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1  Gaming / Console / PC Gaming / Re: [PC] Galactic Civilizations III on: March 26, 2015, 08:44:01 PM
I actually bought this a while back, but I'm waiting for final release to play. I've burned myself out on several games while they were in Early Access and so didn't really get to enjoy the full experience. I played the heck out of GalCiv II and so I want to get the full GalCiv III unadulterated enjoyment. Looking forward to the final release, but please don't rush and release early, not on my account, no...  Roll Eyes
2  Gaming / Console / PC Gaming / Re: [PC] Automation - The Car Company Tycoon Game (Steam EA) on: March 25, 2015, 05:37:50 PM
I reviewed the game on the Steam store page, here's the review:

Quote
I've got sixteen hours in the game right now and so I'm ready to give some impressions. Understanding that this is an Early Alpha game and what that entails, here goes:

From the standpoint of gameplay, there's a lot to like here currently. Primarily there are the scenarios and the sandbox. The scenarios give the player various challenges that require tweaking an engine or a car to meet certain goals. It's a good way to understand not only how the game works, but also what is involved with enhancing a car or engine, not simply slapping parts together.

The sandbox is where the player can design a car and it's associated engine with technologies limited to the simulated year, starting in 1940 and continuting to the present day. To help the player "make interesting decisions" (to quote Sid Meiers) the game provides a critique of the final product in five catagories: Drivability, Sportiness, Comfort, Prestige and Safety. Additionally the player can also set his or her own goals, like keeping down costs or achieving a certain performance milestone, like a 0-62 time or top speed. There are a couple of test tracks where a sim driver (not you) drives the car and record a time which can be compared to other times. Additional test tracks are now available from fans via the forum.

In addition to the above two modes of play, there are also plentiful videos that explain pretty much every aspect of designing a car and engine. They are very well done and reasonably comprehensive. The videos play when you first try to use or tweak certain functions or features in the game, like the first time you add a turbocharger or adjust suspension. It's nice that way because you don't get the information till you need it.

The game is missing its campaign portion, but that's been well advertised here on the Store page. It's in Alpha after all. Also there are limitations to the depth of the sandbox, for instance right now you are limited to inline four and six cylinder engines plus V8 types. Also there are a good many but not comprehensive amount of starting bodies.

And there are bugs. I've come across a number of non-fatal LUA pop-ups, usually because I've been adding or deleted files outside of the game structure or been clicking the buttons to switch screens and menus too fast. Also there is a bit of a nasty bug that sometimes causes a car you create to not be saved when you exit the game. The bug has been reported and is actually pretty easy to avoid.

Graphically the game is far from cutting edge but it has all the graphic quality a player needs, there's nothing that limits what a player can do because of any limitation of the graphics.

The developers seem involved on the Steam and their own forum. And in something I can't recall seeing before, they have actually responded to pretty much all of the negative reviews, answering questions and requesting details on what troubles folks might be encountering. That's a nice thing to do, especially since as I understand there are only three of them.

So, do I recommend this game? With the qualifications that it is in Early Access, rough around the edges and not having all the planned final content, I can say that I do recommend this game.
3  Gaming / Console / PC Gaming / Re: [PC] Automation - The Car Company Tycoon Game (Steam EA) on: March 25, 2015, 02:04:04 AM
So I'm still having fun with the game, thirteen hours complete. I've been trying some of the scenarios but mostly I'm in the Sandbox, making up cars. I started like the game does in 1940 and have made a model or two at five year increments. Below is my 1965 Tyler Virgina muscle car.

(click image to enlarge)

Update: This is an image of all my cars in the Sandbox mode:
(click image to enlarge)
4  Gaming / Console / PC Gaming / Re: [PC] Automation - The Car Company Tycoon Game (Steam EA) on: March 23, 2015, 06:28:04 PM
Well, as someone who eagerly watches every episode of How It's Made: Dream Cars (by the way, I watch them on TV, not YouTube), it was just a matter of time before I got this game, so I picked it up this morning Roll Eyes.

It's in Early Access, but it's been being worked on for a couple of years and parts of it are very polished (pun intended). There are tons of in-game tutorial videos (which btw can be turned off) so for you younger folks who have never rebuilt a carburetor or replaced a head gasket, you can learn all the details of how a car is constructed. The car designs go from 1940 to present day, so there are a lot of options. Seriously, lots of options.

