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Another question. If I don't want to grow the population of my city any further but I want to provide enough commercial and industrial zone for the existing population, how should my zoning demands thing look? All 3 bars on the same level or maybe blue and yellow bars at 0?
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# ? Jul 6, 2017 15:13 |
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# ? May 23, 2024 04:27 |
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Jack Trades posted:Another question. Look at your unemployment level instead of the demand bars.
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# ? Jul 6, 2017 17:39 |
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Even though I've done a lot of actual traffic studies in real life its amazing how fast my brain shuts down when I'm trying to figure out how to take heavy traffic off a freeway and split up residential and industrial because I read that you need to do that. Am I correct in thinking that trucks need to be able to move between commercial and industrial? A long time ago I remember people posting pictures of parallel roads off freeways but I can't seem to get a sense of flow and the suddenly bodies are piling up everywhere I'm always tempted into building some weird mishmash of one way streets that end up loving me somehow, or my roundabout ends up having a lot of traffic pushed to one quadrant because everyone exits on the right. I'm not looking forward to figuring out trains
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# ? Jul 6, 2017 17:54 |
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The general flow of trucks is transporting raw materials to industrial (usually from off-map, but can be from specialized industrial districts if you have them), then transporting manufactured goods to either commercial or off-map. Commercial will also receive goods from off-map if local production is insufficient. Thus you want to ensure good transport connections between the triangle of industrial, commercial, and off-map. There are also large and small class trucks - large trucks can carry more stuff but aren't allowed in "no large traffic" districts (except on highways). Those are usually the reason you see those parallel highway/street setups - the streets are for local traffic while the highways allow trucks to pass through without being allowed on the roads. Also, bear in mind that the base game traffic pathfinding is kind of dumb - it generally doesn't understand that it can be faster to take side streets if the main road is completely jammed. There are mods that improve it, which might help you manage traffic flow better because they'll be behaving more like real people do when driving, instead of always taking the most direct route. The Cheshire Cat fucked around with this message at 18:11 on Jul 6, 2017 |
# ? Jul 6, 2017 18:09 |
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Harry Potter on Ice posted:Even though I've done a lot of actual traffic studies in real life its amazing how fast my brain shuts down when I'm trying to figure out how to take heavy traffic off a freeway and split up residential and industrial because I read that you need to do that. Am I correct in thinking that trucks need to be able to move between commercial and industrial? A long time ago I remember people posting pictures of parallel roads off freeways but I can't seem to get a sense of flow and the suddenly bodies are piling up everywhere I'm always tempted into building some weird mishmash of one way streets that end up loving me somehow, or my roundabout ends up having a lot of traffic pushed to one quadrant because everyone exits on the right. There are two kinds of freight vehicles, heavy and light, although I can't remember what they're called in game. Industrial to industrial transportation uses heavy trucks, and industrial to commercial uses light trucks. You can use district level policies to restrict heavy freight vehicles from traveling through an area, while only allowing light freight to make deliveries. In terms of zoning, you want to place your commercial in such a way so as to minimize the amount of commercial traffic passing through residential zones, as well as keeping in mind the fact that a commercial vehicle unloading goods will block one lane of traffic. Residential vehicles will travel to pretty much every kind of building that requires a roadside connection except for other residential buildings, they'll only go back to their own home. The Cheshire Cat posted:The general flow of trucks is transporting raw materials to industrial (usually from off-map, but can be from specialized industrial districts if you have them), then transporting manufactured goods to either commercial or off-map. Commercial will also receive goods from off-map if local production is insufficient. Thus you want to ensure good transport connections between the triangle of industrial, commercial, and off-map. There are also large and small class trucks - large trucks can carry more stuff but aren't allowed in "no large traffic" districts (except on highways). Those are usually the reason you see those parallel highway/street setups - the streets are for local traffic while the highways allow trucks to pass through without being allowed on the roads. If I remember right, at least one of the traffic ban policies doesn't apply to highways.
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# ? Jul 6, 2017 18:10 |
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Also, set up some Metro's. I was having major problems getting everyone to work from my residential zone, but I set up two metro lines with buses going to each one and then the same in the commercial and industrial zones. Traffic seemed to drop by about 50%, it was insane. How far are citizens happy to walk for a bus?
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# ? Jul 7, 2017 11:12 |
Quite a ways. They're also happy to wait for an eternity. 'Tie up hundreds of agents in neverending bus stop waits' is a legit traffic strat. One that misses the point, in my view, but I've seen people unironically advocate it.
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# ? Jul 8, 2017 05:12 |
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hailthefish posted:Quite a ways. They're also happy to wait for an eternity. 'Tie up hundreds of agents in neverending bus stop waits' is a legit traffic strat. I don't gently caress with grandiose mutli-stop subway/metro/bus routes. I do a series of 2-stop loops. Seems to work just fine.
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# ? Jul 8, 2017 07:31 |
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Jack Trades posted:How am I supposed to use Districts? I don't really understand what benefits Districts have other than being able to set specific policies to different locations, which I also don't understand why I would want to do. The most common use is to mark an area "no heavy traffic" so there aren't those big slow semis roving around everywhere in your nice neighborhoods that you're trying to keep from being congested nightmares. They send the small delivery vans instead.
