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Comstar posted:I magically fixed all my traffic issues by killing ALL THE BUSSES. Yeah, there's something dumb going on with buses. I frequently see a line of them clogging poo poo up with only one or 2 passengers inside.
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# ? Mar 16, 2015 09:54 |
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# ? May 11, 2024 11:57 |
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this might be the dumbes question in the thread and im sorry guys but how do use the power lines ? ive read some guide and I cant figure it out can you use them with turbines or what is the overall purpose since they don tseem to connect w/ anythin directly I feel so dumb asking this
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# ? Mar 16, 2015 10:20 |
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# ? Mar 16, 2015 10:24 |
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Meowbot posted:this might be the dumbes question in the thread and im sorry guys put a power line on the blue highlight of a power producing thing, then string them to a buildings blue highlight. power will transfer from building to building, so you only have to build the original power line string.
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# ? Mar 16, 2015 10:24 |
Decided to make a city using only those fused grid templates for everything but industrial. It's working extremely well actually. Next step is adding the busways. Yes it looks like a penis and a pooping butt.
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# ? Mar 16, 2015 10:25 |
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Roobanguy posted:put a power line on the blue highlight of a power producing thing, then string them to a buildings blue highlight. power will transfer from building to building, so you only have to build the original power line string. thank you Google Butt posted:Decided to make a city using only those fused grid templates for everything but industrial. It's working extremely well actually. Next step is adding the busways. ur town looks great keep up the good work i would live there Meowbot fucked around with this message at 10:33 on Mar 16, 2015 |
# ? Mar 16, 2015 10:29 |
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Knuc U Kinte posted:Yeah, there's something dumb going on with buses. I frequently see a line of them clogging poo poo up with only one or 2 passengers inside. This usually means another traffic problem when I see it.
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# ? Mar 16, 2015 10:36 |
Meowbot posted:thank you All are welcome in Penisula De Culo
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# ? Mar 16, 2015 10:37 |
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So what's the deal with resource depletion. I have a mining-only industrial zone that seems to have depleted the ore, but it also seems to still be chugging along fine.
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# ? Mar 16, 2015 10:40 |
Traffic is still pretty bad but things are looking a lot better in Inchun. I didn't think to get any shots but it's my most populous city (I think) with nearly 70k inhabitants. Lovely!
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# ? Mar 16, 2015 10:40 |
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MikeJF posted:So what's the deal with resource depletion. I have a mining-only industrial zone that seems to have depleted the ore, but it also seems to still be chugging along fine. Thy could be getting ore from outside your city.
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# ? Mar 16, 2015 10:41 |
http://steamcommunity.com/sharedfiles/filedetails/?id=408156634&searchtext=combine+citadel Pick up that can.
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# ? Mar 16, 2015 10:56 |
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The Something Awful Forums > Discussion > Games > Cities: Skylines - You have chosen, or have been chosen to relocate to one of our finest remaining urban centers. I like this shot more: Now needs large video walls of Dr Breen, random locations that have half life symbols on out of the way places, and head crabs scuttling around.
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# ? Mar 16, 2015 11:00 |
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# ? Mar 16, 2015 11:02 |
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Can't wait for the full soviet cube "neukkukuutio" collection: http://steamcommunity.com/sharedfiles/filedetails/?id=407011788
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# ? Mar 16, 2015 11:12 |
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Reveilled posted:I tried making a heightmap of Glasgow using the Ordinance Survey Terrain50 data, but couldn't find a way to convert the .asc files to a png of the right size without losing the resolution down to 8-bit, which just created a ghastly mess I couldn't summon the effort to fix. If you're not afraid of the command prompt, yout might be able to do something with Imagemagick. Just download a Q16 version to make 16-bit pngs.
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# ? Mar 16, 2015 11:33 |
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Seniors keep moving into my best neighborhoods and then plummeting the property value/happiness with their dead bodies. We need an enterprising modder to create a Logan's Run city policy that gives the crematoriums a second and even more useful purpose.
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# ? Mar 16, 2015 11:41 |
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Knuc U Kinte posted:Yeah, there's something dumb going on with buses. I frequently see a line of them clogging poo poo up with only one or 2 passengers inside. Considering how hosed most public transport systems are in the real world, I'd keep it as-is and call it realism.
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# ? Mar 16, 2015 11:47 |
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Is there a way to mark buildings 'historic'? I liked that feature in SC4. I have a row of riverside houses I don't want upgraded because they look cool, aswell as some lovely looking neibourhoods.
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# ? Mar 16, 2015 11:51 |
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Hello I've encountered a quite serious bug where I start playing and then can't stop. Please fix asap.
