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How many biggest Jesuses are already in the competition?
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# ? Jul 5, 2015 19:54 |
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# ? May 24, 2024 21:20 |
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Giant Will Wright statute.
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# ? Jul 5, 2015 21:03 |
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Rincewinds posted:You are missing a enormous Jesus on that hill top.
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# ? Jul 5, 2015 21:28 |
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barring that, The Motherland Calls would also be acceptable
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# ? Jul 5, 2015 21:28 |
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Its hard playing this with all the mods I relied on being outdated by the update
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# ? Jul 6, 2015 03:58 |
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Is there an easy way to unsubscribe to all mods?
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# ? Jul 6, 2015 07:52 |
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LumberingTroll posted:Is there an easy way to unsubscribe to all mods? "Added "unsubscribe all" button in the Steam Workshop category in Content Manager"
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# ? Jul 6, 2015 08:14 |
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Thanks, didnt see that one. I have a mod that is causing the game to lock up, not sure which it is.
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# ? Jul 6, 2015 08:33 |
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Avocados posted:Its hard playing this with all the mods I relied on being outdated by the update Everything is fine for me except Traffic++ and I can't be arsed to play without it.
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# ? Jul 6, 2015 11:20 |
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Playing a second city after learning what you can from the first is an experience. In barely more than the starting area (one High School JUST overlaps where the dotted line used to be, and I have 6 incinerators down the southern highway a bit) I have 29,000 cims and rising - over a third of the population I had in my previous, fully-unlocked map. Has anyone tried to see how many cims they can cram just into the starting tile?
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# ? Jul 6, 2015 12:11 |
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Breetai posted:Has anyone tried to see how many cims they can cram just into the starting tile? Yeah (not my city)
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# ? Jul 6, 2015 16:49 |
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Breetai posted:. I've managed to hit 65,000 on just the starting tile.
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# ? Jul 6, 2015 16:53 |
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The UK Terrace Theme makes me happy
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# ? Jul 6, 2015 21:14 |
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Has anyone remade the maps from SC13? I think it'd be funny/interesting to see how they play in Skylines. Though I only really know the map from the demo/beta thing.
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# ? Jul 6, 2015 21:40 |
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I hope that somebody makes a nice "pine with snow" tree at some point. The terrain texture mod with snow just doesn't really click with me when none of the trees have snow on their branches. It just looks weird.
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# ? Jul 7, 2015 04:06 |
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Looks like "March" but I could understand going for a more "January" aesthetic.
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# ? Jul 7, 2015 14:54 |
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zedprime posted:Looks like "May in Minnesota"
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# ? Jul 7, 2015 15:53 |
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My plan was to have the mountainous half of the map be snow covered and the other half look warmer, but I think I'm just going to make the mountain peeks snow capped and call it good.
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# ? Jul 7, 2015 17:12 |
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Anybody have an issue with... either Some Roads, Fine Road Height, or Precision Engineering where you are unable to make smooth bridges? It seems like I'm unable to make a simple road across a river, without said road being built underwater.What gives? Anybody experiencing something similar? It may be recent patch related...Do I need to manually update my mods?
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# ? Jul 7, 2015 17:54 |
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Blimpkin posted:Anybody have an issue with... either Some Roads, Fine Road Height, or Precision Engineering where you are unable to make smooth bridges? It seems like I'm unable to make a simple road across a river, without said road being built underwater.What gives? Anybody experiencing something similar? It may be recent patch related...Do I need to manually update my mods? It's Fine Road Heights, and you can press L to turn it off so you can build bridges, and then again to turn it back on once you're done.
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# ? Jul 7, 2015 21:05 |
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Bogan Krkic posted:It's Fine Road Heights, and you can press L to turn it off so you can build bridges, and then again to turn it back on once you're done. Bogan Krkic posted:It's Fine Road Heights, and you can press L to turn it off so you can build bridges, and then again to turn it back on once you're done. Oh awesome thank you!
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# ? Jul 7, 2015 21:54 |
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I killed so many cims in an attempt to make a poop powered dam. Those who weren't flooded away got fatally ill. The worst part was that so many died there was a noticable drop in poop water (dam energy), so I had to put my coal pants back. I love this game and its brutal reminders of unintended consequences.
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# ? Jul 8, 2015 09:09 |
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Breetai posted:So I had an idea for an arterial highway system: Sorry for naggin', but does anyone have any insight/has used this before and can tell me whether it's a worthwhile idea?
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# ? Jul 8, 2015 09:14 |
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Wouldn't it effectively be just adding more lanes, with more complicated lane change processes? More Lanes isn't normally that big of a problem solver. Best bet is to try it out yourself. The idea is certainly novel.
