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SimCity a disaster for you? Take a look at Cities: Skylines (not related to CitiesXL)

ASTROID2

Member
Yh his planning is good but he tends to over-explain and misses to many obvious things.

A tweet just came up about water, he reads it and then ignores it. I think he's doing this to me on purpose.

Edit: Oh thank god. 10 minutes into episode 4 he fixes one. But there are still others not getting water.

Edit 2: "So we got water coverage." No you don't.
 

Jaevlar

Member
I watched quill18's stream yesterday and I do not regret preordering the game. This looks amazing, and with the proper mod support implemented I think this will set the standard of city builders for a long time to come.

Also, hats off to the devs and their developer diaries. I'd like for it to be Tuesday now, I hate playing the waiting game...
 

strata8

Member
Someone's probably posted about it, but there was an interesting part in quill18's stream where a higher capacity road actually introduced traffic problems.

nq0HPd7.jpg


Cars coming off the left offramp and wanting to turn right at the next section have to cross 6 lanes of traffic - in the space of under 100m.

You don't see this stuff in SimCity 4 and it's a cool consequence of agent-based vs. statistical simulation.
 
Someone's probably posted about it, but there was an interesting part in quill18's stream where a higher capacity road actually introduced traffic problems.

nq0HPd7.jpg


Cars coming off the left offramp and wanting to turn right at the next section have to cross 6 lanes of traffic - in the space of under 100m.

You don't see this stuff in SimCity 4 and it's a cool consequence of agent-based vs. statistical simulation.

That is pretty cool and shows how much better Agent is over statistics. With statistics it would alleviate some traffic issues, but here we see that it causes realistic problems you would get if you did a design like that.
 

Mengy

wishes it were bannable to say mean things about Marvel
So there are no randomly created maps?

No, but the map editor is beyond awesome. I'm fairly sure the workshop will be flooded with custom maps in fairly short order. I know I already have plans to recreate several of my favorite custom Simcity 4 maps that I made over the years. I wish I'd had this editor years ago just for Simcity 4, lol.
 

Alavard

Member
I must have watched 7 hours of Quill18's stream yesterday. It's crazy because I've never really been into city builders before, but the anticipation of this is driving me crazy.
 

Kinthalis

Banned
That is pretty cool and shows how much better Agent is over statistics. With statistics it would alleviate some traffic issues, but here we see that it causes realistic problems you would get if you did a design like that.

But does the game provide ways in which to fix, say the problem pictured in the post you quoted?
 

Setsuna

Member
Someone's probably posted about it, but there was an interesting part in quill18's stream where a higher capacity road actually introduced traffic problems.

nq0HPd7.jpg


Cars coming off the left offramp and wanting to turn right at the next section have to cross 6 lanes of traffic - in the space of under 100m.

You don't see this stuff in SimCity 4 and it's a cool consequence of agent-based vs. statistical simulation.

The cars were crossing six lanes of traffic in order to go straight. And by doing that caused the middle lanes for the next 2 blocks to be devoid of traffic regardless of where the cars were going

It was also causing cars to drive on top of each other or disappear from the game entirely
 

Spl1nter

Member
No, but the map editor is beyond awesome. I'm fairly sure the workshop will be flooded with custom maps in fairly short order. I know I already have plans to recreate several of my favorite custom Simcity 4 maps that I made over the years. I wish I'd had this editor years ago just for Simcity 4, lol.

You can just create a height map from simcity 4 and than import that into skylines.
 

Megasoum

Banned
I haven't played the game yet (obviously) and I'm already addicted to the wave of happy faces when you plop down an utility building.

So satisfying.
 

Mengy

wishes it were bannable to say mean things about Marvel
You can just create a height map from simcity 4 and than import that into skylines.

Yep, my issue with Simcity 4 has always been creating the heightmaps though. I have a few tools to make them but none were ever very easy nor good at it. I often just resorted to making a half assed heightmap out of GIMP, importing it to SC4, and then using the terraforming tools over the entire region to clean it up and fix it, which took forever and was never practical.

In CSL it looks super easy to create heightmaps, it's the kind of tool I always wanted for SC4 ironically enough. What's even more ironic is that now that I'll have said tool with CSL, I might never need to play SC4 again.

