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MikeJF posted:Melbourne kinda has something like this but with its CBD, weirdly enough. Actually I have had a go at a city using pretty much the same idea - an 4x8 block grid parallel to a river and then a different grid for the greater area. Now if there was a hook turn mod...
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# ? Nov 26, 2015 11:44 |
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# ? May 25, 2024 09:56 |
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SNES Simcity is still my favorite city builder after Simcity 4 I think.
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# ? Nov 26, 2015 14:34 |
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I keep going back to SC3000 every few months. There's just something uniquely charming about it.
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# ? Nov 26, 2015 14:35 |
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Fabulousity posted:Was the SNES version of Simcity the only one that came with scenarios? With what the developers have built with this game it'd be kinda cool if Skylines2 could have (or offer through map mods) a sort of scenario gameplay option where you have to a fix an existing piece of transit infrastructure within limited funds, time, real estate, and who knows what else that you can either accept or try to Machiavelli into something better. Funny, I was just thinking about scenarios this morning, and was going to post about it here. I remember SimCity 2000 had one, Hollywood Hills fires or some such. You start out and there's fires everywhere, you need to rebuild. There is a lot of potential for this in Skylines, mostly along the "fix this traffic gently caress-up" line of things.
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# ? Nov 26, 2015 17:47 |
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Wanna get back into this after not playing for a few months. Are there any "must have" mods yet? Any huuuuge changes that are worth knowing? Is traffic the same? DLC worth it?
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# ? Nov 26, 2015 18:05 |
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In my city there is a crossroads that's notorious because of several major roads joining up and they finally created a solution that's somewhat elegant. I kind of wish C:S allowed us to create these kinds of sorting options... brown is bicycle (tunnels), south is a gas station. double nine fucked around with this message at 18:15 on Nov 26, 2015 |
# ? Nov 26, 2015 18:13 |
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double nine posted:In my city there is a crossroads that's notorious because of several major roads joining up and they finally created a solution that's somewhat elegant. I kind of wish C:S allowed us to create these kinds of sorting options...
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# ? Nov 26, 2015 18:46 |
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BBJoey posted:why is everything a grid Did someone say grids and/or roundabouts? I literally have no idea what they were smoking when they built this. it's a clusterfuck 24/7. Bonus round: Enjoy 2 motorways, 1 motorway that ends, 2 ringroads, 1 side road and 1 major arterial route into the city all within 1/2 a mile of each other. The left most motorway has no traffic lights onto the roundabout yet the north/south one does
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# ? Nov 26, 2015 19:33 |
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And the bottom one has a shopping park right in the mix (well, two technically) AND two different business parks. I'm just thankful there's no school near there.
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# ? Nov 27, 2015 04:48 |
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I don't know why but english city planning makes me angry, even madder than the worst american sprawl. Driving on the wrong side just makes it even more sickening.
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# ? Nov 27, 2015 04:57 |
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I recently picked up After Dark after not having played for a few months. I'm noticing clouds and/or fog at almost all zoom levels that kind of shits up the game for me. Google turned up very little on the topic. Anyone have a similar experience?
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# ? Nov 27, 2015 05:32 |
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Japanese urban "planning" pisses me off to no end. It just sucks. There is nowhere reasonable for bikes to go, as a result bikes go all over the place. Everything has traffic lights, everything is slow, bikes and pedestrians ram into each other all the time and the only reason people don't die more often is because of how slow everything is.
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# ? Nov 27, 2015 05:44 |
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Baronjutter posted:I don't know why but english city planning makes me angry, even madder than the worst american sprawl. Driving on the wrong side just makes it even more sickening. lol
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# ? Nov 27, 2015 09:23 |
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Pretty much. It's not so much a plan as (de)evolution: a continuous succession of cumulative (bad) decisions to try to fix 500-year old problems with the street layout. There's a fair chance that Darwin just made up the whole HMS Beagle trip to make it sound more plausible in reality he was just walking through Cambridge and thought to himself how the hell did we end up with this?!
