Leaderboard
-
in all areas
- All areas
- Images
- Album Comments
- Album Reviews
- Albums
- Events
- Event Comments
- Event Reviews
- City Journals
- City Journal Comments
- Files
- File Comments
- File Reviews
- Omnibus
- Article Comments
- Article Reviews
- News
- News Comments
- News Reviews
- Features
- Feature Comments
- Feature Reviews
- Posts
- Status Updates
- Status Replies
- Custom Date
Popular Content
Showing most liked content on 04/17/2015 in all areas
-
8 pointsIn Skylines, the game is awfully insistent that buildings be placed alongside roads, however if you proceed to bulldoze the road, buildings are remarkably flexible in how they can use roads. A terminal building, and a bad pun. It is possible to bulldoze a road, and build a road up to the entrance of the building - I call this a terminal building, and they work perfectly. However it's not only that trick which works. Vehicles from service buildings can cross up to 3 tiles of grass to reach a road, they can utilize ramps, highways and even overpasses - defiantly soaring through the air (and concrete) to land on the overpass surface, they can even drive through other buildings, including their own to reach a road, a firetruck is perfectly happy exiting the lot through the firehouse to a road out the back. Buildings with such wonky road access even work perfectly fine. My testing demonstrates that all a service building needs to operate properly is for the vehicle spawn point (i.e. entrance) to be separated not more than 3 tiles (as in zoning grid tiles) from a road/ramp/highway. The cunning will notice that this means you can technically place your service buildings behind 3-depth of RCI buildings, the service vehicles will simply drive through the office/house/whatever to reach the road. Some buildings function quite well without road access at all. However bewarned, they will become infested with criminals, as police only suppress crime within 4 grid tiles from roads. Criminals are willing to walk, cops are too lazy. Putting aside silly minmaxing, If you don't like the rotation of a building, you can quite safely place a temporary road, place the building alongside the road, then bulldoze the road. I use this for metros. Also terminal roads can be quite nice for things like rail freight stations, where they eliminate turning across the traffic. The ability to put buildings behind 3 grid tiles of RCI could also be nice for having parks connected 'only' by pedestrian footpaths.
-
6 pointsUPDATE: I'm happy to announce this list has now become a full blown collective initiative, with many of the people I contacted giving us their support. As such, I have decided to write a Guide on Steam that will set some Guidelines and Best Practices for authors who wish to participate. I'm calling it "Steam Workshop for Dummies" . As always, I'm open to change this but I really like this title and I think it has some punch to it and will catch the eye. I ask everyone to be patient as I work on this project during the following days/weeks, I'll try to be as quick as possible updating this topic, but this is quite a big undertaking and I am working alone most of the time. In the meanwhile, please feel free to continue suggesting authors, or discussing this initiative in the comments below. Open the Spoiler to view the List as it is so far. (Very incomplete - If you're not on it yet and should be, don't worry I'll get to you. If someone is on the list who shouldn't be, don't worry I'll get to them. So much work lol. If you wish to volunteer to help me with the formatting, linking or other tasks, feel free to inbox me or add me as a friend on Steam. hyperdrive_engage (Road Color Changer) I really like hyperdrive_engage's work so far with re-texture mods and his "removers" are very useful. Definitely worth following this guy. Road Color Changer American Roads Enhanced Zoom Terrain Texture replacer No Tree Dirt Cliff Decoration Remover Clown-Head Remover Billboard Remover and more... Ulysius (Ambient Occlusion) Ulysius has made some of the most awesome mods out there to date, insta-follow. Sun Shafts Ambient Occlusion Flight Simulator Isometric Camera ... emf (Proper Hardness) Some cool mods from emf, check his mods out for sure. Proper Hardness Road Anarchy Cimtographer 81 Tiles Extended Building Information ... Sadler (Automatic Bulldoze) Two very useful mods so far from Sadler, I'm sure he will come up with more great stuff. Automatic Bulldoze Automatic Emptying Black Widow (Traffic Report Tool) Another single item wonder. His Traffic report tool has over 130k subscribers. Traffic Report Tool Nohealforu (Infinite Ore and Oil) His mods are all about changing game mechanics, and can be very useful. Althought it would be nice if he used thumbnails Infinite Ore and Oil Building simulation overhaul Fill the houses Slow trash production Slow citizen aging etc Obelisk (Disable Clouds) Another good author, I love Disable Clouds personally. Only two items published though. Disable Clouds My Parent's House Kundun (PopBalanceMod) Kundun also has just one item published, but it's a great one. His mod really helps bring the numbers closer to a realistic feel. PopBalanceMod Sims firehouse (Terraform Tool for Asset Editor) Sims firehouse is not only a friend and a gentleman, but also a very high standards content creator. Most of his work has been on intersections so far, but he shines for his re-working of the Terraform tool by rollo for the Asset