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Anyone having issues with some buildings not lighting up at night? I think it's mainly office buildings, default and custom, that won't turn on.
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# ? Sep 27, 2015 06:25 |
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# ? May 23, 2024 11:50 |
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zedprime posted:It's going to turn to hell on earth in the game too if it ever sees more than a modicum of traffic. That's an encapsulation of the major highway weaving sins you can pull in this game: too frequent of interchanges, and alternating sides of ramps. The perfectly engineered parking lot for intermediate amounts of traffic. Surprisingly not. This: Is comprised entirely of high-density stuff, and has another one just like it down the road and there's no problems. It's got res, com and ind, and not all people who work there live within the grid.
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# ? Sep 27, 2015 06:48 |
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Is there anything special you have to do to replace the default trains? Or does it randomly pick between different trains? I just saw my first passenger train but it was the stock one, not my download.
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# ? Sep 27, 2015 07:04 |
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Grand Fromage posted:Is there anything special you have to do to replace the default trains? Or does it randomly pick between different trains? I just saw my first passenger train but it was the stock one, not my download. It's random if you've got train assets.
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# ? Sep 27, 2015 07:28 |
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Breetai posted:Surprisingly not. This: This has been my experience as well. I don’t doubt that each ramp can handle fewer vehicles before backing up hopelessly, but because there are so many ramps it works out. And because cims can take the highway directly to the row they need, turning volumes are low on surface street intersections. I wouldn’t build a highway like this right next to a cargo terminal, but it works well in the central business district.
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# ? Sep 27, 2015 07:31 |
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Grand Fromage posted:I hadn't disabled all the assets, just did and now it loaded. This is going to be loads of fun to try to isolate. I recommend just full sale eliminating every asset building, as there is a chance your favorite artist may never update it for after dark. Then start over. It's really lovely, but it provides a clean break that would keep things working. As for mods, stick to ones unlikely to break anything. Traffic++ will break anything if it's not up to date for example. For downloading new buildings, stick to less than 10mb (only go over on huge buildings you just gotta have). Anything over isn't worth it without a speedy computer, as it's likely giant textures. Adjust from there for smaller buildings. A shack has no reason to be 8mb. I haven't figured the idea max for vehicles though. Most seem to be 5mb, but I really doubt the default cars are anything like that. Doing this will ensure your game doesn't grind to a halt due to custom content at least.
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# ? Sep 27, 2015 07:42 |
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Grand Fromage posted:Is there anything special you have to do to replace the default trains? Or does it randomly pick between different trains? I just saw my first passenger train but it was the stock one, not my download. Advanced Vehicle Options (http://steamcommunity.com/sharedfiles/filedetails/?id=442167376&searchtext=advanced+vehicle) allows you to pick and choose what vehicle assets in each category are allowed to spawn.
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# ? Sep 27, 2015 07:43 |
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I wish tourism didn't override density. Nothing like having 30 story hotels spring up in my previously cool looking beach district.
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# ? Sep 27, 2015 07:56 |
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Jintor posted:I wish tourism didn't override density. Nothing like having 30 story hotels spring up in my previously cool looking beach district. If you put the buildings on a beach you'll actually get a second tourist subset as I said. You'll still get plenty of mondo hotels but you'll get some rather nice beach-side bars and such. You'll just have to bring out the bulldozer to smash it over and over again until everything works.
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# ? Sep 27, 2015 08:00 |
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Just wanted to share some screenshots. The afterdark expansion is neat and I am awful at this game.
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# ? Sep 27, 2015 08:36 |
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What kind of visual cues do you use to know it's time to start building additional highway to soak up the regional traffic? What's the maximum number of squares you have between highways? I think mine is way over 500 squares and traffic just crawls getting in and out of the city. Also, I'm really jealous of your natural looking cities. I have a really bad habit of just building huge giant sprawling 10x20 and 10x30 grid cities as far as the eye can see. I think I picked this up originally in the original sim city where there wasn't much penalty for traffic. How are you setting up your cities so they look so natural?
