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LivingInThePast last won the day on
May 11 2012

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  1. Cities Skylines: Parklife

    This is the same line of thinking that started Maxis' path to disintegration. You don't have to an ultra-realistic city sim with every rule, mindset, and problem simulated with frightening accuracy, there are things that you can gloss over (like light pollution being an actual problem, or illegal dump sites, etc.). If you have a realistic enough city sim but still make it accessible (like having looser budgets, one of the things in SimCity is the ability to have a massive war chest instead of relying on handouts and debt), it can work. SimCity 4's poor sales were more of a result of an underwhelming release (half the things in Rush Hour really should've been in the base game, like avenues) and marketing than anything else. If EA gave SimCity 4 a few more months (it had already missed Christmas 2002) and released it in May 2003 or something, it would've been a more polished, fixed game that could've carried itself through 2003, maybe releasing free downloadables to keep up the momentum, then releasing a more fleshed-out EP in 2003 or 2004.
  2. Cities Skylines: Parklife

    There are a lot of things fundamentally flawed with C:S, including scale of buildings, the way zoning and road building works, the traffic model, deathwaves, the whole underlying simulation/challenge etc., and while I suppose they could be done with patches, it seems a bit impractical to rip out and replace whole chunks. Plus, like Cities XL, they never quite managed to have curved roads without creating massive dead space between lots.
  3. Cities Skylines: Parklife

    C:S has been pretty successful, and I think that a lot of the pushback has been bugs, features, and many others that people have talked about but have repeatedly been ignored. I don't even think they really realize that the only reason they got so far was because SimCity (2013) was scorned by the fanbase. Collecting every idea and suggestion from players, doing research, spending a lot of time in Google Earth all over the world, etc. and then coming out with a nicer-looking, more functional city sim that blows C:S away would be incredible, but I just can't imagine the developers doing that.
  4. I'm working on another document that explains how crime, health, etc. work (it's the third version of "City Dreams") but coming from a college town myself, universities, while they bring crushingly high traffic and crime while providing jobs, economic boosts, and increased housing demand, cities develop around universities, not the other way around. Many state land-grant universities (or private universities) built in the United States were built out in the middle of nowhere in the 1800s, and many included an agricultural component. As these grew, some of the land was used as commercial properties that were operated by third parties (as the land was exempt from taxes). The land of a university is practically its own cities as they take an enormous amount of land unfeasible even in the mid-1900s. Stanford University has a staggering 33 square kilometers in California. Rice University in Houston just has little more than a square kilometer, such space just can't be achieved in the urban area of Houston. Texas A&M University, a land-grant campus, has 20 square kilometers (not including separate farmland owned). Louisiana State is only 8 kilometers squared. But even Rice is massive to the tiny little "universities" SimCity 4 offers (I don't even want to know about C:S), which if I'm calculating right is so scaled down in that a Walmart with the parking lot (referring to the example earlier) is larger. The whole way a university can alter your city's character (lots and lots of younger people) and affect it is very interesting, but I'd rather wait for a fleshed-out expansion pack than some half-baked base implementation.
  5. I'm preparing a small document on how intersections and road rules work. I'll try to scan that soon. Due to some difficulties with my tablet, I'll have to scan it...
  6. Sharing Plugins Folders - Discussion

    Yes, "community leaders" in this case is Simtropolis moderators, despite the fact that Simtropolis is not the only SC4 site out there (though it is the largest). That's the big question for non-Simtropolis downloads that are in question...
  7. Sharing Plugins Folders - Discussion

