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Asser

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  1. Like with the previous entry you can see all the below images (and more) in this imgur album: http://imgur.com/a/eZtHh So today saw a lot of expansion and improvements to the city. It grew by about 3 tiles and is now covering 8 tiles in total (not fully developed yet) The city now has an elevated highway which helped relieve the busy roads in that area of the city quite a bit. This area provides decent cover from rain. The new waterfront district features lush homes and high quality of life. City progress so far.I love the free hand road tool. It is really space inefficient but it looks soo good. Public transport sees a lot of usage here. It features about 10 buss lines and 4 metro lines, around 5.000 daily commuters in total so far. Not bad for a city of roughly 30.000 citizens I think. The city needed lots of workers, and commercial. Something I was unable to fulfill properly using only the free hand road tool and zoning, so a more grid based city popped up on the other side of the highway. Even though parts of the city is grid based it still features lots of open spaces and green areas for the citizens to come, breathe and relax for a while. This gate symbols the gateway between the new and the old city. Also it helps break the repetitive grid pattern that I had to resolve to. To commemorate the industry which made the city into what it is today the city decided to erect this monument. And this is how the industrial district has developed so far. Traffic is a mess. Even with two highway connections and a cargo train terminal, every time the traffic is somewhat under control the district expands with new and better businesses which in return drives the traffic up again. I accidentally San Francisco'ed a highway intersection Oh look, a new frontier. We are going to conquer the other side of the river. This new district is made up of several circle roads connected together with paths and parks. This is the first step across the river the city has made so far, but this area of the city will probably see heavy expansion in the future. To help reduce the commute and traffic on the roads a rail line was established. Right now it connects the new settlement across the river with the old town and the industrial area. But uhm. What's that mountain in the background? It looks kinda odd. Uh, a volcano. Hopefully dormant. And the view from up here is kinda nice. Birds eye view of the entire city as I left it before I realized it was in the middle of the night and I had to get up to work in a few hours.
  2. 2015-03-10: My first CS City.

    Thank you :) And this city is not really that large. At that picture I think the city was "only" 4x4 km in size and not fully utilized. I can't wait to see how the game turns out in the long run  :D
  3. I tried to record video from the game yesterday (in fullscreen mode) with OBS and nVidia ShadowPlay but without much luck. I don't have ShadowPlay running in "desktop mode" as I don't have any use for it and it only affects my performance when I'm not playing. It only triggers in full screen games but for some reason it isn't detecting Cities Skylines. I then tried to switch to OBS using "game capture" but there I only get a black screen and the mouse cursor unless I go into monitor capture which in return will pick up both the steam overlay and whatever I do when I alt-tab out, which I'm not really interested in showing i.e. while I'm streaming. Also the only game I've encountered this error with. Just minor things but worth mentioning
  4. Thank you, Paradox.

    Paradox, you've done what others failed to do during the previous decade. Make a great city building game. Thank you from the bottom of my heart.
  5. I've spend around 10 hours in the game and I must say I'm really impressed with it so far. It is definitely the best city building game to be released since SC4. I haven't really experienced any bugs yet, only minor nuisances like you need a tonne of the same buildings to fulfill your city's needs. I.e. I needed to build around 5 landfills for a city of less than 20.000 people. Fortunately you can VERY easily import the landfill into the built in asset creator and change it's values (I have made a few versions of some utility buildings with 2 and 5 times the capacity and cost/upkeep to keep it balanced). The Steam workshop integration is also nice as you can download (and upload!!) new mods and buildings from within the game. But I still don't get why I have to drag water pipes myself. That is one thing SC2013 got right. Keep it in the roads. Power lines are fine, but pipes are meh. My pros: Districts - It's a nice feature which I use a lot more than I thought. I would like more policies in the future though. Zoning instead of plopping - I was never a fan of plopping. Steam workshop integration Built in map editor and asset editor Map size. The 9 tiles are huge, the mod that unlocks all 25 tiles makes your city gigantic. Performance. Smooth as a baby butt. No matter what size your city is (well I only got to 70.000 residents during those 10 hours) Free camera mode. You can almost get down to the street level and move around the city. Curvy roads that are not useless or look bad. Freehand parks and paths. The citizens actually use the paths to get around the town. Relocating buildings - plopped it just a tile too far to the left? relocate the building for a smaller fee instead of demolish and re-plop. Easy mode as default - You only need like 30 minutes in order to make a profit if you just keep an eye on the RCI graph and from there you are basically forever rich. I haven't tried the "Hard mode" mod yet and there is also an "unlimited cash" mod and a "unlock all the things" mod for sandboxing. My cons: Water pipes - Oh god why? Zoning - It could use some work. I.e. you need to de-zone an area before you can change the zoning and dezoning removes the buildings already there (i.e. when you want to upgrade a low density zone to a high density zone). Also I would like some drag-and-drop functionality with the "Fill" zone tool. The "drag zone" tool is ok, but a mix of the two would be appreciated. Low asset count - My industrial areas are very repetitive but I guess a quick run through on the workshop can help with that. No multiplayer - Why can't I play with my friends? Not in a SC2013 way, I want to build a single city together with a friend. No regions and marketplace. Your city is an island. You need everything within your city limits. Bus and metro line planning could use some work. I'e I haven't figured out how to fix a bus or metro line when I remove a stop or station. Also relocating a metro station is a bit of a pain. Chirper (the twitter thing)! Pling.... Pling.... PLING, PLING!!! 250 unread messages and counting. Luckily there is a mod to disable it The inhabitants counter seems odd. My city looks like it should have at least 150.000 citizens but it only reports 60-70.000. We're talking high rises here and a large suburban area as well.
  6. Welcome to the newly founded city of... ehm... I honestly don't remember what I called the city. I went with the default name. I was too excited to play the game than to come up with a name for the city Manor Village is the first district of the city. It stretches all the way along the shoreline in the old town area. Manor Village was founded after the inauguration of "Ivy Industrial Park" you can see in the background. My experiment with curvy roads lead to the creation of the new Hillside Park district which you can see behind the water tower. Ivy Industrial Park already has a lot of established factories and warehouses however the need for expansion is ever present. The first fire (that I noticed in time for a screenshot) in the city. I love the animations of the firemen entering the building and extinguishing the fire. The city grew quickly. Here we're on the main street overlooking the new financial district and you can see Hillside Park has expanded nicely in the background. The city is now utilizing its vast forests for more work. Also this helps to even out the traffic flow in the city since now people can get work on both sides of the city. Keeping the minds of the people in top shape required the construction of a new city university. At the same time the new lake windmill park opened. Providing the city with plenty of clean energy. What's not as clean as it gets is the sewer lines which currently is dumped into the lake. Thankfully the currents move the waste away from the lake. A nice overview of the city so far. The city allowed for high density development to be built around the university. The districts around manor village however have decided not to allow any high rises at all. Since the opening of the logging industry they also banned heavy traffic to keep the trucks off their streets. Ivy Industrial Park was clogging the currently access point to the city with its trucks, thus it was forced to build a cargo station to help ease the congestion. This provided a nice boost for the industry nearby. At the outskirts of the industrial park the new solar power plant was established. Providing even more clean energy for the power hungry city. Modern office buildings started to pop up on the city's skyline. This drew in more commercial business and offices and caused a whole new (and significantly bigger) financial district. The traffic forced the creation of the first 6 lane road in the city. Got wood? Maybe we should look into more neighbourhood connections the next time we visit this city. You can see even more images on my imgur album here: http://imgur.com/a/eZtHhit will be updated frequently.
  7. Oh hai thar!

    Oh hai thar! I thought I'd want to try to make a CJ about my experiences with Cities: Skylines. This city journal is not going to have an amazing backstory or lore to it. It is only going to be random images. This city journal is only going to feature images from my stream (http://twitch.tv/imAsser and http://hitbox.tv/SexyFishHorse) feel free to follow and tune in Enough of this. Let's get on with it!
  8. Version 1.1.0.21 has just been released Touched up on some error messages that popped up if one tried to access a feature that was disabled in the settings The dependency check now also takes plugins in the game plugin folder into account Fixed some instances where auto grouping of plugins would cause the application to NOT refresh its list of known plugins - so you had to restart the application What's in the future major version: I got tired of the manual copy paste of info from stex, lex, tsc etc so I made some scrapers to help me when I added plugins. I realized I could use this in the buddy application as well. When installing an unknown plugin (A plugin that is not known by the server), or when grouping unknown (to the server) files you can simply supply a link to the plugin from either the stex, lex or tsc (more sites will follow in future releases) and the application will fetch the name, version, description and author itself. The application will automatically send data on unknown plugins, where you have supplied a link to the plugin, to the server (if you enable the option in the settings window). Information sent includes: the link to the plugin, the file names and their corresponding md5 checksums. No personal information will be transmitted. Improved installation flow with more options to better organize your plugin folder.
  9. SimCity 4 Buddy

    The dependency check is now back online :) I still need to add tonnes of plugins to the database so don't be alarmed if it doesn't find all dependencies at first.
  10. Version 1.1.0.19 BETA has ben released!! Version 1.1.0.19 (2015-02-24) Enabled the dependency check. You might have to go into the settings panel in order to enable the feature. You might have to run the check multiple times to identify cascading dependencies (dependencies for dependencies). Improved the way updating and identifying new plugins works and reacts with the user interface. The database currently only contains about 100 plugins which I used for testing but I add more plugins every week I will try to add the most common ones first (however there are different definitions of "common" so give me some time to add them all )
  11. SimCity 4 Buddy

    As of now I'm working on getting the dependency check up and running. Which I'm making good progress on. Next step is streamlining the app a bit more. My next idea was to be able to install and manage regions as well and - if I can figure out how - make a userfriendly config.bmp editor. But I'm open to suggestions :)
  12. I stumbled upon Paradoxinteractives twitch account today and found some highlights and past broadcasts of Cities: Skylines. Demographics, "modding", districts, public transport http://www.twitch.tv/paradoxinteractive/b/623748169(From 01:06:00 and onwards) Roads, zoning, basic infrastructure http://www.twitch.tv/paradoxinteractive/c/5183437
  13. Cities Skylines shown on twitch at http://www.twitch.tv/paradoxinteractive at 17:30 CET (in about 40 minutes)

  14. Skylines with Quill18 booting up soon (within a few minutes actually) on http://www.twitch.tv/paradoxinteractive

  15. If you're lucky the files are in the trash bin. Have you looked there? I can't remember if nyc is part of the pre-installed regions. If it is then there should be a /SimCity 4/regions/New York/ folder you can copy the missing cities from.
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