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# ? Sep 27, 2015 08:43 |
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I havn't played this game for a while but wanted to pick it up again now that After Dark is out. I had a lot of problems with slowdowns when I played it last and I think as someone mentioned that the size of some random house mod textures are probably to blame. Is there any way to check that, without going into single folder to check them out manually? Improved Asset Interface doesn't seem to have any sort by size option, and the Steam Workshop doesn't even have a search function for your own items. Right now loading times for brand new is like five minutes and my old saves wont load at all (but that is probably because I lost the map at some point.) Or do I really have to unsubscribe to everything and only get the essentials? I am addicted to mods, I'm not sure I could. Does the game just not work with a thousand variations of extra houses?
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# ? Sep 27, 2015 09:24 |
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Bel Monte posted:I recommend just full sale eliminating every asset building, as there is a chance your favorite artist may never update it for after dark. Then start over. It's really lovely, but it provides a clean break that would keep things working. As for mods, stick to ones unlikely to break anything. Traffic++ will break anything if it's not up to date for example. Yeah, I did this after installing AD. I just nuked every mod and started from scratch. Haven't had a single technical issue. I play KSP so I'm used to having to do this when a big version drops.
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# ? Sep 27, 2015 09:30 |
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I haven't played in a while either. The night cycle is great and tunnels are awesome. I'm building tunnels all over the place as bypasses, nice to do that without using space on elevated roads.
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# ? Sep 27, 2015 09:42 |
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So I know if you're on a Boreal map you can force European district specialisation, but if you're on a European map can you do the reverse and force district Boreal specialisation? (Or tropican...... or whatever)
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# ? Sep 27, 2015 10:36 |
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One of my minor wishlists for this game is that they'd make Unique Bulding categories that aren't just I-V for people to put their modded unique buildings into.
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# ? Sep 27, 2015 10:42 |
Has anyone figured out home much that pedestrian walkways/bikes reduces road traffic? Does everyone "in range" use these options if available? How far will people travel using them? I never really took much advantage of these or mass transit (to my own detriment) last time I played and I'm going to start a new city today when I pick up the expansion.
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# ? Sep 27, 2015 14:10 |
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For the love of eardrums everywhere does anyone know of a working mod that shuts those loving ambulance sirens up?
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# ? Sep 27, 2015 14:12 |
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Breetai posted:Surprisingly not. This:
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# ? Sep 27, 2015 14:30 |
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Hadlock posted:How are you setting up your cities so they look so natural? Theres 2 easy ways. The simplest is to make grids that are "random" (Like 4x4 but then 6x4 and 8x3 or whatever bizzare combination you want) inside of your main thoroughfares, and also to trade in 4 way junctions for T-Junctions. It adds a bit of variety but is still, obviously, just grids. We then come to the big secret - free form road option. Just build curves, go crazy, build weird as heck semi circles inside of your grids, and on the edge of cities build little semi circles and be liberal with little curved offroads and stuff and plop low density on em if it doesn't feel right to go tall or wall-to wall, like a typical european suburb. Don't be afraid to curve your main roads where it suits, and build around with MOAR CURVES. Essentially, curves. Use the ped path tool for gaps you want to turn into parkland and fill any unsightly, non-hellscape metropolis gaps with trees. Really, trees. Trees everywhere, they hide all problems.
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# ? Sep 27, 2015 14:54 |
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What's the maximum that everyone tends to get their cities before performance starts being an issue? I'm not sure if it's After Dark/mod incompatability, or if I've just reached the point that wasn't allowed for by the game (I've used a mod to unlock all tiles) but I've got 150,000 cims at the moment and there's no discernable difference between 1x and 3x speed anymore.
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# ? Sep 27, 2015 15:36 |
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Breetai posted:What's the maximum that everyone tends to get their cities before performance starts being an issue? I'm not sure if it's After Dark/mod incompatability, or if I've just reached the point that wasn't allowed for by the game (I've used a mod to unlock all tiles) but I've got 150,000 cims at the moment and there's no discernable difference between 1x and 3x speed anymore. 150,000 feels like the max, after that I have huge problems getting the city to grow anymore everything just sorta stops happening.
