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ToastyPotato posted:I really hope part of this mega patch is a ton of new growable buildings. Its cool that the workshop has tons, but it would be nice for the base game to have tons by default. More L4-5 HD residentials would be nice. And more L2 offices. Some bigger industry buildings would be welcome also, maybe even as ploppables.
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# ? Apr 17, 2015 23:40 |
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# ? May 25, 2024 04:49 |
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Friction posted:I love trains.
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# ? Apr 17, 2015 23:48 |
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Metrication posted:Very nice, links to the filler lots please. Thanks, these crate stack and yard assets own. http://steamcommunity.com/sharedfiles/filedetails/?id=419894140 http://steamcommunity.com/sharedfiles/filedetails/?id=419822855 http://steamcommunity.com/sharedfiles/filedetails/?id=416530242 http://steamcommunity.com/sharedfiles/filedetails/?id=416530042 To get proper gravel to the track intersections, use the gravel brushes from this collection http://steamcommunity.com/workshop/filedetails/?id=416082909
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# ? Apr 17, 2015 23:50 |
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You have overhead cranes for overhead electrified rail... totally awesome
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# ? Apr 17, 2015 23:57 |
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I really want to see them add some randomization to the lifespans, and I think they could be tweaked to be at least a little longer. I get swamped in die offs every 6 years like clockwork, more than my crematories can handle all at once, and it leads to cims abandoning half the buildings in my city and traffic temporarily going straight to hell.
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# ? Apr 17, 2015 23:59 |
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If I had a wishlist the only two big wishes would be offices being their own separate thing in the RCI and air pollution. Friction posted:More L4-5 HD residentials would be nice. And more L2 offices. Some bigger industry buildings would be welcome also, maybe even as ploppables. Yeah, more offices and high density commercial in general would be great. New industry would be cool too, but the way pollution is modeled makes it difficult for me to enjoy making industrial hellholes.
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# ? Apr 18, 2015 00:00 |
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Having groundwater flow that spreads ground pollution through your town into your lakes or adding wind pollution (common, every citybuilder has this) would help a lot. e: I'm very curious how they'll do wall-to-wall building though. You can do this indirectly by having models the same size as the lot, but this doesn't help if the grid isn't perfectly square and flat. Domattee fucked around with this message at 00:15 on Apr 18, 2015 |
# ? Apr 18, 2015 00:10 |
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I started the "gently caress it! EVERYTHING IS ROUNDABOUTS" city thinking it would do horribly but it seems to be... working. Everyone is happy. Traffic problems are minimal. Welp. Tendai fucked around with this message at 05:47 on Apr 18, 2015 |
# ? Apr 18, 2015 05:37 |
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To be fair, that's all low density stuff which never really seems to get much traffic anyways. The roads between your commercial and industrial? Now that's the stuff to keep an eye on.
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# ? Apr 18, 2015 06:41 |
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Tendai posted:I started the "gently caress it! EVERYTHING IS ROUNDABOUTS" city thinking it would do horribly but it seems to be... working. Everyone is happy. Traffic problems are minimal. Welp. You are wasting a lot of space there though.
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# ? Apr 18, 2015 11:51 |
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GrossMurpel posted:You are wasting a lot of space there though. The game will become unplayable well before you fill all of your tiles if you try to make them all densely filled (if you have the 25 tile mod) so that's not really an issue.
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# ? Apr 18, 2015 13:49 |
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Good maps are hard to find. Does anyone know of a good map that has relatively flat ground and a bunch of narrow rivers through it? Separately, anyone have good/bad things to say about the terraforming mod?
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# ? Apr 18, 2015 14:24 |
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Hulk Smash! posted:Good maps are hard to find. Does anyone know of a good map that has relatively flat ground and a bunch of narrow rivers through it? The terraforming mod is awesome, though it sucks that you can't set the brush intensity like you can in the map editor.
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# ? Apr 18, 2015 14:36 |
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Wallet posted:The terraforming mod is awesome, though it sucks that you can't set the brush intensity like you can in the map editor. You can. Shift +/-
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# ? Apr 18, 2015 15:09 |
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For anyone who wants to take their 'tism to the next level, the guy working on the Traffic Manager mod just released: http://steamcommunity.com/sharedfiles/filedetails/?id=427585724 It supposedly includes timed traffic lights among other things: https://www.youtube.com/watch?v=bvhYbOyS9Wg
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# ? Apr 18, 2015 17:11 |
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Subyng posted:You can. Shift +/- Is there a hotkey to change the brush as well? BallsFalls posted:For anyone who wants to take their 'tism to the next level, the guy working on the Traffic Manager mod just released: I wonder how this impacts performance. Wallet fucked around with this message at 19:14 on Apr 18, 2015 |
# ? Apr 18, 2015 19:11 |
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I kinda want a mod with a button that removes all textures and makes everything white and sets all buildings to the LoD models and ups the shadow and shading detail. You know, so it can look like this:
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# ? Apr 18, 2015 19:17 |
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The Mirror's Edge mod plus the Moveable Sun mod (which lets you set stuff like light and shadow intensity as well as the poisition) would probably get you close.
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# ? Apr 18, 2015 20:00 |
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So I've been making a background music playlist for this, which is growing by the day. Would anybody be interested in it? I can share artist and track names, the majority of them are all available on Spotify and Deezer but there's a bunch that aren't. I can star those ones so you know in advance you'll have a bit of work to go through. All of them are (at time of posting) on youtube so you could always cherry pick the ones you like and make a private youtube playlist that runs in the background while playing CSL. e: Would also appreciate recommendations. Oscar Romeo Romeo fucked around with this message at 21:15 on Apr 18, 2015 |
# ? Apr 18, 2015 20:36 |
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Wallet posted:Is there a hotkey to change the brush as well? +/- It's the same as in the map editor.
