Cities: Skylines
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escalibur




Posts: 12125

PostPosted: Thu, 2nd Apr 2015 08:46    Post subject:
http://gamingbolt.com/pillars-of-eternity-cities-skylines-earn-18-5-million-in-three-weeks


PC gayming is dead!


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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Thu, 2nd Apr 2015 11:22    Post subject:
We'll that's good news, especially since it's been done with titles that didn't ask an arm and a leg for their game.


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escalibur




Posts: 12125

PostPosted: Sun, 5th Apr 2015 01:58    Post subject:
Some nice (AI) bugs Razz





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difm




Posts: 6618

PostPosted: Sun, 5th Apr 2015 18:56    Post subject:
Well, having power outages because of only one line from the power source to the city was a new one for me Very Happy
Quite logical actually and a nice touch.


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madness




Posts: 13310

PostPosted: Mon, 6th Apr 2015 17:24    Post subject:


Why does traffic only use one lane on two-lane ramps?
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_untouchable_
Banned



Posts: 1383

PostPosted: Mon, 6th Apr 2015 17:58    Post subject:
The absence od even rudimentary traffic AI basically forces the use of one way roads.
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Il_Padrino




Posts: 7498
Location: Greece by the North Sea
PostPosted: Mon, 6th Apr 2015 20:53    Post subject:
As you can tell in the picture, they actually use both lanes, but move to the leftmost lane before the road is joined by the exit (the hotdog truck getting cut off by the yellow car Smile ). Cars always do this, so that traffic continues to flow (there are no stop lights).
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madness




Posts: 13310

PostPosted: Mon, 6th Apr 2015 21:02    Post subject:
I meant the ramps/bridges/whatever you call them
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vagonite




Posts: 132

PostPosted: Mon, 6th Apr 2015 22:58    Post subject:
_untouchable_ wrote:
The absence od even rudimentary traffic AI basically forces the use of one way roads.


There is lots of discussions with the Dev's on this issue and according to them, its got nothing to do with absence of rudimentary traffic AI as you stated. They actually have the AI using all the lanes and switching to the turning lanes when reaching there destination in their QA, but found it actually cause worse jams, as cars would block two lanes etc when trying to move into the turn lanes. CO indicated there are some things they gonna do to improve it, but its not bugged and working as designed according to them.
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crossmr




Posts: 2965
Location: South Korea
PostPosted: Tue, 7th Apr 2015 02:06    Post subject:
When you have traffic lined up for 1/2 km in a single lane, yes, yes it is broken and no amount of reasoning is really going to try and excuse that away.

It's only part of the problem, the other part of the problem is no protected left turn or the ability to remove left turns from some intersections. When traffic gets green, they just mash together in the intersection as cars fight to both go through and turn left.

They also need a right turn on red.

it's not bugged, it's poorly designed.


Intel i5 6500 3.2Ghz, Geforce 970GTX 2GB, 16 GB Ram, Windows 7
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shole




Posts: 3363

PostPosted: Tue, 7th Apr 2015 03:12    Post subject:
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Tue, 7th Apr 2015 06:58    Post subject:
Awesome man Very Happy


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Immunity




Posts: 5613

PostPosted: Tue, 7th Apr 2015 08:37    Post subject:
Holy shit that's awesome! Brings back so many memories of Sim Copter!


I can never be free, because the shackles I wear can't be touched or be seen.
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madness




Posts: 13310

PostPosted: Tue, 7th Apr 2015 08:43    Post subject:


This looks safe

Also, this mod looks useful

http://steamcommunity.com//sharedfiles/filedetails/?id=410151616
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DCB




Posts: 5410

PostPosted: Tue, 7th Apr 2015 10:12    Post subject:
Damn, that's the holding pattern from hell.
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Silent_Lurker




Posts: 7497
Location: France
PostPosted: Tue, 7th Apr 2015 13:04    Post subject:
Immunity wrote:
Holy shit that's awesome! Brings back so many memories of Sim Copter!


This !

