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Author Topic: Cities: Skylines, The Sim City we all wanted! New Industry DLC!  (Read 116789 times)

Bohandas

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #615 on: October 02, 2015, 11:23:15 pm »

Is there any way to make zones stay visible after the zoming tool is closed?

EDIT:
Doesn't matter anymore. I asked steam for a refund.
« Last Edit: October 03, 2015, 08:20:29 pm by Bohandas »
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Bohandas

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Re: Cities: Skylines, The Sim City we all wanted! Gameplay videos out now!
« Reply #616 on: October 03, 2015, 12:51:00 am »

Funny how the market went degenerated where the more you pay for a game theless you get yet... its a formula that still works for big company. Im just trying to understand the concept and when and where on earth did we become that stupid....

I have noticed this too.
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Putnam

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Re: Cities: Skylines, The Sim City we all wanted! Gameplay videos out now!
« Reply #617 on: October 03, 2015, 03:57:22 pm »

Funny how the market went degenerated where the more you pay for a game theless you get yet... its a formula that still works for big company. Im just trying to understand the concept and when and where on earth did we become that stupid....

I have noticed this too.

Anything can fit a pattern as long as you ignore any contrary evidence.

Chiefwaffles

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Re: Cities: Skylines, The Sim City we all wanted! Gameplay videos out now!
« Reply #618 on: October 03, 2015, 04:06:21 pm »

Im just trying to understand the concept and when and where on earth did we become that stupid....
Or maybe people don't care and pay for what they think is appropriate.
Please stop assuming people are dumb because they don't have the same opinion as you.
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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #619 on: October 04, 2015, 10:49:39 pm »

Has there been any word on introducing regions/other cities like the Sim City series?

The joy I find in city builders in creating hyper-specialised industries. I find Skylines too sterile without being able to important things like garbage or prisoners from other regions.
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PTTG??

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #620 on: October 05, 2015, 02:49:48 pm »

Has there been any word on introducing regions/other cities like the Sim City series?

The joy I find in city builders in creating hyper-specialised industries. I find Skylines too sterile without being able to important things like garbage or prisoners from other regions.

Right now, the closest solution is to get the mod to unlock all tiles and build multiple connected cities on the same map. Frankly, that sounds like fun to me.
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forsaken1111

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #621 on: October 06, 2015, 01:00:45 pm »

Has there been any word on introducing regions/other cities like the Sim City series?

The joy I find in city builders in creating hyper-specialised industries. I find Skylines too sterile without being able to important things like garbage or prisoners from other regions.

Right now, the closest solution is to get the mod to unlock all tiles and build multiple connected cities on the same map. Frankly, that sounds like fun to me.
Unfortunately you will run into agent and building limitations after a while.
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Bohandas

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Re: Cities: Skylines, The Sim City we all wanted! Gameplay videos out now!
« Reply #622 on: October 06, 2015, 01:19:15 pm »

Funny how the market went degenerated where the more you pay for a game theless you get yet... its a formula that still works for big company. Im just trying to understand the concept and when and where on earth did we become that stupid....

I have noticed this too.

Anything can fit a pattern as long as you ignore any contrary evidence.

I'll freely admit that there are a lot of expensive games that aren't popular. It's just that price doesn't seem to affect most people's expectations, or rather it doesn't seem to affect their demands. The game somehow is jist as popular at 40 dollars as it would be at fifteen.
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PTTG??

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #623 on: October 06, 2015, 01:46:42 pm »

I'm thinking of making a map designed for isolated citylettes. Maybe a bunch of islettes with a jagged coastline on one side, or a narrow valley network with a few level areas.

Throw in a mod to unlock all the tiles at the start, of course...
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martinuzz

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #624 on: October 18, 2015, 07:32:42 pm »

Having picked up this game when it was on sale recently, I must say, I am enjoying it.
Been toying with making modular intersections in the asset creator, and am currently connecting the dots on a city made from only two such modules.
Here's the work in progress:

Overview:
Spoiler (click to show/hide)

Close up of the nearly completed grid
Spoiler (click to show/hide)

If you were wondering how it all connects
Spoiler (click to show/hide)

Passenger terminals
Spoiler (click to show/hide)

I'll try and post pics when it's done and populated

You can check out the assets I used to create this at the steam workshop. Traffic++  mod required for both.
Train station asset: http://steamcommunity.com/sharedfiles/filedetails/?id=537586215&searchtext=
Highway junction asset: http://steamcommunity.com/sharedfiles/filedetails/?id=537583833&searchtext=

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ndkid

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Re: Cities: Skylines, The Sim City we all wanted! Gameplay videos out now!
« Reply #625 on: October 19, 2015, 01:44:44 pm »

I'll freely admit that there are a lot of expensive games that aren't popular. It's just that price doesn't seem to affect most people's expectations, or rather it doesn't seem to affect their demands. The game somehow is jist as popular at 40 dollars as it would be at fifteen.
A hypothesis: computer games are a relatively inelastic luxury good. (See also: https://en.wikipedia.org/wiki/Price_elasticity_of_demand)
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martinuzz

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #626 on: October 20, 2015, 10:48:15 am »

Grid done, except for subways. Ready to power, water and zone.

