Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
turn off the TV
Aug 4, 2010

moderately annoying

Apoplexy posted:

If you want screenshots that look like those above, at night with the awesome streetlights all lit up and emphasizing your traffic grid, get After Dark. It's really worth it just for that graphical enhancement alone.

The day/night cycle is free. AD just makes changes and additions to the simulation.

Adbot
ADBOT LOVES YOU

Inglonias
Mar 7, 2013

I WILL PUT THIS FLAG ON FREAKING EVERYTHING BECAUSE IT IS SYMBOLIC AS HELL SOMEHOW

Apoplexy posted:

If you want screenshots that look like those above, at night with the awesome streetlights all lit up and emphasizing your traffic grid, get After Dark. It's really worth it just for that graphical enhancement alone.

You get the day/night cycle without After Dark.

Get the base game, if you like. It's on sale right now.

The DLC, being brand new, is not on sale right now. Decide if you like the base game enough to put down $15 for After Dark.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

redreader posted:

I don't really care about taking screenshots at all. Like I've never taken a screenshot in a game before. Is it worth 5bux anyway?

Well, it turns out that it's still pretty to see even if you're not taking screenshots...

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Instead of ruining my current city with excessive amounts of commercial spec. areas, I just went back to one of my first large cities to rezone everything and unlock the new unique buildings. It turns out that my first city was really badly built, but it still looks very city:ish at night. :v:

kefkafloyd
Jun 8, 2006

What really knocked me out
Was her cheap sunglasses
I've completely redone my map of Springfield, Massachusetts. Now with complete accuracy in terms of highways, interchanges, railways, etc. The original one was the first map I did, and it wasn't quite up to snuff in terms of realism. Now it is far more accurate, with complete interchanges and accurate river geography.

https://steamcommunity.com/sharedfiles/filedetails/?id=529360359

Fish Fry Andy posted:

https://steamcommunity.com/sharedfiles/filedetails/?id=478820060

Good news, for all of you, is that there are mods that add roads to the game.

Yes, I know, but I would like them to be a base part of the game to integrate into the maps I make. I can't assume people will have mods.

gman14msu
Mar 10, 2009

kefkafloyd posted:

Now that I've finished Metal Gear (and After Dark is out), I've gotten back into the game and started making maps again.

I'm shocked that none of the map creation tools have been updated/improved since March. BetterImageOverlay hasn't been updated (or replaced). Generating an overlay image is far more painful than it has to be.

I humbly make a request/suggestion for Fall River. Interesting elevation and water features.

kefkafloyd
Jun 8, 2006

What really knocked me out
Was her cheap sunglasses

gman14msu posted:

I humbly make a request/suggestion for Fall River. Interesting elevation and water features.

I'll put it on the list. I haven't done the South Shore, Buzzard's Bay or Rhode Island area at all. I'm also thinking of doing Providence and Portland, Maine.

I kind of put mapping on the shelf when I was trying to do New Haven. Between the shoddiness of the map tools for creating overlays and the fact I couldn't fit a decent playable area into 25 tiles, I put it away for other games until After Dark came out.

Stubear St. Pierre
Feb 22, 2006


Thanks for this, definitely worth having

turn off the TV
Aug 4, 2010

moderately annoying



http://steamcommunity.com/sharedfiles/filedetails/?id=529436082

I actually made a map which I am happy with.

BBJoey
Oct 31, 2012

Are there any mods/asset collections that have better, more fitting low-density hotels? It's kinda silly that my fairly small, all low-density town has a few giant hotels breaking the skyline because I designated a district a tourism area.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Do they even do that on a high-rise ban? Wait, is high-rise ban even a law thingie? I can't remember.


Wow, looks nice. Might build my next city on this, once I am satisfied with rebuilding my mod collection. :v:

BBJoey
Oct 31, 2012

Galaga Galaxian posted:

Do they even do that on a high-rise ban? Wait, is high-rise ban even a law thingie? I can't remember.

I haven't even unlocked high-rise ban yet :v:

Platystemon
Feb 13, 2012

BREADS

Galaga Galaxian posted:

Do they even do that on a high-rise ban? Wait, is high-rise ban even a law thingie? I can't remember.

I think that specialised commerce/industry is explicitly immune from that.

Fabulousity
Dec 29, 2008

Number One I order you to take a number two.


Mississippi river delta meets Mordor. I dig it.

Hadlock
Nov 9, 2004


This seems to create traffic havok in my cities, by creating a steady stream of totally wrecked intersections due to a steady stream of trash trucks between garbage pits, which are typically on opposite sides of the city, and usually located in industrial areas.