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# ? Sep 27, 2015 16:48 |
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Breetai posted:What's the maximum that everyone tends to get their cities before performance starts being an issue? I'm not sure if it's After Dark/mod incompatability, or if I've just reached the point that wasn't allowed for by the game (I've used a mod to unlock all tiles) but I've got 150,000 cims at the moment and there's no discernable difference between 1x and 3x speed anymore.
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# ? Sep 27, 2015 16:53 |
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This game is so gosh dang pretty, guys. Also, how do the piers work? I plopped some on a beach and they whinged about not having access, so I drew some paths to them and they still complained about not having a connection. Do I have to free-form draw roads touching them, or what?
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# ? Sep 27, 2015 17:48 |
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Roads need to be close, varies on certain structures, they can survive on one or two cells distance from a road, usually. Mileage can vary.
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# ? Sep 27, 2015 17:59 |
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Yeah, piers want a road close to work, which messes up the shore and turns it into an even uglier mess.
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# ? Sep 27, 2015 18:00 |
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Poil posted:For the love of eardrums everywhere does anyone know of a working mod that shuts those loving ambulance sirens up? I actually stumbled across a mod couple days ago that lets you replace the sirens with whatever you want. V10 sirens is on the workshop (I'd link it but I'm phone posting)
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# ? Sep 27, 2015 18:05 |
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You should really be allowed to build parks next to pedestrian paths and generally build stuff without having road access, especially train stations. I hate placing a train station next to a road only to find that the slight incline of the now flattened terrain makes it nearly impossible to connect the rails in a sensible way. I suppose that could also be fixed by buildings not needlessly leveling terrain.
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# ? Sep 27, 2015 18:24 |
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Decrepus posted:Has anyone figured out home much that pedestrian walkways/bikes reduces road traffic? Does everyone "in range" use these options if available? How far will people travel using them? I never really took much advantage of these or mass transit (to my own detriment) last time I played and I'm going to start a new city today when I pick up the expansion. They do help, quite a lot actually. You'd be surprised how long distances the cims are willing to walk if given good routes. Not really sure yet how big of an impact bike lanes have as my first AD city isn't that big yet, but at least they get used. Also, finally got time to properly sit down and try out this After Dark thing. Nights indeed are pretty. But goddamn, the sunrises are quite something.
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# ? Sep 27, 2015 18:28 |
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So how exactly do bikes work? Do I just check the encourage biking box in policies and call it a day? What is the actual impact of banning sidewalk biking? Also, is there a definitive guide to designing bus routes (best distances between stops, loops vs. double sided routes, etc)? I guess I could ask the same for metro and rail. No one seems to give a poo poo about my two rail stations. My metros see pretty decent use (I think? How would I know?), but I have no idea if my stops are efficiently placed since there is no feedback in the game for those kinds of things. Also, how do I best use the new bus station? Is it better than the old way of doing routes? If so, how?
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# ? Sep 27, 2015 18:34 |
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ToastyPotato posted:Also, is there a definitive guide to designing bus routes (best distances between stops, loops vs. double sided routes, etc)? I guess I could ask the same for metro and rail. No one seems to give a poo poo about my two rail stations. My metros see pretty decent use (I think? How would I know?), but I have no idea if my stops are efficiently placed since there is no feedback in the game for those kinds of things. Also, how do I best use the new bus station? Is it better than the old way of doing routes? If so, how? You can at least see how many people used the stop in the last week. That's somewhat helpful in telling if the stop is being used or not. You can also see a breakdown of transport expenses; if you're spending way more on buses than you're getting back in fares your network is probably not efficient (although I'm pretty bad at that and my transport costs are usually in the red, not even counting the upkeep on the cargo train stations). The way I'm using the new bus station is as a hub for my routes. Whether it's better or not just depends on how you set up routes; a lot of people were using custom assets to have little bus depots to use as a hub and the new bus station is basically just that but integrated into the game a little better. If you don't use a hub/spoke system for bus routes I imagine it wouldn't do much for you. As to whether hub/spoke is better than a bunch of point to point routes I have no idea. Probably depends on the size of your network. http://www.sciencedirect.com/science/article/pii/S1877042813045692 posted:For a large city bus transit service, a point to point route network, attempting to connect each node to every other node results in large number of routes in the network which makes it practically very complex to understand and operate the services. To overcome these limitations a different transit network design approach is required. A combination of traditional destination oriented routes along with direction oriented routes, which is called as Hub and Spoke network could be better for operating bus transit in large network. Moridin920 fucked around with this message at 18:54 on Sep 27, 2015 |
# ? Sep 27, 2015 18:50 |
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ToastyPotato posted:What is the actual impact of banning sidewalk biking? If you ban sidewalk biking in a district, bikes can only use roads that have dedicated bike lanes. ToastyPotato posted:Also, is there a definitive guide to designing bus routes (best distances between stops, loops vs. double sided routes, etc)? I guess I could ask the same for metro and rail. No one seems to give a poo poo about my two rail stations. My metros see pretty decent use (I think? How would I know?), but I have no idea if my stops are efficiently placed since there is no feedback in the game for those kinds of things. Also, how do I best use the new bus station? Is it better than the old way of doing routes? If so, how? Mass transit routes are only really effective if your city is set up for them. Try to concentrate all your city's jobs in a central location, then run your buses up large streets into the downtown area. Make sure they overlap or utilise the new bus terminal (or both) so that your cims can make easy connections. I usually place my stops on every other block. With this system I get 1838 riders/week with just buses in a city of 18k.
