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Author Topic: Cities: Skylines, The Sim City we all wanted! New Industry DLC!  (Read 118371 times)

BigD145

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #480 on: March 22, 2015, 12:22:56 pm »

They're not piled up to every rail entry on the map yet. You're fine.
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Shooer

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #481 on: March 22, 2015, 12:30:19 pm »

WAY overly complex, just way over designed.  In order to allow your trains to turn around you've given them terribly sharp turns and WAY to many intersections.  Trains go the same speed backwards as they do forwards, and make your intersections have enough length for just one train so it can wait if it needs to.

Basically you have one train holding up another who is holding up another train who is ... ad nauseum until you get to the train stalling up the first train.  Thankfully the game has a system that recognizes vehicles that are stalled/stuck and will actually despawn them to allow traffic to start up again.
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Djohaal

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #482 on: March 22, 2015, 12:51:21 pm »

I think trains need more capacity. Or to be longer. Or both. Or maybe commerce needs to use a wee bit less freight.
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

BigD145

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #483 on: March 22, 2015, 12:57:34 pm »

No matter how you build you will get backups. There's a max of 4 in/out sets of track per map no matter your pop. They will eventually fill to all edges of the map.
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Shooer

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #484 on: March 22, 2015, 12:59:47 pm »

No matter how you build you will get backups. [snip] They will eventually fill to all edges of the map.
Actually not true, after 4 cities at over 150k pop I've only one ever had backups with trains, and that was due to flooding from a dam.
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da_nang

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #485 on: March 22, 2015, 01:18:35 pm »

This is going to take a while. I can feel it.

Spoiler (click to show/hide)

Might have to bulldoze stations and redo it from scratch.

As far as I can tell, these jams go all the way to the map edge, on all three tracks.
« Last Edit: March 22, 2015, 01:20:24 pm by da_nang »
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"Deliver yesterday, code today, think tomorrow."
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Graknorke

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #486 on: March 22, 2015, 01:36:00 pm »

Jesus Dicking Christ what is that mess?
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da_nang

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #487 on: March 22, 2015, 01:42:54 pm »

Jesus Dicking Christ what is that mess?
Clearly, it's the train network from hell, designed by Satan himself and funded by Cthulhu.
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"Deliver yesterday, code today, think tomorrow."
Ceterum censeo Unionem Europaeam esse delendam.
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umiman

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #488 on: March 22, 2015, 01:50:58 pm »

Can't say I've ever seen such a horrible train track design before.

da_nang

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #489 on: March 22, 2015, 02:03:43 pm »

Well the good news is I've made the stations less "stumpy". Trains can now enter all but the end stations from both directions.

Bad news is I don't know if it solved the problem.
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"Deliver yesterday, code today, think tomorrow."
Ceterum censeo Unionem Europaeam esse delendam.
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majikero

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #490 on: March 22, 2015, 02:33:52 pm »

I think the problem is that you have so much cargo stations.
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da_nang

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #491 on: March 22, 2015, 02:42:05 pm »

Then clearly there needs to be high-capacity railroads. I dread to think what happens if I have to offload all that heavy traffic onto the streets.

EDIT: The eastern railroad to the map edge is no longer jammed. An added T-junction near the eastern part of the city rerouted that traffic. The west is still fucked.
« Last Edit: March 22, 2015, 02:48:55 pm by da_nang »
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"Deliver yesterday, code today, think tomorrow."
Ceterum censeo Unionem Europaeam esse delendam.
Future supplanter of humanity.

alway

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #492 on: March 22, 2015, 02:59:19 pm »

You people clearly don't even know the meaning of complex Cthulhu roads.
Spoiler (click to show/hide)

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BigD145

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #493 on: March 22, 2015, 03:15:23 pm »

Hello, Cthulhu Pizza? I'd like to order some onramp stuffed onramp with extra bypass.
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Aklyon

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #494 on: March 22, 2015, 03:26:00 pm »

You people clearly don't even know the meaning of complex Cthulhu roads.
Spoiler (click to show/hide)
That seems like the sort of thing they gave you five levels of road for actually, to me.
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.
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