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Blimpkin posted:That google map new tab chrome extension just brought me to Boca Raton, FL. Which has the most Cities Skyline-esque aesthetic I've seen yet. That extension gave me one like that a while ago in California: https://www.google.com/maps/@33.763694,-116.3894815,5530m/data=!3m1!1e3 It's like.. a city made of golf courses with some houses around them? Also the review of Jack Nicklaus' golf course is brilliant: https://plus.google.com/101842830714685932897/about?hl=en
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# ? May 16, 2015 21:12 |
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# ? May 26, 2024 00:45 |
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kemikalkadet posted:That extension gave me one like that a while ago in California: https://www.google.com/maps/@33.763694,-116.3894815,5530m/data=!3m1!1e3 This is a golf resort. In all likelihood the majority, if not all, of these courses are managed by a single company.
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# ? May 16, 2015 21:20 |
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Hadlock posted:Yeah, I agree, here is a DART station from my city in Dallas, it is about three track widths wide, two tracks and a center island, about 30% of the stations in Dallas look like this. It's cropped (it goes on for quite a ways on either side) but you're right, it's very narrow and is capable of serving many passengers. Nothing like riding the DART as it cuts through the middle of Dallas before it's forced underground, then coming home and riding around my Skylines city in a passenger train with the fps mod.
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# ? May 16, 2015 22:26 |
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RVT posted:Nothing like riding the DART as it cuts through the middle of Dallas before it's forced underground, then coming home and riding around my Skylines city in a passenger train with the fps mod.
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# ? May 16, 2015 23:03 |
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I'm really proud of the sharp uturn offramp in between the highways in this part of town.
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# ? May 17, 2015 05:55 |
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Mr. Despair posted:
Nice. I bet your trains run on time as well.
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# ? May 17, 2015 06:44 |
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A sperg in four parts: http://steamcommunity.com/sharedfiles/filedetails/?id=444158476
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# ? May 17, 2015 07:53 |
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Mr. Despair posted:
I'm curious about the yellow semi truck that enters from the bottom highway, exits into town, takes the little u-turn, goes back through the interchange then exits the same direction it entered.
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# ? May 17, 2015 11:29 |
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xzzy posted:I'm curious about the yellow semi truck that enters from the bottom highway, exits into town, takes the little u-turn, goes back through the interchange then exits the same direction it entered. That... actually looks like it might be the best way to make a U-turn on that highway.
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# ? May 17, 2015 11:40 |
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Guess that's the one advantage to traditional cloverleafs, drivers can just keep exiting until they fix their fuckup.
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# ? May 17, 2015 12:13 |
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Biggest human being Ever posted:Nice. I bet your trains run on time as well.
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# ? May 17, 2015 12:18 |
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Almost hit the 90k population mark in the first City I've really tried to hash out. I am very bad at this game. My Port district smells of smoke.
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# ? May 17, 2015 13:45 |
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I'm thinking about getting this game. I have a few questions: What are the major differences in gameplay between this game and Sim City 4 (forget the most recent version of SimCity. I know that blows) Can you have regions with multiple cities that you can connect to each other and that affect each other like in SC4? Can you terraform your city pretty easily (water, hills, mountians, etc) at the start like you couldn't do in region mode in SC4? Thanks.
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# ? May 17, 2015 18:41 |
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Retail Slave posted:I'm thinking about getting this game. I have a few questions: The traffic representation is better because it uses an agent system similar to SC13 rather than abstracting it like SC4 did. You can follow an individual car or pedestrian as they travel around and it's more of a puzzle to get a good traffic flow. It's not perfect and you have game it to a small extent sometimes but it's a million miles better than SC13 It doesn't have regions like SC4, just one big map that by default you can unlock 9 tiles in. Then there's an abstract beyond the map where imports and exports happen. There's no reason you can't get the mod to unlock 25 or 80+ tiles and build a couple of cities that are far apart and set up road/rail connections yourself though, although I haven't tried that so I don't know how well it works. There's no native terraforming but there are mods that do it. You can make custom maps but it's a little involved (I guess similar in complexity to creating entire custom regions in SC4 was) and there are a lot of maps on the workshop. There's a few posters here that make maps, see a few posts above this one.
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# ? May 17, 2015 18:51 |
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kemikalkadet posted:It doesn't have regions like SC4, just one big map that by default you can unlock 9 tiles in. Then there's an abstract beyond the map where imports and exports happen. There's no reason you can't get the mod to unlock 25 or 80+ tiles and build a couple of cities that are far apart and set up road/rail connections yourself though, although I haven't tried that so I don't know how well it works. It should be noted that a full 9-tile map is larger than a large tile in Simcity 4. You can get your cities pretty big even without mods. That said, installing the 25-tile mod is literally just clicking a button in the Steam Workshop. quote:There's no native terraforming but there are mods that do it. You can make custom maps but it's a little involved (I guess similar in complexity to creating entire custom regions in SC4 was) and there are a lot of maps on the workshop. There's a few posters here that make maps, see a few posts above this one. There is in-game map creation terraforming tools, just not after you start the city. The terrain tools aren't as good as SC4's, to be honest, but they suffice.
