|
Pile of Kittens posted:God drat it, I'm blind. It's all these loving pot plants in my city's rural area making me dumb. Just wait until you get into trains, then convert your garage into a scale replica of the CalIfornia Zephyr.
|
# ? Apr 23, 2015 11:22 |
|
|
# ? May 25, 2024 08:29 |
|
I actually thought he did a bad job with some aspects of the blending in that video. In particular the edges were too hard: Too many dense hedgerows along (nearly) every road, too sharp of a division between farm fields and suburbs. But maybe those are European things, I dunno. I do like the look of just zoning sparse farm buildings, and the visual effect of brushing shrubs in some "fields." I wonder how functional it is, though, given how stupidly concentrated the fertile ground is in the game and how far service vehicles will have to drive to get to these buildings. I wish the game just handled farms in a smarter way, like painting field textures as far as 12-16 tiles back from a road if there's room. e: While we're on the general subject, I get irked by the way cities appear to exist in the vacuum of their region. It's one thing when you have a town of 2000 people, but a city with a dozen blocks of skyscrapers with completely untouched wilderness for kilometers in every direction? In a way I think SC4's hard map cutoffs worked better for helping preserve the illusion; you can always pretend the suburbs and villages and farms are out there somewhere. In Skylines, you can see the world beyond your city, and it's empty as poo poo. I don't know if there's a great way to address this. Procedural farms and small towns in the distance that disappear when you buy tiles near them? Some kind of skybox trickery? Honestly, even just letting me build different roads in areas I don't own would help a little, so it doesn't seem like my city is in the middle of a vast gulf only reachable by miles of divided highway. Supraluminal fucked around with this message at 15:25 on Apr 23, 2015 |
# ? Apr 23, 2015 15:17 |
|
Pretend the cities are in the midwest then and you'll be okay. Lots of major cities in the midwest US have a bunch of nothing surrounding them.
|
# ? Apr 23, 2015 16:40 |
|
Yeah, you can't really get a sense of what it's like from google maps, but once you get west of Batavia, IL the "city" just kind of disappears. It's farm houses and corn all the way to Denver.
|
# ? Apr 23, 2015 16:45 |
|
Someone needs to recreate this. https://www.google.com/maps/@33.205226,-111.8782716,3410m/data=!3m1!1e3
|
# ? Apr 23, 2015 16:54 |
|
beerinator posted:Someone needs to recreate this. America, your suburbs horrify me.
|
# ? Apr 23, 2015 16:56 |
xzzy posted:Yeah, you can't really get a sense of what it's like from google maps, but once you get west of Batavia, IL the "city" just kind of disappears. It's farm houses and corn all the way to Denver. Which is silly. You just need to be okay with the fact that a videogame world is going to be representational, and not all that realistic. Any solution to that minor aesthetic issue would be a shitton of effort for next to no payoff. Building a city in the middle of an entirely empty world is actually really cool and satisfying if you can get over the 'realism' thing. You can get the 25 tile mod and make little towns and stuff in the distance if you really want to make it feel like there's stuff out there. MikeJF posted:America, your suburbs horrify me.
|
|
# ? Apr 23, 2015 16:58 |
|
MikeJF posted:America, your suburbs horrify me. It's really just a big roundabout.
|
# ? Apr 23, 2015 16:59 |
|
beerinator posted:Someone needs to recreate this. Aliens made that poo poo
|
# ? Apr 23, 2015 17:04 |
|
That is pretty clearly a planned development centered around the golf course and in no way representative of most US suburbs.
|
# ? Apr 23, 2015 17:08 |
|
Efexeye posted:That is pretty clearly a planned development centered around the golf course and in no way representative of most US suburbs.
|
# ? Apr 23, 2015 17:10 |
|
MikeJF posted:America, your suburbs horrify me. That's what happens when you don't have to build around a millennium's worth of human history
|
# ? Apr 23, 2015 17:16 |
|
Nostalgia4Infinity posted:That's what happens when you don't have to build around a millennium's worth of human history I live in Australia.
|
# ? Apr 23, 2015 17:17 |
|
Ok, then change that statement to "That's what happens when you have a country build by the good English colonists "
|
# ? Apr 23, 2015 17:20 |
|
Eiba posted:I think he wants farmhouses and corn rather than the vast empty wilderness we have now. Yeah, farmhouses and corn would be fine. It's the complete lack of human presence in the landscape that bugs me. Whether it's a silly concern or not depends on what you want out of the game. Some people want a gamey game with detailed simulation and goals like reaching specific population levels; others like building quirky, fantastical cities as a creative exercise; and some want a virtual train set where they can tinker with their little models and create realistic-looking cities and towns. They're all totally reasonable ways to come at a city sim. I happen to fall more on the train-set end of things is all. Even so it's not enough to keep me away from the game, just a small disappointment. I did acknowledge it's not something with a cheap/easy solution within the confines of the stock map system, at least that I can think of. I probably will get one of the tile unlock mods for this purpose eventually. Moving on, it is really weird driving around out West when you come from the US East Coast. Especially in the empty parts of the Southwest, poo poo is so insanely sparse! Towns are 2-3 hours apart and between them you'll see maybe like a driveway to a ranch? Or an oil derrick? Even in the rural parts of NY and PA I've lived in, anything over an hour away feels far. Unless you're driving through a national forest or something, you'll see houses and small towns constantly along every road.
