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bigmandan posted:I was playing around with the asset editor to make a small park (4x4) and I'm confused with some of the properties. For example I set electricity and water usage to 1, but when I plop it down in game it shows as 16 kilowatts for electricity. Anyone have any idea on how the properties in the asset editor work? Sounds like your 4x4 16 square park is consuming 1 kw per square? Does that field accept decimals? Carrier posted:Man I would kill to have a "Road with bus-lane" option. CiM2 had fully implemented bus lanes that you could use on two-way roads, one-way roads of width 1-5 lane, etc. It seems like the developer scaled back their ambitions for Skylines.
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# ? Mar 12, 2015 20:42 |
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# ? May 23, 2024 14:19 |
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marxismftw posted:Help! I've had this problem too. I think it's a bug, the outside connection its self should not be clogged yet I've also had this 10km long jam of trains before. If you delete the line and wait until all the visible trains are clear (can be a long time) then re-build it it flows ok. I think there's some bug that causes a train to stop somewhere outside the visible range of the map which creates the jam. There's absolutely no reason a straight section of track with no switches should get jammed, everyone should just drive forward at full speed and vanish off the map. Baronjutter fucked around with this message at 20:45 on Mar 12, 2015 |
# ? Mar 12, 2015 20:43 |
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I've had a bug where the screen freezes whenever i try to change the camera angle over a cargo rail or ferry port. Thankfully the game is still running underneath the now frozen screen so F1 quicksaves still work. I've looked on the paradox forum and other people are having the same bug too. Its not game braking, just deleting the cargo terminals fixes the bug for now, but it is gimping my city wide industry policy a bit.
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# ? Mar 12, 2015 20:51 |
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damnfan posted:Anyone figure out how to make a roundabout with the proper right of way? Use highway pieces since they have always right away in the circle.
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# ? Mar 12, 2015 20:52 |
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Vahakyla posted:Use highway pieces since they have always right away in the circle. From that giant Twitch stream, the highway on/off-ramp tiles make for great roundabouts.
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# ? Mar 12, 2015 20:54 |
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damnfan posted:Anyone figure out how to make a roundabout with the proper right of way? Make it out of highways.
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# ? Mar 12, 2015 20:59 |
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Alakaiser posted:All of these crazy road layouts make me hope that someone makes custom buildings inspired by Blade Runner as quickly as possible. What we need is buildings that can connect to multiple levels of roads. Or "roads" that are actually traffic markers for flying vehicles, like The Fifth Element.
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# ? Mar 12, 2015 21:03 |
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deadly_pudding posted:
It's all in the name of progress.
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# ? Mar 12, 2015 21:06 |
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How do you re-select raised roads/railways you want to keep building from after you have deselected them? I can't find a way, every time I try to build from one the game starts to build a new road over it and I get the "space already occupied" warning.
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# ? Mar 12, 2015 21:08 |
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Mandalay posted:Sounds like your 4x4 16 square park is consuming 1 kw per square? Does that field accept decimals? Oh hey that makes sense. I'll have to experiment with the editor when I get home.
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# ? Mar 12, 2015 21:08 |
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Click the end point of the actual bit where the vehicles go, not the base of the legs.Heroic Yoshimitsu posted:How do you re-select raised roads/railways you want to keep building from after you have deselected them? I can't find a way, every time I try to build from one the game starts to build a new road over it and I get the "space already occupied" warning.
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# ? Mar 12, 2015 21:09 |
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Alakaiser posted:All of these crazy road layouts make me hope that someone makes custom buildings inspired by Blade Runner as quickly as possible. I really hope we get a futuristic/sci-fi themed DLC down the road.
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# ? Mar 12, 2015 21:14 |
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The old part of town Downtown stretching along the opposite river bank Highrise apartments with lots of green space near a river How the neighbourhood looks The whole city from the sea My craziest junction atm How the whole city looks from the sky
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# ? Mar 12, 2015 21:17 |
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Ever since I legalized it my citizens party a little too hard. Some more from around:
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# ? Mar 12, 2015 21:23 |
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Once low-density residential maxes out on upgrades they look so silly. Just this endless sea of goofy future-mansions.
