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I made a pretty dope tropics map, based on a city in Hawaii. I tried to include all the landscape types that I'd find interesting to incorporate into my city while keeping the look very natural. It's especially a great sandbox map for people who want to use all 25 tiles. link here: http://steamcommunity.com/sharedfiles/filedetails/?id=448425248
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# ? May 24, 2015 17:02 |
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# ? May 26, 2024 09:44 |
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That is a pretty gorgeous map. Question: What's the best mod at the moment for setting things like yield signs and traffic light controls. Essentially I want to make complex intersections but I don't want just lights/no lights. I seem to remember traffic ++ supposedly being kind of rubbish?
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# ? May 24, 2015 21:01 |
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OwlFancier posted:That is a pretty gorgeous map. http://steamcommunity.com/sharedfiles/filedetails/?id=427585724
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# ? May 24, 2015 21:37 |
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Great map. Gonna try it out. Love the little roundabout for the start and the little "thumbs up" bay.
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# ? May 24, 2015 21:54 |
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The Deadly Hume posted:Traffic Manager seems to have what you want. You can finetune the timing of signals etc. That's what I'm using at the moment, just wasn't sure if there was a known better one.
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# ? May 24, 2015 21:57 |
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I think Traffic Manager is still the go-to mod for priority and light controls. Traffic++ seems less rubbish than it reportedly was for a while, but it also doesn't do lights and priority settings; it does new road types, lane usage and turn restrictions, speed limit tweaking, and other stuff like that. They are compatible now, which is nice if you want bits from both. Hawaii map looks really nice, I might give it a shot. I used to visit my grandparents in Hawaii when I was a kid so those landscapes bring back good memories.
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# ? May 24, 2015 22:19 |
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I like to build regions with a main city and a bunch of outlying towns, instead of just putting everything together. Any tips for making that work? Most of the C and I in the outlying areas gets abandoned due to a lack of workers, even when there's a good deal of R.
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# ? May 25, 2015 00:25 |
Sam. posted:I like to build regions with a main city and a bunch of outlying towns, instead of just putting everything together. Any tips for making that work? Most of the C and I in the outlying areas gets abandoned due to a lack of workers, even when there's a good deal of R. If that isn't quite enough, well... unemployment is your friend. Overproduce residential. It doesn't really matter where. Just make people desperate enough for jobs that they'll drive out to work your rural industry, and with enough desperation, they'll even man your farms and tree farms (which of course are more aesthetically pleasing in peripheral communities, but are slow to be filled even in the best circumstances).
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# ? May 25, 2015 00:45 |
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Eiba posted:This is a chronic issue in my cities too, which I make with a similar mindset. It's always going to be an issue, but I found a solid transit system really helps. You'll want train lines to all your towns, and solid bus systems in all of them. capitalism.txt
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# ? May 25, 2015 01:23 |
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drat wish I had clicked this link earlier. I saw someone playing this game and it looked great but I never so much as clicked it on steam as I immediately thought it was related to the older city xl games. Will add this to my wish list for when I need something new.
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# ? May 25, 2015 01:30 |
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I tweaked the map a bit and added a few islands in the starting tile. Does that mess up people's saves? Anyway I think I'm happy now, won't be tweaking anymore.
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# ? May 25, 2015 01:56 |
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Moridin920 posted:
What I mean is, I deleted the dam and all the water had no-where to go but downtown.
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# ? May 25, 2015 02:00 |
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Sam. posted:I like to build regions with a main city and a bunch of outlying towns, instead of just putting everything together. Any tips for making that work? Most of the C and I in the outlying areas gets abandoned due to a lack of workers, even when there's a good deal of R. As long as you balance it out it should work. I like to have a core of residential, commercial surrounding, then some industrial nearby.
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# ? May 25, 2015 02:03 |
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Modest Mao posted:I tweaked the map a bit and added a few islands in the starting tile. Does that mess up people's saves? Anyway I think I'm happy now, won't be tweaking anymore. Later changes to a map don't carry over to the workshop, so you need to upload a second version for anyone to see your edits.
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# ? May 25, 2015 02:05 |
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Eiba posted:If that isn't quite enough, well... unemployment is your friend. Overproduce residential. It doesn't really matter where. Just make people desperate enough for jobs that they'll drive out to work your rural industry, and with enough desperation, they'll even man your farms and tree farms (which of course are more aesthetically pleasing in peripheral communities, but are slow to be filled even in the best circumstances). What I find with specialist industries is that they are empty for years, then suddenly the whole zone fills at once.
