Results 31 to 60 of 127
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2015-03-25, 06:15 AM (ISO 8601)
- Join Date
- Sep 2008
Re: Cities: Skylines - like Sim City but not ruined
Question for those who bought the game. How heavy the requirements are? My PC currently can run Europa Universalis IV at speed 3 comfortably or Borderlands 2 at medium settings. Will it be enough to run this game?
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2015-03-25, 07:08 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Cities: Skylines - like Sim City but not ruined
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2015-03-25, 07:30 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: Cities: Skylines - like Sim City but not ruined
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2015-03-25, 12:23 PM (ISO 8601)
- Join Date
- Sep 2013
- Gender
Re: Cities: Skylines - like Sim City but not ruined
http://www.gameplayinside.com/strate...rmance-review/
Hope this helps.
Edit: Also I can't seem to build any smaller Parks. The only small sized one I got was the Japanese Garden... then I quit and the then after the patch the Japanese Garden disappeared from both my build menu and all the Garden I built in my city also disappeared... :(
Take that lowly peasants! They serves to swim drown in brown goo.
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2015-03-25, 01:37 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- NYC
- Gender
Re: Cities: Skylines - like Sim City but not ruined
It's a Unity game, so the requirements probably are not that high.
Hm, that's interesting. If it runs on the SP2, then my SP3 should be able to handle it no problem, making this game an excellent choice for gaming on the go - especially since it doesn't need a keyboard. It doesn't look like dumping settings to minimum really does much to the graphics, but the frame rate boost is nice.
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2015-03-25, 01:38 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Enköping, Sweden
- Gender
Re: Cities: Skylines - like Sim City but not ruined
My computer is odd. It's old, but powerful for it's age... And most games it can play well on mid to high settings. Notable exception is Dragon Age inquisition that just don't run, at all.
However, it does struggle with this game for some reason, the highest speed is barely faster than the slowest speed but stuttering (slowest speed is smooth).Blizzard Battletag: UnderDog#21677
Shepard: "Wrex! Do we have mawsign?"
Wrex: "Shepard, we have mawsign the likes of which even Reapers have never seen!"
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2015-03-27, 09:51 AM (ISO 8601)
- Join Date
- Sep 2013
- Gender
Re: Cities: Skylines - like Sim City but not ruined
The Holland Land Reclaimation project:
The Cars actually won't go into the bridge if the water is too deep, but Parks works even when it's fully underwater.
What I did was build a dam blocking the water from going into the bay and then start building when the water level drops. It's tricky thou because the water level will not rise up back to where it was initially.
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2015-03-27, 10:05 AM (ISO 8601)
- Join Date
- Aug 2013
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2015-03-27, 11:29 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: Cities: Skylines - like Sim City but not ruined
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2015-03-27, 11:46 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: Cities: Skylines - like Sim City but not ruined
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2015-03-27, 12:03 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- NYC
- Gender
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2015-03-27, 01:33 PM (ISO 8601)
- Join Date
- Apr 2005
- Gender
Re: Cities: Skylines - like Sim City but not ruined
If my text is blue, I'm being sarcastic.But you already knew that, right?
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2015-03-27, 01:52 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Enköping, Sweden
- Gender
Re: Cities: Skylines - like Sim City but not ruined
Tunnels will indeed be free. Something else, too, but I don't remember what.
Blizzard Battletag: UnderDog#21677
Shepard: "Wrex! Do we have mawsign?"
Wrex: "Shepard, we have mawsign the likes of which even Reapers have never seen!"
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2015-03-30, 04:02 AM (ISO 8601)
- Join Date
- Jul 2005
- Location
- Newcastle, Australia
- Gender
Re: Cities: Skylines - like Sim City but not ruined
Whats its difference from Cities XL?
