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  1. @j4lambert Replacement for Multi-Track Station Enabler is Spawn Points Fix.
  2. Me, I give it all my love. If it can help you...
  3. Excuse me, would you have any news about the Coastguard Station? I appreciate very much all your creations but I confess I can't wait to use it.
  4. Indeed, we can't continue indefinitely to add road models: we see in discussions (here or on the workshop) the difficulty of finding consensus on the models, and 10 years of work will not cover all the possibilities... Ultimately, the only solution seems to me to be the modularity of the roads in-game (I'm not very confident in the road editor evoked by CO: as Avanya, I think it will only be accessible off-game). I had put a lot of hope in the possibilities described by boformer for the undeveloped version of Network Skins (link). He indicated the fully possibility of defining (model, location, spacing, orientation, quantity...), by segment: props, trees, pillars, textures, meshes... He doesn't have time to develop his mod, but I think he would willingly share his research with you (if not already done...). Will the Road Customization Tool integrate current or planned NS functionality to eventually replace it? One of the big advantages in the NS system is the ability to use different sources: it would increase the number of models available without adding to your workload... For greater modularity, do you think it would be possible to individualize the meshes of the edges of roads (side-walks, barriers, public transport...)? It would create asymmetric roads, roads on the mountainside...
  5. I think, like BloodyPenguin, you should specify that your mods on the workshop are for modders...
  6. Mas'71 also created a staircase for its walls: http://steamcommunity.com/workshop/filedetails/?id=549405762 Can I suggest another approach? Using "Straight slope" and "Anarchy" properties of Fine Road Tool, it would be possible to construct a zonable pedestrian track with a constant vertical drop (using Network Extensions 2). A sub-building that conforms to the terrain could cover the track between 2 horizontal platforms, upper and lower. In my opinion, the construction would be simpler (no terraforming) and more modular (length, height differences...), the staircase being functional and even lighted.
  7. @Klyte45 Thanks. That's what I imagined. In the last update, was a similar setting added?
  8. @rovapasi1 If I am not mistaken, there are no depots for trains... What does it mean for metro or buses?
  9. @Klyte45 I have a question: In How the game calculates the line vehicles quantity? You explain that the formula is: OverallBudget x PrefixBudget x LineLength / VehiclesMaxGap = Vehicle Count Where: OverallBudget: the budget set on city budget panel. PrefixBudget: It's the prefix budget setted in TLM's asterisk tab, budget tab. LineLength: the line lenght, in meters. VehiclesMaxGap: the max gap between two vehicles in the line with: 750m for Buses and Trams; 1000m for Metros, Ships and Airplanes; 1500m for Trains. Is this formula and its parameters part of the base of the game or have you added parameters? If yes, which ones?
  10. It seems to me that, with the exception of possible props specific to each use (and I did not find much...), the same building can be used in both contexts, without modification. On the basis of the game, without any mod, most buildings would be Unique Building. 1 or 2 buildings only would be "education" and would require a "health" version for the hospital. Using Ploppable RICO, you can extend the functionality of the Unique Building by adding definitions. Let us note that, again, it would have little impact on creative work. In my opinion, the only building requiring a specific design would be the Research Laboratory which could be multi-function (with a sub-building connected to the tracks). By doing a little more foresight (but, in this case, I admit that it is outside the scope of your project), it would be possible to further increase the functionalities of certain buildings. Here is a proposal of what the project could be, with limited additional investment. Building 1 Administration building (university & hospital) => office* Building 2 Research Laboratory (university) => education and office* Research Laboratory (hospital) => health and office* Building 3 Classrooms (university) => education Trauma center, Cancer center, Children's hospital – Maternity hospital or Rehabilitation hospital (hospital) => health Funerarium (hospital) => dealth Building 4 University residences / Dormitories (university) => residential**** Seniors' (geriatric) hospital (hospital) => residential*** Building 5 Restaurants / Shops (university & hospital) => commercial* Building 6 Sports fields / Gym / Swimming pool (university) => parks and health** Building 7 Documentation Center / Library (university) => education**** * with Ploppable RICO ** Snowfall DLC (Sauna template): the sauna offers the interest of improving the health of its visitors (unlike other health buildings that only accommodate sick cims). *** With Functional Nursing Homes for Senior Citizens (BoostHungry's mod): http://steamcommunity.com/sharedfiles/filedetails/?id=554232266 **** With mods to develop... If modders read these lines and are interested in this project, here is the detail of the developments. Mod on the Sauna system, without Snowfall DLC: 1/ The level of health increases for the Cims who practice sports activities. 2/ The level of education increases for the Cims who visit libraries, museums, theatres... Mod based on Functional Nursing Homes: the same functionality for students (Source: https://github.com/BoostHungry/SeniorCitizenCenterMod).
  11. Proposal: create the bridge in sub-building. It could maybe function as a ground building.
  12. It sure would! But it would take the same amount of effort to do as the university. That's true. However, there is a great deal of commonality between the buildings of a university and those of a hospital... Maybe simply propose 2 versions of the same buildings. https://www.google.fr/search?q=architecture+hospital&client=firefox-b&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwjmjJa3zu3TAhUKfRoKHRMkAv8QsAQIKA&biw=1530&bih=971#tbm=isch&q=hospital+architecture https://www.google.fr/search?q=university+architecture&client=firefox-b&source=lnms&tbm=isch&sa=X&ved=0ahUKEwiE_5nazu3TAhWCVhoKHXBPCLEQ_AUICigB&biw=1530&bih=971 https://www.google.fr/search?q=hospital+architecture+history&client=firefox-b&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjtleP6zu3TAhWG2RoKHZXzBPAQ_AUICigB&biw=1530&bih=971 https://www.google.fr/search?q=university+architecture+history&client=firefox-b&source=lnms&tbm=isch&sa=X&ved=0ahUKEwivn_iRz-3TAhXE6xoKHboqDuIQ_AUICigB&biw=1530&bih=971
  13. Cargo Train Terminal Template (for assets creators): http://steamcommunity.com/sharedfiles/filedetails/?id=527544869 I'm not sure (I have not tried), but it should also be possible to use "Cargo Connection" available through More Network Stuff: http://steamcommunity.com/sharedfiles/filedetails/?id=512314255
  14. 12,99€ => https://forum.paradoxplaza.com/forum/index.php?threads/cities-skylines-mass-transit-release-date-announced-and-new-awesome-trailer.1013144/#post-22668188 BloodyPenguin had explained that the multitrack was already in the base of the game. => http://steamcommunity.com/sharedfiles/filedetails/?id=820157360 I totally agree with the modular. But I think compatibility would be much more effective. Many stations in the world have retained their original building which a modern extension has been added.
  15. @A City Builder http://store.steampowered.com/app/563850/Cities_Skylines__Pearls_From_the_East/ http://steamcommunity.com/sharedfiles/filedetails/?id=729192174 http://steamcommunity.com/sharedfiles/filedetails/?id=909411854 http://steamcommunity.com/sharedfiles/filedetails/?id=729197640 http://steamcommunity.com/sharedfiles/filedetails/?id=784833146 http://steamcommunity.com/sharedfiles/filedetails/?id=790677525 http://steamcommunity.com/sharedfiles/filedetails/?id=797364005