Editor. However, his intersections I consider the best out there so far, he'll be appearing in that section too. Terraform Tool for the Asset Editor A selection of really well made intersections MODELS DubaiSkyscraper (Burj Dubai) GSB Tower Euromarine Tower 432 Park Avenue Feindbild (Firestation Ghostbusters) Firestation Ghostbusters A huge selection of growables and other goodies. Drosovila (Petronas Tower) Drosovila's House Red Tower Willis/Sears Tower Petronas Tower Pyongyang Hotel Scottish Exhibition and Conference Centre John Hancock centre The Gherkin And many more... Gula(Various Buildings) Office Wurst Tower Adam Highrise Statue of Hamster Statue of TotallyMoo Starbucks Coffee Star Trust Office In-and-out burger Coal power-plant TREES AND PROPS INTERSECTIONS (TO-DO) LUTS MAPS NOTICE: This topic is not complete nor finished. I've been working on this topic on and off all day, bulleted lists is not my strong it seems, I'm struggling to nest stuff properly. I need a break but don't know how to save this without submitting it, so... Please consider giving a helping hand by contributing your best picks in the comments below. Please be patient while we update and complete this topic, come back soon!
-
5 pointsHey guys, I really wanted to play sc4 again this week, but I didn't really got well with my time disposition today so, I accomplished only enough for a teaser :/ This time I'll try to construct a small US-styled city. I was a little buzzed at this time, so I didn't really made any plans about any kind of more complex traffic systems. i'll have to plan around the next time^^ Let's call it a challnge:3 Unfortunately, all this awesome swedish houses are in the US-tile sets. They look great tho, but don't really fit in with the american houses ;/ Well, I tried to create a "chess field-city planning" so the blocks of w2w houses are in the shape of squares and rectangles. I didn't began with filling in details (parks, plazas, etc...) yet. But I kinda like the look, at least it's promising to me. A suburban area. i used the new SAM addition, the treets with bike tracks (they look orgasmic). Not much details in here too, but the rectangonal shapes of the blocks make it easy to fill in stuff afterwards ^^ I hope you liked the trailer, have a nice evening! Replies Ln X: Thanks, but it's really just...well....a church in a field, nothing special^^ Kim Sunwoo: Thank you very much^^ SylvioJ: Thank you, but I really think, some more fields would be nice in especially that kind of areas :3 Tonraq: I'm just not well educated about effective urban planning^^ Mymyjp: Hehe, Thank you^^ MilitantRadical: It's not even a problem about time, more about good inspiration
-
5 pointsMy feelings are that SC4 is not dead, I just think Skylines has all the attention right now, there are still new SC4 players around, remember also lots of people simply can't run skylines on their current PCs too. You can tell me how I can select from 33,000 mods but honestly, few of them actually add anything to the game, most of them feel more like sensible fixes/improvements from a gameplay perspective at best. I love the game, it's great fun and I see the potential, but just because something has potential, doesn't mean it will reach it, right now I'm switching back to SC4 because I simply feel more capable of creating things I want to make with it. But this is the hobby side of things for me, I enjoy tinkering with mods and have invested a lot of time and effort into my continuing attempts to bring a vision slowly to life, in this sense I'm not playing SC4, this is a project I work on. By comparison I don't see Skylines as a replacement for my SC4 hobby, instead it's a fun game that I can relax and enjoy without being so picky about all the details, I play it for the joy of playing a videogame. Many SC4 players make realistic cities and landscapes, most of the city journals and pictures depict such scenes, so I don't think all those people are going to feel Skylines replaces SC4 right now. Equally a number of modders are still showing progress of current projects and have plans to continue making content, I suppose it comes down to a combination of dedication, what you want out of either (or both) games and how sure you are that Skylines will usurp SC4 in the future. I don't feel any pressure to predict the future right now a month or so past release, I will wait on the fence and if I move from SC4 it will be when I feel the advantages are too strong to ignore. Personally I think the work involved with making a decent plugins suite is probably a large part of peoples desire to move away from SC4, it's just too much work to play a game for many. That said, sifting though a million steam workshop items to find the gems is not likely to be any more fun or easy to get right either, so I don't personally see this problem as solved yet, I stopped downloading Skylines mods after a few weeks, too much effort to go through everything. Every now and again I check the mods section, but last time it was 10 pages or so and still manageable and this is where I find stuff I'm really interested in anyway. I would be very sad if SC4 was finished off before Skylines was really in a place where it had actually excelled over SimCity4 in terms of the ability of a user to have control over every little detail, it's this almost unique characteristic that allowed SC4 to be all that it can be and gave the game its longevity in the first place.
