|
John Murdoch posted:I want a dystopian city builder an awful lot. Especially if you could choose between clanky cyberpunk shithole or stark gleaming white "nothing to see here, citizen" style city ala Mirror's Edge or X-Com 2. Basically Tropico in the future. I want this, but it does the latter-day Anno style dual maps. You have your gleaming top layer of rich people city, and then you can click a big Down Arrow and sink to the horrible multi-layered Blade Runner Slum.
|
# ? Dec 1, 2016 21:47 |
|
|
# ? May 25, 2024 10:47 |
|
Great. Launch the game post-DLC-download and now the entire map is undifferentiated hot pink. Really don't feel like playing mod whack-a-mole to figure out which one it is
|
# ? Dec 2, 2016 01:29 |
|
deadly_pudding posted:I want this, but it does the latter-day Anno style dual maps. You have your gleaming top layer of rich people city, and then you can click a big Down Arrow and sink to the horrible multi-layered Blade Runner Slum. I also want Cities: Midgar.
|
# ? Dec 2, 2016 01:56 |
|
So do you all have some advice for planning out your road systems past the initial stages? Like how to eventually manage traffic increasing due to population density or how to set up meaningful metro and bus routes? Wouldn't mind some highway advice either.
|
# ? Dec 2, 2016 03:22 |
|
Trast posted:So do you all have some advice for planning out your road systems past the initial stages? Like how to eventually manage traffic increasing due to population density or how to set up meaningful metro and bus routes? Wouldn't mind some highway advice either. HOT TRAFFIC TIPS -Don't build highways, stick to 2-lanes in fact. They're ok for looks around the outside of your city and getting cargo in and out of places, but just like in real life they're an generally an ugly disaster when brought into an urban setting and shackles your city to the car. -Avoid industry and commercial as much as you can -Bike lanes everywhere -A fairly dense tram grid, using its own right-of-way as much as possible -A nice elevated metro system connecting residential and office areas which can then use the tram for the last few blocks
|
# ? Dec 2, 2016 07:19 |
|
The best way to manage traffic is to give people multiple ways to get multiple places, so rather than having one big highway connecting all your districts, have several main roads going to and from different areas in each district. Beyond that, try not to segregate RCI districts, but mingle them all together, so you don't have everyone from a strictly residential district trying to use the same roads to get to the commercial district.
|
# ? Dec 2, 2016 08:07 |
|
I just have vanilla Cities and haven't advanced too far. Are trams and bike lanes from DLC or am I just missing them?
|
# ? Dec 2, 2016 08:14 |
Bikes are from the After Dark DLC, trams are from the Snowfall DLC
|
|
# ? Dec 2, 2016 08:16 |
|
Also make sure all of your lanes are being used on wide roads, and that wide roads don't funnel into smaller roads where people get into traffic jams. If you find everyone is only using, for example, the 2 lanes on the right hand side of your road, but not the left, you could add a 2-lane one-way road to the left that leads to somewhere to use those lanes and alleviate pressure elsewhere in the city. Lastly, having too many crossroads close to each other also slows down traffic because the main road will have lots of red lights (unless you use 2-lane roads crossing each other, these simply get rights of way panels and don't slow down nearly as much). There's a good mod (Traffic Manager: President Edition) that lets you toy around with traffic lights and rights of way and stuff. Most of the features are kind of unnecessary unless you're really trying to optimize your city, but I found the ability to replace traffic lights with rights of way and vice versa to be invaluable. A large roundabout in vanilla will get bogged down because the cars on the roundabout will stop to let cars into the roundabout, grinding everything to a halt, for example. With the mod you can manage rights of way to match reality and make everything flow smoother. Same with having a large boulevard with multiple smaller streets leading into it: instead of traffic lights every 5 meters you can simply tell cars from side streets to cede to those on the boulevard. EDIT: highway advise: if you have bottlenecks at freeway exits, remember that you can use a multiple-lane one-way road instead of a 1-lane freeway in exactly the same way, thus multiplying the capacity of your ramp. The only downside to this is that it requires more money and space so particularly tight knots of freeway ramps will be difficult to upgrade to larger roads, but if you're making a highway exit from scratch, don't be afraid to use 2-lane one-way roads instead, or even bigger ones if necessary. Deltasquid fucked around with this message at 09:31 on Dec 2, 2016 |
# ? Dec 2, 2016 09:10 |
|
deadly_pudding posted:I want this, but it does the latter-day Anno style dual maps. You have your gleaming top layer of rich people city, and then you can click a big Down Arrow and sink to the horrible multi-layered Blade Runner Slum. I think I've played that... https://en.wikipedia.org/wiki/Afterlife_(video_game)
|
# ? Dec 2, 2016 15:08 |
|
I'm several months behind on this, but holy hell the map "Moraine - 81 Tiles" by our very own turn off the TV is gorgeous. I've been following your maps since Passes and I ended up completely building up the entire Passes 25 tiles map. Then I restarted and did it again. This map gives me a lot of that same feel, except it's apparent that you're a lot better at making maps now than back then, and the difficulty is ramped up severely while still allowing plenty of places for small towns. I dunno if I will fill up 81 tiles but I'm sure going to try.
