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Cities: Skylines |OT| Not Related to Cities XL.

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r1chard

Member
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

I tried upping the bus budget to empty my overcrowded bus stops but it didn't seem to help. In the end I split up the bus lines - so my city of 3 suburbs (A, B and C) has a bus line for each suburb, and then one bus between A and B and another between B and C. Those last to lines (running mostly over freeway) just have the two stops located near the intra-suburb line. Still didn't help much because the game seems to allocate buses to lines based on the number of stops, not the number of passengers, so the bus stops still piled up :/

I just clocked over the population amount to be allowed a subway, so those long bus lines are about to be replaced with a subway, which hopefully will solve things.
 

GuyKazama

Member
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 :\

I forked it and rolled back to 1.0, with a different name. This is the only way I've been able to play on my 13" macbook. The release dll is also in the repro.
 

-tetsuo-

Unlimited Capacity
My city is seriously just a gigantic clusterfuck that keeps growing. I really need to post some screens lol
 

Gabeking

Member
Some asset suggestions:

Sport Stadiums (NFL/MLB/NBA/NCAA/etc)
Universities
GameStops
Pet Stores
Hubble Telescope
Fast Food Chains
Amusement Parks
Pokemon Center/Gym/Marts
Peach's/Bowser's Castle
Simpsons/Family Guy/American Dad House

No clue if any of these were actually done or how much of those can actually be done, just brainstorming lol.
 

Haly

One day I realized that sadness is just another word for not enough coffee.
After mucking about with the designs in this paper on residential grids, and reading up on fused grids, I decided to make my own.
1lsGqBv.png

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/
 
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..
 

Haly

One day I realized that sadness is just another word for not enough coffee.
Pollution is bad man.

Educate your citizens and have them make vidya gaems.
 

spiritfox

Member
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.

I would like to see production specializations like electronic or automobile manufacturing, and chaining the raw materials specializations to these new specs.
 

Rentahamster

Rodent Whores
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)_/¯
 

Rentahamster

Rodent Whores
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.

Depending on the positions of your industrial and commercial areas are relative to the cargo train station, you could do this:

Have one small section in the 6-lane be a 2-lane one way. Then, from the beginning of that section, have a one-way street leading to your commercial area, and then have another one way street on the other side leading back to your commercial.

That way, the delivery vans leaving the train station get in the lanes going to the commercial areas. The industrial cargo trucks get in the lanes on the other side of the road and don't get in the way of the delivery vans.
 

Nymerio

Member
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/

The curvy grid looks cool, I'm a sucker for curves as well and I refuse to build a straight grid. I've been trying to start a new city and I'm trying to go for something like a curvy fractal pattern for my residential areas.
 
D

Deleted member 125677

Unconfirmed Member
Be careful. Having your entire garbage crew drive across town may overload traffic in certain areas.

So what do you do with your incinerators? I don't want pollution in my 100 % clean city :p
 
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.
 

fedexpeon

Banned
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.

Probably no demand for it, or you have no resources for specialized district.
 
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
 

jwhit28

Member
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.
 

Ostinatto

Member
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.
 
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 tend to plop elementary & highschool in or near the industrial, makes them upgrade faster, same goes for parks/plazas. Basicly treat industry zones like you would treat residential minus the pollutions.

Offices work as a sound barrier really well, you can try it. Put them between the residential and noise pollution generators, wide roads, high dens commercial, normal industry etc.
 

dejay

Banned
I can't plop the train station on to a highway.


Specialised industry just produces a LOT of trucks - both inbound and outbound. Freight terminals can only process a certain amount of freight at a time, regardless of road choice, since if it's a dedicated road they'll only use one lane leading up to the terminal.

I had three times the length of that road, but it was mostly just double lane one-way and I think I used single lane ramp on the way out, since it's compact and has a relatively high speed limit. When trucks kept disappearing off the back of the queue, it was time to add another freight terminal.

Adding another freight terminal on the other side of my industry helped me somewhat or actually moving it further away from the industry encourages some of the traffic to stick to road rather than trying to rail everything.
 

AlfeG

Member
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.

Create a ramp from innner side of road, so that traffic can choose left line in order to find way out. You can make several ramps, so they will use more lines

Something like this shitty skills image:
cY86DLl.jpg
 

MrGlass

Member
The 6 lane main road i have coming from the initial highway intersection started getting loads of traffic because it also leads to the industrial area so i figured i should fix that. One hour later it still wasn't finished, having to deal with off ramps, train tracks etc.

Looks like a mess at the moment but i'll see how it goes. Might have to start demolishing some of the buildings to make room for a roundabout or something else.
 
Bought this the other day for £15, not installed on my MBP yet, assuming that it's going to have to have the settings ramped down though as it's just an i5 with Intel Iris graphics (not the Iris Pro)

Reading more about it though, seems like even on that it's barely worth playing, guess I will need to get a gaming rig again then.
 

Pandemic

Member
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?
 

Unai

Member
They really need to fix the custom asset icon that doesn't appear. It's starting to get very difficult to find what I want.
 

arhra

Member
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?

There's a bug with commercial demand (parks and such cause it to be depressed for some reason), but otherwise that sounds like it'd be caused by having a lack of jobs relative to population.

Also Steam just prompted me to download an update. Can't find any explanation anywhere of what it is or what it does, though.
 

strata8

Member
Patch 1.0.6b released, fixes commercial bug!

http://forum.paradoxplaza.com/forum/showthread.php?845874-Bugfixing-patch-1.0.6b-is-here!

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... :p
  • 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
 

spiritfox

Member
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)

Some things aren't that obvious and probably only manifested themselves after a lot of people got their hands on the game. Including features.

I love reading patch notes, if only to see what I've been "missing" out on.
 

LeleSocho

Banned
Oh my god this game...

OH MY GOD!

I obtained this game like less than an hour ago thanks to Rentahamster's contest and god everything is so perfect in many ways.
First things first:
1) The game is cheap as hell, ok i haven't bought it for reasons i will later explain but that is one hell of an aggressive pricepoint.

2) The game is only 1.5GB in size which means that even someone with a crappy internet connection like me can download the game is very little time.

3) The reason i didn't actually bought the game, i have a 7 years old mid-high end pc and i feared that the game would run like poop or that it won't run altogether... to my immense surprise the game not only actually boots up (yay for DX10 support!) but runs fairly well on my build and looks beautiful too!

4) This game even in vanilla format is beautiful, it's incredible that a small team managed to catch everything right in the city builder genre and essentially destroys the almighty (in the name only at this point in time) SimCity and EA all.

5) From the getgo the developers have been absolutely open about mods... how stupidly great that is? I have yet to install one (as i said i started playing an hour ago) but i have seen countless streams of this game and already saw some pretty great ones, and this is all thanks to the open devs.

6) NO DRMs!!!

I think we finally found the true sequel to the jewel that was SimCity 4.

---

Only negative sidenote: The game doesn't have the Italian language, now as you can see thankfully i don't really need it but it would've been nice to have considering that pillars of genre of the past like Pharaoh, Zeus, SimCity and Caesar had impeccable translations and voice acting.
 
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