Coming this week, apparently.
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# ? May 18, 2015 15:56 |
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# ? May 25, 2024 05:10 |
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I just hope they occupy a different layer than subways and don't interfere with each other.
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# ? May 18, 2015 15:58 |
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canepazzo posted:
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# ? May 18, 2015 16:09 |
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gently caress that's steep.
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# ? May 18, 2015 16:10 |
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canepazzo posted:
Sorry this is all I can see: http://img42.com/v5Yin+ AMISH FRIED PIES fucked around with this message at 16:29 on May 18, 2015 |
# ? May 18, 2015 16:13 |
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Thanks for all the answers. I am happy to say that as of this moment I have purchased the game and am anxiously waiting for it to finish downloading.
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# ? May 18, 2015 16:26 |
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canepazzo posted:
According to TotallyMoo those buildings in the top left corner of the image are new. Hopefully terraced buildings it in. Tarezax posted:I spend more time making maps in this game than actually playing it. I think the most map editory mods you can get are just making your own custom brushes. There are plenty of external tools to edit height maps with, though. turn off the TV fucked around with this message at 16:36 on May 18, 2015 |
# ? May 18, 2015 16:32 |
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What are some mods that you guys recommend from the Steam Workshop? I mostly enjoy extra buildings, but I'm willing to listen to any suggestions. Also, where is that 81-tile mod you guys were talking about earlier? I can't seem to find it browsing the workshop. BigBallChunkyTime fucked around with this message at 16:57 on May 18, 2015 |
# ? May 18, 2015 16:53 |
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Retail Slave posted:What are some mods that you guys recommend from the Steam Workshop? I mostly enjoy extra buildings, but I'm willing to listen to any suggestions. https://steamcommunity.com/sharedfiles/filedetails/?id=422554572&searchtext=unlock+tiles
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# ? May 18, 2015 17:14 |
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Retail Slave posted:What are some mods that you guys recommend from the Steam Workshop? I mostly enjoy extra buildings, but I'm willing to listen to any suggestions. There's a ton I'm using so instead of trying to list them all I'll say as a rule of thumb don't download a custom building that is more than 10mb. ESPECIALLY if it is a growable and it going to be popping up way more than just once. If something is really cool feel free to make an exception of course (I have) but in general when people start complaining about the game running at 20 FPS or running out of memory it's because they have a bunch of custom buildings that use massive textures. I saw one building the other day that was 80mb it was nuts.
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# ? May 18, 2015 17:58 |
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Mods I'm using: Must-have
Optional
I also have a handful of Gula's custom buildings. I haven't had the patience to dive into the morass to find more yet, even though the stock buildings are mostly pretty bad. Hopefully someday someone will come up with a nice curated collection of custom buildings and save me the trouble. Supraluminal fucked around with this message at 18:59 on May 18, 2015 |
# ? May 18, 2015 18:57 |
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Supraluminal posted:I also have a handful of Gula's custom buildings. I haven't had the patience to dive into the morass to find more yet, even though the stock buildings are mostly pretty bad. Hopefully someday someone will come up with a nice curated collection of custom buildings and save me the trouble. I have around 580 custom buildings installed. If someone can find that mod which displays asset names on the building information panel I could finally delete the last few stinkers and try to get a collection uploaded. Also nthing the moving sun mod. turn off the TV fucked around with this message at 19:47 on May 18, 2015 |
# ? May 18, 2015 19:44 |
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Is there a way to adjust the size of the in-game text? I can barely read any of the messages because of the tiny print. Also, I just discovered that I am old.
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# ? May 18, 2015 20:04 |
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Retail Slave posted:Is there a way to adjust the size of the in-game text? I can barely read any of the messages because of the tiny print. Also, I just discovered that I am old. There's a mod for that. http://steamcommunity.com/sharedfiles/filedetails/?id=407225523
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# ? May 18, 2015 20:12 |
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canepazzo posted:
Street lamps?
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# ? May 19, 2015 02:18 |
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Does anyone have some good tips for making the transitions from highways to non-highway city streets? That seems to be where all my fuckery and traffic problems come from.
