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quote:We are also working on the performance not only because it's necessary for the console release but also for PC platforms to allow the creation of huge cities. Why do I get the feeling only one of these is true?
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# ? Nov 14, 2023 15:34 |
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# ? May 24, 2024 15:05 |
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General cynicism towards human beings' intentions once they ascend to even the smallest morsel of power or control over money?
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# ? Nov 14, 2023 15:37 |
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"pathfinding errors"
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# ? Nov 14, 2023 15:46 |
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Mandoric posted:"pathfinding errors" Guess they had to deliver a head in a box to three fellas in an empty field.
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# ? Nov 14, 2023 15:52 |
You know, if they had just billed this as "early access" instead of pretending it was a finished release it would have undermined a lot of the anger about its state. I guess the suits thought that might have undercut some profits this quarter or something?
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# ? Nov 14, 2023 15:56 |
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piratepilates posted:Guess they had to deliver a head in a box to three fellas in an empty field. Slightly concerned about that being "beverages".
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# ? Nov 14, 2023 16:01 |
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Mandoric posted:Slightly concerned about that being "beverages". https://www.oglaf.com/skulls/
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# ? Nov 14, 2023 16:21 |
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Mandoric posted:"pathfinding errors" Ignoring full obvious bugs even, the fact pathfinding only cares about the shortest road-route and ignores road throughput and traffic is just baffling.
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# ? Nov 14, 2023 18:37 |
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Skyl3lazer posted:Ignoring full obvious bugs even, the fact pathfinding only cares about the shortest road-route and ignores road throughput and traffic is just baffling. Especially when they made a whole dev diary about how route preferences would be more sensibly derived and would differ across demographics (cheapest vs quickest etc)
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# ? Nov 14, 2023 18:46 |
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Tarnop posted:Especially when they made a whole dev diary about how route preferences would be more sensibly derived and would differ across demographics (cheapest vs quickest etc) I guess that feature is disabled too, for an who knows how long.
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# ? Nov 14, 2023 19:09 |
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Looking forward to road hierarchy actually mattering and not the currently broken AI kits taking the absolute first turn off the highway no matter which part of the city they want to go to, which results in miles long pile ups because every lane wants to merge for that turn.
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# ? Nov 14, 2023 19:39 |
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RagnarokZ posted:I guess that feature is disabled too, for an who knows how long. Calling it now, that the roaming dog packs were using the AI Pathfinding and disabling them disabled the whole thing.
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# ? Nov 14, 2023 19:42 |
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Dr. Clockwork posted:Looking forward to road hierarchy actually mattering and not the currently broken AI kits taking the absolute first turn off the highway no matter which part of the city they want to go to, which results in miles long pile ups because every lane wants to merge for that turn. Gotta say I have not observed this at all, my citizens make good use of the Robert Moses level of highways I put everywhere in my starter city. There are no traffic jams anywhere.
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# ? Nov 14, 2023 19:44 |
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I've seen different. I've started making all my schools have dead end loading roads because 1) there doesn't appear to be any real loading/unloading at schools and 2) although it looks good everybody driving down the 4 lane in front of the school would inexplicably turn onto the 2 lane alley-loader backing up traffic, and I could never figure out why, or prevent it. Only making it a dead end stopped it. Same with the dirt roads I'd put at farms, even though there's a six lane into the city cars would line up on the dirt road if it at all connected to the city, even if it was longer. Here's one... That said, the farms do turn out nice (when there's not bumper to bumper traffic on them). I wish the fields had more variety though. RadioDog fucked around with this message at 20:18 on Nov 14, 2023 |
# ? Nov 14, 2023 19:58 |
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RadioDog posted:
I had an infusion of taxis cause a similar clusterfuck at my bus station. I feel like the blueprint should be bigger and should have multiple entry/exit points like how some parking lots work. Grand Fromage posted:Gotta say I have not observed this at all, my citizens make good use of the Robert Moses level of highways I put everywhere in my starter city. There are no traffic jams anywhere. Yeah, my only traffic issues that haven't been self-inflicted have been from there being no left turn arrow at stop lights.