The car designer and the engine designer are pretty complete, although I'm sure there's going to be a lot of tweaking done. What is still in the very early stages is the tycoon portion of the game, how to turn it into something with a campaign and goals. However, there's still a lot to play with right now. Remember the game "The Movies"? There was a tycoon portion to that game as well, but many folks (including myself) just wanted to make movies and so did just that. Automation has that same ability.

I'm in my first pass through the game right now, designing a 1940 four door upscale saloon car, the Washington Presidential. I'll post more about it as I build:


By the way, the game does fully support UK and USA players as well as those in the more metric oriented areas:


And there is a test track for your cars. At this time you cannot drive your own car there, but it is driven by someone who I am guess wears white driving coveralls based upon what the track looks like:
5  Gaming / Console / PC Gaming / [PC] Automation - The Car Company Tycoon Game (Steam EA) on: March 23, 2015, 03:27:39 PM
I was bored and doing the Steam "Explore Your Queue" thing when I came across Automation - The Car Company Tycoon Game. At first blush I thought "Well, just another tycoon business game" but it's not. In this game you get to design a car. And not just some cosmetic stuff, you actually design a lot of the construction, like type of brake, number of pistons, number of valves per cylinder, spring rates, etc, etc. The retired engineer in me went all uber-geeky and I almost smacked the buy button right away till I reminded myself that it was only released eleven days ago to Early Access.

I suggest you watch the second video from the left on the store page (also available direct from YouTube here), it gives the best overview of how you go about designing the car. What is really impressive (to me) is that just like in real design work that as you make design decisions later in the design process you go back and assess how those later decisions have altered your earlier initial design and now you need to tweak and adjust to balance cost, performance, safety and reliability.

Here are some screenies:









There's a demo right on the top of the game's website. What you download is a launcher and when it is installed and fired up it downloads an update, which is about 765 MB, which is the real demo I assume.

You can look through the various menus and screens and design the body of the car (you need to choose 1997 as the year, since it's the only one that there's a body for). You can't build an engine but you can look at the screens and go through the tutorials.

There are also scenarios to try out in the demo, where you have to design an engine to match certain requirements, like it has to have a minimum power output while not exceeding certain noise limit or be able to run on cheaper gas. There's no single right solution, but if you're lost you can go to their wiki for help.
6  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1]Rainbow 6: Siege on: March 22, 2015, 09:23:40 PM

Quote from: Soulchilde on March 22, 2015, 04:23:56 PM

Closed Alpha Video  probably will be pulled down soon

I got to see it before they pulled it. Looked good, although I hope there's a decent single player game there as I've rather outgrown multiplayer.
7  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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!
8  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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.
9  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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!
10  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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.
11  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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:
12  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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:

13  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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
14  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 18, 2015, 10:45:45 PM
And there's also Chirpy Banner, although I haven't tried it yet.
Quote
Replaces Chirpy with a scrolling marquee style banner along the top
15  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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.
16  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines 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.

17  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 18, 2015, 03:40:55 AM
Since I've been posting about mods, I thought I'd also create a Steam Workshop Collection that lists all the mods I've tested and use, although I might not use them all the item. The collection is Cities: Skylines Mods I Like and Use. I'm assuming people can access it, please let me know if you can't. And if you find any mods you think that are interesting that I don't have listed, post about them and I'll give them a look and add them to my collection if I like them.
18  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 09:15:23 PM
And one more, this is a nine minute video following a box truck all over the city

Cities: Skylines Ride-along 05 - Box Truck Bonanza
19  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 06:24:43 PM
Alright, finally got around to making some videos! These are ride-alongs with various conveyances; a freight trucker, a log carrier, a garbage truck and a train. No mods in use except HideUI, which I used so I could hide the UI without having to move the mouse. I down-scaled the videos to 720p so they wouldn't take forever to load.

Cities: Skylines Ride-along 01 - Just Passing Through

Cities: Skylines Ride-along 02 - Garbage Pickup

Cities: Skylines Ride-along 03 - Going Back to the Forest

Cities: Skylines Ride-along 04 - Take the T Train!


