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Badger of Basra posted:So apparently "European" just means "nicer looking"? No, nicer buildings have been set aside for the planned Brutalism style pack.
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# ? May 20, 2015 09:17 |
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# ? May 26, 2024 00:05 |
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This might be a dumb question, but how do you bulldoze tunnels? I can delete both ends, but there's still a road down there blocking off what I want to do. edit: You need to try and build a road, PgDn to start building underground, THEN start bulldozing. Maybe there's a more straightforward way of looking underground, I'm new at this. Once I start bringing in offices, is it possible to entirely do away with industry? Will it increase traffic from outside the zone? Kazzah fucked around with this message at 10:54 on May 20, 2015 |
# ? May 20, 2015 09:21 |
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Badger of Basra posted:So apparently "European" just means "nicer looking"? Yes. You've clearly never met anyone from Europe or been there.
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# ? May 20, 2015 09:39 |
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Gibbo posted:Yes. You've clearly never met anyone from Europe or been there.
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# ? May 20, 2015 10:33 |
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Looks like they're moving ahead through the list of items I need. Next step: better shorelines.
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# ? May 20, 2015 11:41 |
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Krazyface posted:This might be a dumb question, but how do you bulldoze tunnels? I can delete both ends, but there's still a road down there blocking off what I want to do.
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# ? May 20, 2015 13:27 |
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It's nice you can make vehicles now, however, there's no way to assign vehicles to a building. Vehicles are just picked at random from the pool residing in that category. e.g. If i want to make a new type of hearse/ambulance that is faster or has more capacity it can be made. But it will just sit in the pool of those vehicles and be pulled out from the bag every time a hospital or whatever building needs one. There's currently no way for you to make a new building that uses a specific vehicle that you may have created.
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# ? May 20, 2015 14:50 |
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I remember seeing a mod a while back that added in free but useless roads that you could use to plan, but then upgrade them to 'real' ones. One of my gripes was losing money re-doing sections of road since there wasn't an undo button that I could find so that looked really useful, but now I can't seem to find it on the workshop. Anyone have a link? Or a mod that does something similar?
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# ? May 20, 2015 14:51 |
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Are there new low density houses? Or is it just the wall to wall stuff?
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# ? May 20, 2015 15:34 |
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Pfft, europeans don't know what low density would look like.
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# ? May 20, 2015 15:47 |
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Metrication posted:Are there new low density houses? Or is it just the wall to wall stuff? There aren't any new low density buildings which I've seen. Honestly the European set feels kinda incomplete without that, you wind up just building American small town suburbia that eventually turns into a 19th century European city. My hope is that modders are eventually going to be able to fill the gap with Europe tile specific low-density buildings. There are already a few buildings which fit the theme on the workshop, but not nearly enough.
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# ? May 20, 2015 16:05 |
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I wouldn't be worried about missing asset variation. The workshop is still super active and I suspect a lot of the modelers have pictures of their home towns lying about waiting for a city to fit in too (I know I do). I hope they can optimize how the game handles custom assets though, load times are a serious issue My office towers sticking out a like sore thumb in the background there
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# ? May 20, 2015 16:52 |
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Domattee posted:My office towers sticking out a like sore thumb in the background there So, slightly accurate to old cities.
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# ? May 20, 2015 17:00 |
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MikeJF posted:So, slightly accurate to old cities. Unless you live in England, then a 1960s concrete office block in the middle of old Victorian era houses is pretty much the norm here.
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# ? May 20, 2015 17:10 |
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A picture for my friends who have never been to a European city (for reference): Magdeburg, Germany Just need some trolleys, now. Not pictured are the random modern buildings all over the place looking completely out of place, and also the random bombed out buildings from WW2 that still haven't been fixed or destroyed. Moridin920 fucked around with this message at 17:14 on May 20, 2015 |
# ? May 20, 2015 17:11 |
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My towns high street is a pretty good example of mix and match wall-to-wall buildings. The building on the far left is from the 1400's, with some ugly 1960's/70's thing next to it. The whole street mainly spans 1800-2000's architecture seemingly at random but all butted up next to each other. Bonus victorian water tower and edwardian town hall spire in the background.
