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God this guy is so awesome to watch. So much detail. https://www.youtube.com/watch?v=R_48zgMXIqY
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# ? Aug 19, 2017 16:48 |
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# ? May 26, 2024 00:41 |
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And it's begun: Procedural Objects mod used to transform a building to fit the angle of a road. https://www.reddit.com/r/CitiesSkylines/comments/6upfmg/custom_corner_building_created_using_the/
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# ? Aug 20, 2017 15:31 |
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At some point Cities Skylines will probably become The Matrix.
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# ? Aug 20, 2017 16:08 |
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How screwed am I if I don't buy any of the DLC for this game? I bought the Deluxe Pack, figured that such a title meant I'd be getting stuff like Mass Transit and After Dark with it, but I'm really not keen on buying 20bux more stuff at this point. e: did a bit of research watching LGR; evidently a lot of the stuff I was concerned about not having (better traffic AI comes to mind) is actually part of the free bits of the expansions. Really neat how there's a difference between Expansion Content and Free Content That Came Out At The Time Of The Expansion. MisterBibs fucked around with this message at 20:41 on Aug 20, 2017 |
# ? Aug 20, 2017 19:32 |
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MisterBibs posted:How screwed am I if I don't buy any of the DLC for this game? I bought the Deluxe Pack, figured that such a title meant I'd be getting stuff like Mass Transit and After Dark with it, but I'm really not keen on buying 20bux more stuff at this point. I made that mistake yesterday without looking clearer myself, $2.5 for the deluxe pack which gave me 5 historical monuments lol. My understanding is the game is fine without it, but they make it look pretty
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# ? Aug 20, 2017 19:48 |
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turn off the TV posted:And it's begun: It.. it's happening?
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# ? Aug 20, 2017 21:50 |
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None of the expansions are must have by any means. The big reason to get them are the extra transport methods in them, such as bikes trams and monorails but at no time are they truly necessary.
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# ? Aug 20, 2017 22:45 |
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Play the base game for a while, and if you decide you want to add trams or something then get the appropriate DLC then. They have sales reasonably often anyway so that's the time to get them.
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# ? Aug 21, 2017 08:33 |
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Wake up and smell the green juice https://www.youtube.com/watch?v=H7WWU8OuIAs http://www.paradoxplaza.com/cities-skylines---green-cities
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# ? Aug 22, 2017 15:37 |
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That sounds pretty neat I guess but I have zero faith that there will be any significant changes to the simulation to make any of the additions more than cosmetic.
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# ? Aug 22, 2017 15:53 |
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I'm the "Healthy Weeds".
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# ? Aug 22, 2017 16:02 |
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turn off the TV posted:That sounds pretty neat I guess but I have zero faith that there will be any significant changes to the simulation to make any of the additions more than cosmetic. It seems, especially from that line at the end, that this is mostly cosmetic. I mean pollution is barely a problem in a base game as it is, unless they plan on overhauling pollution. The 200 new buildings makes me think this is just a giant building/asset pack.
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# ? Aug 22, 2017 17:46 |
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I'm going to hold out hope that "green cities" means adding a bunch of options to make pedestrian neighborhoods possible. Now that they added control over individual roads they should be able to add the ability to turn them into pedestrian malls at the very least.
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# ? Aug 22, 2017 17:49 |
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You're telling me all those ped paths I painstakingly placed didn't change traffic? They looked good at least
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# ? Aug 22, 2017 18:21 |
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They provide routes that seem to relieve some traffic but you can't make pedestrian only zones without mods, and those have some issues since the game isn't built to deal with it.
