Need your donations for May & June! 04/30/2017We need your support to help keep Simtropolis online. We also need a little bit more this month to enhance the new chat with some features, such as mobile support! Please consider a donation today if you can help out, it would mean a lot! And we'll send you a little gift in return. Help us reach our May goal so we can keep bringing you site improvements as well! Donate and Get a Gift or Donate Any Amount Thanks so much! - Dirktator & The Admins
15 posts in this topic
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.
If you find my channel Interesting and subscribe if you want more content.
I've been poking around in the WaybackMachine archive of the Building Exchange and so far I've been able to download every file from the pages I've been on. (120 files so far.) I'm curious how stable those pages are. Like would it be worth creating an index to the currently valid links I've found? For example, I've created a Firefox Archive of some pages and then tested the download links from my C-Drive copy of the page. They all worked for me.
Anyone care to give this a test and see if the links work for you? I've attached two sample .maff files.
SimCity Building Exchange - A 01.maff
SimCity Building Exchange - A 02.maff
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.
I've just released my first assets and I decided to create a post not because there is much to see, but rather because as an inexperienced modeler it will be a good place to collect feedback and ask for advice. (I would like to keep the forum clean from my numerous questions!)
So my project is a modular medieval wall that is currently made out of 7 parts of a 6m high set. This is the short version, which is suitable for town walls, but a 12m set is planned. I might also do a 9m version but don't quote me on that.
The wall parts are based on the great "stone wall" template of Sparks, so they can be placed freely and conform to terrain. I tried to make their stats balanced in terms of entertainment value. I wanted the towers to avoid flattening the terrain and as I'm not good with playing with building's properties, I went with a water tower template without stats. It's not the most convenient but it works. It's also worth noting that the assets only really work well with an anarchy mod (especially the gates that I made without roads for more freedom).
Here is the link to the collection: http://steamcommunity.com/workshop/filedetails/?id=718095394
New short pieces and the tall set are on the way, but probably not before the end of July. You can leave suggestions or feedback so that I can improve my future assets!
Recently Browsing 0 members
No registered users viewing this page.