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Author Topic: [PC]Cities: Skylines  (Read 3844 times)
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wonderpug
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« Reply #120 on: March 18, 2015, 05:22:16 AM »

I can see the list just fine. smile
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Lorini
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« Reply #121 on: March 18, 2015, 07:00:29 PM »

Overeducated workers will take any job if they can't find a job that fits their educational level, so there's no need to build places without education. Hopefully that commercial demand/parks fix will come out soon. Design decision or not, it has a very negative impact on the game, and at least here in the US, is not realistic in the slightest.
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jztemple2
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« Reply #122 on: March 18, 2015, 10:00:13 PM »

OK, it's time for another edition of Mods I Like (The whole collection is viewable at Cities: Skylines Mods I Like and Use).

Infinite Oil And Ore
Just wish this had come out before I depleted all the oil on my map  icon_frown
Quote
Causes Oil and Ore production buildings to never run out of resources.

Stopping them from extracting the resources would stop them from producing anything, so instead of doing that, this mod creates a steady supply of extra resources under the extracting buildings to keep them running.

Info View Buttons Enabler
Not really all that important later in the game, but at the beginning it's useful, especially on your second and subsequent cities.
Quote
All info view buttons are always enabled

TransportLineColorMod
This one is nicer than the one I previously posted about because you don't have to manually select different colors for the lines.
Quote
Automatically assigns random color for all created transport lines.

Source code available at https://github.com/tuopppi/TransportLineColorMod


Demand Master
Not 100% sure how useful this is, but considering the issues with the parks versus commercial demand, maybe it will be good for you icon_wink
Quote
RCI Demand Controler

Features:
View Current RCI Demand
Adjust RCI Demand
Fix RCI Demand Value

Source Code : https://github.com/kagami3421/Skylines_DemandMaster

NoPillars
Maybe not for the purists out there, but can come in handy for those really intricate road routing instances.
Quote
FUNCTIONALITY:

- Build elevated railroad, roads, and pedestrian paths without pillars
- Build elevated roads that use the railroad pillars instead of the clunky concrete ones
- Disable collision detection while building roads
- Build railroad tracks in the asset editor


IN GAME:

This mod adds two buttons in the bottom left.

Click the button that says "Pillars" to switch to "Floating". Newly built elevated roads, railroad tracks, and pedestrian paths will now float in the air without any apparent support. Click the button again to switch to "Pillars (Side)". In this mode, elevated roads use the pillar model of elevated railroad tracks instead of their normal one. Click the button a third time to switch back to the defaults.

Click the button that says "Collide" to switch to "Overlap". Roads and other connections can now be built even if they collide with an existing object. Click the button again to switch back to the default mode.

« Last Edit: March 18, 2015, 10:03:14 PM by jztemple2 » Logged
wonderpug
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« Reply #123 on: March 18, 2015, 10:12:23 PM »

I don't suppose you've seen a mod that changes Chirpy to just give straight useful information instead of trying to be cutesy/annoying with wording?  Ideally, I'd want Chirpy messages to display in the corner, not have an annoying sound, and just say "Cims are happy about low crime rates" instead of "goin' on vacation and leaving my door unlocked so you can water my plants!"


In other news, check out this gorgeous city created by a civil engineer:

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Autistic Angel
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« Reply #124 on: March 18, 2015, 10:39:25 PM »

I've definitely seen mention of a mod that auto-deletes any non-informational Chirpy chirps.  The mod creator noted that there are hundreds of "flavor text" lines in the game and the mod would probably be updated multiple times to cull them all out.

As far as rewording chirps into useful feedback, I haven't seen any mods that do that yet.  It would be surprising if someone wasn't working on one.

-Autistic Angel
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jztemple2
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« Reply #125 on: March 18, 2015, 10:41:29 PM »

Quote from: wonderpug on March 18, 2015, 10:12:23 PM

I don't suppose you've seen a mod that changes Chirpy to just give straight useful information instead of trying to be cutesy/annoying with wording?  Ideally, I'd want Chirpy messages to display in the corner, not have an annoying sound, and just say "Cims are happy about low crime rates" instead of "goin' on vacation and leaving my door unlocked so you can water my plants!"

Two of the mods in my collection do pretty much what you want.

Chirper Position Changer/Mover allows you to put Chirpy anywhere on the screen. I put mine down in the bottom left on the menu:




Also there's ChirpFIlter. It filters out the non-relevant messages. It's not perfect, but it's better.
Quote
Filters non-informative chirps from chirper. No more chirps about lost wallets and vacations. The mod only filters the games original messages, so mods that insert custom chirps won't be affected.