-
3 pointsSTOCKHOLM – April 14, 2015 – Paradox Interactive and Colossal Order, the city building genre’s new ‘It’ couple, have today revealed that Cities: Skylines, the monumentally successful city simulation game for PC, Mac and Linux has smashed through the 1 million sales barrier since its release on March 10. Widely hailed as the new benchmark for the genre, Cities: Skylines has captured the gaming public’s imagination with a staggering 33,000 mods having been created to date and made available via the Steam Workshop, with an average of 21,000 concurrent players continuously online since launch. Commenting on the continued success of the game, CEO of Paradox Interactive Fredrik Wester said, “We continue to be amazed at just how players have embraced Cities: Skylines. The game is still selling at a steady pace, which is remarkable for a game that has been on sale for well over a month. Once again, we want to thank everyone that has supported and continues to support this game.”
-
3 pointsWelcome to Cape Catfish - The financial district (this screenshot isn't the newest one - now we got a elevated train ) Cape Catfish started as a merger of some small towns. This towns are Weimar and Gendenburg and also the industrial zone Eidenburth. If you confused about some names, i'm from germany And sorry, my english isn't the best... Without further ado - let's get back to the theme Cape Catfish is growing pretty well In the last years. With the take over of a new coast, the city started do developed strong enough, to be the new capitol. A big financial district, the fly daze international airport and Netherisland are some of the new additions to the city. - The capitol district -Netherisland in the Liver-Pool Bay, the Capitol and the Central Park (The tourist zone is called Netherisland, because the island is so low that it was flooded during the construction phase. Liver-Pool is a stormy bay^^ ) - Fly Daze International Airport -Dean Morris district and Floaton Park Thank you for reading and watching If you got feedback write it in the comments. And last but not least - Nothing is final yet
-
3 points.. at least sort of. I think it's a bit better than building a train station below the train tracks and having these weird slopes.
-
3 pointsHi guys, here's the place to tell us about good assets that you came across in the steam workshop. We all know that quality buildings are not commonplace : Some are clearly lame from the start. Some lack basic stuff like a LOD and might look good from up close but very nasty when you zoom out. Some ploppables can have completely crazy statistics and actually be unusable. Some others that are actually good can have an awful screenshot and go unnoticed. Here shall be the place to share our good finds. We should have a few rules to respect, Only post stuff that YOU KNOW works, and not only because you just saw them posted and they looked good... Or if you find something nice but want it tested (like a hard to grow level5 office building), post it as a "suggestion" I suggest too that posters dsecribe what they post (or better, provide a small screenshot)... and do more than posting a simple link. This original post is a WIP and will certainly be modified. Have fun
-
3 pointsNeat work everyone. Thank you Hotwheeler glad you like it. A little testing of mmps :
-
3 pointsI think LUTs are pretty subjective depending both on a wide range of individual tastes and an equally wide range of display hardware out there. Many of the popular ones look like garbage to me. Graham Simmon's PhotoReal is definitely very good. I think I like this Photoreal by flints0ne a bit more: http://steamcommunity.com/sharedfiles/filedetails/?id=409576112 For a change of pace, try SunnyAfternoon(Contrast) by LiQUiD: http://steamcommunity.com/sharedfiles/filedetails/?id=412551606 (There is also a less contrasty version) Is anyone else having the bug where all custom LUT's have been replaced with the name 'BUILTIN_COLORCO' in the menu since the latest patch?
