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turn off the TV posted:https://forum.paradoxplaza.com/forum/developer-diary/roads-vehicles-dev-diary-free-content-patch-notes.1553113/ Nah one of the guys who I think got hired by Colossal Order was from my city and before then he made all my local trains and trams and busses so I love to use those mods specifically and go 'oooo look it's an E-class DING DING DING' EDIT I take it back I absolutely see an E class and a C2 class and a pretty good approximation of a D class and a Z class in there, so I guess it's now all built in. Maybe this was done by him. (Or they just used popular models, the E is just a custom flexity swift and the C2 is just a customised Alstom Citadis, after all) MikeJF fucked around with this message at 01:47 on Nov 11, 2022 |
# ? Nov 11, 2022 01:41 |
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# ? May 25, 2024 14:53 |
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turn off the TV posted:https://forum.paradoxplaza.com/forum/developer-diary/roads-vehicles-dev-diary-free-content-patch-notes.1553113/ I'd rather not have downloaded workshop vehicles at all, but the bugspray and donut vans looked so lovely I could never bear not turning them off. And, before you know, there isn't a single vanilla vehicle left. Ironically, having to set up mods and assets again is what's keeping me from reinstalling the game.
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# ? Nov 13, 2022 15:57 |
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Has CK3 done as well was CK2? I have no real desire to switch over. Maybe that's why they don't want to release a sequel.
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# ? Nov 13, 2022 18:04 |
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How does this look so much more like a real place?
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# ? Nov 13, 2022 18:45 |
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Arglebargle III posted:Has CK3 done as well was CK2? I have no real desire to switch over. Maybe that's why they don't want to release a sequel. I'm not opposed to paying the defacto subscription fees for CK3, but I'm happy beyond words that I can finally play CK2 without needing to deal with poo poo breaking every couple months and have no desire to go back to that, however pretty CK3 might be. But yeah it's doing fine saleswise.
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# ? Nov 13, 2022 19:04 |
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Arglebargle III posted:How does this look so much more like a real place? Because there's no vanilla assets.
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# ? Nov 13, 2022 20:12 |
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Are there any total conversion mods for Skylines? Like, you download a single mod and it gives you different assets, controls, settings etc. I remember playing with mods some years ago and it being such a pain to find and manage them.
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# ? Nov 13, 2022 21:33 |
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Count Roland posted:Are there any total conversion mods for Skylines? Like, you download a single mod and it gives you different assets, controls, settings etc. I remember playing with mods some years ago and it being such a pain to find and manage them. The closest you'll get are collections.
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# ? Nov 13, 2022 21:45 |
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Baronjutter posted:Because there's no vanilla assets. Pretty much this yeah. Use the Building Themes mod (which no longer works, there's an alternate I forget the name of that doesn't work as well) to set up themes and have no vanilla assets, plus only the specific ones you want. In that pic there's my Generic Asia theme in the back, and the foreground is the Zakkyo theme. Bunch of Vanilla+ roads, I think I have reskins of the road textures in there. Then a mix of low and high density and a little bulldozer and historical action, I don't think there's anything plopped. May have shifted a few things around with Move It. Here's hoping tomorrow's updates don't break much. The CC packs shouldn't, I think the financial center thing is an actual DLC DLC but limited in scope. At least I can go play Pentiment instead while poo poo gets fixed.
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# ? Nov 15, 2022 01:57 |
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Wow I'm surprised this thread has seen so little traffic after a big DLC. Anyways, actual question: if I'm using the roundabout builder mod, is there a specific radius to the roundabout I can set that will position the nodes to give me easy 45 degree intersections from it? I am trying to build roundabouts that I can easily make a fifth/sixth exit from but boy howdy the nodes are not playing nicely with things. Would it be easier to just make a big eight-way intersection, plop the roundabout on top of that, and then go from there? e: decided to not be lazy and just try it. From what I'm seeing with two-lane roads, 88 units perfectly spaces out eight nodes. 44 units spaces out four nodes at 90 degree angles, which makes it easy to get a 45 degree angle if you build a few more roads to get things aligned and delete them. 66 gets you six evenly spaced nodes if that delights you for some reason. death cob for cutie fucked around with this message at 02:23 on Feb 3, 2023 |
# ? Feb 3, 2023 01:54 |
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What is the benefit of trollybuses over buses?
