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SpaceCadetBob
Dec 27, 2012

Vahakyla posted:

Am I missing something? if I edit a road with a tram spot, it becomes a phantom stop I can never add to or edit, I gotta delete the whole line and do it again.

You can. Once the line is complete goto the tram menu and click the route button like you were making a new line.

Then go to the missing stop along the route and grab the route line and drag it onto the stop like you would if you were rerouting directions on google maps.

I find it works best if you grab upstream of the route and drag along the direction of travel. It should snap right into the stop.

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turn off the TV
Aug 4, 2010

moderately annoying

dragonshardz posted:

i'm aware of this; what i'm getting at is why even have that poo poo in the model post-generation? like the geometry should not even be there, or at max should be low-detail suggestions of teeth.

and using this external AI tool to procgen the models was just dumb. there's probably a fuckton of basic-rear end models you could use.

Thry didn't use AI for it, that's just that company's marketing team trying to cash in on hype. The thing they got is basically an RPG character creator that pumps out random combinations while also looking loving awful.

Like I'm confused about them saying that planned future features will utilize the character models while the character models look absolutely terrible

MikeJF
Dec 20, 2003




They licenced a character creator library because they wanted a high degree of cim variability that was able to accurately represent the different demographics in the game, since that's quite meaningful now and being able to track individuals was a major feature, and they're a small team and creating a character generator that can do that is a fairly large task. It's a sensible enough decision. Unfortunately, it seems like they probably chose poorly when they picked the library they used: either that, or they've integrated it badly.

The fact that they're mentioning future uses does make me even more certain they're planning first person exploration or driving modes. I've been pretty sure of that ever since they mentioned that tunnel interiors were fully modelled. Yeah, the models look terrible at the moment, but I'm sure they didn't intend to when they were planning.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Simcopter DLC

AceRimmer
Mar 18, 2009
Had a parking lot burn down. :wtc:

Vahakyla
May 3, 2013

Popete posted:

Simcopter DLC

Cimcopter.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"

piratepilates posted:


:dogstare: all just SFH in a neat tight grid, on all sides, right next to the airport fence. Planes taking off and landing right next to people's houses. Must be a real odd experience living in those neighbourhoods.

in Boston at least the planes are legally required to kill their throttle and just glide over the neighborhoods nearby, so more like a huge scary bird then the sound of dying to the air force

nielsm
Jun 1, 2009



Regarding super tall buildings, if you want to prevent the growth of giant towers you need to zone 2x2 or 2x3 plots at a time, let them develop a lot, then zone next to it. The maximum height of a building depends on its lot size too.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Vahakyla posted:

Cimcopter.

:golfclap:

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



nielsm posted:

Regarding super tall buildings, if you want to prevent the growth of giant towers you need to zone 2x2 or 2x3 plots at a time, let them develop a lot, then zone next to it. The maximum height of a building depends on its lot size too.

Yeah I was controlling the size of buildings in a small town across the map from my main city by doing this. 2x2, 2x3 (both orientations) and 3x3 lots were giving some good low-rise buildings that made sense on Main Street, rather than the gigantic apartment block the 6x6 I first used provided.

Communist Bear
Oct 7, 2008

Is there some sort of bug at the moment with high rise residential buildings? It seems to be impossible to get them to grow. The RCI constantly is wanting low density. I have sprawling suburbs!

nielsm
Jun 1, 2009



I think maybe you need to put some pressure on residential demand to get higher densities to be desirable.

Communist Bear
Oct 7, 2008

nielsm posted:

I think maybe you need to put some pressure on residential demand to get higher densities to be desirable.

Bulldoze my suburbs?

Deltasquid
Apr 10, 2013

awww...
you guys made me ink!


THUNDERDOME
The thing is that almost everybody prefers to live in car-centric suburbs, if given the opportunity. I’ve had success zoning smaller suburbs (in particular, 2x2 houses with a few 2x4 houses that are small homes with gardens) which reduces their desirability, increases how many people can live in the suburbs, combined with factories and colleges/universities both of which induce demand for smaller housing like apartments.