20  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 05:10:50 PM
Today's interesting mods:

Pause on load
It ought to be standard in the game, but for now we have a mod for it.
Quote
Pauses the game when starting a new map or loading into one

Transport Lines Manager 0.2β
Quote
A shortcut to manage all city's public transports lines. It's a beta version, so may have a lot of bugs.

Official thread for discussion: http://forum.simcitybrasil.net.br/viewtopic.php?f=138&t=5444&p=110122#p110122
PT-BR and EN

How does this work

When you click on the button in the top left corner and a window will open. Each button is a line of the public transport of the city:

- B lines are buses lines
- T lines are train lines
- M lines are metro/subway lines

The number after the letter is the internal line number of the line in game. This cannot be modified by now...
The background color is the line color.

Known bugs:

- When you load a new city inside game, the button not work anymore.

And it looks like this in game. When you click the button of each transport line it opens the associated info window for that line.


City Statistics Easy Access
Quote
Adds a button to the UI for simpler access to the City Statistics graphs.

KNOWN ISSUE: Closing the graph does not unpause the game automatically. Pausing functionality should not otherwise be disrupted.

Source can be found here: https://github.com/Alakaiser/Cities-Skylines-Stat-Button/blob/master/City%20Statistics%20Button/StatButton.cs

Most of it you can already find easily, but I commented the hell out of it. I tend to get lost if I don't. Cheers!

Update 3/16/15: Button should display properly for 16:10 aspect ratios.

Each item is individually selectable and the y axis scales dynamically.

21  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 03:59:59 PM

Quote from: Caine on March 17, 2015, 03:51:10 PM

Still early on, so I play at low speed so I can be more reactive to changes.  How big is that city you have JZ?

Let's see...


And my happiness factors. Darn residential actually went down a point recently, while commercial finally rose a point. 


By the way, I play at the slowest speed, but then I'm pretty much snooping around my cities all the time, checking on the traffic, seeing where there can be more growth, that kind of thing.
22  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 05:15:10 AM
Well, empirically I've demonstrated to myself that somethings going on. I added a bunch of parks to my commercial areas to make them a bit happier and my RCI indicator went down for commercial to near the bottom, but then it wasn't that much up off the bottom. I deleted the parks and the commercial demand went up, but not that much. And the land value for some of my commercial buildings tanked, so now I'm really confused retard. My hope is that they will remove parks from any RCI calculations for commercial and instead just accept that the player pays the price in having non-revenue generating land.

In other news I now have 42 hours in the game, which I'd had for six and a half days icon_eek. I don't think I've put in that many hours in the first week a game has come out  icon_biggrin

I decided to relax a bit and so I followed one of my lumber trucks driving from my forestry industry to making a delivery at the other end of the map. It's a lot of fun.

(click image to enlarge)
(click image to enlarge)
(click image to enlarge)
(click image to enlarge)

23  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 02:48:03 AM
I saw a mention on the Cities Skylines Nation site that a patch is in work:

Quote
Today Paradox released a update on what to expect in the first patch! Even though it was a very smooth launch, there are naturally several issues that has come up in this first week after launch. They didn't give any promises that all these will be fixed, but at least we got details on what is being prioritized highest. Also, Cities Skylines has now sold over 500 000 copies!

[​IMG]

The widest and most pressing issues, which is getting the most attention at CO/PDX, is the following:

    Black screen on start-up
    Grey Load/New Game button
    Save issues (corrupted saves, saves not saving, cloud not working properly)
    Poor performance on high end computers (mostly Linux)

If you are having other issues, makes sure to check the Known Issues list here.

They are also keeping a close eye on discussions on gameplay related issues, like for example:

    Commercial demand possibly being "killed" by parks and rec.
    Potential traffic AI issues/improvements
    Cause/effect for workers getting to their jobs

They did specify that if those issues are related to bugs, they will fix them, but if they are design decisions from CO that players disagree with, it will just be taken into consideration.

The first patch is expected to be released in the very near future. Stay tuned!

And to finish it off, Cities Skylines has now sold over 500 000 copies! Amazing!

