|
Fall Dog posted:How difficult is it to customise assets/ploppables? I think you're not supposed to be placing them as parks. Before prop-plopping became defacto standard way of decorating people would make assets designed for decoration as parks with no stats, simply as a way to get them to show up in the menu. Some still do this, but the intended function is to plop the prop itself and avoid all needs for roads/power and so on. A lot of rico buildings will also randomly show up as parks or monuments. It's the problem with a game where a majority of a the content is mods that allow you to use other mods that allow you to use other assets.
|
# ? Nov 23, 2017 23:53 |
|
|
# ? May 25, 2024 22:03 |
|
The Unlife Aquatic posted:So I looked at a bunch of the OP resources and they seemed comically out of date for the most part so I'm just going to ask here. Do you have transit? 25k+ population is usually when I start putting down bus lines. Set up like 2-4 lines along major roads and you should see it help a lot.
|
# ? Nov 23, 2017 23:56 |
|
Baronjutter posted:I think you're not supposed to be placing them as parks. Before prop-plopping became defacto standard way of decorating people would make assets designed for decoration as parks with no stats, simply as a way to get them to show up in the menu. Some still do this, but the intended function is to plop the prop itself and avoid all needs for roads/power and so on. A lot of rico buildings will also randomly show up as parks or monuments. It's the problem with a game where a majority of a the content is mods that allow you to use other mods that allow you to use other assets. That's my point. I don't want the assets/ploppables/whatever to have park-like properties. Most of my installed mods have them but I want to be able to modify them so they're just offering visual aesthetics and not jobs/providing electricity/whatever.
|
# ? Nov 24, 2017 20:15 |
|
You'll have to just place the props manually I think, would be easier than modifying a bunch of assets. iirc you'll want More Beautification, Prop & Tree Anarchy, and probably the Prop Line Tool too.
|
# ? Nov 24, 2017 20:27 |
|
Fall Dog posted:That's my point. I don't want the assets/ploppables/whatever to have park-like properties. Most of my installed mods have them but I want to be able to modify them so they're just offering visual aesthetics and not jobs/providing electricity/whatever. A large number of the park assets that aren't intended to be parks don't actually do anything.
|
# ? Nov 24, 2017 20:39 |
|
Some pics of my current city:
|
# ? Nov 25, 2017 06:06 |
|
I've been messing around with a sci-fi, cyberpunk sorta city. Still got a lot more to do with detailing a prop placing to play around with but it's a start.
|
# ? Nov 25, 2017 17:51 |
|
When I see screenshots like that it makes me want a GTA-like game using the Cities Skylines engine. The graphical fidelity on the street isn't that far off from GTA 3, in many ways it's a lot better.
|
# ? Nov 25, 2017 19:17 |
|
I can't believe they've not made 'drive/helicopter around your city' DLC yet. Beep beep, here comes the big Mayoral Limo with flags on, get the gently caress out of the way plebes ...or frames/filters/whatever for making pretty screenshots with. You could even share those on the Workshop too.
|
# ? Nov 25, 2017 19:40 |
|
turn off the TV posted:A large number of the park assets that aren't intended to be parks don't actually do anything. Doesn't really answer my initial question though.
|
# ? Nov 26, 2017 00:06 |
|
Fall Dog posted:Doesn't really answer my initial question though. When I say that they don't really do anything, I mean that they have no tourism attraction, require no electricity, etc. You can edit these things in the building editor, but most assets are already going to basically be blank.
|
# ? Nov 26, 2017 00:08 |
|
spincube posted:I can't believe they've not made 'drive/helicopter around your city' DLC yet. Beep beep, here comes the big Mayoral Limo with flags on, get the gently caress out of the way plebes It's funny to think that Simcity 2000 on Playstation had a 3D drive around your city mode. This was also around the time SimCopter came out on PC. 20 years later and these features feel like pure fantasy.
|
# ? Nov 26, 2017 00:17 |
|
Streets of CiSkylines, please. https://www.youtube.com/watch?v=9Vk6hANjLeU MikeJF fucked around with this message at 05:48 on Nov 26, 2017 |
# ? Nov 26, 2017 05:38 |
|
Two quick questions for thegurus of skylines... 1. Is there any way to pull up bus line details for a bus line you are looking at, without having to click on one of the passing busses? I have one bus line that is vehicleless, and in my lack of foresight none of my bus lines are colour coded or renamed differently... So I am staring at my bus line info panel of 50+ bus lines, trying to figure out which line it is that I am staring right at without having to deselect them one at a time. It would be nice if I could mouse over a line or a stop and right click to pull up that line's info panel... 2. Are there any mods that change a bit how the large hadron collider works? I miss having to place down high schools, regular schools, etc... to diversify my neighborhoods, and yet I do like having one in my city. Aside from the weird appartitions of 20 kids dressed in orange that will walk across the map every now and again, I don't see many children or teens anymore now that there's an lhc in the city...
|
# ? Nov 26, 2017 22:54 |
|
Is anyone aware of a prop or method to get train tracks to terminate without bumpers at the end? I'd like to put in some disused/abandoned tracks that kinda trail off into the grass/dirt/whatever.
|
# ? Nov 27, 2017 02:55 |
|
I'm quite proud of this interchange I made: It's large enough to direct huge volumes of traffic through either west, east, or northern arteries. The tunnel at the 'tail' of the P heads underneath the bus exchange towards my city's stadium, as a sort of dedicated spur.