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# ? Mar 12, 2015 21:27 |
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Baronjutter posted:Once low-density residential maxes out on upgrades they look so silly. Just this endless sea of goofy future-mansions. I like the goofy future mansions It's kind of aspirational, because they still seem like pretty modest houses, but with like space-age materials and solar panels.
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# ? Mar 12, 2015 21:28 |
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This game made me love and appreciate frontage roads.
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# ? Mar 12, 2015 21:29 |
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I wonder if we'll ever get any district based architectural policies. CO hasn't added any style tags for buildings, so I don't think we'll ever see anything like that. I'd so love to be able to download a ton of nice buildings with correct stats from the workshop, all with a standardized list of architectural tags, and then control styles per district. So if you want an old-town district with only old architecture you got it and don't have to look at glassy sci-fi stuff. I really miss the ability to control styles from sc4, and now is absolutely the time to implement such a system and standardized system of tags for the modding community to use.
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# ? Mar 12, 2015 21:32 |
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This game is really good. I started playing it this morning and before I knew it four hours had passed and my lovely starter city has grown into a wonderful little place where all the locals just tweet about how much they love living in paradise and there's only one bad intersection in the whole town.
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# ? Mar 12, 2015 21:35 |
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If they ever mod in seasons, I want a plus 15 system as a planning option http://en.m.wikipedia.org/wiki/Plus_15
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# ? Mar 12, 2015 21:43 |
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Baronjutter posted:I wonder if we'll ever get any district based architectural policies. CO hasn't added any style tags for buildings, so I don't think we'll ever see anything like that. I'd so love to be able to download a ton of nice buildings with correct stats from the workshop, all with a standardized list of architectural tags, and then control styles per district. So if you want an old-town district with only old architecture you got it and don't have to look at glassy sci-fi stuff. I really miss the ability to control styles from sc4, and now is absolutely the time to implement such a system and standardized system of tags for the modding community to use. Setting architectural style by zone would be really cool.
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# ? Mar 12, 2015 21:53 |
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Baronjutter posted:I wonder if we'll ever get any district based architectural policies. CO hasn't added any style tags for buildings, so I don't think we'll ever see anything like that. I'd so love to be able to download a ton of nice buildings with correct stats from the workshop, all with a standardized list of architectural tags, and then control styles per district. So if you want an old-town district with only old architecture you got it and don't have to look at glassy sci-fi stuff. I really miss the ability to control styles from sc4, and now is absolutely the time to implement such a system and standardized system of tags for the modding community to use. Since the "no high-rises" policy is already a thing it should be possible, no?
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# ? Mar 12, 2015 21:58 |
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I haven't even played the game yet but im getting shameful amounts of pleasure imaging what EA is thinking, now that they effectively lost a genre that had such a well known title for it. Its kinda fascinating how they let that all go, and the agent system they advertised so much, be done properly by such a smaller team. I've kinda considered this the Bad Era of Gaming from a consumer standpoint, but god is it cathartic to see something go the other way in such a dramatic fashion, like a cheesy ending to a feel-good underdog sports movie.
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# ? Mar 12, 2015 21:58 |
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I've got this weird flicker going on, tried tweaking the settings but it didn't seem to help.
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# ? Mar 12, 2015 21:59 |
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Look for the film grain removal mod on the workshop. That fixed my flicker.
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# ? Mar 12, 2015 22:03 |
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Slowly expanding the grid and trying to divide the city with parks! Drawing roads is such a chore in this game for some reason. Since the game has no town halls, I borrowed the Maastrict City Hall from workshop. Haven't bothered too much with the bus routes, since figuring out a place for them to turn around and head back, and a place where all the lines converge (like a railway station or something) is too hard.
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# ? Mar 12, 2015 22:13 |
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I broke down and ended up buying and playing this for a while just now. Game owns hard.
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# ? Mar 12, 2015 22:20 |
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i loving love pedestrian bridges and grids please ignore my idiotic one-way streets experiment
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# ? Mar 12, 2015 22:22 |
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Copying this from another forum so I'm sorry I don't have the link. There has been some serious discussion about exactly how Skylines uses agents. This is a response by the developer:quote:Lets see if I can shed some light to this issue!