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# ? Aug 22, 2017 18:23 |
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Grand Fromage posted:I'm going to hold out hope that "green cities" means adding a bunch of options to make pedestrian neighborhoods possible. Now that they added control over individual roads they should be able to add the ability to turn them into pedestrian malls at the very least. They're going to use the snowfall roof snow system to add green roofs to buildings by plopping some weeds on top if you add "green roofs" policy to a district which lowers pollution (even though trees don't) but costs more money than it's worth. It can also only be used on "eco maps". There's also now "green power" which for some reason isn't just electricity it's something else and you need to click to upgrade all your power lines to supply green power to buildings, which some how lowers their trash output and electricity consumption but if you do the math isn't really worth doing. There's a new "eco tourism" commercial specialty but it's just another commercial re-skin and tourism still hasn't been fixed to be meaningful. Baronjutter fucked around with this message at 18:49 on Aug 22, 2017 |
# ? Aug 22, 2017 18:43 |
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Baronjutter posted:They're going to use the snowfall roof snow system to add green roofs to buildings by plopping some weeds on top if you add "green roofs" policy to a district which lowers pollution (even though trees don't) but costs more money than it's worth. It can also only be used on "eco maps". There's also now "green power" which for some reason isn't just electricity it's something else and you need to click to upgrade all your power lines to supply green power to buildings, which some how lowers their trash output and electricity consumption but if you do the math isn't really worth doing. There's a new "eco tourism" commercial specialty but it's just another commercial re-skin and tourism still hasn't been fixed to be meaningful.
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# ? Aug 22, 2017 19:45 |
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My honest thoughts after looking carefully at the trailer: -There will be some new "eco housing" residential district specialty that makes all the houses "eco houses" or something which all have ugly trendy eco-futuristic architecture. There won't be enough building models for this to look good though so you'll get some super repetitive solar-paneled green roof suburbs or goofy "green" condo towers. They won't really do much in terms of gameplay or effecting existing mechanics, they'll just use less power or produce less garbage or pay higher taxes because the residents are all super smart or who knows, but it will be ugly and not present meaningful gameplay choices. -There will be some new buildings for cleaning air and water pollution. Rather than make the existing pollution systems more interesting by adding wind and effects from trees and parks or less of a binary polluted/not polluted system for residents becoming sick they'll just give you some goofy futuristic thing you can plop down which magic pollution away. -There will be some new policies and district stuff but like 90% of the existing policies they're either totally useless or things you always want on because so many choices in the game are binary rather than based on a spectrum and different situations. It will be yet another fluff pack like the first 2 expansions that takes what could be a cool idea that fleshes out some of the game's existing but under-developed mechanics but instead doesn't change anything, just slaps a little paint on top.
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# ? Aug 22, 2017 21:01 |
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I'm going to buy it anyway.
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# ? Aug 22, 2017 21:56 |
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I just want to be able to zone industrial areas in max-level education and income areas that don't pollute! Yeah I know I can make them lumberyards or whatever but that looks retarded
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# ? Aug 22, 2017 21:59 |
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Is there a hotkey i can hold down to temporarily disable all the grid/angle/etc snapping that's going on when i place roads and the like? Like in Photoshop you can hold down CTRL for fine placement. Edit: found it, you have to set it in the controls Edit2: Since i have last post here anyway still, is there a mod that makes it so water pumps don't actually physically pump water? They are ruining my perfect river!!! Dongattack fucked around with this message at 23:40 on Aug 22, 2017 |
# ? Aug 22, 2017 22:52 |
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Dongattack posted:Is there a hotkey i can hold down to temporarily disable all the grid/angle/etc snapping that's going on when i place roads and the like? Like in Photoshop you can hold down CTRL for fine placement. Yeah the amount of actual physical mass of water pumps move around it crazy. There's a bunch of really cool more realistic looking water-works type stuff on the workshop and mostly work like water-towers.
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# ? Aug 23, 2017 00:35 |
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Can we get the OP updated with a summary of the different expansions and add ons and what they provide? Also, can we get all the dead workshop links removed?
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# ? Aug 23, 2017 02:00 |
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Looten Plunder posted:Can we get the OP updated with a summary of the different expansions and add ons and what they provide? Considering that the OP hasn't posted in this thread for a year or two now I think maybe not.
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# ? Aug 23, 2017 02:07 |
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One of the big pushes with this expansion is them advertising how many new assets it includes, so it seems they're aware that's been an issue.
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# ? Aug 23, 2017 02:13 |
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turn off the TV posted:Considering that the OP hasn't posted in this thread for a year or two now I think maybe not. Hmm ok. Sorry, I've just started poking my head in this thread in the last couple of days as I'm thinking of getting back into the game.
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# ? Aug 23, 2017 02:29 |
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We could probably use a new OP with the release of yet another expansion, but I don't think that anyone really wants to make one.