And in another post, the known issues list:
Quote
What are the known issues and bugs - how do I fix them? (Living list, will update as we progress)

    If you have no shadows no matter what graphic options you set, launch the game with "-force-d3d9" parameter and it might solve the issue (thanks to Vantezzle for reporting this)
    Mac user and your menu screen is just a bunch of flat textures? Disable steam overlay to fix!
    Play/Load Game is greyed out? Check this thread for info. Additional potential fix here.
    Game crashes on load or shortly after you stop playing? Make sure your GPU reaches minimum specs!
    Low performance on gaming laptops? Ensure you're using the right GPU, see this thread for how to.
    Black screen on startup? See this thread for proposed solutions, more solutions posted here.
    Some users on OSX Yosemite experience a strange dark screen, reasons are hitherto unknown - we are aware of this issue.
    16:9, 16:10, 21:9 and 4:3 ratios are supported. This can result in black borders when playing with a TV. To use a custom resolution, launch the game from the command line. Some UI clipping can occur if the game is played with a non-supported resolution.
    Trophy icon on saved games means they have achievements enabled. Saves that use or have used mods do not have achievements enabled.
    Space Elevator is highlighted in the Public Transport Info View, but it's missing a line in the legend to tell of how many people use it.
    Splash screens cannot be skipped with a mouse click.
    On Windows the default fullscreen mode is borderless window which means that some third-party features such as G-Sync don't activate. You can start the game in exclusive fullscreen mode if you force it to use DirectX9 instead of DirectX11 by adding -force-d3d9 as a launch parameter. However, there seems to be problems with 4K resolution when using DirectX9.
    All texts do not update "on the fly" when language is changed from the options. The game requires restart to update the texts.
    Ships can cross dams and go through low bridges.
    Planes can fly through tall buildings.
    VERY steep cliffs in the map editor can make textures break open.
    On OSX, some hardware have trouble with the Steam overlay in game. If the textures disappear when the overlay shows up, just disable the Steam overlay from the game properties in the Steam client until we work out a patch.
    Asset Editor: some assets such as public transport can be imported and customized, however, they will currently not be functional if placed in the game.
    Asset Editor: It is not possible to assign thumbnails for intersections and parks at the moment.
    There is no easy way to Update an existing item you have previously uploaded on the Steam Workshop at the time being.
24  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 16, 2015, 06:05:19 PM
A couple of new mods I've looked at and found interesting:

Automatic Emptying
I like this because to me having to find the full cemeteries and landfills and switch them to empty is just busy work.
Quote
Automatically clicks the "Empty building to another facility" buttons of your cemeteries and garbages to start emptying when they are almost filled up and stop when empty.

Camera Additions (Rightclick scroll & save camera positions)
I really like this because of the save camera positions function.
Quote
Camera Additions adds some features to the default game camera.

Features:
Hold RMB: SCROLL!
CTRL + SHIFT + O: Disable & enable scrolling
CTRL + SHIFT + I: Invert camera scroll direction
CTRL + SHIFT + 0-9: Save a camera position
CTRL + 0-9: Move to a saved camera position
Holding CTRL, ALT or SHIFT: Stop scrolling (usefull when zoning)

The scrolling sensivity can be changed by adjusting the ingame value of "Edge Scrolling Sensitivity" in the game options.

Note on camera positions: The camera positions are saved per city name (the text you've entered at the new game creation screen). So having two save games with the same city names will result in the "same" configuration. Its the best compromise between not cloggin the save files and the most flexibility I have found yet.
25  Gaming / Console / PC Gaming / Re: What are you buying this week? (3/17) on: March 16, 2015, 04:15:40 AM
Also [PC] Out Of The Park Baseball 16 is available on March 20 for anyone who pre-orders, and March 23rd for those who don't.
26  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 16, 2015, 04:04:14 AM
OK, this is probably a dumb question, but I've had my mind wrapped around this so much I'm having trouble seeing it clearly. Am I supposed to provide leisure buildings for commercial, industry and office zoning? Like parks and unique buildings? I'm not getting any trouble icons over those kind of buildings that aren't near parks and stuff and some have reached their top level.

When I use the overlay I see a lot of red buildings that aren't near parks or special buildings, but many of them (non-residential) are at their highest level. I'm confused icon_confused
27  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 16, 2015, 01:49:36 AM

Quote from: Autistic Angel on March 16, 2015, 01:32:07 AM

Yes, exactly like that time New York City triggered the Great Depression by opening Central Park to the public.

