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turn off the TV
Aug 4, 2010

moderately annoying

Burns posted:

Day night cycle is fine but adding budget for day night sliders I find kind of ridiculous.

agreed, the budgets should be hourly

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DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Honestly, I want the ability to stop the time of day at specific points. Or manually adjust it like you can with mods in CS1. I like looking at my cities at night, but building in the dark is all but impossible.

Strategic Tea
Sep 1, 2012

All teaching staff are fired overnight and rehired in the morning

Tax assessors HATE it

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
Here's some stuff that is coming out in the coming weeks for CS1, the World Tour content packs:

https://store.steampowered.com/news/app/255710/view/3657524427227007185

MikeJF
Dec 20, 2003




DoubleNegative posted:

Honestly, I want the ability to stop the time of day at specific points. Or manually adjust it like you can with mods in CS1. I like looking at my cities at night, but building in the dark is all but impossible.

Or there should be a night time view that's still 'dark' and blue tinted but much brighter than what we have now. Like an impossibly bright moon. Automatically switches to brighter view when you go into building tools.

Also, they should fuzz the rise/set times a bit so day is dominant. Give us 12 hours of day, 2 hours of dawn, 2 hours of twilight, and eight hours of night.

MikeJF fucked around with this message at 15:52 on Mar 15, 2023

Burns
May 10, 2008

I thought you can set options for day and night already.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Burns posted:

I know folks love their ploppables but id much like to see the growable/dynamic system that is used for RCI and applied elsewhere. For example a healthcare zoning to build hospitals, civic zoning for police/fire services and better developed zoning for farming and industry to dynamically generate.

Yeah, I'd like this - some things make sense to be ploppable (schools, police/fire) but it would be cool to zone for healthcare and get a hospital district - like the one I live next to in Chicago!

(of course, I'm saying this as an American, where healthcare is privately funded... :()

MikeJF
Dec 20, 2003




I'd love extendable/upgradable buildings.

For hospitals, you could have not necessarily growable, but, like, you drop a central building and then you can drop wards or other extensions within a certain range of it and they apply an upgrade to that hospital, or specialised labs, or etc.

nielsm
Jun 1, 2009



As far as I remember, in SimCity (1989) hospitals were not plopped, but grew in commercial zones. Then SimCity 2000 switched over to plopped healthcare and that's where every city sim has been since then.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I liked the simcity 2013 system where you'd place down a general service building and then could upgrade as needed. Specially if we get to plop down modules where and how we like so every building is unique.

MikeJF
Dec 20, 2003




You have to plop the public healthcare system but private will grow by itself. Same with schools.

Vargatron
Apr 19, 2008

MRAZZLE DAZZLE


Honestly the worst part of CS is the traffic management, because that's where I always seem to gently caress up so bad. I agree that they need to emphasize it less in CS2. Also the way some of the DLC is kind of inscrutable but I guess that's why there's like hour long guides on every expansion pack if you wish.

Now that I actually understand how Industry Districts work I'm gonna remake my city from scratch and give that a go.

Burns
May 10, 2008

Vargatron posted:

Honestly the worst part of CS is the traffic management, because that's where I always seem to gently caress up so bad. I agree that they need to emphasize it less in CS2. Also the way some of the DLC is kind of inscrutable but I guess that's why there's like hour long guides on every expansion pack if you wish.

Now that I actually understand how Industry Districts work I'm gonna remake my city from scratch and give that a go.

The problem isnt that you are loving up, the traffic system will simply break sooner or later i find. I almost feel like public transport doesnt really improve things either. I remember the last large city i made i had robust subway, monorail lines, train and bus lines and it made next to no impact on road traffic.

Yaoi Gagarin
Feb 20, 2014

Thought of a way to maybe get the best of both worlds wrt agents vs statistics. Buildings spawn agents, which are meant to be a sample of the true population. So an apartment building with 1,000 residents might only spawn 50 agents. The agents then drive around, use public transit, whatever. This serves two purposes: it draws reasonable-looking traffic patterns on the screen, but it also informs the traffic data for each road segment. Then the game uses those traffic stats to determine if a building is actually able to get its needs met.

The result is that the visible traffic looks legit, and it tells you at a glance where you need to make improvements, but you'll never end up with a situation where the entire city shuts down because people literally can't get from point A to point B in time because of a massive traffic jam.

For example hospitals spawn ambulance agents that drive around to look good, but the area of service is just computed by a cost-along-roads metric using that traffic data.

I said come in!
Jun 22, 2004

Steam Spring Sale is tomorrow, what Skyline expansions should I get if any? I am on the fence about this with the sequel coming out this year.