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# ? Jul 8, 2015 10:42 |
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Edit: I should really read a thread before replying. ---- On a different note, does anyone else have a bit of an issue with going onto Steam Workshop every time they fire up the game and grabbing a few more buildings? I think I'm sitting around 2GB of Cities Skylines mods at this point, the game takes an age to load a map. Also does an SSD offer much in the way of performance gains for this game? I've been holding off on buying one for a long time now, partly because I couldn't really justify it having been kept busy with work for a long time, partly because I've been mostly playing CK2 which wouldn't require it, but I'm assuming with my ballooning mod folder, it might be time to look into it. Finally is there any way to identify which mod a .crp belongs to just from its folder location in Steams workshop content folders? You get some like this: In which the .crp file name doesn't seem to relate to anything I've subbed to. Is there any way if me finding out which mod that belongs to and seeing if I really cant do without it? Tindahbawx fucked around with this message at 12:28 on Jul 8, 2015 |
# ? Jul 8, 2015 12:02 |
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Tindahbawx posted:Finally is there any way to identify which mod a .crp belongs to just from its folder location in Steams workshop content folders? You get some like this: .crp files are in folders named for the workshop ID number for their respective mod. So the .crp in folder 1353426 corresponds to the workshop mod with the ID 1353426. Since workshop URLs are determined by the ID you can simply plug them in and go to their page. http://steamcommunity.com/sharedfiles/filedetails/?id= turn off the TV fucked around with this message at 13:17 on Jul 8, 2015 |
# ? Jul 8, 2015 12:36 |
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Breetai posted:Sorry for naggin', but does anyone have any insight/has used this before and can tell me whether it's a worthwhile idea?
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# ? Jul 8, 2015 14:17 |
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Poil posted:I can't make out if you're using right or left handed traffic. Left-bottom aboveground offramp is facing the wrong way, I just realised. Right-hand drive.
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# ? Jul 8, 2015 14:25 |
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What's the harm in trying? Unless you're trying to simulate the bureaucratic part of city building by petitioning the thread first. Conformationally it sounds like a local/express system which I think work fine in the game in general and has worked for me specifically in frontage road systems which are different but similar to your proposal.
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# ? Jul 8, 2015 14:40 |
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Fish Fry Andy posted:.crp files are in folders named for the workshop ID number for their respective mod. So the .crp in folder 1353426 corresponds to the workshop mod with the ID 1353426. Since workshop URLs are determined by the ID you can simply plug them in and go to their page. Thanks, I'll get rid of some of these more bloaty assets then. On a separate issue, what Traffic mods are considered essential these days? I hear Traffic++ is supposed to help alleviate the "all in one lane" mentality Cims have, but reading their Workshop section it seems its causing large FPS drops? ----- Seems this fella has a long time between updates: Tindahbawx fucked around with this message at 19:48 on Jul 8, 2015 |
# ? Jul 8, 2015 19:09 |
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Traffic ++ is rad as heck and a really powerful tool but has been buggy as heck since it's inception and continues to be, with new and exciting bugs each time they or CO release a new version of anything. I still use it because the features it adds are really good, but if you're not willing to have it gently caress your save game up, I'd steer clear?
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# ? Jul 8, 2015 19:27 |
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Respect my (Port) Authority. Even if it is badly designed. P.S. Mod Makers please don't make more pieces for harbours or air ports or dear god sea walls or something or I'm never going to be able to quit this game.
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# ? Jul 8, 2015 21:54 |
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Don't know why, but this aerial photo of LA reminds me a lot of Skylines: http://abcnews.go.com/US/photos/america--29226606/image-aerial-photographer-turns-landscapes-art-29226786
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# ? Jul 8, 2015 22:00 |
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I bought this game on the Steam Summer Sale and regretted it enough to get a refund. I guess I don't like city builder/simulators anymore. Edit: Mandalay posted:Don't know why, but this aerial photo of LA reminds me a lot of Skylines: http://abcnews.go.com/US/photos/america--29226606/image-aerial-photographer-turns-landscapes-art-29226786 That's pretty cool. I like the spiral in the center park thing. Because everyone likes spirals.
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# ? Jul 8, 2015 22:00 |
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Bogan Krkic posted:Traffic ++ is rad as heck and a really powerful tool but has been buggy as heck since it's inception and continues to be, with new and exciting bugs each time they or CO release a new version of anything. I still use it because the features it adds are really good, but if you're not willing to have it gently caress your save game up, I'd steer clear? Traffic++ is good and not buggy now, so you should get it. The latest update pretty much broke everything. It's fixed for the latest update now but Traffic Manager (a recommended companion mod by a different author) hasn't been updated yet.
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# ? Jul 8, 2015 22:04 |
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Subyng posted:Traffic++ is good and not buggy now, so you should get it. The latest update pretty much broke everything. It's fixed for the latest update now but Traffic Manager (a recommended companion mod by a different author) hasn't been updated yet. It's still incredibly performance intensive, though.
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# ? Jul 8, 2015 22:12 |
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psivamp posted:That's pretty cool. I like the spiral in the center park thing. Because everyone likes spirals.
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# ? Jul 8, 2015 22:21 |
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Westminster System posted:P.S. Mod Makers please don't make more pieces for harbours or air ports or dear god sea walls or something or I'm never going to be able to quit this game. I've got bad news... http://steamcommunity.com/sharedfiles/filedetails/?id=425073656
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# ? Jul 8, 2015 23:28 |
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Anybody have any idea what's causing this?
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# ? Jul 9, 2015 04:53 |
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# ? May 24, 2024 21:20 |
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mr sad posted:Anybody have any idea what's causing this? Last time something like that happened to me, I was playing Euro Truck Simulator 2. It was a combination using a mod and running the game in OpenGL mode. So my question to you is, are you running this on Windows, and are you running any mods?
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# ? Jul 9, 2015 05:09 |