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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.
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# ? Oct 4, 2015 01:28 |
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# ? May 26, 2024 05:36 |
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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.
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# ? Oct 4, 2015 01:30 |
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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...
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# ? Oct 4, 2015 01:36 |
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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.
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# ? Oct 4, 2015 02:11 |
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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 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.
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# ? Oct 4, 2015 02:19 |
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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 humbly make a request/suggestion for Fall River. Interesting elevation and water features.
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# ? Oct 4, 2015 02:32 |
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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.
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# ? Oct 4, 2015 02:39 |
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Fishbus posted:Closest you can get, really. Thanks for this, definitely worth having
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# ? Oct 4, 2015 02:53 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=529436082 I actually made a map which I am happy with.
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# ? Oct 4, 2015 05:31 |
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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.
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# ? Oct 4, 2015 06:17 |
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Do they even do that on a high-rise ban? Wait, is high-rise ban even a law thingie? I can't remember.Fish Fry Andy posted:
Wow, looks nice. Might build my next city on this, once I am satisfied with rebuilding my mod collection.
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# ? Oct 4, 2015 06:25 |
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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
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# ? Oct 4, 2015 06:28 |
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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.
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# ? Oct 4, 2015 06:49 |
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Fish Fry Andy posted:
Mississippi river delta meets Mordor. I dig it.
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# ? Oct 4, 2015 07:03 |
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Fishbus posted:Closest you can get, really. 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.
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# ? Oct 4, 2015 07:54 |
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More freeway spaghetti. To the airport, using as many left side exit ramps as possible! A stupidly compact 4 way interchange.
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# ? Oct 4, 2015 08:46 |
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What are these assets people are using to create custom airports?
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# ? Oct 4, 2015 09:53 |
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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 |
# ? Oct 4, 2015 10:55 |
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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?
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# ? Oct 4, 2015 11:13 |
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Really liking this one.
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# ? Oct 4, 2015 12:29 |
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Where's my rollercoaster airport?
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# ? Oct 4, 2015 12:42 |
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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.
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# ? Oct 4, 2015 13:28 |
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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
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# ? Oct 4, 2015 14:02 |
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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!
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# ? Oct 4, 2015 14:25 |
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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.
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# ? Oct 4, 2015 15:36 |
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Game is way more fun when I finally let myself stop worrying about inefficient use of spaces due to angled intersections and curved roads.
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# ? Oct 4, 2015 15:51 |
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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 roads
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# ? Oct 4, 2015 16:25 |
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Efficiency is not the goal. Prettiness is.
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# ? Oct 4, 2015 16:41 |
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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.
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# ? Oct 4, 2015 16:46 |
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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.
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# ? Oct 4, 2015 16:48 |
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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 |
# ? Oct 4, 2015 16:48 |
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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.
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# ? Oct 4, 2015 16:51 |
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Clamps McGraw posted:Efficiency is not the goal. Prettiness is. ??? But they're the same thing?
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# ? Oct 4, 2015 21:46 |
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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.
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# ? Oct 4, 2015 22:01 |
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Are you using the terraforming mod to landscape that, or is there something else? Gonna have to track down some of those plopables.
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# ? Oct 4, 2015 22:08 |
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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.
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# ? Oct 4, 2015 22:17 |
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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.
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# ? Oct 4, 2015 22:21 |
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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.
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# ? Oct 4, 2015 22:38 |
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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? 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
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# ? Oct 4, 2015 22:54 |
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# ? May 26, 2024 05:36 |
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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.
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# ? Oct 4, 2015 23:01 |