-Autistic Angel

I realize you're being sarcastic (aren't you?) but you are more correct than you might think; Central Park opened in 1873, the same year of the Panic of 1873.
28  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 16, 2015, 01:20:47 AM
Here's the actual post. I posted the text below because it's interesting. I don't know that I agree, but it's worth reading.

Quote
Quote
Originally Posted by barstein
Wondering why your growth is stagnant and why there's no demand for commerce? Blame your parks.

Yep, look upthread. We've been talking about it.

Playing the game, I'm pretty sure that this "bug" is in fact working pretty much as intended. If you actually only build parks when the Leisure need is high in an area, Commercial demand is fine. Yes, it's the most easily fulfilled of the three demand types, and you don't need a lot of Commercial space. But it doesn't go away altogether. It'll come back as you build more Residential and Industrial/Offices.

I think what's causing the outcry is the following:

1) Players are spamming way, way more parks than they need to. That's because Sim City trained them to think of parks as an easy and completely tradeoff-fee way of raising property values. C:S doesn't work the same way: there is a tradeoff to spamming more parks than you need in the form of sucking up all your visitors.

2) I suspect many of these same Sim City players are vastly under-zoning office space, because Sim City treated offices as part of Commercial leading Sim City players to think they need Commercial in situations where they don't. You can build soaring skyscrapers downtown in Cities: Skylines even with no commercial demand at all. Commercial is really just retail in this game, and so it's not surprising you don't need a lot of it.

3) The game gets much tougher once you get to the large city sizes, as we talked about upthread. You need to develop the specialized industries, your tourism, and your non-road transportation networks. I think people are seeing flat overall demand when they reach this stage and are blaming the "park bug" when really its a whole bunch of different things they need to work on.

In short it's a "WTF, I tried to rocket jump and just blew my legs off!" situation. People assume this game works the way another game does, even though there's no reason it has to and is perfectly fine when taken on its own terms.

... But I'm also pretty sure Paradox is gonna change how it works to "fix it," because The Customer Is Always Right. Even when they're not.
29  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 15, 2015, 08:02:54 PM
Sometimes it's all about having a nice house in the 'burbs on a Sunday:


Some shots using the First Person Camera and HideUI mods (click the image to enlarge)






30  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 15, 2015, 06:19:14 PM
Some interesting recently posted mods:

Extended Road Upgrade - Upgrade between one- and two-way roads!
This is a very slick mod that adds two new buttons to the roads menu, to convert a two way to a one way or vice versa, without deleting and rebuilding.
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This mod adds two new road building tools that allow you to upgrade between one- and two-way roads and to change one-way road directions, without having to demolish and rebuild the road.

The tools work very similar to the default road upgrade tool. To convert an existing one-way road to a two-way road, you simply select the two-way upgrade tool and click on the segment of the the road you want to upgrade, and drag along the road to convert multiple segments. To convert a two-way road to a one-way road, however, you must drag to the direction you want the road to go instead of just clicking. One-way roads can also be changed to go to the opposite direction in the same manner.

The roads are always converted to the same type counterparts, so it does not matter which road type you have selected in the road tool. This also means that it is not possible to directly convert a 4-lane road to a one-way road, because there is no 4-lane one-way road type in the game. Instead you must first upgrade the road to a 2- or 6-lane road and then convert it to a one-way road.

While there are not known issues with the mod, it is still somewhat experimental. Therefore it is recommended that you always save your city before using the mod.


ChirpFilter
Note, it doesn't prevent these non-informative chirps from happening, it just deletes them immediately.
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Filters non-informative chirps from chirper. No more chirps about lost wallets and vacations.

DISCLAIMER: 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.


Traffic Report Tool
This one is very cool, adds some functionality from SimCity 4 in monitoring traffic. The third function, the one about all traffic to and from a building, doesn't seem to work for me, but the first two do and it's nice.
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Having problems figuring out why traffic is backed up? Want to know why a dohnut van is in the middle of an industrial district? This maybe the tool for you.

To activate the tools, select the "Traffic Report Tool" button in the to left. Your cursor will switch to a magnifying glass. To cancel this, press the button again or choose another tool.

The tool has 3 modes depending on the sort of thing you examine.

1. Selecting a vehicle will show its current path to its destination.
2. Selecting a stretch of road will show you the paths of all vehicles that will pass through it
3. Selecting a building will show you all paths of vehicles either going to or leaving from it

Selecting a road or building will halt the simulation for several seconds (depending on city size). Please be patient you game has not crashed.

