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adhuin posted:I have very cheap plots to sell
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# ? Jun 26, 2019 16:00 |
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# ? May 25, 2024 14:58 |
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Steam doesn't do a good job in explaining what the differences are between the plain DLC and plus versions. Do the plus versions add anything worth while? For Parks it is only a dollar more so I don't care too much, but Industries is a 3 dollar bump.
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# ? Jun 26, 2019 16:17 |
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It includes the themed radio-station, that you can also buy separate.
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# ? Jun 26, 2019 16:44 |
I don't know if Radio Stations are included in the Xbox version but if they are I've never found out how to listen to them.
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# ? Jun 26, 2019 18:26 |
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Honestly the radio stations aren't worth it. Music isn't this games strong point.
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# ? Jun 30, 2019 21:54 |
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The Real Amethyst posted:Honestly the radio stations aren't worth it. Music isn't this games strong point. It's no SimCity 3000. Now there was a soundtrack.
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# ? Jun 30, 2019 21:57 |
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The Sim City games, including the most recent one, nailed a mood, personality, and feel that other builders have never been able to approach.
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# ? Jun 30, 2019 22:44 |
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If I wasn't on my phone I'd check it out but I'm guessing there's music mods in the workshop. Alternatively you can just play your own which is what I do. I generally just have the in game volume barely audible.
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# ? Jun 30, 2019 22:48 |
mutata posted:The Sim City games, including the most recent one, nailed a mood, personality, and feel that other builders have never been able to approach. At first I really liked the newest Sim City game, aesthetically it was on point. Shame about the tiny map sizes and general half baked gameplay.
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# ? Jun 30, 2019 22:58 |
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I personally even liked the more town-like, street level local problem solving gameplay loops. It just felt like it never went anywhere I guess. It didn't tell a very good story over time with it's design. Moment to moment was cool but hour to hour it burned out quickly. And yeah. It was too cordoned off. Not organic enough.
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# ? Jul 1, 2019 01:13 |
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MikeJF posted:It's no SimCity 3000. Now there was a soundtrack. Simbroadway pops up in the shuffled hundreds-deep playlist. Time to butt boogie while coding.
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# ? Jul 1, 2019 12:34 |
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The Real Amethyst posted:Honestly the radio stations aren't worth it. Music isn't this games strong point. I'd go as far as to saying it's the game's worst point. Together with Chirpy.
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# ? Jul 1, 2019 17:45 |
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SimCity 3000, 4, Rush Hour and 2013 all in one playlist make for high quality work music. 2013 alone if you need more chill in your life.
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# ? Jul 1, 2019 18:32 |
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SC2K has the best. What's wrong with you all?
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# ? Jul 1, 2019 19:38 |
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The music from the original Sims is also great upbeat building music.
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# ? Jul 1, 2019 20:54 |
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I had a mod in Skylines that added in the SC4/RH soundtrack as a radio station and it was glorious.
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# ? Jul 1, 2019 22:08 |
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Minenfeld! posted:SC2K has the best. What's wrong with you all? I've grown tired of the chiptune-y era of music. If they remastered those I'd be all over it.
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# ? Jul 1, 2019 23:15 |
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I really like adlib sounding MIDI music, but the SC2k soundtrack just hasn't aged well for me. It still feels nostalgic, but I never find myself actually wanting to have it on for very long, compared to other MIDI soundtracks from the early/mid 90s.
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# ? Jul 1, 2019 23:21 |
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"Ah, I love the SimCity soundtracks", I said, hoping the conversation wouldn't reveal that I just listen to ElectriCITY on repeat for hours at a time
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# ? Jul 2, 2019 01:19 |
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Once my dad got annoyed when I told him the jazz he was listening to on the radio sounded like simcity music, not understanding that it was a compliment.
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# ? Jul 2, 2019 07:46 |
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SC4 and Rush Hour soundtracks were great, but honestly I didn't think they were quite as good as SC3k.
MikeJF fucked around with this message at 08:38 on Jul 2, 2019 |
# ? Jul 2, 2019 08:08 |
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I didn't get SC3k until a few years ago so I never really got the chance to become familiar with the soundtrack. I did have it added to C:S though and I agree it was also a nice fit. I keep forgetting that I have SC3k tbh.
