Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Dunno-Lars
Apr 7, 2011
:norway:

:iiam:



WMain00 posted:

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.

I would love to see some close up shots of this part:


Daytime please.

Looks... Interesting.

Adbot
ADBOT LOVES YOU

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Day 34: Traffic 50% foreign officers and ambulances. Local services overwhelmed

Seriously what's with this invasion?

A Buttery Pastry
Sep 4, 2011

Delicious and Informative!
:3:

RBA Starblade posted:

Day 34: Traffic 50% foreign officers and ambulances. Local services overwhelmed

Seriously what's with this invasion?
The militarization of the police forces has reached its logical conclusion.

Friction
Aug 15, 2001

Scorchio has hit 100k population, and I'd say the city is done.


So let's have a tour!

This city has no traffic problems whatsoever... at the "cost" of highways all over the place. Which I don't mind at all, because intersections and interchanges are awesome. Let's take a look at some.


Dual Crossover Merging Interchange (DCMI) with integrated highway bus stops, and some crossing railroads going above and below the highways. This thing can handle obscene amounts of traffic.


These are my favorite urban junctions. I'm not sure if they have a proper name, but i call them paperclips. Usually the crossing road is elevated above the highway, but in this case I've built it the other way around. They're compact and the 6 lane one way road acts as buffer in case of heavy traffic spikes. I've got these in various configurations all over the city.


Interchanges with looping ramps are the best. Because loops are awesome.

Since the highways loop through the city, some special arrangements have been made to accommodate them.


They're sunken in trenches, occasionally tunneling under buildings


Or they're elevated, with buildings and parks underneath.


Sometimes I get carried away.

Of course there's public transportation as well. Rail network is separated to local passenger, external passenger, local freight and import/export sub networks.




Sunken train stations are great for more densely built areas


Easiest way to get to the central park is to take a metro


The casino / hotel district is a major tourist attraction


And of course a city of this size must have an airport. Elevated dual track station is the hub for 4 looping passenger rails, the basement of the airport itself has a metro and bus terminal takes care of the rest.


Farming and logging industry benefit from the close by harbor.


This tropical city has been fun to build, but I have a feeling it might be snowing in the next one.

Koesj
Aug 3, 2003
Either your draw distance is insane or my new LOD on 1k de la Gauchetiere has turned out p well.

Also I think you're talking about braided interchanges? Love the loop, hate the fact that those sunken walls come with tightish corners

Friction
Aug 15, 2001

Koesj posted:

Either your draw distance is insane or my new LOD on 1k de la Gauchetiere has turned out p well.

Also I think you're talking about braided interchanges? Love the loop, hate the fact that those sunken walls come with tightish corners

That's a down scaled 13760 x 5760 screenshot, not sure how much of a difference that makes, but the in-game LOD is excellent nonetheless. There are 22.5 degree curves in the set as well, but they're bloody hard to line up properly. Some 90 degree corners with larger radius would be nice.

Communist Bear
Oct 7, 2008

Dunno-Lars posted:

I would love to see some close up shots of this part:


Daytime please.

Looks... Interesting.

It's a turbine interchange:



It does a pretty neat job of filtering traffic.



Daylight view of city from other side



View just slightly up from the turbine.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I feel a little dumb now not having anything go off of highways but ramps. It'd have solved a lot of issues. :v:

My city's at 50k, the highways have solved traffic mostly besides the police thing, garbage is no longer an issue, tourism is up (but drat barely anyone shows, that sucks), I have a lot of unique buildings but they're just leisure I guess and don't do anything? Oh well.I have a train network and cargo harbors and passenger harbors but that's it for public transit. I want to tackle that next.

The European tileset doesn't get as big as the American one does it? Or is it just that you guys have a lot of building mods installed?

Koesj
Aug 3, 2003
Download my stupid building yo.

Poil
Mar 17, 2007

I wish I could make cities even a tenth as pretty as all these wonderful screenshots. :saddowns:

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
All mine are big high density mono block traffic hellscapes.

Koesj
Aug 3, 2003

WMain00 posted:

It's a turbine interchange:

Yo that's one of them two-bit pinavia boondoggles designed by baltics who haven't seen more than two cars an hour for their entire lives.

In other news, finishing an asset made me return to the destruction of my mid-century North American city:



Downtown isolation looking good!

Breetai
Nov 6, 2005

🥄Mah spoon is too big!🍌

WMain00 posted:

It's a turbine interchange:



It does a pretty neat job of filtering traffic.
+

Is that downloadable from the workshop, and if so what's the name, please. :stare:

Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***
From what I can find on the workshop, all of the interchanges are for big highway lanes. Are there some good pre-set on/off ramps for normal roads [2/4 lane]? I hate making them myself as I always get confused about the road directions.