Next Tuesday can't come soon enough. I have a dentist appointment for Tuesday night that I think I'm going to re-schedule.....
 

Seanspeed

Banned
Someone's probably posted about it, but there was an interesting part in quill18's stream where a higher capacity road actually introduced traffic problems.

nq0HPd7.jpg


Cars coming off the left offramp and wanting to turn right at the next section have to cross 6 lanes of traffic - in the space of under 100m.

You don't see this stuff in SimCity 4 and it's a cool consequence of agent-based vs. statistical simulation.
Woah.
 
QUILL keeps saying "hey next level" "hey new city ttile"... does the game not tell you these things in real time? He seems to be stumbling in to menus to find out about the updates
 

Grief.exe

Member
Especially considering the initial lanes from the highway are 4-lane one ways. So they do exist.

8jSXwltmw7


Quill18 @quill18 · 19m 19 minutes ago
This kind of intersection is proving to be super effective. Cars use all 6 lanes. No traffic light. http://i.imgur.com/nB7CfPD.jpg @Cities_PDX

Quill is streaming. He's doing science right now, testing how different roads connect and such.

http://www.twitch.tv/quill18

This is what I'm tlaking about. Sweet.

Quill is back at it, and is experimenting with different road layouts.

We were all making fun of him yesterday and now he is slowly becoming a traffic savant.

Since it is a pure simulation I think there will be a lot of experimentation with this game. I would actually prefer to work it out myself rather than just using the best solution the streamers find prior to release.
 

Mr Swine

Banned
Does this game have ordinances like in Sim City 4? Like paying to have people use less water/electricity? Carpool together and so on?
 

Grief.exe

Member
lol Quill is using my suggestion from yesterday.

DggRLIq.png


Even watching the first video I had a feeling his basic design would not end well. He was unintentionally bottlenecking his entire population on top of the bottleneck being extremely inefficient.

In my opinion, it would be the best course of action to continue the massive one-way roads leading from the initial interchange. Then attach large roads horizonatlly to connect the other parts of your city. Continue building the large roads leading off the highway as your city expands.

Hopefully this makes sense:
Code:
    l   l       l    l
    l   l       l    l
 __l____l_______l_____l___

 ________________________
    l   l       l    l
    l   l       l    l
    l   l       l    l
    l   l       l    l
    l   l       l    l
    l   l       l    l
 __l____l_______l_____l___

 ________________________
    l   l       l    l
    l   l       l    l
    l   l       l    l
    l   l       l    l
    l   l       l    l
    l   l       l    l
 

Kinthalis

Banned
Does this game have ordinances like in Sim City 4? Like paying to have people use less water/electricity? Carpool together and so on?

I believe so. More over it looks like you can "paint" regions within your city and apply ordinances ONLY to those regions.

So you can paint your downtown area, name it say "downtown" and paint your beach side property and call it "SunnySide", just like real cities have neighborhoods (i.e The Bronx, Brooklyn, etc in NYC), and get statistics on them, change policies only that particular neighborhood, etc.
 
I don't understand this road? Where is the traffic coming the other way? Assuming that there's some other intersection nearby allowing for that, it seems an incredibly inefficient use of space when one road with lights would do.

I imagine there is a mirror of that intersection a block or so away, which isn't too uncommon IRL in densely populated areas.
 

Jac

Neo Member
I am looking forward to this game. I haven't seen a good City Builder in years (Tropico is ok, but you are too limited with those islands)
 

swoon

Member
the number of different buildings seem super low from the feeds so far, i'm sure it will grow in time, but it's a bummer.
 
the number of different buildings seem super low from the feeds so far, i'm sure it will grow in time, but it's a bummer.

That's always my biggest beef with these types of games. Hopefully the mod support is a lot easier to deal with than SimCity 4. The dependency hell made it so difficult to add a variety of new buildings.
 

Klyka

Banned
the number of different buildings seem super low from the feeds so far, i'm sure it will grow in time, but it's a bummer.

they said there are between 400-500 different buildings.

remember that they got different artstyles going on too what with the southern and northern artstyle.

modding is gonna add a ton of variety too.
 

Rentahamster

Rodent Whores
One of the things that modding SimCity was able to do was enable bi level streets. I'm anxious to see if that works in this game too. I haven't seen anyone try it yet.
 
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