At some point your city becomes so large that living in the suburbs and commuting is less preferable than living in the centre in apartments or row houses but it might take some pressure to get cims to bite the bullet. If you keep zoning suburbs you increase supply to match demand and prices stay low. This means people will always prefer to live in the suburbs over living in the apartments or row houses.

Tl;dr stop zoning low density residential, at some point it becomes too expensive or far away from work for cims and they will settle for medium and high density instead.

explosivo
May 23, 2004

Fueled by Satan

What's your pop? I think there's eventually a breaking point where residential demand skyrockets, I'd say keep zoning CI to make more jobs and eventually it'll happen.

turn off the TV
Aug 4, 2010

moderately annoying

Communist Bear posted:

Is there some sort of bug at the moment with high rise residential buildings? It seems to be impossible to get them to grow. The RCI constantly is wanting low density. I have sprawling suburbs!

The parking AI isn't working correctly so there's at least one bug

Martian
May 29, 2005

Grimey Drawer
It's weird, I don't have this low density demand problem at all, but a lot of medium and low-rent demand (is that the same as high density?). Still only at 5.000 residents or so. No idea what I'm doing differently

bagmonkey
May 13, 2003




Grimey Drawer

Communist Bear posted:

Is there some sort of bug at the moment with high rise residential buildings? It seems to be impossible to get them to grow. The RCI constantly is wanting low density. I have sprawling suburbs!

all of my medium and high density residential is surrounded by jobs, services, education, etc. while my suburbs have way less service density and are only connected to "town" by a handful of bus routes. I'm at the point where every time I expand one of the suburb areas of the map, I'm dezoning two legacy low density residential areas and building them out with a mix of commercial, office and residential. The higher density residential lags behind, but it's slowly become more stable to the point that I'm not having issues keeping the buildings occupied and happy

Also, education and population might be factors. I had trouble populating denser zones before my college and university attendance rates skyrocketed and before I reached 25-30k population

turn off the TV
Aug 4, 2010

moderately annoying

Martian posted:

It's weird, I don't have this low density demand problem at all, but a lot of medium and low-rent demand (is that the same as high density?). Still only at 5.000 residents or so. No idea what I'm doing differently

probably nothing, if the sim is actually working correctly then there should be a decent amount of variation in demand for the different R and I zone types in different cities depending on the age and wealth combinations of different citizens and the types of businesses that move into vacant lots

Lord Packinham
Dec 30, 2006
:<
I’m just going to give up and wait for the patches to hit the game pass version as it’s just not that fun unless you just want to design stuff. I was super hyped for this game and have just met frustration after frustration with it on top of constant crashes.

Kyte
Nov 19, 2013

Never quacked for this

MikeC posted:

I have been trying to fine-tune my traffic in my city and some rear end in a top hat cims frequently ignore no left/right turn signage. I can tell it is having some effect since a fuckton more people turn right when I remove the sign again in testing but a significant minority just seem to shrug their shoulders and say gently caress it. Right now, I don't know whether it is WAD or just another bug.

https://forum.paradoxplaza.com/forum/developer-diary/development-diary-2-traffic-ai.1591141/

quote:

Behavior refers to agents’ willingness to make “dangerous” decisions in traffic, such as making a U-turn. Citizens and delivery vehicles are less likely to make dangerous decisions in traffic to cut pathfinding costs, while emergency vehicles have a more lenient behavior model so that they can navigate the road network during emergencies and make dangerous pathfinding decisions if necessary.
They only mentioned U-turns but this might be included in dangerous behavior.

Deki
May 12, 2008

It's Hammer Time!
I would like to know if it's better to have a few medium sized specialist industries on a node or one giant one.

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



Came across this random review on YouTube, got roped in from the thumbnail saying "Cities: Skylines 1.5"

https://www.youtube.com/watch?v=5pXA6wjvokQ

I do have to agree, that is what the game feels like to me. A better base than C:S1 was what I was hoping for in 2, and with DLC and mods and yadda yadda it'll match C:S1. For as much as it is a better base-game than 1, it still feels kind of unambitious. SimCity 2000 to 3000 to 4 felt like bigger leaps between games, each having their own distinct feel.