Communist Bear
Oct 7, 2008

Breetai posted:

Is that downloadable from the workshop, and if so what's the name, please. :stare:

It was on the workshop, but I'm having trouble find it. I'll upload it tonight. It's not mine so I don't understand why I can't find it.

Koesj
Aug 3, 2003

WMain00 posted:

It was on the workshop, but I'm having trouble find it. I'll upload it tonight. It's not mine so I don't understand why I can't find it.

There's tons of those around, including some with better road geometry IMO.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

I have harbors, unique buildings, and a load of tourism destinations in a tourism district. Why is almost no one showing up to it? Do they just not generate a lot of money?

Baronjutter
Dec 31, 2007

"Tiny Trains"

RBA Starblade posted:

I have harbors, unique buildings, and a load of tourism destinations in a tourism district. Why is almost no one showing up to it? Do they just not generate a lot of money?

The game shipped with useless/broken tourism. Afterdark was supposed to address it but all they added were some districts that maybe sort of attract a few more tourists. Their exact effects on your economy are still mostly unknown, but the general consensus is that they still aren't worth chasing after in any way.

Bold Robot
Jan 6, 2009

Be brave.



RBA Starblade posted:

I have harbors, unique buildings, and a load of tourism destinations in a tourism district. Why is almost no one showing up to it? Do they just not generate a lot of money?

Like most systems in this game, tourism can be completely ignored with no discernible downsides. You don't have to have an external rail connection, harbor, or airport if you don't feel like it. The correct answer for almost anything is to just do whatever looks cool.

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
I am looking forward to weather, even if the game doesn't run too well on my system. Alas, i5-2410M, GeForce GT 540M 1GB, and 6GB of Ram.

Doesn't mean I can't enjoy building terrible unoptimized cities. The one thing the game was missing was Weather, and before that of course was the day/night cycle.

You can build whatever you want. There is no real "optimized" solution to building a cool city. You build what you think looks cool. If my weird circle pod layout of houses is completely optimized, who cares? It looks cool.

Like building storage towers next to houses.

zedprime
Jun 9, 2007

yospos
There's such a thing as optimized solutions to the game but they are personalityless mush that make american suburbs look like a fantastic place to study urban design.

Hubis
May 18, 2003

Boy, I wish we had one of those doomsday machines...

Koesj posted:

Yo that's one of them two-bit pinavia boondoggles designed by baltics who haven't seen more than two cars an hour for their entire lives.

https://www.youtube.com/watch?v=XDDmE4qoCns
:swoon:

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Bold Robot posted:

Like most systems in this game, tourism can be completely ignored with no discernible downsides. You don't have to have an external rail connection, harbor, or airport if you don't feel like it. The correct answer for almost anything is to just do whatever looks cool.

That's why I wanted it in the first place! I was going for a cool riverfront/coastline tourism district. Oh well.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

TTD had them first and called them the must more straitforward name of Branch-Merge Junctions.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

By the does high density commercial actually do anything? Every building in a HD commercial zone is low-density, regardless of land value.

Koesj
Aug 3, 2003
There's a handfull of taller buildings in the regular 'ol high commercial set -though they rarely appear, and of course only at the highest level).

By comparison the default LC zoning has some frustratingly large buildings IMO. Three-storied ones in the first level for example, which make the serviceable sizes of the HC lots seem inadequate.

The solution, as always, is more more more custom assets.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Koesj posted:

There's a handfull of taller buildings in the regular 'ol high commercial set -though they rarely appear, and of course only at the highest level).

By comparison the default LC zoning has some frustratingly large buildings IMO. Three-storied ones in the first level for example, which make the serviceable sizes of the HC lots seem inadequate.

The solution, as always, is more more more custom assets.

That explains the super hotels in the LC zones. :v:

I'm guessing airports are barely used no matter what too? It's kind of disappointing how little works at the last unlocks. The unique buildings are a huge letdown.

Koesj
Aug 3, 2003
You're trying to play it as a game, but that's a huge mistake!

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Koesj posted:

You're trying to play it as a game, but that's a huge mistake!

Yeah I guess I am. I'm going for a city with a population of 100k (man that abstraction doesn't hold up the larger it gets), but I wanted to see how those systems would interact. :(

Ofaloaf
Feb 15, 2013

RBA Starblade posted:

Yeah I guess I am. I'm going for a city with a population of 100k (man that abstraction doesn't hold up the larger it gets), but I wanted to see how those systems would interact. :(
If the abstraction's bothering you, one of the early mods that came out for Skylines was the SimCity Fudged Population Mod, which I still use.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

Ofaloaf posted:

If the abstraction's bothering you, one of the early mods that came out for Skylines was the SimCity Fudged Population Mod, which I still use.

