-
Content Count
22 -
Joined
-
Last Visited
A long, long time ago...
Community Reputation
0 Clean SlateAbout Baracus250
-
Rank
Sophomore
-
Agreed the rotation is way too sensitive still, but if you have a proper gaming mouse (I have a Logitech G5) they generally have an 'on-the-fly' resolution changer, so by putting it on the less sensitive mode it slows the rotation down to a much nicer feel! For zoom though (the OP's original problem) this mod works just fine in my experience. Having said that, I haven't played CXL for a good few months now ...so take my words with a healthy pinch of salt
-
Regarding your point 2 - you could try the camera mod here: http://www.citiesxs.net/forum/index.php/topic,983.0.html It gives more zoom levels and makes it more controllable.
-
I found an interesting article recently about piracy on PC games (as compared to other platforms) which I'm now thinking is the key factor that forced MC's hand to head down the MMO road. In essence, piracy is so high on PC that the only way developers can find around it is to have a subscription model and on-line only content (for which of course only registered legal users can access)... so maybe they were just trying this approach and I gues you can't blame them for that. It's a bit of an epic read but if you're interested: www.tweakguides.com/Piracy_1.html (jump to page 7 if you can't be bothered to read all of it! It's a good read though) What do you think? EDIT: To mods - sorry, I just realised this probably isn't in the right thread Feel free to move it...
-
That is really heart breaking for you and all of us Auriga Ever since starting to play CXL on day 1 of release (I didn't do beta test) it is your city that REALLY inspired me from a creative side for this game! I absolutely love what you have done and it's such a shame that we will never see it finished with our own eyes. Are you going to carry on building it in single player mode and make a city journal here? Maybe you can even share the savegame once you are done so we can import to SP and look around?? Shame you didn't have much time to work on it recently - and you would need a LOT of time of course hehe! I was checking every week to see if you had built any more but I too no longer have the PO - didn't bother resubscribing after I heard the news that it was ending and kind of lost interest in investing my time in something that would be deleted. I hope that MC can give us access for the 14th Feb for the party if we have subscribed before!? That would at least be a nice gesture but I guess they will never read this as they don't seem to have any interest in their game or community P.S have a look at Orbis on Caliban to see how you inspired me
-
Originally posted by: zippaz Please forgive me for a couple of these questions: I'm a veteran living with a traumatic brain injury (memory, some confusion). Do you all think I'll be able to play this game decently? Or will it be too overwhelming? Also can we at least chat to other players after they force the game out of the multiplayer trade thingy? Or will it just be complete chat silence in the game? Oh and I can't subscribe yet can I? I just discovered the release of this game quote> I'm afraid you have missed the boat somewhat for the online / interactive component of the game - they have removed the subscriptions from their site so you can no longer sign-up. As far as the game goes, I find it's a nice relaxing pace. There's enough to get your teeth into without it being overwhelming. It's fairly static unelss you do something (no disasters, no simulation over time) so the main things to manage are your various resources (inc. classes of inhabitants) so once you get over the initial hurdle of making some profit in the first few minutes of a new map, you can pretty much go at your own pace. Of course you can pause it on SP mode too On the flip side - it is this static feel that will end up putting you off over a longer period of time until some new content or mods come out.
-
[Guide] How to Create Eye-Candy Waterways for Cities XL
Baracus250 replied to Stef42's topic in Cities XXL
Very nice indeed! I will try something with that Thanks!! -
Originally posted by: mr cars Nobody will have a PO subscription when the servers go down because the only subscription is the 1 month one, not available after feb the 1st. So I am assuming that the free content will be for everyone who has subscibed at some stage. I wouldn't mind if CXL2011 is about $10.00 (£7.00,€8.00)quote> That's a very good point! Here's hoping that they will maintain records of PO 'customers' and those customers will be able to login to the CXL site and get a keycode or the like to distinguish them from people that didn't ever subscribe, thus getting a free or discounted download for the update. Or they could even automate this with the login details. Technically possible I think but I'm not going to count any chickens!! The words 'robbery' and 'daylight' would spring to mind if something like this doesn't happen IMO!
-
So I assume that the wording on their PO advert page on the main website "Free content each month" ... is now a no-go? What exactly have we paid for then? There are still 2 months of PO to go, so does that mean 2 lots of "free updates" or not now? Confused....
-
You need better (or more) road connections off the edge of the map near the offices with the problems. Alternatively (or additionally) an airport fairly nearby with good road connections to/from it will also allow more 'passengers'.
-
Some real frustrations trying to build a terraced city
Baracus250 replied to Winter Dragon's topic in Cities XXL
Just to add to this with a tip that may or may not help! I find if you make the 'raised' road by doing very small parts at a time then it doesn't snap down to ground level because the close 'waypoints' are too close to allow it. Still a pain but workable! Good luck!! -
Hehe, is that "GTA: Sim City Stories" ?
-
Yes sorry, I should have also said you only need to / have to make the first connection to the road you are coming from! I know why they have changed it though. I think because for 'most' people doing the straight roads (not 8-way) would end up with unusable 'joins' to the roads... I'm sure you have seen that, where it's just red unless you get it to snap exactly on an 8-way axis. I suppose by making the curve the default then your average Joe can still get roughly straight roads at any grid angle without that glitch surfacing! Glad you figured it out. I have not been on the forums for a while to confirm that it did work. I plan on being back when some new stuff comes out. Eve somewhat has me in it's grip atm
-
You can actually still change it to a locked straight or 8-way bridge. Just start the bridge then select the road tool again, it will remain in bridge build mode but then you can select the "straight" or "8-way" icon and carry on placing waypoints... HTH
-
Anyone knows how to make the highroads that where used in city Prototown to build fortification
Baracus250 replied to mhosni's topic in Cities XXL
If I am on the same wavelength about what you mean - then it is a fiddly process! Step 1: Lay a small road where you want the outer edge of the first 'wall'. i.e. square, hexagon, rectangle or other geometric shapes... circles are HARD to make look neat due to graphical effect mentioned in Step 3. Step 2: Grab a small avenue (or whatever road type you want for the first "floor" of the fort.) Step 3: Position the mouse for the starting point in parallel to the "outer" road you placed but don't click. It needs to be as close as possible because this will stop the grass in between from being terraformed up the edge of your wall (looks bad if that happens!) Step 4: Hold shift and move mouse up to the height you want the first floor. Note that you cannot go too high becuase the wall texture has a max height, and if you go too high you will be able to see under the bricks (also looks bad!) Step 5: Now make 1st click. Move along parallel to your other road in very small sections and click to place each part of the wall. If you try and do big stretches the road will try to snap back to ground level like a "V" shape and go red. So you need to do really small chunks at a time to keep it level. Also helps to lock the roads onto 8-way angles otherwise it can change angle instead of going straight (bit of an optical illusion effect so rotate the camera to make sure its going straight or whatever). Step 6: Keep going to make the shape you want (following the outer simple road which you have already laid). Step 7: Repeat all steps again inside the walls, on the first floor, and it should terraform in the land inside your fort to be able to build up higher. That's how I did it anyway. Took some experimenting but you need to be on flat ground for the walls to look neat, so I don't think you can create the "hills" first because they would never have straight enough edges for the walls to be made against.. Using this I have made a nice sunken highway with raised small avenue promenades... see Havenbara (sunken highway) and Sveltaire (mini test fort) on Caliban Would be very interested to hear other peoples ways of achieving this - I'm sure there is a better way! -
Originally posted by: soltangris ... (I'm not talking about the ridiculous coverage circles from SC4, I never liked that). quote> Great objective review Soltangris About the sentence picked out above... very good point - I think that is my main turn-off with SC4. To get it right you would always have to have almost the same layout of service buildings next to each other (as near as makes any difference) thus making all cities end up planned the same at block level. Whereas CXL gives so much more freedom to design it how you feel looks best if your roads are planned well. I'm definately into this game for the visuals (over city size or cashflows) so almost that point alone is enough for me to enjoy the game! I have put some more of my thoughts in the 'evaluation' sticky earlier
