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What I'm really missing in this game is an areaview like in SC4. I think that's one of the things what made Sc4 so brillant.

Although areas are a lot bigger in this game. Once a city is done, it's done and you won't touch it anymore or enjoy it's views.
This also makes multiplayer a possibility, which means more playerinteraction and more longevity. Although Sc2013 was a giant fail on that part, because it  failed in it's execution I still think it got the concept right.

Another thing what bugs me is that the game is so easy in terms of getting certain goals. I think a CAM type mod or more stages ingame, which would be way harder to obtain would do wonders for its longevity. In Sc4 it was really hard to get those 4x4 lvl 8 buildings and took 2 or 3 cities to get that far, but it felt rewarding. i think C:S misses that.

On the graphics part... or the complaints about the cartoony graphics, yes the base game is like that, but only in the international theme. European buildings already look far more realistic in the European expansion and we've come to a point where lot's of buildings are added with a lot more detail than the base game ever had.

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One of the things I can't get over is the railroads. The railroads in SimCity 4 looked okay on the surface (well, except for the textures), with roads having stop lines and traditional U.S.-style crossbucks and crossing guards. Unfortunately, in practice, all you can see is that your toy train going through, with the lights changing for a second as the guards go down and back up. This is not only a bit of a bummer in that it sucks the joy out of it if you really liked trains going through: the train horn, the bells dinging, and the rumbling of the ground going through, but also the practical purpose as well, like building an underpass or overpass to relieve congestion.

Unfortunately, while I haven't seen it in action, the C:S railroads do not inspire confidence. Forced double-tracking, steel girders(?), and crossings that look like nothing I've seen anywhere. At least with a base functioning lights-and-guard system, any quibbles with that could later be fixed with mods and textures, but right now...nope. Are we going to have to wait at least 6 years for single track railroads? I sure hope not!


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One of the things I can't get over is the railroads. The railroads in SimCity 4 looked okay on the surface (well, except for the textures), with roads having stop lines and traditional U.S.-style crossbucks and crossing guards. Unfortunately, in practice, all you can see is that your toy train going through, with the lights changing for a second as the guards go down and back up. This is not only a bit of a bummer in that it sucks the joy out of it if you really liked trains going through: the train horn, the bells dinging, and the rumbling of the ground going through, but also the practical purpose as well, like building an underpass or overpass to relieve congestion.

Unfortunately, while I haven't seen it in action, the C:S railroads do not inspire confidence. Forced double-tracking, steel girders(?), and crossings that look like nothing I've seen anywhere. At least with a base functioning lights-and-guard system, any quibbles with that could later be fixed with mods and textures, but right now...nope. Are we going to have to wait at least 6 years for single track railroads? I sure hope not!

I think you will find that SC4 and Rush Hour the railroads came with forced double tracks, and that it was the community made mod NAM that gave you single track rail lines, heck SC4 didn't even come with tram/light rail that was NAM again..

You must remember that SC4 is based on US style features, since that is where Maxis was located.. On the other hand the makers of C:SL are based in Finland and as such they would more than likely be producing in the European style and as such they would be copying what the road and rail networks probably look like over there..

Anyways OT would be nice to have above ground metro and of course trams/light rail..

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One of the things I can't get over is the railroads. The railroads in SimCity 4 looked okay on the surface (well, except for the textures), with roads having stop lines and traditional U.S.-style crossbucks and crossing guards. Unfortunately, in practice, all you can see is that your toy train going through, with the lights changing for a second as the guards go down and back up. This is not only a bit of a bummer in that it sucks the joy out of it if you really liked trains going through: the train horn, the bells dinging, and the rumbling of the ground going through, but also the practical purpose as well, like building an underpass or overpass to relieve congestion.

Unfortunately, while I haven't seen it in action, the C:S railroads do not inspire confidence. Forced double-tracking, steel girders(?), and crossings that look like nothing I've seen anywhere. At least with a base functioning lights-and-guard system, any quibbles with that could later be fixed with mods and textures, but right now...nope. Are we going to have to wait at least 6 years for single track railroads? I sure hope not!

I think you will find that SC4 and Rush Hour the railroads came with forced double tracks, and that it was the community made mod NAM that gave you single track rail lines, heck SC4 didn't even come with tram/light rail that was NAM again..

You must remember that SC4 is based on US style features, since that is where Maxis was located.. On the other hand the makers of C:SL are based in Finland and as such they would more than likely be producing in the European style and as such they would be copying what the road and rail networks probably look like over there..

Anyways OT would be nice to have above ground metro and of course trams/light rail..

I think you missed my point/didn't read the post: first off, the at-grade ("level") crossings in C:S don't like anything in reality, even Europe (much less US). If they gave it European-style crossing guards, then at least that could be cosmetically altered. The double tracking was in SC4 as well, but it took 6 years for modders to change that, and I hope that C:S doesn't make it nearly as hard to do that.


