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Koesj posted:HW was the CIA Director in 1976 and '77. Yeah I read that after I posted. Still funny.
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# ? Mar 4, 2017 17:46 |
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# ? May 25, 2024 23:06 |
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I can't believe nobody has made a Derek Zoolander Center For Children Who Can't Read Good And Wanna Learn To Do Other Stuff Good Too yet.
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# ? Mar 4, 2017 22:47 |
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Clamps McGraw posted:You've got the dumbest red text I've ever seen. How did you possibly piss someone off enough about wallpaper that they spend on it It's a sort of running joke in D&D UKMT, a lot of people in there have really sill redtexts, we aren't sure who is doing it but mine honestly is far from the best, there's some really good ones in there. Also: quote:Sick Transit, Glorious Money makes me unreasonably angry because it's an excellent and terrible pun. Baronjutter posted:The zepplin based transport is very silly. At least the others are all actual working real world forms of transport. Disapointed they aren't touching trams or adding trams unlocked through this dlc. Paradox has begun having paid-features unlocked from multiple DLC's, unlocking trams with this DLC seems obvious. Zeppelins make as much sense as planes
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# ? Mar 5, 2017 00:31 |
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I really would love an optional game rule set that focused on alternate reality simulations. So like a City of Tomorrow retro future ruleset with buildings. Dystopian future set. Steampunk world. Post apocalypse wasteland. Each with their own challenges and aesthetics. I guess that would just be a different game. I'm mostly imagining a changing of values for things like crime or health or education, etc, where some things are worse or better in some settings. Setting specific buildings and civics choices. Specific "disasters".
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# ? Mar 5, 2017 00:55 |
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Zeppelins are cool and good. Unless of course they are filled with nazi vampires who torch the place and turn the population into ghouls.
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# ? Mar 5, 2017 00:57 |
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ToastyPotato posted:I really would love an optional game rule set that focused on alternate reality simulations. So like a City of Tomorrow retro future ruleset with buildings. Dystopian future set. Steampunk world. Post apocalypse wasteland. Each with their own challenges and aesthetics. I guess that would just be a different game. I'm mostly imagining a changing of values for things like crime or health or education, etc, where some things are worse or better in some settings. Setting specific buildings and civics choices. Specific "disasters". Before I sort of gave up on trying to get a well-oiled good mod list without it being laggy/load forever, I was set on making a mix of near future, heavily inspired by the art here: http://www.simonstalenhag.se/ A winter map with European buildings combined with a lot of the sci-fi sets in the workshop actually does create the perfect blend of contemporary stuff with a vaguely near future that hits the aesthetic just right. It's just too bad I can't seem to enjoy the game for other more game related reasons or I'd do it. Really wish it had a better "game" behind the zen garden, because while that part rocks it doesn't hold my attention.
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# ? Mar 5, 2017 01:05 |
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Is there a more effective way to weed out broken and missing assets then manually hunting them down? I've got 1650 assets loading, and 350 of them are somehow listed as 'missing'.
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# ? Mar 5, 2017 01:16 |
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Suspect Bucket posted:Is there a more effective way to weed out broken and missing assets then manually hunting them down? I've got 1650 assets loading, and 350 of them are somehow listed as 'missing'. The loading screen mod has an export log as HTML file function, which shows missing assets arranged onto a list and with links (if possible). But you still have to go trough them manually unfortunately.
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# ? Mar 5, 2017 01:33 |
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In my experience a majority of missing assets are going to be props that have been removed from the workshop or missed during subscription. I just ignore the majority of them.
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# ? Mar 5, 2017 01:40 |
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Subyng posted:I can't believe nobody has made a Derek Zoolander Center For Children Who Can't Read Good And Wanna Learn To Do Other Stuff Good Too yet. There is one, an early workshop edition: https://steamcommunity.com/sharedfiles/filedetails/?id=416492685 my fav comment is: "I have a one-way street next to mine. You can only turn right!" Anyway, I've been working on making an accurate-as-possible model of Seattle and am wondering what are the best tools for getting the best screenshots? Is there a good mod for getting better camera angles? Any other tips before I try?
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# ? Mar 5, 2017 03:52 |
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I'm glad the new expansion will finally address the lack of depth in this game's transport systems, the real issue we were all having with this game was that it didn't have cable cars.
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# ? Mar 5, 2017 17:50 |
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Red Bones posted:I'm glad the new expansion will finally address the lack of depth in this game's transport systems, the real issue we were all having with this game was that it didn't have cable cars. Hey, to be fair there are mods on the workshop that add realistic slope limits to road/track sections, so running one of those on a mountain map will finally simulate a south American mountain city. https://en.m.wikipedia.org/wiki/Metrocable_(Medellín) turn off the TV fucked around with this message at 19:43 on Mar 5, 2017 |
# ? Mar 5, 2017 19:39 |
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A ferry, blimp and monorail expansion? Finally my cities will be able to compete with Brockway, Ogdenville and North Haverbrook!