The mod also filters messages from Chirp Banner by brittanny.

Due to the high amount of these “random” chirps, the mod may not filter all of them. I will add & update the mod as I come across them.

DISCLAIMER: The mod only works on english version of the game.
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jztemple2
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« Reply #126 on: March 18, 2015, 10:45:45 PM »

And there's also Chirpy Banner, although I haven't tried it yet.
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Replaces Chirpy with a scrolling marquee style banner along the top
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jztemple2
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« Reply #127 on: March 19, 2015, 02:15:03 AM »

I tried the Chirpy Banner, mentioned above, and it does work. It replaces the Chirper with a scrolling banner. Used in conjunction with ChirpFilter it cuts down on the messages and keeps them unobtrusively on the top of the screen.

And this is something I whipped up with the assist of the NoPillars mod. I'm just assuming that really, really strong stressed concrete I'm using can support itself over vast distances! icon_cool
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jztemple2
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« Reply #128 on: March 19, 2015, 02:27:47 AM »

OK, this is really cool, I didn't realize that the TransportLineColorMod mod mentioned above not only colored the transportation lines if you brought up the Public Transport view, but it also in-game changes the color of the vehicles as well:

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TiLT
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« Reply #129 on: March 19, 2015, 05:24:08 AM »

Quote from: jztemple2 on March 19, 2015, 02:27:47 AM

OK, this is really cool, I didn't realize that the TransportLineColorMod mod mentioned above not only colored the transportation lines if you brought up the Public Transport view, but it also in-game changes the color of the vehicles as well:[/img]

That's part of the base game. Buses have the same color as their route.
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jztemple2
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« Reply #130 on: March 19, 2015, 05:49:35 AM »

Quote from: TiLT on March 19, 2015, 05:24:08 AM

Quote from: jztemple2 on March 19, 2015, 02:27:47 AM

OK, this is really cool, I didn't realize that the TransportLineColorMod mod mentioned above not only colored the transportation lines if you brought up the Public Transport view, but it also in-game changes the color of the vehicles as well:[/img]

That's part of the base game. Buses have the same color as their route.

Well, my buses were all the same color until I installed this mod, so I'm giving the mod the credit slywink. All my bus lines in the Public Transit view were the same color too, so I guess that's why.

I saw somebody call this type of pics Road Porn. I don't know about that, but they make me happy icon_biggrin. Created using the NoPillar mod:
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Lee
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« Reply #131 on: March 19, 2015, 05:53:41 AM »

It would be impressive, if there were pillars.  Tongue
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TiLT
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« Reply #132 on: March 19, 2015, 06:15:12 AM »

Quote from: Lee on March 19, 2015, 05:53:41 AM

It would be impressive, if there were pillars.  Tongue

Yeah, it kind of loses its charm when it's essentially cheating.
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naednek
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« Reply #133 on: March 19, 2015, 01:48:17 PM »

So I lost my main city (accidently saved over it) but back then I had about 40K-50k and I would have tons of people dying sick.  Started a new city, currently at 10K and I'm running into the same problem.

I have plenty of medical centers and the pollutants are all secluded away from residential.  Same with the shit water.  I've seen my medical office sit at empty with no ambulances being dispatched.  Roads are all connected.

Something is wrong, I don't know if it's a bug or I'm missing something...  Any ideas? 

Right now I'm having a rash of abandoned buildings and health issues.
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wonderpug
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« Reply #134 on: March 19, 2015, 01:50:28 PM »

Do you have a cemetery?
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TiLT
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« Reply #135 on: March 19, 2015, 02:45:06 PM »

Do you have one-way roads that are preventing services from reaching their targets? Is there heavy traffic?

Also, lots of people will die no matter what. That's just the nature of life. Make sure they've got a place to be buried/cremated and that the hearses can reach them in a reasonable amount of time.
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jztemple2
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« Reply #136 on: March 19, 2015, 03:09:29 PM »

Quote from: TiLT on March 19, 2015, 06:15:12 AM

Quote from: Lee on March 19, 2015, 05:53:41 AM

It would be impressive, if there were pillars.  Tongue

Yeah, it kind of loses its charm when it's essentially cheating.

In a single player game it's not cheating, it's playing style.
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Caine
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« Reply #137 on: March 19, 2015, 03:24:47 PM »

Cims also have a pretty short lifespan.  I didn't really notice it until seeing someone made a mod for it.
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jztemple2
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« Reply #138 on: March 19, 2015, 03:34:47 PM »

Quote from: Caine on March 19, 2015, 03:24:47 PM

Cims also have a pretty short lifespan.  I didn't really notice it until seeing someone made a mod for it.

I was wondering about this too. Maybe it's because they walk so fast!
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TiLT
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« Reply #139 on: March 19, 2015, 03:59:25 PM »

Quote from: Caine on March 19, 2015, 03:24:47 PM

Cims also have a pretty short lifespan.  I didn't really notice it until seeing someone made a mod for it.

If they had normal lifespans, you would almost never have to deal with death. The number of people in your city is compressed, and to compensate for this, so is their lifespan.
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TiLT
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« Reply #140 on: March 19, 2015, 04:02:07 PM »

By the way, the first patch is out. Here are the patch notes:

Quote
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 smile

Regards,
The Cities: Skylines Team
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naednek
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« Reply #141 on: March 19, 2015, 04:24:17 PM »

Quote from: wonderpug on March 19, 2015, 01:50:28 PM

Do you have a cemetery?

While getting ready for work I was thinking about this more and remembered I only have 1 cemetary.  I'm thinking I need more to cover the range.

One thing about this game is some of the things that are totally unrealistic.  In your real life city where you live, I doubt you have more than one dump servicing your area.  Normally they are regional and trucks haul it from far away places.  But in this game, it's like you need to have multiple dumps to deal with the garbage. 

The last Sim City had it right, make the dump have the ability to expand.  It didn't matter about coverage, the garbage came to you from trucks bringing it in.  When the dump got full, you burn, or expand the existing dump to allow for more capacity.
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Lee
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« Reply #142 on: March 19, 2015, 07:27:05 PM »

So they nerfed the parks thing. It was intenional then. I like the game, but they make some odd decisions with it. I think it will eventually become a great city builder after they tweak it a bit more.
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TiLT
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« Reply #143 on: March 19, 2015, 08:20:40 PM »

Quote from: Lee on March 19, 2015, 07:27:05 PM

So they nerfed the parks thing. It was intenional then.

What was intentional? They've confirmed that what we saw was an unintended bug.

After starting up my city and letting it run for a little while now, demand for commercial skyrockets, and when satisfied makes demand for regular industry skyrocket as well. The problems with getting normal industry (ie. not offices) running in a large city seem to have been another consequence of this bug. At last I can start to tear down some of my massive amounts of offices and replace a portion of them with commercial districts without hurting my industry.
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Lee
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« Reply #144 on: March 19, 2015, 08:51:06 PM »

That the patch notes said they nerfed the effect, yes it seems it was intentional but needed to be reduced. Doesn't matter either way, good that they fixed it.
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TiLT
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« Reply #145 on: March 19, 2015, 08:54:02 PM »

As mentioned, they have confirmed that it was a bug earlier. I suspect the "nerfed" wording in the patch notes doesn't mean what it typically means in patch notes.
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Lee
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« Reply #146 on: March 19, 2015, 08:59:07 PM »

Hadn't seen that they confirmed it. Saw that they were looking at it to make possible adjustments.


Did it fix your city then Tilt?
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TiLT
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« Reply #147 on: March 19, 2015, 09:06:54 PM »

Quote from: Lee on March 19, 2015, 08:59:07 PM

Did it fix your city then Tilt?

Absolutely. I'm now seeing a healty demand for both commercial and industry, where I previously only saw demand for residential and offices. I hadn't even seen a pixel's height of blue on the demand chart for many hours of play before this patch hit.
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jztemple2
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« Reply #148 on: March 19, 2015, 10:43:56 PM »

I just saw something weird and I figure you guys might have a better handle on it. I accidentally dropped an elementary school in the middle of an industrial area... and I got green smiley faces from all the buildings saywhat. Am I supposed to be placing them there too, just for the happiness benefit? I wouldn't think so.
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Biyobi
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« Reply #149 on: March 20, 2015, 01:06:39 AM »

Quote from: jztemple2 on March 19, 2015, 10:43:56 PM

I just saw something weird and I figure you guys might have a better handle on it. I accidentally dropped an elementary school in the middle of an industrial area... and I got green smiley faces from all the buildings saywhat. Am I supposed to be placing them there too, just for the happiness benefit? I wouldn't think so.
They're all laughing at you for putting a school there. icon_wink

I don't think anyone mentioned my new favorite mod. Dynamic Resolution allows supersample anti-aliasing (SSAA) that far outstrips the AA that comes in the game. In my case (gtx 970), it allows the game render at 4k and then downsample to my monitor's 1200p, greatly reducing the shimmering/jaggies you see when you move the camera around the map (especially when you've got buildings fully upgraded to shiny/reflective glass towers.) The mod is slider based so you can adjust it to where you're getting the maximum out of your video card without suffering from slideshow performance.

