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shortspecialbus posted:I haven't played this in a few years and am thinking of picking it back up. Among my mods, these are my favorites. SkunkDuster posted:Is there a mod that tells exactly what a building needs to level up instead of just the generic "provide more services or raise the land value"? Try Extended Building Information
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# ? Mar 16, 2018 15:09 |
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# ? May 25, 2024 19:38 |
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tiny houses but from the 1700s: TRINITIES
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# ? Mar 17, 2018 07:35 |
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In my current city, I've been getting a little bored with filling out the suburbs on a huge map. So I decided to turn on random disasters. After all, I'd played around with them in other cities, and they're usually not too bad. The forest fires don't do much (although it's kind of fun to see them burning through the hinterlands), the tsunamis only caused moderate flooding when I previously experienced them, the earthquakes and tornadoes and meteors were destructive but localized... hey, what's the worst that could happen? And then I got a warning for an 8.5 magnitude tsunami. Oh. Those are about 30 storey buildings. Oh poo poo. (for reference, that's about a 50-metre hill that the tsunami is rolling over). Yeah, pretty much any small structures were just gone; larger buildings were greyed and abandoned. The tsunami swept over about 75% of the area of my city, sparing only the few hills. Waves crashed up the rivers and hit upstream areas from multiple directions. I wasn't able to get the damage report, because that doesn't pop until the rescue services clear all the buildings, which would take about three days of real time to simulate. I can't buy any more disaster headquarters because the tsunami completely ruined my economy and now I'm about 4 million in the red on this save. At least my downtown looks like Fallout! My population went from 215,000 to just over 100,000 by the time the waves made it off the map. The death toll of roughly 115K would make this the third worst tsunami in history. (TIL about the 365 Crete earthquake!)
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# ? Mar 19, 2018 05:03 |
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My god that is amazing.
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# ? Mar 19, 2018 05:30 |
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Holy poo poo your city got absolutely dunked on
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# ? Mar 19, 2018 05:34 |
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Fortunately, I have a save from about a half-hour before that. I'll post the city when I've got it completed, and not wrecked, to my liking. I've also got a save right at the outset of the tsunami. It's... impressive. Any tips on video capture from Cities: Skylines?
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# ? Mar 19, 2018 06:05 |
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How do you view the city stats? I saw a video where it showed a line graph of population and I'll be damned if I can find it in the interface. Am I just blind, or is it an addon they are using?
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# ? Mar 20, 2018 03:09 |
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SkunkDuster posted:How do you view the city stats? I saw a video where it showed a line graph of population and I'll be damned if I can find it in the interface. Am I just blind, or is it an addon they are using? ESC > City Stats, iirc.
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# ? Mar 20, 2018 03:59 |
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something's gone wrong with my mods
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# ? Mar 24, 2018 21:21 |
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Ofaloaf posted:
Now, that poo poo looks impressive. I would 100% keep it that way.
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# ? Mar 24, 2018 21:29 |
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Is it supposed to be the world's longest train?
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# ? Mar 24, 2018 21:37 |
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Minenfeld! posted:Is it supposed to be the world's longest train?
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# ? Mar 24, 2018 21:39 |
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Ofaloaf posted:Some ... mods ... never jibe with the sort of abbreviated scale that Cities Skylines works at. There's a lot of refusal to accept this overall, really. We're just not at the ability to 1:1 cities in a real sim game yet.
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# ? Mar 25, 2018 08:45 |
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Ofaloaf posted:
https://www.youtube.com/watch?v=8sigs5YNT0M
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# ? Mar 25, 2018 10:48 |
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Ofaloaf posted:
This is art
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# ? Mar 25, 2018 11:16 |
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MikeJF posted:There's a lot of refusal to accept this overall, really. We're just not at the ability to 1:1 cities in a real sim game yet. Some of the cities skylines youtube folks are making an accurately scaled major airport at the moment and it takes up most of the map, which really puts the scaling of the vanilla airports into perspective.