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# ? May 19, 2015 02:58 |
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Tendai posted:Does anyone have some good tips for making the transitions from highways to non-highway city streets? That seems to be where all my fuckery and traffic problems come from. The common issue I've seen in a lot of the "help why is traffic broke" screenshots is avoiding directionality: if you are not careful, people need to do elaborate u-turns to get off a highway to the direction they want to go, or vice versa to actually get on the highway going the right direction. Do a mental exercise (or get the route query mod) to make sure the way to get on and off makes sense for every direction people will want to go. For heavy duty industrial areas I usually do some sort of Texas frontage road style thing with ramps serving as the frontage road and underpass uturn's on the frontage roads to handle directionality without any stop lights (that is anyone getting on a highway doesn't touch a stoplight and people getting off only touch one). Like this, but don't feel beholden to a template. For a bit of flavor and taking up less room I've become a fan of this sort of overpass in suburb areas. It keeps the traffic light centrally located to distribute traffic even though its not perfect since you can't always get on the highway in the direction you want without hitting a light.
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# ? May 19, 2015 03:44 |
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This game is making me learn how to make a proper transportation system. Like i said earlier in the thread, I think i'll just make a hosed up form of Houston's 610, and then build outward from there.
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# ? May 19, 2015 03:58 |
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This game is making me learn how to make a proper transportation system. Like i said earlier in the thread, I think i'll just make a hosed up form of Houston's 610, and then build outward from there.
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# ? May 19, 2015 03:58 |
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Okay, here are 400+ parks/buildings/assets. They are generally not poo poo. If you find a building you hate, download nlight's Mod Tools. With that mod enabled you can click on a building to see its asset name, and then look it up and delete it if you want. A word of warning, I use a ton of recolors for low density residential buildings. http://steamcommunity.com/sharedfiles/filedetails/?id=445243236 Tendai posted:Does anyone have some good tips for making the transitions from highways to non-highway city streets? That seems to be where all my fuckery and traffic problems come from. I've found that putting as many entrances and exits as you can possibly fit is the best solution. Digging sunken highways is good for this, as it really allows you to put in as many ramps as you can possibly fit. Something like this is ideal (although I don't have as ramps/bridges as I could fit, I don't really need them). In higher density areas you will want the bridges to connect to high value roads which can take cars the majority of the way to their destination, rather than forcing them to turn onto the frontage road. turn off the TV fucked around with this message at 04:16 on May 19, 2015 |
# ? May 19, 2015 04:13 |
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Spamming onramps isn't necessarily any better than having fewer, strategically-placed high capacity onramps, especially when combined with good public transport. This is my main downtown area, traffic is fine and you can see there only three points of access by freeway. Really just two - most of the traffic comes from the north and west, so the one in the bottom right isn't currently doing much: The couple red parts are just high capacity, not backed up or anything.
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# ? May 19, 2015 04:33 |
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Bold Robot posted:Spamming onramps isn't necessarily any better than having fewer, strategically-placed high capacity onramps, especially when combined with good public transport. It's significantly better, actually. In terms of traffic you can get by with fewer ramps, but traffic isn't the only thing that's spread through roads. Having ramps across highways, as well as having a tighter grid in general, means that services can travel for a greater distance. That's one of the largest reasons that I spam ramps on highways.
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# ? May 19, 2015 04:40 |
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It's not exactly hard to get service coverage in low density areas, but fair point. I'm not saying spamming low-capacity onramps doesn't work, just that there's more than one way to skin a cat.
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# ? May 19, 2015 04:44 |
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Bold Robot posted:It's not exactly hard to get service coverage in low density areas, but fair point. I'm not saying spamming low-capacity onramps doesn't work, just that there's more than one way to skin a cat. I'm not sure I understand what you mean. The density of the zoning doesn't affect how far the effects of a service building spread. It's not hard to level up residential, but when you're trying to get maximum level high density office on either side of a highway spamming roads over saves a huge amount of service buildings. turn off the TV fucked around with this message at 04:53 on May 19, 2015 |
# ? May 19, 2015 04:46 |
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Fish Fry Andy posted:It's significantly better, actually. In terms of traffic you can get by with fewer ramps, but traffic isn't the only thing that's spread through roads. Having ramps across highways, as well as having a tighter grid in general, means that services can travel for a greater distance. That's one of the largest reasons that I spam ramps on highways.
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# ? May 19, 2015 04:46 |
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SC4 is a better game with no/little mods. Either a good or bad thing, depending on which way you swing.