So Much Win

I am still waiting for a nice Simcopter sequel, many tried, none succeeded for now.
And there is no chance Maxis/EA will even give a fuck about this. Mad


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deelix
PDIP Member



Posts: 32062
Location: Norway
PostPosted: Tue, 7th Apr 2015 14:08    Post subject:
madness wrote:


This looks safe

Also, this mod looks useful

http://steamcommunity.com//sharedfiles/filedetails/?id=410151616
When its not safe to land, planes circle, but DAT radius Laughing
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scaramonga




Posts: 9800

PostPosted: Wed, 8th Apr 2015 00:23    Post subject:
Bugfixing-Patch 1.0.7c is LIVE

Greetings Chirpies!

Easter is over, and so is the wait for the next patch for Cities: Skylines. As previously mentioned our core focus lies in solving the most common technical and accessibility issues some users are experiencing which should be clearly noticeable in this update.

You might recognize some of these patch notes from previous threads, the reason being that we patched previously and then retracted it due to unexpected technical issues.

Please note that if you run a heavily modded version of the game you might want to disable your mods and start a new city to ensure the vanilla game works properly - before you try running your modded city. We can not assume responsibility for the stability of your game when using mods but highly guarantee this practice (as well as regularly backing up your saves!)


Code:
Patchnotes 1.0.7c (incl. 1.0.7b and 1.0.7)

Fixed: disappearing custom assets should now show normally
Modding: assembly version should now be ignored when loading a map
Misc: Embedded mod information to save games (to help debugging and for future improvements)
Asset editor: fixed an issue where dragging/rotating props may conflict
Asset editor: fixed user-made LOD model getting overwritten by a generated one in some cases
Asset editor: fixed problems sometimes occurring when rescaling models in the import window
Localization: German loading tips improved
Warning text added when enabling a mod
Save to cloud box now remain checked if the loading was performed from a cloud save
Japanese garden for everyone
Added command line parameter "-limitfps x" to set a target fps
Mac/Linux: Fixed custom assets not loading due to an invalid PNG format.
Mac: Removed menu bar & docks in fullscreen mode
Asset Editor: the default size of assets created from templates now matches the template size if loading props
Asset Editor: fixed a case where the default textures may get corrupted and require to restart the game
Asset Editor: already placed props can now be moved around and rotated in place (respectively using the left and right mouse click) when no tools are selected
Asset Editor: fixed cases where LODs may not rotate with the building in the import panel
Steam workshop: Steam fixed the workshop not being showing when in offline mode in the latest Steam client release (24 Mar)
Locale: added LOADING text
Misc: fixed a case where command line arguments may conflict
Misc: removed an invalid key binding option
Misc: Added screenshot shortcuts to rebindable input (default is F12 for normal screenshot and shift+F12 for hi-res screenshot, also local screenshots now go to gameUserFolder/Screenshots) Steam screenshot feature is untouched and still the preferred method to take screenshots
Misc: Info views panel added to the Escape chain so the last Escape press will close the info views now
Misc: Save map does not show builtin and workshop maps any longer
UI: Fixed arrows sprites not showing feedback when interacted with
UI: Fixed color picker color not displaying in the right color space
No more duplicate name error for identical names coming from different packages
Paths can not be built inside elevated roads anymore
Elevated roads can now be upgraded or changed direction if one-ways
.ccs files displayed in red can now be selected in the load panel when trying to recover a failed save (when a save fails and attempt to preserve itself generating a .ccs file)
French localization improved
General audio improvements (should help address the sound stuttering issue with some sound cards)
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polosistealth




Posts: 3443

PostPosted: Wed, 8th Apr 2015 15:46    Post subject:
i have 10 TF keys for 1 nuuvem cdkey or steam gift Cities Skylines


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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Wed, 8th Apr 2015 15:49    Post subject:
polosistealth wrote:
i have 10 TF keys for 1 nuuvem cdkey or steam gift Cities Skylines


Then go into the trading thread instead of here... Jeez it's not that hard.


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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 14th Apr 2015 03:58    Post subject:
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difm




Posts: 6618

PostPosted: Tue, 14th Apr 2015 09:45    Post subject:
I can't get above 75k citizens for some reason Sad
They always die off. After that and my population is constantly between 68k and 75k. How can I improve that? No need for R zones ofc during deaths. Should I just blindly zone more R's?