Fabulousity
Dec 29, 2008

Number One I order you to take a number two.

More freeway spaghetti.

To the airport, using as many left side exit ramps as possible!


A stupidly compact 4 way interchange.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


What are these assets people are using to create custom airports?

Koesj
Aug 3, 2003
Airport roads is a mod which fully replicates basegame plane behavior on the ground, enabling you to make really big airports. You'll need one-way arrows mod as well (linked on the airport roads page) since drawing taxi-/runways produces their 'standard' C:S version - without any one-way markers present.

All airport road types are inherently one-way, it's how the basegame ones work as well, and those road drawing tools were apparently already present in-game though unavailable for the end user.

e: In any case, I think the problem is that a lot of those modders are non-native language writers and generally don't know how to express themselves. Also the modders that do coding are often quite insular, though even with people who just do buildings/intersections I sometimes have a hard time trying to communicate with them :(

e2: gently caress you awful.app

Also here's what airports can look like if you draw the taxiways and runways:



Koesj fucked around with this message at 12:05 on Oct 4, 2015

Strategic Tea
Sep 1, 2012

Galaga Galaxian posted:

What are these assets people are using to create custom airports?

Seconding this - I wish workshop people would be better about adding actual descriptions to their mods. Yeah, I get that there are no compatibility problems, but what does it do? Do planes taxi on it? Is it cosmetic?

Friction
Aug 15, 2001


Really liking this one.

Croccers
Jun 15, 2012
Where's my rollercoaster airport? :colbert:

The Deadly Hume
May 26, 2004

Let's get a little crazy. Let's have some fun.
Yeah, now I've got my head around Precision Engineering, I'm trying to make better designed interchanges with complicated criteria that are functional but still look good. They still turn out a bit wonky at times but I'm getting better at it.

oddium
Feb 21, 2006

end of the 4.5 tatami age

kefkafloyd posted:

I kind of put mapping on the shelf when I was trying to do New Haven. Between the shoddiness of the map tools for creating overlays and the fact I couldn't fit a decent playable area into 25 tiles, I put it away for other games until After Dark came out.

oh man i used to live right below west rock and this would make my day

Koesj
Aug 3, 2003

The Deadly Hume posted:

Yeah, now I've got my head around Precision Engineering, I'm trying to make better designed interchanges with complicated criteria that are functional but still look good. They still turn out a bit wonky at times but I'm getting better at it.

You might want to look into nopillars for added flexibility, and especially fine road heights so you can get way better inclination changes. Also, depending on how spergy you want to be in building your interchanges, I wrote a guide on how to do semi-realistic ones. It needs touching up, but urgh, writing!

kefkafloyd
Jun 8, 2006

What really knocked me out
Was her cheap sunglasses

oddium posted:

oh man i used to live right below west rock and this would make my day

Here's what I think the best compromise is for a 25-tile area.



I don't like how the coastline of East Haven is out of the playable area, because aesthetically it'll look ugly when that town is built out. But moving the area downwards excludes a lot of what is actually New Haven.

Obviously this can be worked around with the 81 tiles mods but last I checked those were fairly buggy and I'd rather not people need to rely on that kind of thing to have a playable and authentic map.

Solemn Sloth
Jul 11, 2015

Baby you can shout at me,
But you can't need my eyes.
Game is way more fun when I finally let myself stop worrying about inefficient use of spaces due to angled intersections and curved roads.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

Solemn Sloth posted:

Game is way more fun when I finally let myself stop worrying about inefficient use of spaces due to angled intersections and curved roads.

You will reach enlightenment when you come to regard buildings as a waste of space that could be used for pretty :spergin: roads

A CRAB IRL
May 6, 2009

If you're looking for me, you better check under the sea

Efficiency is not the goal. Prettiness is.

Fishbus
Aug 30, 2006


"Stuck in an RPG Pro-Tour"

Hadlock posted:

This seems to create traffic havok in my cities, by creating a steady stream of totally wrecked intersections due to a steady stream of trash trucks between garbage pits, which are typically on opposite sides of the city, and usually located in industrial areas.

Is this just after downloading it and loading a large city? That would make sense since it would be working overtime to sort out everything.

I've been using it for months and months, and it works for me without issue.

Horace Kinch
Aug 15, 2007




:psyduck:


I picked this up since it was on sale. I am absolutely garbage at being a mayor. After a certain point my town just keeps hemorrhaging money, maybe I'm expanding too fast? How do I make the big bucks? I raised taxes and nobody liked that, my electricity consumption is through the roof and I'm not sure if it's better to raise their budget or to just keep putting up more windmills.