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# ? Jul 8, 2017 20:33 |
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So I finally got move it, and I'm toying around with it, and... I'm not sure how to use it to fill in gaps. If I have three buildings on a curve, with gaps between them all, and I, say, move the middle building left to cover the gap between the middle and the left building, won't there just be a bigger gap between the middle and the right? It doesn't look like anything regrows in the areas opened up. Do I have to use the RICO mod to plop something in there? I don't wanna plop things.
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# ? Jul 12, 2017 15:39 |
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Ofaloaf posted:So I finally got move it, and I'm toying around with it, and... I'm not sure how to use it to fill in gaps. If I have three buildings on a curve, with gaps between them all, and I, say, move the middle building left to cover the gap between the middle and the left building, won't there just be a bigger gap between the middle and the right? It doesn't look like anything regrows in the areas opened up. Do I have to use the RICO mod to plop something in there? I don't wanna plop things. You're gonna have to plop something in there, but you don't have to use the RICO mod if you don't want to. Move It has a copy/paste function you can use to put a building in the gap.
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# ? Jul 12, 2017 15:49 |
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You'll need disable zone check too or your moved grown buildings will de-spawn when they detect they aren't correctly zoned.
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# ? Jul 12, 2017 16:58 |
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Is there any way I can affect the way zoning is calculated? For example this is how the game normally does it. but I want it like this but with a normal road instead of a highway. Jack Trades fucked around with this message at 11:27 on Jul 13, 2017 |
# ? Jul 13, 2017 11:21 |
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Tried zoning it like that and afterwards degrade the highway road again?
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# ? Jul 13, 2017 12:18 |
BigglesSWE posted:Tried zoning it like that and afterwards degrade the highway road again? Usually it'll just switch back. There's mods that allow you to toggle zoning, I forget which. I think it's one of the road anarchy type tools? Also, building a pedestrian path or bike path alongside a road will stop it from sprouting zoning.
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# ? Jul 13, 2017 12:20 |
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Jack Trades posted:Is there any way I can affect the way zoning is calculated? Use no-pillars or something to turn zoning off on the round-about when you build it.
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# ? Jul 13, 2017 16:29 |
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Hmm wrong thread
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# ? Jul 17, 2017 21:37 |
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I'm up to nearly 1800 subscribed mods. man I love making ground-level shots.
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# ? Aug 1, 2017 16:49 |
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Very cool. What's your FPS like?
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# ? Aug 1, 2017 17:14 |
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Bold Robot posted:Very cool. What's your FPS like? Between 12-25.
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# ? Aug 1, 2017 17:35 |
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I followed someone advice and used real life cities as inspiration for roads and interchanges and things def look better !
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# ? Aug 1, 2017 18:31 |
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There was a mod recently released for this game that allows props and buildings to have their vertices and textures modified in game and in real time. This is going to be pretty awesome for making more detailed cliff faces and rivers. Skylines maps should hopefully be looking very, very good in the near future.
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# ? Aug 2, 2017 03:37 |
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I find that I struggle to make things that are pretty because they're not optimal. But I do want to try and make a town where cable cars and buses are pretty much the only way around. Is there an unlock everything mod?
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# ? Aug 2, 2017 10:39 |
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dogstile posted:I find that I struggle to make things that are pretty because they're not optimal. Yes. It was made by Colossal Order and included in the base game by default even, just go to the content manager and turn it on. There's also unlimited funds, unlimited terraforming etc.
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# ? Aug 2, 2017 10:57 |
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... Oh poo poo, so it is. Pretty cablecar town, here I come.
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# ? Aug 2, 2017 13:23 |
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Concert DLC announced http://www.paradoxplaza.com/cities-skylines---concerts/CSCS00DSK0000018.html
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# ? Aug 8, 2017 18:10 |
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I guess that's a thing someone wanted?
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# ? Aug 8, 2017 19:19 |
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I'm baffled at how CO decide on their DLC and expansion efforts. Right from the start, there was one thing the game really needed, more options, more this-over-that, more decisions on what you build, and from that, giving you interesting challenges that make you try out different build options each time you play. Instead it's just a bunch of stuff where the challenge is to "build all the stuff" and dump your city. Even the most obvious thing that challenged the every-player since the launch of the game, the traffic, it became its own little puzzle everyone enjoyed solving in the game. That was it, they had the answer right in front of them, to keep on engaging customers and players in a meaningful way, and they didn't even do anything roughly with that aspect except a month(ish?) ago. Now it's really just a pleasant zen garden game. The interesting game-play challenge has long gone. It was still a pretty fun game for a while though, so it's important to acknowledge that. The mind continues to boggle, though. Fishbus fucked around with this message at 20:03 on Aug 8, 2017 |
# ? Aug 8, 2017 19:59 |
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I think they really just don't want to implement anything that would meaningfully affect the core gameplay. Both because they are TERRIFIED of making the game "too complex" and doing anything that might bump the system requirements up at all. At the same time I also don't think they actually know what people want that well. Any DLC that did add meaningful new core gameplay would end up needing to be free though if further DLC was to hook into or build upon it. The ala carte DLC system where you're free to buy any or none works well most of the time, but sometimes a game actually needs a full on expansion pack rather than an optional take it or leave it DLC.