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# ? Aug 23, 2017 03:45 |
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I still think next expansion should be Skylines: Street Level.
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# ? Aug 23, 2017 04:04 |
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I've only got Nightlife and Stadiums. I think I want to get the Mass Transit one because more public transport options sounds cool. Edit: But I also like Snow, so maybe I want the snow one too? Goddam, I'm gonna end buying all these loving things (and still never playing the game). Looten Plunder fucked around with this message at 04:46 on Aug 23, 2017 |
# ? Aug 23, 2017 04:34 |
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I'm curious about DLC too (after also not playing the game much in a long time). I only have After Dark at present; after reading this last page, I was a bit surprised at the negativity towards some of the expansions. Which ones are generally regarded as good, versus ones that aren't?
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# ? Aug 23, 2017 07:33 |
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I want the snow one just for trams, to be honest.
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# ? Aug 23, 2017 11:33 |
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Trams are pretty much the only reason I got it, that and this map: https://www.youtube.com/watch?v=QQjxwbEN22c http://steamcommunity.com/sharedfiles/filedetails/?id=927334596
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# ? Aug 23, 2017 11:39 |
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turn off the TV posted:And it's begun: Time to fire up the ol' bird and start playing again.
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# ? Aug 23, 2017 22:14 |
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What are the practical benefits of districting into industrial specificities? I've got a not-very-big chunk of fertile land on my map, which would imply I should zone it for farming, but I'm lacking the whats-the-point answer. Just a lack of pollution compared to generic industry? e: also, is there any way to detect where the major to-and-froms are, with regards to traffic, are? Mass Transit in Simcity games was never my strong suit, and having to plan bus lines is a little daunting. The game just popped up a "Use the See Routes button", but didn't bother with actually identifying the See Routes button on my screen. MisterBibs fucked around with this message at 04:03 on Aug 24, 2017 |
# ? Aug 24, 2017 01:39 |
MisterBibs posted:e: also, is there any way to detect where the major to-and-froms are, with regards to traffic, are? Or pick a stretch of road and see an overview of where everyone comes from/has destination. Individual agent data are mostly useless, it's the aggregate that's interesting.
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# ? Aug 24, 2017 09:22 |
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MisterBibs posted:What are the practical benefits of districting into industrial specificities? I've got a not-very-big chunk of fertile land on my map, which would imply I should zone it for farming, but I'm lacking the whats-the-point answer. Just a lack of pollution compared to generic industry? Honestly with buses I don't really bother looking at the traffic (most of its going to be fairly obvious) That being said, use bus lines for short journeys and subways for longer journeys. My first attempt at this was having a metro that did my residential, commercial and industrial in a loop, then buses at each metro station that did short journeys from the station to the furthest parts of the zone. I also designed everything in a square the first time I did this because grids are easy to plan for. Don't underestimate the importance of paths. One small bridge from your residential district edge to your commercial or industrial district edge will also reduce traffic by quite a lot. If it also leads to a bus station, it'll decrease traffic more, as people will be "closer" to a bus station they can walk to, reducing traffic on roads.
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# ? Aug 24, 2017 10:59 |
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Cims are also willing to walk a bit unlike SimCity's lazy rear end citizens, so pedestrian paths and bridges can get a lot of use if they're put in good locations.
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# ? Aug 24, 2017 11:17 |
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nielsm posted:This. I want a tool where I can pick a general area (e.g. circle around where I click) and then see a heatmap of destinations for traffic from the chosen area. Err this is literally a vanilla feature now.
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# ? Aug 24, 2017 11:26 |
Shanakin posted:Err this is literally a vanilla feature now. Maybe I should check it out again then.
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# ? Aug 24, 2017 11:27 |
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# ? May 26, 2024 00:41 |
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Specifically they largely copied the massively popular mod on steam that lets you select a section of road, and then it will map out all traffic passing through that road, where it comes from and goes to. I think it also colour codes paths for traffic density. Either way it's a very useful tool that makes it very clear where traffic is flowing.
Shanakin fucked around with this message at 11:42 on Aug 24, 2017 |
# ? Aug 24, 2017 11:37 |