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# ? Apr 18, 2015 21:29 |
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Hulk Smash! posted:Good maps are hard to find. Does anyone know of a good map that has relatively flat ground and a bunch of narrow rivers through it? Here's a map that's exactly that: http://steamcommunity.com/sharedfiles/filedetails/?id=412365001&searchtext=canals It's what I'm using for my current city. (Though I tweaked the highway, rail, and resource placement, because I'm picky like that.)
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# ? Apr 18, 2015 21:59 |
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Thanks, I'll check it out.
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# ? Apr 18, 2015 23:39 |
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I did a Cartagena map which is a harbor with a bunch of canals/islands based on the real city, it's flat and works out http://steamcommunity.com/sharedfiles/filedetails/?id=415802704 Hadlock fucked around with this message at 23:47 on Apr 18, 2015 |
# ? Apr 18, 2015 23:44 |
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That's a nice map (I got a city to 120K on it), but in case you're unaware the extreme SW peninsula's corner (where it says El Laguito on the real map) isn't part of the 25-tile grid.
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# ? Apr 19, 2015 00:16 |
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Can't seem to find it in the notes, has the Park/Commercial demand bug been fixed yet?
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# ? Apr 19, 2015 02:14 |
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crabrock posted:my college town has the opposite problem. they put "art" in the middle of an intersection, now people think it's a roundabout, blow through the stop sign and swerve into the crosswalks with pedestrians. quote:“The other alternative we’re looking at is seeing how it functions operationally and it could be converted into what we call a traffic circle," Director of Public Works Doby Class said. "This would remove the two stop signs and replace them with four-way yield signs.” Stealth roundabout, someone at the city plays Skylines.
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# ? Apr 19, 2015 02:28 |
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I wish the patch would include styles like in SC4, with optionally being able to set them for districts. Probably won't ever happen but god it would be nice.
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# ? Apr 19, 2015 02:34 |
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Deviant posted:Can't seem to find it in the notes, has the Park/Commercial demand bug been fixed yet? It was fixed over a month ago.
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# ? Apr 19, 2015 03:47 |
Curvature of Earth posted:Am I doing roundabouts right? What map is this/how do you make canals? e: couple of post up, oops!
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# ? Apr 19, 2015 07:29 |
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BallsFalls posted:For anyone who wants to take their 'tism to the next level, the guy working on the Traffic Manager mod just released: This looks awesome but I'm going to wait a bit for him to fix the bugs.
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# ? Apr 19, 2015 10:09 |
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Spent a heap of time rebuilding and moving parts of my city around only to have a blackout take all of my progress. Maybe it's time for the autosave mod to be utilised
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# ? Apr 19, 2015 10:53 |
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Is it, in general, a good idea to build cities with one big area of each zone type, or to try and mix together the commercial, office and residential zones?
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# ? Apr 19, 2015 10:55 |
If you only have single huge areas of each zone type, you can quite easily predict the traffic patterns. One of the easy predictions is that you will almost certainly bottleneck on whatever connections you make between the megazones. If you intermix zoning types you will: 1) Get a more natural-looking city, and 2) Potentially more trips can be local avoiding some bottlenecking
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# ? Apr 19, 2015 12:23 |
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The biggest problem I've been seeing is exporting all my industrial products to shipyards and after seeing that 3x cargo train terminal a couple pages back I designed my own and it's had great results on shrinking down the traffic in my city. I've always had issues with large industrial areas crushing regional traffic but this seems to have fixed it for the most part. From what I can tell all the cargo gets loaded on the train in the industrial areas (3x cargo train terminals in large industrial areas seems to do the trick), then shipped to the shipping terminal. Freighter ships are constantly 100% full going to and from the city now. Screenshot is from my Algers map Hadlock fucked around with this message at 12:49 on Apr 19, 2015 |
# ? Apr 19, 2015 12:47 |
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Is there a mod that makes it easier to tell how big each park is? In the menu it's just a jumble of green and the descriptions don't really help at all
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# ? Apr 19, 2015 14:10 |
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maniacdevnull posted:Is there a mod that makes it easier to tell how big each park is? In the menu it's just a jumble of green and the descriptions don't really help at all Doesn't help that 75% of modders still forego the thumbnail for the parks section entirely.
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# ? Apr 19, 2015 17:38 |
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Anyone have an example of a frontage road setup that works well for them? Saw the below on reddit or something and it looked pretty slick, but I'm wondering if it's secretly retarded. Bold Robot fucked around with this message at 17:42 on Apr 19, 2015 |
# ? Apr 19, 2015 17:40 |
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When going for a suburb look, do you all still zone 4 tiles deep from the road? I've been using 2 tiles as I feel it matches the scale a bit better. I imagine wall-to-wall commercial districts would similarly be 2-3 blocks deep as opposed to the full 4.
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# ? Apr 19, 2015 17:51 |
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Taple posted:Is it, in general, a good idea to build cities with one big area of each zone type, or to try and mix together the commercial, office and residential zones? Mixing office in with commercial and residential is something I do. Commercial generates noise though so you want to not put it right next to residential (buffer it with some office). Don't ever mix in industry though unless you want your traffic to be totally hosed.
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# ? Apr 19, 2015 18:11 |
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# ? May 25, 2024 04:49 |
Moridin920 posted:Mixing office in with commercial and residential is something I do. Commercial generates noise though so you want to not put it right next to residential (buffer it with some office). Have I been needing more parks without knowing it or something? If that's the case, the costs are small enough that it kind of doesn't really matter to me. Especially because I've found office zones to be a pain if you're trying to make enough industry to fulfill your city's demand for goods domestically. Office seems to just be an industrial demand sponge and space filler without much benefit.
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# ? Apr 19, 2015 18:57 |