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- Tunnels? I heard they are content of the first DLC they have planned. Don't know more about it myself though. - The AA thing is, I think, engine (Unity) related. We may get better AA with the engine being updated at some point I hope. - Did you notice you can custom-color every single route via the info menu? That helps a lot. - Film grain can be removed with a mod. (worked for me the second time I started the game after subscribing to it) See? Most of your wishlist has been granted already! :) Also, a good example of how deep this game can be and what one can do when bored. Be advised, contains some profanity... Nathan criticizes the fire service Hilarious! :haha: |
I know of the mods etc. for film grain removing, but would like to see the option in-game.
Fires, they need to spread like they did in older SCs. They are not a threat anymore. Building burns down? Bulldoze and they'll build it again. |
http://media.tumblr.com/tumblr_lkw023ifUV1qhgj0q.png
And I'm just sitting here playing: http://sydlexia.com/imagesandstuff/snes100/snes31.png |
I couldn't imagine playing the original SC again. SC2000 absolutely, but not the first one.
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So...
The worlds worst designed city! (other than Detriot) http://i.imgur.com/a5saeQD.jpg?1 Enjoying this so far, barely scratched the surface. :salute: :up: Runs very well so far, better than I expected it would. :yeah: |
Don't care for numbers, agree with the opinions.
Aaand... yeah. Solid city builder on a modern engine and interface. It's what I thought Simcity (2013) would be and what CitiesXL should be. That's not to say that it's a winner by default, just that it is right what I wanted. And then some, really. Fluid simulation? Oh my. And that road tool is quite fancy. |
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Or a dam. Damn those dams.
So, it has come to this: http://cloud-4.steamusercontent.com/...1F78935D0C686/ Traffic is holding up, trains are backing up all over the place though. Gonna put in a harbor, but that prolly only makes things worse. :hmmm: |
Ok, first major beef, the traffic lights are the main cause of trafic jams and unused lanes on multi lane roads
See here http://i.imgur.com/di0ikWd.jpg?1 The trucks coming from above are turning onto the offramp (2 way road) and have a clear path, but have to wait for the green light. Vehicles coming from below also have their own lane and also have a free path. other vehicles have two forward lanes to themselves to proceed straight. http://i.imgur.com/znobVo6.jpg?1 Cars have 4 straight lanes to use, they only occupy one and create a traffic mess behind them. I'll have one of these lines over half a city and since the lights are not in sync the line will only move when the front end will get a green light. I'm not ranting but this needs fixing. Not gamebraking but very annoying since busineses actually need to have people/goods personally delivered. I had blackout problems because coal trucks were stuck in traffic on their way to the power plant. |
Yep, traffic really needs some fixes!
Only way to solve it is with rather "gamey" road designs that turn every simmer away... and even they are no guarantee. Let's hope they CAN fix this... |
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It's that they plan their turns and merges entirely too early. If there's a merge to a 2-lane road at the end of a stretch of 3-lane then they will only really use 2 lanes to avoid merging at the end. Same with turns, they do their sorting at the earliest oportunity. I'm willing to bet all those busses there are making a left turn on that road.
You'll only get good use out of multiple lanes if the flow is balanced. If the majority is going in a particular direction, you'll see most of the use on the relevant lane. Traffic plans their route at the start of their journey, and as a result it's not adaptable at all. For the traffic lights, yeah... Been using a lot of one-way to control the flow. Can get rid of the lights on most occasions. Try 2-lane one-way or highway with sound barrier. I guess the traffic lights can be fixed with a mod. Just take the 6-lane and give it the logic of highways and small roads. For the traffic they'd need adaptive AI instead of basic pathfinding. Might be a stretch. |
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The devs could just set waypoints (the AI already uses it as it calculates when to change lanes) on every few blocks of road and not just on intersections. And use merging like the buses use when joining the traffic from a stop. They just place themselves between two cars and the car behind waits. There's some graphic overlap which is perfectly acceptable. |
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I suspect part of the problem is that the devs are trying very hard to save processing power, so that the system requirements don't go through the roof. Tracking and managing every single car in the game in real time for a large city would take serious processing power.
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So, the monstrosity is growing ever still!
http://i.imgur.com/0Wd0Ix0.jpg?1 With an elevated train line (pity there isn't elevated stations, and you can't have the lines travel over the top of the roads ala Chicago, that would be nice)...of course, this being my city, the trains instantly get confused: http://i.imgur.com/1I0ge6s.jpg?1 The trains also like to jump when two tracks don't quite meet (look at the tracks on the left side of the crossover/switchover) http://i.imgur.com/W9rBZAT.jpg?1 But the city is growing and growing well, approaching 30k citizens now. http://i.imgur.com/GjexT0O.jpg?1 |
Oberon, that city looks to nice, where's the spontanious organic growth that slowly leads to chaos and GPS overloadings ?? :O:
And I suggest the grounds eye camera mod http://i.imgur.com/pBBjG8A.jpg?1 Love the licence plate http://i.imgur.com/0bfL7my.jpg?1 Mind if I join ?? http://i.imgur.com/uXnXMRk.jpg?1 http://i.imgur.com/wXcu5yl.jpg?1 Dispatch says there's a fault in fault-tec |
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Nerd Cubed's very favorable take on the game.
https://www.youtube.com/watch?v=4dSaEXBv2C4 This looks absolutely amazing. And to me it really shows how disingenuous EA was with their excuses for the Simcity 5 trainwreck, as this accomplishes so much more but without the supposedly necessary limitations. I can't wait to pick it up. |
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