|
# ? Apr 23, 2015 17:25 |
|
Efexeye posted:That is pretty clearly a planned development centered around the golf course and in no way representative of most US suburbs. it's also a retirement community so most people commute on golf carts to the course, the rec center, then home. Nobody ever goes in and nobody ever comes out.
|
# ? Apr 23, 2015 17:36 |
I love browsing the Steam workshop for this game. Never know what you're going to find. http://steamcommunity.com/sharedfiles/filedetails/?id=426367760&searchtext= First comment: "Every day I've checked the workshop looking for a good Latvian Fish Pavillion. Thank you for finally making my dreams a reality!" Supraluminal posted:Yeah, farmhouses and corn would be fine. It's the complete lack of human presence in the landscape that bugs me. I do wish there was a better form of super-low-density filler though. Farm are as dense and traffic intensive as any industry. I wouldn't mind if farms and forestry needed a lot more space. Like in that aesthetic video that got posted a couple times, but not so utterly pointless and counterproductive mechanically. It's also really hard to make suburbs like I've known suburbs to feel. It all comes off as really dense developments.
|
|
# ? Apr 23, 2015 17:37 |
|
Yeah, if the farms and resource buildings were actually huge sprawling affairs we'd have something to fill the maps up with.
|
# ? Apr 23, 2015 17:45 |
|
Fishbus posted:Gonna X-post Hey man, just looking at this, it looks really great, and the fact that you balanced it in such a way seems great too, good job!
|
# ? Apr 23, 2015 17:49 |
|
Eiba posted:I do wish there was a better form of super-low-density filler though. Farm are as dense and traffic intensive as any industry. I wouldn't mind if farms and forestry needed a lot more space. Like in that aesthetic video that got posted a couple times, but not so utterly pointless and counterproductive mechanically. For sure, it'd be great if I could quickly zone huge swaths of farm and forestry and have it look decent/work well in the sim. Part of that would have to be making forestry/fertility resource areas much larger, or making those industries not very reliant on them. (Not that I have a clear sense of how that system works anyway; it's pretty opaque.) I try to approximate suburban/rural areas (again, based on rural NY/PA) by zoning blocks of 1x1, 1x2, and 2x2 light res. as widely as the power transmission overlap will let me. I guess I could just build power lines to get stuff even more spread out, but it looks dumb to have too many giant high-tension lines running around. Maybe someone will mod in lighter-weight lines? Preferably ones that don't interfere with zoning....
|
# ? Apr 23, 2015 17:51 |
|
"Normal" power lines are a much needed addition.
|
# ? Apr 23, 2015 17:52 |
|
Eiba posted:
Yeah. Part of the reason for that is the residential buildings often don't really look like your typical north American suburban houses.
|
# ? Apr 23, 2015 17:53 |
|
Subyng posted:Yeah. Part of the reason for that is the residential buildings often don't really look like your typical north American suburban houses. I just opened up my city and scrolled around some suburban/rural bits, and weirdly the 2x2 lots seem to be the worst offenders for this, at least for lower-level development. Many of the larger lots mostly look like bigger single-family houses, but a lot of the 2x2s look like small apartment houses or condos or something. Maybe I'll start using 2x3/3x2/3x3 for this stuff....
|
# ? Apr 23, 2015 18:21 |
|
What about using something like this to connect power grids where you don't want power lines: http://steamcommunity.com/sharedfiles/filedetails/?id=428813523 There's some other similar functioning stuff on the workshop. Fishbus posted:Gonna X-post Looks good. I saw them and subscribed before I saw your post on SA. I'm using your recycling center, too. I'm a sucker for metro stations. There's also this one I really like - office building over a station entrance: http://steamcommunity.com/sharedfiles/filedetails/?id=421214457 Moridin920 fucked around with this message at 18:31 on Apr 23, 2015 |
# ? Apr 23, 2015 18:26 |
|
The higher level low density residential looks better because they seem to have more trees, which helps a ton with the overall look. Most older subdivisions in the real world are lousy with tree coverage.
|
# ? Apr 23, 2015 18:28 |
|
mr. nobody posted:I wonder how an elevated roadway for buses only, connected to pedestrian pathways, would work if planned out for a city instead of shoved in later. I did this and it works really well, at least if you consider month-long The bus depot (and the stops?) generate trash, though, so I had to give the dedicated busway its own incinerator. Then I noticed that the trucks were regularly coming back home with full loads, so I watched a truck as it went along the bus line. At first it picked up a few points of trash from the depot, but then the line passed through a dense part of my downtown. The truck started magically hoovering up trash from the buildings below. It was almost full by the time it cleared downtown. It won't help buildings level up, but it seems like a completely isolated road will still collect trash from nearby buildings. Dubious practicality but it's pretty funny. Fake edit: might be useful for specialized industrial zones?