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# ? May 25, 2015 02:05 |
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Sam. posted:I like to build regions with a main city and a bunch of outlying towns, instead of just putting everything together. Any tips for making that work? Most of the C and I in the outlying areas gets abandoned due to a lack of workers, even when there's a good deal of R. My current project is building cyber Switzerland. With the traffic++ mod I can make all my villages car free by using roads that only allow emergency vehicles, once they are connected up by train they work really well. The only problem I've encountered so far is that commercial can complain about a lack of goods, but I think this depends on the growable, some of them don't have any problems with this setup, anyway office/residential/services is enough for my villages with some forestry scattered around them as long as they connect up to the town/city by rail which is then linked to a motorway. The towns have a lot more commercial than you would expect but it all seems to work fine. My major grip so far is that I had to build some industry somewhere rather than importing everything for my region to work, but keeping it small, efficient and hidden away has allowed me to keep the majority of the map aesthetic pleasing. With the new european set this not only looks awesome but it means my villages can have a decent sized population with a relatively small foot print that fits in perfectly with the landscape.
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# ? May 25, 2015 02:33 |
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So, enabling all buildings unlocked prevents you from getting steam cheevoes, but can you still unlock Tier special buildings?
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# ? May 25, 2015 02:39 |
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I'm currently using this map http://steamcommunity.com/sharedfiles/filedetails/?id=410456200 which is goon made (I think?) and it works perfectly for the cyber swiss setting. The only problem was that I had to re-import it in the map editor to get the new european setting.
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# ? May 25, 2015 02:41 |
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Fargin Icehole posted:So, enabling all buildings unlocked prevents you from getting steam cheevoes, but can you still unlock Tier special buildings? There's a mod for that too!
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# ? May 25, 2015 02:46 |
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This is a pretty good use of Traffic++: https://www.youtube.com/watch?v=Efn0GcMT2LQ
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# ? May 25, 2015 03:12 |
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vodkat posted:I'm currently using this map http://steamcommunity.com/sharedfiles/filedetails/?id=410456200 which is goon made (I think?) and it works perfectly for the cyber swiss setting. The only problem was that I had to re-import it in the map editor to get the new european setting. The fact that you can't completely copy/paste a map, if only roads and water sources, between themes is super annoying. That's probably my #1 wish at the moment. I'd thought about going back and converting some of my older ones to the Euro theme, but it's just a ton of work. The worst part is that the only real difference between Boreal and European maps is textures.
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# ? May 25, 2015 03:16 |
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Fish Fry Andy posted:Later changes to a map don't carry over to the workshop, so you need to upload a second version for anyone to see your edits. You can overwrite your map in the workshop and changes carry over. But when you start a game it will instance the current state of the map at that time. So people need to start a new game in order to see the changes.
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# ? May 25, 2015 03:25 |
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Fishbus posted:You can overwrite your map in the workshop and changes carry over. But when you start a game it will instance the current state of the map at that time. So people need to start a new game in order to see the changes. That's weird, when I tried with Cantil Valley I didn't see any update information on the right side.
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# ? May 25, 2015 03:33 |
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Baronjutter posted:There's a mod for that too! That mod does not seem to work for me. I haven't gotten an achievement since a few days after release. Talking about Mod Achievement Enabler Is there a different one that should be used? edit: part of me cares, and part of me realizes I shouldn't care
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# ? May 25, 2015 04:15 |
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Okay well, for those of you who didn't download, or those of you who already started a game: you might want to try a new game on my map! There's now some islands in the starting tile, and lots of undersea geography, to make even the beginning of the game scenic and interesting. The islands make a great place for airports, or put your businesses on them for a little tropical downtown Manhattan, or set up some low density housing and some swank malibu style beach houses. The opposite beach with the volcano also has some underwater geography now. Airplanes fly over the starting islands, and some of the boat routes were tweaked to match the undersea terrain. That's all the changes. link here: http://steamcommunity.com/sharedfiles/filedetails/?id=448425248 Modest Mao fucked around with this message at 09:36 on May 25, 2015 |
# ? May 25, 2015 09:33 |
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Modest Mao posted:Okay well, for those of you who didn't download, or those of you who already started a game: you might want to try a new game on my map! Oh that looks *fantastic*. Nobody puts effort into underwater topography and it makes me so unreasonably happy that you bothered.