|
# ? Nov 29, 2017 22:47 |
|
At first blush I thought that tunnel entrance was a "you goofed, refresh your gps and try again" parking lot and loved it.
|
# ? Nov 29, 2017 23:02 |
|
It looks like a dong, but as long as it's effective.
|
# ? Nov 30, 2017 12:12 |
|
I'm still jealous of everyone's interesting looking cities. My most interesting city was the one powered by poo poo and it wasn't that great.
|
# ? Nov 30, 2017 12:29 |
|
I keep building boring grids. Every time I start out with the intention of doing something nice and round, it always ends up in a bunch of rectangles.
|
# ? Nov 30, 2017 12:38 |
|
John F Bennett posted:I keep building boring grids. Every time I start out with the intention of doing something nice and round, it always ends up in a bunch of rectangles. fire up google earth, point it at anywhere in europe, use that as inspiration.
|
# ? Nov 30, 2017 21:54 |
|
John F Bennett posted:I keep building boring grids. Every time I start out with the intention of doing something nice and round, it always ends up in a bunch of rectangles. Avoiding too much of a grid is easier if you intentionally constrain the space you have to work in. The easiest way to do this is to pick a map with a lot of features that will force you to do something other than a grid, but even on a relatively flat area you can do this by designing the "bones" of your city and then making your grid fit within them. For example, my current work in progress: The grid gives way to the railroad, as does the highway, since the railroad would have been there first. The grid is also constrained by the irrigation pipe, which maybe is placed where a creek used to run or something. The big power lines also break up the grid. So even though the inhabited parts of the city are all grid, it's still got some shape to it.
|
# ? Dec 1, 2017 01:09 |
|
Bold Robot posted:Avoiding too much of a grid is easier if you intentionally constrain the space you have to work in. The easiest way to do this is to pick a map with a lot of features that will force you to do something other than a grid, but even on a relatively flat area you can do this by designing the "bones" of your city and then making your grid fit within them. For example, my current work in progress: This is real good work btw I want to let you know you've done a fine job of mixing a grid with things that break it up in a totally believable way.
|
# ? Dec 1, 2017 01:29 |
|
Yeah easiest way I've found to not supergrid everything is to play a map with a peninsula, and to put a canal through the city as well as a main highway. You end up wanting to follow the coast, the highway, and the canal.
|
# ? Dec 1, 2017 01:31 |
|
For me the secret to dodging grids was realizing that this game wasn't SimCity. You have more space than you can really use. You don't need to optimize space so just do dumb poo poo.
New Butt Order fucked around with this message at 02:18 on Dec 1, 2017 |
# ? Dec 1, 2017 02:15 |
|
My favorite city was this one because it was on such a mountainous map that I had to try and make it fit in the valleys and on the hilly but still buildable area. On this one, I had made an old town surrounded by medieval walls and added an historic beach where invaders came during the war, and all of that made it so that I had to do the best I could with what I had. Given plains, my instinct is to try and fit as much as I can in the space, and there is so much space.
|
# ? Dec 1, 2017 06:58 |
|
Download a slope limit mod, set the roads to use realistic values, and then realize that making a grid on any map that has any slight variation in elevation is really difficult.
|
# ? Dec 1, 2017 14:08 |
|
Opals25 posted:I've been messing around with a sci-fi, cyberpunk sorta city. Still got a lot more to do with detailing a prop placing to play around with but it's a start. You should call it Mr. Lee's Greater Hong Kong.
|
# ? Dec 1, 2017 19:42 |
|
sincx posted:You should call it Mr. Lee's Greater Hong Kong. Haha, that's perfect! I haven't read Snow Crash in so long.
|
# ? Dec 2, 2017 04:09 |
|
Something wrong with my graphics settings???
|
# ? Dec 2, 2017 05:12 |
|
Baronjutter posted:
Could it just be an asset with a lovely LOD?
|
# ? Dec 2, 2017 06:00 |
|
Baronjutter posted:
Looks like a fuckin grenfell tower plopable
|
# ? Dec 2, 2017 12:58 |
|
Pretty sure the side of the building is painted grey and the glass tower opposite it is reflecting sunlight all over it.
|
# ? Dec 2, 2017 13:46 |
|
AceClown posted:Looks like a fuckin grenfell tower plopable
|
# ? Dec 2, 2017 14:14 |
|
OwlFancier posted:Pretty sure the side of the building is painted grey and the glass tower opposite it is reflecting sunlight all over it. Correct!
|
# ? Dec 2, 2017 17:36 |
|
I just love how it 100% looks like a video game LOD texture problem.
|
# ? Dec 3, 2017 02:24 |
|
sincx posted:You should call it Mr. Lee's Greater Hong Kong. Release the Rat Things!
|
# ? Dec 3, 2017 17:50 |
|
Suspect Bucket posted:Release the Rat Things!
|
# ? Dec 4, 2017 06:18 |
|
Bleghh the test roads I made are full of artifacts and I don't know what's going on. Luckily there's Ronyx on Simtropolis already making better versions of these 4m/8m wide highways:
|
# ? Dec 6, 2017 11:47 |
|
|
# ? May 25, 2024 22:03 |
|
Honestly, the only thing that gives that away as a Cities screenshot is the identical football fields. I'd imagine many people would mistake that for a Google Earth screenshot, even considering that detail
|
# ? Dec 6, 2017 17:35 |