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So... am I doing things right or wrong by making my cities disconnected 'islands' (res/com/ind) which can get to other islands only by the highway?
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# ? Dec 13, 2019 21:13 |
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# ? May 25, 2024 23:53 |
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Fintilgin posted:So... am I doing things right or wrong by making my cities disconnected 'islands' (res/com/ind) which can get to other islands only by the highway? That's probably going to bite you in the rear end once your city gets bigger. IIRC this guide is pretty good for demonstrating some of the best options for road/zoning layouts: https://steamcommunity.com/sharedfiles/filedetails/?id=475455648 Also try to make sure that all of your roads are maintaining a true straight line if they go through an intersection or else the game's traffic ai will treat them as having different right of ways on each side, which can cause a huge amount of pointless trouble
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# ? Dec 13, 2019 21:40 |
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Fintilgin posted:So... am I doing things right or wrong by making my cities disconnected 'islands' (res/com/ind) which can get to other islands only by the highway? In my experience, having only one way in/out of an area is the recipe for a total loving chaos that is really hard to fix once you realize its a problem. Specially with how C:S AI handles
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# ? Dec 13, 2019 22:51 |
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Is there a way to get mods on the PS4 version?
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# ? Dec 15, 2019 20:20 |
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Has Colossal Order spoken about any new projects they're working on? Or are they just going to pinch out these DLCs until the end of time
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# ? Dec 17, 2019 22:28 |
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ROFLburger posted:Has Colossal Order spoken about any new projects they're working on? Or are they just going to pinch out these DLCs until the end of time I haven’t heard any noise about a sequel, which is a shame cause the game has been for like five years now.
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# ? Dec 17, 2019 22:44 |
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They haven't announced or released any new DLC since Campus in May, other than the 0 dev effort content creator pack. They have been sticking to a pretty consistent schedule of 2 releases per year in spring and fall for the past several years so I would not be surprised if a sequel or new project announcement is upcoming.
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# ? Dec 18, 2019 04:44 |
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I just got a weird death-spiral in my city. I'd made it over 32k residents, 2mil in the bank, pretty decent services, and then wham!- out of nowhere half my city gets sick. Then there's this free-fall of people dying and leaving town and then suddenly not enough of a tax base is left to pay for all the services of a "big" city which then collapses all of it and I poo poo through 2mil in like three years but meanwhile no one is replacing the sick/left/dead cims.
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# ? Dec 19, 2019 08:21 |
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Make sure your water source isn't near pollution to prevent everyone from getting sick. I'm not convinced this is your issue, but it could be happening in the background, masked by your likely water contamination, but waves of people dying in a city is a known thing to happen. There are two contributing factors from what I've been able to figure out. The first is that you build a bunch of residential all at once. The game moves in the same age people into your neighborhood all at once and the death wave you're experiencing is all of them getting old at the same time. Sort of a silly unrealistic thing to happen, but it does. If this keeps happening over and over, it's because you actually have too many death care services, reacting to that that wave as fast as it happens, resting the clock all over again. To converge the oscillation try removing some death care so it takes longer to remove the dead, about half the time period of the wave, to introduce an interference.
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# ? Dec 19, 2019 11:38 |
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Death spiral is a common thing, just bulldoze the affected plauge houses, double check your water source, medical and crematorium coverage, and let cims rebuild. They need a crazy amount of death care.
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# ? Dec 19, 2019 15:24 |
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Suspect Bucket posted:. They need a crazy amount of death care. My cemeteries are next to the landfills... Why don't they take the hint rather than demand more cemeteries?
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# ? Dec 19, 2019 16:46 |
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Went to an earlier save and I think the problem is a perfect storm of factors coming together at once: bad water from a few spots, traffic comes to a crawl at a few choke-points so even if I have plenty of services it takes forever for issues to get resolved from tiles, and I also learned that services don't just work in their local area they'll prowl the whole town.
frogge fucked around with this message at 20:49 on Dec 19, 2019 |
# ? Dec 19, 2019 19:54 |
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When I first started playing, I hated the look of polluted ground so I'd generally run farming/forestry (before I discovered mods like No Radioactive Desert to hide it). First city I built after installing that, I lost track of one little water tower I stuck on the outskirts of town that ended up becoming my industrial area. It wasn't enough to kill everyone, but I had hospitals every three blocks. I should see if I still have that save somewhere.
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# ? Dec 20, 2019 04:47 |
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Quick question. What's the mod everyone is using to texture the undersides of overpasses and walls of sunken highways with that really nice finished mechanically stabilized earth texture?
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# ? Dec 23, 2019 04:42 |
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I just picked the game back up after almost a year and am trying to remember basic things. One thing I noticed is my map has no rivers, only a lake, so I hope I can keep the clean water and poopy water separated.
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# ? Dec 23, 2019 16:29 |
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Dick Trauma posted:I just picked the game back up after almost a year and am trying to remember basic things. One thing I noticed is my map has no rivers, only a lake, so I hope I can keep the clean water and poopy water separated. Use water towers.
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# ? Dec 23, 2019 16:31 |
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BigBallChunkyTime posted:Use water towers. To store the poopy water.
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# ? Dec 23, 2019 17:47 |
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BigBallChunkyTime posted:Use water towers. Get a load of this fellow who doesn't enjoy cholera.
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# ? Dec 23, 2019 18:16 |
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Dig a big hole to pump the poopy water into.