Otacon
Aug 13, 2002


There was a giant reddit poll done with 900+ responses about DLC - here was what recommendations made the cut:

https://www.reddit.com/r/CitiesSkylines/wiki/bestdlc

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4

Baronjutter posted:

Specially if we get to plop down modules where and how we like so every building is unique.

This is also a change I'd like to see - I hate that without a bunch of workshop downloads, every high school in my city looks like... one of two buildings. Stuff like that is perfect for some procedural placement of like, wings and floors and stuff.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

nielsm posted:

As far as I remember, in SimCity (1989) hospitals were not plopped, but grew in commercial zones. Then SimCity 2000 switched over to plopped healthcare and that's where every city sim has been since then.

It was residential zones actually, but yeah. Residential zones would spawn hospitals and churches, and if you bulldozed too many of them you'd get an earthquake. Good times.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

Burns posted:

The problem isnt that you are loving up, the traffic system will simply break sooner or later i find. I almost feel like public transport doesnt really improve things either. I remember the last large city i made i had robust subway, monorail lines, train and bus lines and it made next to no impact on road traffic.
Because commercial/industrial traffic doesn't give much of a gently caress about public transport. You can give them railroads or airports to import and export goods instead of taking the highway, but they will move that poo poo around intra-city with trucks. Public transport basically exists to keep all the residentials off the roads to keep them free for the trucks.

Which just goes back to how badly CS2 needs to model road usage at different parts of the day, and let you legislate it if need be.

DarkLich
Feb 19, 2004

I said come in! posted:

Steam Spring Sale is tomorrow, what Skyline expansions should I get if any? I am on the fence about this with the sequel coming out this year.

If you prefer an urban painter and city design, I'd recommend Plazas & Promenades, Park Life, and Green Cities

If you enjoy the logistics/traffic management side of things, I'd recommend Mass Transit, Sunset Harbor, and Industries

turn off the TV
Aug 4, 2010

moderately annoying

Burns posted:

The problem isnt that you are loving up, the traffic system will simply break sooner or later i find. I almost feel like public transport doesnt really improve things either. I remember the last large city i made i had robust subway, monorail lines, train and bus lines and it made next to no impact on road traffic.

Traffic in vanilla CS is actually something that you can solve pretty easily since the pathfinding is very deterministic. If you design your road network in a way that forces traffic to take specific routes you'll basically never have any issues unless you mod the game to make traffic management harder, and even then it's not bad.

Just follow the road heierarchy and make sure that most intracity and intercity trips have to primarily use two or three lane roads that don't have any buildings zoned to them, and with minimal intersections. Just doing that alone solves a ton of problems.

CapnAndy posted:

Which just goes back to how badly CS2 needs to model road usage at different parts of the day, and let you legislate it if need be.

Real time and transport lines manager lets you do this and it's cool, my only complaint is basically that there's no way to schedule for weekdays specifically.

turn off the TV fucked around with this message at 23:26 on Mar 15, 2023

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

turn off the TV posted:

Traffic in vanilla CS is actually something that you can solve pretty easily since the pathfinding is very deterministic. If you design your road network in a way that forces traffic to take specific routes you'll basically never have any issues unless you mod the game to make traffic management harder, and even then it's not bad.

Just follow the road heierarchy and make sure that most intracity and intercity trips have to primarily use two or three lane roads that don't have any buildings zoned to them, and with minimal intersections. Just doing that alone solves a ton of problems.
My issue always ends up being that I like to concentrate Industrial in one or two big clumps because, y'know, pollution, and eventually it results in a critical mass of import/export trucks causing a city-wide lockdown because everyone needs to get to the highway or the railroad station or whatever, and since they're not spread out, they're all taking the same exit/going to the same station.

Entropic
Feb 21, 2007

patriarchy sucks

Burns posted:

Day night cycle is fine but adding budget for day night sliders I find kind of ridiculous.

I know folks love their ploppables but id much like to see the growable/dynamic system that is used for RCI and applied elsewhere. For example a healthcare zoning to build hospitals, civic zoning for police/fire services and better developed zoning for farming and industry to dynamically generate.

I think I’d rather have modular ploppables that are designed so you can fit them together in various ways to make custom schools or police stations / jails or whatever and the more bits you add the more capacity it has. There’s some mods that kind of do this with eg collections of school buildings that on their own look like individual wings of classrooms, gyms, etc and you’re meant to use MoveIt to mash them together.

Kyte
Nov 19, 2013

Never quacked for this

Baronjutter posted:

I liked the simcity 2013 system where you'd place down a general service building and then could upgrade as needed. Specially if we get to plop down modules where and how we like so every building is unique.

