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Chesh

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Everything posted by Chesh

  1. i love these new trees! continuing on in good aussie fashion, i'd love to see some lantana and other obnoxious weeds make their way into skylines. where i'm from the stuff grows rampant! i'm sure you already have a backlog of ideas a mile long, that's no worries! i'll just leave the idea right - here.
  2. i had an issue with a hedge prop the other day where the hedge was orientated the wrong way, like this (|||||||) instead of end to end (------). not sure if a prop toggle option would be feasible or worth it, because most props work fine. just some feedback
  3. another interchange would probably help, maybe even two
  4. Show Us Your Quays

    really? i'm pretty sure my ped paths and roads always snap 1u away from the walls, making this impossible (I assumed) without the no pillars mod. have to check this out next time!
  5. I voted asset retextures, looks like i'll be waiting a while now! not that it matters - any of those would be awesome. i was curious though, what YOU wanted to work on in april?
  6. it would be awesome to see a mod altering flood walls, allowing you to; 1. change the height 2. draw networks on top 3. create underpasses through the flood walls by dragging a network through them (probably not possible at all) this way you could create nice, easy embankments, instead of always having to use elevated networks with pillars. alternatively I was thinking maybe this could be implemented as some kind of elevated network skin? i don't really know what the possibilities are, i just thought i'd share the idea
  7. highways without gravel look great! so do the roads without sidewalks
  8. would be awesome if canals could transport freight
  9. the benefit of seperate zones, instead of the district zoning system, is that you would then have finer control over building placement. for example; this would allow you to alternate generic and forestry zones instead of having one huge forestry sector. the same logic applies with tourism and leisure. this was talked about when AD came out, and wasn't well received i think. since then i've resigned myself to the way things are. but really, more zone types would be such an improvement. i'd much rather see the districts tool be used for parks, farms and national forests, as well as policies implementation it would be really cool to have a button interface for zoning (like the curved, straight and free form road buttons). this would basically be like adding new zone types without actually 'adding' more zone types to manually put down. an example of what i'm talking about - for industry the buttons could be; warehouses, dirty/extraction, manufacturing, high tech coming back to the benefit of seperate zones, with this idea you'd be able to make resource specific warehouses and high tech industry. this would make cities look and feel more diverse, if instead of just zoning industry and designating it 'ore', you select the ore zone (probably grey) and choose where the ore storage goes, where the extraction takes place etc.
  10. this is such a great idea! even simple things like water pumps being prioritised when there's a power shortage - doh! is it possible to implement agriculture in a better way? i'm unsure how you'd make it more like SC4 farms, but that's my dream different industrial zone types would be amazing. building themes does a great job when you want warehouse/high-tech industrial districts, but that's only cosmetic and besides - zoning is more intuitive than district specialisation. so i'm just clarifying; this mod would do away with district specialisation all together, would it? (leisure, tourism, oil, forestry)? these would all be assigned their own RCI's?
  11. vanilla game needs a toggle traffic lights button, as well as a combined pedestrian/bike/(services?) road type with zoning ability - essentially this would be a transit enabled plaza which you drag like a road, which imo would look great and also help the game become less car-oriented. as a side note - i believe the drawable bike paths would have better suited green, to match their bike lane counterparts and to add a little more variety to the visual aspects of our cities.
  12. challenge accepted, although the cims were thinking medium roads weren't gonna cut it. so, the result... this could take a while.
  13. I voted for bridges, but I'd prefer to have you finish what you started with the textures first. I'd prefer neither mods to have you stick around, though.
  14. that looks great! if you're not sick of australian places yet, could I suggest you make a map of the Forster, Tuncurry area, NSW? its more urbanised, and therefore should involve less guesswork than SW Rock. all connections and resources included, because that's how I like my maps by the way, SW Rock itself also looks great. many, many, thanks! i'll be back with pictures.
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