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# ? Mar 5, 2017 20:23 |
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There's a guy named inthoughtwelive on Reddit who is recreating Oakland. People in the comments of his posts have been talking about how realistic it is, and I had sort of blown them off. Until today, because someone posted a screenshot from Google Maps.
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# ? Mar 6, 2017 16:19 |
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It's worth looking at that guy's whole post history. His Oakland stuff is amazing and the handful of stuff he posted before it is really good too. I grew up in Oakland so it's pretty crazy to see such a faithful recreation of it.
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# ? Mar 6, 2017 16:27 |
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turn off the TV posted:There's a guy named inthoughtwelive on Reddit who is recreating Oakland. People in the comments of his posts have been talking about how realistic it is, and I had sort of blown them off.
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# ? Mar 6, 2017 19:09 |
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That guy's stuff is amazing, it barely looks like the same game. Which is a little saddening, because the game it looks like he's playing seems way better than the one we are playing. Some of his other screenshots really drive home how much the lack of medium density zoning and different income levels hurt.
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# ? Mar 6, 2017 19:23 |
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Sheriff posted:That guy's stuff is amazing, it barely looks like the same game. Which is a little saddening, because the game it looks like he's playing seems way better than the one we are playing. Some of his other screenshots really drive home how much the lack of medium density zoning and different income levels hurt. 100% agree. Are there easy to find galleries of real city recreations with comparisons, or is it kind of just stumble across whatever gets posted on reddit?
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# ? Mar 6, 2017 19:27 |
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ToastyPotato posted:100% agree. The latter. The Cities subreddit is the best place I'm aware of to look at cool pictures of other people's cities. A lot of trash gets posted of course but there is some really impressive work mixed in there.
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# ? Mar 6, 2017 19:31 |
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Sheriff posted:That guy's stuff is amazing, it barely looks like the same game. Which is a little saddening, because the game it looks like he's playing seems way better than the one we are playing. Some of his other screenshots really drive home how much the lack of medium density zoning and different income levels hurt. A large part of what's making his game look so good is the map theme's atmospheric and lighting settings, a complimentary LUT, and disabling tone mapping with Ultimate Eyecandy. quote:Daylight Classic
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# ? Mar 6, 2017 19:32 |
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turn off the TV posted:A large part of what's making his game look so good is the map theme's atmospheric and lighting settings, a complimentary LUT, and disabling tone mapping with Ultimate Eyecandy. Thanks for posting that list, I saw it the other day on his post but forgot to save it. While you're right, especially regarding the example you posted, what really got me pining for a more robust game were these two: These shots just have so much, I don't know, character in them compared to what you can accomplish with the base game and honestly even most mods (unless you're willing to manually RICO plop every aspect of your city). It reminds me so much of Sim City 4, where the differing income levels and density made neighborhoods feel unique.
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# ? Mar 6, 2017 19:52 |
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The biggest problem with the base game in terms of having cities that never make you think "woah is this google maps??" is that all buildings are pretty much 4x4. It looks weird when every single building is pretty much the same size. In these screenshots you've got everything from tiny little houses to huge super-block filling developments. The assets he's using also tend to go for the more photo-realistic look rather than the slightly more cartoonish vanilla assets. I'd so love a city builder that took its aesthetic more from google maps. I don't mind if most of the buildings are fairly low poly shapes with textures on top if there was a huge variety of them or better yet some sort of semi-procedural generation.
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# ? Mar 6, 2017 19:58 |
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Sheriff posted:Thanks for posting that list, I saw it the other day on his post but forgot to save it. While you're right, especially regarding the example you posted, what really got me pining for a more robust game were these two: You actually picked two screenshots that would probably be the easiest ones to recreate. Most of those buildings look like growables, just with some nice prop details, but not as many as it would have taken to make his industrial area. You can contrast this with any number of the highly detailed but poorly lighted screenshots found on reddit. Just choosing good assets and better lighting goes a very, very long way.
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# ? Mar 6, 2017 20:22 |
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Sheriff posted:These shots just have so much, I don't know, character in them compared to what you can accomplish with the base game and honestly even most mods (unless you're willing to manually RICO plop every aspect of your city). It reminds me so much of Sim City 4, where the differing income levels and density made neighborhoods feel unique. It is definitely true that vanilla C:S is very very basic, but I've never understood this particular strain of "SC4 was better". Getting ultra-realistic looking cities in SC4 also involved installing thousands of mods/assets and hand plopping every building and prop.
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# ? Mar 6, 2017 23:16 |
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Eric the Mauve posted:It is definitely true that vanilla C:S is very very basic, but I've never understood this particular strain of "SC4 was better". Getting ultra-realistic looking cities in SC4 also involved installing thousands of mods/assets and hand plopping every building and prop. It's art man....
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# ? Mar 7, 2017 02:42 |
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Eric the Mauve posted:It is definitely true that vanilla C:S is very very basic, but I've never understood this particular strain of "SC4 was better". Getting ultra-realistic looking cities in SC4 also involved installing thousands of mods/assets and hand plopping every building and prop. I feel like I was able to get better looking neighborhoods with default assets in SC4 than CS. There was a lot more variety. The only mod I ever used in SC4 was NAM.