-
3 pointsA little depot with subway station at the heart of industrial area. Just a short walk across the pedestrian overpass, or under the avenue crossing a rail track to nearest factories. A bus station also located on the avenue if citizen decide to take buses that service the entire industrial area. The Herald of Andraste is comin......... uh wait, wrong game... *Hotdog Herald~* *Hotdog Herald~* *special today just 99 cents~* *hon* *hon* Today's new report. Due to the growth of industrial workforce demand, fatal train accident this month has rises by 50% for total of 16 deaths. Proposal of constructing a simple overpass is yet to gain approval by mayor after 3 years. Citizen are advised not to walk too fast and take note of incoming train before crossing...
-
2 pointsReplies: Schulmanator: Maye not as much as we'd hope. Read on to find out what I mean! Mymyjp: I can't fire you, I'm not even sure what you do lol! Entry 18: Buses go Choo Choo! Right people it would seem that I should have hired someone to do my bus system rather than thinking I could figure it all out myself (I swear I can really, someone must have tampered with my plans. Harry!). Anyway our buses sucked. Like really sucked as evidenced by this photo here where, despite having a dedicated lane thingy for the bus stops congestion with all the buses was horrendous. Add to that the fact that all the bus lines had no return route and were all circular meaning that it took ages to get anywhere (unless you wanted the next stop or two) So back to the drawing board. Several months later we had drawn up plans to implement new bus lines and were busy implementing the brand ne.... oh screw it this happened. Back to the drawing board again, where Harry continuously yelling PASSENGER TRAINS at me made me decide to upgrade the interchange that sends you into Nielton to improve the flow. At which point I had a excellent idea! A rail line and bus catchment network! (Harry: I give up) Anyway this plan would be flawless and would revolve around rail stations in Prenston, Nielton Heights and Central Gabtoria and then a catchment bus network for each one to bring passengers to the station! Anyway we got right onto it and soon had this multi platform station in Central Gabtoria with attached Bus Depot As you can see in the next photo of the same area just fast forwarded a couple of months, we've used this as a test area where, apparently its working a hell of a lot better and growth has begun around the station As for the actual lines we have the Red sight seeing buses, the Blue residential line which picks up people from around the town to take them to or from the station and the Green line which takes you to the Gabtoria Sands Industrial Site and all of them are operating as two way lines this time! Anyway with this system working so far we've started installing the system at the other places we mentioned above. Here's the Nielton Heights station with the bus lines waiting to be implemented And the Prenston Industrial station where the rail-yard is currently undergoing a large expansion and is a bit of a mess at the moment but hey, progress and breaking eggs and such (does kind of suck if you live in that part of Prenston Grove though). Anyway even without the buses the train connections were hard at work which, given that we'd been lazy and put several of the crossings at grade meant we ended up with some slight traffic issues. Yer that needs sorting. Luckily though tunnelling under the track was easy enough and relieved the traffic. Now finally for this fairly long winded entry we have a random image of the variety of building styles in Central Gabtoria. You can literally see the CBD like 100 metres away from this lovely shack. That's diversity for you! (Hopefully this image will also mitigate some of the anger from this entry being yet again nothing like I said it would be. But then again, when life gives you Bananas you throw them away because Bananas are horrible. Or swap them for apples!) Till next time where I've given up pretending to have the faintest idea what the entry will be about! Crown Prince James (OOC: As you can see I've taken into account the comments on my failed bus line and then tweaked them to come up with this. Hopefully it'll work better this time round and thanks everyone for the advice!. Cheers James)
-
2 pointsHello, I recently searched for good LUTs that fit my city, but I found out it was harder than I imagined before. So in this topic, you can post what you think is/are the best LUT(s)/colour correction and I'll make a top 10/20/whatever of them. Here is the top 3: (It's a draw ) Top 3 Best Colour Correction/LUT: 1. Blockbuster [co]: http://steamcommunity.com/sharedfiles/filedetails/?id=403440351 (2 votes) Photoreal Colour Correction [Graham Simmons]: http://steamcommunity.com/sharedfiles/filedetails/?id=408932281 (2 votes) 2. Mirror's Edge Red Menu [texasjakit]: http://steamcommunity.com/sharedfiles/filedetails/?id=411770965 (1 vote) PhotoReal3 [flintst0ne]: http://steamcommunity.com/sharedfiles/filedetails/?id=409576112 (1 vote) Sunny Afternoon (Contrast) [LiQUiD]: http://steamcommunity.com/sharedfiles/filedetails/?id=412551606 (1 vote) 3. How to add a Colour Correction/LUT to the list? Please reply this way: LUT title [maker]: link - You can vote for up to 3 LUTs in one post. - You can also vote for LUTs that have already been voted for.