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# ? Nov 14, 2023 20:30 |
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RadioDog posted:That said, the farms do turn out nice (when there's not bumper to bumper traffic on them). I wish the fields had more variety though. drat those look really good. I need to re-evaluate my farm lots.
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# ? Nov 14, 2023 20:36 |
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The farmland's going to be real nice with a handful of mods. Get rid of all the random rear end out buildings, more crop variety, and ability to place them everywhere instead of just on the tiny little bits of arable land.
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# ? Nov 14, 2023 20:38 |
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Arable land should just be a +100% farm production bonus.
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# ? Nov 14, 2023 20:41 |
Grand Fromage posted:The farmland's going to be real nice with a handful of mods. Get rid of all the random rear end out buildings, more crop variety, and ability to place them everywhere instead of just on the tiny little bits of arable land. ? The grain and cotton farms don't put buildings on the field. The vegetable farm will put greenhouses on the field, which makes some sense but would probably make more sense if there were more of them placed more orderly. The livestock farm puts various barns and similar on the field, which also makes sense for livestock, but could maybe also be more orderly. The bigger problem I think is the ground texture. Livestock doesn't graze on a grain field, they graze on grassy plains. Vegetable and cotton fields don't look like grain fields. And fields look different throughout the year.
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# ? Nov 14, 2023 21:18 |
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Kinda poor planning they put it in effort to draw 5 zillion polygons for some tiny building details but some zones look like they have texture budget of a PS1.
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# ? Nov 14, 2023 21:29 |
MikeC posted:I think he means he is cutting the utility cost to cims by 50%. I have not been able to generate lvl 5 res at all either but I haven't played in a few weeks and probably won't until they fix the cargo economy that is still broken. I really like the idea of a more complex industrial chain in a city game, but I'm not going to get invested in building one up until at least the most basic functions are actually there. I get there are bugs at release, but I would have thought that fixing a building that literally does nothing would be a priority.
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# ? Nov 14, 2023 21:44 |
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nielsm posted:? mixing buildings and fields just doesn't really work at all. livestock farms should have maybe a fraction of the buildings they currently do and mixing greenhouses with crop fields just doesn't really make any sense at all, those should be two different kinds of zones.
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# ? Nov 14, 2023 22:27 |
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Tarnop posted:Especially when they made a whole dev diary about how route preferences would be more sensibly derived and would differ across demographics (cheapest vs quickest etc) That's how they choose if they'll drive/walk/bus/etc, but the vehicles take simple routes.
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# ? Nov 15, 2023 00:44 |
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Skyl3lazer posted:That's how they choose if they'll drive/walk/bus/etc, but the vehicles take simple routes. CO claimed it would be better and that cims would factor in road throughput and traffic quote:In Cities: Skylines pathfinding was proximity-based, meaning agents would calculate their destinations or order services by straight line distance without taking the existing road network into account. In the case of a fire, this could mean the fire truck responding would come from the closest station even if it had a longer route because of how the roads connected it to the destination. Longer response times could in turn mean the fire truck would not make it in time to stop the fire from spreading or save the building from collapse. Agents would take the fastest route to their destination and stick to it, patiently sitting in a traffic jam if one occurred, only changing their route if the road network was modified in ways causing their original path to no longer be viable.
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# ? Nov 15, 2023 08:09 |
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Skyl3lazer posted:Ignoring full obvious bugs even, the fact pathfinding only cares about the shortest road-route and ignores road throughput and traffic is just baffling. No one in there probably knows how to use weight/friction in path finding algorithm’s connections.
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# ? Nov 15, 2023 08:29 |
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Nitrousoxide posted:You know, if they had just billed this as "early access" instead of pretending it was a finished release it would have undermined a lot of the anger about its state. Harder to justify DLC for a game in Early Access
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# ? Nov 15, 2023 12:31 |
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Early Access games usually don't sell for $60 either
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# ? Nov 15, 2023 12:59 |
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Tarnop posted:CO claimed it would be better and that cims would factor in road throughput and traffic Oh, well, this 100% doesn't happen
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# ? Nov 15, 2023 13:12 |
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Eric the Mauve posted:Early Access games usually don't sell for $60 either $50, but the point stands
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# ? Nov 15, 2023 16:02 |
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Skyl3lazer posted:Oh, well, this 100% doesn't happen Yeah, many of the dev diaries are speculative fiction
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# ? Nov 15, 2023 18:04 |
I ended up putting a bunch of bus lanes everywhere, not just for buses, but apparently emergency vehicles use them? I haven't caught it happening yet, though. I still wish there was a give way for them.
