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turn off the TV
Aug 4, 2010

moderately annoying

I've found that it's easier to build the elevated road separately and then move it over the ground level one. Doesn't help for making exits at all, though.

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KoRMaK
Jul 31, 2012



Oh right, I can use that moveit mod to do that. Thanks

Bold Robot
Jan 6, 2009

Be brave.



You might already be on top of this but in addition to Move It! and No Pillars, you'll want either Fine Road Anarchy or Sharp Junction Angles (I think the former is the one to use now - someone correct me if I'm wrong), it gives you much more control over your roads, what they snap to, what angle you want them at, etc. You can have it show a little window in the interface with various road building options. Very useful.

Generally speaking, turn off the TV is right. Building one road on top of another is not an easy thing to do in this game, regardless of what mods you use.

dragonshardz
May 2, 2017

Bold Robot posted:

You might already be on top of this but in addition to Move It! and No Pillars, you'll want either Fine Road Anarchy or Sharp Junction Angles (I think the former is the one to use now - someone correct me if I'm wrong), it gives you much more control over your roads, what they snap to, what angle you want them at, etc. You can have it show a little window in the interface with various road building options. Very useful.

Generally speaking, turn off the TV is right. Building one road on top of another is not an easy thing to do in this game, regardless of what mods you use.

Fine Road Anarchy is the gold standard these days.

frogge
Apr 7, 2006


Goddamn, I'm just playing vanilla you guys are punching it up to 11.

Koesj
Aug 3, 2003

Lasse Lillebakken
Jul 23, 2007

请大家闭嘴
Very nice stack!

KoRMaK
Jul 31, 2012



This game is now making my computer crawl.

nielsm
Jun 1, 2009



By the way, Citybound is still a project that exists. The thread has archived now, but here's a recent-ish update video showing kind-of functional game systems:
https://www.youtube.com/watch?v=Ye8W-z7C7u4

Baronjutter
Dec 31, 2007

"Tiny Trains"

I have zero confidence citybound will ever turn into a full actual game, but I really appreciate the dude's gumption and sticking with the project even after throwing all his previous work in the trash and starting over.

Ihmemies
Oct 6, 2012

So huh years go by and their DLC and updates are still as lackluster as ever. Have they even optimized the base game at all?

I mean why they won't go full Stellaris with this game? Not competent enough to add cool stuff, lack of vision or something? Weekly Dev diaries etc would be great.

KoRMaK
Jul 31, 2012



Turns out that when using traffic manager and adding timed traffic lights, you have to add at least two steps and then the play button appears. Turns out the icon I was seeing wasn't an "11" overlayed on the junction - it was a loving pause button. It turns into a green play button when the light is running.

donoteat
Sep 13, 2011

Loot at all this bullshit.
Who lets something like this happen?
uploaded a new freight train for y'all since I'm sick of seeing all the freight arrive in ugly green containers: PRR F7 A-B-B-A set with cargo-dependent randomized freight train.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Nice a mid century train. It's all old timey steam or modern on the workshophone but a few people do mid century themed cities

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
I just have up to Snowfall. Yes I know it's like the 2nd expansion pack. Next steam sale I'll complete the collection.

Is it wrong if I just want to make a neat looking city if I just use the infinite money mod that comes with the game and just build and not care about silly things like making a well balanced city that is very profitable?

Kilonum
Sep 30, 2002

You know where you are? You're in the suburbs, baby. You're gonna drive.

Speaking of pimping our workshop uploads, I made a map

http://steamcommunity.com/sharedfiles/filedetails/?id=1231866619

Away all Goats
Jul 5, 2005

Goose's rebellion

IAmTheRad posted:

I just have up to Snowfall. Yes I know it's like the 2nd expansion pack. Next steam sale I'll complete the collection.

Is it wrong if I just want to make a neat looking city if I just use the infinite money mod that comes with the game and just build and not care about silly things like making a well balanced city that is very profitable?

99% of the people making nice looking cities have cheats turned on. Its not like the game is particularly hard anyway so its not like you're missing out on anything.

KoRMaK
Jul 31, 2012



Yea this is not a game to feel ethical about running "cheats" on. To me, it's a creative expressive game which is why I now use road anarchy and build crazy straw offramps and double decker boulevards with no supporting pillars.