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# ? May 25, 2015 10:56 |
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Bold Robot posted:Maybe this is how they balance them since they're really op otherwise. lol is this post for real?
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# ? May 25, 2015 14:10 |
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Are tunnels giving anyone else bad habits? For example, you notice that your traffic isn't moving very well in a location but instead of doing a proper solution you just drag a tunnel instead? Here's my current mess of a city. Just an overview. But it appears I forgot a Fields in a district there. I couldn't fit proper exits easily, so this is the result. Now that I look at it, there's really no point for the northbound onramp to start off going north like that. Ah, the first intersection of the city. You can clearly see what a mess it is with the tunnels that were added in an attempt to alleviate the gridlock. This is just awful and was permanently clogged until I added the second squareabout and the smaller offramps right into the zone. I've no idea what to do when I expand the place. But more tunnels will surely solve it perfectly fine. More tunnels to stop the trucks from blocking everything. Crooked partially subterranean highway cloverleaf. Trying to make it look pretty is hard, when it involves tunnel entrances even more so. Poil fucked around with this message at 16:54 on May 25, 2015 |
# ? May 25, 2015 16:47 |
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Undercity roads is completely a thing though Poil, just take a look at Tromsų in Norway, where the tunnel roads are big enough to have roundabouts. This guy take a drive through it http://www.kiwitz.com/tromso-tunnel. Edit: Take a look at how streets overlap the highway because its underground. https://www.google.ca/maps/place/Visit+Troms%C3%B8/@69.6634259,18.9559867,15z/data=!4m2!3m1!1s0x0:0x2c5a9544a6b9f5f9 WirelessPillow fucked around with this message at 17:18 on May 25, 2015 |
# ? May 25, 2015 17:15 |
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I'm still having a ton of traffic problems. I get to about 40-50k and just give up due to the traffic. It's all cars too, not trucks or vans, it's entirely lazy stupid gently caress driving short distances. Doesn't matter if there's a bus on every street, doesn't matter if there's a grid of subways every few blocks. The fuckers will drive 2 blocks. The lazy pieces of garbage will get in their car, get jammed in traffic until they de-spawn while trying to do a huge long crazy route to get to the building behind their house that has a direct pedestrian path. It feels like there's something off with the traffic AI. I'll have a city with no transit and lots of traffic jams, I'll go nuts making the most over-kill of a transit system and it seems to have no effect on the amount of car traffic. The system will be incredibly well used but the private motoring seems the same. It almost feels like the game produces X amount of cars and Y amount of transit users/pedestrians at set rates and it doesn't matter how you design your systems. I wish we had more actual feedback, like a graph showing the mode-share of trips in the city. I've tried a pure 2-lane grid and got the best results from that, but it's boring. I've tried a larger grid of avenues and large round-abouts, which work ok, but the intersections for the side streets always get jammed and it ends up being worse than just a grid of 2-lanes. My next strategy is just to mod all the population counts down so there's less traffic on the roads. All the traffic in the game seems about 10x too much. I wish there was a "traffic frequency" slider you could adjust. Have people stay in their homes/workplaces longer, shop less often, require fewer deliveries and so on. Plus something to make traffic congestion along their route influence their choice to walk to take transit. Baronjutter fucked around with this message at 17:25 on May 25, 2015 |
# ? May 25, 2015 17:22 |
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Baronjutter posted:I'm still having a ton of traffic problems. I get to about 40-50k and just give up due to the traffic. It's all cars too, not trucks or vans, it's entirely lazy stupid gently caress driving short distances. Doesn't matter if there's a bus on every street, doesn't matter if there's a grid of subways every few blocks. The fuckers will drive 2 blocks. The lazy pieces of garbage will get in their car, get jammed in traffic until they de-spawn while trying to do a huge long crazy route to get to the building behind their house that has a direct pedestrian path. It feels like there's something off with the traffic AI. I'll have a city with no transit and lots of traffic jams, I'll go nuts making the most over-kill of a transit system and it seems to have no effect on the amount of car traffic. The system will be incredibly well used but the private motoring seems the same. It almost feels like the game produces X amount of cars and Y amount of transit users/pedestrians at set rates and it doesn't matter how you design your systems. I wish we had more actual feedback, like a graph showing the mode-share of trips in the city. Post some screenshots of layouts that are giving you trouble. You shouldn't be having traffic so bad that you get despawning vehicles on a regular basis in a city of 40k. That makes it sound to me like you're running into some fundamental problem with network design, zone layout, or both. FWIW, I had good results with adding transit to my main city when I started running into traffic problems. I don't have hard numbers to back it up, but it seemed like congestion due to passenger cars fell pretty dramatically when I set up metro and bus lines.