|
# ? Dec 3, 2016 14:48 |
|
I'm getting back into this after a long time and I decided to just wipe the mods I had installed because some were crashing. Now I remember that there was a mod that showed an info panel with a summary of the power/water/garbage etc output. Anyone remember which one it was? e: nvm found it it's City Vitals Watch
|
# ? Dec 3, 2016 17:33 |
|
Ad by Khad posted:I'm several months behind on this, but holy hell the map "Moraine - 81 Tiles" by our very own turn off the TV is gorgeous. I've been following your maps since Passes and I ended up completely building up the entire Passes 25 tiles map. Then I restarted and did it again. The next time I reinstall the game I'm probably going to turn that map into a national park. Network Extensions adds pedestrian/service vehicle gravel paths, so it should be possible to make hiking trails and scenic overlooks that cims actually use with parks. It'd be fun to make a map with just a few small towns geared mostly towards tourism.
|
# ? Dec 3, 2016 19:00 |
|
turn off the TV posted:The next time I reinstall the game I'm probably going to turn that map into a national park. Network Extensions adds pedestrian/service vehicle gravel paths, so it should be possible to make hiking trails and scenic overlooks that cims actually use with parks. It'd be fun to make a map with just a few small towns geared mostly towards tourism. Every time I try to do the separate small towns thing I end up having a lot of issues with service vehicles racing off to distant parts of the map instead of staying in their home community. This causes a lot of congestion on the roads and leads to poor response times when community A has some issue but its service vehicles are all the way across the map in community C. Not a gamebreaking issue but pretty dumb behavior.
|
# ? Dec 3, 2016 21:02 |
|
Bold Robot posted:Every time I try to do the separate small towns thing I end up having a lot of issues with service vehicles racing off to distant parts of the map instead of staying in their home community. This causes a lot of congestion on the roads and leads to poor response times when community A has some issue but its service vehicles are all the way across the map in community C. Not a gamebreaking issue but pretty dumb behavior. Same. This is what kills my scatteted cities, the constant stream of emergency vehicles on the highways. And the small town itself suffers because it's only police vehicle is in downtown megacity 20 miles away.
|
# ? Dec 3, 2016 22:44 |
|
turn off the TV posted:The next time I reinstall the game I'm probably going to turn that map into a national park. Network Extensions adds pedestrian/service vehicle gravel paths, so it should be possible to make hiking trails and scenic overlooks that cims actually use with parks. It'd be fun to make a map with just a few small towns geared mostly towards tourism. I attempted yesterday to make a sort of Central Park-type area in the middle of my city by running the main roads underground and filling the area up with parks, trees and and some winding pedestrian paths from the Network Extensions pack. I have no idea if it's a bug with the mod or if the Natural Disasters DLC has affected it, but regular traffic is using the paths as well as the peds, so the whole effect is sort of ruined.
|
# ? Dec 4, 2016 00:13 |
|
Bold Robot posted:Every time I try to do the separate small towns thing I end up having a lot of issues with service vehicles racing off to distant parts of the map instead of staying in their home community. This causes a lot of congestion on the roads and leads to poor response times when community A has some issue but its service vehicles are all the way across the map in community C. Not a gamebreaking issue but pretty dumb behavior. As always, theres a mod to fix this, where you can set service vehicles to only service their own district. Of course, it does mean you need full service coverage in each district, but it means you can do the small town thing effectively. What I haven't found a fix for is that if I ever try to create a service district out of town, say a large landfill with multiple garbage dumps and recycling facilities hidden on the other side of a forest or something, eventually all the buildings of that type just stop spawning vehicles entirely, and sit clicking over between 0 and 1 vehicle in use despite demand for the services growing and growing until I'm overrun by garbage everywhere
|
# ? Dec 4, 2016 03:57 |
|
So I guess no one wants to try for that copy of After Dark then.