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# ? May 20, 2015 17:33 |
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Yeah I really wish the euro buildings started out looking more like that and actually got bigger, not just more fancy. Apparently making a building a bit more fancy means about 10x as many people eventually fit inside??
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# ? May 20, 2015 17:40 |
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Baronjutter posted:Yeah I really wish the euro buildings started out looking more like that and actually got bigger, not just more fancy. Apparently making a building a bit more fancy means about 10x as many people eventually fit inside?? It's called gentrification. Rent goes up, people subdivide bigger flats. More people live in it because they can only afford the smaller units. I lived somewhere where this was actually the case.
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# ? May 20, 2015 17:42 |
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This game looks awesome, I don't think I have the time to start something like this though..
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# ? May 20, 2015 17:44 |
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I made a fancier Undergroundabout prototype: This is two crossing highways with a roundabout between them, and four six-lane roads coming off the roundabout. The highways are fully interchanged with the roundabout and the surface, the surface with the highways and six-lanes (and so indirectly the roundabout). There's enough space between the highways to run a rail line as well, but I didn't bother. Once you get into the roundabout itself, it's all right turns to get wherever you want - this includes exiting via the six-lanes. There are some valid routes while entering that involve crossing or turning left on the six-lanes; if/when Traffic Manager or Traffic++ ever allow underground operations they could be used to forbid those movements if needed. The surface street layout is totally flexible, of course, but I kind of like this quasi-frontage arrangement. It should be pretty effective at keeping traffic moving into/out of the interchange. Then again it might be overkill given that there should be only local traffic moving to/from the surface, assuming you build out an arterial/collector system underground and provide consistent surface access. Right now there are some wickedly spaced merges that only invincible Cims could hope to use safely, and some exit/entrance points that might not be ideally located, but those could be tweaked a bit in a production version. Another, less-surmountable problem is that it costs like $350,000 to build.
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# ? May 20, 2015 19:19 |
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Put that monster up on the workshop!
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# ? May 20, 2015 19:38 |
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This resource pack forgot how to car: http://gfycat.com/AnnualFrailEkaltadeta Really wish SA supported HTML5
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# ? May 20, 2015 19:38 |
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MickRaider posted:This resource pack forgot how to car: I love how the bumpers are still perfectly normal. They're like a pair of brackets, so the engine's rendering [CAR].
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# ? May 20, 2015 19:52 |
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Raskolnikov posted:Put that monster up on the workshop! I might eventually. I'd like to test it in an actual city. I also didn't build this in the asset manager, so that'll have to be done first in any case.
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# ? May 20, 2015 19:52 |
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The devs confirmed today that the reason Euro buildings are restricted to maps is performance:quote:One of the reasons the European buildings are their "own set" so to speak is because they add quite a lot of graphical assets into the game which, if simply added to the vanilla game assets, would most likely exceed the system specs set for the game, making it require more powerful hardware and in worst case, render the game unplayable for the lower end machines. edit: also traffic will continue to be the #1 problem in this game (which is often an interesting problem) quote:The traffic is going to stay so that the vehicle's route is calculated only at the beginning of the journey for now. Mandalay fucked around with this message at 19:57 on May 20, 2015 |
# ? May 20, 2015 19:55 |
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Are there any plans to make some way to edit terrain in-game? Surely that would be on the list somewhere.
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# ? May 20, 2015 20:05 |
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Just Offscreen posted:Are there any plans to make some way to edit terrain in-game? Surely that would be on the list somewhere. There's already a terraforming mod: http://steamcommunity.com/sharedfiles/filedetails/?id=411095553 I haven't tried it, but I assume it does what it says on the box.
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# ? May 20, 2015 20:18 |
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So the patch borked my save game, or maybe hosed up one of the mods that in turn ruined my save game. Regardless, I'm getting errors like:code:
code:
PoizenJam fucked around with this message at 21:11 on May 20, 2015 |
# ? May 20, 2015 20:51 |
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Have you tried starting a new city/loading other cities using all the same mods? That seems like a good test as to whether it's a problem with your mods vs. a problem with the save specifically. For that matter, do you have older saves of the same city you could try loading?