-
2 pointsLately, I have never thought of SC4 as a city simulation game, it's more like design and create. Why? You can just plop everything design as at your own will and modify thing that they don't really have to grow them. CSL is a good game for authentic simulation but I think I like SC4 better when creating pleasantly atmospheric cities that are endless in size. The reality is that, we can never compare those two games and just because someone is new and has more camera options does not totally make it better imo. However, it is still to early to conclude, wait for another year to see whether CSL can truly live up to its expectations.
-
2 pointsLooks great guys! I was just working on my newest update, so here are some pictures That's some horrible urban planning right there
-
2 pointsHere is a overview of my city with the CBD split by a waterway, for awhile the waterway was causing some major flooding issues.
-
2 pointsHi, Ultimate727. There's some stiff competition, so your CJ didn't have a score in 1 day to make the list last time. And I appreciate your thanks. Hi, 89James89. Thanks. It does take some time, yes, but I enjoy seeing each week's outcomes. Hi, Haljackey. Thanks! Hi, Ln X. I was surprised to see that - I usually associate a new game's CJ forum with a lot of ups and downs. Hi, iviaarten. I had way too much chocolate! Hi, NorthStars. Ultimate727 answered you for the most part. I don't do any judging, just tallying of author comments and non-author comments into a spreadsheet. The formula does the rest. The only thing that makes my work harder is more CJs. I started doing this just over 5 years ago, and have tweaked the formula a couple of times in the beginning, now it is on autopilot. So, like Ultimate727 wrote, the charts really are about popularity. Of course, in general here at ST, the most interesting CJs tend to be the most popular. Hi, Cool_Z. Good work from you! Glad you found BTT. Hi, jmsepe. Come on down, many people are doing it ___________________________________________________________________________________________________________ Forkton is number one for a fourth week - well done. Goodbye Kristallin debuts, and there are three new entries. Welcome to San Leandro, Ragnveld and The City of Castlewood. Ben's +10 Boulder County by PK111 Hadley's Hope by Neofita Aåsnai by Shazlow Agnvard by Balthoraz Skylines of Amesbury by Linoa06 Riverdam by Ultimate727 PWM Plays Citires: Skylines by pressurewasherman Brighton Town by Lazy_Leopard Talooga County by max_13 Autoprica may refer to: Fairview by Culinia __________________________________________________________________________ See you all next week, and happy CJing!
-
2 pointsOther stuff I would recommend is Fine Road Heights (3 meters per step instead of 12m). Also of course Terraforming tools, flat the lands before construction makes thing less frustrating when on uneaven terrain where it easy to end up with non-logical slopes. Another one is Road Assistant, it display a grid in-game so you can use it as guide, though currently there's no snapping function.
-
2 pointsThere is a fair bit of planning for most of my interchanges, as I like to sketch out the rough design of it before starting my build. After that it's mostly trial and error in trying to get ramps and overpasses to fit nicely together. I also found that the collision toggle portion of the No Pillars mod is extremely useful for super-tight situations, as it basically eliminates most rules in regards to overpasses, and you can create stuff like this. Hope that helps!
-
2 pointsHuston: When ever i see these large dishes i had to think of the "Big Ear" from GTA SA They are looking very good CDM Madero: The Train is looking good on the tracks,like it. Okay guys,don`t laugh,i still have some trouble with the Liberty Island.I switched to red herringbone streets instead of single plopped park pieces.Even if it looks better now,i`m still not happy how it looks and what to do with the large open space on the left. Any ideas?
