so I just don't really use it at all anymore.

I have no idea if I'm doing it right whatsoever but the costs of the metro and the buses are being covered by ticket sales so it's not completely terrible.

Moridin920 fucked around with this message at 00:03 on Apr 14, 2015

Baronjutter
Dec 31, 2007

"Tiny Trains"

The traffic system doesn't take intersections into account when picking routes apparently (ie they don't "cost" more to path through) is the same true for transit? I'd really love to know more about how cims pick to use transit or not, exactly how they judge. People will wait months for a bus, so it doesn't seem like speed is at all important. Does it actually matter how far you space stops out? Does travel speed actually effect anything?

Raskolnikov
Nov 25, 2003

Traffic? Am I doing it correctly?

Space Kablooey
May 6, 2009


You might, but they aren't.

Imaginary Friend
Jan 27, 2010

Your Best Friend
Checked out the workshop for this game and fourty downloads later I fear that my computer will blow up in my face.
Also, have a bonus picture of towers:

Moridin920
Nov 15, 2007

by FactsAreUseless

Baronjutter posted:

Does it actually matter how far you space stops out? Does travel speed actually effect anything?

I don't know, I'm just treating the passenger lines like I treat my cargo lines. If the trains are constantly having to wait for another train to get out of the way or slowing down a lot then it definitely affects cargo. I'm not really too worried about overall travel time for an individual cim (I think once they've decided to take a certain route they're dedicated to it and unless they teleport they're stuck with it), I'm more worried about making sure there's a good ratio of people vs trains at the stations so the wait time isn't very high.

This is because I'm mostly worried about moving as many cims as possible with as few trains as possible so as to maximize profit. All those cargo train stations have to get paid for somehow.

That said I don't know exactly what the transit decision making is and my transit system could probably be better.

Synthbuttrange
May 6, 2007

So if you have one harbor and everyone's crowding into it, placing another one nearby wont really help much. Everyone will still beeline towards the closest one, leaving the one further away (even by an inch) unused.

Yaoi Gagarin
Feb 20, 2014

Imaginary Friend posted:

Checked out the workshop for this game and fourty downloads later I fear that my computer will blow up in my face.
Also, have a bonus picture of towers:


What's the really tall one in the back? That's not in the base game, is it?

Imaginary Friend
Jan 27, 2010

Your Best Friend

VostokProgram posted:

What's the really tall one in the back? That's not in the base game, is it?
It's that big, bad tower from Half-life 2.
http://steamcommunity.com/sharedfiles/filedetails/?id=408156634

Supraluminal
Feb 17, 2012

SynthOrange posted:

So if you have one harbor and everyone's crowding into it, placing another one nearby wont really help much. Everyone will still beeline towards the closest one, leaving the one further away (even by an inch) unused.

Yeah, for most pathfinding planning (interchanges, etc.) you basically have to find a way to split the load. If one destination/intersection is way overloaded you can't necessarily just increase throughput , you might instead have to find a way to get some portion of the traffic going through there to go somewhere else.

Longbaugh01
Jul 13, 2001

"Surprise, muthafucka."
So I've been operating under the assumption that you could upgrade regular highway to sound barrier highway (you know, like how the other road types work) but apparently you can't unless I'm missing something? That sucks if it's true.

pakman
Jun 27, 2011

I have a question: is it worth it to keep some areas of the city uneducated so they go fill jobs in my forestry and farming industrial zones so that the highly educated people will go work in offices? Should i just convert everything over to offices?

Synthbuttrange
May 6, 2007

No real point in doing that. Just zone the space, let businesses get abandoned and the next lot of businesses will decide 'Lets hire overqualified guys and not go out of business'.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Longbaugh01 posted:

So I've been operating under the assumption that you could upgrade regular highway to sound barrier highway (you know, like how the other road types work) but apparently you can't unless I'm missing something? That sucks if it's true.

You absolutely can, but sometimes upgrades get funny though if there are other things really close by, like in complex pushed to the limits interchanges.

Longbaugh01
Jul 13, 2001

"Surprise, muthafucka."

Baronjutter posted:

You absolutely can, but sometimes upgrades get funny though if there are other things really close by, like in complex pushed to the limits interchanges.

Well then something must be wrong because I can't upgrade even straight non-interchange parts of the highway running through Powatan Valley. Is it because it's elevated? Or is something else amiss?

hailthefish
Oct 24, 2010

Longbaugh01 posted:

Well then something must be wrong because I can't upgrade even straight non-interchange parts of the highway running through Powatan Valley. Is it because it's elevated? Or is something else amiss?

Probably because it's elevated.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Longbaugh01 posted:

Well then something must be wrong because I can't upgrade even straight non-interchange parts of the highway running through Powatan Valley. Is it because it's elevated? Or is something else amiss?

Elevated highways automatically count as sound-barrier-ed. They're the same for both types anyways.

