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I've been lurking about the forums for a good long while since my last journal (which, unfortunately, is not to be resurrected) - and trying out a few different approaches to the game before settling on a style/gameplay that hopefully will be sustainable in between real life. I think Delvedene failed because it was far too ambitious - finding all the perfect mods and assets, along with the micro-management of things like farms and stuff got in the way of enjoying the game.
So, I'm playing one of the vanilla maps, unlocking everything (including all 25 areas - I was hoping to use Area Enabler, but that's broken since the last DLC, so I had to spend most of my money buying all the areas - on the other hand, having a reasonably limited amount of money helps me to prevent just wallpapering the map with cityscape ), and removing all the highways and railway.
What I like about the vanilla maps is that they offer wide grassland areas surrounded by woods, which offer a natural limit to town growth. Contours are also a good guide (anyone know how to get the game to keep contours on display when laying down road?) What I don't like about the vanilla maps is the prebuilt highway network. I also don't like the rate at which you unlock new areas with population growth: you end up being forced into super dense small towns.
The town of Chelsea currently stretches along one main road (which will go on to connect to another town by the river later - below the image), with three other roads: the first, leading into Stepano (right of the image) - the industrial estate where most of the Chelsea residents work; another leading to the Cockerell farms (top left); and the third heading off to where yet another town is planned (to the left).
In the background you can see Mt Chelsea.
Chelsea again, from a different angle (Stepano to the bottom). You can see a thin belt of trees separating Chelsea from another grassland area where the next town is planned (mid-left). In the background is Mt Runcorn, where an old fortification sits (put there by the map designers, but just outside the 25 tile limit).
And a closeup of the Chelsea Cemetary, surrounded by some parklands (open space is going to be a big deal in these towns - I am desperately trying to avoid wall-to-wall buildings).
My names Fredrik but people call me Fred and I make Cities Skylines videos. I have 130+ Subscribers and around 2,4k Views. I make Videos in 1080p and use decent editing and recording software.
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By Tim The Terrible
The expansion, titled “Mass Transit,” will bring new forms of transportation to the game, allowing mayor-players to offer in-game citizens new ways to get across town by land, sea, and air. With new transit service buildings, mass transit hubs where lines can exchange passengers, new scenarios, new landmarks, and new road types, Mass Transit will provide veteran players of Cities: Skylines with more choices and options to personalize their cities than ever before.
Mass Transit will feature:
Sick Transit, Glorious Money: Add a wealth of new transit options to your city, and add wealth to your city’s income! Let your citizens get across town in ferries, blimps, cable cars, and monorails! Orderly Hub, Bub: New mass transit hubs can bring all of your services together, letting citizens change rail lines in one building, or hop from the bus onto the ferry, or even find their way through a sprawling monorail-train-metro station. Become a Roads Scholar: Explore a set of new challenge scenarios focused on solving traffic problems and adding new transit systems. New road types, bridges and canals adds variety to your city, and new ways to solve its challenges. Become an expert in traffic flow, and then use that knowledge to improve your city! New Hats for Chirper: NEW. HATS. FOR CHIRPER. (and also new unique buildings, policies and achievements. But HATS!)
Per usual, the new expansion will arrive together with a free update to the base game upon release. This free update adds mod-inspired features to traffic management, such as an extended public transport budget, emergency vehicle overtaking and more road features. The patch will also include the much-requested ability to name roads.
By Lee Towers
Hey all! I've been following this forum for a while now and all your amazing creations inspired me to start building assets myself. The first building is almost finished - a 3 track train station, as seen below (props for the person to recognise the station it's based on). I still have a few problems with it though, so bear with me:
1. The game is creating floors inside the building on its own. There's not even a vertex with the same z-coordinate where it's creating an xy plane inside the building. Is this something that's generated on purpose by the game? The floors are assigned the same textures as the roof of the building. They can be seen through the windows and are positioned about halfway behind the windows.
2. My sims are not using the third platform. I'm using the single station track with a platform on the left side of the track (relative to the direction it was laid). I thought it had to do with the pedestrian connections that I've laid down, but they are using the second platform which is accessed by the same pedestrian connection.
3. Speaking of pedestrian connections... I'd much prefer a rendered underground tunnel to the half-assed building I have there now but the game isn't letting me (it pushes the whole model upwards). How do I go about doing that? I know Joak uses them in his train stations, how did he do that?
Any help regarding one of these questions would me much appreciated! Feedback on the model is also welcome by the way... it's my first time using blender and gimp. The textures aren't final either (mainly the roof and supports need work) but I've yet to learn how to use bump maps.
Here in the Urban Fox Den, we focus only upon building the best designed cities, created with the best of SimCity (2013), SimCity 4, and Cities Skylines. We also play some other mods in the SimCity 4 game, such as SimMars and the upcoming SimMoon mod, which has yet to see an ETA, but there will be a let's play upon its release. Here we will also do some other games as well such as:
Here's a look at the upload schedule for the summer! Now featuring five videos a week, and starting on May 29, 2017, running all the way to July 21, 2017
Monday: SimCity 4: Minderia
Tuesday: Cities Skylines: Raccoon City
Wednesday: SimCity 4: SimMars
Thursday: SimCity (2013) Project Violet
Friday: SimCity 4: SparkleCity
All videos are also guaranteed to be 1080p60, editied with the best software (Adobe Premiere Pro and After Effects), and all thumbnails guaranteed to be edited with Adobe Photoshop. Enjoy the channel, and here's my first video to give you a slice of what goes on at UrbanFoxx Studios.
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