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pwnyXpress posted:So overall I can see that this game offers tons more than SimCity did, but don't a lot of the problems seem a bit reminiscent of that debacle? Odd things like the commercial bug and weird water issues? The most basic traffic conceit is at first glance kind of limiting but arguably realistic: cars get in the lane they need for the next intersection after the previous intersection. This leads to all the reactionary screenshots of 6 lane one way roads with miles of traffic backup because there is only 1 way to go at the end of that road. That basic conceit leads to needing to create some realistic traffic networks. It is neither Sim City 13 at release (traffic backed up because the AI didn't actually know how to turn in different directions), and importantly not the model from SimCity 4 where bigger roads solved everything by just providing a literal bucket for traffic to sit in out of the way. The actual issues where the game stands to improve are getting into slightly gamey stuff you may never actually get into if you build your networks otherwise realistically. Basically, merged intersections are far superior to lighted intersections due to a Google car sort prescience that allows anarchy merges to be incredibly efficient. There's some cool opportunities for the devs to address this with slowing down the insane merges and making lighted intersections faster, either with an AI tweak or lighted intersection design tools since a lot of the lighted intersection issues are with cars doing crazy turning stuff but not wanting to do it unless the intersection is completely deserted.
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# ¿ Mar 16, 2015 17:53 |
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# ¿ May 12, 2024 07:44 |
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Spaceman Future! posted:The clean fix for the lane issue would be to have agents only switch to their "optimal" lane within X distance of their desired intersection and encourage non public transit ai to scatter between lanes between those distance checks. I wonder how computationally expensive that would be, because the alternatives are wierd game only intersections and road splits as a workaround. Not that its an absolutely massive deal but I hope its on the list. Also enforced minimum spacing between city buses on a line would go a long way to cleaning up weird traffic jams on otherwise open roads.
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# ¿ Mar 16, 2015 18:11 |
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Slickdrac posted:And a bidirectional split off that works as efficiently. Alternately, this is the future open to us with Google cars.
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# ¿ Mar 16, 2015 18:18 |
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SPACE HOMOS posted:So, is there a good ratio of commercial next to residential? Do offices work best next to residential? I always end up blobbing them in large swathes and wonder if there is a good way to disperse them.
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# ¿ Mar 16, 2015 18:30 |
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mlmp08 posted:It seems a bit odd. In one place, the trucks immediately switched to my bypass. Then I build pretty much the exact same style of bypass elsewhere and the only cars that seem to use it are utility vehicles like garbage trucks and hearses while the commercial trucks just sit in traffic all day, one block over.
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# ¿ Mar 16, 2015 19:11 |
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totalnewbie posted:I was referring to the sort of thing posted above where sliding a 2 lane road segment into a 6 lane road actually improves efficiency. This shouldn't be the case, obviously. But what people are actually saying is you don't need to get that deep into it unless you want to. Its possible to make entirely functioning road systems without the perfect 6 lane trident.
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# ¿ Mar 16, 2015 19:22 |
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Spaceman Future! posted:Higher / better would make sense in C:S too since the lower you are the greater your chances of being flooded in poo water by a badly thought out drat placement or fluctuating river. So long as "higher" was measured from a gradient from the lowest average tile on your overall map rather than having an all raised tile map be a richie rich enclave otherwise its just exploitable design.
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# ¿ Mar 16, 2015 19:51 |
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totalnewbie posted:Maybe I'm misunderstanding what you or the post we're referring to was saying, but it seems to me that if you just have a normal 6-lane road, only the outside lanes get used, even though it causes traffic to be backed up and cars could be taking the middle lanes to bypass turning traffic. I guess my point was the more common impact on gameplay is that every time you design an intersection, and this is easiest to see with 1 way roads, you should be asking yourself do the ins equal the outs. With the wrong trident example you have 6 lanes coming in, 2+2+6=10 lanes coming out, which the game doesn't like. In the right trident, you have 6 lanes coming in, 2+2+2=6 coming out and the lane assignments all come out making more sense. This is also applicable in making your streets look more like the suburbia I am used to: You can have 4 lane roads going all about, and in intersections you absolutely must have better balanced you can expand out to a 6 lane. for a single stretch of road.
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# ¿ Mar 16, 2015 21:59 |
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With commercial I had dead demand after unlocking high density until I built a late first freight terminal around 20k. Since then its never bottomed out and is nearly insatiable now. I don't have any overlapping parks for the most part except my downtown where I have offices forced to level 3.