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# ? May 17, 2015 19:00 |
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MikeJF posted:There is in-game map creation terraforming tools, just not after you start the city. The terrain tools aren't as good as SC4's, to be honest, but they suffice. You can do some crazy poo poo with custom brushes in the terrain editor. I haven't tried it, but from what I understand Scotland Tom's latest few maps were done in engine using custom brushes.
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# ? May 17, 2015 19:03 |
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Hadlock posted:There's a mod now that will kill your cims at random now, rather than giving them a fixed, exactly-six-years lifespan. This ought to help with sawtooth population spikes and valleys that happen a couple years after your city really starts growing. Be careful using this on a current save, you will likely see an uptick in death rate to start with while it evens out. It is a really nice change, though.
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# ? May 17, 2015 20:33 |
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C:S vs. SC4 chat: I'd say SC4 is probably still a better train set in the sense that it has years and years of custom content behind it, while Skylines is arguably a more engaging simulation thanks in large part to the agent system. I guess what this boils down to in mechanical terms is that SC4 was essentially a pretty graphical front-end onto a set of spreadsheets, while Skylines simulates at a granular level. That allows for stuff like zone layout choices in two parts of the map creating bad traffic in a third that disrupts goods supplies to commercial buildings in a fourth. Sort of a macro-vs.-micro difference, with the preferred approach depending on what you want to spend your time on in the game. For me, though, the fact that Skylines isn't an ancient janky mess makes the comparison a moot point. I tried getting back into SC4 a year or so ago and, while I got as far as building a cute small town, I just couldn't tolerate the extremely dated UI and technical wobbliness. If you want a modern city builder, Skylines is the way to go.
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# ? May 17, 2015 23:29 |
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SC4 may have more bits and pieces, but the ability to have curved roads which actually work, as well as more detailed terrain, makes Skylines a way better train set for me.
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# ? May 17, 2015 23:48 |
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So I'm trying to get back into this after a long break; what do people consider good gameplay mods? Stuff like better traffic management, that sort of thing.
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# ? May 17, 2015 23:49 |
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I don't think Cities: Skylines is far off usurping SC4 as a train set. Look how much progress has been made in the few months the game has been out. People are already breaching boundaries (81 tile mod) and doing major simulation overhauls (Traffic Manager). I imagine map size limits, size limits for ploppables/zoning depth, etc. will all be surpassed eventually.
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# ? May 17, 2015 23:49 |
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Maybe its more reflective of my frustrations with getting going in SC4, but a big difference in Skylines is the bulk of gameplay in Skylines is traffic focused. That is the RCI demand rockets fairly early into a city build and as long as you supply a modicum of services and don't have massive traffic issues (and sometimes even if you do), C and I demand will far outstrip even your labor force, with R demand bringing up the rear when everybody realizes you can't staff all the jobs you just created. I feel that's an important contrast to SC4's puzzle like RCI management with regards to services, regional interplay, and all its idiosyncratic RCI drivers that mean SC4 is probably more of a game than Skyline's sandbox. I like Skylines for that reason though.
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# ? May 17, 2015 23:50 |
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Fish Fry Andy posted:SC4 may have more bits and pieces, but the ability to have curved roads which actually work, as well as more detailed terrain, makes Skylines a way better train set for me. I was sort of alluding to that with my last paragraph. SC4 suffers from the technical limitations of its era in lots of ways, and overcoming them now (like with curvy custom road segments that I guess crash the game all the time?) seems to require way more fuckery than I'm willing to even attempt.
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# ? May 17, 2015 23:55 |
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vOv posted:So I'm trying to get back into this after a long break; what do people consider good gameplay mods? Stuff like better traffic management, that sort of thing. If you're like me and spend half your time with the HUD off the moving sun mod is super worth it. Not technically gameplay, but the game looks fantastic at dawn/dusk. http://steamcommunity.com/sharedfiles/filedetails/?id=420230361 If you don't want to deal with the guessing game created by building upgrades, the extended building info mod includes that and some incoherent text that nobody wants. https://steamcommunity.com/sharedfiles/filedetails/?id=414469593&searchtext= If you've always wanted to be see the angle your roads are built at, there is now a mod for that. http://steamcommunity.com/sharedfiles/filedetails/?id=436253779&searchtext= Cool mod that makes it so you choose how many vehicles are on each public transit route. https://steamcommunity.com/sharedfiles/filedetails/?id=424106600
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# ? May 18, 2015 00:40 |
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The one thing I've had in previous SC titles that I'm missing from Skylines is wider city policies having an effect. E.g. more tourism and things like stadiums playing a bigger role in it, tossing up between building that casino or keeping crime low, that megamall killing smaller commercial areas etc. Really I just miss the petitioners of SC3k which made me feel like I was actually balancing the needs of my people rather than just handling the infrastructure.
