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Blimps are there just to seem cool and be a checkbox on the feature list to get people who think they are cool buy the DLC. They might be interesting modding fodder though.
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# ? May 16, 2017 23:02 |
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# ? May 26, 2024 00:44 |
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I think blimps are cool
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# ? May 16, 2017 23:06 |
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Lorini posted:After watching Biffa's videos, the question in my mind is why anyone would use blimps. He had 10 blimps but nearly 1000 people at stations waiting for blimps, and each blimp only holds 35 people. He also had monorail which seems to me to nearly the same thing as blimps but they hold 180 people. He doesn't mention the costs so I have to assume that the costs of running blimps is a lot cheaper than monorail but it'd be nice to know exactly what the ratios will be when the game comes out. The problem with blimps might be that they are the fastest way to get from point A to point B according to the logic the game uses to calculate public transport usage, so they're would have much higher demand than what they can really handle.
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# ? May 16, 2017 23:24 |
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Which comes back to the lack of any sort of class in the game. In Transport fever people had budgets/preferences for travel. The poorer you are the more you care about cost, and the richer you are, the more you care about speed. This means if you have a fast rail line between two place, and a bus, and a plane, all get used. If skylines had something like that as well as just a touch more control over transit management it could really be great.
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# ? May 17, 2017 04:44 |
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CLAM DOWN posted:I think blimps are cool Also, with mods, the blimps could easily be replaced by helicopters or dragons or flying volcanoes or whatever.
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# ? May 17, 2017 10:18 |
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RagnarokZ posted:Also, with mods, the blimps could easily be replaced by helicopters or dragons or flying volcanoes or whatever. I hope someone replaces the blimp with these https://en.wikipedia.org/wiki/Fairey_Rotodyne "From two miles away it would stop a conversation. I mean, the noise of those little jets on the tips of the rotor was just indescribable. So what have we got? The noisiest hovering vehicle the world has yet come up with and you're going to stick it in the middle of a city?"
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# ? May 17, 2017 11:22 |
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One mod I can already see I want is the ability to see through color which roads are priority and which are not. Because knowing me I'll screw it up because I forget which is which.
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# ? May 17, 2017 16:10 |
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Baronjutter posted:Blimps are there just to seem cool and be a checkbox on the feature list to get people who think they are cool buy the DLC. They might be interesting modding fodder though. At least now goons will be represented in-game.
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# ? May 17, 2017 20:44 |
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So it looks like all the actual meaningful features coming out like intersection management and the improved engineering and transit controls will all be free. The only paid features are the goofy disney land monorails and the blimps?
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# ? May 17, 2017 21:23 |
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Baronjutter posted:So it looks like all the actual meaningful features coming out like intersection management and the improved engineering and transit controls will all be free. The only paid features are the goofy disney land monorails and the blimps?
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# ? May 17, 2017 22:05 |
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# ? May 17, 2017 22:06 |
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What are the new road types, or are they counting the monorail roads as road types?
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# ? May 17, 2017 22:07 |
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Baronjutter posted:What are the new road types, or are they counting the monorail roads as road types?
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# ? May 17, 2017 22:10 |
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Watch this 12 minute video for the details of the roads as well as the rest of the DLC
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# ? May 17, 2017 22:44 |
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Other than the super wide 2-lane road mods got those all covered already. I'm feeling pretty good about this update and not having to spend a dime on it.
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# ? May 17, 2017 22:56 |
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Why are new road and bridge types not compatible with old saves, according to that chart?
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# ? May 17, 2017 23:00 |
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Baronjutter posted:Which comes back to the lack of any sort of class in the game. In Transport fever people had budgets/preferences for travel. The poorer you are the more you care about cost, and the richer you are, the more you care about speed. This means if you have a fast rail line between two place, and a bus, and a plane, all get used. If skylines had something like that as well as just a touch more control over transit management it could really be great. There are classes, it's just that they don't have much nuance. Cims are divided by density, where they're further divided by education, and then divided by age. The problem is that the only categories for transport preference are cars, public transportation, taxis and biking. If you could divide up preferences by individual public transportation types that would be really nice.
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# ? May 17, 2017 23:23 |
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turn off the TV posted:There are classes, it's just that they don't have much nuance. Cims are divided by density, where they're further divided by education, and then divided by age. The problem is that the only categories for transport preference are cars, public transportation, taxis and biking. If you could divide up preferences by individual public transportation types that would be really nice. Yeah, like right now the problem is if I built an airship or a ferry line depending on the way the game ranks transit types, it would 100% cannibalize an existing route and jam up. That's another big problem, lines need to have a "service quality" based on how fast and reliable and crowded the line is which influence a cim's choice. You can give them 2 nearly equal options to get to their destination but 100% of people will flock to one, crowding it to hell while leaving the other unused. It also makes over-lapping lines or express lines useless too.
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# ? May 17, 2017 23:26 |
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ToastyPotato posted:Why are new road and bridge types not compatible with old saves, according to that chart? Was there a maximum before or was the maximum greater than 5? If so, that would probably be why.
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# ? May 17, 2017 23:26 |
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Baronjutter posted:Yeah, like right now the problem is if I built an airship or a ferry line depending on the way the game ranks transit types, it would 100% cannibalize an existing route and jam up. That's another big problem, lines need to have a "service quality" based on how fast and reliable and crowded the line is which influence a cim's choice. I just realized today that the game is XP compatible which is probably the factor that's holding it back the most. I'm hoping this is it for Cities Skylines and Cities Skylines 2 will be announced which at least should be a true 64 bit game.
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# ? May 17, 2017 23:28 |
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Baronjutter posted:Yeah, like right now the problem is if I built an airship or a ferry line depending on the way the game ranks transit types, it would 100% cannibalize an existing route and jam up. That's another big problem, lines need to have a "service quality" based on how fast and reliable and crowded the line is which influence a cim's choice. I'm not 100% sure about this, I use express lines without any problem, but I also usually don't give them any alternatives.
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# ? May 17, 2017 23:46 |
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Lorini posted:I just realized today that the game is XP compatible which is probably the factor that's holding it back the most. I'm hoping this is it for Cities Skylines and Cities Skylines 2 will be announced which at least should be a true 64 bit game. I have no idea if it would actually run on XP. Cities is already a 64bit game as you can check in task manager. Cities regularly allocates about 6gb of ram for me. Looking in the game's folder, there's only a 64 bit executable so I have no idea how it would run on a 32 bit system. e: it's more likely that they want it to run alright on integrated graphics / laptops with 4gb of ram than windows xp / 32 bit windows.
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# ? May 18, 2017 01:11 |
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You have to get the 64 bit upgrade for XP to run it. I don't know anything about it except it exists. https://www.microsoft.com/en-us/download/details.aspx?id=17791
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# ? May 18, 2017 02:06 |
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Newbie question: How do I use Bus Stations? Bus Depots and Bus stops seem to operate just fine without one?
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# ? May 18, 2017 07:16 |
Update's live - RIP mods.
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# ? May 18, 2017 13:57 |
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canepazzo posted:Update's live - RIP mods. Shouldn't be for too long, they were given access to the DLC awhile ago is my understanding. At least for the really popular ones. E: Some of the mods are already updated. I only use about 10 but half of them were updated. Mayveena fucked around with this message at 14:10 on May 18, 2017 |
# ? May 18, 2017 14:01 |
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Paradox Sale on City Skylines and DLC not including Mass Transit. I assume Steam will eventually have these prices as well. You get a Steam Key from Paradox.
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# ? May 18, 2017 16:04 |
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Currently working mods from reddit
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# ? May 18, 2017 16:06 |
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It sounds like some people have taken up IPT. I really hope they manage to get it working again because seriously, it's like half the game to me. Great to see pretty much every other 'essential' mod I use on the list already though, that's great.
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# ? May 18, 2017 16:50 |
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Baronjutter posted:It sounds like some people have taken up IPT. I really hope they manage to get it working again because seriously, it's like half the game to me. IPT is dead in the water, unfortunately, as the mod author never released his code so there's no way of patching it. Whatever the new transit mod ends up being is going to be an amalgamation of TLM and the new features of this patch.
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# ? May 18, 2017 17:09 |
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As long as I can EASILY set the number of vehicles per line, set the type of vehicle per line, unbunching, and hopefully set capacity/upkeep for it I'm set. What I liked about IPT's vehicle options is that it automatically balanced the running costs of vehicles based on the capacity you set, so things were always fair/balanced, no need to do math. Double the capacity? Double the upkeep. Going to wait on a solution there as I can't imagine playing without at least unbunching and the ability to set types/exact number of vehicles per line. Also metro overhaul isn't working yet either, but that has a pretty active team so I'm sure it won't be abandoned.