|
# ? Apr 23, 2015 18:44 |
|
Trapezound posted:I did this and it works really well, at least if you consider month-long Couldn't you just have a roadway that's connected to your regular network up against another side of the bus depot, away from your isolated busway? Would that allow service access to the depot, or do service vehicles absolutely have to hit the main entrance of a building? It sounds like it'd work for trash if garbage trucks can hoover it up from the busway, but maybe fire/hearse/ambulance access works differently.
|
# ? Apr 23, 2015 18:51 |
|
Moridin920 posted:What about using something like this to connect power grids where you don't want power lines: Ah thanks dude, funnily enough I updated the recycling center last night because I thought it could do with a quick texture update.
|
# ? Apr 23, 2015 18:58 |
|
Qwijib0 posted:it's also a retirement community so most people commute on golf carts to the course, the rec center, then home. Nobody ever goes in and nobody ever comes out. MikeJF posted:America, your suburbs horrify me.
|
# ? Apr 23, 2015 19:07 |
|
Supraluminal posted:Couldn't you just have a roadway that's connected to your regular network up against another side of the bus depot, away from your isolated busway? Would that allow service access to the depot, or do service vehicles absolutely have to hit the main entrance of a building? It sounds like it'd work for trash if garbage trucks can hoover it up from the busway, but maybe fire/hearse/ambulance access works differently. Yeah, if I were building it again, I'd make use of the magic trash truck effect to get trash from the depot instead of giving the busway its own incinerator. I'm pretty sure every other service needs direct access to the front of the building, though, judging by the animations and everything. vv What? juche avocado fucked around with this message at 19:19 on Apr 23, 2015 |
# ? Apr 23, 2015 19:10 |
|
So they are rolling out people being able to charge for mods in Steam? This should be interesting haha
|
# ? Apr 23, 2015 19:17 |
|
I don't suppose there is any way of doing 1st floor commercial, upper floors residential set up that's common in smaller US urban areas?
|
# ? Apr 23, 2015 19:22 |
|
triplexpac posted:So they are rolling out people being able to charge for mods in Steam? This should be interesting haha It's been like that already for a couple big games no?
|
# ? Apr 23, 2015 19:24 |
OddObserver posted:I don't suppose there is any way of doing 1st floor commercial, upper floors residential set up that's common in smaller US urban areas? Mixed residential/commercial was one of the questions brought up shortly after the game was announced. The answer was no. Also, common everywhere in the world.
|
|
# ? Apr 23, 2015 19:27 |
Moridin920 posted:It's been like that already for a couple big games no? No. Well, in a very obtuse way for TF2 and Dota2 and such where people could make models which were then run through Valve for approval and then put up for sale by Valve with a cut of the profits going to the makers, but not in the sense of "Popular Mod has been removed from the workshop and replaced with Popular Mod ++, which now costs $5. Also you have to pay up to find out if it's even actually functional, much less compatible with whatever else you run. Better find out quick because you have 24 hours to get a refund." Wow.
|
|
# ? Apr 23, 2015 19:42 |
|
That neighborhood reminds me of this
|
# ? Apr 23, 2015 19:43 |
|
hailthefish posted:No. Oh that's pretty ridiculous yeah. Charging money for mods strikes me as really lovely in general. Seems like a cash grab at the expense of totally poisoning the well. Looks like they're doing it for Skyrim first, we'll see what happens I guess. I think one of the most effective anti-piracy tactics is to offer mod support - I know I've bought a game I would have just torrented just to get mod access. If I knew I'd have to pay for the mods too I'd probably just say gently caress it and pirate the game. There's also the issue of games getting released bare bones with the expectation of letting mods flesh it out. Moridin920 fucked around with this message at 20:11 on Apr 23, 2015 |
# ? Apr 23, 2015 20:08 |
|
triplexpac posted:So they are rolling out people being able to charge for mods in Steam? This should be interesting haha I would be surprised if CO/Paradox went down the route of allowing people to charge for Skylines mods. I mean, their April 1st update was literally a joke about the Workshop charging for mods.
|
# ? Apr 23, 2015 20:09 |
Moridin920 posted:Oh that's pretty ridiculous yeah. Charging money for mods strikes me as really lovely in general. Seems like a cash grab at the expense of totally poisoning the well. So... correct me if I'm wrong, but people have been saying mods can be removed and replaced with a paid version. Wouldn't that effectively hold peoples save files hostage? This whole thing sounds kind of absurdly lovely, and potentially removes a huge selling point of the game retroactively.
|
|
# ? Apr 23, 2015 20:27 |
|
|
# ? May 25, 2024 08:29 |
|
Yo do you want a new UI. Check this out. http://steamcommunity.com//sharedfiles/filedetails/?id=424995783&searchtext=silicon
|
# ? Apr 23, 2015 20:42 |