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# ? Dec 23, 2019 18:59 |
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Luneshot posted:Dig a big hole to pump the poopy water into. EDIT: This is not snark BTW but a dumb epidemiology joke. https://www.ph.ucla.edu/epi/snow/snowcricketarticle.html
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# ? Dec 23, 2019 19:05 |
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Luneshot posted:Dig a big hole to pump the poopy water into. Poop volcano is clearly the better option. https://www.youtube.com/watch?v=dFGglXjZ4vc
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# ? Dec 23, 2019 19:38 |
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Gadzuko posted:Poop volcano is clearly the better option. The best option is to set up the outflows so they run through a dam then get sucked up into an isolated set of pumps which then outflow the sewage again. POO POWER.
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# ? Dec 24, 2019 01:46 |
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Instead of using water towers I focused on sewage and got assets that go together to make a waste treatment facility. They create noise, pollution and trash but no sewage which seems like a fair trade. Will the poop in the lake every clear out by itself now that I deactivated the sewer pump?
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# ? Dec 24, 2019 02:12 |
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This was actually a major project in my first city in this game. The map I picked had a dry canyon that eventually became a river that flowed into the sea. I read about generating hydro power from sewage, so I put a really high dam at the mouth of the river and rebuilt all of my sewer outlets at the head of the dry canyon. This was actually the first time I saw the extent of the fluids simulation in this game - hadn't experienced a tsunami up until this point. By tsunami I don't mean the random disaster, but the actual one I created when I unpaused the game. Turns out a single sewer outlet has quite a large volume of effluent throughput. Eight of them, even more so. Everything was fine as the unfathomable surge of my city's wastes blasted its way down the canyon towards the dam. The brown apocalypse ran up to the lip of the structure, and then settled back down in an unholy backwash that ran all the way back up to the headwaters, overflowed the banks, and inundated a quarter of my entire city as uncounted millions of sinkers and floaters blindly sought sea level via my streets and avenues.
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# ? Dec 24, 2019 02:40 |
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Spend all day on this for some reason. Still working on it too. It's a 6 way, fully defined, interchange. Gore points are a pita. This is on my first try hard ploppable RICO city. Enjoying the nitty gritty details.
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# ? Dec 26, 2019 06:53 |
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Cars were a mistake.
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# ? Dec 26, 2019 07:48 |
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There appears to be a ton of wind on this map so I'm going to finally try windpower instead of stuffing coal plants into a dense pocket of gangrenous filth.
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# ? Dec 26, 2019 18:02 |
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Dick Trauma posted:There appears to be a ton of wind on this map so I'm going to finally try windpower instead of stuffing coal plants into a dense pocket of gangrenous filth. Awwww but that's the best kind of filth.
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# ? Dec 27, 2019 03:17 |
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um excuse me posted:Spend all day on this for some reason. Still working on it too. It's a 6 way, fully defined, interchange. Gore points are a pita. I haven't played this game in a very long time. I check this thread now and then though. You still have to do this kind of thing to make traffic manageable huh
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# ? Dec 27, 2019 16:20 |
the core game never really evolved. If you want to redline or be real lovely to certain areas, like real cities, you basically have to just plot stuff.
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# ? Dec 27, 2019 16:50 |
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I could make an ugly as hell one thats much smaller, but when you start introducing realism you have to consider things like the grades, radii of turns, speed restrictions, right only exits and merges, pillar locations, and shortest physical length to reduce cost. But I do bet that would flow a shitload of traffic. It's on the edge of a map and actually doesn't have more than maybe a dozen cars a minute, but I want it to be the main arterial flow for an entirely different city in the future. Don't know if you guys watch try hard YouTubers, but the guy who's building the city Avalon built an even larger interchange that inspired mine. https://www.youtube.com/watch?v=PisfYlHbqmU
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# ? Dec 27, 2019 17:04 |
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# ? Dec 27, 2019 17:36 |
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Macaluso posted:I haven't played this game in a very long time. I check this thread now and then though. You still have to do this kind of thing to make traffic manageable huh you never had to do that
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# ? Dec 27, 2019 21:48 |
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um excuse me posted:I could make an ugly as hell one thats much smaller, but when you start introducing realism you have to consider things like the grades, radii of turns, speed restrictions, right only exits and merges, pillar locations, and shortest physical length to reduce cost. That is some cyberpunk nightmare poo poo
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# ? Dec 28, 2019 03:51 |
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um excuse me posted:I could make an ugly as hell one thats much smaller, but when you start introducing realism you have to consider things like the grades, radii of turns, speed restrictions, right only exits and merges, pillar locations, and shortest physical length to reduce cost. Oh god no
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# ? Dec 28, 2019 04:13 |
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Junji Ito's guide to urban planning.
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# ? Dec 28, 2019 04:23 |
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I love Avalon but I wish he would put a little less effort in. That downtown and two interchanges is like two years of work.
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# ? Dec 28, 2019 04:24 |
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Macaluso posted:I haven't played this game in a very long time. I check this thread now and then though. You still have to do this kind of thing to make traffic manageable huh Nah traffic is managed by building bus stops everywhere and having 80% of your population waiting for a bus instead of driving.
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# ? Dec 28, 2019 04:25 |
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The Unlife Aquatic posted:That is some cyberpunk nightmare poo poo That's...basically the goal. Mameluke posted:I love Avalon but I wish he would put a little less effort in. That downtown and two interchanges is like two years of work. A year of work with a year of hiatus while he finished up college and settled into new job.
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# ? Dec 28, 2019 04:30 |
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# ? May 25, 2024 23:53 |
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OwlFancier posted:Junji Ito's guide to urban planning. It's uncanny.
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# ? Dec 28, 2019 04:32 |