    It should be noted that there are a few things to be noted: - If you LOST your plug in folder for whatever reason, it would be very hard if not impossible to re-download everything, especially as downloads are capped in many places. - Many people have non-Simtropolis mods, including places that are no longer in service (like SimPEG) - The STEX Vol. 1 CD (not a DVD) is no longer available. - We can't permanently block re-distribution when a content creator is no longer available. - We have to be on the lookout for bad/out of date files. I say go for it.
  8. I thought about it some more and I think that it should go with the whole NIMBY/YIMBY model (schools are YIMBY)--but only if they're in the right zone. Additionally, kots will settle in nice areas before schools are built in many cases. It's all explained under the vastly expanded section on the City Life classes. (a lot of this is copied from my old document that I found). What the document needs next time is better integration but at least it has an index this time... https://www.pdf-archive.com/2018/04/02/city-dreams-2-0/ Very nice! I haven't broken down what needs to be there and doesn't need to be there (the fourth "painted median" should be wider). From what I've seen (almost always in Texas), if there's a physical median (which can be concrete or occasionally filled with dirt and trees), it doesn't have yellow stripes, and it often "thins out" near intersections to create a left hand turn lane. Example can be seen here, and it's similar for double-wide medians. The double-wide medians can be used to make double turn lanes.
  9. Neat! Does it have the resolution fix? To be honest, I'm a bit less keen on the education and desirability aspect. While that works in developed areas (great neighborhood with schools, etc.) it doesn't work in developing areas. A desirable area (maybe near a lake or forest, or at least wide open spaces near freeways for developers to sell lots) doesn't initially HAVE schools, just a few houses. Then again, Cy-Fair High School in Houston was built in the 1940s as a rural school (serving Cypress and Fairbanks communities), long before suburbs grew up in the area and it was swallowed up by enclaves (even by 2000, it still seemed on the "edge" of town, but today not so much). For "urban" areas, it's usually built on the grounds that the urban fringe and yuppies have laid before schools start getting better. This why I think that desirability should depend what the kot actually is (basically their status in life, and not necessarily wealth level either). Due to me just getting my notes on the matter (got them from my old apartment and loaded them in my car), it might be a while until I can explain further. I'm gonna try to write out another document of ideas and other things.
  10. I do want to put in my two cents about roads and other things discussed recently. There should be an option for reversible lanes and other features. Notably this would affect, say, a high-occupancy vehicle lane that could switch depending on traffic flow, but can have other uses too. There's a road near my commute that has three lanes with a broken double yellow line (yes, you read that right) with signage indicating if it was one lane in each direction with a turn lane, or two lanes going in one direction, or (possibly) all three lanes going the same way. I don't like the idea of kneecapping Avenues to be "zone entry only on right". Where I live there are many roads with medians, but the gaps in the medians allow for turns (even if there's not enough room for a car to fit in the medians completely to turn left). You could also have just multiple lanes separated by a double yellow stripe (this has become the de facto "default" in many of the modern city sims) even though it's difficult (though allowed) to turn in and out from the left. Some areas prohibit this but most just leave it as is. There was actually a highway south of town like that with houses and small businesses, so cars would slow down in the inner lane, then turn left...even if traffic in the opposing direction was going 70+ mph. In 2006, work began to convert it to a traditional freeway with medians and frontage roads. (Highways do not have accessible medians, except for the occasional carved-out trail meant for emergency vehicles). A lot of the reason why SC4 had different network types was tied to speed, with Streets being the slowest and highways the fastest. Because of this, there were all sorts of weird conversions and limits, like RHW being unable to have any outlets to it (even if it was a rural stretch). The industries in SC2k were basically "invisible", I mentioned it in the PDF a few pages back but it did affect the industrial areas by having them work differently in terms of clean vs. dirty and what was needed to actually run it. 6 lane highway seems to be a bit small for bigger dreams (how am I supposed to make my Southwest Freeway stand-in?) but I suppose that can be mod territory... The windowing system for DOS was a nightmare to code, and the reason why DOS never got the 1.1 update (fixing bugs, having Launch Arcos actually launch, the African Swallow speed, and many others) was because that nobody wanted to touch the code. The DOS 1.1 update was just a patch for different machines. I'm a bit torn for the VLS, as some parts sound good for things like schools and civic facilities but others seem overly complicated, one of which is adding bicycle racks to encourage bicycles. To me, bicycle use is mostly determined by vehicular facilities (bike lanes in roads), accessibility (massive subdivisions will really limit bicycling as transit), flat area (hills discourage biking), and wealth levels (so your poor and yuppie kots will prefer bike, but elite and blue collar kots won't). Just like SimCity had Sims, KotCity has Kots. There's more than road, rail, and seaport in SC2k, you just have to wait until they get invented. There was mention of toll booths earlier in this thread, and I have a whole thing to explain my idea and the three types you can place. On zoning, while zoning for agriculture is realistic, I felt it was unrealistic to zone for agriculture in my city to have the corn fields and pastures before I would end up developing it. Maybe there could be "starter cities", like one with agriculture zones, a railroad, a two-way highway, and a pre-existing power grid, as if you were developing something along the highway (or railroad) that could grow into a metropolis. There's a lot of interesting features that could be added but I hope that KotCity doesn't take the wrong turn from the start and do "socialized everything", and I'm not even talking about things like healthcare, it's when you start placing theme parks that I would have a problem with (maybe a "theme park zone") I really have to find all my old documents before I can make an update to that PDF a few pages back. I have more things to write, just wait...
  11. Rather than a variety of options for roads and avenues that seem redundant and limiting at the same time, what if it was one main road tool with settings for number of lanes and speed limits? Highways are going to be different just in terms of lane width and separate maintenance, but a lot the difference between roads, streets, and avenues in SimCity 4 was speed limits. I've been pretty busy this week but hopefully this weekend I should be able to make an outline of what I like about these ideas and what I don't like.
  12. Show Us What You're Working On