Please note this is very very beta and has some funky bugs, particularly with displaying paths.

http://steamcommunity.com/sharedfiles/filedetails/?id=408092246
31  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 10:41:24 PM

Quote from: TiLT on March 14, 2015, 10:37:12 PM

Quote from: jztemple2 on March 14, 2015, 10:24:41 PM

Alternatively you can use the Automatic Bulldoze mod.

Which solves nothing.

Makes my city prettier, no more of those annoying flashing icons icon_biggrin
32  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 10:24:41 PM
Alternatively you can use the Automatic Bulldoze mod.
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Automatically destroys abandoned and burned buildings

Trains are what's killing me, specifically passenger trains. Since you don't have signalling, inevitably they get tangled up in themselves. Hardly anyone rides them. I might have a dozen people use a particular station while the subway station next door had over 1600 riders.

I'm beginning to think that I might just delete all the passenger stations and only provide cargo stations and just enough track layout for those stations to reach the edge of the map.
33  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 08:16:09 PM
Just a note for folks who are less than pleased with Chirpy. There's a good mod called Chirper Position Changer. It allows you to move the Chirper, and so I've moved him to the menu bar:



When a message does display, it opens to look like this:

34  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 06:29:48 PM
Just a heads up to folks. First of all, by default in the game "F1" will do an Quick Save, which is nice. I don't remember this being mentioned in the tutorial pop-ups. The bad news is that "F4" will without a verification step automatically load your Quick Save file, possibly ruining a lot of work. I therefor recommend setting your key assignments to something like this:



I cannot figure out how to set Quick Load to "None", otherwise I might just do that instead.

UPDATE: Sorry, I got confused with Quick Saves versus Auto Saves, I've updated my post to use what I hope is the correct terminology.
35  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 05:41:44 PM

Quote from: Lee on March 14, 2015, 05:09:54 PM

Mods disable achievements, if that matters to you.

There's now a mod that re-enables achievements icon_biggrin
36  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 04:59:08 PM

Quote from: Eco-Logic on March 14, 2015, 03:31:52 AM

So I find the text in this game incredibly hard to read (small and blurry) and at first thought I had some resolution issue, but after researching, there are tons of posts about it on the steam forums and the game's forums. 

Glad it isn't my eyes, as I can see up close fine normally!

I'm going to wait and start this once it's fixed for me though, as I want to take my time and read the text.

There's now a mod that adjusts text size in-game. It's pretty new, so you might want to check the Workshop page over the next couple of days to see if people are happy with it.
37  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 14, 2015, 02:03:32 AM
Interesting article on PCGamesN, The best Cities: Skylines mods. GTA V map, first person view, tree brush and a bunch of buildings.
38  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 12, 2015, 04:44:09 PM

Quote from: JuniorDan on March 12, 2015, 04:16:15 PM

I'm curious, Did anyone try tracking a Cim yet? For example from a child in elementary, High school, young adult, adult, elder and finally to death. I tried naming a cim but then I could not find him as my city grew.
 Maybe I will build a small town and track a few cims there to see how it plays out.

This article on PC Gamer might interest you: The strange tale of a Cities: Skylines town with only one house.
39  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 11:41:46 PM

Quote from: EngineNo9 on March 11, 2015, 09:52:19 PM

Anyway, I apparently suck at this sort of game and I'm constantly broke.  How do you earn any money?  I have to keep raising taxes and then my people keep getting mad.  And I've already taken 2 loans out to pay for emergency stuff.

Actually it's not so much earning money as not spending it too fast. I always overdevelop too fast and end up in a negative cash flow. Zoning makes you money, pretty much everything else costs money initially and for upkeep.
40  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 11, 2015, 01:45:41 PM

Quote from: TiLT on March 11, 2015, 07:41:29 AM

You can click on a non-abandoned industry building to see the expected education level of its workers and the education they actually have. If there's the kind of mismatch I think you're having, the building will actually outright tell you that its workers are over-educated.

Oh, I did that and it does say that my workers are over-educated. It's just that it's just not a few buildings, every building in one several block area ended up being abandoned. I guess I'll have to build some run down neighborhoods Roll Eyes
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