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Everything posted by Trooth
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I run decently at 16gb, core i5 2500k, and a GTX 1080. I have about 1700 assets and 60 mods running. I load up in less than 2 minutes, but I am mindful of the mods I run. I don't run big memory hogs. NEXT is an awesome mod, but I don't run it because of the load on my system. I run at 4k with dynamic resolution set to 175% and I get 30ish FPS which is the lowest I will go. For what the game is though, if they coded it better I should be at 60+ FPS. But the game is superior overall, to all other city builders I have bought including SC4 in my opinion (going back to 1990 when I first bought SimCity).
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- ram
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@rsc204 It is definitely bad coding. I love the game but it is apparent that the core game was developed by a small team, that didn't anticipate us loading hundreds/thousands of assets.
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Have CO lost touch with what players want?
Trooth replied to barcasam7's topic in Cities: Skylines General Discussion
I agree with you completely. Everyone has their own wish list for a game like this, and what one person wants, another person might hate. The only expansion I didn't buy is the disasters DLC. I have no interest in it at all, but I understand that other gamers love that aspect of city builders. The game was built with a small development team, and the core game shows it. The main thing that made it a big success is the ease of adding on to the game through assets, mods, etc. The core game is still limited. Many people don't take into consideration that PC games have to be built to run on mediocre systems, and because of that the limits in place are there to prevent the game from crashing, or bugging out at a certain point. It would be nice if they could open up those limits for people with advanced systems, but it is what it is. I anticipate that they are developing or will be developing a CSL 2 in which they can build on what they have now, fund a bigger development team, and expand the core game to take advantage of newer hardware. -
released Cities: Skylines - "Mass Transit" Disucssion
Trooth replied to Tim The Terrible's topic in Cities: Skylines General Discussion
That is part of the update. They have added features that was in several popular mods, and those are part of the free updates. You have a lot of great mods, and I appreciate your contributions to the community. Your response time on 81 tiles is literally amazing.- 147 Replies
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released Cities: Skylines - "Mass Transit" Disucssion
Trooth replied to Tim The Terrible's topic in Cities: Skylines General Discussion
I am running pretty good at 4k with a GTX 1080, core if 2500k, and 16 gb ram. I am very selective with my assets and mods for performance hits though. I never really tweaked dynamic resolution since I got the 1080 though. I prefer not to mod the game when possible, but there are certain mods that are absolutely necessary to me for my style of play. I just never got dynamic resolution to produce results that are worth the downsides of running the mod for me. Dynamic Resolution was a lot more impressive when I was running the game on a GTX 770 though.- 147 Replies
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released Cities: Skylines - "Mass Transit" Disucssion
Trooth replied to Tim The Terrible's topic in Cities: Skylines General Discussion
I had just disabled dynamic resolution before getting the DLC. I run in 4k anyways so I figured it was non essential for me. I never could get the result I wanted from it. (I get a lot of noise on things likes fences and barriers).- 147 Replies
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released Cities: Skylines - "Mass Transit" Disucssion
Trooth replied to Tim The Terrible's topic in Cities: Skylines General Discussion
@BloodyPenguin updated 81 tiles. Thanks bro. I hope a lot of people tip you today.- 147 Replies
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released Cities: Skylines - "Mass Transit" Disucssion
Trooth replied to Tim The Terrible's topic in Cities: Skylines General Discussion
81 tiles, Loading Screen Mod, and Quay Anarchy are the only mods that I use that failed. Keep in mind I avoided NeXT, IPT, and various other network related mods in anticipation for this update. Most of my mods are either related to appearance, quality of life (anarchy mods, UI mods, etc), or sim fixes/enhancements. I donated $10 to bloody penguin and encouraged others to do so as well. 81 tiles is really the only one that severely cripples my style of game play. Sometimes it takes an update like this to make us realize how important the work of the community is to our own styles of game play. They deserve a tip every now and then. Edit* I found that the Loading Screen Mod that I was subscribed too failed to load my assets. I posted to the test version of the mod as well but didn't try it as it was parallel with the other mod at the time of my posting. CO probably changed a way that they loaded the assets, and the Loading Screen Mod's asset loading methods became broken. It is a very useful mod to me, and hopefully it will not be difficult to fix the issue. Edit #2* I haven' tested the mods that didn't fail in game. I just listed the ones that apparently failed at startup.- 147 Replies
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Your city looks gorgeous. I really like your marinas and how you everything looks like it fits in naturally with the terrain. Well done.
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That looks really nice. I don't mind the empty spots as much in his concrete jungle either. I would just fill them in with parking lots.
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Red Rock, Colorado - Episode 8 "Neighborhood Watch"
Trooth replied to Simulanten's topic in Cities: Skylines City Journals
This has been a great read and wonderful visuals. Thanks for posting them.- 53 Replies
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I like the castle, that looks like a nice tourist destination.