Bold Robot
Jan 6, 2009

Be brave.



IAmTheRad posted:

I just have up to Snowfall. Yes I know it's like the 2nd expansion pack. Next steam sale I'll complete the collection.

Is it wrong if I just want to make a neat looking city if I just use the infinite money mod that comes with the game and just build and not care about silly things like making a well balanced city that is very profitable?

Infinite money/all unlocks is the only way to play. Once you turn it on you will never look back. It's not hard to build a city that makes money and gets to a point where everything is unlocked, it just takes a while, so playing with "cheats" just saves you a bunch of time.

This game is not so much a game as nerd bonsai. The most satisfying way to play is just to make stuff that looks cool and is quasi-functional in game.

In terms of expansions, you can safely skip all of them. Some of them have pieces of halfway decent content but the stuff that's on the workshop just blows them away in terms of what it adds to the game, both mechanically and visually.

New Butt Order
Jun 20, 2017

Bold Robot posted:

Infinite money/all unlocks is the only way to play. Once you turn it on you will never look back. It's not hard to build a city that makes money and gets to a point where everything is unlocked, it just takes a while, so playing with "cheats" just saves you a bunch of time.

The unlock progression really feels like something that was designed to only do once. It's a decent way to learn the game without being overwhelmed by all the different systems (you don't need a building's services until you unlock the building itself) but gently caress playing that way every time.

KoRMaK
Jul 31, 2012



New Butt Order posted:

The unlock progression really feels like something that was designed to only do once. It's a decent way to learn the game without being overwhelmed by all the different systems (you don't need a building's services until you unlock the building itself) but gently caress playing that way every time.

Yea thats why I haven't unlocked everything. I'm still on my first city.

Koesj
Aug 3, 2003
I've got gently caress all to do so I'm doing some hardcore interchange building. Haven't gotten to signs and markings yet but the 4 corners of my downtown vehicular hellscape are coming together nicely. Stuff's in various stages of completion:




TaintedBalance
Dec 21, 2006

hope, n: desire accompanied by expectation of or belief in fulfilment

So I'm getting back into this after not touching it since like 3 months after launch and...wow, it seems like things have come a long way. Learning the ropes again, but I'm looking for any solid starter tips and an answer to one specific question: when you aim for megacities and the like, do you do a legit start and just build up a nucleus of uneducated/low education jobs, and then eventually feed that into a new district for higher end stuff? It seems like organically growing is very, very painful.

Two specific questions actually as I type this: the industry coffee filter design still considered solid for starting out?

MikeJF
Dec 20, 2003




someone please make a mod to add kea as a traffic event in the game

Your city has been attacked by Kea! Police patrols have dropped 10%

MikeJF fucked around with this message at 09:43 on Jan 14, 2018

Communist Bear
Oct 7, 2008

Do you guys have an updated recommended mod list that you use that doesn't break the game or cause the load time to slow down to 30 odd minutes?

The last time I tried playing I couldn't, because the mod list was nuts and broke everything. Going to have to try flush everything and start from scratch.

Communist Bear fucked around with this message at 10:20 on Jan 14, 2018

Koesj
Aug 3, 2003

WMain00 posted:

Do you guys have an updated recommended mod list that you use that doesn't break the game or cause the load time to slow down to 30 odd minutes?

The last time I tried playing I couldn't, because the mod list was nuts and broke everything. Going to have to try flush everything and start from scratch.

At the very least use the loading screen mod to fix those load times.

I finished the pillars on my last two downtown interchanges. I feel like my screenshotting skills are getting better as well:


Zipperelli.
Apr 3, 2011



Nap Ghost

WMain00 posted:

Do you guys have an updated recommended mod list that you use that doesn't break the game or cause the load time to slow down to 30 odd minutes?

The last time I tried playing I couldn't, because the mod list was nuts and broke everything. Going to have to try flush everything and start from scratch.

The only mods I use are the asphalt mod to make the streets look better, and the little power box to replace the huge ugly towers. The junction box is probably my favorite mod on the workshop. You can spread power to wherever you want, with no unsightly towers everywhere.

Bold Robot
Jan 6, 2009

Be brave.



Koesj posted:

At the very least use the loading screen mod to fix those load times.