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# ? Feb 19, 2023 07:54 |
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Trolleybuses require specialized infrastructure to even go on your roads, while regular buses are free to go wherever they need to reach the line. Unless you just want to use them for the fun of it, which is entirely valid, there's no real point over regular or biofuel buses.
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# ? Feb 19, 2023 08:26 |
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Baron Porkface posted:What is the benefit of trollybuses over buses? Forcing ethical dilemmas on your cims
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# ? Feb 19, 2023 21:21 |
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When I installed Map Pack 2, half of the maps in it didn't show up on the New Game screen until I went into Content Manager and manually enabled them, since only half of them started as enabled for some reason. Anyone else run into that?
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# ? Feb 20, 2023 23:17 |
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Baron Porkface posted:What is the benefit of trollybuses over buses? In reality they have significant benefits. They run on simple electric motors, allowing overhead wires to provide power endlessly. No fueling, no exhaust, no smoke, etc. Compared to trams they only need the wires, not rails, making it cheaper. In Cities Skyline I can't figure out a single thing they do better.
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# ? Feb 21, 2023 00:43 |
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Yeah they're just there for vibes. None of the real world advantages exist in game.
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# ? Feb 21, 2023 00:48 |
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Without them how else are you gonna recreate dayton realistically?
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# ? Feb 21, 2023 01:58 |
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This game's DLC is so geared at the part of the audience that are transit / urban planning nerds and players obsessed with aesthetics that the actual gameplay effects and cost/benefit of new options barely registers as something anyone care about. Which is fine, they know their audience, there is no one building cities with the mindset of "i'm going to use this transit option because it's the most cost-effective min-max option within the game mechanics".
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# ? Feb 21, 2023 02:21 |
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I know it's almost heresy to ask, but is TMPE really worth using anymore? I almost never use any of its features, so all it's really doing for me is taking up RAM. Even worse - it's breaking the vanilla junctions manager, so I can't go in and click off traffic lights on my main street and instead have to deal with using TMPE's less user-friendly system.
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# ? Feb 21, 2023 03:11 |
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Baron Porkface posted:What is the benefit of trollybuses over buses? In reality they are better buses than diesel or battery electric buses, especially if they draw electricity from sustainable power plants. They generally have better acceleration and hill climb capacity than diesel and beb buses as well. They are more difficult to operate because the transit operator (driver) has to constantly manage their trolley poles connection to the overhead wires, which requires greater precision in turns as well as the added task of operating the overhead switches. Trolley buses also have to slow way down going through the switches, as they are easily damaged. It’s a pretty severe increase in cognitive load in a vocation that already demands sustained focus and careful management over long work shifts in a safety critical environment. Trolley buses also can’t pass each other (just as ghostbusters try never to cross the streams, trolley operators never cross poles!) while on the same wire, so express or rapid service on trolley routes is generally going to be diesel anyway. Trolley buses themselves are mechanically simpler and less maintenance intensive than diesel buses, and they can generally have more compact depots with simpler yard ops due to there being no need for fueling activity. That’s way more than offset by the requirement for maintenance of the overhead line infrastructure. The overhead wires need specialist line workers to keep in operation, and this is a constant requirement. Trees have to be trimmed, faults have to be fixed, and it’s a massive task that carries heavy costs in personnel and equipment, and is dangerous to boot. Trolley buses used to suffer extremely poor performance and range limits off wire, but modern batteries have eliminated these problems. Trolley operators are still going to have to get out of the bus in the street to get back on wire, especially in foul weather, and this is a very annoying task that carries a very real risk of death. Source: I’m a transit operator in San Francisco, we have a very significant trolley system. However I don’t drive trolleys, I drive diesel buses. Whenever I consider how much cooler trolleys are, and I would like to get trained and qualified on them, I also have to admit that I’d rather not deal with actually operating them. This post brought to you by someone who owns but does not actually play cities skylines, so I can’t comment on the game side.
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# ? Feb 21, 2023 18:25 |
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Hermsgervørden posted:In reality they are better buses than diesel or battery electric buses, especially if they draw electricity from sustainable power plants. They generally have better acceleration and hill climb capacity than diesel and beb buses as well. I grew up in a city that has an extensive trolleybus (and less extensive) tram network and up until the mid 2010s (or maybe even now) most trolley and tram drivers were female. Not sure why that is relevant, but it is what sprung to mind when I read your post.