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Kommun, Northern Europe (Third update)
Trooth replied to jesper107's topic in Cities: Skylines City Journals
I like the work you have done with the props. I am looking forward to more. -
Pensatucky - A City from The Great Plains
Trooth replied to Grockefeller's topic in Cities: Skylines City Journals
Your city layout looks extremely realistic. Great job. -
Tunnel Tutorial & Discussing patch 1.10
Trooth replied to FlyingRoss's topic in Cities: Skylines General Discussion
You know that this game was programmed in an extremely small studio right? I believe they only had 13 programmers working on City Skylines. Beyond that the game works much better than the last SimCity and is much more involved than SimCity 4 was at launch. They have done a great job. And this update had over 50 additional buildings, 3 new maps, etc. etc. I guess my opinion differs from yours but I am extremely happy with my $30 purchase. -
This game is making me crazy.... Do you have to be at a certain level in order to make bridges
Trooth replied to chocolate_city's topic in Cities: Skylines General Discussion
There is a possibility you have installed a mod that has changed the key required to raise the level, or has wiped out the keybinding. Check your key mappings in you menu and if you have the Fine Road Heights Mod you are going to have to hit the plus key several extra times per stock road level. -
Requesting advice regarding realism
Trooth replied to Buffalonian2's topic in Cities: Skylines General Discussion
That realistic treatment plant is very realistic. If you want to look at an example without a major natural water source find some out in the desert. A good leech field will make the water nearly drinkable at the end of the cycle (including once it has gone through the water source for the rest of our drinking water). Water released from a waste treatment plant is clean enough to be non-potable, and is probably safer to drink than straight from a river/creek/lake. -
Requesting advice regarding realism
Trooth replied to Buffalonian2's topic in Cities: Skylines General Discussion
For water and waste water remember water flows down hill. A water tower would normally be placed on the highest level possible to let gravity feed the system rather than pumps. Water treatment plants will normally be near a river, but they don't have to be. Water finds it own level so it will seep through the land. But that is after the water has been treated. There are a lot more to water treatment facilities than in the stock game though. You would normally have several fields used to clean the water before it is able to be put back into the water table. -
I would like a paint function rather than the click segment -> upgrade rinse and repeat. We need both options though to retain control when needed.
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High Wealth Industry Problems
Trooth replied to Skittilybop's topic in SimCity (2013) General Discussion
The game was seriously broken in March of this year. It is a lot beter now, but I had to stop playing several times because the glassbox simulator and the agents had serious routing issues. Not to mention things like garbage trucks, and buses just completely breaking a city at the time. It is definitely a lot better simulator now. If you didn't have the displeasure of playing right after release and through a few of the first patches, you have no idea how bad things were back then. -
The State of Simcity - EA/Maxis speaks
Trooth replied to baertooth's topic in SimCity (2013) General Discussion
Good luck with it. I think many people fail to put the blame where it belongs though. The glassbox engine is severely flawed. It can barely path units around an 8x8 block grid correctly, much less to one city exit, to another cities entrance, and then to the final destination. Increasing that grid, puts makes it that much more difficult for the glassbox engine to work. This is the true problem, not the usual conspiracy theories that are touted. The glassbox engine had a lot of promise, I hope it eventually evolves and maybe the next Simcity game will be the one to make everyone happy. But truthfully, good luck with your endeavor, we are in need of a good city/region builder as that sounds to be your aim over a true simulation. -
My first working, successful city.
Trooth replied to Rufus Honker IV's topic in SimCity (2013) Showcase
I have done well with a grid system before. Just don't feel like you need to connect everything with a 4 way intersection. I will start with 4 blocks in each corner as different neighborhoods, put an avenue loop in the middle and have that middle block inside the loop be the only high density section, and then use T connections in stead of 4 ways and funnel the traffic from each corner into the avenue. It works, and it is efficient with land use. It gets a bit nastier if you go for dense population all around though. I also use a lot of park and rides, buses, and trains when available. -
If your tourist mecca has the $, and a decently educated public build a university or a college first, then plop some small strips of industry. Use low density and they should hit tech level upgrades fairly quickly and minimize any dirty air issues. You still get ground pollution though, but it isn't too bad, just make an industrial park surrounded by trees and you will be fine and can satisfy the commercial without overflowing the entrance/exit with trucks.
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My biggest lessons learned from traffic is to avoid having anything going on at the entrance/exit to the city as that alone can cause severe issues. Avoid 4 way stops and just use 3 way stops as much as possible. Use the park and rides. Don't build along the avenues, build on the side streets. You want to avoid people going into or leaving a building from the avenue. Pretty much avoid anything that would cause a car to stop along the Avenue. After that, you want to consider where things are grouped. If you have all your people living in the SE of the map and all of the industry is in the NW of the map, you are going to have a lot of traffic all over, whereas if you keep citizens and industry both on one side, you can filter that traffic down the edge of the map and not impact the rest of the city with traffic congestion. Beyond that, high density = congestion. Don't make the mistake of throwing in any types of tourism, that can crush a dense city with gridlock traffic once the taxis and such come in.
