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7 GoodAbout uhcougar31
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What do you want in Cities: Skylines?
uhcougar31 replied to AidanA28's topic in Cities: Skylines General Discussion
Forgive me for not going through the entire thread and if I duplicate any responses. Also I haven't gotten too far in the game, I think I've only reached a population of about 40,000 or so, so I have not have discovered everything yet. On the top of my list is a time, day, week cycle. I'd like to see traffic according to the time of day, school buses at 7 am and 3 pm, commuter traffic at 8 am and 5 pm. Shift work traffic every 8 hours. Event traffic at night and on weekends. Everyone leaving the bars at 2 am. Going to church Sunday mornings. Etc. (On the heels of that, a day/night cycle, season cycle, weather)Modular High Schools and Universities. Such as different departments, stadiums, intramural fields, dorms, theaters, natatoriums, admissions/business offices, etc.Buildings that are designed so that if widening roads, will not destroy the building, only take up some of the space up to the building line.More entertainment venues: bowling alleys, skating rinks, concert venues, different sizes/sports stadiums, ice rinks/arenas, putt-putt amusement places, swimming pools, go karting, etc.Modular entertainment venues. ie: golf courses, zoos, amusement parks, water parks, racing venues, parks, etc. Opportunities/Rewards et al. Something like if you have X population, X crime, and a 50,000 seat stadium, a major league sports team would like to relocate to your city. Or an international airport, civic center, and X population, Then Comic Con may want to set up shop this summer. Super Bowls, Marquee Concerts, Olympics, Boat shows, Major Car Races through downtown, Parades, Presidential visits. Oil Business giant wants a new HQ. That list can go on and on.Medium density zones.Apartment complexes (series of 10 or so 2-3 story apartment buildings, with a leasing/amenities building, couple of pools or park areas with parking/roads intertwined, higher wealth complexes are usually gated. Could be modular.- 307 Replies
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Impossible to join regions
uhcougar31 replied to mchiareli's topic in SimCity (2013) General Discussion
They were supposed to issue a patch that made regions with available cities appear at the top of the Join Games list.....I have not seen that happen yet. -
Questions that I can't find answers to on the wiki...
uhcougar31 replied to A_S00's topic in SimCity (2013) General Discussion
I noticed that too.....your guess is as good as mine.... -
Questions that I can't find answers to on the wiki...
uhcougar31 replied to A_S00's topic in SimCity (2013) General Discussion
1. Radiation dissipates over time.....I don't think there's anything you can do to speed the process up. 2. Weird. I suspect bug. 3. I don't think so. 4. Those industrial buildings are looking for unskilled workers to work there. Unskilled workers mean uneducated workers, "blue collar" workers. If all your workers are educated, they're not going to work at blue collar jobs.....After re-reading your note, I think I misinterpreted what you wrote. You may be right with lack of skilled labor working there, maybe too many people that aren't skilled are working there? -
No.....It's not a mayor's job to direct fire/police what to do, where to go in case of typical fires/crimes. Now in case of some disaster situations, maybw the mayor can have some kind of say on what's going on with fire/police..... But yes, the pathfinding issues needs to be adjusted.... Had a fire at a house right at the corner of a T intersection, opposite the ending road, and a fire station on that same road, two fire trucks came out, turned right, away from the fire, U-turned at the end of the street, turned left on the street the house was on, and u turned at both ends of that street at least three times before stopping at the house with the fire.....
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Looks like they improved the connections from the regional highways:
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SimCity: Transit and Roading Networks
uhcougar31 replied to alvinheriadi's topic in SimCity (2013) General Discussion
New blog on Simcity website confirms that there are shuttle buses, large inter city buses, light rail and heavy rail. -
SimCity: Transit and Roading Networks
uhcougar31 replied to alvinheriadi's topic in SimCity (2013) General Discussion
I don't know....subways aren't practical in cities of only 200,000.....purportedly the max. population of a city.....Maybe they don't make it. -
The limitations imposed...
uhcougar31 replied to ProGamerUK's topic in SimCity (2013) General Discussion
"Other players Cities will influence yours even in 'single player' mode." Incorrect, you can play an entire region by yourself. Cities WILL influence each other, but you are the only one controlling those cities unless you invite people into your region. but the rest sounds about right..... -
Best Strategy Game Winner: SimCity (PC)
uhcougar31 replied to chimeran's topic in SimCity (2013) General Discussion
I wish everyone could just forget the old SimCity, and think of this game as a completely new Title, with no history. -
Are you excited / disappointed about SimCity? (2013)
uhcougar31 replied to 7238320's topic in SimCity (2013) General Discussion
I'm pretty excited. The Glassbox engine looks remarkable. More so that you will be able to see actual traffic (I do wish parking played more of a role since that is a huge issue, especially for special events and Universities. The 3D graphics and tilt-shift look good so far. I would like to see more realism in the finishes, but it looks to be progressing nicely. Curved roads and how buildings attach to them look great. I hope the odd spaces this creates will be handled appropriately. I, like most everyone, am not happy with the forced on-line issue, and what looks like the inability to make a true city with regions that butt up to one another. From my understanding is that the city sizes are comparable to SC4's medium tiles because the Glassbox engine can only keep track of 200,000ish sims. (correct me if I'm mistaken). If that's the case I have no qualm with the size of city tiles. However that's where adjacent regions could combat that negativity, but it seems that is not the case. A little concerned about the zoning. I like the idea, but wonder how it's going to work. here in real world we have 7 lane avenues going through low density commercial because of the heavy traffic.....I can just imagine this creating skyscrapers in the game that aren't wanted. Haven't heard anything about ordinances.....would love to have those back. I don't mind that terraforming is out, as long as you can still manipulate land during the game, of course it will cost money, but that's part of a city. I feel the gameplay will outweigh all that is missing. Can't wait for release. -
Maybe something could be implemented where the Mayors of a region could opt for a "state" office. Each candidate could have a checkbox of issues (crime, traffic, gambling, curfews, etc.) they are for/against, and then the sims could vote for who they want. The winner would then get to choose laws/ordinances in which the entire region must abide over. Elections every 5/10 years? Max. number of consecutive terms?
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SimCity: Wishlists
uhcougar31 replied to VeritaScientia's topic in SimCity (2013) General Discussion
Zoneable airports, seaports, and train yards (space ports?), but with plopables to design how you want it to look and to adjust for demand. You can zone/buy land for planes, trains, and boats, to start with, for a cost, and then add what you want, how you want, for additional cost. Maybe you don't want to build it all out yet, start with a single runway, single dock or single station/platform, and then years down the road upgrade to a second dock, runway, platform. Add towers, communication offices for better efficiency. Add hangers, storage bins, cranes to give more capacity. Terminals, roundabouts, train storage, maintenance buildings, Parking, rent-a-car places, etc. Train stations at airports and seaports. -
SimCity: Wishlists
uhcougar31 replied to VeritaScientia's topic in SimCity (2013) General Discussion
That'd be sweet.....I was taking from it that at 6 am the request to work signals to go out.....maybe that was said just to show the basics of what glassbox can do. Adding on to that, I'd like to take the time sim. that was in SC4, make it a week long cycle, so as to see the traffic patterns on weekends with less work and more special events. Adding on to THAT, I'd love to see seasons (throw in weather effects as well, where rain and snow could cause some sims to say, "I'm not going to work/game/shopping today" and then less traffic, but bad conditions for those who are driving in bad weather [that's reaching a bit, maybe]), where maybe two weeks of Sim time equals a season. -
SimCity: Wishlists
uhcougar31 replied to VeritaScientia's topic in SimCity (2013) General Discussion
I haven't read through all the pages so forgive me if this is a repeat: I'd like to see more realistic rush hours, and other traffic situations. Rush hour in Sim City 4 was based on one time to go to work, and one time to go home. Not everyone goes to work/school at the same time. Also what about special events? Sports games, Conventions, Concerts, etc. Each of these will have traffic issues as well. Better rethink that 70,000 seat stadium in the middle of two-lane road Suburbia. Different types of work typically have different hours (on average): Manufacturing/industrial/construction are typically in the 6 am - 3 pm range. Police/Fire/Hospital are 24 hours (as are some industrial, fast food joints, etc. but let's simplify this somewhat) Business Commercial - 9 am -6 pm Retail Commercial - 11 am - 9 pm Schools - 8 am - 3 pm Special Events - 7 pm - 10 pm Weekends - Misc.
