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Poil posted:They could go for always online. Luckily Cities: Skylines has future tech that lets you save your games manually. Fargin Icehole fucked around with this message at 02:13 on Jul 3, 2015 |
# ? Jul 3, 2015 01:47 |
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# ? May 24, 2024 03:00 |
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Poil posted:They could go for always online.
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# ? Jul 3, 2015 05:47 |
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In case people are interested, there's a competition to create an asset for the game. The prizes are ~~** Gamer Gear ** ~~ , but prizes nonetheless and worth a pretty penny. The theme is "worlds largest X" statues. Link: Competition Details
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# ? Jul 3, 2015 08:50 |
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Fishbus posted:The theme is "worlds largest X" statues. drat...
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# ? Jul 3, 2015 08:59 |
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I have a sneaking suspicion that making a decent quality chirper statue would have a fair chance.
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# ? Jul 3, 2015 09:52 |
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Here's another buildingmaker to watch. Only a few so far, but nice well-designed building growables, keeps the file size under control.
MikeJF fucked around with this message at 19:15 on Jul 3, 2015 |
# ? Jul 3, 2015 19:12 |
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Poil posted:They could go for always online. Cities: Skylines, Patch 1.07c posted:"Disasters are now available! Download Origin for the full effect." 1.07c was the April 1st "patch"
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# ? Jul 3, 2015 19:17 |
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"Model must be under 4,000 tris, LOD under 200 " But no limits on file size. Just as planned! 500MB HD Statue of David here I come!
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# ? Jul 3, 2015 19:29 |
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Bel Monte posted:"Model must be under 4,000 tris, LOD under 200 " number of tris directly relates to the size of the file. You cant get HD anything at 4k tris or less.
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# ? Jul 3, 2015 21:22 |
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Not even with ridiculous textures?
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# ? Jul 3, 2015 21:40 |
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Fishbus posted:In case people are interested, there's a competition to create an asset for the game. The prizes are ~~** Gamer Gear ** ~~ , but prizes nonetheless and worth a pretty penny. The theme is "worlds largest X" statues. I think this was an episode of Corner Gas, when they were trying to build the World's Biggest Hoe.
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# ? Jul 3, 2015 23:28 |
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Any tips of managing cemetaries/crematoriums so that there isn't a constant amount of dead corpses in every building because the cemetaries seem to fill up instantly and I don't want to have to constantly build more?
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# ? Jul 4, 2015 10:14 |
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Cacator posted:Any tips of managing cemetaries/crematoriums so that there isn't a constant amount of dead corpses in every building because the cemetaries seem to fill up instantly and I don't want to have to constantly build more? Build 1-2 crematoriums per major population centre. A ratio of about 1 crematorium per 3,750 pop seems to work.
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# ? Jul 4, 2015 12:05 |
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LumberingTroll posted:number of tris directly relates to the size of the file. You cant get HD anything at 4k tris or less. number of tris doesn't correlate as much as a texture unless you go really (and inefficiently) crazy. They should have enforced a 2k x 2k max texture just to be safe. Any competent artist should know this. But then I didn't know about city builder asset modders.
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# ? Jul 4, 2015 16:58 |
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Fishbus posted:number of tris doesn't correlate as much as a texture unless you go really (and inefficiently) crazy. They should have enforced a 2k x 2k max texture just to be safe. Any competent artist should know this. But then I didn't know about city builder asset modders. I think 2k x 2k, or even 1k x 1k, is recommended on their modding wiki, but there are people who are retarded and manage to have 20mb buildings within that.
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# ? Jul 4, 2015 17:40 |
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It is also useful to note that an asset, with literally nothing has 5mb of overhead.
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# ? Jul 4, 2015 17:42 |
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Breetai posted:Build 1-2 crematoriums per major population centre. A ratio of about 1 crematorium per 3,750 pop seems to work. Crematoriums don't have hearses though, do they? My crematoriums are nowhere near capacity so I thought it was a transportation issue.
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# ? Jul 4, 2015 17:48 |
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Cacator posted:Crematoriums don't have hearses though, do they? My crematoriums are nowhere near capacity so I thought it was a transportation issue. They have their own hearses. Crematoriums can knock out something insane, like one corpse a second. I don't think it's possible for them to be running over capacity, even when you increase their funding so they have the maximum number of hearses.
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# ? Jul 4, 2015 17:50 |
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Are there any large growables? is 4x4 the max or are there 6x6 and 8x8?
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# ? Jul 4, 2015 18:02 |
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Question on landfills/incinerators. Do landfills actually send their inventory to be burned? I have a bunch of incinerators and yet my landfills don't decrease in amount filled.
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# ? Jul 4, 2015 22:05 |
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You have to tell the landfill to empty itself, at which point it stops working until you tell it to start working again.