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# ? Jul 2, 2019 16:40 |
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TigerXtrm posted:Mass Transit - Adds monorails and poo poo, gently caress yes. How about After Dark? It got good reviews back then, apparently I want to get in after years of knowing this game existed but being too lazy to bother, and it's hard to determine if base game would be ok, or maybe just the "starter pack" of base game, After Dark and Mass Transit, or if I should go all in and get that + Park Life and Industries too? I'm more interested in reliving my SimCity fantasies from when I was a kid and make pretty cities, rather than a full on grognard accuracy game of build-the-perfect-road-network if that helps
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# ? Jul 6, 2019 17:22 |
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TorakFade posted:How about After Dark? It got good reviews back then, apparently The base game is fine if you just want to mess around. You won't be thinking 'ugh it's so bare bones' or anything, we all had a good time with it when it came out. If you don't want to plunge in with the big layout of cash, just grab the base game and see how you find it.
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# ? Jul 6, 2019 17:32 |
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TorakFade posted:How about After Dark? It got good reviews back then, apparently Start with the base game. The amount of content added by various workshop mods absolutely dwarfs the official DLC, none of which has been very good.
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# ? Jul 6, 2019 19:12 |
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Bold Robot posted:Start with the base game. The amount of content added by various workshop mods absolutely dwarfs the official DLC, none of which has been very good. Counterpoint: They gave us trams.
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# ? Jul 6, 2019 19:19 |
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And disasters (especially if you grab the Ragnarok mod)
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# ? Jul 6, 2019 19:33 |
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Hahaha one time Ragnarok wiped out my entire city minus about four houses and the turbines up on a mountain, it owns.
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# ? Jul 6, 2019 20:18 |
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In the end, I got the New Player pack + Parklife because I like parks and 27€ isn't that much for the game. Well, I've built two cities : the first one was a horrible gridlocked hellscape that made me sick to my stomach, I'd have to tear it all down and rebuild. So I started the second one, and it became a slightly less horrible and slightly less gridlocked hellscape because I used a bigger roundabout at the exit of the starting highway, left more space overall and upgraded all main roads to 6-lane roads, but apparently I still had too many intersections. Also, I did forget to account for bike/pedestrian paths along roads and now I can't figure out how and where to put them, also how do I see if my nice mass transit buses are working or not? Do citizens take them, and are they happy with the route? Where should the lines "go"? Oh dear. I really really need an intermediate-level guide, but all I can find are either "stupid" guides (make sewers downstream of water pumps, make powerplant, zone a little at a time, profit, DURRR) or ultra in-depth guides on how to make the perfect 5-story-high intersection of 3 highways with 20 onramps which is way beyond what I need right now - which is, how to arrange services, districts and roads in a way that covers all my city and without causing immense traffic, how many schools should I have, etc also, I'm not sure I like this "milestones" thing. Great as a "tutorial", but after a couple cities made now when I start a city I'd just like to lay down the groundwork already without having to unlock everything bit by bit edit: this is my first, extra-gridlocked city: as you can probably imagine, northernmost part is industrial, landfills and other polluting poo poo, then a buffer of commercial around the roundabout /highway exit and residential all the way south of that. this is the second, slightly better city: here we have industry on the left, commercial in the center, residential on the right. I tried to be more careful with road placement and made bigger roads "around blocks" with small ones inside blocks, if that makes sense. It works a lot better at this small scale, but I guess once I start growing, even those 4-lane and 6-lane roads are going to get clogged. Should I put more roundabouts? Separate districts more? Btw is there any point to making "mixed" districts, say an offshoot from a main artery with a couple blocks of commercial, one of industries, and 6-7 blocks of residential for example? Or is it better to make huge industrial / commercial / residential zones only? Also how do I properly use one-way roads? And last one, I'm checking the mods in the workshop and in the OP (many are not up anymore though), but I'm overwhelmed. Where should I go to get some extra buildings / different-looking buildings? Sorry for all these stupid questions TorakFade fucked around with this message at 10:14 on Jul 8, 2019 |
# ? Jul 8, 2019 08:55 |
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Has anyone tried Islanders yet? It's like $5 on steam right now, Kotaku gave it good marks https://kotaku.com/islanders-is-almost-the-perfect-city-building-game-1833729123 Mostly top marks on steam reviews too, but this lot is a bit more refined in their tastes in city builders than the unwashed masses
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# ? Jul 8, 2019 10:10 |
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TorakFade posted:In the end, I got the New Player pack + Parklife because I like parks and 27€ isn't that much for the game. As I recently started playing this game as well, I'd also be more interested on the answers to your post! One thing I could gather was that apparently making one way roads helps with traffic congestion. Just right click with the upgrade tool. Roundabouts should help too, but the ones without traffic lights can only be had with mods. Another thing is that it's better for industrial districts to have dedicated roads, because the trucks clog up traffic a lot. Otherwise, there doesn't seem to be much of a difference in making huge single districts or mixed districts, except for the pollution and extra traffic (see above). Hopefully someone more experienced than me can chime in and correct my post!