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# ? Aug 8, 2017 20:19 |
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Another possibility is that we are just nerdlords here who want something much more spergy than most people. Could it be that there is a silent majority of C:S players who play it more or less vanilla, don't really care about detailing, and are happy with what CO is putting out? I'm actually not sure. The C:S subreddit is probably a fair approximation of "mainstream" players and they eat the ultra-detailed and -realistic stuff up. In other words, is CO out of touch with what most players want, or are we? Either way it's super frustrating because this game with a proper expansion (or even sequel) would be absolutely amazing. At least the modding scene is strong, but I don't know if I've ever seen a game where the devs took more of an attitude of "eh gently caress it let the modders fix it."
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# ? Aug 8, 2017 20:34 |
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Here's my summed up stereotype of every skylines community and what they seem to want most or get the most excited about Reddit: We want more hyper-detailing, more pretty pictures and realism features, bonus if that poo poo has some sort of function. Simtropolis: More realism, especially if it's pretty and allows for more detailing, region play akin to SC4!!! Official Forums: Will this run on my laptop? The traffic AI in this game sucks and they NEED to fix it!!! Fix the traffic AI !!! Your game is BROKEN my city of 5,000 people is gridlocked NO I WON'T READ THIS GUIDE ON TRAFFIC!!! This Thread: Deeper gameplay, more meaningful choices and challenges, CO is dumb and doesn't have a clue and we know best. Steam Discussions: Traffic AI is broken!! Why is everyone driving in the same lane?! Why do I need mods to make normal looking highway ramps??? My main takeaway is that people want deeper city-management gameplay mechanics, not just traffic puzzles, a lot of casual players find the behavior of the traffic AI not intuitive and frustrating, and people really want more options to make their cities pretty and unique and it would be nice if those options actually did something, like those rows of trees you placed reducing noise pollution a little, just something, anything. For a game as centered around traffic being the only meaningful puzzle the default selection of roads is shameful and some sort of automatic sharp-angles system where streets coming on a sharp angle follow special junction logic to prevent left turns and flow as you'd expect would be a huge plus. Baronjutter fucked around with this message at 21:12 on Aug 8, 2017 |
# ? Aug 8, 2017 21:04 |
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benzine posted:Concert DLC announced Finally, a chance to drown everyone attending a Morrissey concert in sewage
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# ? Aug 8, 2017 23:59 |
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The reception on reddit is mostly that it would make a very nice free DLC.
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# ? Aug 9, 2017 00:41 |
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The silly stadium DLC thing was free right?
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# ? Aug 9, 2017 00:44 |
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Baronjutter posted:The silly stadium DLC thing was free right? Yes and as far as I can tell this is just a reskin of the stadium stuff being sold for eight bucks for some reason.
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# ? Aug 9, 2017 00:56 |
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Jack Trades posted:How am I supposed to use Districts? I don't really understand what benefits Districts have other than being able to set specific policies to different locations, which I also don't understand why I would want to do. 99% of the time, it's to designate industrial type because why the gently caress would you ever want to use the generic default? The remaining 1% is that I'm trying to create a replica of a real life town and need to get real particular about what type of buildings go where.
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# ? Aug 9, 2017 03:29 |
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The default industry provides goods for your commercial buildings, sometimes the game has trouble importing and your commercial buildings start to complain about not enough goods.
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# ? Aug 9, 2017 03:34 |
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Baronjutter posted:The default industry provides goods for your commercial buildings, sometimes the game has trouble importing and your commercial buildings start to complain about not enough goods. Do the specialized ones not? I've never had a problem with commercial buildings getting goods and I'm the worst traffic manager you ever did see.
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# ? Aug 9, 2017 03:53 |
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It can ease up pressure on your freeways. That being said, my freeways are now always a congested shitshow. I need to work out how to fix that. It was fine up until I started making giant cities.
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# ? Aug 9, 2017 09:51 |
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# ? May 23, 2024 04:27 |
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Bold Robot posted:Another possibility is that we are just nerdlords here who want something much more spergy than most people. Could it be that there is a silent majority of C:S players who play it more or less vanilla, don't really care about detailing, and are happy with what CO is putting out? I'm actually not sure. The C:S subreddit is probably a fair approximation of "mainstream" players and they eat the ultra-detailed and -realistic stuff up. In other words, is CO out of touch with what most players want, or are we? :iiam it's me, i am the vanilla player who doesn't care about detailing. i have literally never used stuff like Move It or Prop Anarchy. the furthest i've gone with modding is stuff like Traffic Manager and 25 tiles just because i'm more interested in the transportation simulation than the actual building of the city. i have no idea what kind of player is more common
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# ? Aug 9, 2017 15:19 |