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verbal enema posted:Am I supposed to use the water pump? I'm at 6k people and i'm doing just fine off of water towers and my two drains Pumps are twice as good, cost wise.
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# ? Jan 23, 2016 07:36 |
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# ? May 26, 2024 01:52 |
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verbal enema posted:Am I supposed to use the water pump? I'm at 6k people and i'm doing just fine off of water towers and my two drains They're more efficient, and eventually you'll probably just find them easier to deal with than plopping down water towers everywhere. It's really easy to just pick a spot on the coast that's out of the way, set up a big line of pumps, then just not really worry about water again ever. Provided this is on a map where such a setup won't end up draining the river right out.
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# ? Jan 23, 2016 07:41 |
I've killed too many entire cities by accidentally expanding an industrial area too close to a water tower. To prevent that, I just make a big conga line of pumps at the furthest upstream I can get, and a big line of outflows at the furthest downstream I can get. Typically I prefer the treatment plant to the outflow pipe just for the aesthetics of fewer poopstreaked beaches.
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# ? Jan 23, 2016 07:43 |
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A long time ago someone posted a great guide on how to design realistic interchange and stuff but I can't find it anymore ... Does anyone know what I'm talking about? FOUND IT: It was Koesj guide (http://steamcommunity.com/sharedfiles/filedetails/?id=495789494) Le0 fucked around with this message at 14:47 on Jan 23, 2016 |
# ? Jan 23, 2016 14:36 |
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Well they're ramblings on how you might do realistic interchanges anyway Also I should maybe touch that up what with some of the new possibilities of sharp angles, but I can't bear to re-read my own writing. e: also as a special tribute to BaronJutter I have taken down my riverside elevated highway. Instead, a new, trenched freeway will absolutely destroy any connection my downtown has with the rest of the city When I'm done I'll bulldoze about half of the remaining nice buildings and replace them with surface parking. Koesj fucked around with this message at 15:22 on Jan 23, 2016 |
# ? Jan 23, 2016 15:13 |
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Koesj posted:Well they're ramblings on how you might do realistic interchanges anyway you are a monster
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# ? Jan 23, 2016 17:30 |
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Koesj posted:Instead, a new, trenched freeway will absolutely destroy any connection my downtown has with the rest of the city Ooh. Speaking of which… …I often (try to) build sunk freeways using Fine Road Heights — put the freeway at -6m and it's still out in the open, easy to work with, and easy to keep an eye on. The problem I'm having is that when building, the road always tries to revert to 0m as soon as possible after its starting point, and then slope down to the end depth. The only way to avoid this is if I make sure to build very short stretches or not connect it to anything. So it ends up looking like this, rather than stay at a consistent -6m throughout the entire length of the road: Does anyone know if this is a problem with FNR (the game assumes one of the regular 12m distances will be used for “flat” road) and/or if there is something that can be done to avoid it? It only happens if I extend an existing road — a new bit starting at -6m and ending at -6m will stay at -6 all the way through, and building a stretch that's so short that raising it from -6 to 0 leads to an invalid grade also keeps it from happening. Tippis fucked around with this message at 17:56 on Jan 23, 2016 |
# ? Jan 23, 2016 17:54 |
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What's the name of the mod that lets you do the sharper angled intersections?
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# ? Jan 23, 2016 17:55 |
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I wouldn't mind paying for an expansion that let me have more loving workshop assets without the game crashing especially considering the workshop is an advertised feature
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# ? Jan 23, 2016 18:19 |
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Bold Robot posted:What's the name of the mod that lets you do the sharper angled intersections? https://steamcommunity.com/sharedfiles/filedetails/?id=553184329
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# ? Jan 23, 2016 18:21 |
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Tippis posted:Ooh. Speaking of which… I know exactly what you speak of and can't for the life of me work my way around it. Max 12c distance it is, when connecting parts together, which means creating helper road pieces perpendicular to the inside curves so you can line up parallel roadways Also, gently caress having to do height changes during all this.
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# ? Jan 23, 2016 18:21 |
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HORMELCHILI posted:I wouldn't mind paying for an expansion that let me have more loving workshop assets without the game crashing especially considering the workshop is an advertised feature
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# ? Jan 23, 2016 18:25 |
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Koesj posted:I know exactly what you speak of and can't for the life of me work my way around it. Max 12c distance it is, when connecting parts together, which means creating helper road pieces perpendicular to the inside curves so you can line up parallel roadways Also, gently caress having to do height changes during all this. You're using the same technique, I'm guessing? It's so annoying because those semi-sunk roads look so much better and makes it so much easier to build overpasses. I suppose I could bug FRH's developer but like I said, I have a sneaky suspicion that's built into the core of C:S' road-laying maths to assume that only certain heights (and depths) will be used. Bummer…
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# ? Jan 23, 2016 18:34 |
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zedprime posted:I too would like a video game publisher to patch more RAM into my machine and physically hurt modders who upload nonoptimized assets. Ive got 16 gigs of ram its definitely not that.
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# ? Jan 23, 2016 18:49 |
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I've gotten back into the game recently and loaded the game up with a ton of mods. noticed it was using almost 13GB of ram at one point
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# ? Jan 23, 2016 18:52 |
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I'm working on a _single_ asset and noticed 3ds Max using up 11GB But that probably shouldn't count.
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# ? Jan 23, 2016 19:03 |
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I just realized that my mobo maker said mobo supports only 6x2GB of memory. But it was only because of bigger sticks not being available back in the day... so I could in fact move to 6x4GB or 6x8GB if I ever found cheap 1333mhz ddr3 sticks. Or just save the money for Broadwell-E.