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# ? Jul 8, 2019 10:14 |
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Vanilla has the junction editor now where you can remove traffic lights and toggle stop signs so I don't think you need a mod for roundabouts anymore AFAICT.
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# ? Jul 8, 2019 10:18 |
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Hadlock posted:Has anyone tried Islanders yet? It's like $5 on steam right now, Kotaku gave it good marks It’s a solid, buck-an-hour puzzler which you can ‘beat’ over a couple of days. After that, ymmv. I had a neat sunday afternoon playing around with it.
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# ? Jul 8, 2019 10:48 |
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Chikimiki posted:As I recently started playing this game as well, I'd also be more interested on the answers to your post! Yeah I know how to make one-ways, just wondering where, when and why should I make them I'm on lunch break right now and reading up on real-life traffic problems and solutions, and I can't stop thinking about how to make my cities better (I work in logistics so supply chain, traffic management, optimization etc are kind of my daily bread, and the reason I also got Industry just now ) Daaaamn it, I can already see the hours go down the drain. Any must-have mods on the workshop?
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# ? Jul 8, 2019 12:24 |
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For mods: https://youtu.be/Ew5VhtFrfR8 Biffa is a longtime player and these are the mods he recommends.
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# ? Jul 8, 2019 13:32 |
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Mayveena posted:For mods: https://youtu.be/Ew5VhtFrfR8 Biffa is a longtime player and these are the mods he recommends. Nice, thanks. So in the end I basically grabbed all the major DLCs (except snowfall and natural disasters since meh, and campus since it is not on sale) because
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# ? Jul 8, 2019 14:15 |
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When you're just starting out, a one way road into and then out of your industrial areas is a good way to keep traffic manageable. Keep truck traffic away from residents. Make a dedicated garbage area for landfills and incinerators that is away from the industry, and will not get stuck in industry traffic. Don't forget to plop way more cemeteries and crematoriums then you think you'll need, corpse cascade is real and not fun. Move It and Fine Road Anarchy are a must for making good looking and realistic slipways, road merges, ect. Download lots of parks. My favorites are baseball and football feilds, smaller basketball and tennis courts, and PARKING. Nothing ruins my immersion more then no parking. Once you get more comfortable with the game, RICO and prop plops will take over your life. My personal challenge now is to get canals looking good, and simulate part of the Intercostal Waterway. It's also fun to design idealized low cost housing blocks. Suspect Bucket fucked around with this message at 14:49 on Jul 8, 2019 |
# ? Jul 8, 2019 14:35 |
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This game not making me require a ton of parking is my biggest complaint tbh.
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# ? Jul 8, 2019 15:23 |
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donoteat01 talks about parking in cities, stating there were laws mandating a rediculous amount of spots per person at one time, but are now archaic due to public transportation. You need parking, but not vast wastelands of it, unless you're designing around cities built 30 or so years ago.
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# ? Jul 8, 2019 15:27 |
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# ? May 25, 2024 14:58 |
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Fortunately, Cims love to bike and walk, and will happily take the lovely senic paths you lay out for them. My beachfront promenades are very popular, and it makes me happy to see Cims bustling about on them. Meanwhile, IRL the only way to make people walk is to eliminate or centralize parking.
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# ? Jul 8, 2019 15:36 |