There was a problem earlier in the underground map that made the metro lines invisible, but from what the workshop page says he put a workaround in that's working good for me.
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jztemple2
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« Reply #150 on: March 20, 2015, 03:30:39 AM »

I've got 52 hours on the game so far and I seem to be (happily) spending a lot of it playing around with mods. The latest one is Ground Level Camera - Keymapping! which as it says, allows you to view the world from ground level. It just silly fun, but there's a lot to see:


I've added it to my Cities: Skylines Mods I Like and Use collection. I've also edited the collection to remove a couple of mods that duplicate other ones and sorted it alphabetically. I wish I could do that in game!
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EngineNo9
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I said good day, sir!


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« Reply #151 on: May 19, 2015, 06:12:58 PM »

Well, they have released a new free patch today that includes some European city themed maps that will make your city use a bunch of new European style buildings and pack them tighter.  Those new buildings will only show up on those specific maps.  This patch also includes the ability to place tunnels for roads and railroads on any map, which is a nice addition.

Full patch notes in the spoiler:
Spoiler for Hiden:
Features & New
New: European theme added
New: 72 European buildings in the European theme
New: Support for corner and adjacent buildings in the European theme
New: 3 maps added with European theme (Cliffside Bay, Foggy Hills and Grand River)
New: Tunnels for roads and rail added
New: Metro tunnels can be built at different levels
Options: V sync option added
Options: Invert Y mouse axis added

Editor & Modding
Launch options: added -noWorkshop to disable Steam workshop
Asset editor: Increased limit for bridge pillar count
Asset editor: Hedge added to residential props
Asset editor: Added custom vehicle importing
Asset editor: Added the ability to set custom thumbnails and tooltip images for all types of assets (in the save panel)
Asset editor: New editable properties exposed
Asset editor: Added ability to inherit building unlock milestone from template
Asset editor: vehicles have a Steam tag "Vehicle"
Asset editor: Fixed cut off text and missing spaces in the Properties box
Asset editor: Water Service buildings can now have proper pipe connections
Asset editor: Custom harbors and cargo harbors are now usable in-game
Asset editor: Custom airports now get visited by planes, like an actual airport
Asset editor: Fixed issue where some custom assets could not be loaded in-game after editing
Asset editor: Fixed missing texture for landfills
Asset Editor: Fixed a rare issue where holding and releasing the mouse button would not be recognized
Content manager: Introduced a new layout
Modding API: Added OnEnabled/OnDisabled support for IUserMod. Called everytime a mod is becoming active or inactive
Map editor: Fixed issue where users could place a water source outside the map area
Map editor: Fixed free camera hotkey not working

Bugfixes & Misc
Linux: support for JPG workshop previews added
Linux: users can now use numpad-Enter in-game
Linux: Fixed rare issue where users crashed due to a faulty asset
Fixed issue with 1x1 buildings "disappearing" when zoomed out too far
Fixed several localization issues
devInfo.txt is no longer needed
Achievements are now properly localized
Small contrast changes in some information windows to improve colorblind accessibility
Fixed issue where some elevated roads became immune to interaction
Metro and train lines now properly update when changed
Cruise ships no longer travel over land :’(
The 2x2 OreCrusher now has a purpose in life
Ireland is properly represented on the Union Jack
Cursor no longer disappears when you press Esc whilst rotating the camera
Adjusted upkeep cost of some roads to the one displayed in their tooltip
People no longer die when your city is at 0 population
Fixed an issue where right clicking a button would highlight it incorrectly
Fixed an issue where free camera mode was not enabled after viewing milestones
Fixed an issue where changing language in-game would not change language for some menus
Fixed an issue with mouse button key bindings
Fixed an issue where the options menu would not be closed properly by hitting the esc key
Fixed an issue where temporary save files would sometimes be visible
Fixed an issue where roads would snap to inaccessible sections of hydro dams
Fixed a graphics issue where text would sometimes be corrupted at the bottom of save and load menus
Trees in terrain heights view should now have the proper colors for their elevation
Fixed an issue where users could elevate the height of gravel paths, even though they could not place them
Fixed a minor graphical issue in the content manager
Fixed some text alignment problems
Text references to left and right mouse buttons now take left-handed mouse settings into account
Added confirmation prompt for Reset Unique Buildings
or on their forum with a few screenshots.
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jztemple2
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« Reply #152 on: May 20, 2015, 01:06:14 AM »

Tunnels? Awesome!
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