I uploaded it to the workshop if you want to look at it properly. my comment in the workshop page lists the needed (few) mods.
http://steamcommunity.com/sharedfiles/filedetails/?id=538568637
with subways: http://steamcommunity.com/sharedfiles/filedetails/?id=538629108
Spoiler (click to show/hide)

EDIT: subway system done. Here's the underground view:
Spoiler (click to show/hide)
« Last Edit: October 20, 2015, 12:16:50 pm by martinuzz »
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PTTG??

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Re: Cities: Skylines, The Sim City we all wanted! Out Now!
« Reply #627 on: November 06, 2015, 02:01:25 pm »

Apparently there's a new patch out.

Raised some limits, which is nice I suppose. The more interesting thing is the feedback at the bottom of the post on what they want to do. Apparently there is some kind of major problem with map-editor tunnels? That's weird. Even if you can't save tunnel information in the map data format, just make it refresh the tunnels on load so it fixes the minor glitches that tunnels have now.

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Puzzlemaker

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #628 on: November 07, 2015, 09:44:06 am »

I am getting back into this, with the new DLC.  Holy crap night looks pretty.
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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #629 on: January 20, 2016, 02:33:30 pm »

Ok I need to learn how to mod Skylines. I want to build this:

I want to have a really big space colony simulator. It starts with the landing site and simple dirt roads; at this point, all your supplies are shipped in from Earth at great expense, but your founders on Earth give you a stipend, plus a Science bonus. Then you build solar panels and power storage cells, which give you the energy to run a water filter and a hydroliser, producing hydrogen and oxygen. Now you are providing your own oxygen so your imports go down, and you're selling hydrogen to freighters, giving you independent income.

Next you build a small waste processor, which turns waste into biomass. Biomass then can be turned into food at hydroponics facilities. Now you have locally-sourced food, water, oxygen, and electricity. You can devote your stipends directly to expanding the science facilities, getting you more cash flow until you reach the limits of your existing infrastructure. Building the next level requires bulky and expensive materials, so now you designate mines for concrete, iron, and rare earths, and the refineries and machine shops. You build a set of habitats to provide workers, even though that means you'll be burning cash to import lots of oxygen and food.

Then Antibiotic-Resistant Staph breaks out in the new dorms. You have to wait for it to burn out, and you take a loan to pay for a new medibay.

By the time the infection is controlled, the loan comes due, putting your already taxed reserves in the red. You start tearing down the under-performing iron mine and selling it for scrap, but the grace period ends and you can no longer import goods. Your reserves of food go first, resulting in the new dorms (which are the least happy) rioting first. Solving two problems at once, you conserve oxygen by routing it to the earlier, scientist's dorms and cut off the new ones.

The population in the new dorms suffocate, resulting in a massive hit to your credibility and a serious happiness penalty for the whole base. Your population is now self-sufficient again, but you have to shut down a large portion of the science labs to send the technicians to work in the mines- it's slow going, but eventually you pay off your debts with a trickle of science and hydrogen exports, helped along by the fact you don't need to import anything.

Given your poor credibility, you now have to pay money to entice new colonists (if it was much lower, your existing colonists would start leaving unless they are too poor to afford transport). Considering the first generation of local born citizens are too young to work (and aren't educated), you need to pay the piper. You reopen a portion of the new dorms and bring in more citizens, and you set up a small entertainment district too, now that you have the resources to build more life support facilities. Things are looking pretty good; maybe you can make a bid to host an AI research institute at your base. Or maybe you'll open a refugee program and take on a large number of workers from earth for a one-time cash bonus.

---

The planet will have a thick but low-oxygen atmosphere and surface temperatures in the liquid water range. Other than that, I'm not sure. I think it should have native life- possibly on that respirates aresolized hydrogen cyanide for the pure death world aspects. (Basically, we can use the logging map to indicate how toxic/scientifically interesting a region is.) As to how we get there, maybe stargates? Something inexplicable is needed, certainly.
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