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Ostrava posted:The best method I've found so far is to work in this order: Can you show a screenshot? I can't figure out how to hook it all up.
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# ? Nov 7, 2023 13:54 |
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# ? Jun 10, 2024 12:00 |
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Sim City 4 also sucked rear end at terrain changes. And Cities Skylines 1. And Sim City 2000.
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# ? Nov 7, 2023 14:25 |
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Turk posted:Can you show a screenshot? I can't figure out how to hook it all up. Examples here in this post: https://forums.somethingawful.com/showthread.php?threadid=3706710&pagenumber=540#post535783374
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# ? Nov 7, 2023 14:29 |
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Ostrava posted:Examples here in this post: Thank you.
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# ? Nov 7, 2023 15:08 |
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I am happy when a city builder, as the kids say nowadays, "transport-pills" people. Yeah, trams sharing track with cars loving sucks. Same for buses. Give them exclusive lanes and right of way so they will always be faster than the car brained masses enjoying their congestion and traffic jams. You can move a ton of people quickly, quietly, and efficiently. Next, use taxes levied on cars to subsidise free at point of service public transport. Use the reduced volume of car traffic to close streets to through traffic, especially those with street level commercial spaces. As people feel more comfortable staying on the streets local businesses experience a growth in customers and the neighbourhood becomes more pleasant to live in. Oh, and you could do some of that in the game, too, I guess.
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# ? Nov 7, 2023 15:30 |
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Antigravitas posted:I am happy when a city builder, as the kids say nowadays, "transport-pills" people. Yeah, trams sharing track with cars loving sucks. Same for buses. Give them exclusive lanes and right of way so they will always be faster than the car brained masses enjoying their congestion and traffic jams. You can move a ton of people quickly, quietly, and efficiently. Next, use taxes levied on cars to subsidise free at point of service public transport. Use the reduced volume of car traffic to close streets to through traffic, especially those with street level commercial spaces. As people feel more comfortable staying on the streets local businesses experience a growth in customers and the neighbourhood becomes more pleasant to live in. Car bad, train good.
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# ? Nov 7, 2023 15:38 |
mutata posted:Sim City 4 also sucked rear end at terrain changes. And Cities Skylines 1. And Sim City 2000. Excuse me, can you do something like this to power an entire city in any other game?
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# ? Nov 7, 2023 15:43 |
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It's perfect. Now build a tunnel.
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# ? Nov 7, 2023 15:46 |
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mutata posted:Sim City 4 also sucked rear end at terrain changes. And Cities Skylines 1. And Sim City 2000. I cannot let you besmirch the sacred name of SC2K.
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# ? Nov 7, 2023 15:53 |
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Ostrava posted:Examples here in this post: It works if you don't start the pathway on the actual train tracks. That is what I was doing wrong. Just start the pathway in front of it. Thanks again.
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# ? Nov 7, 2023 15:53 |
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Really wish they had stairs, my only reason for not doing raised tracks as much is having to make a huge-rear end ramp to get up to it. It's not that bad I just wish there was a way to make them more compact.
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# ? Nov 7, 2023 16:28 |
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Streetside pneumatic tubes.
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# ? Nov 7, 2023 16:39 |
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WithoutTheFezOn posted:Streetside pneumatic tubes. Yes! Then I can finally build New New York! https://www.youtube.com/watch?v=6hfcnm8V4fA
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# ? Nov 7, 2023 16:50 |
explosivo posted:Really wish they had stairs, my only reason for not doing raised tracks as much is having to make a huge-rear end ramp to get up to it. It's not that bad I just wish there was a way to make them more compact. Same. I always just use the steepest ramp in CS1 and just went "pretend its stairs" in my head for this reason. A little elevator + a square spiral of stairs around them is a fairly common feature of the city trains I've used before (C-Train and Skytrain) and would be a handy thing for the game. Also while we're wishing for stuff I've personally experienced, a +15 system in the downtown core for maps with a cold winter would be cool.
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# ? Nov 7, 2023 19:40 |
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Jyrraeth posted:A little elevator + a square spiral of stairs around them is a fairly common feature of the city trains I've used before (C-Train and Skytrain) and would be a handy thing for the game. Knowing that pedestrian paths can rise up to meet elevated stations is nice, it would be cool if that can be detailed a little more with mods/assets. My big metro experience is the Chicago el, where a lot of the stations are pretty different from each other physically - beung able to build the ones they have inbetween the highways that rise up to an overpass at street level for emtry would be nice.
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# ? Nov 7, 2023 20:09 |
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Oh so uh it turns out you don't need any stairs at all. People just sorta phase through the floor where they need to go. Edit: Hmm, a new separate tram line is not quite doing this but I do see a couple people trickling into the trams without having a way up. Edit 2: Really good shout about the elevated tram lines though. They're finnicky to place but when you can get a simple one way loop going up and down a busy road that alone helps a ton. I just wish the pedestrian paths were less annoying to hook up and the aforementioned stairs was a thing to make it less of a pain in the rear end to work with. explosivo fucked around with this message at 20:37 on Nov 7, 2023 |
# ? Nov 7, 2023 20:23 |
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Ostrava posted:Don't sleep on trams ya'll. I'd ignored them for a bit but tonight I spent time experimenting with them and I genuinely think they may be the best public transport for super dense cities now that I understand some of the weird poo poo they do. Jesus Christ. I just redid my entire tram system without knowing you could elevate tracks
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# ? Nov 7, 2023 20:41 |
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Jyrraeth posted:Same. I always just use the steepest ramp in CS1 and just went "pretend its stairs" in my head for this reason. You could also take it in the other direction for cold maps, Montreal-style. Or even Tokyo-style, doesn't necessarily have to be for weather if the land value is obscene. Now I want a superlight C zone type that can be zoned alongside foot-only tunnels.
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# ? Nov 7, 2023 20:41 |
There's no subway in CS:2?
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# ? Nov 7, 2023 20:43 |
death cob for cutie posted:Knowing that pedestrian paths can rise up to meet elevated stations is nice, it would be cool if that can be detailed a little more with mods/assets. My big metro experience is the Chicago el, where a lot of the stations are pretty different from each other physically - beung able to build the ones they have inbetween the highways that rise up to an overpass at street level for emtry would be nice. Sounds like the El train does what the C train does sometimes. (I used to think it was the L-train, whoops) The stops for the trams now are just so naked compared to what I've seen.
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# ? Nov 7, 2023 20:43 |
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Nitrousoxide posted:There's no subway in CS:2? There is
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# ? Nov 7, 2023 20:43 |
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Nitrousoxide posted:There's no subway in CS:2? There is, but it's locked behind a lot more progression, a lot more money/land area per depot when counting curve restrictions, and station C is limited to a platform kiosk building addon.
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# ? Nov 7, 2023 20:50 |
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Jyrraeth posted:(I used to think it was the L-train, whoops) lots of people do - it's short for "elevated". you see it called the "L" in official CTA documents, with quotes; a lot of people type "el" because it's clearer in context - especially if you're talking to someone from like, NYC, where the L train is a specific line.
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# ? Nov 7, 2023 21:05 |
Mandoric posted:You could also take it in the other direction for cold maps, Montreal-style. Or even Tokyo-style, doesn't necessarily have to be for weather if the land value is obscene. I searched for "Montreal style +15" and got nothing but BAGELS on google image search. I guess Montreal calls it the Underground City if Wikipedia is to believed? Totally agree with the superlight C zone, its not much of a thing when I was last living in Calgary but they're fairly common here in Vancouver. Not to beat a dead horse but Commercial zones needs a revamp. Big Box, (strip) malls, Commercial/Office mixed use, tiny little stores, food carts, etc.
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# ? Nov 7, 2023 21:05 |
How are y’all doing bus routes? I’m lucky to get 9% utilization and routes I make I and deleting because they’re never used. I sprinkle C throughout the R zones and I is spaced further away. I do little routes feeding into one route to the I zone.
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# ? Nov 7, 2023 21:09 |
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Jyrraeth posted:I searched for "Montreal style +15" and got nothing but BAGELS on google image search. I guess Montreal calls it the Underground City if Wikipedia is to believed? Totally agree with the superlight C zone, its not much of a thing when I was last living in Calgary but they're fairly common here in Vancouver. You mean “Light C” that’s nothing but freestanding single stores and 75% gas stations isn’t accurate?
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# ? Nov 7, 2023 21:10 |
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Jyrraeth posted:I searched for "Montreal style +15" and got nothing but BAGELS on google image search. I guess Montreal calls it the Underground City if Wikipedia is to believed? Totally agree with the superlight C zone, its not much of a thing when I was last living in Calgary but they're fairly common here in Vancouver. Yeah, "opposite direction" in that rather than skyways between the downtown buildings, pedestrian tunnels between the downtown core buildings and their nearest metro stations eventually grew into something very like a huge -10 (and -15 and -20!) mall. Getting the full mall aspect would require a serious rethink of high-density C/O to have models that could connect both at street level and underground, to take delivery of significant amounts of goods, but service and low-volume C would "just" need the engine to support zoning at multiple Z levels. (this might not actually be any easier TBH) Oh, relatedly, since there's already a no trucks ordinance and already transit logic for running day, night, or day/night, I'd love to be able to declare "no trucks 6:00~18:00" for downtown C and "no trucks 18:00~6:00" for residential.
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# ? Nov 7, 2023 21:17 |
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I ended up just disconnecting my city from the highway and only using pedestrian streets with tram tracks. I still get some weirdos driving on the pedestrian roads, but otherwise it's just trams and service vehicles. gently caress cars, don't need 'em. I fully expect this to blow up in my face as my population grows, but it's working fine at 30k.
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# ? Nov 7, 2023 21:27 |
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Just spent a couple hours redoing the trams as an El and whilst there is some weird finnickness, and doubly so connecting pathways (Yeah we definitely need stairs or elevators to do this really well), but it's working really well.
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# ? Nov 7, 2023 22:05 |
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Hey even if there's stairs you still need wheelchair access.
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# ? Nov 7, 2023 22:08 |
MikeJF posted:Hey even if there's stairs you still need wheelchair access. That's what a ramp at a 30 degree slope is for!
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# ? Nov 7, 2023 22:15 |
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MikeJF posted:Hey even if there's stairs you still need wheelchair access. WithoutTheFezOn posted:Streetside pneumatic tubes.
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# ? Nov 7, 2023 22:17 |
Anime Store Adventure posted:You mean “Light C” that’s nothing but freestanding single stores and 75% gas stations isn’t accurate? Depends on your denominator for the 75% gas stations. I do understand this is Calgary, which is very car brained and I hunted around to where I could find more gas stations. Most of the time there's two on either direction on a major commuter route but otherwise nothing like the game where you'll get an entire block.
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# ? Nov 7, 2023 22:56 |
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LASER BEAM DREAM posted:Jesus Christ. I just redid my entire tram system without knowing you could elevate tracks Same man, same.
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# ? Nov 7, 2023 23:16 |
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Jyrraeth posted:Not to beat a dead horse but Commercial zones needs a revamp. Big Box, (strip) malls, Commercial/Office mixed use, tiny little stores, food carts, etc. are you using the maximum lot size? that's what the largest footprint of NA low density commercial buildings are modeled after, iirc they start to look like that at around level 4/5. the game should have had something like rowhouse style commercial for strip malls though. another issue with commercial is that the actual building assets are 30-50% gas stations depending on the zone depth. there's one 2x2 and one 2x3 low density commercial buildings and one 2x2 and one 2x3 gas station, which i think might be why people are getting streets that are nothing but gas stations
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# ? Nov 7, 2023 23:31 |
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Doing the Trams and it seems my cims can just float down to the Subway entrance. I've even made paths on the other side for them. Turk fucked around with this message at 23:42 on Nov 7, 2023 |
# ? Nov 7, 2023 23:33 |
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SMH they modelled teeth but not gravity.
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# ? Nov 7, 2023 23:44 |
Infidelicious posted:SMH they modelled teeth but not gravity. The weight of Cims teeth are pulling them down.
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# ? Nov 7, 2023 23:50 |
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I moved it to the other side of the street and they no longer float down to it.
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# ? Nov 7, 2023 23:50 |
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# ? Jun 10, 2024 12:00 |
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death cob for cutie posted:lots of people do - it's short for "elevated". you see it called the "L" in official CTA documents, with quotes; a lot of people type "el" because it's clearer in context - especially if you're talking to someone from like, NYC, where the L train is a specific line. the R, L, and N lines all stand for Rarely, Late, and Never Know what I miss from mods? multi-platform subway stations. Seems pretty basic to me.
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# ? Nov 7, 2023 23:55 |