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Cities: Skylines - Page 8

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MrCon
Profile Blog Joined August 2010
France29748 Posts
March 17 2015 22:07 GMT
#141
On March 18 2015 05:07 Yhamm wrote:
Show nested quote +
On March 18 2015 05:04 MrCon wrote:
It's not the same dev as cities XL or XXL. It's a new franchise by the dev of crusader kings and heart of iron.

what? no
it's the same developper (Colossal Order) than Cities in Motion and Cities in Motion 2

Paradox is the publisher

yeah my bad, that's right, same publisher, other dev, but the point it it's not the same dev as cities XXL =)
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 17 2015 22:12 GMT
#142
And yeah, I agree that buying land isn't expensive enough. On the other hand you zone light zones at the beginning so it's not that much a problem (that said I had to redo all my starting area because I put industrial there and it generates a lot of trucks)
Penev
Profile Joined October 2012
28524 Posts
March 17 2015 23:14 GMT
#143
On March 17 2015 06:47 Yhamm wrote:
I have no idea how the dam is supposed to work
When I build it, it says something like "estimated power output: 460W"
I accept, then wait, and wait, and wait... water level is increasing, a lot, flood some part of my city, flood some forest and highway... and for a long time the output was... 0W.
after even a longer time, when it seemed the water lvl stop increasing, I saw the power at max around 90W but now, for some reason, it's back at 0W

in the end, I just built an other oil central :|

That's because you made the dam to high. It should create a lake but not cause a flood. I managed to get a 1150W dam on the "Islands" map on the top left river. This map seems to be made with the dam in mind considering the top left river has high banks.
I Protoss winner, could it be?
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 17 2015 23:18 GMT
#144
On March 18 2015 08:14 Penev wrote:
Show nested quote +
On March 17 2015 06:47 Yhamm wrote:
I have no idea how the dam is supposed to work
When I build it, it says something like "estimated power output: 460W"
I accept, then wait, and wait, and wait... water level is increasing, a lot, flood some part of my city, flood some forest and highway... and for a long time the output was... 0W.
after even a longer time, when it seemed the water lvl stop increasing, I saw the power at max around 90W but now, for some reason, it's back at 0W

in the end, I just built an other oil central :|

That's because you made the dam to high. It should create a lake but not cause a flood. I managed to get a 1150W dam on the "Islands" map on the top left river. This map seems to be made with the dam in mind considering the top left river has high banks.

I don't think it's too high, but it's pretty large
but even after that, it doesn't even produce 100W while it estimated more than 400
and the other weird part is that the power change all the time, it goes from 20 to 90... I really don't understand this shit
LiquipediaWe will have only each other at the last
Penev
Profile Joined October 2012
28524 Posts
March 17 2015 23:21 GMT
#145
On March 18 2015 08:18 Yhamm wrote:
Show nested quote +
On March 18 2015 08:14 Penev wrote:
On March 17 2015 06:47 Yhamm wrote:
I have no idea how the dam is supposed to work
When I build it, it says something like "estimated power output: 460W"
I accept, then wait, and wait, and wait... water level is increasing, a lot, flood some part of my city, flood some forest and highway... and for a long time the output was... 0W.
after even a longer time, when it seemed the water lvl stop increasing, I saw the power at max around 90W but now, for some reason, it's back at 0W

in the end, I just built an other oil central :|

That's because you made the dam to high. It should create a lake but not cause a flood. I managed to get a 1150W dam on the "Islands" map on the top left river. This map seems to be made with the dam in mind considering the top left river has high banks.

I don't think it's too high, but it's pretty large
but even after that, it doesn't even produce 100W while it estimated more than 400
and the other weird part is that the power change all the time, it goes from 20 to 90... I really don't understand this shit

Does it flood?
I Protoss winner, could it be?
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 17 2015 23:29 GMT
#146
[image loading]
[image loading]
LiquipediaWe will have only each other at the last
Chexx
Profile Joined May 2011
Korea (South)11232 Posts
March 17 2015 23:36 GMT
#147
quill said in one of his lets plays that the speed of the river is also important
WriterFollow me @TL_Chexx
jinorazi
Profile Joined October 2004
Korea (South)4948 Posts
Last Edited: 2015-03-17 23:38:25
March 17 2015 23:37 GMT
#148
i dont think thats a good spot. i've been testing out maps for good dams and dam'ing a river never worked out since the rivers are too shallow. usually the ones with dam'able maps have large basin and depth where water can be stored. and plenty of water source. the water source output varies, some might take forever for the dam to fill and others will be filled quickly.

edit map to make dams work if the conditions aren't there already on a map you like.
age: 84 | location: california | sex: 잘함
Gorsameth
Profile Joined April 2010
Netherlands22191 Posts
March 17 2015 23:39 GMT
#149
On March 18 2015 08:29 Yhamm wrote:
<Snip pictures>


Yeah the flooding behind your dam, and the top of the 2nd picture seems to be the issue.
It stops the flow of water behind the dam from being consistent and that causes the fluctuating power.

You wanne try and dam a river at a height where it doesn't overflow anywhere behind it.
It ignores such insignificant forces as time, entropy, and death
Penev
Profile Joined October 2012
28524 Posts
Last Edited: 2015-03-17 23:52:51
March 17 2015 23:44 GMT
#150
On March 18 2015 08:29 Yhamm wrote:
+ Show Spoiler +
[image loading]
[image loading]

Yeah, that kinda does (flood). If you make the dam smaller, like less far onto the banks, that will probably solve your problem. It will give a lower estimate but actually a higher output.

Check this video (he starts to build the dam @ 6:30)


Edit: It does more than kinda flood btw (just noticed the flooding in the back). The dam will not work properly because the water can't reach the desired height.