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# ? Feb 21, 2023 19:04 |
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DoubleNegative posted:I know it's almost heresy to ask, but is TMPE really worth using anymore? I almost never use any of its features, so all it's really doing for me is taking up RAM. Even worse - it's breaking the vanilla junctions manager, so I can't go in and click off traffic lights on my main street and instead have to deal with using TMPE's less user-friendly system. I still use TMPE for a few tricky intersections, or dedicated turn lanes when vanilla tries to argue. It's also handy for increasing the speed limit on lanes to make it more appealing for traffic AI in certain situations. For example, I sometimes use parallel small-width lanes for an arterial instead of the 4 or 6 lane roads, but the smaller road speed limit is lower by default. As for the junction manager, I've noticed that happen too. It's usually when I have the TMPE button active while accessing vanilla junction manager. Click the TMPE button to off while using the default manager, and hopefully you'll see some improvements.
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# ? Feb 21, 2023 20:49 |
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Unfortunately, it is either bugged, or there's another TMPE "on" button on my UI that I'm not seeing. Those traffic lights and stop signs are non-clickable. Oh well. I'm also on the hunt for a decent map to build on. I don't like how building-unfriendly some of the vanilla maps are, where you have to spend a good deal of time grading off every neighborhood before you start building it. Also, a lot of player-made maps are... bad. Like, really bad. The one I've been building on for the past 5 days has killed my current city because the nearest outside train connection is a full 2 map tiles away from where I'm currently building. There's also a bunch of highways that terminate in the middle of nowhere for no reason. The one before that one had the monstrosity below as a gigantic monolith in the starting square. This isn't a highway spur, either. This insane, monstrous interchange that just terminates at your city is part of the main highway through the region. I'm just looking for something decently flat with nearby industry resources.
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# ? Feb 22, 2023 08:27 |
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The older vanilla maps have a lot of issues, but ones from newer xpacs seem to be more sensibly made. "Map Pack 2" is a content pack with some really solid creations and gorgeous interchanges. Here's a youtuber reviewing them: https://www.youtube.com/watch?v=qH8gZ-7wb5A As for player made maps, quality is pretty scattered. You also have to keep in mind that a lot of these are intended to appeal to modded players too, where they might be unlocking the full map from the start. So you may sometimes see setups that don't make sense in the normal vanilla rules. Here are a few of my favorite workshop maps if you're interested: Global Collaboration 2022: https://steamcommunity.com/sharedfiles/filedetails/?id=2870556593 Yangtze: https://steamcommunity.com/sharedfiles/filedetails/?id=2797136191 - this one has a massive, prebuilt dam too, if you feel like 'cheating' Pavana: https://steamcommunity.com/sharedfiles/filedetails/?id=2885523098 DarkLich fucked around with this message at 21:29 on Feb 22, 2023 |
# ? Feb 22, 2023 19:32 |
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I'll check those maps out! I'm weird in that I like the slow trickle of city services from reaching population milestones. It keeps a sense of progression to the game part of this zen garden/bonsai tree. Even if I did have to install a mod to swap the unlock position of metros and trains. And so my posts aren't all griping, here's a shot from the last build I did. Dense, thick forest, and a pedestrian zone finally gives self sufficient homes a place where it looks like they belong. I didn't realize I was going to love the Plazas and Promenades DLC as much as I did. I strive to make my regular neighborhoods super walkable with accessible paths everywhere, so a DLC that goes "gently caress your cars" has been transformative.
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# ? Feb 22, 2023 21:23 |
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DoubleNegative posted:I know it's almost heresy to ask, but is TMPE really worth using anymore? I almost never use any of its features, so all it's really doing for me is taking up RAM. Even worse - it's breaking the vanilla junctions manager, so I can't go in and click off traffic lights on my main street and instead have to deal with using TMPE's less user-friendly system. Doesn't TMPE still provide significant adjustments to the vehicular AI that make things work smoother?
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# ? Feb 23, 2023 10:56 |
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Kyte posted:Doesn't TMPE still provide significant adjustments to the vehicular AI that make things work smoother? It also provides adjustments to make things less smooth. The traffic AI in this game is too solvable, but stuff like disabling pocket cars and despawning helps prevent that.
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# ? Feb 23, 2023 15:25 |
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I meant smoother in the sense of less goofy behaviors like the lane changing logic, but yeah the more realism bits too.
