|
Ofaloaf posted:With SC4 I could build an industrial hellscape in one tile and the pollution never bled into the suburban paradises nextdoor in another tile. Pollution has a range of about 40 meters in this game. It's a total ridiculous non issue.
|
# ? Nov 8, 2015 19:26 |
|
|
# ? May 25, 2024 09:27 |
|
Baronjutter posted:Pollution has a range of about 40 meters in this game. It's a total ridiculous non issue. By God I will build residential areas right next to my factories and how dare this so-called "pollution" try to cause problems with that!
|
# ? Nov 8, 2015 19:29 |
|
I thought office's sole function was to fill the buffer space between industrial and commercial I'm only half joking
|
# ? Nov 8, 2015 19:37 |
|
Ofaloaf posted:It's an issue if you steadfastly refuse to leave any gaps between your zoned areas. Chirpy Exterminator. Then there's no more problems!
|
# ? Nov 8, 2015 19:42 |
Kilonum posted:realcitygovernment.txt This but replace 'pretty up' with 'build vast, dystopian swathes of suburban sprawl'.
|
|
# ? Nov 8, 2015 21:33 |
|
Sometimes I try to make little communities separate from the megalopolis, but then I just get so offended at the empty spaces that I decide I must start filling everything in. Why yes that is a lake of poo in the middle of a residential district. What are you gonna do about it, hippy?
|
# ? Nov 8, 2015 21:39 |
|
Baronjutter posted:Pollution has a range of about 40 meters in this game. It's a total ridiculous non issue. Yeah its a strange one. I wish instead of turning the ground purple, it had a wider affect on the city that needed to be accounted for. There are several things like this in the game, aspects of it that don't seem to have any impact on gameplay. Crime is trivially easy to control. Sewage and water need only the most basic of management. Powerlines are just necessary enough to be occasionally annoying. Maybe its an effort to avoid complicating the game, but I wouldn't mind seeing these other aspects fleshed out.
|
# ? Nov 8, 2015 21:44 |
|
Count Roland posted:Yeah its a strange one. I wish instead of turning the ground purple, it had a wider affect on the city that needed to be accounted for. Yeah I'd love to see air pollution an actual city-wide thing blown around by winds. Also the game wants everything perfect otherwise people complain and abanon. There's no middle ground. Either the location is pollution and that will give you a big warning icon or it's not. The area is noisy and people need to be rushed to the hospital, or they're fine. The like no gradients. Things are either perfect, it's a disaster you need to solve right now.
|
# ? Nov 8, 2015 21:57 |
|
I think the noise pollution level of certain things is way out of whack. Like passenger train stations and water towers in particular. How are you guys getting those hedgerow/well-defined lines of trees? The smallest brush for tree brush doesn't seem to work at all for me, and the next smallest one is way too wide. Or are you just using normal tree plopping? I also admire those with the patience to plop the farm tile things, because, at least with solodyne's, they're such a pain in the rear end. Speaking of what baronjutter just mentioned in regards to noise pollution, and the in-game icon saying the people need medical attention: I've never heard of or encountered someone needing medical attention due to noise pollution. What the hell is with that?
|
# ? Nov 8, 2015 22:05 |
|
Longbaugh01 posted:I think the noise pollution level of certain things is way out of whack. Like passenger train stations and water towers in particular. The stress of hearing the deafening sound of modern elevated light rail station over a block away is so bad they have to be rushed to the hospital after snapping.
|
# ? Nov 8, 2015 22:09 |
|
Seriously, are some water towers loud or something? I've been near water towers and don't remember hearing fuckall from them.
|
# ? Nov 8, 2015 22:12 |
|
Longbaugh01 posted:Seriously, are some water towers loud or something? I've been near water towers and don't remember hearing fuckall from them. Maybe they believe that all water pipes work like in some 1950s East German concrete building, where the trickle of the neighbour 5 floors away brushing his teeth gets amplified to sound like an industrial synth band's interpretation of the Niagara Falls. So obviously, a building that consists entirely of water pipes must be the loudest thing ever.
|
# ? Nov 8, 2015 22:24 |
|
If anything, I imagine a water tower to have the soothing sound of a gently gurgling water cooler.