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# ? Sep 27, 2015 18:55 |
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I live in a city with a comprehensive public transport system and I use it on my commute so I always take inspiration from it. There's north-south and east-west commuter rail lines that connect the centre of the city to the suburbs and the rest of the country. One of the north-south axis train lines makes a U shape at the airport, which sits between the major rail lines. There are also several hub points clustered around the rail lines where the majority of bus lines originate or terminate, but there are also supplementary bus routes that do not operate to or from the hubs to cover less inhabited areas. There's also bus lines to supplement east-west travel where there are no rail lines. In CS, rail (overground) for longer distances between regions, bus hubs at rail stations to distribute people within a region. Several lines for very popular route destinations like tourist traps and schools. Metro for very densely populated areas.
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# ? Sep 27, 2015 18:59 |
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Deutsch Nozzle posted:If you ban sidewalk biking in a district, bikes can only use roads that have dedicated bike lanes. Really? I get this is an abstraction for a video game, but why are bikes on the sidewalk in the first place and not on the road with the other vehicles? It's even weirder that where CO is from it's illegal to ride on the sidewalk and you must be on the road if there's no dedicated bike lane. I haven't tried the dlc yet but it's gonna annoy me to no end to have cyclists on the sidewalk on roads that don't really need bike lanes and it would be weird to ban them all together. Though to be fair for me the most fun in the game is building complex and unrealistic highway systems.
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# ? Sep 27, 2015 21:53 |
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free-standing parks that don't require a road would be the greatest gift this world has ever received
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# ? Sep 27, 2015 22:02 |
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Just throw up a square of road, place the park next to it, add a single panel solar panel, doze the road, profit http://steamcommunity.com/sharedfiles/filedetails/?id=429575420
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# ? Sep 27, 2015 22:10 |
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Havana Affair posted:Really? I get this is an abstraction for a video game, but why are bikes on the sidewalk in the first place and not on the road with the other vehicles? It's even weirder that where CO is from it's illegal to ride on the sidewalk and you must be on the road if there's no dedicated bike lane. I haven't tried the dlc yet but it's gonna annoy me to no end to have cyclists on the sidewalk on roads that don't really need bike lanes and it would be weird to ban them all together. Though to be fair for me the most fun in the game is building complex and unrealistic highway systems. It's weird too because in most places that ban cycling on sidewalks, people do it anyways. For the longest time I had no idea cycling on the sidewalk was illegal in Denver, since I'd seen so many people doing it.
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# ? Sep 27, 2015 22:10 |
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Precision engineering is now my favorite mod. Just gotta rethink the rail a bit and actually add the missing city there.
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# ? Sep 27, 2015 22:16 |
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I'm still bad at this game, but drat nighttime is beautiful.
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# ? Sep 27, 2015 22:19 |
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# ? May 23, 2024 11:50 |
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Friction posted:Precision engineering is now my favorite mod.
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# ? Sep 27, 2015 22:23 |