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# ? Mar 16, 2015 11:54 |
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The only thing that royally pisses me off thus far is emergency services responding from the other side of the city. Just recently I observed an ambulance going literally from north end of the city to the south, while there was an almost empty hospital just two blocks down from the household affected and at least another two hospitals and a couple of clinics in between. I seem to remember SC5 having a similar issue. I suppose this is a behaviour inherent to agents, but this should really be handled better by the AI. Surely it shouldn't be that difficult for the simulation to check where the closest emergency service is and dispatch accordingly.
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# ? Mar 16, 2015 11:55 |
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Ihmemies posted:Can't wait for the full soviet cube "neukkukuutio" collection: http://steamcommunity.com/sharedfiles/filedetails/?id=407011788 That dude also has Soviet schools and hospitals. I have subbed to them all. loving hell this game. Also he has a UK pub building, modding...modding never stops. I made a collection on Steam, where do I go to find it? I can only find 'my uploads'? Sevalar fucked around with this message at 12:10 on Mar 16, 2015 |
# ? Mar 16, 2015 11:55 |
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Finally got a shitburg to 80k. Traffic is manageable, even.
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# ? Mar 16, 2015 12:20 |
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MikeJF posted:Hello I've encountered a quite serious bug where I start playing and then can't stop. Please fix asap. Hmm, there's nothing listed about that bug in the first Official Progress Update that they just put out. Maybe there's a mod for that? quote:Greetings Chirpies!
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# ? Mar 16, 2015 12:22 |
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I love that they're calling players 'Chirpies'.
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# ? Mar 16, 2015 12:31 |
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You know, why bother with interchanges? Surely I could replace them with roundabouts?!
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# ? Mar 16, 2015 12:32 |
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Ofaloaf posted:I love that they're calling players 'Chirpies'. I don't. I'm not 12. He can go Chirp himself.
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# ? Mar 16, 2015 12:34 |
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mackintosh posted:I don't. I'm not 12. He can go Chirp himself.
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# ? Mar 16, 2015 12:40 |
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mackintosh posted:I don't. I'm not 12. He can go Chirp himself. A literal
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# ? Mar 16, 2015 12:47 |
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quote:We sold 500k+ copies! drat! Already half of SimCity 2013's two week numbers, and it's been not quite a week yet. Here's hoping they keep it up and at least get close to the 1.1 million next Tuesday.
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# ? Mar 16, 2015 12:51 |
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cthulhoo posted:A literal You do realise that post was in jest I hope. I never know with you people any more.
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# ? Mar 16, 2015 12:54 |
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Vire posted:Can someone explain to me why you would ever want to use a highway ramp instead of a 2 lane one way road or something even bigger? The ramp is a single lane road I can't see any upsides to it. Or even just use straight highway to connect with the street? Highway ramps have the advantage of letting you go twice as fast as 2-lane one ways (80 versus 40).
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# ? Mar 16, 2015 12:58 |
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SynthOrange posted:You know, why bother with interchanges? Surely I could replace them with roundabouts?! How's that working out for you?
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# ? Mar 16, 2015 13:03 |
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squeakyneb posted:How's that working out for you? Well, you realise the image is animated? As far as buses clogging things up, you can reduce their funding globally to reduce the number of buses per route.
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# ? Mar 16, 2015 13:07 |
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Beer4TheBeerGod posted:Highway ramps have the advantage of letting you go twice as fast as 2-lane one ways (80 versus 40). Also, I'm not sure Cims will use both lanes of a 2-lane pseudo-onramp.
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# ? Mar 16, 2015 13:12 |
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Highway ramps own. Cars drive extremely fast and observe wildly dangerous merging. On a 3-lane interstate, with how much merging in and out I have, there always seems to be a section where all the Cims want to be in the middle lane, and it creates a terrible merge problem. Well that 3-lane interstate can be turned into 2 dedicated highway ramps, and you can spread the merge points out. The traffic will flow very fast under this configuration, and you can make a bunch of exits from your highway ramp road. If you plan it out right, you will have a highway system that never clogs.
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# ? Mar 16, 2015 13:20 |
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# ? Mar 16, 2015 13:49 |
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Needs to be in the OP.
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# ? Mar 16, 2015 13:52 |
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I do kinda wish that there were at least some way to customize roads/intersections. I'm not talking about light timers, but making one or two lanes right/left turn only, removing lights in favor of yield signs etc. Only being able to manage traffic on a macro level is a bit clunky at times.
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# ? Mar 16, 2015 13:57 |
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# ? May 11, 2024 11:57 |
Yeah, and adding train signals would be nice. Coming from TTD, the lack of signaling and deliciously complex rail setups and routes is killing me sometimes. You mean I can't specify an entrance and exit to the station with signals to keep the trains' paths as efficient as possible? I can't have more than one platform for a station that can allow me to service more than one train at once? Gah That said, that issue really only comes up whenever I'm making train routes and that's not very often at all. I haven't had issues with railway congestion despite the large number of trains that come into the city, but sparse tools to deal with the rails and roads when the options for bus routes are so excellent is a little painful.
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# ? Mar 16, 2015 14:02 |