|
# ? Nov 8, 2015 22:42 |
|
Ofaloaf posted:Sometimes I try to make little communities separate from the megalopolis, but then I just get so offended at the empty spaces that I decide I must start filling everything in. I had to take a second look I first thought these were some google maps screenshots, drat. Does noise pollution even do anything? I just completely ignore it. I always liked to set up some small low density commercial zones in my residental zones because you do have the occasional street with shops etc. in them and I never noticed it having any adverse effect. Sadly as I read that the cims seem to visit shops completely randomly and might travel over half the map to visit that small neighborhood shop, it doesn't seem to serve much purpose. I wonder if you could mod that and at least make them prefer shorter parts, even if they wouldn't always pick them.
|
# ? Nov 9, 2015 00:13 |
|
Police Automaton posted:I had to take a second look I first thought these were some google maps screenshots, drat. It can make people sick, but I've only ever had this happen when I had constant traffic jams in the middle of a residential district.
|
# ? Nov 9, 2015 00:16 |
|
Police Automaton posted:I had to take a second look I first thought these were some google maps screenshots, drat. It seems to play a fairly significant role in (residential) happiness and land value, and thus building levels. On the other hand, it's fairly trivial to make residential areas almost completely silent, aside from maybe the occasional metro station, so it ends up not mattering all that much regardless.
|
# ? Nov 9, 2015 02:47 |
|
I've been trying to determine at what point people are unable to play on 3x, 2x, and 1x but information is sparse. With an i3 2100T (2.5GHz) with 8 gigs of RAM on Windows 7: 3x limit 60k 2x limit 80k 1x limit 90-100k (Game becomes unplayable) I'm upgrading to an i7 3770S (3.1-3.9GHz) and want to quantify the difference in performance somehow.
|
# ? Nov 9, 2015 03:01 |
|
Curved roads are more of a curse than a blessing; most people don't know how to make aesthetically pleasing road geometries and it's highly triggering.
|
# ? Nov 9, 2015 03:51 |
|
Baronjutter posted:Yeah I'd love to see air pollution an actual city-wide thing blown around by winds. Also the game wants everything perfect otherwise people complain and abanon. There's no middle ground. Either the location is pollution and that will give you a big warning icon or it's not. The area is noisy and people need to be rushed to the hospital, or they're fine. The like no gradients. Things are either perfect, it's a disaster you need to solve right now. This is all true, but let's remember, this is a new game that's so different from the kinds of games the SimCity series were that it's practically a brand new genre. This is just the beginning, as the original SimCity was. Ten years from now C:S3 will already be well on its way to overcomplexity.
|
# ? Nov 9, 2015 03:59 |
|
Subyng posted:Curved roads are more of a curse than a blessing; most people don't know how to make aesthetically pleasing road geometries and it's highly triggering. Is this triggering? If so, trigger warning.
|
# ? Nov 9, 2015 06:39 |
|
Fasdar posted:
Real cities don't really look like that, but these are pretty nice.
|
# ? Nov 9, 2015 10:24 |
|
Fasdar posted:
The last one is super cool.
|
# ? Nov 9, 2015 10:29 |
|
Friction posted:Real cities don't really look like that, but these are pretty nice. If this high tech simulation is anything to go by, they should.
|
# ? Nov 9, 2015 11:54 |
|
Fasdar posted:
Did you just use the golden ratio when designing city streets, you magnificent bastard?
|
# ? Nov 9, 2015 12:31 |
|
Such beautiful city streets abutting a hosed-up freeway
|
# ? Nov 9, 2015 12:47 |
|
Design that prioritizes looking good from 10,000 feet usually ends up kinda bad.
|
# ? Nov 9, 2015 14:12 |
|
Arglebargle III posted:Design that prioritizes looking good from 10,000 feet usually ends up kinda bad.
|
# ? Nov 9, 2015 15:58 |
|
Arglebargle III posted:Design that prioritizes looking good from 10,000 feet usually ends up kinda bad. It's also how a lot of planners legit planned back in the day. Only cared what things look like on a map or from a plane. Would literally survey the sites and view progress only by plane or helicopter and never walk around. Made some real fantastic places to live and be an actual human like Brasilia.
|
# ? Nov 9, 2015 16:11 |
|
I wasn't sure if this was going to work, but it does! The new industrial area on the left loads ships at the harbor, and unloads them at the cargo hub on the right. Awesome! Now I don't need to figure out how to pull a good looking rail line there. Friction fucked around with this message at 19:54 on Nov 9, 2015 |
# ? Nov 9, 2015 19:50 |
|
I'm playing that map now too. I ended up with a mostly underground railway because the rail bridges looked like crap next to the giant highway bridges around the harbors. I'll try to get pics later today.
