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Everything posted by Flat Raver
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CoriBoom Please Help - MZ Crime and Police Language Translations
Flat Raver replied to CorinaMarie's topic in SimCity 4 General Discussion
Let me know if I need to post this in form of a text file, but here is my take on the Swedish translation: Station Names: 1. Standardpoliskiosk 2. Liten standardpolisstation 3. Stor standardpolisstation 4. Standardlyxpolisstation Expanded Data Info: 1. Årlig brottsinfo för hela staden 2. Totala antalet brott 3. Totala antalet gripande 4. Polisens effektivitetskoefficient 5. Ändring gentemot föregående året 6. Antalet brott per 100000 invånare 7. Ändring gentemot föregående året 8. Häktade som vägrat medverka Advisor Message: Vi har problem, borgmästarn! De överfulla och underbudgeterade fängelserna i stan har resulterat i en rymning. Vi gör vårt bästa för att hitta rymlingarna, men det är bara en temporär lösning. Du måste lätta på trycket genom att höja budgeten för kriminalvården eller bygga fler fängelser för att minska trångboddheten. Alternative Advisor Message: Vi har en nödsituation, borgmästarn! Stadens finkor har så pass mycket trängsel och budgetbesvär att fångar bokstavligen talat väller ut. Vi ska försöka samla ihop dem som rymt, men den lösningen kommer inte vara för alltid. Ta itu med påfrestningen genom att antingen höja kriminalvårdsbudgeten eller helt enkelt bygga fler fängelser som svar på trängseln.- 53 Replies
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Selective Residential Revamping
Flat Raver replied to CorinaMarie's topic in SimCity 4 General Discussion
Okay, I need to be clearer. By gentrification, I didn't mean low wealth building being demolished for the sake of higher wealth buildings. In this context, I'm talking about high-wealth sims moving into building previously deemed undesirable for them. That's not something that happens in SC4, while its opposite force, dilapidation, does. Also, by public housing, I'm talking about being able to plop residential buildings without them getting insta-abandoned due to a bug in the game- 46 Replies
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Selective Residential Revamping
Flat Raver replied to CorinaMarie's topic in SimCity 4 General Discussion
It's kind of frustrating how the game's engine isn't capable of simulating either public housing or gentrification...- 46 Replies
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Cities: Skylines Industries - Discussion (Released 23rd October)
Flat Raver replied to Avanya's topic in Cities: Skylines General Discussion
Here's an unorthodox critique of the new expansion:- 39 Replies
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KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
How did you get the holes in the individual vector objects (e.g. headlights on the bus icon)? I wanted to edit this icon library by adding a palette icon. -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
I may need to remind you that here in Sweden, we don't really use natural gas for heating. We keep ourselves warm through properly insulated housing and waste incineration powered district heating. -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
I made a little UI/handbook mockup for the various possible education buildings. I intentionally left out museums, as I feel they belong in another category. Education (KotCity suggestion).xlsx -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
I agree, a more appropriate symbol for tourism, I figure, would be a trilby hat with sunglasses on. I would suggest dividing up paths into walk paths and bike paths, if needed. I disagree with this sentiment, as I think more branches would make stuff easier to find. That extra click is worth it if it means I only have to scroll through 200 buildings rather than 500; crowded building menus has been my biggest annoyance with SC4. I liked the way SimCity 3000 handled this, by opening up a popup-menu if you went deep enough in the UI branch. -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
Are you sure you won't have a separate category for third place facilities? -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
Would it be a good idea to have an icon legend, i.e. a list of all the icons and what they're supposed to represent? -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
@LivingInThePast It has actually been discussed to import graphics from SC4, since it should technically be possible to do so. -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
What could be done is to have a special type of zone that basically says "both residential and commercial facilities may be built here." -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
I would suggest dividing industry into four main categories: Agriculture, Processing, Manufacturing and R&D. If we want a more complex categorization, why not introduce sub-categories? E.g., Manufacturing could be divided up into Foodstuffs, Infrastructure, Electronics, Machinery, Weaponry and Amenities. I also think something similar should be done with commerce; divide it up into Cargo, Retail, Service, Third Place and Administration. Oh, another thing! We should definitely include multi-purpose buildings, e.g. buildings that both provide both commercial activities AND residential space -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
Well, too bad I barely know how to code. Though I could in further detail try to explain how I think it should work. You mentioned implementing a happiness mechanic, which I assume is going to be a simple percentage that simply is going to represent what percentage of your population approves of you as a mayor. In that case, you'd have two quantities: ThumbsUp and ThumbsDown, where 0 =< ThumbsUp => 1, and ThumbsDown + ThumbsUp = 1. Why am I talking about this? Because I have an idea how to replace that with a system that I think appropriately represent fundamental needs. First, instead of having there only be two options in this poll your virtual citizens take, how about six different? Rating0, Rating1, Rating2, Rating3, Rating4 and Rating5, where Rating0 being the most disapproving possible and Rating5 being the most approving possible. Again all of those each of those Rating quantities may vary between 0 and 1, and the sum of all those ratings will always be equal to 1. Now, instead of having these quantities representing mayor approval, how about health and well-being? Let's call this set of quantities Subsistence, so you have Subsistence0, Subsistence1, Subsistence2, Subsistence3, Subsistence4, and Subsistence5. If we say these values are updated every month, let's say all citizens who fall in the category of Subsistence0, will be dead the following month, and thus completely removed from the city's population count. Since you've stated this will not be an agent based simulation, I suppose we can update the population count every month so that e.g. PopulationFebruary = PopulationJanuary - (PopulationJanuary * Subsistence0) + Birth + Immigration - Emigration. I thought something similar could be done with the eight other fundamental human needs Max-Neef laid out, with the exception that people don't automatically die if they hit = on those other needs. I've attached an excel file to this post that goes a little bit more into detail over how I think it could work. Needs.xlsx -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
Oh my goodness, I came to think of few other things now that you mentioned this! Firstly, automation. Facilities should be able to become sufficiently advanced to no longer require as much human labor to produce the same amount of goods and services. The question then becomes, what do with people whose abilities are no longer needed... That leads to my second point, needs. Why do people need to work? In our modern market based economy, the answer is simple, to earn a wage. Why do they need wages? In order to be able to purchase goods and services. What are these goods and services for? To sustain themselves, and live happ lives. So I thought, why not make that the point of the game? Making sure that every single resident of the city leads a happy and satisfying life. But what makes a satisfying life? Well, I actually asked myself that question a few months ago, and I knew of Maslow's hierarchy of human needs, so I looked it up on Wikipedia. However, I found out there have been criticism towards this model, as it assumes there is a rigid hierarchy in the first place. Enter Max-Neef's Model of Fundamental Human Needs, which proposes that humans have eight different fundamental needs, that are all of equal need of satisfaction. But why? Well, you know how basically all city building games simply assume that bigger is better? The games themselves never tell you the player exactly why that is, they just assume you think the same way. This is where fundamental human needs come into place; in order to have all of yours satisfied as an individual, you're pretty much directly or indirectly in need of other individuals, groups, communities, institutions, what have you. But you have to think those other people are also individuals with needs to be satisfied, which basically means that it is always better to scale society up, rather than down,. Or at least until all everyone's needs can be satisfied by fully automated mechanisms, that's when the need to expand infrastructure should no longer apply. Thirdly, I want you take a look at this comment, posted in response to a video essay about Koyaanisqatsi: This, BTW, is an example of what I mean, when I say city-builders lack in the social department. -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
For the science bit, I was actually thinking of something more like a tech tree, like in the Civilization series. I feel that's the most tangible way to feel the progress of your city, as it becomes more advanced technologically. One thing you could do, is to make sure nothing gets insta-built, but takes time to construct, and maybe have the constuction time reduced by unlocking certain techs, for example. As for culture, I was thinking of making different styles of music, arts, architecture and so on, be a tangible game mechanic, i.e., you can change the way your cities and city districts look and feel depending on what kind of art galleries, nightclubs, arcades, etc you place down. Sort of like SimCity Societies, but more elaborate and well thought-out. As for religion, it's really just an afterthought. Again, I think it should be possible to affect the look and feel of your city/neighborhood by what religious buildings you build. Well, downtown parking lots and garages tend to encourage car usage, more than it satisfies the car usage already in place. Same goes for highways, or pretty much any other infrastructure built with cars in mind. This is why I have quite the resentment towards single-home suburbs, and want city planners to instead focus on making sure all services are within walking distance. Another thing I came to think of, is to have universities, hospitals and parks be zones rather than ploppable lots, so players don't have to hassle with modular lots like they do in SC4. -
KotCity 0.49.3 (last updated 4/13/2018): an open source city simulator
Flat Raver replied to kotcity's topic in City-Building Games
1. You know what I want? A city builder with more focus on science and culture, possibly even religion. 2. I don't like how basically all city games approach cities the same way 20th century American city planners have. There is no room for walkablity, only cars. That's just me. You probably have other plans... -
Revisiting Prop Pox and Prop Theory
Flat Raver replied to simmaster07's topic in SC4 - Custom Content
Because I've been experiencing industrial lots having squares that don't have any texture at all, but instead just leaves a gaping hole down to the abyss -
Revisiting Prop Pox and Prop Theory
Flat Raver replied to simmaster07's topic in SC4 - Custom Content
Is it possible there's a Texture Pox, as well? -
Can see "through" plop's floors
Flat Raver replied to JurisicSantiago's topic in SimCity 4 General Discussion
So if I'm using an HD terrain mod, AND I get those hole lot bugs, I'm screwed, right?