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# ? May 25, 2015 17:34 |
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In some circumstances you can get by without public transit at all. My European city had zero traffic issues outside of its highways despite being about 40,000 people and all high density.
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# ? May 25, 2015 17:54 |
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Yeah, I'm pretty sure you could expand more or less indefinitely without public transit if you wanted to. It might get tricky but I think even the stock game gives you enough tools to do it.
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# ? May 25, 2015 18:11 |
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Does a fused grid sort of layout actually work in skylines? Like does the AI actually take the time to measure "hey, I could walk 100m to my destination, or drive 1km to my destination" if you give them very direct walking/transit routes but massively detoured driving routes?
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# ? May 25, 2015 18:15 |
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Baronjutter posted:Does a fused grid sort of layout actually work in skylines? Like does the AI actually take the time to measure "hey, I could walk 100m to my destination, or drive 1km to my destination" if you give them very direct walking/transit routes but massively detoured driving routes? Based on people trying to reconfigure their public transportation and walking paths to get less car usage and running into a wall at a certain point, I think the game is mostly looking at availability of alternate paths. Once you hit a certain ubiquity of modes of transportation for a given route they need to take, they all get thrown into a probability bucket so n% on that trip will take the car, x% will take a bus, and z% will walk. Some people just don't want to hang out with the smelly crazy people on the bus or think walking is for peasants and are going to take the car so there's a base load of residential car traffic you will always have, not counting some of the strange workarounds people have done to banish cars from certain parts of the city.
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# ? May 25, 2015 18:32 |
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zedprime posted:There seem to be distance checks, but they seem to be more sanity checks than preference checks because people will take some pretty winding bus and pedestrian paths when they put their mind to it so vice versa likely applies to cars. I've gotten the impression that there is a weighting based on route length (in time, not distance!) when selecting transport mode. That is, providing a pedestrian route that's faster than a vehicle route for a given point A -> point B will increase the odds that the pedestrian mode is selected for that trip. But as far as I know you're right that it's not deterministic - there is some randomness to mode selection and all you can do is nudge it one way or the other. I've also read that there is some randomness in actual path selection. Usually cims take the fastest path available, but sometimes one will choose a non-optimal path. Not sure on how this interacts with mode selection though. FWIW, I am actually using a fused grid design and it's been working pretty well. The worst traffic issues I've had are primarily driven by freight/cargo traffic, not passenger cars. Although adding a subway stop to my (at the time, one and only) university made a big difference too. I can't really tell you how much of that is due to the layout itself, though, i.e. I don't know if a vaguely similar city plan using a more conventional grid or other network type would have been any better or worse off. I'll probably post another update on my city soon, maybe around 100k citizens. It's at about 90k now, having finally jumped across the river.
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# ? May 25, 2015 19:35 |
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I came to the probably obvious realization today that my horrible traffic issues when I get to around 10k people are because I've been trying to keep everything too interconnected. When I started thinking about it as more of a "multiple small towns along a highway" rather than "one giant fuckoff city" suddenly things are going brilliantly. I'm kind of experimenting with different layouts, obviously. (Ignore the slowly-oozing blob of water pollution, the map creator decided to have the currents change minutely right in the middle of the bridge and at this point it's just migrating)
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# ? May 25, 2015 20:13 |
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Does anyone know how to unlock the courthouse? I tried eliminating all commercial and industrial, and deleted all police stations, and that got it up to 50%, but then it started going down.
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# ? May 25, 2015 20:56 |
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pisshead posted:Does anyone know how to unlock the courthouse? I tried eliminating all commercial and industrial, and deleted all police stations, and that got it up to 50%, but then it started going down. Download the Los Santos map off the workshop, load it up, done. That's the only reliable way I've ever gotten it, and I tried everything before doing that. Feel so shame, it's a bullshit unlock.
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# ? May 25, 2015 21:04 |
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# ? May 26, 2024 09:44 |
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Has anyone posted a straightforward and clear guide of dam building in this game? Or building a poop dam?
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# ? May 25, 2015 21:19 |