Tippis
Mar 21, 2008

It's yet another day in the wasteland.

Solemn Sloth posted:

Game is way more fun when I finally let myself stop worrying about inefficient use of spaces due to angled intersections and curved roads.

Also, tbh, if you're running out of space, I wonder how your computer manages to even run with that large a city. I suppose it might matter in a 80% water map, but at that point, it just becomes part of the challenge.

sitchelin posted:

I picked this up since it was on sale. I am absolutely garbage at being a mayor. After a certain point my town just keeps hemorrhaging money, maybe I'm expanding too fast? How do I make the big bucks? I raised taxes and nobody liked that, my electricity consumption is through the roof and I'm not sure if it's better to raise their budget or to just keep putting up more windmills.

I'm going to flat out guess that this “certain point” is around the time you need to expand your emergency response coverage (police, fire, health)?

They cost a fortune, and fiddling with the funding is good for you. Education will often start to grow very costly at this point. This is also around the time when you start building out extensive road networks with highways, or even decorated roads, and while they're not a huge drain, the maintenance costs can rack up pretty quickly. The budget screen has a neat break-down in the lower right corner that is worth paying attention to — you might not be in a position to lower those costs, but it gives you a sense of how expensive each type of improvement is in comparison.

In particular, once you unlock the larger versions of the ER buildings, there's always the temptation to upgrade to those because hey, look at that radius and bigger is better, right? This is where you actually need to look at the running costs and see if the increased coverage warrants that cost.

Oh, and unique buildings? Yeah… look at those upkeep costs. Brrr.

Tippis fucked around with this message at 17:06 on Oct 4, 2015

MikeJF
Dec 20, 2003




sitchelin posted:

I picked this up since it was on sale. I am absolutely garbage at being a mayor. After a certain point my town just keeps hemorrhaging money, maybe I'm expanding too fast? How do I make the big bucks? I raised taxes and nobody liked that, my electricity consumption is through the roof and I'm not sure if it's better to raise their budget or to just keep putting up more windmills.

Big infrastructure projects can drain you fast, as long as you're in the profit don't be afraid to let it run for a while to build up money.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Clamps McGraw posted:

Efficiency is not the goal. Prettiness is.

??? But they're the same thing?

Friction
Aug 15, 2001

Been working on this harbor today, not really done yet. I've got plans to extend the industry here to meet the industrial area looming in the upper left corner of the picture. Gotta fit an additional highway access there somehow - and get more train car props from workshop. Those coal hoppers rule.

Harbor business hours


Appears that nights are business hours as well


Does anyone know are there any parked ship ploppables? Workshop search is being useless again.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Are you using the terraforming mod to landscape that, or is there something else? Gonna have to track down some of those plopables.

Friction
Aug 15, 2001

Galaga Galaxian posted:

Are you using the terraforming mod to landscape that, or is there something else? Gonna have to track down some of those plopables.

Yeah, it's awesome. And I like how expensive it is to use, makes large undertakings like this actually cost a ton of money. Muh realism.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Yeah, I played with it a bit while making my big central park in my old city. For that port did you just raise the land in the rough shape you wanted, lay out the roads, then lower the edges back down?

Too bad we can't get seawalls.

Westminster System
Jul 4, 2009

Friction posted:

Does anyone know are there any parked ship ploppables? Workshop search is being useless again.

Can confirm that there are, they are usually hidden under Cargo or Harbor/Harbour pack collections though.

Friction
Aug 15, 2001

Galaga Galaxian posted:

Yeah, I played with it a bit while making my big central park in my old city. For that port did you just raise the land in the rough shape you wanted, lay out the roads, then lower the edges back down?

Too bad we can't get seawalls.

Well. You kinda can get seawalls. There's this asset set of walls for making sunken highways ( http://steamcommunity.com/workshop/filedetails/?id=487703034 ) that I've been using in this city, but they work also for waterfronts. Problem is that the urban / parking lot variants are kinda bugged. The only set that actually works right is the park set, and it doesn't really suit industrial areas. I did use them for the passenger harbor area though:



I also used them for their real purpose, sunken highways and rail trenches, finicky to use but they do look nice:


Westminster System posted:

Can confirm that there are, they are usually hidden under Cargo or Harbor/Harbour pack collections though.

I find only actual ship replacements, my workshop-fu is weak :smith:

Adbot
ADBOT LOVES YOU

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


This guy has some ships, I think they're plopables.

http://steamcommunity.com/id/swissch/myworkshopfiles/?appid=255710&p=1&numperpage=30

No commercial freighter though.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply