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Baronjutter posted:Disable zone check, plus move it, plus building eyedropper tool really lets you take poo poo up to the next level. It lets you have growable buildings basically wherever so you can make some really cool shaped blocks. Want all your buildings set a tile back from the road to simulate really wide sidewalks? Go for it! Move it is like my go to argument for why modding should be encouraged. Prop Anarchy is vital for me as well.
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# ? May 21, 2017 00:19 |
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# ? May 25, 2024 01:26 |
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BigglesSWE posted:Move it is like my go to argument for why modding should be encouraged. Prop Anarchy is vital for me as well. I really wish they'd integrate them all into the base game though with a better interface. When you need like 5 mods to pull of the bridge or path you want to build it gets a bit ridiculous. Constantly hitting the sharp angles hot keys, overlapping interfaces making a mess of unreadable text in the corner of the screen, it feels... janky. Super-detailing is a huge draw in skylines now, so many youtubers doing it. But of course if you can X-anarchy this and that that feels like "cheating" to people who play this as if it was a game with hard rules. But I think CO could make some sort of "sandbox mode" that would unlock all those tools. Then again I don't trust CO to actually implement all those mods in a way that's as good let alone better than the current functionality you get by piling 5+ prop/road/angle anarchy pillar selecting road loving mods.
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# ? May 21, 2017 00:26 |
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I think their attitude of "do whatever the hell you want" towards the modders more than makes up for the sometimes clunky UI.
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# ? May 21, 2017 00:57 |
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Baronjutter posted:I really wish they'd integrate them all into the base game though with a better interface. When you need like 5 mods to pull of the bridge or path you want to build it gets a bit ridiculous. Constantly hitting the sharp angles hot keys, overlapping interfaces making a mess of unreadable text in the corner of the screen, it feels... janky. Super-detailing is a huge draw in skylines now, so many youtubers doing it. But of course if you can X-anarchy this and that that feels like "cheating" to people who play this as if it was a game with hard rules. But I think CO could make some sort of "sandbox mode" that would unlock all those tools. Then again I don't trust CO to actually implement all those mods in a way that's as good let alone better than the current functionality you get by piling 5+ prop/road/angle anarchy pillar selecting road loving mods. Someone actually asked CO about this in their AMA their other day, and if they were going to make a detailing oriented DLC. The answer was basically no, but they'd look into some sort of official support. So, uh I don't expect a whole lot in that front. Which reminds me, people have been releasing terrain conforming farm field decals and props, and I haven't seen anyone slap them onto growables yet, so I'm going to try doing that at some point. It seems like nobody on the workshop has seen an American farm before and it's kind of bothering me.
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# ? May 21, 2017 01:18 |
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Alright, time to fire this thing up and try all the new poo poo ... oh I have to unfuck my mods first. Bloody hell. EDIT: Actually I think I'll unsubscribe everything (including assets) and go back and add as needed. The Deadly Hume fucked around with this message at 01:23 on May 21, 2017 |
# ? May 21, 2017 01:21 |
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As far as gameplay, I think road safety should still be a small emergency. It creates a car crash based on "danger" value of intersection, and requires one fire engine, one ambulance, and one squad car to fix.
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# ? May 21, 2017 04:11 |
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Cool, spent 3 hours making a map, 2 hours making a big rail cargo port, then just "wasn't feeling" the map and quit
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# ? May 21, 2017 05:11 |
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Ok, people are saying the new in-game guides replace precision engineering but I can't see how long my roads are. I want to do something like make a simple 90 degree curve and normally I'd just draw the first part of the curve 9 units or 5 units or what ever, then make sure the 2nd part of the curve is the same. Skylines new guides look nice but either I'm missing something but it doesn't tell me how long what I'm drawing is, which is absolutely essential for getting things right. The new snapping system is tripping me up bad too while not seeming useful at all. Am I just not used to it or is precision engineering still way superior?
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# ? May 21, 2017 07:07 |
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zedprime posted:Something like that is subject to serious oscillations without coefficients with some ridiculous precision found after a shitload of balancing. Those coefficients themselves might also need to be a function of the state of the city which starts approaching a problem that is hard to tackle algorithmically, but that could turn into a gameplay feature where you tweak the advertising or whatever to push people to one or the other. It would be awesome and amazing and probably multiple man years of work which is a large ask for a studio of like a dozen people. Different modes makes it a little easier than dynamic routing and there's already a probablistic portion of agent decision making to prefer different modes already because that fuzz is necessary for the bare minimum of cims not all flocking to the single fastest route, which turns to the slowest because its over capacity. A fairly simple way to deal with this is to apply a smoothing function to the preference inputs, which prevents hard spikes caused by negative feedback oscillation of demand and congestion and lets things converge to the optimal faster since it'll have more time to change direction as the system approaches maximum capacity.
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# ? May 21, 2017 07:07 |
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Monorails are cool but I keep singing the monorail song from the Simpsons and now everyone thinks I am crazy.
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# ? May 21, 2017 07:19 |
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Any time I try to build any sort of transit line I get "Method not found: 'TransportLine.CalculatePathSegmentCount'. [System.MissingMethodException] Details: No details" Any idea which mod is doing it?
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# ? May 21, 2017 09:41 |
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MikeJF posted:
No hook turns, 2/10.
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# ? May 21, 2017 11:16 |
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Baronjutter posted:Any time I try to build any sort of transit line I get Probably IPT or a line color mod? turn off the TV fucked around with this message at 12:48 on May 21, 2017 |
# ? May 21, 2017 12:31 |
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Baronjutter posted:Any time I try to build any sort of transit line I get
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# ? May 21, 2017 12:40 |
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Figured it out, for some people the old IPT wasn't deleting fully and some nice guy in the comments found the exact old IPT folder address so we could manually delete it (thanks steam for obfuscating every game and mod with a huge serial number) Working on some cute little island town. I really like doing island towns because I really hate dealing with highways and can never make them look pretty and natural. Had fun detailing the little port and tram loop. It's an odd mixed area of hotels and warehouses. Also I'd like to try to tweak the lighting in Skylines. I always found it too contrasting. I have a "softer shadows" LUT but what I'd really like is to make it so north facing building faces aren't super dark, make the directional lighting just a little more even. Like I think in the world of 3d lighting there's ambient and directional and I'd like to increase the overall ambient lighting. I only like how my city looks when the sun is shining on the buildings, when it isn't everything looks washed out and way too dark. Can you fiddle with this? Baronjutter fucked around with this message at 23:26 on May 21, 2017 |
# ? May 21, 2017 23:16 |
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I think my theme and map are turning out pretty nicely. The map is designed around getting a lot of use out of ferries and cable cars. Lots of bluffs and straits between the islands.Baronjutter posted:Also I'd like to try to tweak the lighting in Skylines. I always found it too contrasting. I have a "softer shadows" LUT but what I'd really like is to make it so north facing building faces aren't super dark, make the directional lighting just a little more even. Like I think in the world of 3d lighting there's ambient and directional and I'd like to increase the overall ambient lighting. I only like how my city looks when the sun is shining on the buildings, when it isn't everything looks washed out and way too dark. Can you fiddle with this? Yeah, you can do this with Ultimate Eyecandy and Shadow Strength Adjuster.
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# ? May 22, 2017 04:54 |
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How have I never heard of those mods?!
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# ? May 22, 2017 05:06 |
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turn off the TV posted:I made this post on the C:S subreddit, but I figure that people here would like it too. Here's a list of a bunch of growable collections/asset creators broken up into themes. You're doing some godly work here my goon. Thank you.
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# ? May 22, 2017 06:16 |
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So I guess hand placing every single building and carefully moving and rotating them is my life now?
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# ? May 22, 2017 07:31 |
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So much hand-ploppin, but I think it's worth it for these twisting hilly streets. Early morning in old town Sometimes it's hard to fill in weird shapes, but as long as you don't look super close a bunch of slightly overlapping buildings works fine. Getting them to follow a curve can be tricky too. Subtle changes in elevation and direction can add so much more interest that a grid on flat. Part of old town was lost when the bridges were built, so some office buildings of the era went up around it. Jumping on that grass tram bandwagon. Local church and neighbourhood square. Grand view to city hall Look back at the port and some old tenement areas. Multi-use bridge This neighbourhood's basically what I've been working on all night Oh and a refinery and industrial area across the water
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# ? May 22, 2017 09:56 |
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Is that bridge part of the new pack?
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# ? May 22, 2017 10:17 |
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Is there a simpler way to download assets in bulk? I hate clicking on everything in Steam Workshop
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# ? May 22, 2017 15:42 |
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Baronjutter posted:Figured it out, for some people the old IPT wasn't deleting fully and some nice guy in the comments found the exact old IPT folder address so we could manually delete it (thanks steam for obfuscating every game and mod with a huge serial number) How do you paint areas like that? I remember there being a surface painter mod but I couldn't get it working.
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# ? May 22, 2017 18:13 |
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Baronjutter posted:If they added a touch more detail to how cims choose transit then suddenly the game would become a "transit sim" instead of a "highway overpass building sim" which is NOT what this game is about!!!!! Also they might lose win98 support if they toss a couple extra calculations onto transit choice calculations. Never mind, we absolutely cannot lose Windows 98 support.
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# ? May 22, 2017 18:20 |
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Burns posted:Is there a simpler way to download assets in bulk? I hate clicking on everything in Steam Workshop There are collections, which have subscribe to all buttons. Dred_furst posted:How do you paint areas like that? I remember there being a surface painter mod but I couldn't get it working. It's probably with surface painter.
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# ? May 22, 2017 18:26 |
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before the update this is how far i made it with my us city think i may end up redoing the map a bit with the new motorways and start again, though i would seek to recreate that bit as i like it (abeit with more parking and less green around the big skyscrapers i originally wanted to do a pre motorway american city, then ruin it by ploughing some through. might end up doing that again with the new 2 lane local motorway as the connections to the edge of the map
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# ? May 22, 2017 20:05 |
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Surface painter is ok but the hosed up edges of the brush when it comes into contact with a road or path is almost a deal-breaker. I'll use surface painter when it works, but for smaller detailed areas I just anarchy plop in some of those big brush concrete tile plop things. The metro bridge is just a metro track bridge with a ped and bike lane on either side. I so wish we had a proper combo ped/bike path. I know bikes can use ped paths but they do so at the reduced speed as if they were on a sidewalk. /\ Woah that's looking good. I sometimes wish I could do a north american city but all my assets are european. I wish I could like... save all my mod settings as some sort of super-setting, then collect a ton of north american assets and save those as another and switch the game between them.
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# ? May 22, 2017 20:06 |
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I've been having another go at a pseudo-oldish city. Overall view of the city in-progress, main industrial hub not in the shot. A street in the city proper during the day. Suburban comfort, only a stone's throw from downtown. I listened to Batman music while trying to make this city.
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# ? May 22, 2017 21:35 |
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OK, now I'm back in the hole, what's the state of the art in terms of mods that unfuck traffic flow? Are we waiting for something to update for 1.7.whatever? In the meantime I'm having fun playing the scenarios
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# ? May 23, 2017 08:21 |
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So for my entire life I've considered Sim City 4 to be the ultimate city simulator. I really liked how the region system worked, where you have multiple towns/districts/whatever. I liked how the growth of the city was organic - for example, commercial buildings became taller, bigger, and more expensive in the right areas. I liked how the transportation was simulated, even though it was flawed and has to be fixed by NAM. I saw on Steam that this game got another DLC, and I wanted to know if the game is worth giving a shot in my case. It sounds very good, but one thing that has kept me from buying it is, as far as I know, once you build your one city in Cities, that's it - you can't go to another region and start a new one connected to it. Is it still worth giving the game a go, or will I end up disappointed?
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# ? May 23, 2017 08:48 |
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If you like city builders then you ought to give Cities a try. It's definitely got its problems but it's still pretty nice overall and it has a vibrant modding effort that can help smooth out some issues. If nothing else I have quite a bit of admiration for C:S because it's an earnest and mostly successful attempt at a genre that it seems the rest of the industry had been doing their best to kill off.
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# ? May 23, 2017 09:59 |
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Node posted:Is it still worth giving the game a go, or will I end up disappointed? It's fun to play C:S as a game when you first start out, but after building a few cities it becomes very clear that it's essentially a traffic simulator without a lot of depth to it, and once you've figured out the basics of traffic management the only other major thing you can do is download a lot of mods that give you tools like prop placement and ground texture painting and play it to make pretty looking cities. For the sale prices you can pick it up for though, it's definitely worth it. It doesn't have the staying power of a lot of games but getting to grips with the systems and the traffic stuff is a lot of fun at the beginning. The verisimilitude has really broken down for me at this point though, sometimes I get the urge to build a new city and I'll redownload the game and then immediately realise that it's just a pretty car-herding simulator and uninstall it.
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# ? May 23, 2017 12:50 |
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Alternatively you can download mods to make traffic management more difficult and just treat the game as much of a traffic oriented city simulator as possible. It makes the game pretty good as a city builder with pseudo puzzle elements, but still not really as interesting as Sim City. Really, though, though, give gameplay mods a shot. Run Traffic Manager: President Edition with the traffic and parking simulation turned on, reckless driving turned up, and despawning disabled. Run Realistic Population and Consumption alongside Citizen Lifecyle Rebalance to rebalance population densities and travel preferences. Use Rush Hour at a low timescale to drastically increase the amount of people hitting your transit network and the same time. Slope Limits is great alongside maps with rougher terrain, as it prevents you from being able to design everything in the optimal way. Transport Line Manager is a good tool for providing a lot of granularity in controlling your public transport down to three hour intervals, which is good alongside Rush Hour All of these mods running in concert with one another make it really hard to design road networks that can support your traffic demands, but in a really fair way. They and the map editor have been what's kept me going for 1000~ in game hours.
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# ? May 23, 2017 14:41 |
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The Deadly Hume posted:OK, now I'm back in the hole, what's the state of the art in terms of mods that unfuck traffic flow? Are we waiting for something to update for 1.7.whatever? Traffic Manager: President Edition. E: I missed the edit button.
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# ? May 23, 2017 14:42 |
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Ofaloaf posted:I've been having another go at a pseudo-oldish city. Do you have any major traffic problems with this design?
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# ? May 23, 2017 16:17 |
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Watching all these youtubers copying a row of props to put it next to them really makes me anxious to do the same. But I can never work out how it works! Any ideas? Are there any tutorials for the relevant mods out there?
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# ? May 23, 2017 16:18 |
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BigglesSWE posted:Watching all these youtubers copying a row of props to put it next to them really makes me anxious to do the same. But I can never work out how it works! Any ideas? Are there any tutorials for the relevant mods out there? I haven't seen the 'tubes in question but you can do this with the Move It! mod, aka the best mod ever.
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# ? May 23, 2017 17:01 |
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Bold Robot posted:I haven't seen the 'tubes in question but you can do this with the Move It! mod, aka the best mod ever. I have it and yes it is the most important mod for my play style. So it is specifically that mod that allows it? Cool, will look into the notes of that one and see if it'll help me figure it out.
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# ? May 23, 2017 17:10 |
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Prop line tool is essential for things like hedges and fences and nice tidy rows of bushes and trees.
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# ? May 23, 2017 17:14 |
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# ? May 25, 2024 01:26 |
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ROFLburger posted:Do you have any major traffic problems with this design? Nothing too major. The high-density area is a haphazard mix of residential, commercial, and office, and there's a big industrial area to the left of the suburban area, off-screen. Labor traffic doesn't cause too many issues, because the closest thing to a choke point is that single big honkin' highway up top that connects to the off-camera industrial area, and even then there's several on/off-ramps in both the residential and industrial areas. The high-density areas have little issue either, because everything's mixed, so it's not like all the residents are running all from one area to the one area where all the offices are.
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# ? May 23, 2017 17:15 |