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# ¿ Mar 16, 2015 22:17 |
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Fish Fry Andy posted:
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# ¿ Mar 16, 2015 22:34 |
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Ofaloaf posted:
Intensity Rating: 6.6 Nasuea Rating: 8.0
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# ¿ Mar 17, 2015 00:16 |
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The old abandoned park underneath flooded Poop Bay is presumably where the drug lords stash their smuggler's submarines when not in useArsonide posted:How do you guys deal with the early game off ramp? It is terrible and I hate it. I wish it was a 2 lane/six lane road or something. I would just bulldoze it and make something better, but in the early game you don't have any tools to do highway ramps or highways, and in the late game, you've already built around the lovely default ramp.
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# ¿ Mar 17, 2015 02:38 |
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Zotix posted:So what's the best way to handle traffic coming off of the starting highway? After you get big: more highway.
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# ¿ Mar 17, 2015 04:02 |
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meatsaw posted:Now that I'm paying attention to these things, probably 75% of the roads where I live are 5 lanes, or 4 lanes with a left turn lane in the middle. Not sure what that would buy you vs. using 6 lanes, but it could replace the seemingly useless 4 lane. I also didn't like the way merging one ways (like ramps) into the game's 4 lane causes a traffic light, but I guess there must be a logic to it. BTW merging into a 6 lane also causes lights. The only freeby intersection for 4 lane and 6 lanes are 1 way out branches.
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# ¿ Mar 17, 2015 16:31 |
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Guys I had a slight panic attack when faced with the infinite prospects of the first highway connections. Can anyone help me fix this interchange?
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# ¿ Mar 17, 2015 18:09 |
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zedprime posted:Guys I had a slight panic attack when faced with the infinite prospects of the first highway connections. Can anyone help me fix this interchange? I heard you should avoid level crossings? I think I managed to... Yeah, that seems to check out being above the road. How about this down stream, does it count as level if they are both 100 feet in the air? Perfect!
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# ¿ Mar 17, 2015 18:51 |
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Ofaloaf posted:They haven't, though. I peaked at 9600 before zoning high-density; an in-game year later, I'm now hovering at 8400, give or take, and it hasn't bounced back at all. e. Boomers zedprime fucked around with this message at 22:45 on Mar 17, 2015 |
# ¿ Mar 17, 2015 22:42 |
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Ofaloaf posted:Where the devil are statistics? I'm dumb and haven't figured out all the controls yet.
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# ¿ Mar 17, 2015 22:54 |
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Ofaloaf posted:
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# ¿ Mar 18, 2015 00:10 |
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Shibawanko posted:A lot of the screenshots posted so far make this game come off to me as something where you build one giant highway intersection with a bunch of buildings surrounding it as an afterthought. Can you get creative the way you could with SC4? However dropping a highway spur with frontage roads or other cleverly designed local distributed service method is the easiest way to vacuum up wayward traffic from a clogged artery. That doesn't mean there isn't untapped buckets of spergdom for crazy person one way networks that reduce the frequency you need to connect to a highway.
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# ¿ Mar 18, 2015 15:22 |
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PT6A posted:When people post pictures of cool looking cities, could they also attach a traffic map? I want to see just how good/terrible I'm doing in comparison. Based on discussions and close up shots, I'd expect if you can keep traffic from disappearing in grid lock you are in the upper quartile of sick noscope road designers.
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# ¿ Mar 18, 2015 17:58 |
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MikeJF posted:Yeah, the game needs graphs and displays for things like traffic that actually show problem areas.
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# ¿ Mar 18, 2015 18:05 |
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Galaga Galaxian posted:My first city, Firston (formerly Firstown), isn't doing too bad traffic wise. Except in the Industrial district and the bottom-most off-ramp in this picture. Not sure what to do about the offramp that doesn't involve building several ugly offramps. e. similar to this, but I like to do it with on ramps to make it even crazier http://steamcommunity.com/sharedfiles/filedetails/?id=407055883&searchtext=texas
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# ¿ Mar 18, 2015 18:08 |
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Galaga Galaxian posted:Dumb question, but what do you mean by a u-turn? A way to get to the frontage road on the opposite side? There's also plenty of room for two-way frontage roads that basically serve as the residential and commercial arms of the highway, but probably not near concentrated industrial areas in this game. e. a good next step in the more concrete more faster philosophy is to connect those 2 lane side roads you have industry on directly to the frontage road. zedprime fucked around with this message at 18:25 on Mar 18, 2015 |
# ¿ Mar 18, 2015 18:21 |
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Slickdrac posted:At the very least, some kind of rhyme or reason for how saves and items are ordered would be nice. Maybe I'm not catching it, but it just seems to put things in whatever order it feels like based on the wind direction at the moment. Canuck-Errant posted:You know the trident intersection from earlier?