On March 18 2015 08:37 jinorazi wrote:
i dont think thats a good spot. i've been testing out maps for good dams and dam'ing a river never worked out since the rivers are too shallow. usually the ones with dam'able maps have large basin and depth where water can be stored. and plenty of water source. the water source output varies, some might take forever for the dam to fill and others will be filled quickly.

edit map to make dams work if the conditions aren't there already on a map you like.


The "Islands" map is ideal for a dam.
I Protoss winner, could it be?
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
March 18 2015 01:04 GMT
#151
Ive never been interested in SimCity, but this game makes me want to play. Ive been watching Skye's lets play series till I get the game myself.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
March 18 2015 01:20 GMT
#152
the cheapest (without any special discount code) is at £15 so it is amazing value already if you didnt want to wait
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Disregard
Profile Blog Joined March 2007
China10252 Posts
Last Edited: 2015-03-18 02:23:28
March 18 2015 02:22 GMT
#153
http://thebests.kotaku.com/the-8-best-cities-skylines-mods-1692018691/ lukeplunkett

Some pretty good mods there. Also downloading new models to diversify your city is great, but one problem will persist like in all City Sims, is the damn traffic will always be a clusterfuck at some point. I guess it is simulating real life problems.

edit: Then again, traffic algorithms are really difficult to write.
"If I had to take a drug in order to be free, I'm screwed. Freedom exists in the mind, otherwise it doesn't exist."
Yhamm
Profile Blog Joined December 2012
France7248 Posts
March 18 2015 03:20 GMT
#154
Ok, I reduced the dam, it actually works much better than before and without the flood, so thx!
LiquipediaWe will have only each other at the last
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
March 18 2015 07:59 GMT
#155
my dam is rather hilarious...the current of the river changed after awhile so there is no water flow across my dam lol....no flood or anything
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Penev
Profile Joined October 2012
28524 Posts
March 18 2015 09:09 GMT
#156
On March 18 2015 12:20 Yhamm wrote:
Ok, I reduced the dam, it actually works much better than before and without the flood, so thx!

Good to hear!
On March 18 2015 11:22 Disregard wrote:
http://thebests.kotaku.com/the-8-best-cities-skylines-mods-1692018691/ lukeplunkett

Some pretty good mods there. Also downloading new models to diversify your city is great, but one problem will persist like in all City Sims, is the damn traffic will always be a clusterfuck at some point. I guess it is simulating real life problems.

edit: Then again, traffic algorithms are really difficult to write.

I find the traffic to be quite manageable actually; Search the net for specific solutions, Here's already 2 nice tips from this Skye fellow (good place to start your search btw)
+ Show Spoiler +

https://www.youtube.com/watch?v=yOIvF0GNGt8
I Protoss winner, could it be?
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 18 2015 09:44 GMT
#157
Nothing better than managing to fix traffic

I had terrible traffic jams from all directions after zoning a new "mega zone" (basically one "buyable square" big), basically all commercial zones were closing because no trucks could arrive in time (when trucks despawn), no service could work.
Well I just spent an hour and managed to fix everything and suddenly everything works well, so satisfying
Jetaap
Profile Blog Joined November 2010
France4814 Posts
Last Edited: 2015-03-18 11:40:39
March 18 2015 10:42 GMT
#158
Concerning traffic i find this reddit post quite fascinating!
http://imgur.com/a/WdJim
Jockmcplop
Profile Blog Joined February 2012
United Kingdom9798 Posts
March 18 2015 14:10 GMT
#159
There's something very Alan Partridge about the way he says "and that..... was a sixty second tip."
RIP Meatloaf <3
MrCon
Profile Blog Joined August 2010
France29748 Posts
March 18 2015 17:55 GMT
#160
Added a wealth counter to residential buildings, every time a worker leaves for work or to shop it goes down, when the worker succeeds in reaching their destination it goes up. Your tax rate affects the amount it goes up by. Needs to pass a threshhold to level up the building, and the building will get abandoned if it gets too low (will show low land value problem).

Click on any residential building to see the wealth level. It will show the (current wealth level) / (wealth level needed to level up)

Made it much more likely for fire to spread.

Made it much harder for traffic to despawn.

Made it much harder for Cims taking public transport to despawn.

Tripled the number of residents who travel to offices.

25% progression milestone cash reward.

Increased construction costs (especially highways, subways, and wonders).

Increased maintenance costs by 40%.

Greatly increased unlock price and allow 25 tiles.

Increased starting funds by 30k.

Increased tax rate effect on happiness.

Workers were less likely to want to go to work when a lot of cars were out, removed this.

Cims live a little longer (more seniors in your city), this should also have the benefit of having less spiky death spikes.

*Note: Because of the way cims decide to use a vehicle or not, some cims will try to walk to work and fail if they are too far away and there is no public transport. So for now public transport is mandatory with this mod (although cims can walk quite far).


http://steamcommunity.com/sharedfiles/filedetails/?id=408706691

Currently, whenever you build several parks or landmarks in the game, your commercial demand will quickly fall. If you build lots of parks, it is very likely that you will have very little to no commercial demand in your city.

This mod aims to fix that problem by removing the impact of parks and special buildings on commercial demand.

As soon as you turn the mod on and load your city, you should see the commercial demand start rising. Be wary of building too many stores with your new found demand, they compete for jobs with the industry and bring in a lot of traffic for goods delieveries.

CO has made an official statement about this problem:
"Originally Posted by Co_Karoliina
We have found the reason for the issue and are trying a few ways of fixing it. If all goes well, there will be a fix very soon! My apologies for this issue slipping past us originally, we are working hard to get it fixed."

http://steamcommunity.com/sharedfiles/filedetails/?id=409068574
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