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Everything posted by AgeKay
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Elevated Multi-Track Station with integrated bus hub
AgeKay replied to boformer's topic in Cities: Skylines Modding - Open Discussion
I must agree though, this looks perfect for a first setup! I hope you will get it all working. I was looking for elevated stations just recently, but there's not much around yet. So this would be a very welcome addition to the list of available stations. -
Entry 17 - Touring Downtown
AgeKay commented on Linoa06's City Journal Entry in Skylines of Cathnoquey
Amazing stuff, very well done!- 11 Comments
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The Island Nation of Sinatora (Entry 6: Going vertical!)
AgeKay replied to 89James89's topic in Cities: Skylines City Journals
I ran into that problem as well when first playing this game, but it's actually quite easy to fix. I wanted to explain it here in detail, but I found a video that does exactly that: http://e-ring.jp/cities-skylines-tutorial-roundabouts.html The trick is to keep the 'internal structure' of the roundabout when connecting the roads. That way it will keep it's shape. Using this method you can make the nicest roundabouts, and you are not limited to just perfect circles either. I hope this will help you on our way. -
Question about mods and achievements
AgeKay posted a topic in Cities: Skylines Modding - Open Discussion
Hi guys, I'm only just working on my first city, but already see a bunch of awesome mods I would like to use or try out. However, in the game's content manager you get a warning "Steam achievements are disabled when mods are active". Does this mean you can't enable ANY mod without loosing the achievements, even if it is just - let's say - a first person camera mod? In case it is an 'unlimited money' mod for example, I can definitely understand, but many of the mods don't influence the way you can earn the achievements in any way. It's just that I need the extra money when reaching certain numbers of cims and the unlocking of buildings and what not, especially since I am not that experienced in building the cities yet. Maybe later on I can do without it. I'm confused, possibly I'm mixing up some things here? I actually hope so. Any enlightment on this issue would be appreciated. -
Question about mods and achievements
AgeKay replied to AgeKay's topic in Cities: Skylines Modding - Open Discussion
Thanks for that one Lot Creator, might be interesting. -
Question about mods and achievements
AgeKay replied to AgeKay's topic in Cities: Skylines Modding - Open Discussion
Thanks for the clarification michae95l. I hoped for something else, but if that's the way it is I will just have to work with it. -
Forkton - Update #24.1 - Work work, and some inspiration maybe
AgeKay replied to iviaarten's topic in Cities: Skylines City Journals
Amazing updates again! Your roundabouts and interchanges are a joy to look at and they also seem to do their job very well. Everything in your city seems very natural and realistic and your planning is excellent. It's great to see there are so much mods already after such a short time. The potential of this game gets bigger and bigger every day.- 267 Replies
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- cities: sylines
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Forkton - Update #24.1 - Work work, and some inspiration maybe
AgeKay replied to iviaarten's topic in Cities: Skylines City Journals
...and the drooling continues. :drool: Fantastic updates again, so much atmosphere in your city. Everything seems and looks very well planned, with great results! Thanks for the links to the mods, very excited about the in-game terraform tool. That should give some awesome new possibilities, like a railway line on an embankment for example.- 267 Replies
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- cities: sylines
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Forkton - Update #24.1 - Work work, and some inspiration maybe
AgeKay replied to iviaarten's topic in Cities: Skylines City Journals
Great new update again. I love the attention to detail in your city. The bus terminal and the train station look very cool, it's great to see what is possible with the standard tools in the game.- 267 Replies
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- cities: sylines
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Forkton - Update #24.1 - Work work, and some inspiration maybe
AgeKay replied to iviaarten's topic in Cities: Skylines City Journals
I can't agree more with all the others who replied.......just wow! Seeing all this makes it even harder to wait for my new pc, so that I can finally have a go at it myself.- 267 Replies
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Launch day sales are in.... Fastest selling Paradox game ever...
AgeKay replied to Xenocity's topic in Cities: Skylines General Discussion
250,000 copies x € 30,- ........that's a whopping 7.5 Million Euros! I guess they will have a return on their investment. More importantly, this means they will have enough money to continue developing, fixing and adding to the game (you know: trams, above ground metro, in-game terrain editor and more of that). -
Forkton - Update #24.1 - Work work, and some inspiration maybe
AgeKay replied to iviaarten's topic in Cities: Skylines City Journals
Allright, I didn't know that. I don't have the game myself yet, so I just assumed you could pick colors and/or textures. So I stand corrected. Wonderful new updates again, love your road layouts and especially that 'Raging Roundabout'. Niiiiice! It all has a touch of Dutch to it.- 267 Replies
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- cities: sylines
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Well, my system is from 2009 with a GeForce GTX 295. Pretty top-notch in those days. But the card broke down, so I'm now running it with an even older video card for the time being. Works fine......but not for games. So now I'm looking for a new state-of-the-art system on which I will run Linux. Only dual-booting to Windows for games that require it.
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Good to know! I had the same question as I'm working with Linux 99% of the time. This way I can even compare between Windows and Linux with dual-booting. But I will have to wait for some more weeks, first have to order and receive a new pc. Oh well....
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Forkton - Update #24.1 - Work work, and some inspiration maybe
AgeKay replied to iviaarten's topic in Cities: Skylines City Journals
This looks very nice, well done! The ditches / irrigation canals between the fields are a cool idea, but the light blue color looks a bit odd. I think if you would choose a much darker blue/green color, they would look much more realistic.- 267 Replies
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Just tested it again and YES, trains are now passing through the station! Updated my vote to 5/5. Capacity is now shown as 69000 (!) in game, so that should definitely be sufficient. But I don't know if that was the intention. Let's see where I can place these in my cities now, to alleviate the traffic :-)
- 54 Comments
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- transportation
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Is anyone going to still play 4 when the new one comes out?
AgeKay replied to natethegreatforlife's topic in SimCity 4 General Discussion
Oh yes, definitely! As it is now, I feel no urge to buy the new Simcity, because of the many reasons already mentioned by a lot of people here. Furthermore, SC4 still has not bored me at all, I'm still discovering new things that can be done and new ideas to try out. Of course also thanks to the numerous mods out there :-) I'm very excited about the new NAM coming out next month, which will only add more options on how to build your transport network. And speaking about transport, as a transport geek I will keep a close eye on the new Cities in Motion 2, which does look interesting enough to go and buy. But that will not be a substitute for SC4. -
Just to clarify, please note that my post was actually made before A Nonny Moose made his post with the first note in the direction of the copyright issues. When I typed my reply, the site went offline for some reason, so I had to do it again some time later. Therefore it might seem if I just ignored the things he mentioned, but that was not the case. Up to that point only technical issues were mentioned (server loads, bandwidth), so that made me react from a purely technical point of view. When suggesting to share complete plugin directories, I didn't take into account the delicate issue of copyrights and terms of use that might be in place for the content included in there. As a result it might have come across as a bit blunt, and if I stepped on anybodies toes by doing that, please accept my sincere apologies, as that was never my intention.
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Boy, people are negative here! As the OP clearly stated, his intention is not to host the files on Simtropolis so all the comments about bandwith etc. are a bit unnecessary. Nowadays there are loads of hosting sites that can be used to share big files without any problem. For example Rapidshare or Mediafire, just to name a few. I download Gigabytes regularly, so that shouldn't really be an issue, provided you have a good and fast connection of course Secondly, indeed it would be a huge task to check all the dependencies and install them, that's even the case with some of the single content you can get here that have a lot of dependencies. The solution would be to include the entire plugin directory (in zipped form) for downloading as well. You could then just backup (or rename) your current plugin directory and replace it with the new one. No checking or installing dependencies involved, you will have everything ready and working! So technically speaking, I see no real problems. Yes, you do need a good and fast Internet connection yourself, but as we are now living in 2012 I suspect that a lot of people will have that. The bigger question is if people will WANT to share their work that way. Generally a lot of work will have been put into it, so people will look at it as 'their baby'. Showing it off here in a CJ is one thing, but letting other people toy with it is another. On the other hand, the same goes for Mods, BATs and all other custom content; people seem to have no problem sharing those after all of their hard labor. Anyhow, I would certainly be interested in working with a great region from someone else. Not only just for looking at it, but also to see how certain things were done: how are taxes set up, where are the mass transit stops, how (good or bad) is the traffic flow, and so on. And learning from that. Those are things I can't see by looking at some of the great CJ's. I definitely think it would give a new dimension to the game, and everyone is free to share or not, unlike the new Simcity
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Several members here suggest to use 'hardware rendering', and although that indeed looks better I always have the problem that the game becomes very laggy and unresponsive when doing that. Especially when zooming in/out or scrolling from one location to another. I've never been able to fix that, so therefore I'm sticking to 'software rendering' with all other settings on max (and custom resolution). Does anybody know if there is a fix for this problem, as I really would like to use the 'hardware rendering' but as it is now it just becomes unplayable? Edit: Actually, never mind, I just found that tweaking the 3D settings of my Nvidia graphics card is the key. I switched to 'Force alternate frame rendering' and it's already much better now. I also found a post here with a lot of suggestions , so I will dive into that a bit more. I can already say that with 'hardware rendering' on, it really looks much more vibrant and colorful and the shadows are much better Should have looked a bit better before asking I guess.....
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Well, following the other comments I can only say that this mod is superb!! 5/5 Finally we can have railway tracks that look consistent, just as in r/l. I also love the new concrete & steel viaducts, which look great in the city centers. I really think this should be incorporated in the NAM in some way, to ensure that future changes or additions will follow the same design. :-) BTW, I have this mod running together with NAM 30 without any problems. Just read and follow the instructions. This mod should be loaded after the NAM. Put it in a separate folder in your plugins folder, and add a "Z" at the beginning of the name of the folder. For example I named it "ZZ_Railway Upgrade Mod 1". As the plugins are loaded in alphabetic order, this ensures that it will be loaded after the other plugins.
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Just to let you know that I found a newer version of the program that seems to work fine under Windows 7 (I use 64-bit version). It is version 2.2.7a from 2009. You can find it here: [url="http://kurier.simcityplaza.de/details.php?file=315"]http://kurier.simcityplaza.de/details.php?file=315[/url] You might also want to download the separate installation file for the Maxis buildings screenshots from the same page. You DON't need the Microsoft .NET Framework 1.1 in Windows 7. Now do the following to get it running under Windows 7: - Run the SC4Tool installer. - Run the SC4Tool Images installer (optional, for the screenshots of the Maxis buildings). The files should be extracted to the \images subfolder of the SC4Tool installation folder. - Now go to SC4Tool shortcut, right-click on it, click on Properties and open the Compatibility tab. - Tick the box "Run this program in compatibility mode for:" and select "Windows XP (Service Pack 3)" from the drop-down box. - Under Settings, tick the following boxes: - "Disable visual themes" - "Disable desktop composition" (otherwise opening files from within the program is very slow) - "Disable display scaling on high DPI settings" (optional, if you use large-scale font sizes in Windows) - Click Apply and OK. That should do the trick and let the program run smoothly. :-) It might be a good idea to replace the program with the newer version here too.
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Great mod, everything looks soooo much better at night now :-D 5/5! Regarding the problem of the "purple street lights and blue terrain" I found out that it's actually enough to turn off shadows during night time, no need to run the graphics in hardware mode. After doing that, be sure to zoom in and out, and it should look fine. The advantage is that you don't have restart the game when switching the shadows on/off. Furthermore, I cannot play the game in hardware mode, it becomes too jerky then.
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