Thankyou to NEOPhyte for the Techpriest Engiseer
Spoiler
Current PC's
Ravia Del'Karro (Magos Biologis Errant)
Katarina (Ordo Malleus Interrogator)
Emberly (Fire Elemental former Chef)
Peril Planet
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2015-03-30, 06:56 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
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2015-03-30, 09:06 AM (ISO 8601)
- Join Date
- Mar 2006
- Gender
Re: Cities: Skylines - like Sim City but not ruined
It has a soul.
I realize that seems like a flippant response (and it is), but as I've said before here and elsewhere, Cities XL was created by people who considered city planning to be Serious Business with No Fun Allowed(tm). It's not as bombastic and gamey as something like Tropico or even Sim City 2000 (no aliens or giant robots), but it doesn't take itself too seriously. Not yet, anyway.
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2015-03-30, 09:26 AM (ISO 8601)
- Join Date
- Mar 2008
- Location
- NYC
- Gender
Re: Cities: Skylines - like Sim City but not ruined
How early do you guys start building traffic solutions? My first few towns (I usually realize I screwed up around that stage and start again) I just put down small roads everywhere, but lately I've been trying to plan ahead by putting down highways. This ended up screwing me over since the fire department couldn't figure out how to find the power plant. Is it best to just usurp the plot of land the highway is on and then use it as the central artery for traffic through your city? Should I wait until I can build highway ramps in order to avoid intersections on my big roads?
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2015-03-30, 12:11 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Enköping, Sweden
- Gender
Re: Cities: Skylines - like Sim City but not ruined
I think having played Cities in Motion helps with the traffic.
Also, layout is the key. Roundabouts are good. Having industry connected as directly as possible to the highway is even better. One way streets are almost always preferable.Blizzard Battletag: UnderDog#21677
Shepard: "Wrex! Do we have mawsign?"
Wrex: "Shepard, we have mawsign the likes of which even Reapers have never seen!"
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2015-03-30, 12:22 PM (ISO 8601)
- Join Date
- Sep 2013
- Gender
Re: Cities: Skylines - like Sim City but not ruined
After a few fail start with me running out of cash, I figured out that cash is more important then anything else. With sufficient cash you can just fix any problem via bulldozing and rebuilding new zones. Traffic problems alone will not kill your city and burning down your power plant is just plain bad luck (should switch to Hydro power plant ASAP anyways... until you can get Nuclear Power Plant. Althought I suspect that your power plant isn't connected to your fire station via roads at all.
However just using small roads in all zones is just bad idea. I usually start visualizing how my city will look, reason where the traffic is, and just adjust on the fly when unseen consequence occurs. For example the road that connects your industrial zone to your residential zone should be a large road because people will travel between those two areas to get to work. I mix my commercial/office zones with residential zones so there's less commute. Finally having public transportation between major area helps a lot. I'm kinda learning as I go along and I just figured that you can use subway/bus with the same principle... subways for Cims to travel between zones, and buses to travel within the zone.
Also your first on/off ramp connecting to your city will always be packed with traffic... I'll consider using a roundabout there and also have separate hwy exit/entrance for your industrial zones so trucks can move in and out of the area away from where all the cars are.
My city is about 50k+ population.
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2015-03-30, 12:23 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: Cities: Skylines - like Sim City but not ruined
Highways with junctions are better than six-lane roads, so you're better off leaving the highway where it is and improving your connections to it. As far as I know there's no particular reason why the highway on/off-ramp has to be an "official" ramp, though--I tend to use two-lane one-way roads for the greater traffic capacity unless I'm just trying to join two highways together, when the reduction in traffic speed would be a big issue.
If your fire department couldn't find the power plant then you're missing a road or an onramp somewhere--it's very easy to do that and build a highway that goes nowhere and thus doesn't get used by traffic!
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2015-03-30, 12:50 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Enköping, Sweden
- Gender
Re: Cities: Skylines - like Sim City but not ruined
Blizzard Battletag: UnderDog#21677
Shepard: "Wrex! Do we have mawsign?"