|
# ? Nov 9, 2015 19:54 |
|
Baronjutter posted:Also the game wants everything perfect otherwise people complain and abanon. That's the upwardly-mobile professional class Basically, buildings can only upgrade, not downgrade. So, when a household settles into an area and upgrades a building from level 3 to level 4, they expect a level 4 quality of life. When conditions in your city change so as to lower their property values (pollution, traffic, corpses, or whatever), they move to a place that deserves their economic glory. What the game doesn't simulate, but I kind of wish they did, is slumlords moving in to turn all those abandoned houses into lovely rental properties that hold 2 or 3 times as many households at like level 1 quality... forever. Like fuckin 80% of the city I live in.
|
# ? Nov 9, 2015 20:45 |
|
Now that I've got a computer that can run this game, I'm having a lot of fun with it. But I think I'm having more fun making things for it than making things in it: That is last night's test to see if I could get an illumination map working for night lights. As you can see, it worked just fine and was super easy to do. Now I just need to finish and release it!
|
# ? Nov 9, 2015 21:00 |
|
drat.Wikipedia about Brasilia posted:You get miles of jerry-built platonic nowhere infested with Volkswagens. --Robert Hughes e: excuse me but your city skyline with one hideous overbearing tower is very triggering to me as I am from London
|
# ? Nov 9, 2015 21:03 |
|
deadly_pudding posted:What the game doesn't simulate, but I kind of wish they did, is slumlords moving in to turn all those abandoned houses into lovely rental properties that hold 2 or 3 times as many households at like level 1 quality... forever. Like fuckin 80% of the city I live in. SimCity 4 simulated that and did it quite well. Most players modded the mechanic out of the game.
|
# ? Nov 9, 2015 21:22 |
|
ExtraNoise posted:Now that I've got a computer that can run this game, I'm having a lot of fun with it. But I think I'm having more fun making things for it than making things in it: Noice! No lights in windows though? Is this something you came up with, or based on some existing building?
|
# ? Nov 9, 2015 21:41 |
|
Koesj posted:Such beautiful city streets abutting a hosed-up freeway Yeah... the railways are pretty hosed too, if nevertheless all functional. Fun thing about the golden ratio cities: if you cut through the wandering spirals and hexes with park paths, the AI's shortest path finder will almost never choose to drive. Freight, for its part, hardly ever encounters a stop light due to all the odd angles. So they flow rather nicely, at least.
|
# ? Nov 9, 2015 22:25 |
|
Eric the Mauve posted:SimCity 4 simulated that and did it quite well. Most players modded the mechanic out of the game. My massive tower projects that held ~3000 people each were some of my favorite parts of my city. Its a feel I really miss from this game, since that sort of density was not easy to achieve. Friction posted:I wasn't sure if this was going to work, but it does! The new industrial area on the left loads ships at the harbor, and unloads them at the cargo hub on the right. Awesome! Now I don't need to figure out how to pull a good looking rail line there. Where did you get those nice chemical tanks? I really enjoy industrial zones, harbours and trains, but am so far terrible at putting them together in a way that doesn't result in massive congestion. e: I know why that looks so cool, you have big flat empty paved areas that don't look dumb. How did you do that? Count Roland fucked around with this message at 22:35 on Nov 9, 2015 |
# ? Nov 9, 2015 22:32 |
|
Friction posted:I wasn't sure if this was going to work, but it does! The new industrial area on the left loads ships at the harbor, and unloads them at the cargo hub on the right. Awesome! Now I don't need to figure out how to pull a good looking rail line there. What sea walls you using? Still looking for good industrial sea walls.
|
# ? Nov 9, 2015 22:35 |
|
Friction posted:Noice! No lights in windows though? Is this something you came up with, or based on some existing building? This thing isn't done by a long shot. I'll be adding window lights in very soon! It's based on the Columbia Center, Seattle's tallest skyscraper: https://en.wikipedia.org/wiki/Columbia_Center
|
# ? Nov 9, 2015 22:36 |
|
|
# ? May 25, 2024 09:27 |
|
Zero One posted:I'm playing that map now too. I ended up with a mostly underground railway because the rail bridges looked like crap next to the giant highway bridges around the harbors. http://imgur.com/a/BSgNr Downtown Bridges and freeways are pretty Nightime overview. My low income/industry island in the bottom. Tourist at top left. Downtown Daytime overview I think I've hit the cap as my attempts to build out a low income district to support my industry hasn't been working. This area used to be filled with industry and now it looks like Detroit. Mission accomplished, I guess.
|
# ? Nov 10, 2015 01:24 |