I finished the pillars on my last two downtown interchanges. I feel like my screenshotting skills are getting better as well:




:bisonyes:

Fabulousity
Dec 29, 2008

Number One I order you to take a number two.

While I can never get to Koesj's perfection this has been a fun city to problem solve traffic issues with:









I like to think the stadium included with the game is a dedicated Rocket League stadium and cars occasionally fly out into the river.

Koesj
Aug 3, 2003
^^^ Hey now that looks way more finished than anything I ever start working on.

Speaking of which, I've done a port area, medical center, the start of a state government office area and a university all around my downtown freeway box. Things don't look so well when nothing's filled out:



e: started filling it out a little bit

Koesj fucked around with this message at 15:57 on Jan 17, 2018

Baronjutter
Dec 31, 2007

"Tiny Trains"

I know a lot of US cities do the whole skyscraper core just a few blocks away from single family homes thing, but it seems a bit extreme here.

serious gaylord
Sep 16, 2007

what.
I don't think you'd have single family homes inside that inner freeway circle, looks really out of place. In reality that would be a lot of reclaimed industrial area, so either repurposed factory buildings as housing or new build tower blocks to make the most money from land value.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Yeah those highway rings often acted as the border between the inner ring suburbs and the downtown core which was until very recently seen as a place not fit to live. A little slummy area of surviving brownstones peppered with surface parking lots, some big ugly failed "urban renewal" project like an event centre, stadium, casino, and maybe some brand new modern condos as this previously run-down area gentrifies.

Koesj
Aug 3, 2003
Great suggestions folks!

AwkwardKnob
Dec 29, 2004

A good pun is like a good steak: A rare medium well done
I never seem to be able to pull off the nice-looking seawalls and port/harbor areas some of you are displaying. Is there some kind of trick to doing it? Is that all RICO-ploppable dependent because I was getting a bunch of errors when I had that mod enabled and had to shut it off. Doesn't seem like it's easy to do otherwise :(

Baronjutter
Dec 31, 2007

"Tiny Trains"

Rico should at most give you one blank error when you start up but just that, and even if you get a couple more it's probably nothing to worry about and is most likely a bad asset not rico itself.

The trick to ports is to copy from real life, and keep your seawalls/docks at a realistic height and your water at a realistic depth. So many people make these 100m deep trenches lined with 5 story high sea walls and it ends up not looking at all like a harbour.

Really all you need is some paved open space next to the water and some nice seawalls, some cranes, some warehouses. Like here's about as simple and minimal as you can get, there's nothing fancy here at all but it gets the job done and can be detailed later.


There's tons of great harbours people have made to be inspired from, the main thing is just getting the general scales right, the water height right, and jamming the area full of big rico warehouses and chemical tanks.

AwkwardKnob
Dec 29, 2004

A good pun is like a good steak: A rare medium well done
So you go in ahead of time and terraform the shoreline to be uniform in height and layout so the walls stay straight? That's something I haven't experimented a lot with but it makes sense.

KoRMaK
Jul 31, 2012



Fabulousity posted:

While I can never get to Koesj's perfection this has been a fun city to problem solve traffic issues with:









I like to think the stadium included with the game is a dedicated Rocket League stadium and cars occasionally fly out into the river.

Welp that was a short run, gonna go uninstlal this game now

Away all Goats
Jul 5, 2005

Goose's rebellion

AwkwardKnob posted:

So you go in ahead of time and terraform the shoreline to be uniform in height and layout so the walls stay straight? That's something I haven't experimented a lot with but it makes sense.

Yeah I've been watching videos of people making nice cities and if there's thing I've learned, I need to be terraforming way more than I currently am (which is zero)

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Fishstick
Jul 9, 2005

Does not require preheating

AwkwardKnob posted:

So you go in ahead of time and terraform the shoreline to be uniform in height and layout so the walls stay straight? That's something I haven't experimented a lot with but it makes sense.

Custom assets help a lot too! The Breakwater and 'Docks' assets go a long way to making goodlooking seawall, assuming youve flattened the area a bit



There's also "Quayset" and a more rocky looking seawall for less industrial areas. I really like the seawall in particular as it works just like the Quay walls in that you can draw curves easily

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