Wait, I need two cargo terminals for the second effect you mentioned? Where will I put the second terminal then?
At where ever you want the cargo to go. Trucks will spawn from that terminal to their destination.
Wait, I need two cargo terminals for the second effect you mentioned? Where will I put the second terminal then?
I'm sorta confused. The help said that it would im/export stuff from outside the city lane, so how would I do that? Or does it do it automatically without the rails connecting to it?At where ever you want the cargo to go. Trucks will spawn from that terminal to their destination.
I'm sorta confused. The help said that it would im/export stuff from outside the city lane, so how would I do that? Or does it do it automatically without the rails connecting to it?
Connect a single cargo station to the outside world. Cargo trains will arrive, trucks will spawn at the cargo station, deliver or collect goods, then drive back again.
So I simply bring the rail towards the edge?
Traffic isn't broken in that if you have a huge problem and traffic jam it can always be fixed with a redesign. That said, traffic mightn't flow as you expect it too as there are a few quirks with lanes (not bugs, design choices that need to be taken into account). I wouldn't say it's in desperate need of addressing, but it could do with some tweaks, plus you can pretty much change lane and road behaviour with several mods now.
It's closer to the newest Simcity actually, but between the 2, Simcity 4. And the traffic does work, even though vehicles tend to get into their turning lanes too early. You just have to plan it... like in an actual city.
For import/export, you need to connect to the existing railway line on the map. If you can't reach it, you'll need to purchase a tile with a railway line in it.
Does C:S have any of the interesting/zany stuff that sim city used to have in its prime?
I'm talking things like disasters, scenarios based on history, llamas, population bonuses(arcologies!), humourous newspapers, buildings with drawbacks(fission plant = meltdown, microwave plant = misaimed laser, etc)
I like city building but I tend to drift away if it's too dry
Cargo trains have two functions:
1. Replacing trucks between industry and commerce: If you have a cargo station surrounded by industry linked to a cargo station surrounded by commerce, then you don't need highway between the two to cope with the demand.
2. Replacing trucks for import/export: Goods entering or leaving the city don't need to travel via the map-edge highways. If you have an office-heavy city, then most of the goods for your commerce will arrive as imports, so it can really make a difference.
You don't have to have separate railway networks for the two functions, but if rail traffic gets heavy you might need to.
Has anyone got a link to the thing of how to fix the starting highways to make them straight?
I'm currently plopping cargo train stations at the majority of my main traffic onramps into my city.
Seems to reduce intercity highway traffic from my industrial sections tremendously.
It does majorly increase traffic to and from the cargo station though
I'm fine with that
Probably.The idea of 6-lane roads that aren't highways is a bit weird to me, even more so if they have parking spaces on the sides. I guess if the outer lanes are supposed to be turning lanes that's one thing.
I guess I don't drive enough, or maybe I just live in a small-ass city.
It seems like multiple cims don't ride in cars, right? Just one at a time (+ their dog) or buses.
Is there any reasons for using low density residential and commercial? As soon as I got access to the high density I kinda converted all my zoning. All of it is filled up now but I always have almost no demand on my RCI which means that even if my city is quite big, I'm stuck at around 60 000pop.
Is there any reasons for using low density residential and commercial? As soon as I got access to the high density I kinda converted all my zoning. All of it is filled up now but I always have almost no demand on my RCI which means that even if my city is quite big, I'm stuck at around 60 000pop.
Erf,road weight doesn't take into a count potential road capacity ?
(more potential capacity -> less weigth for the road for the same length. So even shorter road with less capacity can weigth more when you compute the road to choose)
edit : and add to this speed limitation difference.
But i really hope the game is not length only based even if pathfinding for traffic is static.
Rest assured. It doesn't. It uses both distance (actual road distance) and speed limit to determine which seems to be the better option. Then it starts using that and times it. Then it checks if it is the actually fastest road, and that way the road will be off-loaded when traffic is high. Not by too much, but some.
Is it advisable to put two cargo train terminal? Should it be beside each other or not at all?
Greetings Chirpies!
Our post-launch adventure continues as Colossal Order bravely trek down the gritty path of fixing bugs and solving issues. Today we are excited to bring you another (mainly) bug-fixing focused patch.
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.
Please take all patch related discussion to this thread:
http://steamcommunity.com/app/255710/discussions/0/611701999523878038/
1.0.7b - Patch Notes
Warning added when enabling a mod
Save to cloud box now remain checked if the loading was performed from a cloud save
Japanese garden for everyone
Added command line parameter "-limitfps x" to set a target fps
Mac/Linux: Fixed custom assets not loading due to an invalid PNG format.
Mac: Removed menu bar & docks in fullscreen mode
Asset Editor: the default size of assets created from templates now matches the template size if loading props
Asset Editor: fixed a case where the default textures may get corrupted and require to restart the game
Asset Editor: already placed props can now be moved around and rotated in place (respectively using the left and right mouse click) when no tools are selected
Asset Editor: fixed cases where LODs may not rotate with the building in the import panel
Steam workshop: Steam fixed the workshop not being showing when in offline mode in the latest Steam client release (24 Mar)
Locale: added LOADING text
Misc: fixed a case where command line arguments may conflict
Misc: removed an invalid key binding option
Misc: Added screenshot shortcuts to rebindable input (default is F12 for normal screenshot and shift+F12 for hi-res screenshot, also local screenshots now go to gameUserFolder/Screenshots) Steam screenshot feature is untouched and still the preferred method to take screenshots
Misc: Info views panel added to the Escape chain so the last Escape press will close the info views now
Misc: Save map does not show builtin and workshop maps any longer
UI: Fixed arrows sprites not showing feedback when interacted with
UI: Fixed color picker color not displaying in the right color space
No more duplicate name error for identical names coming from different packages
Paths can not be built inside elevated roads anymore
Elevated roads can now be upgraded or changed direction if one-ways
.ccs files displayed in red can now be selected in the load panel when trying to recover a failed save (when a save fails and attempt to
preserve itself generating a .ccs file)
french localization improved
general audio improvements (should help address the sound stuttering issue with some sound cards)
Once again we'd like to thank everyone who has taken their time to assist us in tracking and eliminating our technical issues. You're awesome.
The rest of you... well you're pretty darn cool too!
Regards,
The Cities: Skylines Team
New patch is out!
Misc: Info views panel added to the Escape chain so the last Escape press will close the info views now
french localization improved
Ugh my saves are hit by the latest patch. Hopefully they fix it fast.
Ugh my saves are hit by the latest patch. Hopefully they fix it fast.
They added back the 1.0.6b in the Beta tab in the game's Steam properties.
where are the best places to place those unique buildings like the megamalls and stadiums?
I assume because they attract tourists you'd want them in the commercial district?
They barely attract any tourists at all in my experience. Put them where they look nice.
New patch is out!
Edit: WTF... I load my city and my pop is at -4800 a week!?