    Nice. Due to the way SimCity 4's perspective works, you may want to trace out logos and then extrude them slightly (maybe even by a whole meter, though it really has to do with how it renders) to give it some more "pop" and visibility. I think I see Kohl's and a Walmart (on the bottom) though the scale of the buildings isn't right (by X and Y standards).
  13. We don't. It has been mentioned by @Ganaram Inukshuk and myself that tiles will be smaller than SimCity 4's 16m2. Looking at a freeway in my area (before they expanded it at least), I see that two lanes in each direction +shoulders + concrete barrier between them are 30 meters, which would be about two tiles (basically RHW) with the 2 meters being used for right of way space. (and speaking of multiple lanes in one tile, there was a time where they fit all four lanes into the shoulders...it was awful). That section was also used with "frontage roads" (parallel roads that connect at-grade with exits/entrances onto them), and where there weren't frontage roads there was a generous median. Altogether, the right of way was 90m-95m, which would be three SC4 tiles (96 m). The good news is that due to tighter ramps, "custom" interchanges would not take up as much space (in theory). Also, I mentioned the "materials" thing (see the "Settlers of SimCity" post), while I still agree that having "materials" (wood, etc.) to build items is a bad idea (the "oil tokens" in CXL to have even gas stations was stupid, for instance) with ONE exception--to build concrete roads (which would be more durable but also more expensive than asphalt roads) you would need a concrete plant in your city (and we all know concrete is highly perishable). This would be one of the first industrial buildings to develop in your city. I had a document that mentioned a few building types along with the people that worked there. I need to finish it up to a semi-workable state (with the "status/wealth" of citizens there, but again, I left that paper elsewhere, so I need to go home this weekend to get it). One more thing I'd like to add to the conversation is that laying gas lines is another extraneous thing that I'm not sure I'd like to see, as it would basically be another line to use (water pipes were bad enough, and while I do like to see some customization in that area, I would prefer that urban roads add that automatically), plus the advantages of gas for heating (especially for hot water heaters, etc.) are not necessarily cheaper where you live. It seems like a toss-up of if your house even has gas or not for that sort of thing.
  14. No fix for the resolution issue?
  15. That was the point, the education hierarchy was based after a German POV, and had things like a "folkbildning school" and only two school hierarchies.