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# ¿ Mar 18, 2015 18:32 |
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Kanfy posted:Not sure if it's been posted but someone claiming they're a traffic engineer wrote a whole bunch of words about handling traffic. A little mascot like a Clippy made out of roads would make a good companion for Chirpy too.
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# ¿ Mar 18, 2015 18:47 |
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Nitrousoxide posted:Burial being a city provided service seems really weird to me. Is this a thing that is provided in European countries? I have taken to leaning into the booms because the RCI feedback during a busts allows for even bigger boon/busts and I'm scared of playing at a speed faster than base despite my city being stable.
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# ¿ Mar 19, 2015 00:01 |
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Domattee posted:What do you mean with "reverse flow of water"? Does the dam itself start pumping water the wrong way or does it just back up so much that it overflows. The water physics in this game are awesomely broken and I kind of hope they aren't fixed. I moved a dozen water pumps at a dam inlet upstream to make room for water treatment plants to supercharge the dam. Moving the pumps caused a momentary imbalance in flows until a tidal wave crested the dam, ran downstream and across the bay, and flooded my reclaimed land neighborhood.
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# ¿ Mar 19, 2015 03:03 |
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zedprime posted:The water physics in this game are awesomely broken and I kind of hope they aren't fixed. I moved a dozen water pumps at a dam inlet upstream to make room for water treatment plants to supercharge the dam. Moving the pumps caused a momentary imbalance in flows until a tidal wave crested the dam, ran downstream and across the bay, and flooded my reclaimed land neighborhood.
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# ¿ Mar 19, 2015 03:28 |
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Hyper Crab Tank posted:
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# ¿ Mar 19, 2015 16:29 |
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Croccers posted:I find a lot of the issue is that most seem to over-plop bus stops.
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# ¿ Mar 19, 2015 17:51 |
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The Mantis posted:Idgi
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# ¿ Mar 19, 2015 18:11 |
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Baronjutter posted:I'm still having some odd problems with employment. I've got 12% unemployment but still tons of factories will abandon due to lack of workers, but only level 1 factories. If they survive long enough to upgrade they do fine. The same with low density commercial, I basically can't build it anymore because it will abandon due to lack of workers, yet high density is fine. Highly educated people will be lumberjacks in the right saturation.
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# ¿ Mar 19, 2015 21:34 |
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Unkempt posted:It's some kind of land boat.
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# ¿ Mar 20, 2015 00:06 |
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give me thread posted:That is awesome! The water in this game seems pretty well done so watching that flood must have been quite a treat haha. I was too busy laughing to take a screenshot on his return trip when he walked across and floated down from the roof of the shack at the bottom of the hill on the corner.
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# ¿ Mar 20, 2015 00:46 |
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Breaking news for people trying to balance highways by balanced right and left exits Highway traffic behavior is for through traffic to avoid "local lanes" which are those which have exits within a personally undetermined length. Nearby exits on the right and left will turn cims into crazy middle lane campers and render your highways as good as ramps. Macaluso posted:Hey guys made a layout that solves the traffic problem Wait, where is the industrial? Industrial is the only real traffic generator.
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# ¿ Mar 20, 2015 04:00 |
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Control Volume posted:Re: the intersection, I still think the diamond interchange is the best starter, since it's simple, it looks good, and it's cheap to build. Control Volume posted:Huh? It's just a stack interchange, but that's not something you want to build right after you start a map.
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# ¿ Mar 20, 2015 05:18 |
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It is an ingenious satire of how public service views social media because I've been getting tweets about sound pollution from the apartment buildings next to the lumbermill for 20 years and I keep thinking "well the doctors close, you'll be fine." Eagerly awaiting airline disaster tweets. I'm not sure this checks out against the relevant building codes...
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# ¿ Mar 20, 2015 05:31 |
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ShootaBoy posted:So I started a new town to try and not have a hosed road system for once, but randomly, once I'm in the neighborhood of a few thousand cims, my income just starts dropping really rapidly, I'm talking making 1,000ish down to sub 500 in a few minutes. This is happening when I'm not even touching anything at all. Anyone else have this happen?
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# ¿ Mar 20, 2015 05:49 |
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# ¿ May 12, 2024 07:44 |
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TomR posted:So much traffic.
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# ¿ Mar 20, 2015 19:34 |