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# ? Mar 25, 2018 12:11 |
Red Bones posted:Some of the cities skylines youtube folks are making an accurately scaled major airport at the moment and it takes up most of the map, which really puts the scaling of the vanilla airports into perspective. I had to look at this. I guess this is the first video: https://www.youtube.com/watch?v=WBowyWN5IRc
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# ? Mar 25, 2018 12:44 |
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Red Bones posted:Some of the cities skylines youtube folks are making an accurately scaled major airport at the moment and it takes up most of the map, which really puts the scaling of the vanilla airports into perspective. Although that said, they could have massive airports in vanilla if they had a mechanic where where you could build limited large things in the non-purchased squares, and you could build things like an international airport off in one of the outer tiles beyond the central 25. I guess it'd be a bit like SimCity 2013's great works but less silly.
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# ? Mar 25, 2018 13:46 |
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nielsm posted:I had to look at this. I guess this is the first video: Yeah, that's the one, and it is very good. Check out episode 3 for complete
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# ? Mar 25, 2018 15:33 |
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https://www.surveymonkey.com/r/K6TV7GR Player survey from CO.
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# ? Mar 28, 2018 23:51 |
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I told them a sequel should streamline the agent system and remove deathcare.
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# ? Mar 29, 2018 00:14 |
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Minenfeld! posted:I told them a sequel should streamline the agent system and remove deathcare. I actually really like the agent system and I wish that it was more elaborate, but less flexible. As far as I know nobody in Cities: Skylines has a daily routine/weekly grind. They get up every day at a random hour, get ready for work and check google maps to find the fastest way there. Fortunately, from the sounds of if TM:PE's team has figured out how to optimize the game pretty well to reduce unnecessary path finding checks (it turns out that when there's no roadside parking everyone walks ).
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# ? Mar 29, 2018 00:44 |
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My only real negative feedback was that the simplicity of the traffic AI (and the preference of driving regardless of distance) makes cities really inefficient and encourages doing really weird abstract stuff to get traffic to flow properly. Other than that I was pretty positive on the game.
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# ? Mar 29, 2018 01:20 |
i ahve the snow and the night DLCs, which other DLCs are good?
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# ? Mar 29, 2018 03:34 |
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The only suggestion I had for them was that the water delivery really ought to work like the power system: Each structure gets a water "radius" and can get water if it touches another already watered structure and the player just has to worry about using pipes to connect to pumps and sewage facilities. As it stands now laying the pipes is just dumb busywork. As far as DLC the Mass Transit one is worth picking up if it's on sale. The ferry and monorail additions are nice.
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# ? Mar 29, 2018 04:13 |
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I asked them to separate wealth and density. I think that one change is basically holding back any sort of further development of the management aspects of the game.
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# ? Mar 29, 2018 05:33 |
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They added hearses pretty much to have an extra agent-based utility and couldn't think of one. Post would've been a better choice.
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# ? Mar 29, 2018 07:00 |
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If they do a sequel, then trams need to be in it day 1, not DLC 1.
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# ? Mar 29, 2018 12:41 |
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https://www.youtube.com/watch?v=QOeKJgTl-7w&t=106s Anybody know the name of the HUD mod along the bottom of the screen in this video? It's real slick. edit: Found it, it's Extended InfoPanel. CJacobs fucked around with this message at 14:38 on Mar 29, 2018 |
# ? Mar 29, 2018 14:34 |
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While I haven't played this game in months I'm attempting a project for it. I recently learned about the use of neural networks for image resizing and repairs, where a network can take an image and reimagine it differently by using learned information. The one which I've been messing with has a function for debluring images, which has got me thinking about the Cities map editor. Height maps made with the in game tools look like very blurry versions of real height maps. My basic idea at this point is to use the neural net to basically repair low detail cities maps to high detail. My question now is what are some examples of good Cities maps that I can slot in beside the satellite maps? I'm open to any suggestions.
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# ? Mar 29, 2018 15:04 |
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I've had it about up to here with this game's traffic system. Miles upon miles of single-file tailbacks because the traffic can't find its way onto roundabouts and can't find its way off either - got to wait until someone spontaneously combusts so the whole stack of can shuffle along a few paces.
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# ? Mar 30, 2018 15:40 |
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Use the intersection editor to remove the stop signs or replace them with yields if you haven't already.