Eiba
Jul 26, 2007


pakman posted:

I have a question: is it worth it to keep some areas of the city uneducated so they go fill jobs in my forestry and farming industrial zones so that the highly educated people will go work in offices? Should i just convert everything over to offices?
Fun little fact I just found out, you can't! If anywhere gets education, then everywhere gets education.

Even Little Pyongyang, an experiment to see if the eternal dream of a working class ghetto was at all possible, was a failure:

Fully educated. They were not so educated when they arrived, so they must have learned in my city.

What lengths did I go to to ensure the uneducated purity of the district? This is the only access besides the cargo station:

That poor tourist is never going to leave. There's only one-way access from outside of the map. My cims still managed to be university students and get an education. Online or something, I'd assume, as they never traveled to college (or any other school).

Basically, if all else fails, your cims will teleport to a school on the far side of the map. There's no stopping their insatiable desire for learning.

Little Pyongyang wasn't a total failure though- it looks kind of cool in beauty shots from the far side of my city:



The other good news is that you do not need a working class ghetto at all. College educated cims will indeed work in "uneducated" jobs; they'll just work there last. You can use your forestry and agriculture industries as a warning sign that you need more residential, as they'll be the first zones to go jobless when cims are scarce, but they'll function just fine if you have enough people.

WithoutTheFezOn
Aug 28, 2005
Oh no

Eiba posted:

Fun little fact I just found out, you can't! If anywhere gets education, then everywhere gets education..
True, but what you can do is just not build enough schools for all the eligible students. That'll give you an uneducated buffer that in my experience helps things run more smoothly. At the cost of not having all your buildings at max level.

Really to me it seems that you can do pretty much whatever until all your stuff is unlocked, but I seem to find that at about 100-115K pop no matter what I do the residential demand just goes away.

Longbaugh01
Jul 13, 2001

"Surprise, muthafucka."

Baronjutter posted:

Elevated highways automatically count as sound-barrier-ed. They're the same for both types anyways.

Oh. Well that explains it. Thanks. Too bad though, I was hoping to mitigate the noise pollution radius even elevated has.

Tenterhooks
Jul 27, 2003

Bang Bang
Cheers for the feedback on Mac right clicks. Should've mentioned that I use a Magic Mouse with right click turned off because, yeah, it doesn't work great and has never stuck anytime I've tried it (I'm one of those rare people who love the mouse, though - the trackpad-style scrolling is great for Photoshop). Was just hoping someone would've modded the functionality to the keyboard in the game to match system behaviour. It'd save me fiddling with preferences every time I play. Sorry for the derail.

drunkill
Sep 25, 2007

me @ ur posting
Fallen Rib
I was reading about a large and rare 'island' development site in my city which recently had a proposal get rejected by the government for overshadowing the far bank of the river. It is probably being reworked right now but some other architects that tried to win the bid have released their proposals, I especially liked the renders involving the official city 3d map, which I'd love to get my hands on.

Hopefully Cities:Skylines 2 or 3 looks like this in a few years time (with textured added of course)




Edit: The winning design is in here - https://urban.melbourne/forum/cbd-447-collins-street-295m-74l-mixed-use

drunkill fucked around with this message at 13:25 on Apr 14, 2015

MikeJF
Dec 20, 2003




Hah, I was idly glancing at that image and recognised it as Melbourne by the Old Rail Bridge of all things.

Allyn
Sep 4, 2007

I love Charlie from Busted!
I know people earlier in the thread were curious of sales figures -- they just tweeted that they just broke 1 million copies sold

https://twitter.com/Cities_PDX/status/587969475993034752

:)

wafflemoose
Apr 10, 2009

Allyn posted:

I know people earlier in the thread were curious of sales figures -- they just tweeted that they just broke 1 million copies sold

https://twitter.com/Cities_PDX/status/587969475993034752

:)

It's almost as if this game filled some sort of city building void caused by Simcity 2013 being poo poo. :v:

kefkafloyd
Jun 8, 2006

What really knocked me out
Was her cheap sunglasses
One MEEEEELLION copies. :Q

Well done, CO.

Also, my Springfield is now choked with traffic in a few places that I totally expected it to. The bottlenecks are the bridges, specifically the Memorial Bridge. Cims do NOT want to take any other bridges to get to West Springfield because it makes the route even a teensy bit longer. So you wind up with this long line of cars and delivery trucks on State Street destined for West Springfield even though there are three other bridges (two of which are highways) with clear routes from the major industrial and commercial zones to get to West Springfield. Lovely.

Also, Six-lane roads seem completely worthless because Cims will use one lane for miles and miles.

If you have more than one cargo train terminal, will cargo move inside the city from terminal to terminal, or is it for pure exports/imports only?

kefkafloyd fucked around with this message at 17:34 on Apr 14, 2015

nielsm
Jun 1, 2009



I looked/thought a bit about the logistics for doing succession games in CSL.