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# ? May 20, 2015 21:01 |
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So despite the game running perfectly fast at 25 tiles and a billion downloaded buildings they can't possibly allow european buildings to mix? I understand having performance benchmarks for certain target computers but why not leave this up to the players? Nothing's stopping someone with a 5 year old computer from downloading a ton of unoptimized buildings, so why not at least make it easy for the players to have a little more control over tile-sets? I'd love at the very least to some how get all the service buildings together. So both police stations, both highschools and so on. They really need user-defined tile-sets you can set per district. Don't like a particular vanilla building? Take it out of your default tile set. Only want that downloaded building in a certain district? Tag it to a tile set and enable it on the district. Modders shouldn't have to kludge something together, CO should be supporting this out of the box and not hiding behind "but our system requirements!".
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# ? May 20, 2015 21:08 |
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Does anyone happen to know what's the range for people using public transport? I really want to be spergy with my subways
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# ? May 20, 2015 21:11 |
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They're probably going to end up supporting mods for tile based districts like they do with the 25 tile mod.
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# ? May 20, 2015 21:14 |
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Supraluminal posted:Have you tried starting a new city/loading other cities using all the same mods? That seems like a good test as to whether it's a problem with your mods vs. a problem with the save specifically. I fixed it actually- no idea how but I did. I think I removed a mod that doesn't like to be removed; might have been 'control building level up' or something. TrafficManager and Traffic++ are the usual suspects but it wasn't either of those this time.
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# ? May 20, 2015 21:14 |
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Baronjutter posted:So despite the game running perfectly fast at 25 tiles and a billion downloaded buildings they can't possibly allow european buildings to mix? I understand having performance benchmarks for certain target computers but why not leave this up to the players? Nothing's stopping someone with a 5 year old computer from downloading a ton of unoptimized buildings, so why not at least make it easy for the players to have a little more control over tile-sets? Holy poo poo, chill out about the limitation.
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# ? May 20, 2015 21:14 |
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Baronjutter posted:So despite the game running perfectly fast at 25 tiles and a billion downloaded buildings they can't possibly allow european buildings to mix? I understand having performance benchmarks for certain target computers but why not leave this up to the players? Nothing's stopping someone with a 5 year old computer from downloading a ton of unoptimized buildings, so why not at least make it easy for the players to have a little more control over tile-sets? It would certainly be nice if they'd done it in a more flexible way, but I don't know about "should." I imagine they did it this way because it's the least expensive approach that meets the objective of preserving the min specs. No need to build any frontend UI stuff. Hopefully modders will pick up the slack... and maybe CO would even consider providing more options in the base game in the future, who knows.
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# ? May 20, 2015 21:23 |
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Doh004 posted:Holy poo poo, chill out about the limitation. He's right though, if a bit passionate. Having W2W linked to a maptype after the the feature being promised was kind of a major let down. Modders will figure something out.
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# ? May 20, 2015 21:24 |
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The building level up control mod and building picker tool show modders can do some pretty impressive poo poo, and with decent interfaces too.
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# ? May 20, 2015 21:27 |
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I can't for the life of me find that mod that adds a light cycle for use with the moving sun mod. Anyone have a link handy?
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# ? May 20, 2015 21:50 |
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yeah no one's made a Tron mod yet, a big oversight IMO
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# ? May 20, 2015 21:52 |
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# ? May 26, 2024 00:05 |
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Bat Ham posted:I remember seeing a mod a while back that added in free but useless roads that you could use to plan, but then upgrade them to 'real' ones. One of my gripes was losing money re-doing sections of road since there wasn't an undo button that I could find so that looked really useful, but now I can't seem to find it on the workshop. Anyone have a link? Or a mod that does something similar? Some Roads, also includes two lane highways, low speed residential roads, paved railroads, dike/levees for cheap dams, and a few more other roads.
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# ? May 20, 2015 22:02 |