It's kind of hard to judge what C:S2 will be from its current state, considering parking and industry/economy/logistics seem to be massively broken, but the budget stops mattering pretty quickly in to building up your city, the devtree stops being an important choice after the first few tiers, the budget and taxes end up being used mostly for reigning in what demand you want to see, instead of being something you have to balance to survive.

edit: Also the first video for the editor tool just dropped: https://www.youtube.com/watch?v=a7ecXBwRhdQ

piratepilates fucked around with this message at 17:28 on Oct 31, 2023

deep dish peat moss
Jul 27, 2006

Yeah, this game does some neat stuff and has some nice improvements over CS1, but it feels like it's less of a "game" than virtually any city builder I've played before. I have no idea what it's actually going for - an art tool for designing cities? A (currently-broken) hard simulation?

MikeJF
Dec 20, 2003




I think we have to wait for them to un-break it to figure that out.

Anime Store Adventure
May 6, 2009


Yeah as excited as I am and willing to fight through a lot of the release jank, I'm even putting the game down until we get a patch that at least takes a stab at fixing things like the weird storage/goods bug, which basically hampers a whole ton of the mechanics of the game.

nielsm
Jun 1, 2009



C:S2 clearly has a much better technical base, and I think modders will be able to do much more interesting things too. While the base game only has a single basic mixed-zoning type, it does mean that the game allows for multiple different tenant types to be in a single building, so maybe we'll also later see other mixed zones like low-density mixed, or towers with six floors of commercial and ten floors of residential. The network construction is obviously flexible too, including things like the built-in power, water and sewage in roads which can even be added/removed, e.g. adding power to a highway by adding street lights.
I'm very impressed with what they put out, despite all the issues. Most things are fixable.

piratepilates
Mar 28, 2004

So I will learn to live with it. Because I can live with it. I can live with it.



nielsm posted:

C:S2 clearly has a much better technical base, and I think modders will be able to do much more interesting things too. While the base game only has a single basic mixed-zoning type, it does mean that the game allows for multiple different tenant types to be in a single building, so maybe we'll also later see other mixed zones like low-density mixed, or towers with six floors of commercial and ten floors of residential. The network construction is obviously flexible too, including things like the built-in power, water and sewage in roads which can even be added/removed, e.g. adding power to a highway by adding street lights.
I'm very impressed with what they put out, despite all the issues. Most things are fixable.

Yeah I think the mod stuff will be a lot more flexible and impressive than in 1. I kind of hope they just speedrun getting the mod platform out, I kind of have more faith in modders being able to patch around issues and create interesting gameplay faster than the devs at this point.

ninjahedgehog
Feb 17, 2011

It's time to kick the tires and light the fires, Big Bird.


I personally would like a few ready-made interchanges that are a little bit smaller than an entire map square

MikeC
Jul 19, 2004
BITCH ASS NARC
Heads up: Game breaking bug as cities get bigger. Still no clear indication of trigger though it appears related to the fact that budget fees and costs are not syncing up over time. I wonder if it is associated with my negative unemployment graph screen shot I had a few pages back.

https://forum.paradoxplaza.com/forum/threads/mysteriously-losing-money.1605230/

Autosave often !

turn off the TV
Aug 4, 2010

moderately annoying

piratepilates posted:

Yeah I think the mod stuff will be a lot more flexible and impressive than in 1. I kind of hope they just speedrun getting the mod platform out, I kind of have more faith in modders being able to patch around issues and create interesting gameplay faster than the devs at this point.

Judging from the video they posted above it's actually less functional. Some of the most important and basic functionality of the map editor is just gone.

GlassEye-Boy
Jul 12, 2001

deep dish peat moss posted:

Yeah, this game does some neat stuff and has some nice improvements over CS1, but it feels like it's less of a "game" than virtually any city builder I've played before. I have no idea what it's actually going for - an art tool for designing cities? A (currently-broken) hard simulation?

