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Cities : Skylines

Self-Ejected

Ulminati

Kamelåså!
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Jun 18, 2010
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Up until this point, I was not interested in Cities skylines.

Now: :d1p:

1ac216c240af46c5.jpg
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
Now i know why the called the game skylines, because the best way for traffic is to build lines in the sky !





WuXyvbn.jpg
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
Building highway with actual haighway piece (instead of 6-lane road) is usually more effective, because of higher max speed.
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,955
Location
Russia
Sims why you no use beautiful and complicated train lines I built I want to see more trains come in and out.. 18 people per week(
Also I thought adding a few freight stations would help with trucks but nah

#butthurt #freightisgreat #thelastexpress
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
Sims why you no use beautiful and complicated train lines I built I want to see more trains come in and out.. 18 people per week(
Also I thought adding a few freight stations would help with trucks but nah

#butthurt #freightisgreat #thelastexpress

Just cut other means of transportation for those fuckers. Have a district with railways being only outside connection. AI can figure out using cargo station for transporting goods from one part of city to another.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
I have no trouble with train use. There are some that are underused, like the more tourist-oriented ones to the harbor and the airport, but many lines are running over capacity.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,042
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
it disgusts me to see people cross highway ramps. just sickening.

I heard that the engine can only simulate 16000 agents at a time. I downloaded a 400k city and noticed how empty the roads were. Is there a way to increase that limit?
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
iI downloaded a 400k city and noticed how empty the roads were.
I have the feeling offices don't spawn any traffic.

Also, those big endgame reward buildings are somewhat of a fun killer. One removes the need for healthcare, one the need for education, one those for power plants...
 

KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
Good ol' Tom Chick gives it 3/5, and he's just about right.

There are some curious oversights. Pollution and particularly crime seem to be non-issues.Happiness is one quality of the cities, but it’s awfully muted........ These monuments are the game’s only claim to endgame gameplay. Plop down a particular monument and suddenly all your needs are fulfilled for, say, education or tourism. That’s hardly a reward, much less a goal. Turning off one element of the gameplay? Why would I want to do that? Consider the high-end goals in SimCity that you had to work towards, or monuments in Children of the Nile, or the advanced achievements and unlockables in SimCity Societies. Other than the gratifying optimization, Cities: Skylines doesn’t have a very solid foundation for its endgame, or even much of a long game. ............. There’s no real resource model so it doesn’t really matter whether I’m on an oil rich plot or an ore rich plot. An oil district isn’t different in any meaningful way from a farm district, for instance. There is no gameplay variety, because the resources are simply shipped away and reduced to mere cash. Taxes, ore, lumber, agriculture, it doesn’t really make much difference.

Those are the main gripes, and I pretty much agree with them. In the end he loves playing it, but concludes there's not much there yet as far as challenge(and we all know C:S is way too easy right now).

http://www.quartertothree.com/fp/20...is-a-piping-hot-bowl-of-simcity-comfort-food/
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
That's why the great traffic design and road building should be used in a transport tycoon type game...... it would be even better than this.

I can't go back to openttd now because there is no traffic and road building sux compared to this but on the other hand i'm not that much interested in building and managing a city.
I just want to build roads, train railways and watch everything go from one place to other.
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,526
Location
Russia
That's why the great traffic design and road building should be used in a transport tycoon type game...... it would be even better than this.

I can't go back to openttd now because there is no traffic and road building sux compared to this but on the other hand i'm not that much interested in building and managing a city.
I just want to build roads, train railways and watch everything go from one place to other.

City building and management is minimal.You have to plop more or less fixed ratio of zones and services. Only challenge is to organise transportation between them efficiently.
 
Self-Ejected

Ulminati

Kamelåså!
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Is there a way to remove the blue fog from the game? It's kind of annoying.
Also, the game needs multiplayer so I can have my waste disposal upstream from Angthorons water pumps and all my criminals near the edge of his city.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Is there a way to remove the blue fog from the game? It's kind of annoying.
Also, the game needs multiplayer so I can have my waste disposal upstream from Angthorons water pumps and all my criminals near the edge of his city.
That's how I plan my cities to begin with.
And there's a few mods that remove the unnecessary graphical stuff, like noise filter, purple pollution crap and such. Not sure about the fog though, I think it's a feature on some maps - one I'm playing with now doesn't have any.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
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.



1.0.6 - 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


http://steamcommunity.com/app/255710/discussions/0/611701360821801977/
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
By the way, does anyone know if custom RCI buildings override something, or are added to the pool of possible buildings?
 

Whiran

Magister
Joined
Feb 3, 2014
Messages
641
By the way, does anyone know if custom RCI buildings override something, or are added to the pool of possible buildings?
What do you consider to be an RCI building?

You mean the buildings that are growable? If so, those are just added to the pool of random building that pops up when you zone. They are just art and nothing more.

If you mean the "unique" buildings that are plop-able then they do whatever the creator wants them to do. Usually the author puts what the building does in the description. If they don't then use at your own risk.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
By the way, does anyone know if custom RCI buildings override something, or are added to the pool of possible buildings?
What do you consider to be an RCI building?

You mean the buildings that are growable? If so, those are just added to the pool of random building that pops up when you zone. They are just art and nothing more.

If you mean the "unique" buildings that are plop-able then they do whatever the creator wants them to do. Usually the author puts what the building does in the description. If they don't then use at your own risk.
Thanks. Yeah, I meant the growable, zoned ones.
 

Hoaxmetal

Arcane
Joined
Jul 19, 2009
Messages
9,157
No Despawn Mod - In the default version of the game, passenger cars and cargo trucks will despawn when they are stuck in traffic jams. This mod disables this behavior, causing real traffic jams. Cars will still despawn when they are blocking other cars or when they are clipping through them.

Nice.
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
I can't go back to openttd now because there is no traffic and road building sux compared to this but on the other hand i'm not that much interested in building and managing a city.
I just want to build roads, train railways and watch everything go from one place to other.

I'm much more into building up a city I want, be it a dense metropolis or laid back farmtown than playing around with roads and managing traffic but I still like the robust road system in Skylines.
 

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