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# ? May 18, 2015 02:17 |
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Bat Ham posted:The one thing I've had in previous SC titles that I'm missing from Skylines is wider city policies having an effect. E.g. more tourism and things like stadiums playing a bigger role in it, tossing up between building that casino or keeping crime low, that megamall killing smaller commercial areas etc. Really I just miss the petitioners of SC3k which made me feel like I was actually balancing the needs of my people rather than just handling the infrastructure. A mod could probably do this pretty easily with policies. It might even be possible to add random events that would enable policies that have a negative and a positive so you have to deal with it after the event, I haven't really looked at how the game is coded but I don't see why you couldn't add random events if you could pull a random number. Unlike any Sim City game skylines is also in active development so the ability to mod it in could be added if requested. After recently buying the game and putting 60 hours in, I feel its a pretty good baseline. It's clearly designed with mods bringing it to greatness though.
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# ? May 18, 2015 02:34 |
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The regular version is 29.99 and the deluxe is 39.99. Is the deluxe version 10 dollars better?
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# ? May 18, 2015 04:14 |
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Retail Slave posted:The regular version is 29.99 and the deluxe is 39.99. Is the deluxe version 10 dollars better? Nope.
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# ? May 18, 2015 04:30 |
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Retail Slave posted:The regular version is 29.99 and the deluxe is 39.99. Is the deluxe version 10 dollars better? It comes with extra pointless buildings. There are more buildings on the workshop that are also completely free.
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# ? May 18, 2015 04:32 |
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The $39.99 version was dreamed up by their marketing guys, "hey did you know if you offer a more expensive version, 5% of users will pay for it, no matter what extras (or lack therof) you put in it? That's FREE MONEY". And thus the steam Deluxe bundle was born _/
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# ? May 18, 2015 04:49 |
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Hadlock posted:The $39.99 version was dreamed up by their marketing guys, "hey did you know if you offer a more expensive version, 5% of users will pay for it, no matter what extras (or lack therof) you put in it? That's FREE MONEY". And thus the steam Deluxe bundle was born The sad thing is they're right and it's probably more than 5%, too.
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# ? May 18, 2015 06:45 |
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Hadlock posted:The $39.99 version was dreamed up by their marketing guys, "hey did you know if you offer a more expensive version, 5% of users will pay for it, no matter what extras (or lack therof) you put in it? That's FREE MONEY". And thus the steam Deluxe bundle was born
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# ? May 18, 2015 07:08 |
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Raskolnikov posted:I bought the deluxe version because I wanted to support a proper city building game (finally). In retrospect I should have purchased the regular version and just promoted the game to a wider group of people! I will never get that back. Oh no, an entire two lattes.
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# ? May 18, 2015 09:21 |
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I spend more time making maps in this game than actually playing it. What are some good mapmaking mods I should be getting?
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# ? May 18, 2015 09:40 |
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Raskolnikov posted:I bought the deluxe version because I wanted to support a proper city building game (finally). In retrospect I should have purchased the regular version and just promoted the game to a wider group of people! I will never get that back. I bought the deluxe version because I wanted to support a proper city building game (finally) and I have no regrets.
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# ? May 18, 2015 10:51 |
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I figured they'd put out the bonuses as DLC somewhere down the track later on and I'd pick it on discount or something.
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# ? May 18, 2015 11:49 |
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Official twitter posted hype for later this week https://twitter.com/Cities_PDX/status/600204783534919680
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# ? May 18, 2015 12:01 |
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Is it theme parks? I hope it's theme parks.
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# ? May 18, 2015 12:12 |
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Hadlock posted:paging Fishbus The train stuff, including the stations, underground are all fucky since you have to abide by certain footprints. Cargo stations don't even exist in modding territory. There will probably be a larger support in the future, probably in the incoming patch.
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# ? May 18, 2015 12:27 |
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# ? May 26, 2024 00:45 |
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MikeJF posted:I bought the deluxe version because I wanted to support a proper city building game (finally) and I have no regrets. emptyquote seconding blah blah. I've also tried to sell a few friends on the game but none have bit, unfortunately. I need better friends
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# ? May 18, 2015 15:36 |