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# ? Jan 23, 2016 19:10 |
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Can anyone recommend a good multi-track train station? The Workshop is being wonky right now and I'm having trouble searching it.
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# ? Jan 23, 2016 20:11 |
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HORMELCHILI posted:Ive got 16 gigs of ram its definitely not that. What about VRAM? How many assets? I don't think your problem is common.
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# ? Jan 23, 2016 21:09 |
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Ive got a gtx 970 and im def subscribed to a shitload of assets, but in the past ive gone in and deleted all buildings that were over like, 8mb in size. If its gonna crash it consistently does so at the paradox logo during the intro and the only thing that ever fixes it is clearing out assets
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# ? Jan 23, 2016 21:42 |
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How many assets are you running? Lots of complicated mods?
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# ? Jan 23, 2016 22:24 |
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I've got a train network connected to the outside existing connection, built a train station, set the district for tourism, and built tourism facilities. How long until people start to show?
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# ? Jan 23, 2016 22:37 |
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Network Extensions just had an update, one cell-wide roads are IN!
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# ? Jan 23, 2016 22:46 |
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Made a map because why not: http://steamcommunity.com/sharedfiles/filedetails/?id=607092046
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# ? Jan 23, 2016 22:46 |
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I somehow made a large roundabout get clogged with fire trucks and police cars, backing up all the way off the map. What the hell lol e: ALL of it is from off the map. Why am I being invaded by police? RBA Starblade fucked around with this message at 23:10 on Jan 23, 2016 |
# ? Jan 23, 2016 23:04 |
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It's full of stars https://i.imgur.com/Co70NfO.gifv
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# ? Jan 24, 2016 00:37 |
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Baronjutter posted:It's full of stars Impressive. Not very sane or sensible, but impressive.
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# ? Jan 24, 2016 00:39 |
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Baronjutter posted:It's full of stars Well done, this thread hasn't been producing hypnotizing gifs in a long time.
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# ? Jan 24, 2016 01:06 |
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Does anyone know if I have a multi-track train station and the multi-track enabler mod, will trains coming to or going from off the map stop there and use it as a normal station? Or is it only for local trains?
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# ? Jan 24, 2016 03:30 |
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Baronjutter posted:It's full of stars You know those sci-fi movies where you see city-planets from orbit and they always have these giant circles drawn in light?
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# ? Jan 24, 2016 03:33 |
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Bold Robot posted:Does anyone know if I have a multi-track train station and the multi-track enabler mod, will trains coming to or going from off the map stop there and use it as a normal station? Or is it only for local trains? They'll use it, they'll generally just pick 1 platform, I think it's what ever the first/default platform is vs the ones you get by holding shift. Or at least that's how the few I've tried work.
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# ? Jan 24, 2016 06:11 |
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how do i keep people in industry jobs. my cities always have a problem where after a certain amount of time industry areas always have "Not Enough Workers"
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# ? Jan 24, 2016 06:58 |
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verbal enema posted:how do i keep people in industry jobs. my cities always have a problem where after a certain amount of time industry areas always have "Not Enough Workers" Zone more residential, ignore you demand bars, base growth off unemployment. Try to keep it as high as possible. Sometimes the system can take quite a while to reach equilibrium or assign free people to jobs. People will very quickly leave lower-priority jobs but can take a very long time to move into them, even if unemployed. Don't be afraid of your industry "cycling" with unemployment, those are just bad companies that don't treat their workers well enough, new buildings will grow.
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# ? Jan 24, 2016 07:12 |
Finally learning how to use Precision Engineering properly. That, with Fine Road Heights and Sharp Junctions makes for some wonderful roadwork. A perfectly level bridge, with a natural taper onto the terrain and into a curve! Reconstructed one of the bridges on the default Islands map.
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# ? Jan 24, 2016 10:36 |
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A few pictures from my city, having lots of fun on this one (album : http://imgur.com/a/wKtsr)
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# ? Jan 24, 2016 11:08 |
I got some screenshots of my city too at night. Been quietly working on Citadel for a couple of months now: View from far out of the main city, Citadel One of the main roads leading in. A large bypass surrounds Citadel to alleviate transport woes. A view of the business district from the south side The business district, a huge expanse of the island makes up the office side of Citadel On the opposite end there's a rich commercial and residential district - the original area where Citadel started. It's full of bright expensive looking buildings The district stretches across the island. A highway bypass has been built to again alleviate traffic, but the bypass isn't complete yet. A view from another end of town. A bit further out the industrial district. You can see from the bypass where i'm aiming to make the city boundary. After that's done I'll fill out the rest of the island with small towns and seaside places.
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# ? Jan 24, 2016 11:47 |
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nielsm posted:Finally learning how to use Precision Engineering properly. That, with Fine Road Heights and Sharp Junctions makes for some wonderful roadwork. A perfectly level bridge, with a natural taper onto the terrain and into a curve! This is how the bridges should have always been. Really nice.
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# ? Jan 24, 2016 13:56 |
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What's a good, simple seawall asset to use for a port? I'm having trouble finding one on the workshop that doesn't have a bunch of props all over it.
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# ? Jan 24, 2016 15:57 |
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Bold Robot posted:What's a good, simple seawall asset to use for a port? I'm having trouble finding one on the workshop that doesn't have a bunch of props all over it. This set is pretty good for that: http://steamcommunity.com/sharedfiles/filedetails/?id=490125804 They have some props on, but they're quite fitting for ports. Also, someone please make this as an asset:
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# ? Jan 24, 2016 16:22 |
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# ? May 26, 2024 01:52 |
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What's a good archipelago-y map if I want to build something Venice-y, or perhaps with even more ground to work with than Venice? I basically just want a bunch of little channels to work around.
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# ? Jan 24, 2016 17:02 |