|
# ? Dec 4, 2016 04:00 |
|
John Murdoch posted:I want a dystopian city builder an awful lot. Especially if you could choose between clanky cyberpunk shithole or stark gleaming white "nothing to see here, citizen" style city ala Mirror's Edge or X-Com 2. Basically Tropico in the future. this game was already made and wasn't that great Sim City: Societies quote:Featuring an all-new, revolutionary feature set, SimCity Societies allows you to create your own kinds of cities and shape their cultures and environments. Make your cities green or polluted, contemporary or futuristic, rural or urban. Create an artistic society or a police state, an industrial city or a spiritual community—or any society you want! The most versatile city-building game. Combine and connect elements of your city like never before with the ultimate building block tool kit. This innovative, modular approach to city-building makes SimCity Societies accessible to players of all levels, while still providing tremendous new possibilities to veteran players of the SimCity™ series. Shape your city through its values and priorities. More than just a city-building simulator, SimCity Societies puts you in the new role of social engineer. Mix and match six "social energies"—productivity, prosperity, creativity, spirituality, authority, and knowledge—to determine the core attributes that will be reflected in the infrastructure of your city as well as in its people. After you plant these seeds you'll witness the evolution of your city as everything from its physical appearance to the sounds heard on its streets adapt to reflect these values. Build unique homes, workplaces, leisure-time venues, and parks. Choose from more than 500 unique objects which can be combined and connected in almost limitless combinations. Take inspiration from a variety of architectural styles, ranging from the realistic to the fanciful, rural to urban, industrial to futuristic. And with only a fraction of the available buildings and associated object types unlocked at the game's beginning the possible combinations will only grow as you delve deeper into the game and advance your society.
|
# ? Dec 4, 2016 08:06 |
|
Well then I want a good one of those.
|
# ? Dec 4, 2016 08:17 |
|
Suspect Bucket posted:So I guess no one wants to try for that copy of After Dark then. If no one lifts a finger you can send it to me. My Steam ID is Negrostrike, just in case.
|
# ? Dec 4, 2016 09:33 |
|
John Murdoch posted:Well then I want a good one of those. Anno 2070.
|
# ? Dec 4, 2016 11:42 |
|
Good Lord Fisher! posted:Anno 2070. That's not quite the same thing.
|
# ? Dec 4, 2016 13:50 |
I liked SC:S, especially after the update that gave you challenge mode. And it is still the only game that let me make my dream cyberpunk city.
|
|
# ? Dec 4, 2016 16:20 |
|
Beefeater1980 posted:I liked SC:S, especially after the update that gave you challenge mode. And it is still the only game that let me make my dream cyberpunk city. i had really mixed feelings about it and it was the first warning siren that maxis had lost it imo
|
# ? Dec 4, 2016 16:50 |
|
Maxis - not even the tattered remains of the time - weren't involved with Simcity Societies. The brand was licenced to a dev house that had previously made Children of the Nile and Caesar IV.
MikeJF fucked around with this message at 17:36 on Dec 4, 2016 |
# ? Dec 4, 2016 17:33 |
|
Suddenly the International Style's commercial and dense residential assets aren't loading any more in my game. What gives? Do I have too many buildings loaded? It's strange how specifically ALL commercial and ALL dense residential buildings, but only of the international theme, no longer load in my game. EDIT: OK cool, the opposite thing happens on some maps: a bunch of European buildings are missing instead but the international one is full. Deltasquid fucked around with this message at 18:23 on Dec 4, 2016 |
# ? Dec 4, 2016 17:56 |
|
MikeJF posted:Maxis - not even the tattered remains of the time - weren't involved with Simcity Societies. The brand was licenced to a dev house that had previously made Children of the Nile and Caesar IV. poo poo i guess 23 yo me was a dumbfuck i always thought that one was maxis
|
# ? Dec 4, 2016 18:38 |
|
Negrostrike posted:If no one lifts a finger you can send it to me. I demand finger lifts! SWOLE rear end FINGERS
|
# ? Dec 4, 2016 23:36 |
|
i bought this ages ago and was playing today and what is the trick behind really advancing? I have a load of money because i had it on max speed while i tried to figure out getting my transport to improve but i'm only earning like $6k and have around 8000 pop
|
# ? Dec 5, 2016 00:36 |
|
Slightly unrelated, but Transport Fever is out. Anyone here have any thoughts on it? I've only been watching streams and LPs. Seems buggy/unfinished, but still looks enjoyable. Just perhaps not quite worth the price yet.