They've veered pretty far from the art tool / bonsai city feel, hopefully the mods will fix some of that. They have gone pretty far down the rabit hole for enhancing the simulation which is where a lot of the failures are coming from.

MelancholyMark
May 5, 2009

Yea a lot about the sim feels pretty broken at a foundational level right now. I stopped playing with a pop of ~250k since it seemed like the only thing left for me to do was manage the traffic to/from work since all the trade and tourism stuff seems extremely broken. Like a singular subway car on one of my busy lines carries more people in a month than all the flights from my international and domestic airports combined. It's not even like people don't like public transit since my ridership between subway/tram/bus is like 150k a month, but flights only transport like 2.5k a month and that was after making all tickets free. I also get a weird bug with flight routes where it will just randomly give the "no outside connection" error to a route even tho when I click on it there's a plane flying it and you can clearly see all the outside nodes. Even managing the traffic is extremely annoying with no control over left turn lights and individual lanes, and then like half the time when I look at what's caused a jam it's like a singular car freaking out just not moving or it's heavy pedestrian traffic that is forever jaywalking across an intersection.

I also am not sure what it takes to get a 5/5 level high density residential building. I'm literally at the max -10% tax rate for everyone and there are a bunch of high density commercial and office buildings at 5/5 but I have a bunch of high density residential that is forever stuck at 4/5 just missing the last pip of the bar.

Vahakyla
May 3, 2013




Going for an american county based around a college, but what if it had european designers for apartments and trams and mostly pedestrian streets and walkway paths over busy roads?

jokes
Dec 20, 2012

Uh... Kupo?

It does have that "American county" feel to see the gigantic pool of human poo poo haphazardly dumped into the nearest water supply

Anyways, lots of college towns have bike/walk paths as a high priority in city planning for a thousand reasons!

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
i just zone a literal huge toilet volcano and dump all the poop in there

Mandoric
Mar 15, 2003
Seriously, why and also how the hell are my trams doing this.



Anime Store Adventure
May 6, 2009


Mandoric posted:

Seriously, why and also how the hell are my trams doing this.





Dr. Clockwork
Sep 9, 2011

I'LL PUT MY SCIENCE IN ALL OF YOU!
I don’t understand how I’m supposed to address the “small homes” complaint with high density residential buildings when I have no control over the size of these when the game decides to build in my zones.

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MikeC
Jul 19, 2004
BITCH ASS NARC

Dr. Clockwork posted:

I don’t understand how I’m supposed to address the “small homes” complaint with high density residential buildings when I have no control over the size of these when the game decides to build in my zones.

You don't, the in-game mechanism to avoid early high density. There needs to be sufficient services and + happiness modifiers to offset the "small home" complaint. It is also designed to drive out families that achieve a certain level of wealth and can now afford a more spacious home to make room in these buildings for less well-off cims.


MelancholyMark posted:

I also am not sure what it takes to get a 5/5 level high density residential building. I'm literally at the max -10% tax rate for everyone and there are a bunch of high density commercial and office buildings at 5/5 but I have a bunch of high density residential that is forever stuck at 4/5 just missing the last pip of the bar.

Yeah, most of mine are 3/5 or 4/5 as well.

Communist Bear posted:

Is there some sort of bug at the moment with high rise residential buildings? It seems to be impossible to get them to grow. The RCI constantly is wanting low density. I have sprawling suburbs!

I believe that demand for mid and high level densities are also tied to land value. According to the devs, cims pay "rent" based on the land value of the property they are living in. Anything left over from expenses go towards leveling the residential building. Demand is supposed to arise as land value increases on residential zoned tiles to the point where cims are beginning to struggle to meet the rent. The only way to get housing on land that is this valuable is to accept more cims per tile to divide up the rent costs between them. My city of 65k right now is pretty tightly packed and filled with services., to the point where most of my zoning demand is medium density near 80% and low and high density around 50%. In fact, most low residential tiles I zone won't even spawn buildings right now and all the roads are lit up red when I how low res selected. If I build a road to nowhere though that has no services, it will light up green again.

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