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# ? Nov 15, 2023 18:20 |
Bus lanes are near-useless since they get used as regular turning lanes anyway.
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# ? Nov 15, 2023 18:26 |
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nielsm posted:Bus lanes are near-useless since they get used as regular turning lanes anyway. there also seems to be a bug (or deliberate "drivers breaking the law" mechanic) where long stretches of bus lane will cause traffic to inexplicably weave between the regular traffic lane and the bus lane at network nodes for an example, add a bus lane to the long two lane suspension bridge on the Barrier Island map. it's better for busses than getting stuck in traffic 100% of the time but not by much
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# ? Nov 15, 2023 18:57 |
corona familiar posted:there also seems to be a bug (or deliberate "drivers breaking the law" mechanic) where long stretches of bus lane will cause traffic to inexplicably weave between the regular traffic lane and the bus lane at network nodes Same map and same effect. If the drivers are gonna be assholes at least wait to merge back in AFTER you've passed everyone. Not like there's traffic cops in this game, just disapproving stares from your god-mayor in the sky. Though money is much easier to make in this game, I could theoretically make a bus-only bridge. Have a separated bus network just for funsies. (spoiler: i haven't bothered to start my elevated tram network ive just been adding more lanes)
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# ? Nov 15, 2023 19:04 |
I get that vehicles can go a bit off road in accidents but, the one in the top right went nearly 900 meters from the highway, even crossing a river???
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# ? Nov 15, 2023 19:21 |
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I wouldn’t be so scared of using two one-way highways if there was a tool that let me draw both equally distant, using same angles/curves. Does CS2 have that?
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# ? Nov 15, 2023 19:28 |
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There’s a “make parallel roads” toggle in the road builder, yeah. Edit: for clarity, it doesn’t make a road parallel to an existing road, it lets you create two parallel roads with a separation you specify. WithoutTheFezOn fucked around with this message at 19:35 on Nov 15, 2023 |
# ? Nov 15, 2023 19:29 |
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WithoutTheFezOn posted:There’s a “make parallel roads” toggle in the road builder, yeah. Dang, probably 2 dozen hours of playing and I didn’t think to check for it because I so readily assumed it wouldn’t. Thanks.
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# ? Nov 15, 2023 19:35 |
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corona familiar posted:there also seems to be a bug (or deliberate "drivers breaking the law" mechanic) where long stretches of bus lane will cause traffic to inexplicably weave between the regular traffic lane and the bus lane at network nodes Road laws are currently suggestions, yeah. I've had someone u-turn over a median to then take an illegal turn, on a street that was pedestrian-only to begin with, directly in front of a police car to boot. Why they didn't take the legal turn when they were traveling the right direction is what puzzles me the most, are there a few bits of dynamic pathing that DO work or does the pathing algorithm just pre-queue dumb poo poo at a fixed rate? There's also the thought experiment of making a community that's only connected to the highway net by pedestrian streets and providing mass transit to the industrial hub that in turn is connected to an entirely separate road system. They'll still flood in in cars that can't legally take them anywhere and can't even illegally take them anywhere unless they're going home-south external connection-(?)-north external connection-work.
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# ? Nov 15, 2023 19:43 |
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# ? May 24, 2024 15:05 |
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Jyrraeth posted:I ended up putting a bunch of bus lanes everywhere, not just for buses, but apparently emergency vehicles use them? I haven't caught it happening yet, though. I still wish there was a give way for them. I watched dump trucks use them last night. Seen a few emergency vehicles use them to. Also if traffic is bad enough, regular cars will too.
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# ? Nov 15, 2023 20:28 |