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# ? Mar 12, 2015 22:24 |
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How do I choose a specialization? I created a district in my industrial area, its sitting on top of ore, but i can't choose a specialization for some reason. Edit: Im dumb, you need to go to the district menu and specify it as an ore district.
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# ? Mar 12, 2015 22:29 |
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queeb posted:How do I choose a specialization? I created a district in my industrial area, its sitting on top of ore, but i can't choose a specialization for some reason. It's in the district painting menu, not the district policies its self. Just click on the mining zone and then click on your district.
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# ? Mar 12, 2015 22:30 |
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Lorini posted:Copying this from another forum so I'm sorry I don't have the link. There has been some serious discussion about exactly how Skylines uses agents. This is a response by the developer: It amuses me that it's a little difficult to tell if some of that is a nuanced dig at SimCity 2013 or if it's just an explanation of how they fixed the problems SimCity also had when they encountered them. Read a bunch of this thread after it was mentioned in the SimCity 2013 thread and snapped it up last night, played too much of it, was really tired this morning. Need to work on making the city not a hodge podge of insanity and/or start over. It really is just what we've been waiting for I think.
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# ? Mar 12, 2015 22:49 |
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Avocados posted:I haven't even played the game yet but im getting shameful amounts of pleasure imaging what EA is thinking, now that they effectively lost a genre that had such a well known title for it. Its kinda fascinating how they let that all go, and the agent system they advertised so much, be done properly by such a smaller team. I very distinctly thinking playing the first Cities in Motion 3-4 years back, which was a bit janky but also had a fair amount of charm, that CO could might make a pretty decent city builder, but I'm pretty much blown away by how good it is out of the box, with further improvements down the track. Hopefully the amount of flooding in via Paradox means they'll continue support for a while, they did a reasonable amount of follow-up on CiM2 (better timetabling and being to easily adjust variables) but at some point they stopped because they were obviously working on this.
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# ? Mar 12, 2015 22:52 |
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The Deadly Hume posted:They just killed off Maxis again - basically it was a shell after Spore dropped and The Sims were folded off to another studio - so I doubt that EA gives a poo poo. There's still people very very angry on the paradox forums about how FASCIST Colossal order has betrayed the fans by abandoning CiM2.
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# ? Mar 12, 2015 22:54 |
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My only question is : who's going to re-create the superior Magnasanti? https://www.youtube.com/watch?v=NTJQTc-TqpU
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# ? Mar 12, 2015 23:05 |
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Opened modding wiki page and welp:quote:Security considerations
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# ? Mar 12, 2015 23:08 |
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Baronjutter posted:There's still people very very angry on the paradox forums about how FASCIST Colossal order has betrayed the fans by abandoning CiM2. Well it does still have some serious bugs that make things like playing through the campaign a total chore in what ought to be a really fun game
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# ? Mar 12, 2015 23:11 |
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Lorini posted:Copying this from another forum so I'm sorry I don't have the link. There has been some serious discussion about exactly how Skylines uses agents. This is a response by the developer: Don't be me and neglect good traffic flow to your commercial areas. Biting me in the rear end after about 70K pop.
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# ? Mar 12, 2015 23:13 |
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Just rename the thread to "Cities Skylines: Through the Fire and the Flames" because holy poo poo I've never seen such an incompetent fire brigade. I really wish building would say which stupid services they need to upgrade too, they have access to every city service, a bus line, a metro, both kinds of trains and plenty of recreational areas but gently caress that let's stay one inch under max level.
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# ? Mar 12, 2015 23:14 |
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# ? May 23, 2024 14:19 |
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Yeah I'm 100% fine with agents not being the be-all and end-all of the simulation and some things being abstracted. Even in sc4 with an abstracted traffic model you got all sorts of abandonment issues simply due to bad pathfinding, with a 100% agent based simulation you get simcity 2013. Once again though I wish more of the game was tweakable. She mentions that sims actually getting to work give a very minor bonus to the workplace, I wish this was more important. Not critical, but just more important.
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# ? Mar 12, 2015 23:16 |