Wrex: "Shepard, we have mawsign the likes of which even Reapers have never seen!"
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2015-03-30, 01:54 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- NYC
- Gender
Re: Cities: Skylines - like Sim City but not ruined
I'm not talking about editing the highway, I'm talking about spreading across it and using bridges to connect my city halves, and then developing along the highway with ramps leading into the city's districts.
As for official ramps, do highways automatically not have intersections? I tried replicating highways before I could build them using the six-lane roads, but with intersections every time there's an on or off ramp, it all goes so slowly.
This was way before hydro was available, unfortunately - and I never build cities where parts are unconnected, the firetrucks just took a long route I guess.
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2015-03-30, 03:12 PM (ISO 8601)
- Join Date
- Sep 2013
- Gender
Re: Cities: Skylines - like Sim City but not ruined
Hmm that's interest... as far as I know any vehicle will always take the shortest route to their destination. That's why there's traffic jam in the first place. Otherwise traffic will be evenly spread out. Part of my kinda wish the AI on traffic would apply some fuzzy logic so that say 80% of the time they'll take the shortest route while the 20% will take alternative route.
But anyways
1) the Firestation maybe too far away from your power plant and didn't get coverage
2) Your fire truck is stuck in traffic and can't get to the burning power plant. That happens to me once but with Garbage trucks... all 19 of them are stuck in one straight line on a street while the garbage keeps piling up in the city.
3) you build your power plant in a one way street ... so your fire truck has to take the seemingly longer route, or worst your power plant is in the middle of two one way street both going outward so the truck can't get in.
Either way I tried to move horrible stuff like power plants, garbage incineration, and landfills away from my population and have separate entrance/exit.
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2015-03-30, 03:26 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- NYC
- Gender
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2015-03-31, 02:13 AM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: Cities: Skylines - like Sim City but not ruined
Intersections are not a thing on a highway no matter what type of road you join to it--the highway is always straight through and traffic will never need to stop while on it, unless a queue has backed onto the mainline due to inadequate roads elsewhere. Any other type of road will end up with traffic light intersections, as you discovered; plus, the speed of traffic on a six-lane road is considerably lower than on a highway.
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2015-03-31, 10:24 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- NYC
- Gender
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2015-04-05, 12:03 PM (ISO 8601)
- Join Date
- Sep 2013
- Gender
Re: Cities: Skylines - like Sim City but not ruined
I usually use one way street as a way to control the flow of traffic. For example I have a roundabout for an onramp... I want one road to be strictly the exit while cars will use a road later on to get back into the roundabout to get on the highway... So I use one way street for that road and cars can only exit that way.
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2015-05-04, 12:07 PM (ISO 8601)
- Join Date
- Feb 2015
- Location
- Toronto, Canada
Re: Cities: Skylines - like Sim City but not ruined
Just bought it! Looking through the thread, it seems my Sim City 2000 skills are probably serving me poorly... Are you telling me that tiling this
Res Com Res Com Res Com Res Ind Res Ind Res Ind Res Com Res Com Res Com Res Ind Res Ind Res Ind
is not the recipe for a perfect, utopian megalopolis in this game?
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2015-05-04, 02:10 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Manchester, UK
- Gender
Re: Cities: Skylines - like Sim City but not ruined
You may have actually hit on the worst possible layout in Skylines...er, yay? The residents will be complaining about the pollution and noise from industry (plus a bit of noise from commercial) and the traffic to all those separated industrial zones will clog up every road in the system before you hit 10k population. Other that that, should work swimmingly!
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2015-05-04, 03:21 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- NYC
- Gender
Re: Cities: Skylines - like Sim City but not ruined
There is precisely one advantage to doing it that way - when citizens go to work in the morning, they are not going to be clogging up a few key intersections, but instead place pretty even load on your roads. But in general you'll want to keep your residential zones as large as possible. I like to use commercial spaces as a buffer between residential areas and noisy, polluting, traffic-heavy industrial zones.