~ COMING SOON! Exciting new projects! ~

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One of the things I can't get over is the railroads. The railroads in SimCity 4 looked okay on the surface (well, except for the textures), with roads having stop lines and traditional U.S.-style crossbucks and crossing guards. Unfortunately, in practice, all you can see is that your toy train going through, with the lights changing for a second as the guards go down and back up. This is not only a bit of a bummer in that it sucks the joy out of it if you really liked trains going through: the train horn, the bells dinging, and the rumbling of the ground going through, but also the practical purpose as well, like building an underpass or overpass to relieve congestion.

Unfortunately, while I haven't seen it in action, the C:S railroads do not inspire confidence. Forced double-tracking, steel girders(?), and crossings that look like nothing I've seen anywhere. At least with a base functioning lights-and-guard system, any quibbles with that could later be fixed with mods and textures, but right now...nope. Are we going to have to wait at least 6 years for single track railroads? I sure hope not!

I think you will find that SC4 and Rush Hour the railroads came with forced double tracks, and that it was the community made mod NAM that gave you single track rail lines, heck SC4 didn't even come with tram/light rail that was NAM again..

You must remember that SC4 is based on US style features, since that is where Maxis was located.. On the other hand the makers of C:SL are based in Finland and as such they would more than likely be producing in the European style and as such they would be copying what the road and rail networks probably look like over there..

Anyways OT would be nice to have above ground metro and of course trams/light rail..

I think you missed my point/didn't read the post: first off, the at-grade ("level") crossings in C:S don't like anything in reality, even Europe (much less US). If they gave it European-style crossing guards, then at least that could be cosmetically altered. The double tracking was in SC4 as well, but it took 6 years for modders to change that, and I hope that C:S doesn't make it nearly as hard to do that.

Given that Cities in Motion 2 did single track (albeit in one direction only) I wouldn't be surprised they add it for next DLC. Hopefully with signals, though, so they can be use both ways.

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Something I think is  simple, doable and useful (and should be added right away) is a workshop tab for after dark compatible custom buildings. :)



 1947 - 2016 

 

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Something I think is  simple, doable and useful (and should be added right away) is a workshop tab for after dark compatible custom buildings. :)

In the meantime, this guide in the Workshop is a great alternative.

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vanilla game needs a toggle traffic lights button, as well as a combined pedestrian/bike/(services?) road type with zoning ability - essentially this would be a transit enabled plaza which you drag like a road, which imo would look great and also help the game become less car-oriented.

 

as a side note - i believe the drawable bike paths would have better suited green, to match their bike lane counterparts and to add a little more variety to the visual aspects of our cities.

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...But back on topic, my biggest gripe about the game is the roadways and highways. There isn't enough variety or realism to the road networks. My suggestions:

  • More roads:
    • 2-directional Urban roads (w/ sidewalk) 2-lane, 4-lane, 6-lane, 8-lane, 10-lane. Ideally, you would get to choose between the options below for all of them:
    •   twt2.gifnational-highway-road.jpg  ch4-reversible-lane.gif
    • 1-directional Urban roads (w/ sidewalk) 1-6 lanes.
    • 2-directional Rural roads (w/o sidewalk) 2-lane, 3-lane, 4-lane, 6-lane. You should be able to choose to include or exclude the left turn lanes, as above. Plus, this should be another option:
    • ch4-one-solid-one-broken.gif
    • 1-directional highways (Notice that highways are separated from roads here) (w/o sidewalk) 1-12 lanes ideally. Characteristics of highways:
      • Wider than urban and rural roads
      • Include shoulders on both sides
      • Faster speed limits than roads
      • Don't insert crosswalks at every intersection / transition (why would you do that anyway?)
      • Less restrictive angle of separation between roads at intersection points (you can't make realistic off/onramps with a 45° separation and no acceleration/deceleration lanes)
      • Highway lane textures don't disappear at intersections as they do for normal roads. Again, this is just for realism. 
      • HOV lanes would be a nice addition.

It's kind of weird that a game developer that made the two CIM games has such a limit game mechanic for roads. Or maybe I'm being incredibly nitpicky over small details. :P

It is weird why will the road system being "downgraded". Personally never played CiM but I heard people say good things about their transit system.

At least some modders are taking initiative to build more road types. The latest one I know is Network Extension Projects.
Currently most of the stuff in there are re-skin of existing network, but what caught my attention is his plan to make 1-tile (8 meter) single / double way road which I REALLY WANT THEM SO BAD. *caugh* *caugh*. Looking forward to that. Though it does have compatible issue with some mods...

Although there still isn't any solution for turning lane, acel/deceleration lanes yet =(
I bet that one may require developer DLC in the future... Roads just won't looks right without those...

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I want ploppable buildings such as hospitals or landmarks to become and look abandoned like a normal building would.