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# ? May 18, 2017 17:11 |
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Would anyone in this thread be interested in a $12.99 copies of Pillars of Eternity or Wasteland 2? I just remembered that I have steam keys for both and I'd be willing to trade them for MT.Baronjutter posted:As long as I can EASILY set the number of vehicles per line, set the type of vehicle per line, unbunching, and hopefully set capacity/upkeep for it I'm set. As I understand it the goal is to incorporate the features of both mods, so hopefully it'll turn out to be like IPT with the hour by hour vehicle number adjustments that TLM had.
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# ? May 18, 2017 17:20 |
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Any recommendations for realistic looking power plant models on the workshop?
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# ? May 18, 2017 17:52 |
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turn off the TV posted:IPT is dead in the water, unfortunately, as the mod author never released his code so there's no way of patching it. Whatever the new transit mod ends up being is going to be an amalgamation of TLM and the new features of this patch. Good news!
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# ? May 18, 2017 18:22 |
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ToastyPotato posted:Any recommendations for realistic looking power plant models on the workshop? https://steamcommunity.com/sharedfiles/filedetails/?id=760376926 https://steamcommunity.com/sharedfiles/filedetails/?id=820986974 https://steamcommunity.com/sharedfiles/filedetails/?id=793404813 https://steamcommunity.com/sharedfiles/filedetails/?id=784265260 https://steamcommunity.com/sharedfiles/filedetails/?id=836161157 https://steamcommunity.com/sharedfiles/filedetails/?id=536804516 https://steamcommunity.com/sharedfiles/filedetails/?id=903812356 https://steamcommunity.com/sharedfiles/filedetails/?id=816731978
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# ? May 18, 2017 18:24 |
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Holy poo poo. Thanks.
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# ? May 18, 2017 18:42 |
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Uhhh well, Bloody Penguin apparently was able to reverse engineer or somehow get his hands on the code of IPT and released his own version. http://steamcommunity.com/sharedfiles/filedetails/?id=928128676 Also, Traffic Manager: President Edition got some new and extremely cool features: quote:Updated for game version 1.7.0-f5
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# ? May 18, 2017 19:53 |
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Speaking of pathfinding, I haven't played since before any of the expansions. Do cars still crowd single lanes on roads and highways?
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# ? May 18, 2017 20:03 |
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Galaga Galaxian posted:Speaking of pathfinding, I haven't played since before any of the expansions. Do cars still crowd single lanes on roads and highways? Yes, but some addons, including some of the various Traffic Managers, can tune things so that the pathfinding detects crowded single lanes and reroutes traffic in a way that makes the other lanes be more useful. The various Traffic Managers also let you redefine which lanes are turning lanes at intersections, which can be really useful. The earlier you can suggest to the pathfinding logic which lane it will need to be in, the more spread out traffic can be. One thing that I'd love to see fixed is how cars will simply stop in the middle of a lane to perform a "safe" lane change, which itself causes more traffic. is TM:PE the only Traffic Manager getting updated? I'd been using Traffic Manager + Improved AI, as TM:PE does a lot that I don't think I need.
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# ? May 18, 2017 20:21 |
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# ? May 26, 2024 00:44 |
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McGlockenshire posted:Yes, but some addons, including some of the various Traffic Managers, can tune things so that the pathfinding detects crowded single lanes and reroutes traffic in a way that makes the other lanes be more useful. The various Traffic Managers also let you redefine which lanes are turning lanes at intersections, which can be really useful. The earlier you can suggest to the pathfinding logic which lane it will need to be in, the more spread out traffic can be. You can disable pretty much every feature of PE that you don't want or need. I play without using its traffic AI and just use its parking system and lane controls, although if this update is to be believed the performance impact of the AI is going to be significantly lower. E: one thing that I've never understood is why the agent pathfinding system calculates for every trip, instead of just finding a route to the cim's school/job and a set of stores, then reusing that information until there's a change made to that route. turn off the TV fucked around with this message at 20:44 on May 18, 2017 |
# ? May 18, 2017 20:41 |