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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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# ? Mar 15, 2023 15:32 |
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# ? May 25, 2024 14:02 |
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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.
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# ? Mar 15, 2023 15:34 |
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All teaching staff are fired overnight and rehired in the morning Tax assessors HATE it
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# ? Mar 15, 2023 15:34 |
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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
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# ? Mar 15, 2023 15:39 |
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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 |
# ? Mar 15, 2023 15:49 |
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I thought you can set options for day and night already.
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# ? Mar 15, 2023 16:13 |
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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... )
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# ? Mar 15, 2023 19:10 |
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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.
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# ? Mar 15, 2023 19:21 |
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.
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# ? Mar 15, 2023 19:25 |
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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.
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# ? Mar 15, 2023 20:56 |
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You have to plop the public healthcare system but private will grow by itself. Same with schools.
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# ? Mar 15, 2023 20:59 |
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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.
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# ? Mar 15, 2023 21:25 |
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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. 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.
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# ? Mar 15, 2023 21:40 |
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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.
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# ? Mar 15, 2023 21:46 |
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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.
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# ? Mar 15, 2023 21:47 |
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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
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# ? Mar 15, 2023 21:52 |
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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.
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# ? Mar 15, 2023 22:04 |
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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.
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# ? Mar 15, 2023 22:06 |
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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. 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.
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# ? Mar 15, 2023 22:44 |
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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
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# ? Mar 15, 2023 22:46 |
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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 |
# ? Mar 15, 2023 23:21 |
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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.
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# ? Mar 16, 2023 00:21 |
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Burns posted:Day night cycle is fine but adding budget for day night sliders I find kind of ridiculous. 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.
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# ? Mar 16, 2023 00:24 |
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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.
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# ? Mar 16, 2023 04:01 |
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Depends on play style. Anything that removes control on how I design my city I generally dislike.
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# ? Mar 16, 2023 05:22 |
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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.
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# ? Mar 16, 2023 18:08 |
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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.
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# ? Mar 20, 2023 12:52 |
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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.
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# ? Mar 20, 2023 21:22 |
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Those are some sexy-rear end hubs.
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# ? Mar 21, 2023 00:06 |
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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.
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# ? Mar 21, 2023 00:26 |
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Well maybe they've learned their lesson.DarkLich posted:
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 |
# ? Mar 21, 2023 01:08 |
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Can’t wait to make a hyper-realistic American city by making it 50% parking lots
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# ? Mar 21, 2023 01:20 |
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DarkLich posted:https://store.steampowered.com/news/app/255710/view/3657524427209045376?curator_clanid=6754604&utm_source=TechRaptor 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.
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# ? Mar 21, 2023 01:48 |
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We don’t have the technology yet..
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# ? Mar 22, 2023 08:33 |
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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
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# ? Mar 22, 2023 12:21 |
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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?
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# ? Apr 1, 2023 06:49 |
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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/
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# ? Apr 7, 2023 20:06 |
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Someone made a map that looks like its own Steam workshop page. https://steamcommunity.com/sharedfiles/filedetails/?id=2955787917
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# ? Apr 7, 2023 20:41 |
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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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# ? Apr 7, 2023 21:37 |
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# ? May 25, 2024 14:02 |
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Entropic posted:Someone made a map that looks like its own Steam workshop page. Wanna dam that big rear end river in the main photo
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# ? Apr 7, 2023 21:46 |