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SteveManx

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About SteveManx

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  1. I am using it on a 75k city and the performance is fine, almost unnoticable. Way less of a hit than T++ and since this addresses most of the issues I used T++ for anyway, I may never go back. I hope it remains an optional seperate module after he merges it into T++. One of the best mods yet, in my opinion.
  2. Adjustable density. The intention is to lower the density. I don't think that a higher density is possible because of the collision detection. I'm also trying to find a way to rotate trees randomly. Ahh, that's too bad... I wonder if there is a way bypass that since single tree placement has no bounding restrictions. Some sort of hybrid between single and multiple? Well, you know way more than I so I'll leave it to the pros, but if it were possible I know many people would be quite happy. Thanks again!
  3. Thanks for your contributions, hope you return some day. Also, if by "better tree brush" you mean "more density" that would be a fantastic parting gift.
  4. I had a similar issue and what fixed it for me (which some people might not like) is unsubbed from assets that were too big (generally set vehicle limit<3mb, building limit<5mb and unique building limit<15mb, with a couple exceptions), uninstalled the game, completely wiped any folders and files left behind (I backed up all the mods and saves first), and did a fresh install. It brought back all the workshop subs which was nice and now it runs flawlessly (btw just running the consistency check did not work). Just had to put the saves back in place. You might also want to check how much RAM is being used. If it's maxed it could cause problems as well, that's why I dumped the large assets. Some issues could arise from saved cities that have unsubbed stuff in them though. I had a few errors but they went away. Eliminating the bottleneck, conflict or error is the goal. If graphics settings aren't the cause then lowering them won't help too much, just make a struggling game look bad while it struggles. It's a fair amount of work and I obviously can't say it would fix it but just though I'd throw it out there as an option.
  5. I have the pre-order deluxe version and I would not care one little bit if they made the resources from the additional content available for all to use. As to your comment about the Early days of SimCity 4, I agree, when I go to look at the assets, the RCI stuff, I see TONS of what we would call in the SC4 community, "re-lots", not a big fan of re-lotted work, but it is what we got so far, right? However, there are already new props popping up here and there if you are looking closely enough and there are definitely people making new building assets as well, lots of them too. I am pleased to see the modding community accelerating at this pace. I just CO would get their patches over and done with already. With every patch comes broken mods, key mods mind you, not frivolous mods but essential mods, so for a few days save games are broken and sometimes broken permanently. I have already seen some folks quit and abandon their mod work. Like the person who made Traffic manager, that mod has not been updated for like 2 months now, it is essentially abandoned and it was a great mod, one of the greatest actually. Probably got tired of his work getting destroyed every time they made a patch to the game. I know it would make ME mad. As to the original post, I actually thought this was a joke at first because this one little thing is so asinine, I could pour over the Workshop for C:S for hours, maybe days before I find anything that requires the props from the add-on content from pre-ordering. I thought it was a joke until I got down to the replies here. Odd how we don;t see too many others complaining about it, right? Obviously the OP is having deep issues with it, but I am not feeling it, not because I have the content, (content I don't use by the way) and I just don't see how it is important, not even slightly important. All the OP does is make parks? Say what? OP got me on that one, totally lost. i totally thought this was some sort of gag post, for real. Someone else picked up the Traffic Manager code and called it TrafficManager Plus. I think updating the mods isn't that much of a problem for most devs, it's just if they stop playing the game and lose interest. As a programmer myself, it wouldn't bother me. It happens all the time with any code, just part of the job/hobby. The original dev is on Steam right now but hasn't been playing Cities lately. As long as they leave the source code available and it's a good mod, someone will assume the mantle. It's already happened for some others like the improved assets and mod panel. Not the best scenario but it seems to be working good enough so far. No popular mods have permanently vanished yet, as far as I know. By the way, if you stop Steam from downloading the game update you can continue to play it in the state it's in. It seems even the mods won't update until you let the game update which works out perfectly. I kept playing the old version until just a few days ago when it seemed most patch issues were resolved with the mods. There may be a time limit before you are forced to update, but I didn't hit it.
  6. I meant in the game. After installing a custom bus, for instance, do you get to choose which bus is used on a bus line, or is it random? I havent delved particularly deep, but I don't think so. I see a variety of vehicles on different routes. This is actually very realistic, at least for where I live. Any one, of say, 10 types of buses will run on my local route. Ah, dang. I was hoping you could choose. In Toronto we have 3-4 different busses, but generally one route is done by all one type of bus for the most part. The more frequented routes, and the downtown ones especially, pretty much all have newer busses, whereas some of the more 'fringe' routes have older ones. There are exceptions, of course, but in general that's how it is here. Same for the subway - the main Yonge/University line has all the new cars, and the other lines all have older trains. Based on my experiments, if you have (as an example) more than one bus model the game will randomly choose one of them for a line and use only that one for that line, no matter how many buses serve the line. So each line will have all the same buses, different lines can have different buses, but you cannot pick which one it uses. It's the luck of the draw.
  7. Is nobody considering that CO will eventually do what most successful franchises do and release a "Skylines 2" in a few years? Why would anybody consider whether it will last for 10 years when that is the most unlikely scenario? They already did two versions of Cities in Motion and that didn't sell nearly as well as C:SL. SC4 is an exception not a rule, and has been around for 10 years only because it was never surpassed. It was, after all, the fourth version.
  8. The Current State of the American Health Care System