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Flagship




Posts: 333
Location: ... . -.-. .-. . -
PostPosted: Tue, 14th Apr 2015 19:03    Post subject:
https://twitter.com/Cities_PDX/status/587969475993034752
Quote:
We are incredibly proud, and excited, to announce that Cities: Skylines has demolished the 1 mil units sold barrier! http://ow.ly/LAAzp


▌▌▌▌★
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 18th Apr 2015 15:39    Post subject:
http://www.pcgamer.com/cities-skylines-next-update-the-most-substantial-to-date/
Quote:
The update, they say, will be "the most substantial to date", and will introduce new features, tweaks, improvements and "more fun stuff". As with all local city planning, though, it'll take some time before its open to the public.

"As the update is a lot bigger than what we've previously released it's also going to be in development and QA for a longer time," writes the Colossal Order team, "meaning there's going to be at least a month before it's ready to be launched."

What is known is that the update will allow players to create tunnels, and introduce support for wall-to-wall buildings.
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ixigia
[Moderator] Consigliere



Posts: 65045
Location: Italy
PostPosted: Fri, 24th Apr 2015 23:03    Post subject:
Thankfully it seems that Paradox are against the new trend from greedyland Razz

https://twitter.com/PdxInteractive/status/591630305783603200



Random creations of an insane mind / Screens from Bulgaria [Early Access]


Last edited by ixigia on Sat, 25th Apr 2015 03:36; edited 1 time in total
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Areius




Posts: 14823

PostPosted: Fri, 24th Apr 2015 23:44    Post subject:
ixigia wrote:
Thankfully seems that Paradox are against the new trend from greedyland Razz

https://twitter.com/PdxInteractive/status/591630305783603200

Yeah, what'd you expect after all this rage. Let's see IF something changes with this first and IF this rage is going to continue or not. If no changes are made and the rage ends, we'll see what they think then. They'll spin it for sure Mad


PC: Yes. Console: No.
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Areius




Posts: 14823

PostPosted: Sat, 25th Apr 2015 09:19    Post subject:
Areius wrote:
ixigia wrote:
Thankfully seems that Paradox are against the new trend from greedyland Razz

https://twitter.com/PdxInteractive/status/591630305783603200

Yeah, what'd you expect after all this rage. Let's see IF something changes with this first and IF this rage is going to continue or not. If no changes are made and the rage ends, we'll see what they think then. They'll spin it for sure Mad





Sooner than expected Laughing


PC: Yes. Console: No.
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Flagship




Posts: 333
Location: ... . -.-. .-. . -
PostPosted: Sat, 25th Apr 2015 14:35    Post subject:
ixigia wrote:
Thankfully it seems that Paradox are against the new trend from greedyland Razz

https://twitter.com/PdxInteractive/status/591630305783603200


And one of the replies to that tweet :
Quote:
@PdxInteractive @RealHitmanZeus http://puu.sh/hpBSN.jpg fuck off
Laughing


▌▌▌▌★
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ixigia
[Moderator] Consigliere



Posts: 65045
Location: Italy
PostPosted: Sun, 26th Apr 2015 00:24    Post subject:
Haha, rude but very effective, you cannot rebut facts Very Happy

@Areius:
That went bonkers so fast, you really saw it coming haha. It was naive of me to even think about believing them for once Razz

But what can you expect, integrity is no longer a word present in the vocabulary, it's the age of the carpe diem merely revolved around the buttsexing of gamers and customers. It's only going to get worse, better hurry up with that time-machine prototype goddammit!
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SaberBlade83




Posts: 96

PostPosted: Sun, 26th Apr 2015 20:21    Post subject:
I have a weird issue with my Metrolines not working. I've been trying to set up several metrolines in my city. But some of them doesn't seem to work for some reason. The metrotrain seems to spawn and despawn instantly and no one can use that line to travel. Others are working just fine. I've seen this happen at my trainstations sometimes, but that was caused by faulty tracks, not being able to reach it's destination.

But here I create a local metroline in a simple loop, all tunnels connect properly and the line is complete but it just won't work. A bug, or is it needed to connect tunnels in some kind of order that I am missing here? Confused Maybe 17 lines is all one is allowed to create before it flips out? Laughing Don't have that many though cause I deleted old lines to redo them, but it seems to keep counting up anyway.
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