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# ? Nov 27, 2015 09:58 |
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I found a Paragon City (from city of heroes) region map, but does anyone know if there's a Rogue Islands terrain map? Also any of the iconic structures from CoH and CoV
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# ? Nov 27, 2015 11:07 |
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Hadlock posted:52nd Ave Non-american here. What is the fourth one? The top 3 are respectively Avenue, Road and Drive i think?
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# ? Nov 27, 2015 14:08 |
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Ineptitude posted:Non-american here. What is the fourth one? Court
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# ? Nov 27, 2015 14:12 |
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Tippis posted:Pretty much. It's not so much a plan as (de)evolution: a continuous succession of cumulative (bad) decisions to try to fix 500-year old problems with the street layout. There's a fair chance that Darwin just made up the whole HMS Beagle trip to make it sound more plausible in reality he was just walking through Cambridge and thought to himself how the hell did we end up with this?! This. That thing where American cities occasionally have sections built completely ignoring the previous layout? We've been doing that much longer and it's usually built on top of a street layout which predates the concept of building more than one building at a time and which was probably originally laid by either Romans or goats.
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# ? Nov 27, 2015 14:26 |
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It's still nowhere near as depressing as pretty much ever American city I've ever seen, and that's an accomplishment because it's raining all the time here.
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# ? Nov 27, 2015 17:31 |
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The maps are admittedly less soul crushing but the British post war cities have all the slickness of, well, an overdesigned Skylines city.
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# ? Nov 27, 2015 17:49 |
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zedprime posted:The maps are admittedly less soul crushing but the British post war cities have all the slickness of, well, an overdesigned Skylines city. How up to date is the OP? Id like to start playing again and need to know what mods are must have / recommended. e: last time the op was updated was in May, I assume thing shave changed or progressed since then.
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# ? Nov 27, 2015 19:46 |
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LumberingTroll posted:How up to date is the OP? Id like to start playing again and need to know what mods are must have / recommended. The OP is way out of date, yeah. If you want a good list here's one from a few weeks ago: Tippis posted:I'll just list my collection, separate in stuff that should probably be in the game We may want a new OP at some point to keep mods more up to date.
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# ? Nov 27, 2015 20:56 |
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Since then, I've added the following to my list: Advanced Vehicle Options Improved Public Transport Persistent Resource View as near must-haves, and the following two as something optional that really changes up the dynamic of the game since all zones become much more dense, which in turn creates very different demands on services like education and public transport: Realistic Population/Consumption Control Building Level-up
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# ? Nov 27, 2015 21:06 |
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Tippis posted:Pretty much. It's not so much a plan as (de)evolution: a continuous succession of cumulative (bad) decisions to try to fix 500-year old problems with the street layout. There's a fair chance that Darwin just made up the whole HMS Beagle trip to make it sound more plausible in reality he was just walking through Cambridge and thought to himself how the hell did we end up with this?! A lot of leicester's problems is that a city planner came in in the 60s, proposed a giant system of elevated walkways and ring roads. The goverment built the ringroads then cancelled the plans for the elevated walkways.
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# ? Nov 27, 2015 21:07 |
I saw this one the other day, but haven't tried it myself yet: Sharp Junction Angles
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# ? Nov 27, 2015 21:10 |
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nielsm posted:I saw this one the other day, but haven't tried it myself yet: I can't understand why this isn't just default. Why did CO make the angles not allowed to be realistically sharp? I can see them allowing insane unrealistic angles on trains and stuff to make things a bit more accessible, but outright forbidding angles that look good for trains and highways???
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# ? Nov 27, 2015 21:15 |
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nielsm posted:I saw this one the other day, but haven't tried it myself yet: Ooh. Neat. That definitely looks like it's worth some testing. That said, I don't know if it's a (different) mod issue or something else, but I've noticed that vehicles sometimes seem to have pathing issues with sharp angles. I first noticed it when my bus lines refused to connect properly as I routed them through some of the tighter roundabouts I had built. I wonder if that would become an even bigger problem with the kind of junctions that mod allows you to build.