    Whoa, whoa. Too much fact and common sense here. You mean you have to pay for "free" stuff from the government? Are you saying adding an unaccountable and backed-by-force middle-man bureaucracy to a system increases cost and reduces efficiency? Shocking! According to others in this thread, you just made this all up to scare people. As we all know, governments throughout history get better as they gain more direct control over the populace. You must be some evil rich person who hates the poor. That's the intellectual level of debate on this subject, so that's all I'm gonna say about it.
  9. I think this can be accomplished by pumping water in from a clean source. Just make sure it doesn't connect to the rest of the system, one pump at the clean source connected to one drain pipe where you want the lake. Edit: Just remembered the drain pipe has to be on the water so a plop anywhere would be needed for this to work and I don't think there is one yet, sorry. I know it's possible to set a switch on assets to determine where they can be placed but nobody has done drain pipes, as far as I know. where I saw it discussed.
  10. I see the elevated rail is a hit. I feel weird complimenting it now so I'll just say "I guess it's time to get the pillar mod." (that is how you did some of this, right?). I was avoiding it for some reason. As for the bloom, I use the one built into Bordered Skylines. It's under the "bonus effects" tab/button. It's possible to use it with or without the borders portion running. I'm still finding my optimal settings. I recently started using the sun mod and it added another layer of adjustment since you can control light intensity and angle with that mod, which effects the way the bloom looks. So i've been going back and forth tweaking lighting. I'll give you my settings for starters but I think you may find you like different settings. 1. Threshold=0.22 This determines how much light has to hit a surface before it starts to "bloom" 2. Intensity=0.80 This is how strong the bloom is 3. Blur Size=3.20 This is how big the bloom is, how far off the surface it emits. I find areas with dramatic lighting and then sit with the panels open making adjustments. When I like it I go find another spot and see if the settings hold up. If not, more adjustments, rinse and repeat. I have a feeling you do stuff like this already anyway. Any more questions feel free to ask or message me. Edit: Fixed "Bonus Effects" button from advanced, sorry. Also, I realized I'm using a LUT I made which also likely effects my bloom, so those settings might be horrible with a different setup.
  11. SimCity 2013 yesterday's news?

    You call me a liar, say BOC works flawlessly and in the next sentence admit everything ONLY faces North and you HAVE to place the roads accordingly (not to even mention ground clipping and road trees). That by definition is not flawless and what I would call "barely working" . Flawless would be (1) Drag road wherever I want (2) Build anything I want, where I want. Just like the rest of the game, without clipping or trees in the road too. C'mon man, not nice to call names, especially when you're wrong. Listen, I really don't want to get into all the stuff that's been debated ad infinitum. If you still like SC5, that's cool, I'm happy for you. Some people like chocolate, some like vanilla and there's plenty of room for both. My opinion is that CSL will replace SC5 since it already has for a majority of players, so I have some empirical evidence to support my supposition. I may be wrong but I guess time will tell. I made the "Natural Parks" mod way back at the beginning when modding was just semi-opening. Unfortunately it never opened enough to be worth it. Another major mistake.
  12. SimCity 2013 yesterday's news?

    1. I think you missed my point. The fact that you can eliminate elementary and high schools once you have a college, without any detrimental effects, is odd. It's even recommended, to save on the extremely limited space. That's just sad. 2. I mean ALL workers provided. Just 2 cities, one ALL Res and one ALL Com/Ind. Can't be done. 3. Many people have had multiple train stations stop working. And no, the sewage will all go to the first outflow until it overloads and only a little if any will make it to the second one in many situations. 4. The BOC Mod doesn't really work as a seamless extension to the game, it actually barely works at all. This is not the modders fault. They did as good a job as possible with the locked code handed to them. I think I'm over 130 hours in SC5. It just doesn't give me that childlike giddiness I get from CSL. Believe me, I tried real hard to find a way to get excited about it. I even made a fairly popular mod for it here.
  13. SimCity 2013 yesterday's news?

    I'm sorry but there is much more wrong with the simulation than city size, even though that's still a deal breaker even if everything else worked. I need every level school in SC2013 because only needing one level of education in a city would be stupid, right? Since the cities are so small I can just build one that's all residential and send them all to work in the next city that's all industry, right? Or have multiple train stations in my city? If I put two sewage outflow pipes right next to each other, they each pump half of the sewage, right? How's that MOD support that they said was part of the game? Or,,, There are more broken promises and game mechanics, but I'll stop there. These are the things that ruined this game for me and the reason why it's a failure. Yet when I play Skylines (which I already have more playtime then the SC5 I bought at launch) I still have those moments of discovery and wonder at the amazingly solid foundation that has been laid. This game WILL set the standard for the genre. I find it amusing that when people try to put down the game they almost always fall back on visual elements and not the mechanics, because comparing the mechanics would be embarrassing. Just look at some of the latest city journals and tell me about the graphics. But nonetheless, I'll take a good book with a plain cover over a pretty cover on a terrible book any day. By the way, you said you wanted Skylines size with regional neighbors? The Skylines size IS the region. I mean, I think you can connect 5 tiles in SC5 max, each the size of ONE Skylines tile. OK, purchase five tiles in Skylines and boom, you alread have what SC5 offered. You could build each one as a seperate interconnected sub-city... well except you can open 21 more tiles after that and they all run at once. But who would want that?
  14. Beautiful! More flora is exactly what we need. Hopefully you will become the "tree dude"!
  15. Nice work. I like the super thin Bordered Skylines setting. It's the one direction I haven't gone with that mod yet but I'm going to experiment with it now. Just an FYI, bloom is a completely different process from the sun shafts and WILL improve your images even more. It will add an emissive glow to directly lit and "overexposed" surfaces. The bloom effect generally becomes more intense as the light source moves to your side and back, which is exactly when you don't have shafts. Also when looking directly toward a light source that's occluded by a dark/shadowed object, in which case it does somewhat mimic shafts but glows "in" over the object instead of "out" like the shafts. I suggest you play around with it some more.
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