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I've seen people building vertically-double-layered roads and I guess my only question is, is it possible to build a third vertical layer? How far upward can you go when it comes to road fuckery? I must know this, for science.
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# ? Oct 10, 2015 07:20 |
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# ? May 23, 2024 12:18 |
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Traffic Manager and Improved Public Transport refuse to show up in the interface during gameplay. Tried reloading and reinstalling. Could it be that these two mods are just outright Mac-incompatible?
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# ? Oct 10, 2015 08:16 |
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Fabulousity posted:That haze is not just simple fog, is it? Man, I really wish Isometric Camera didn't break things. It's just an awesome camera mode.
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# ? Oct 10, 2015 09:16 |
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Hunter Noventa posted:Google cars are getting into accidents with humans for driving too well, so you might have something there with regards to computers and driving just not making sense. Well let's get Google Cars into a few states, take one of those states and crank the drivers license requirements up five or six notches and see what happens! Haha, that'll never happen because of AARP alone. Let alone whatever else anti-gubmint groups show up to stop it. I'd still like to see what happens to accident rates and traffic patterns if some jurisdiction cranks drivers license requirements to low level professional racing levels.
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# ? Oct 10, 2015 09:17 |
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Is there a way to up the cap on the amount of trees you can add? I got like 30 seconds of the tree brush tool in before I was not longer allowed to use it.
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# ? Oct 10, 2015 09:23 |
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Another Person posted:Is there a way to up the cap on the amount of trees you can add? I got like 30 seconds of the tree brush tool in before I was not longer allowed to use it. There is, but it will reduce the amount of other stuff you can have. Not sure if it's entire buildings, or if it's just stuff attached to buildings that is reduced, but something is. Found it: http://steamcommunity.com/sharedfiles/filedetails/?id=455403039&searchtext=limit And this to see how many you have maybe? Trip report please. http://steamcommunity.com/sharedfiles/filedetails/?id=531738447 Dunno-Lars fucked around with this message at 09:30 on Oct 10, 2015 |
# ? Oct 10, 2015 09:27 |
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Hm. Is there a mass demolishing mod out there then? I want to remove the trees from the rest of the map to add them to the bit I am using.
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# ? Oct 10, 2015 09:29 |
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I have 259,000 trees in my city.
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# ? Oct 10, 2015 09:36 |
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Another Person posted:Hm. Is there a mass demolishing mod out there then? I want to remove the trees from the rest of the map to add them to the bit I am using. You want to get a tree brush mod, then while you have a brush selected you can right click and drag it to remove the trees. Here is a good one: http://steamcommunity.com/sharedfiles/filedetails/?id=502750307 Metrication fucked around with this message at 09:52 on Oct 10, 2015 |
# ? Oct 10, 2015 09:49 |
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I already had one. I just hit the cap as soon as I finished putting palms on half of my beach, which considering I had not put down a single tree was kinda surprising. I used the unlimited trees mod and now have something like 500k trees. Some trees do not work with the tree mod, like the small bushes and small palm plants.
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# ? Oct 10, 2015 09:52 |
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Solemn Sloth posted:Similar to the iteratively generated antennae designs that no human would ever design but perform better
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# ? Oct 10, 2015 11:06 |
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My god. It's... magnificent.
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# ? Oct 10, 2015 11:15 |
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Only three levels? Amateur hour over here.
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# ? Oct 10, 2015 11:17 |
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Grand Fromage posted:Only three levels? Amateur hour over here. I'm pretty sure that's five.
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# ? Oct 10, 2015 11:18 |
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Oh I was just looking at the roads in the center. It's hard to parse. Either way there's only four exits and I see no tunnels. Run that poo poo into the ground. I need to see one that is the maximum possible number of layers and every car needs to drive a spiral of every single one to get out.
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# ? Oct 10, 2015 11:23 |
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http://steamcommunity.com/sharedfiles/filedetails/?id=527875077
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# ? Oct 10, 2015 11:46 |
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Oh yeah, keep posting 'em.
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# ? Oct 10, 2015 11:54 |
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Does the level of taxes influence the population growth of a city? I know it can influence the death of a city by cranking them over 13%, but does 12% and lower have any affect to how quickly it grows? Basically, would 1% taxes make the population grow faster than 12%? I turned on infinite money for a while to start a proper city for a short video series showing off the After Dark features, and I am waiting for it to populate and become profitable before turning off infinite money on a reload and playing the city proper. I love this game, but I hate the slow ramp up to having a proper city, and the awful city planning that comes with building from 0 citizens. I did an initial short series where I was just dicking around by building a city out of dirt roads (which oddly worked well enough), but a lot of the real meat of After Dark is something you can only mess with after quite a while of playing. e; also I do not like how all citizens hate taxes above 12%. Where are the socialists?
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# ? Oct 10, 2015 12:38 |
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The WAU has exited it's intended video game barriers. We are all copies that lost the coin toss.
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# ? Oct 10, 2015 13:01 |
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# ? Oct 10, 2015 14:30 |
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the best thing about this is that if you look at the bridge on the top right corner you can see all that it simply isn't solving anything other than the citizens desire to hang themselves from a roundabout bridge
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# ? Oct 10, 2015 14:56 |
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Arglebargle III posted:Seriously though count the roads there, that's seven major roads converging at one point, plus two more small roads. The split-level traffic circle handled it fairly well (northbound traffic is on the surface, southbound traffic underground) but I was getting u-turn problems on a few of the on-ramp/off-ramp pairs. The fix to that (the tunnels in the center) caused an intermittent slowdown and backups on the lower level. Last post curse.