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I would really be ecstatic if one were to take google warehouse models of buildings in the city of Yerevan, Armenia, and turned it into a city style! I really think other would like it too! Just look at the buildings in google images! 


AbRwXde.pngcCW5PL5.png

  :party: City Journal Coming Soon  :party:

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I'd like to see additional roads like this and more functionality, such as wyes, zone-able cul-de-sacs and higher bridges/deeper tunnels.

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I would really be ecstatic if one were to take google warehouse models of buildings in the city of Yerevan, Armenia, and turned it into a city style! I really think other would like it too! Just look at the buildings in google images! 

If you do that for SC4, it will be very straight foward. Download > add LOD > render. However for Cities Skylines... No, it's not that straight forward due to polygon count limitation, as well as different technique of texturing that is not native for Sketchup. Will be a lot easier if you already proficient in UV texturing technique, but too bad that is just not my field... It is slightly more advance that the way we do things natively in Sketchup though.

I'd like to see additional roads like this and more functionality, such as wyes, zone-able cul-de-sacs and higher bridges/deeper tunnels.

Can't open link, might want to check it out.
Uhm, 60 meter bridge and 36 meter tunnels are not enough? o.O

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What are the highest bridge and deepest tunnel IRL? There's also inconsistency, I can make tunnels deeper than 36m, but not bridges higher than 60m (Nuri Island is an example, those cliffs are like 1km high)

 

The link works for me. It should take you to the Network Extensions Project by Katalyst6. What does it appear as for you?

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The link works for me. It should take you to the Network Extensions Project by Katalyst6. What does it appear as for you?

Yup, link works. I am happy enough as long as the roads from that mod don't get broken by game updates.

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Drop the cap. or at least:

1) make a separate "metropolis mode" with no limits and a "warning" for people with weaker PC's

or

2) make the limits "modable"

 

Give a gem to those of us who have super computers for once.

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The link works for me. It should take you to the Network Extensions Project by Katalyst6. What does it appear as for you?

Ye is working now, weird it gave me error before....
Noticed that mod some times go, actually looking forward for his single tile dual direction roads.

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Some way to reverse road directions would be nice. That way, I can use all my downloaded interchanges.

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Some way to reverse road directions would be nice. That way, I can use all my downloaded interchanges.

You can do that by right clicking with the replace mode enabled.

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I would like roads lights on all roads to turn off when there is no power source providing power to them.

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Possibly center jersey barriers? And possibly electronic tollway systems?

Mitchell_Freeway_011_S_Mount_Street.jpg

8732437688_87ccbebecb.jpg

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I'm pretty sure it's been said before - but the way you can draw out farms in Cities XL would be great in this game. The fillers by FX2K are great - but still a little tedious at times. Having something similar for parks would be nice, too. 

A tree brush - save having to plop one by one...

 

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A tree brush - save having to plop one by one...

You don't have to plant them one by one if you use this wonderful mod! (Unfortunately there's no way to control the tree density with this one, but it's better than nothing)

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Tram , Control Cars like in SC 4 , Monorail ^^

What are control cars?


Community Management Team Cities: Skylines Paradox Interactive

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Tram , Control Cars like in SC 4 , Monorail ^^

What are control cars?

I think they mean UDI vehicles, so in essence, where a user can control a car, rather than just follow one around. 

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More highways(2, 4, 5 lanes per direction, including Jersey barrier, HOV lane, etc), tram, monorail, small train station, BRT corridor, big port(with oil and grain terminals), etc.

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"Human rights are not only violated by terrorism, repression or assassination, but also by unfair economic structures that creates huge inequalities."   Pope Francis

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I feel like a lot of the suggestions in this thread would lead to unnecessary micromanagement or high levels of complexity and are probably better left to the modding community.

I'd like to see the game embrace new urbanism. The critical missing piece is the lack of mixed use zoning. Both offices and high density residential should offer the option of ground-floor commercial. These would not completely satiate the demand for commercial zoning but it would meet some of the demand.

Secondary to that it would be good to see walkable neighborhoods behave as they do in real life, with higher property values, people not owning cars, etc.

I also have some minor quibbles with things like noise pollution. Does a water tower really cause noise pollution in real life? That doesn't seem realistic.

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I feel like a lot of the suggestions in this thread would lead to unnecessary micromanagement or high levels of complexity and are probably better left to the modding community.

Complexity in most ways is positive. If you look at the NAM with SimCity 4, mods like these add unprecedented levels of complexity and sheer numbers of features that are currently not possible in CS. The difference with CS, is that it is still actively developed by CO. This will allow features like the NAM to be better implemented and better optimised for the game than they are for SC4. Complexity in features allows for greater creativity, which I think everyone would agree is a positive thing. As for the micromanagement, I disagree that it is negative. Micromanagement, and small changes that can be implemented on a basis-by-basis case by the user, would allow for again, greater creativity, increased diversity within a city and overall, a more enjoyable game, as the city is more 'yours'; more personalised.

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