-
2 pointsStill my original city. I've started another one but i keep coming back to this one seeing as it's rather well-established. It's no gem but it's not the ugly little town it once was.
-
1 pointHello everyone, I've been compiling a list of all the properties that I know of that are editable within ploppable assets, and what each one does and how to manipulate it. This topic will be a record of these and we can keep expanding it as more variables are exposed. For now I only know of properties within the ToolController's editPrefabInfo um, section, module or whatever its called. Once we learn more we can change the title of the topic. I'm not a programmer so I have really no idea what any of the code means or anything else. I just have patience to do tests, experiment and analyse. Please consider contributing your own discoveries to this list. -- FAQ What is ToolController and m_editPrefabInfo? Please consider contributing if you know more, as I have not really any clue. But I know that's where most of these variables that we can manipulate are located. I think these are only related to stuff you can plop, so when someone step up to provide us with modding information we can again, update this topic accordingly. (More info needed) How do I examine m_editPrefabInfo The best way I know of is through a Mod called Mod Tools by nlight. Get it here. Once you have the mod, enable it in content Manager, then open an asset that you wish to examine in the Asset editor. Click anywhere in the editor scene, then press CTRL+E to open the Mod Tools explorer. On your left is a huge list of um, modules or whatever they are called. Find ToolController. Click on it. Just down the list is another instance of ToolController, Click on it. Welcome to the Tool Controller. As you can see there are a bunch of lines of code and variables that we can apparently edit, but for now I've only learned what the stuff inside the PrefabInfo m_editPrefabInfo section does. So find the line that reads PrefabInfo m_editPrefabInfo and collapse it. This is where we will be fiddling with stuff. Why should I examine ToolController and m_EditPrefabInfo? If you want to modify your assets in certain ways, to make them more appealing or for any other practical reason, you'll want to learn your way around this interface. NOTE: Different types of assets have different properties. For instance, only props and tress have the m_createRuining property, which causes the dirt-patch to appear when plopped. For the sake of clarity, I won't include include properties who's effects are too obvious, or uninteresting. I'll also include properties that look interesting, even if I still don't know how to use them. Green = Information complete more or less complete. Orange = Partial information. Red = Very little information. Please comment below to add your knowledge. List of Editable Properties and what they do (Incomplete, more info needed) m_createRuining m_autoRemove m_circular m_clipTerrain m_flattenTerrain m_fullGravel, m_fullPavement m_placementMode m_useColorVariations m_expandFrontYard m_placementStyle m_material m_MaxBrightness, m_MinBrightness m_MaxScale, m_MinScale m_UICategory, m_UIEditorCategory m_UIPriority m_variations m_noBase
-
1 pointREPLIES: Ha, hope this update suffices! The new upgrades to my computer are A-MA-ZING! Thanks. Yeah, it was a hit to the ol' pocketbook, but completely worth it. Thanks a lot! I appreciate the kind words. Update 8: Syrenity's Return My computer is alive and Skylines is back! I've been enjoying my new rig. The game runs flawlessly, although I still don't have the population to necessarily test it all that well. I've gone ahead and, essentially, replenished my asset and mod library, this time with a bit more cautious eye. I'm trying to pick things that have smaller file sizes. But enough talking...here's a crap-ton of pictures! The Quinto Tower finds its way back in, essentially, its original spot, in the old downtown of Syrenity. This is where it started. A luxury hotel & spa sits in old downtown, as there are a few nice things to see here. The Cathedral has a certain look to it that, in my eyes, helps it fit into this tropical paradise. Its massive tower chimes the time on the hour. One of the old government buildings near City Hall. Again, the old vs. new juxtaposition. Costal Boulevard huge the coast along downtown. As we leave downtown, we enter the Midtown district. Here, you can find some businesses and more things for tourists, including Syrenity's largest park. Some more of midtown, complete with the Arts Center (foreground), Sky Spyre (mid ground), and another elite hotel (background) And finally, we come to the modern-day CBD of Syrenity. It's massive. The local baseball team, the Syrenity Sounders, has a enviable spot for its home games. What a view. It's not all steel and glass in Syrenity, though. Tucked snugly between the coast and the mountains, you can easily escape the hustle and bustle of the city for some gorgeous views. So I hope you've enjoyed! Development is ongoing and we'll see just how far I can push this. Have a great day!