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# ? Feb 24, 2023 07:42 |
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I'm new to the Campus DLC and something seems off about student population. Maybe goons can educate me? Despite having tons of eligible students near the campus, my student count remains low. There are plenty within walkable distance, and I've got a couple of bus-lines setup. Despite this, it hovers at about 20% capacity. The highest I saw was 666 (hail Satan), before it dropped to what is pictured above. I am running a few mods, but they're quality-of-life stuff like MoveIt. And higher education worked in my previous games before the DLC was added. Any ideas on what I am doing wrong?
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# ? Feb 25, 2023 01:29 |
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I cannot educate you. My campus has like 200 students.
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# ? Feb 25, 2023 04:01 |
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If you have any other higher education buildings in your city, they're cannibalizing your potential student population. So you have to bulldoze any other colleges or Faculty Buildings (if you have that creator pack.)
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# ? Feb 25, 2023 04:28 |
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C:S has agent simulation and individually animated people, it should have a “man on the street” interview feature where you can ask people about why things are happening
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# ? Feb 25, 2023 05:35 |
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DoubleNegative posted:If you have any other higher education buildings in your city, they're cannibalizing your potential student population. So you have to bulldoze any other colleges or Faculty Buildings (if you have that creator pack.) It's stupid.
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# ? Feb 25, 2023 05:45 |
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Also, I can't remember a specific source/numbers for it, but some people just aren't going to go to college - even if they get the high school education level, they may just Not Go
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# ? Feb 25, 2023 07:01 |
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I've been picking away at building a city on the Yangtze map, and decided to set up a zoo on one of those little sandbars in the river. Let me tell you, I've never been one to put too much stock in detailing a city. But when everything comes together, it looks fantastic. I didn't intend to build the lion and rhino enclosures at the bottom of a bowl, but I'm really happy with the way the terrain worked out. You don't see the either enclosure until you get up on the lip of the basin. But as soon as you do, your eye is drawn toward both.
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# ? Feb 25, 2023 10:37 |
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Is there a way to get more map pieces to open without losing the option for achievements? Its kind of stupid that even on most island maps you need to select which parts of the island you can take; this definitely should have a map-based definition, not an universal one. And also, nine 2x2km areas isn't that much if half of that is a mountain or a bay, nor is it realistically an area large enough to have 90% of the more heavy-duty transit options either if you want to include the (closest) suburbs into your city.
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# ? Feb 26, 2023 23:08 |
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Der Kyhe posted:Is there a way to get more map pieces to open without losing the option for achievements? Its kind of stupid that even on most island maps you need to select which parts of the island you can take; this definitely should have a map-based definition, not an universal one.
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# ? Feb 27, 2023 16:47 |
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Yeah I figured it out after googling about the map issue more, on one mod's homepage it was mentioned that such achievement mod exists; you had to know the names so that you could find them in the Steam workshop which is a mess of random stuff. But yeah, they seem to work flawlessly and I also threw in the better tools to manage traffic flow. So no more building models of Cyprus for me.
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# ? Mar 1, 2023 20:58 |
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So there's talk of a CS2 announcement during Paradox's thing on Monday - I'm really hopeful that a new base game/engine will fix some performance stuff, and I'm hoping that they don't gently caress up a bunch of the custom content like plain ol non-ploppables that're already on Steam Workshop. Moving to CS2 and losing a bunch of the DLC for CS would suck though - really hope some of that stuff gets baked in to a sequel. Honestly some of my DLC I don't even notice anymore really (Snowfall), and some of it I forget isn't even base game content (After Dark should just be free lmao). I really do like kind of micromanaging areas like parks, industrial areas, college campuses (although we didn't need three loving different types). I'd be willing to cope without some of that stuff if we got a nice big engine upgrade that smoothed out gameplay and let us build bigger cities, or ideally whole-rear end metro regions like SC4.
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# ? Mar 1, 2023 21:14 |
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# ? May 25, 2024 14:53 |
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I have some faith in Paradox about that because of how they handled Crusader Kings II --> III transition. Basic game was "most" of the old game's DLC in some form or another, some of the more esoteric ones removed, and with much better performance and UI. My biggest fear is that they screw around with the scale, either making the new individual maps too small again, or that you need to play the metropolitan area and manually set up different individual towns to get the metropolitan area rolling smoothly and if you don't do that, you end up with a number of small backwater towns and slums. That's pretty much how all the previous city builder franchises have died out.
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# ? Mar 1, 2023 21:30 |