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# ? May 19, 2015 04:55 |
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Tendai posted:What is the onramp/overpass you're using there? I love it and want to get it on steam. It's just a regular road with two ramps on the side. I can't upload it to the workshop because it relies on the terrain to actually work.
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# ? May 19, 2015 04:55 |
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Ohhh okay. Time to dive in and see if I can make something that works.
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# ? May 19, 2015 05:00 |
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Fish Fry Andy posted:I'm not sure I understand what you mean. The density of the zoning doesn't affect how far the effects of a service building spread. It's not hard to level up residential, but when you're trying to get maximum level high density office on either side of a highway spamming roads over saves a huge amount of service buildings. Sure, but you could also do that with a bunch of non-offramp roads that cross the highway. I'm just pointing out for the sake of this dude asking for advice that you can also manage traffic by routing it into a few points with a high capacity interchange like a roundabout or a DDI/DCMI. This game owns cause you can really do whatever you want and find a weird rear end way to make it work so I think it's worth mentioning to newer players that you don't have to just adopt one strategy. There are other parts of my city that look a lot like the screenshot you posted.
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# ? May 19, 2015 05:04 |
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This looks way more involved than the last Sim City. Is it a nightmare to figure out? Are there good tutorials in game?
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# ? May 19, 2015 05:08 |
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It's pretty straight forward and hard to gently caress up as long as you're really conservative* for the first 7000 cims and then you unlock dense residential/commercial and then the game kind of plays itself while you play Traffic Manager 2015 *Maintain +$1,000 income
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# ? May 19, 2015 05:41 |
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Sanzio037 posted:This looks way more involved than the last Sim City. Is it a nightmare to figure out? Are there good tutorials in game?
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# ? May 19, 2015 06:00 |
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All your problems will be of your own making. Have fun!
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# ? May 19, 2015 06:07 |
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Trying to re-create Hamilton, Ontario. I find the game works best at about 2:3 scale, otherwise you get large gaps between streets, so that's what I'm working with. Most of the downtown done, with Westdale and McMaster completed. Just finished the Limeridge Mall area and Lincoln Alexander Parkway overpasses. All in all, fairly accurate recreation, though some concession had to be made (Particularly with the industrial sector). Biggest inconsistency is Westdale is cramped- I need to move the streets to the east a little bit to smooth it all out. The Harbour, on the other hand, is appropriately polluted. Edit: Frankly, I appreciate how the real life highway layout actually works reasonably well. PoizenJam fucked around with this message at 06:26 on May 19, 2015 |
# ? May 19, 2015 06:21 |
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Service building chat - are there any mods to just increase service radii by some reasonable amount (25%? 50%?) across the board? Quick workshop search doesn't turn anything up. Bumping up service strength instead of (or in addition to) radius would also be OK. Basically I don't like having to spam services so aggressively to get stuff to level up, especially when it results in tons of wasted capacity. Your kid can only be in one school at once, drat it!
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# ? May 19, 2015 07:20 |
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Poizen Jam posted:Trying to re-create Hamilton, Ontario. I find the game works best at about 2:3 scale, otherwise you get large gaps between streets, so that's what I'm working with. Most of the downtown done, with Westdale and McMaster completed. Just finished the Limeridge Mall area and Lincoln Alexander Parkway overpasses. All in all, fairly accurate recreation, though some concession had to be made (Particularly with the industrial sector). That looks really cool, do you have a comparison map handy?
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# ? May 19, 2015 08:44 |
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Supraluminal posted:Service building chat - are there any mods to just increase service radii by some reasonable amount (25%? 50%?) across the board?
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# ? May 19, 2015 13:53 |
It's happening! New: European theme added New: 72 European buildings in the European theme New: Support for corner and adjacent buildings in the European theme New: 3 maps added with European theme (Cliffside Bay, Foggy Hills and Grand River) New: Tunnels for roads and rail added New: Metro tunnels can be built at different levels
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# ? May 19, 2015 14:05 |
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The patch just droppedquote:Full patch notes for Cities: Skylines 1.0.7 - 1.1.0
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# ? May 19, 2015 14:06 |
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# ? May 25, 2024 05:10 |
This looks amazing
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# ? May 19, 2015 14:08 |