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# ? Mar 30, 2018 15:42 |
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turn off the TV posted:Use the intersection editor to remove the stop signs or replace them with yields if you haven't already. Looking at that photo I think there's something dreadfully wrong offcamera to cause that.
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# ? Mar 30, 2018 16:28 |
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Yeah you need to set up priorities for a roundabout to work, the circle needs priority over the connecting roads and you don't want lights on it at all.
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# ? Mar 30, 2018 17:09 |
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No lights or sign fuckery going on: ...I'd bulldozed and replaced one of the arms and, annoyingly, it seems to have solved the problem. shortspecialbus posted:Looking at that photo I think there's something dreadfully wrong offcamera to cause that. This is a remote roundabout : one arm links to the external connection, and the other three lead to completely separate settlements some distance away. It's not like a snarl-up elsewhere is causing tailbacks: it seems like the traffic has worked itself into a corner, and can't work out a path until a few vehicles despawn. Bad luck or something, I dunno, but it's just frustrating looking at miles upon miles of single-file traffic because that's not how it works irl!!
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# ? Mar 30, 2018 17:33 |
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I just cannot loving wrap my head around how to use the public transportation that requires you to build a separate track. Trains, boats, and planes are obvious, and I can set up a pretty rad metro or bus or taxi system, but do you pretty much have to build your city around having a monorail for a monorail to work?
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# ? Mar 30, 2018 17:48 |
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spincube posted:No lights or sign fuckery going on: I haven't messed with the signage before, but if my knowledge of this game's AI logic is still accurate then you probably do want stop signs leading into the roundabout. Since the AI drivers in this game are perfect stops behave more along the line of yields. You may have been having issues before where cars exiting the roundabout were giving priority to cars entering the roundabout, and since cars can't exit if they're waiting for cars that can't enter then you get a jam. LORD OF BOOTY posted:I just cannot loving wrap my head around how to use the public transportation that requires you to build a separate track. Trains, boats, and planes are obvious, and I can set up a pretty rad metro or bus or taxi system, but do you pretty much have to build your city around having a monorail for a monorail to work? Grade separated rapid transportation is useful because it always has its own right of way, in terms of traffic and its network. A monorail can take passengers directly from point A to B much faster than a bus could, even if both vehicles follow the same road network, because the monorail doesn't follow any traffic laws. In Cities Skylines monorails and metro are very similar in purpose . The main advantage that monorails have over metro is that they can be used in much rougher terrain, but because they're above ground they leave a larger footprint. In real life monorails have a big advantage over metro because they're very quiet, and are still better in rough terrain. That's why they're used in zoos and theme parks. The only example of a large monorail system used as public transport is basically the ultimate nightmare scenario of urban planning. https://www.youtube.com/watch?v=KyXOKVjoqQA&t=122s
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# ? Mar 30, 2018 18:49 |
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turn off the TV posted:Grade separated rapid transportation is useful because it always has its own right of way, in terms of traffic and its network. A monorail can take passengers directly from point A to B much faster than a bus could, even if both vehicles follow the same road network, because the monorail doesn't follow any traffic laws. So basically, any monorail system I build that the city's not actively designed around is going to be a hilarious clusterfuck. Got it. I was hoping to achieve the dream the Simpsons gave me years ago.
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# ? Mar 30, 2018 19:26 |
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LORD OF BOOTY posted:So basically, any monorail system I build that the city's not actively designed around is going to be a hilarious clusterfuck. Got it. I'm not really sure what you mean, you just use them like subways except they're above ground.
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# ? Mar 30, 2018 19:46 |
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# ? May 25, 2024 19:38 |
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What mods/workshop collections fill the void of Simcity 4's High Tech industry? I just got Green Cities but it doesn't seem to change industry itself all that much Also are there any mods which change the goals of unlocking Unique Buildings? Some of them are only unlocked when you seem to be playing poorly (be bankrupt, have hundreds of abandoned buildings, +50% crime rate). Seems kind of counter-intuitive. buglord fucked around with this message at 10:36 on Apr 1, 2018 |
# ? Apr 1, 2018 10:28 |