Savegames seem to be anywhere from 5 to 25 MB, depending on how much you've built and perhaps how many cims are moving around.
You can shave several MB off with RAR or 7z compression, so it's certainly manageable to share the save files.

The real problem is keeping buildings and mods in sync. If I receive a save file that uses buildings I don't have, they would just vanish from the city, which can definitely be a problem. I imagine you could have upwards half of the city population suddenly being without home or job, in the worst cases.
The issue of mod compatibility is easier to handle, but still one you'd have to observe.

Nicodemus Dumps
Jan 9, 2006

Just chillin' in the sink

kefkafloyd posted:

One MEEEEELLION copies. :Q

Well done, CO.

Also, my Springfield is now choked with traffic in a few places that I totally expected it to. The bottlenecks are the bridges, specifically the Memorial Bridge. Cims do NOT want to take any other bridges to get to West Springfield because it makes the route even a teensy bit longer. So you wind up with this long line of cars and delivery trucks on State Street destined for West Springfield even though there are three other bridges (two of which are highways) with clear routes from the major industrial and commercial zones to get to West Springfield. Lovely.

Also, Six-lane roads seem completely worthless because Cims will use one lane for miles and miles.

If you have more than one cargo train terminal, will cargo move inside the city from terminal to terminal, or is it for pure exports/imports only?

The cargo will move around in your city on the rail to get as close as it can to where it needs to go.

Moridin920
Nov 15, 2007

by FactsAreUseless

kefkafloyd posted:

Also, Six-lane roads seem completely worthless because Cims will use one lane for miles and miles.

If this is happening something in your road set up is not as it should be, imo. Which is probably also why everyone is only using just the one bridge.

Post a screenshot?

kefkafloyd
Jun 8, 2006

What really knocked me out
Was her cheap sunglasses

Moridin920 posted:

If this is happening something in your road set up is not as it should be, imo. Which is probably also why everyone is only using just the one bridge.

Post a screenshot?

Yeah, I'll post some when I get home.

It's not a surprise to me that the game's doing it, but I'd like to massage the Cims pathing a bit so that they all don't just beeline for that bridge.

What I'd really like are four-lane avenues that don't have medians, which is why I'm using the six-lanes in the first place, but the six lane roads have high speed limits that attract Cims.

kefkafloyd fucked around with this message at 18:12 on Apr 14, 2015

Moridin920
Nov 15, 2007

by FactsAreUseless

kefkafloyd posted:

What I'd really like are four-lane avenues that don't have medians, which is why I'm using the six-lanes in the first place, but the six lane roads have high speed limits that attract Cims.

Yeah the medians kill me. They're pretty but at the same time they totally gently caress with traffic.

Expansions I want:

- More Roads (more road types, mostly variations of existing roads. turn lanes, no medians, bus lanes, etc.)
- Megacity Skylines
- Some sort of marina/shore thing so I can make pretty docks. This could be tied in to just a general zoning expansion that lets you make areas like marinas, sprawling parks, etc, and have cims treat them as 1 destination or whatever.

crabrock
Aug 2, 2002

I

AM

MAGNIFICENT






The "problem" with the cims traffic is that they know ahead what they want to do and what lane they need to be in to do it. Thus they want to get to that lane ASAP. This includes being in the correct turn lane. They won't "merge" during a turn, and they don't want to merge later than a certain spot. So if you have 2 left turn lanes, and they need to turn left again immediately after that, they will only occupy the leftmost turn lane. they don't want to have to turn, then merge into that lane, then turn again, etc.

On the highways they don't want to be in the right lane if they don't have an exit coming up, so you get things like them entering the freeway and trying to make a beeline toward the left lane, sometimes stopping traffic in that lane so they can cut in. What they need to do is accept being in the "wrong" lane for a bit, looking for opportunities to merge over when it won't interrupt the flow of traffic.

also maybe randomly choose between two roads that have similar lengths/travel times. maybe like a 5% difference or something they'll choose one or the other. That'd make things a bit more dynamic as well.

suddenlyissoon
Feb 17, 2002

Don't be sad that I am gone.
If they released an expansion that did nothing more than more accurately simulate traffic patterns/cim choices I'd buy it in a heartbeat. JUST GO AROUND! TAKE THE NEXT loving EXIT! YOU'RE SITTING IN TRAFFIC FOR NO REASON!

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xzzy
Mar 5, 2009

The AI seems decently able to handle the various lane customization mods that are in development, so maybe all that's necessary is some kind of watchdog in the game that detects when a lane is at a complete standstill and marks that lane as closed for pathfinding. The data is already in there as they use the same information for the traffic overlay. I don't know what their pathfinding algorithm has access to but it seems like a workable concept.

That way cars would just overflow into empty lanes. Could generate a lot of path-extending reroutes but that might be a good penalty for having a bad network.

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