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# ? Oct 10, 2015 15:14 |
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You're trying to connect way too many roads in one go mate, but here try out something that's a little bit cleaner: red is ground-level, gold is lvl 1, the connectors are in orange It'll probably work like poo poo, but at least it looks good, which is what this game should be all about. If you really want to fix that interchange, give it 4x as much space and connect the roads separately.
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# ? Oct 10, 2015 15:41 |
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Koesj posted:You're trying to connect way too many roads in one go mate, but here try out something that's a little bit cleaner: But that's half the fun of these games, enjoyment engineering your way out of a ridiculous problem.
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# ? Oct 10, 2015 15:45 |
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Have you tried a simple level roundabout yet???
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# ? Oct 10, 2015 15:54 |
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Add more roundabouts on top of your roundabouts. Roundabouts made of roundabouts. If you can trap cars in the roundabouts long enough eventually the cims will die and you don't have to worry about them anymore.
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# ? Oct 10, 2015 15:59 |
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The smoothest industrial layout I've ever managed was based on something similar to magic roundabouts making up the block structure.
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# ? Oct 10, 2015 16:27 |
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Koesj posted:Have you tried a simple level roundabout yet??? Yes, it was congested. I buried a second one and routed southbound traffic through it. Like I said the split level north/south circle worked pretty well, but a couple heavily used routes caused backups on the lower level. I'm thinking the answer is seven small roundabouts for the feed roads. That way I can put a bypass on top without congestion on the ramps. Edit: did I mention I have to get a surface rail line through there when I'm done? Arglebargle III fucked around with this message at 16:34 on Oct 10, 2015 |
# ? Oct 10, 2015 16:30 |
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Another Person posted:the best thing about this is that if you look at the bridge on the top right corner you can see all that it simply isn't solving anything other than the citizens desire to hang themselves from a roundabout bridge No, the best thing is that they don't come out anywhere. It's literally a traffic black hole.
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# ? Oct 10, 2015 16:48 |
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Koesj posted:red is ground-level, gold is lvl 1, the connectors are in orange What annotation system are you using here? I really like the smooth lines with 1px black outlines on everything.
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# ? Oct 10, 2015 18:53 |
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Koesj posted:You're trying to connect way too many roads in one go mate, but here try out something that's a little bit cleaner: You already said as much, but I feel like a better solution, mechanically speaking, would be merging/interchanging some of the incoming routes somewhere before this nexus. While it's difficult to judge without a view of the wider network this exists in, I'm betting there's no pressing reason for all of these roads to collide in one giant intersection. For example, maybe the four- and six-lane roads on the NE/SW corners could merge earlier, and continue into the middle roundabout as just the six-laners. Or maybe there's enough through-traffic in this area to justify an elevated highway, then tie the surface streets together more sanely. Basically this looks like a case of bad network planning; it might be possible to improve the interchange but it's just treating a symptom rather than the underlying causes of the problem.
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# ? Oct 10, 2015 19:53 |
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How do I actually zone a district to harvest a certain resource? I used the resource map, found a nice patch of farmable land right next to some land with high forestry, laid out the roads & waterworks, have a nice bunch of uneducated yokels to make my money, zoned the buildings, but no dice on the district bubble.
Horace Kinch fucked around with this message at 20:00 on Oct 10, 2015 |
# ? Oct 10, 2015 19:56 |
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It's my first city so yes, there's no reason why the road networks should converge there. They just do. To add to the problem, the neighborhoods directly to the south, east, and southwest are high value high density residential and commercial zones near the downtown business district(s). If you look closely there's a metro stop at the southeast end of the interchange and there's a passenger rail station just off screen to the east. It's a lovely problem.
Arglebargle III fucked around with this message at 20:01 on Oct 10, 2015 |
# ? Oct 10, 2015 19:58 |
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Grand Fromage posted:Add more roundabouts on top of your roundabouts. Roundabouts made of roundabouts. If you can trap cars in the roundabouts long enough eventually the cims will die and you don't have to worry about them anymore.
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# ? Oct 10, 2015 20:09 |
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Recursive magic roundabouts? Have the smallest roundabouts you can make arranged in a circle into a roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, which itself is part of a larger roundabout, wh
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# ? Oct 10, 2015 20:17 |
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Also each of those roundabouts has a roundabout on top of it which has a roundabout on top of it which
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# ? Oct 10, 2015 20:19 |
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Subyng posted:Recursive magic roundabouts? Subyng posted:Also each of those roundabouts has a roundabout on top of it which has a roundabout on top of it which tell me less
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# ? Oct 10, 2015 20:20 |
sitchelin posted:How do I actually zone a district to harvest a certain resource? I used the resource map, found a nice patch of farmable land right next to some land with high forestry, laid out the roads & waterworks, have a nice bunch of uneducated yokels to make my money, zoned the buildings, but no dice on the district bubble. It is a tab under the districts menu (the one next to the zone menu I think). You make the area you want to farm into a district and then click the industrial spec tab and click on it and a little tractor will come up and everything will tear down and rebuild.
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# ? Oct 10, 2015 20:32 |
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It's roundabouts all the way down.
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# ? Oct 10, 2015 20:35 |
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# ? May 23, 2024 12:18 |
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Hadlock posted:What annotation system are you using here? I really like the smooth lines with 1px black outlines on everything. Adobe Illustrator.
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# ? Oct 10, 2015 21:13 |