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# ? Mar 7, 2017 03:32 |
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Eric the Mauve posted:It is definitely true that vanilla C:S is very very basic, but I've never understood this particular strain of "SC4 was better". Getting ultra-realistic looking cities in SC4 also involved installing thousands of mods/assets and hand plopping every building and prop. Sim City 4 has been out for over a decade longer. People have had more time to pick it apart and figure out how to shove it to its limits.
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# ? Mar 7, 2017 03:34 |
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Eric the Mauve posted:It is definitely true that vanilla C:S is very very basic, but I've never understood this particular strain of "SC4 was better". Getting ultra-realistic looking cities in SC4 also involved installing thousands of mods/assets and hand plopping every building and prop. It's mainly the wealth/density thing. It leaves a huge hole in C:S.
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# ? Mar 7, 2017 03:34 |
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Also a lot of the buildings in C:S just don't quite look like real buildings.
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# ? Mar 7, 2017 06:32 |
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ToastyPotato posted:I feel like I was able to get better looking neighborhoods with default assets in SC4 than CS. There was a lot more variety. The only mod I ever used in SC4 was NAM. And this is a game where you did skywriting missions for the Insidious Dr. Vu.
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# ? Mar 7, 2017 06:38 |
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ToastyPotato posted:I feel like I was able to get better looking neighborhoods with default assets in SC4 than CS. There was a lot more variety. The only mod I ever used in SC4 was NAM. With the exception of the actual people walking around, its pretty visually appealing despite being from sixteen whole years ago. I'm guessing this is sorta what people mean when they say Simcity 4 still "looks" better than CS:S.
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# ? Mar 7, 2017 06:56 |
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People were gushing at the new Simcity's art style and going on about how it's so nice to see a game with an obvious art style and not just bland terrible "realism" but I personally really hate cartoony styles and want that fine-grained realistic look in my city builders. If any "art style" I'd almost want a slightly low-res photo-realism like google maps 3d view. I associate that so much with real cities and real maps now.
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# ? Mar 7, 2017 07:04 |
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Sheriff posted:These shots just have so much, I don't know, character in them compared to what you can accomplish with the base game and honestly even most mods (unless you're willing to manually RICO plop every aspect of your city). It reminds me so much of Sim City 4, where the differing income levels and density made neighborhoods feel unique. 1) Things look fairly realistically dirty and worn. 2) There is parking that looks at least partially appropriate. Neither of those come from the base game as I remember it.
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# ? Mar 7, 2017 08:11 |
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The most realistic-looking cities will always be the ones where most everything is planned and laid out by hand block by block and lot by lot because that's how real cities are built over time.
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# ? Mar 7, 2017 09:14 |
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mutata posted:The most realistic-looking cities will always be the ones where most everything is planned and laid out by hand block by block and lot by lot because that's how real cities are built over time. Cities built over time are done so by individual actors making decisions based on the prevailing economic situation and civic policies, which is perfect fodder for a computer simulation to ape, if not copy well. And its easier to call SimCity doing that. Skylines however, no simulation call is ever making a real decision. The RCI is always "yes please" and then the same basic level 1 building is built ad infinitum and then it levels up when it gets the correct services.
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# ? Mar 7, 2017 14:41 |
One thing SC4 got right was having multiple building styles that get rotated in and out on a cycle, meaning you at least get a bit of variation between areas built at different times.
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# ? Mar 7, 2017 14:51 |
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A while back someone was asking about building a university, this dude made a whole university, (like 20 assets) http://steamcommunity.com/profiles/76561198024248108/myworkshopfiles/?appid=255710 He didn't make a quad, you can still make one with that modular park, or I can make one real quick if anyone wants. e: gently caress I just realized I made a ton of good depressing communist parks that I really should upload to the workshop. Does anyone know how to add the "needed subscribed props" that's on the right of the asset page in the thing when you look at it? Sorry I'm not making much sense, I am half awake and I took a sleeping pill. I really must stop downloading stuff. I'm at 3344 assets. But... I cant stop Also everyone needs to get this mod. It takes your loading time down crazily. I went from 20+ minutes to 3.5 minutes to load up a city. https://steamcommunity.com/workshop/filedetails/?id=667342976 this is the version that pops out a file saying what's missing so I prefer this one https://steamcommunity.com/workshop/filedetails/?id=667342976 Thin Privilege fucked around with this message at 11:19 on Mar 8, 2017 |
# ? Mar 8, 2017 10:48 |
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Thin Privilege posted:A while back someone was asking about building a university, this dude made a whole university, (like 20 assets) I use this, it is good.
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# ? Mar 8, 2017 19:22 |
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PC Gamer had a writer watch a demo of the new expansion pack. The only new information was that some sort of intersection editor is being added, and he sort of confirmed that the public transport management is basically the same.
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# ? Mar 9, 2017 00:22 |
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# ? May 25, 2024 23:06 |
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Jesus this is the same game? Wow. I need to try that list of mods.
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# ? Mar 9, 2017 03:23 |