-
1 point#reallifeproblems sux Though it seems like you not alone... I hate to say this but, it seems like this forum is starting to die. I don't know if its because of CSL, an epidemic of #reallifeproblems or just because SC4 has finally reached its expiry date but the amount of active CJ,'s, visitors, comments and interest in general(and I mean all SC4 CJ's not just mine) is dramatically down over the last couple of months, even when compared to as little as 1/2 a year ago.
-
1 point+1 for LOD reform! The bad LODs can give this game a bad name. It must be addressed and driven into the conscience of the modding community. Good work on educating about this! If I were CO, I would include this in the wiki along with comparison pics like we have here.
-
1 pointOne of the 3 biggest interchanges in my region, the 2km long Spaghetti Junction: for more images of this interchange click here
-
1 pointThe city is indeed based on a tropical map but has nothing to do with Auckland or Oakland C.A. ^^ We have very differents style and this is what makes this forum so rich :-) actually I would like to be more creatives with more curves but I struggle to do so hehe. I am very happy that you like the ground level render. I find it too that it is not that anxious it is so "gridded" from the floor. Well it is not exactly circular but octagonal to be picky haha. Thank you for your appreciation, I keep working hard on details to show you more about grounds views. Thank you Ivaarten. You made such a great city that such compliment coming from you are really appreciated :-) Since I watched your update on the rails, it gaves me some ideas lol. Thank you for your always positives feedbacks :-) . . . I am currently away for a long period from home due to work, so I can't play at all :-( I hope to be soon back to show you more. Thank you all and have a nice game.
-
1 pointMaybe we could have a subject here for good buildings that we found (even if teh description is not ok, or the rest of the author's stuff isn't very good). A "Hey I found that and it's good" subject.
-
1 pointI can't speak for everyone, but here's what was recommended by the devs (and that I remember)... and what I think is reasonable : Growables should try to stay in the 1000 tris range (or fewer if possible) for average bats, over 2000 for bigger bats... I think 3000 is really a lot. The lods should try to stay at max 100 for growables. Yes I've read that for large unique buildings 10k tris should be acceptable. But well it's always a question of balance. I've just seen a very nice bat with a 197 tris lod... but it's all in curves, so without that the lod would be much worse.
-
1 pointVery well then, we'll make this list be very restrictive. In order to make the list, modellers must include custom LODs as well as detailed stats in their descriptions. Like this guy: http://steamcommunity.com/sharedfiles/filedetails/?id=422702194&searchtext= However I think I'll allow high tris stuff as long as its clearly stated in the description. After all, some people do have machines that can handle them. Perhaps our list can gain enough weight to influence other modellers to adopt better practices.
-
1 pointWell, the city is getting more dense now. The city's actual development is a bit ahead of the journal. You will see a vibrant metropolis in this beautiful natural setting. Stay tune...
-
1 pointSome suggested authors: http://steamcommunity.com/profiles/76561198073354910/myworkshopfiles/?appid=255710 Room360 has some nice Canadian themed assets http://steamcommunity.com/id/mas71/myworkshopfiles/?appid=255710 Mas71 has some great Industrial looking sea walls http://steamcommunity.com/id/thebugfix/myworkshopfiles/?appid=255710 spwn.bugfix has some great maps http://steamcommunity.com/id/Ozo01/myworkshopfiles/?appid=255710 Ozo has some great buildings http://steamcommunity.com/profiles/76561198206679708/myworkshopfiles/?appid=255710 ryanjamesoflondon has some nice assets
-
1 pointYES! If enough of them read all the ins and outs of what to do and when, it will happen. We'll have furry snuggly rulers.
-
1 point
-
1 pointNot sure exactly what issue you have with freight, but I have zero issues. The game is designed to stay imbalanced so you don't end up with one type of city. One thing to remember is that the game only cares about low-wealth. You only need to make them happy. I just ignore the middle and high wealth demands as they don't matter to the game and won't penalize you for it. also, taxes play a role is freight demand. If you lower your commerce taxes it will ignore freight demand, or lessen it's demand. There are a lot of quirks and bugs in the game and there is a workaround for most everything. It's just a learning curve to figure them out. It took me a good 4 months at release time to figure them mostly on my own. You can watch youtube videos on all the bugs and workarounds. I suggest watching skyestorme's videos. He's covered everything by now. But if you can go into much more detail of your freight issues, I may be able to offer some advice.
-
1 pointKids are going to do it regardless of their parents views. What would I rather, a child doing something I don't want them to, or a child doing that and ending up pregnant? Abstinence only sex-ed doesn't work, as kids might feel pressured into having sex (because all their friends have or whatever). So I think it's best to equip them with the knowledge of how to prevent spread of STIs or unwanted pregnancies. The prudish mentality needs to stop. On a side note regarding the article, critical thinking is a skill that definitely needs to be taught in schools. Don't just accept what is presented to you as fact, look up WHY it is so and of it makes any sense.
-
1 pointSimTropolis has founded in the community as a de facto brand name. I wouldn't recommend to change it.
-
1 pointWow the odd-angled curved facades are just excellent. Do you plan uploading these - I imagine rather large - models as well?! I'd really appreciate it!!
-
1 pointI was hoping to get 20 thumps up on that render I posted on the row houses, but it seems that I have failed to do it. Peter Stuyvesant Here's a small update on my NYBT Peter Stuyvesant apartments.
-
1 point
-
1 pointSome rich farmers living in this city. Built this area with the 81 tile mod, then decided to revert. Since it's outside of city limits now the terrain sort of deforms. Made for a nice overgrown park though!
-
1 point
-
1 pointstarted a new region a few months back. here's how it looks new industrial park lannister lake, a very charming suburb plans for future urban development
-
1 pointFirst, the trench has to be at least 9 meters deep (since 6 meters won't work.) And wide enough to negate this problem (edges of the plateau are uneven). I'd suggest the trench bottom be at least 2 cells wide. Second, control the bridge length within 12 cells. If you have to build a longer overpass than this, you can break it up by extending the bridge <= 12 cells at a time, having some pillars in the middle.
-
1 pointHi, 89james89. Good work last time. Hi, Ln X. Good to see you holding steady. Hi, iviaarten. Yes, the CJ section for Skylines really seems to have taken off - and well done on topping the chart again. Hi, mrsmartman. You're right, it is similar, although the previous 'quarters' yield diminishing returns. HI, Schulmanator. I agree, this new game has invigorated ST in a positive way. Hi, Balthoraz. I try to do this weekly, but sometimes real life makes this hard. ___________________________________________________________________________________________________________ Forkton threepeats at the top. Brighton Town, Boulder County, Oakland Creek and Trastistjikistanimanidan are new this week. Ben's +10 Jala Valley by tSlater New Rotterdam by Libertyville Hadley's Hope by Neofita Kingdom of Illium by SAVAGExPHOENIX Palmvale by switchkeys Manxington by SteveManx Citta della Regina by Gurra09 San Leandro by max_13 Ragnvald by Balthoraz Springsteen by TekindusT __________________________________________________________________________ See you all next week, and happy CJing!
-
1 pointI just dug up some old photos, and found some of my really shaky attempts at a mediterranean village From my first CJ entry on my second attempt for my old 3N (Llithustania) CJ
-
1 pointIn my mind, these things have been intricately mingled ever since my model railroad years when I was a child. Did anyone here ever have the plastic model of the old Martinstor (Martin's Gate) from Freiburg with the McDonalds inside? I did. It's probably not that readable in the image, but I refer to this: So, I would say that the combo is perfect .
-
1 point
-
1 point
-
1 point
-
Home
-
Activity
-
Forums
-
ST Exchange
-
City Journals
-
Gallery
-
Omnibus
- Clubs
-
Restoration
-
SimTopical
- STEX Collections
Thank You for the Continued Support!
Simtropolis depends on donations to fund site maintenance costs.
Without your support, we just would not be in our 24th year online! You really help make this a great community.
But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.
Expand your city with the best from the Simtropolis Exchange.
Make a Donation and get one or all three discs today!
By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.
Each donation helps keep Simtropolis online, open and free!
Thank you for reading and enjoy the site!