|
# ? Dec 5, 2016 01:16 |
|
Jose posted:i bought this ages ago and was playing today and what is the trick behind really advancing? I have a load of money because i had it on max speed while i tried to figure out getting my transport to improve but i'm only earning like $6k and have around 8000 pop Keep meeting the demands of your Residential/Commercial/Industrial needs and keep growing. As long as you have the bare essentials, you'll have a decent chunk of money that'll let you just go hog wild. Every city I put work into i learned something new, so don't be surprised if your first city is poo poo and turns into a city full of dead people because you forgot to put power lines into your waste pipes, and that putting hospitals everywhere didn't fix anything and put you in the poorhouse after everyone died.
|
# ? Dec 5, 2016 01:33 |
|
ToastyPotato posted:Slightly unrelated, but Transport Fever is out. Anyone here have any thoughts on it? I've only been watching streams and LPs. Seems buggy/unfinished, but still looks enjoyable. Just perhaps not quite worth the price yet. it is missing a lot of deep train management stuff you see in games like openttd which is a complete dealbreaker for me
|
# ? Dec 5, 2016 01:46 |
|
Mad Wack posted:it is missing a lot of deep train management stuff you see in games like openttd which is a complete dealbreaker for me The super simplified train system is actually a huge plus for me. The only reason I didn't buy it yet is because the performance seems to be spotty, and there are several things that seem wonky or just plain bugged from watching. If they would squash the bugs and improved performance, I'd buy it immediately, even though it is definitely bare bones in comparison to TTD.
|
# ? Dec 5, 2016 01:59 |
|
smr posted:Great. Launch the game post-DLC-download and now the entire map is undifferentiated hot pink. Really don't feel like playing mod whack-a-mole to figure out which one it is I had this happen to me too, and in case it hits anyone else disabling the Dynamic Resolution mod helped pull my city back out of the 80s. On that note, are there any other AA solutions for this game now that the mod is broken and hasn't been updated in a year and a half?
|
# ? Dec 5, 2016 02:37 |
|
Suspect Bucket posted:So I guess no one wants to try for that copy of After Dark then. I picked up the game on sale a few months ago, and just got kinda hooked on destroying national parks. My first city was a map based on Yosemite Nat'l Park, which I named Yosemite Hellscape. Ended up damming most of the drainages that fed into the valley, but the way the game models hydrology is a little funky so it resulted in these cyclical floods that just kept destroying half the town, of course leading to massive die offs. I like the way you can use every available space against steep topography, so there were a couple areas I liked. Eventually I drowned the city in a blaze of glory by deleting all the dams at once.
|
# ? Dec 5, 2016 03:59 |
|
Creature posted:I have no idea if it's a bug with the mod or if the Natural Disasters DLC has affected it, but regular traffic is using the paths as well as the peds, so the whole effect is sort of ruined. From what I understand the pedestrian paths require Traffic++ to function properly.
|
# ? Dec 5, 2016 16:22 |
|
ToastyPotato posted:Slightly unrelated, but Transport Fever is out. Anyone here have any thoughts on it? I've only been watching streams and LPs. Seems buggy/unfinished, but still looks enjoyable. Just perhaps not quite worth the price yet. Here's a thread about it: http://forums.somethingawful.com/showthread.php?threadid=3772052
|
# ? Dec 6, 2016 00:58 |
|
Still working on Moraine, I started in the easiest corner and am pretty much still there. 81 tiles is a hell of a lot of space. My first 2 hours were just drawing the highway since this map doesn't start you with one.
|
# ? Dec 8, 2016 22:54 |
|
|
# ? May 25, 2024 10:47 |
|
Well I kept playing and expanded into an area with loads of oil which made loads of money and I had a bit of a boom but now my city is stagnating again at 45k population with no demand for anything. I stuck crematoriums everywhere since they were in demand and built a few unique buildings but other than that I'm not sure what I can do
|
# ? Dec 9, 2016 09:54 |