Awesome, thanks! It's really minor but it bugs me that such a big city has so few people in it.

e: The fudged population is about 602,000, which is about right I think.

RBA Starblade fucked around with this message at 23:01 on Jan 25, 2016

Baronjutter
Dec 31, 2007

"Tiny Trains"

I've always felt city's populations felt way too small. I'll have some "huge" city with multiple metro and train lines and skyscrapers and realize it's a podunk town of 100,000 people. Yet when I check out the stats of the buildings, they seem fine. This house has 1 family in it, this little 5 story apartment block has 20 families in it, this office building has 300 jobs. It all mostly adds up.

The main problem is that the game throws like 10x as much traffic at you as you'd expect from a city that size, the scale of the buildings are way too small, the scale of roads a bit too high.

You can't really expect realistic numbers though, the game wasn't built around being a sim but being a game. Things aren't remotely balanced vs real life.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

RBA Starblade posted:

By the does high density commercial actually do anything? Every building in a HD commercial zone is low-density, regardless of land value.

Are you using AD's leisure/tourism specializations? All the specialized buildings are low density regardless of what you set your zones to be.

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

The Cheshire Cat posted:

Are you using AD's leisure/tourism specializations? All the specialized buildings are low density regardless of what you set your zones to be.

I am, so that explains it. I found some in a unspecialized zone. This expansion was really half-baked. It got me back in the game but man, it really wasn't worth the price, even on sale.

Baronjutter
Dec 31, 2007

"Tiny Trains"

RBA Starblade posted:

I am, so that explains it. I found some in a unspecialized zone. This expansion was really half-baked. It got me back in the game but man, it really wasn't worth the price, even on sale.

Don't worry, the next expansion won't be anything like that! It has snow (only available on a new special map type that is always snowy) and trams that work mostly like re-skinned buses.

Koesj
Aug 3, 2003
Maybe some new, off-scale buildings with discofloor-lighting as well!

Moridin920
Nov 15, 2007

by FactsAreUseless

Baronjutter posted:

(only available on a new special map type that is always snowy)

Since I am now playing on a map that uses terrain retextures to make it look like I'm building a city under some snow capped mountains, this is super disappointing to me.

I realize it will also include other weather effects and you'll actually get to see the snow falling (presumably) and also there's heating and snow plows to worry about but honestly those last couple sound like just another ploppable service building to worry about. At best if your traffic flow is bad your roads will be clogged with snow? Also trams which is cool? I don't really mind that they don't work much differently than buses as long as I can make pretty roads with tram lines in them without fiddling with mod tools (there better be a tram only road!).

I'm still a bit excited because more stuff is good but at the same time I dunno if I want to pay more than say $10-15 for those features. This is probably a tall order manpower wise but I'd be much more into new themes like a future theme, an Asian theme, and the ability to natively zone for those themes without needing a mod. Also the ability to make 'super' buildings like those golf courses and multi-part buildings without needing mod tools for it.

Oh and fix tourism please it's kinda absurd that in my 160,000 city with tons of tourism zoning and attractions that I'm getting a paltry trickle of tourists that doesn't even pay for just the harbor's upkeep. Maybe in order to prevent tons of agent spam from incoming tourists you could add a tourism board building that allows you to adjust incoming tourist numbers or have tourists come all in bulk for a few weeks before leaving again for a few weeks to kinda simulate having a tourist season.

e: oh and zoneable parks would be cool to fill in gaps.

Moridin920 fucked around with this message at 00:49 on Jan 26, 2016

Koesj
Aug 3, 2003
Ohhhh crappp you can plop growables from the results list in the search box mod. I've been on an asset downloading spree :gonk:

verbal enema
May 23, 2009

onlymarfans.com
can i get a couple of basic starting road layouts that some of you use?

Adbot
ADBOT LOVES YOU

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I haven't been keeping up with the expansion news but is is really true that the snow is confined to one map? That seems a little odd...

But with regards to the "streetcars are just high capacity buses" criticism, well, that's kinda what they are. How could they be changed that would make them different? If they could run on their own rails independently of roads then they'd just be low capacity trains and if they could run under ground then they'd just be low capacity subways. Their primary role is to fit higher order publish transit into existing cities without the extreme expense of burying or elevating the whole system (though that hasn't stopped the Ontario or Toronto governments from trying anyway).

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply