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Turjan

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Everything posted by Turjan

  1. simtropolis Terrible News: Cori has gone

    I like to duck away in situations like this, but I feel compelled to at least say how incredibly sad I feel about the news, given how friendly this community has always been and how I got to cherish many of the members here, although I have hardly been around during the last years. Even my current visit is a bit strange. I logged into Steam after months, and I had a notification that someone commented on a seven year old SimCity 4 screenshot of mine a week ago, which surprised me. Which in turn made me think of how Simtropolis was doing nowadays. So here I am. All I can say is that I hope everyone, especially Cyclone Boom, is doing alright, at least as alright as it can be under these circumstances. I wish all of you the best, and don't let the clouds eat you up.
  2. Hmm, just stumbled on this. Whether this is really still open or not, here's my thoughts. Your story/screenshot/thoughts: My first city builder was the original SimCity from 1989, and I loved the idea already then. My enthusiasm cooled down somewhat when I discovered that that game had an optimal, but nonsensical solution (don't interconnect the road network!), and I took a break from city builders for quite some time. It was only in 2012 when I got to play SimCity 4 for the first time, and wow, did I get hooked. I clocked more than 1600 hours on Steam alone, and I still love the game to bits, as I still think it's a better city simulation than C:S. However, I also love traffic management, and I also put several hundred hours into each of the prior offerings by Colossal Order, the two Cities in Motion titles. Both games had their limitations, but CiM2 had already some rudimentary "city building" included. When CO announced a real city builder, I preordered the game. My first contact with computers was only late at university, and I never really learned any programing (my little brother already got a C64), which means I only ever am a player. My first city in Cities Skylines grew to close to 400k inhabitants, and I basically stopped when I hit the inbuilt limits. This first city only slowly introduced some of the wonderful assets created by the community, but this always stayed in the range of a few dozens. My next cities were heavily modded and used thousands of workshop assets, and I really love what the community brought to the table here. The pic is from my latest larger city, which only sports vanilla assets, but still made use of about 100 mods that make city building so much easier (the city loads without mods though): Total playtime on Steam: 2875 hours Preferred Radio Station DLC: All that Jazz If I'm too late, that's also fine. If not: I already have the Relaxation Station.
  3. Population and money levels

    Welcome. 1. High density areas in the game have a much too low population. On the other hand, low density areas have a much too high population. Both types of residential differ much less than you may assume. 2. Regarding money, you can make a mistake that kills your start at the very beginning, but after that, it's not really interesting but just slow, and you have to wait. You can start with unlimited money and switch it off later btw. The game actually keeps track of your income and spending, and most cities will be in the green after some time. There are some other possibilities, like the Mo' Money Mod , where you can just add some funds you need. It sometimes conflicts with some other mod that removes the icon, but in most configurations, it still seems to work okay after all these years. Well, it's very simple.
  4. Thanks for the heads-up. I got that message, but I'm not aware of having used Flickr. I assume that it must have been some rare link that triggered the response. I usually use Imgur. Let's hope Imgur doesn't jump on the bandwagon.
  5. Well, here's the last tutorial with the free stuff: And the dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-industries-8-free-update.1124890/ I like how you can now see what the cargo trains have loaded, at least in part.
  6. Heh, yes, those streams. I like how the guy nearly killed his fledgling city by placing a one-way tollbooth on a two-way road. Countless people were pointing this out, but it took ages until he understood what was meant. He was even experimenting with a bypass and still didn't notice what was wrong. Then he was "fixing traffic issues with a roundabout". He placed a roundabout, but didn't connect the road that caused the issues to it, but directly to the main road. Traffic flow is still worse than before because he produced a small road segment that causes all through traffic to come to a complete stop. I looked into yesterday's video, where he mixed up service area with the garbage-like system the postal vans use. I really can't watch that stuff.
  7. Houses at the end of a long road often get neglected. As the garbage trucks work like vacuum cleaners on everything they pass, they may often just fill up on the way to the requesting building, which means they are full and turn around just before they reach the building. I had observed that in one particular case where I had an abandonment issue. The interval for requesting a new vehicle was just a bit too long to prevent the dispatched vehicles from filling up. Connecting a road from the other side with less houses on the way fixed the issue.
  8. Sure, but honestly, I find the decision to make 2 minute videos a bit annoying. This makes it difficult to see context. It looks like the marketing department won out on this. It definitely keeps the buzz going if you have something new every day, but it takes longer to get to the videos than to watch them. The Biffa video is still double the length of all the others together. Of course, I have enough time to watch these things and don't have to rely on a restroom break to get my info. Anyway, I'm definitely looking forward to trying the shiny new toys out.
  9. I find it funny how Biffa shows them every time how to make a concise, informative video. He only missed the roads. He may also have mistaken the European service buildings for new ones.
  10. Well, there's the next one. Looks as if we got daily treats. https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-industries-dev-diary-4-supply-chain-part-2.1124097/
  11. It's kind of a weird thing to make your decision of playing a game or not depend upon. The game has to download the content one way or the other, so what's the difference? Anyway, it seems to be a mix of behaviors. I'm relatively sure the Parklife DLC content is downloaded with the base game, as in that case the game didn't download anything when I bought the DLC and activated it. All DLCs before that triggered additional downloads. No idea whether this was changed around later, as I can only check each case once, which I already did.
  12. Turning water into land?

    With vanilla mechanics, the sand will disappear after a while if you raise the land high enough. It doesn't need to be much above the water line for that to happen.
  13. Why C:S have "Cities"?

    That mod hasn't been working properly for three years now, is completely broken nowadays and should not be recommended. Which, by the way, does not mean the game has been left in the dust. You can do amazing things that you could only dream of in those days with C:S nowadays .
  14. Aurora Borealis So Cool

    Yeah, it looks cool. It's a bit buggy unfortunately. I have a hard time getting rid of it on my tropical maps.
  15. Cities Skylines: Parklife

    I'm not sure whether we are technically already at the point where we can have both, a detailed, graphically true representation of a city and a proper city sim at the same time. Pick one. C:S has shown that city builders are a viable niche for mid-size companies, but I don't see anybody else trying to compete at the moment. C:S bogs down noticeably already in the 120-150k population range, and I try not to exceed that too much. I have built a 400k city, but the performance of that one is measured in seconds per frame rather than the other way round. The shocking thing is that this 400k city doesn't really extend much past the "official" 9 tiles. I can sort of understand that CO expressed some surprise over the fact that people actually use all DLC's at once. Not sure whether it's the Unity base or something else, but I don't see the current game have much room for loading even more calculations into it. I was certainly one of the more vocal people who complained about the limits in this game, and I even got a bone thrown with the increased building limit, but I have learned to be careful with what I wish for. Nowadays, I know pretty well what the game can do and what it can't. I also see that the game got a lot smoother over the years, also regarding how it treats mods. I just try and make the best out of the situation, and that can still be very enjoyable. This DLC looks pretty interesting to me. Several draggable fences! The amusement park rides and the zoo stuff look amazing! The unique buildings look a bit meh to me, but, well, there's a few thousands of those in the workshop.
  16. You know, I can personally understand that you want this. However, there's the other side of the coin. C:S already has a few very unfortunate limitations to cater to people who only have 4 GB of RAM (I'm not even sure you can play the game + all DLC at once with such a computer). Lots of people really want CO to stop catering to people with weak computers, because this causes many of the frustrations people experience with this game. CO basically chose a medium ground here, and I guess the sales numbers show them that this was the right business decision, as much as it pains people who are left out on both ends of the spectrum. Anyway, you see that there are often diametrically opposed interests at play. I would very much appreciate if they set the minimum requirements higher than they are now and made the game better.
  17. SC2013 is a tiny game. It can't be bigger because it's a 32-bit application with all the limitations that come with this. This was a deliberate decision in order to reach the market of weak laptops. C:S gives you much more freedom, but that needs a 64-bit engine. It's also a moddable game. All extensively moddable games that I know stress the hardware. And no, SC2013 is not extensively moddable. The GPU complaint is a bit unfair. When C:S was planned, everyone expected GPU prices to fall further, and nobody could foresee the cryptocurrency craze that drove GPU prices to ridiculous heights within the last years. It's a problem all players of moderately modern AAA games face.
  18. Cities Skylines: Parklife

    This looks nice enough. Let's see how it works. I like Cities Skylines, but often enough, it's a mix of good ideas with weird implementations or the other way round. Regarding a new game, I'm not sure why anyone expects them to admit working on it as long as they are still releasing expansions. That wouldn't make any business sense. This has nothing to do with defending CO/Paradox, but it's just one of the realities of how businesses work, which includes knowing when to say what. Anyway, this looks like something to look forward to. I'm taking a break from C:S at the moment, and this looks like something I might enjoy playing around with.
  19. To start, I have no idea about C:S on Linux. This means I can only talk about stuff that would prevent the game from starting on Windows. Just disregard what doesn't concern you. It's hard to pinpoint any particular reason without more information. Does the game start with the launch options --disableMods --noWorkshop? How much custom content do you use with how much RAM? Did you look at the ouput_log.txt? The last entries before the game fails usually give you a hint at what is the culprit. To cut down on loading times, most people use the "Loading Screen Mod". Not sure whether that one works on Linux. It usually shows you what is loading (and what not), and it cuts loading times to a small fraction of the original game. You can also enable that it produces a report file in the options (highly recommended).
  20. Some of the vanilla maps come with placed props (all those little rocks etc.). I have been using the "Sandy Beaches" map recently, and that had more than a third of the prop limit used up "out of the box".
  21. Long time no see! And that looks certainly promising. I hope you get better soon!
  22. Not shortest, fastest. For example, if you use a highway for the overpass, they will use it. Other than the behavior of emergency vehicles, nothing in the traffic simulation has changed since release. One important change to roads: You can decide whether you have traffic lights, nothing or stop signs on any road of a junction. This makes traffic much better. The default traffic isn't that bad as some people claim, anyway. As soon as you know how it works, it's actually quite easy-going. Of course, you can always use TM:PE, like most people do. That way you can make many more traffic solutions work.
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