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# ? Nov 27, 2015 21:18 |
Tippis posted:Ooh. Neat. That definitely looks like it's worth some testing. I think CiM2 has something like that too, disallowing turns on very sharp corners. You really can't make a good right-turn if the angle is 160 deg in real life either.
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# ? Nov 27, 2015 21:45 |
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Was there ever a fix for all the traffic getting into the lane that they would be turning in right away no matter how far away the turn is?
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# ? Nov 27, 2015 22:26 |
LumberingTroll posted:Was there ever a fix for all the traffic getting into the lane that they would be turning in right away no matter how far away the turn is? No, because it's by design.
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# ? Nov 27, 2015 22:28 |
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nielsm posted:I think CiM2 has something like that too, disallowing turns on very sharp corners. You really can't make a good right-turn if the angle is 160 deg in real life either. Well, yes. That makes sense, but the curious thing is that it's almost the exact opposite that causes issues for me, and only intermittently which makes it even more strange. I have a fairy standard build where I split a 3+3-lane road into two one-way 3-lanes (i.e. bits of freeway) that join a roundabout at an angle, just to keep the traffic from having to turn 90° as they enter and exit the roundabout. Normally, those on/off bits of road connect with the roundabout at ~45° (according to precision engineering), and everything's peachy. If I reduce that angle, meaning there's less of a turn for the traffic, it somehow, breaks the AI path finding. e: It's the design front and centre(ish) that occasionally exhibits this issue if the angles become a bit more extreme: I can make the join between 6-lane and 3-lanes as sharp as the game allows without a problem, but somehow, the entry and exit with the roundabout has to be >45° or the traffic gets really confused for some reason, even though it's all moving in one direction and should just be a matter of driving almost straight ahead. In practice, it's not a problem because it's trivially easy not to make it happen it's just curious that it does happen for some reason. Tippis fucked around with this message at 22:43 on Nov 27, 2015 |
# ? Nov 27, 2015 22:35 |
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Man, when will After Dark go on sale?
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# ? Nov 27, 2015 23:45 |
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Danny Glands posted:Man, when will After Dark go on sale? I too am checking Steam constantly.
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# ? Nov 28, 2015 02:18 |
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nielsm posted:No, because it's by design. This is dumb.
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# ? Nov 28, 2015 02:37 |
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LumberingTroll posted:This is dumb. A better traffic simulation is very resource intensive and CO did not want the game to be limited strictly to people with high end gaming rigs. If you have a high end gaming rig then install Traffic++ and enjoy.
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# ? Nov 28, 2015 02:48 |
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LumberingTroll posted:This is dumb. A better approximation of RL would be the same behavior, except at least 10% of the cars pull out into the passing lane and force a merger near the exit anyway, exacerbating the situation
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# ? Nov 28, 2015 02:56 |
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ANIME IS BLOOD posted:A better approximation of RL would be the same behavior, except at least 10% of the cars pull out into the passing lane and force a merger near the exit anyway, exacerbating the situation It would help with logjamming other intersections upstream, but with the money you usually have you can sew up overflow like that fairly tidily by treating the road like the parking lot it is and just plastering extra parking area if you really insist that everybody must take that route like an idiot.
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# ? Nov 28, 2015 03:03 |
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Eric the Mauve posted:
Does this actually address the issue? I see its also compatible with Trafic Manager now, does that apply to Traffic Manager Plus?
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# ? Nov 28, 2015 03:21 |
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I started playing this, and for a little while all was well. Now it crashes whenever it tries to autosave my city. Any suggestions?
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# ? Nov 28, 2015 04:19 |
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# ? May 25, 2024 09:56 |
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Angrymog posted:I started playing this, and for a little while all was well. Now it crashes whenever it tries to autosave my city. One place to start is to look at the log file for some leads: <SteamFolder>\SteamApps\common\Cities_Skylines\Cities_Data\output_log.txt
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# ? Nov 28, 2015 05:23 |