SuperCambot
Banned
Having fun with this game just building a mediocre city. I would make a shit mayor.
I asked this before, but has anyone figure out a way to tell whether you should increase your bus budget? look at how many ppl are waiting for buses? Check the car trips saved stats? I'm clueless
The thing is, that mod worked GREAT until he updated it to include AA. Like, it was THE MOD if you had a low-end system. Your UI would look great, and you could just drop your render resolution to whatever your computer could handle. But now, the best solution is to install the UI scaler and bump that bad boy up until you can read the text :\
ALTERNATIVELY if someone here can figure out how to get his 1.0 code working, that'd be top.
I've tried but I haven't dived very deep into C:S modding, so I'm not sure how to fix these errors :\
god we're all going to end up as pseudo-civil engineers aren't we
Can you really avoid using industrial? Wont the game complain and refuse to want more residential or something until you fulfill it? I thought that's how the old games used to work.
Yeah, for some reason they tied Offices to Industrial so you can pretty much remove the actual polluting industrial industry and just use that, I guess it's their version of "high tech industry"? I'm probably going to start doing that with my original industrial areas. Plus it'll remove a ton of semis from the roads and just leave what I have further north on a loop..
Industries do employ more people per tile, and lvl 3 industries employ a good number of highly educated people. Having industries also means that your commercial zones do not have to import goods and thus have higher tax income. But you'll have to contend with freight traffic and pollution.
Until you get the Eden Project, anyway. I experimented with Industrial right next to residential. No one cared, land value still max, health still max (medical center) lol.
¯_(ツ_/¯
I have no idea how to use the Cargo Train Terminal without causing a mess in traffic. This road comes straight off the main high way and is just a one way 6 lane loop straight back on.
After mucking about with the designs in this paper on residential grids, and reading up on fused grids, I decided to make my own.
Yes, I love curves. Efficiency be damned. I just hope I actually get around to building a city with it instead of just reading posts about civil engineering and fiddling with the asset creator all day.
I thought this might be useful for other people looking to personalize their grids. It's a 42x42 square (counting roads), which can be divided into a 5x5 grid of square blocks. Not only that but it also divides into a 4x4 grid of square blocks as well! What a nice number it is.
http://steamcommunity.com/id/halyhaly/myworkshopfiles/
Be careful. Having your entire garbage crew drive across town may overload traffic in certain areas.
Do businesses close down and not come back if land gets too polluted? Was playing a game for a few hours when a load of my industry buildings got abandoned and no buildings took their place when I demolished them.
I have no idea how to use the Cargo Train Terminal without causing a mess in traffic. This road comes straight off the main high way and is just a one way 6 lane loop straight back on.
I don't think you have any reason to use 6 lane instead of highway ramp or just highway, those have higher speed limits ,80 and 100.
With that location atleast, they come from the highway/ramp and go out to highway/ramp, the 6 laner just slows the process down
I can't plop the train station on to a highway.
Do i need to put schools and medical buildings near industrial areas in order to raise land value?
How's the best way to rais land value on industrial areas?
how do i get better birth/death ratio?
Office areas should be close to residential or indutrial areas?
tvm.
I can't plop the train station on to a highway.
I have no idea how to use the Cargo Train Terminal without causing a mess in traffic. This road comes straight off the main high way and is just a one way 6 lane loop straight back on.
Hmm.. So commercial for my city isn't really demanding, industrial/offices are very demanding but residential is dead..
Is this a bug or something?
Hmm.. So commercial for my city isn't really demanding, industrial/offices are very demanding but residential is dead..
Is this a bug or something?
Greetings Chirpies!
Colossal Order have been hard at work and we're now ready to release the first post-launch patch for Cities: Skylines. The main theme of this patch, as you can see, is bug fixing.
We have isolated and eliminated a large part of the most pressing technical issues, meaning this should get the game working for many who haven't been able to play before.
As we're rolling out the update via steam it might take up to two hours, or so, for it to go live everywhere. Please re-start your steam or verify the game cache if the game does not automatically download the patch.
You can see which version number you're running in the lower right corner of the main menu, if you're not sure that you've gotten it.
1.0.6b - Patch notes
- Windows: dependencies to the visual studio runtime have been removed. Addresses the issue where ColossalNative.dll would fail to load for users missing/having wrong msvcrt dlls.
- Windows/OSX: fixed an issue where some users would not have permissions to access an user folder
- Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
- Linux: various runtime optimizations
- Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
- Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines
- Mac/Linux: fixed a crash when selecting a building in the Asset importer
- All platforms: added some debug info which may be useful when trying to help users in trouble
- All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed
- Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up.
- nerfed parks decreasing commercial demand
- road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
- building effect radius is more accurate
- added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel).
- added a chirper volume slider in the Audio options
- intro screen can be skipped with mouse click or key press
- fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
- fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
- killed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
- buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)
- fixed holding down mouse button and release over ui keeps some tools active
- fixed tooltip stays visible when using shortcut to open area view
- fixed parking spaces still working for burned down buildings.
- fixed mouse raycast use normal mesh for burned down buildings.
- removed airplane engine sound from unlockpanel...
- fixed minor text issues in different languages
- fixed wrong tree shadow alpha with pollution or water
- fixed bulldozeing ship/airplane paths in map editor even when they are not visible
- fixed pedestrian bridge color slightly wrong from far distance
Please note: if your specific issue has not been fixed, it's of course still on our to-do list. Do not worry!
Huge thanks to everyone who has contributed to bug researching, reporting and helping us
Regards,
The Cities: Skylines Team
road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
Patch 1.0.6b released, fixes commercial bug!
They're already implementing some mods into the game. So good.
(though frankly the one-way thing should have been in the game to begin with)
They're already implementing some mods into the game. So good.
(though frankly the one-way thing should have been in the game to begin with)
That the game is still #1 on Steam is pretty incredible.