2013's module system was one of the greatest innovations in city building and it's a shame it's never been used again. Being able to organically grow your ploppables according to local needs is huge. IIRC you could even use it to set up school bus stops so it had a secondary function as service zone controller.

It's also way more interesting than fiddling with budget sliders.

GlassEye-Boy
Jul 12, 2001
Depends on play style. Anything that removes control on how I design my city I generally dislike.

I said come in!
Jun 22, 2004

DarkLich posted:

If you prefer an urban painter and city design, I'd recommend Plazas & Promenades, Park Life, and Green Cities

This is perfect, yeah I like doing this stuff. My mods are based around just placing down individual buildings and designing my city with no resources or money as a consideration. I just like making pretty looking cities.

Inspector Hound
Jul 14, 2003

CapnAndy posted:

My issue always ends up being that I like to concentrate Industrial in one or two big clumps because, y'know, pollution, and eventually it results in a critical mass of import/export trucks causing a city-wide lockdown because everyone needs to get to the highway or the railroad station or whatever, and since they're not spread out, they're all taking the same exit/going to the same station.

I ran into the same problem on my last one, so this time I bought up a plot of land with highway access dedicated just for my hellish industrial trash sewage zone.

DarkLich
Feb 19, 2004
https://store.steampowered.com/news/app/255710/view/3657524427209045376?curator_clanid=6754604&utm_source=TechRaptor

Tons of new transport hubs and road types announced. At last, there are vanilla options for larger monorails and shorter ferries.

Love that this is all free, but it's going to make an already dense UI menu even harder to navigate.

MikeJF
Dec 20, 2003




Those are some sexy-rear end hubs.

Baronjutter
Dec 31, 2007

"Tiny Trains"

They really should have gone with a lane by lane customizable road system from the start, something closer to what we had in Cities in Motion 2. So all you'd have are a variety of X-lane roads and then you could then customize what those lanes were used for, then save those presets. Instead we end up having hundreds of vanilla and modded roads to cover every possible configuration and still somehow end up missing a ton of important combos.

MikeJF
Dec 20, 2003




Well maybe they've learned their lesson.

DarkLich posted:


Love that this is all free, but it's going to make an already dense UI menu even harder to navigate.

Per the video, they're adding a search filter to the UI and filter options for roads like lane count and features.

Also there's also some new cosmetic assets, including new parking lots, for the bonsai builders.

MikeJF fucked around with this message at 01:15 on Mar 21, 2023

The Maroon Hawk
May 10, 2008

Can’t wait to make a hyper-realistic American city by making it 50% parking lots

Kyte
Nov 19, 2013

Never quacked for this

DarkLich posted:

https://store.steampowered.com/news/app/255710/view/3657524427209045376?curator_clanid=6754604&utm_source=TechRaptor

Tons of new transport hubs and road types announced. At last, there are vanilla options for larger monorails and shorter ferries.

Love that this is all free, but it's going to make an already dense UI menu even harder to navigate.

Oh man this stuff just makes me want the SC2013 style building customization stuff even more.
Imagine if you could place a generic hub and then build parking, entrance/exit roads, bus depots, metro track and whatever else right into the building according to your preferences.

Ihmemies
Oct 6, 2012

We don’t have the technology yet..

DaysBefore
Jan 24, 2019

The Maroon Hawk posted:

Can’t wait to make a hyper-realistic American city by making it 50% parking lots

Only 50%? Very progressive civil planning

Ethics_Gradient
May 5, 2015

Common misconception that; that fun is relaxing. If it is, you're not doing it right.
Shower thought: are there any Cities:Skylines LPs where someone tries to min/max the game, like that brutalist Sim City hellgrid from 10+ years ago?

Vahakyla
May 3, 2013
Colossal says pretty much "no" to multiplayer, and says that mods will not be able to be ported over.


https://www.pcgamer.com/cities-skylines-2-developer-says-multiplayer-would-make-the-core-player-experience-worse/

Entropic
Feb 21, 2007

patriarchy sucks
Someone made a map that looks like its own Steam workshop page.
https://steamcommunity.com/sharedfiles/filedetails/?id=2955787917

mutata
Mar 1, 2003

Make it multiplayer only and make it so you can't play unless there are at least 6 other players in the game and make it so no one can do anything until you all vote on it and agree on who gets to do anything.

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jokes
Dec 20, 2012

Uh... Kupo?

Entropic posted:

Someone made a map that looks like its own Steam workshop page.
https://steamcommunity.com/sharedfiles/filedetails/?id=2955787917



Wanna dam that big rear end river in the main photo

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