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# ? Jul 4, 2015 22:10 |
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double nine posted:Question on landfills/incinerators. Do landfills actually send their inventory to be burned? I have a bunch of incinerators and yet my landfills don't decrease in amount filled.
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# ? Jul 4, 2015 22:11 |
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Blimpkin posted:Are there any large growables? is 4x4 the max or are there 6x6 and 8x8? I would be interested in some 4x8 growables. Most of my city blocks end up being 8*n blocks in size
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# ? Jul 4, 2015 23:32 |
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Hmm, good stuff, lets just clean this up and leave well enough alo-.. Urbanisation ruins all things.
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# ? Jul 5, 2015 00:28 |
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Westminster System posted:
I can still see some green. Man, I have not been a fan of what tunnels let you get away with, right until I realised the only way to save my city from some major surgery was to drop the Morlock Expressway underneath the entirety of the downtown. When I saw how drastically it fixed things I kept giggling to myself. I feel like I'm playing Dwarf Fortress.
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# ? Jul 5, 2015 01:34 |
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Cacator posted:Any tips of managing cemetaries/crematoriums so that there isn't a constant amount of dead corpses in every building because the cemetaries seem to fill up instantly and I don't want to have to constantly build more? This was a super-weird page to start reading this thread on.
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# ? Jul 5, 2015 01:54 |
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Which zones get you skyscrapers anyway? I'm guessing high level offices?
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# ? Jul 5, 2015 01:55 |
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lurksion posted:Which zones get you skyscrapers anyway? I'm guessing high level offices? High level high-density stuff in general - so dense residential and commercial, too.
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# ? Jul 5, 2015 01:58 |
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Westminster System posted:
This image is really loving with me, it looks like the buildings on the hill are further away.
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# ? Jul 5, 2015 03:29 |
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At first I thought It's probably cause the area pushing out into the "lake" on the right is actually below the mountain, but then I realised what you meant and now and you have broken my poor mind.
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# ? Jul 5, 2015 03:44 |
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So I had an idea for an arterial highway system: Twin highways running in parallel. All traffic ON to the highway system goes to the underground highway, whereas all coming OFF comes from the above ground. Cars can transition from the underground to the above ground, and will hopefully only do so when their turnoff is coming up next. Shown is an example of a linkage to a hypothetical R/C/I zone to the right. I know the offramps are sharp and ugly, I just wanted to do a quick mockup. The highway directions may be a bit wonky too, but you get the gist. Hopeful result? Minimised congestion due to offramp turning. Whadda y'all think? Breetai fucked around with this message at 03:54 on Jul 5, 2015 |
# ? Jul 5, 2015 03:52 |
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Freudian posted:High level high-density stuff in general - so dense residential and commercial, too.
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# ? Jul 5, 2015 04:56 |
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Level 3, typically, and a big enough footprint available. They are rarer in European Theme as well, as many of the level 3 choices are European themed wall-to-wall copies of level 1/2, unless you have tons of growables.
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# ? Jul 5, 2015 05:08 |
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Westminster System posted:Level 3, typically, and a big enough footprint available. They are rarer in European Theme as well, as many of the level 3 choices are European themed wall-to-wall copies of level 1/2, unless you have tons of growables.
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# ? Jul 5, 2015 05:25 |
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This was the skylines' engine's solution to "click on cargo rail terminal, drag rail down to underground rail tunnel" First experiments with regional arterial "surface streets" put underground. I think the general idea (ignore the top-right most area, before I had the funds to properly build out) is to build a 100x100 unit square, then take those six lane roundabouts and sink them to the lowest level and connect them at the corners of the 100x100 grids, and then add external and internal connections to the grid up to the surface level. Cargo and passenger rail generally at 1 above bedrock, and pedestrian tunnels at first underground level below the surface.
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# ? Jul 5, 2015 06:04 |
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zedprime posted:There's an "Empty Facility" toggle on landfills you can hit. This completely turns off collection for that land fill so there's no way to have a non-micromanaged hybrid system in the base game, its sort of assuming you shift entirely to incinerators when they unlock and delete or mothball your old landfills after they are manually emptied. Of course there's a mod for this that automatically empties your landfills/cemeteries when they hit 90% capacity or whatever, then they'll go back to collecting trash/bodies once they empty.
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# ? Jul 5, 2015 12:55 |
So whats gone on since I last played this game?
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# ? Jul 5, 2015 13:59 |
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Underground pedestrian tunnels! It's morlockville!
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# ? Jul 5, 2015 14:20 |
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Here's hoping for a transport management system like in Cities in Motion 2. Those trains queuing at one train station while none head to distance stations full of waiting passengers...!
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# ? Jul 5, 2015 14:52 |
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# ? May 24, 2024 03:00 |
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Westminster System posted:
You are missing a enormous Jesus on that hill top.
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# ? Jul 5, 2015 19:52 |