03-29-2015, 09:17 PM
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#81
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Franchise Player
Join Date: Jan 2013
Location: Cape Breton Island
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So apparently the game developers have been made aware and are fixing tourism, which is badly broken in the game.
It also appears services in the game have bad pathing and logic. trash, dead people, and ambulances take strange routes. someone made a mod to try and fix this but apparently it lags the heck out of the game.
CO has a good reputation and history of updating though, so I'm not worried
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03-30-2015, 08:04 AM
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#82
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Franchise Player
Join Date: Jun 2004
Location: Vancouver
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I had an issue with dead bodies piling up when I reached 30k. Then I realised I had accidentally put a water sucking machine right beside my water dumping machine and was making the whole city sick. Half the population died before I realised it and half the buildings were eventually abandoned. Once I fixed that the population bounced back pretty quickly. The game is pretty good for that, and doesn't penalise you too much for stupid mistakes.
What types of roads are you guys using. I really only use the highway that is on the original map, and connect the small roads to this highway to build my communities, but this is probably not the most effective way of doing things, especially when the communities become larger. I don't have any freeways running through my cities, and I've heard not to bother with medium size roads because they just create traffic lights and therefore traffic problems.
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03-30-2015, 08:13 AM
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#83
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Franchise Player
Join Date: Jan 2013
Location: Cape Breton Island
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Quote:
Originally Posted by worth
I had an issue with dead bodies piling up when I reached 30k. Then I realised I had accidentally put a water sucking machine right beside my water dumping machine and was making the whole city sick. Half the population died before I realised it and half the buildings were eventually abandoned. Once I fixed that the population bounced back pretty quickly. The game is pretty good for that, and doesn't penalise you too much for stupid mistakes.
What types of roads are you guys using. I really only use the highway that is on the original map, and connect the small roads to this highway to build my communities, but this is probably not the most effective way of doing things, especially when the communities become larger. I don't have any freeways running through my cities, and I've heard not to bother with medium size roads because they just create traffic lights and therefore traffic problems.
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I read it you expand too fast you suffer death waves that overwhelm cemeteries and hearses.
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03-30-2015, 08:27 AM
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#84
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Franchise Player
Join Date: Jun 2004
Location: Vancouver
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Yeah, I think the other thing is I got rid of all my cemeteries for incinerators, and they don't have as many hearses and they could not keep up at all. I think you need a combination of both.
The other thing I've noticed is you may have lots of capacity at cemeteries or hospitals, but you may still need to put new ones up in neighborhoods to get the coverage.
Like I had 3,000 spots available at the hospital/clinics, but my health was really low. I had to put down a lot more clinics, increasing capacity far beyond what was required, but the health of the citizens skyrocketed into the 90% range.
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03-30-2015, 09:39 AM
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#85
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Scoring Winger
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Quote:
Originally Posted by Resurrection
I read it you expand too fast you suffer death waves that overwhelm cemeteries and hearses.
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I have encountered a few death waves. Basically when new zones are populated they are populated with similarly aged sims. This causes a demographic bubble which will cause a death wave. As long as you have enough cemeteries/incinerators for the steady state case, all you have to do is not panic and wait. They will eventually clear everything up and everything will be fine.
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03-30-2015, 09:46 AM
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#86
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Powerplay Quarterback
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Quote:
Originally Posted by worth
What types of roads are you guys using. I really only use the highway that is on the original map, and connect the small roads to this highway to build my communities, but this is probably not the most effective way of doing things, especially when the communities become larger. I don't have any freeways running through my cities, and I've heard not to bother with medium size roads because they just create traffic lights and therefore traffic problems.
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What I've been doing is creating interchanges from the existing highways and then feed them into traffic circles. Kinda like this: O#O with the "#" being a cloverleaf or something else. As long as I avoid intersections too close to the circle on the 6 lane roads branching off of them, traffic seems to flow pretty good.
I'm only at about 70k population so I can't say if it'll work long term but so far so good.
__________________
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03-30-2015, 09:50 AM
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#87
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Scoring Winger
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Quote:
Originally Posted by worth
What types of roads are you guys using. I really only use the highway that is on the original map, and connect the small roads to this highway to build my communities, but this is probably not the most effective way of doing things, especially when the communities become larger. I don't have any freeways running through my cities, and I've heard not to bother with medium size roads because they just create traffic lights and therefore traffic problems.
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I have a city with 95,000 people now and no real traffic issues (for now anyway). My strategy is to build communities in a semi realistic way. Highways feed into a large road that feeds directly into a traffic circle (either large or small, prebuilt or custom built). Large roads through the community are lined with commercial/offices and connect transfer hubs(traffic circles). Branched off those large roads are small 2 lane roads which lead to residential in a modified grid pattern. Keep this grid large to limit intersections and fill in the gaps with culdesacs, etc. for residential.
Using this it limits intersections, keeps easy access for delivery trucks to commercial and provides some nicely curvy roads through residential areas. It also makes servicing areas with transit easy due to the large grid.
For my industrial areas, every area has a cargo train station, easy access to the highway system and a true grid. Trucks are the most difficult thing to keep moving smoothly so make it easy for them and monitor where they are going to help optimize them.
I don't usually use medium roads (4 lane) because you can't one way them and they don't provide much of an advantage over a 6 lane road. I do love how with enough time you can fix any traffic issue in this game.
One other note, have a separate line for your industrial and passenger trains. I had massive train traffic jams that took me quite a while to clear up.
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03-30-2015, 09:57 AM
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#88
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Franchise Player
Join Date: Jun 2004
Location: Vancouver
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would love to see your cities if you can post some screenshots.
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03-30-2015, 10:13 AM
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#89
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Scoring Winger
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Quote:
Originally Posted by worth
would love to see your cities if you can post some screenshots.
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I will try to remember to post some tonight. You can definitely see a progression of building of roads as I experimented with different types, scales, configurations etc. in this first city of mine.
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03-30-2015, 10:14 AM
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#90
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Franchise Player
Join Date: Jan 2013
Location: Cape Breton Island
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Quote:
Originally Posted by psicodude
Blue screens are typically caused by a hardware or driver fault. Try going into event viewer and locating the error code from the blue screen. Then, Google it.
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after having it for a bit memex called today saying they updated my bios, it was old. all hardware passed inspection. does this sound like a reasonable place to blame my blue screens?
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03-30-2015, 11:43 AM
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#91
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Franchise Player
Join Date: Oct 2002
Location: not lurking
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My new city project involves making all of my residential areas inescapable for traffic (only one-way roads going in, no way to go out), which makes it impossible for anyone to drive to work, instead everyone walks or uses transit. Even all of my industrial and commercial areas have a very rigid one-way road system, which breaks down like this:
External connections -> Industry -> External connections (imports and exports)
Industry -> Commercial (supply for local sellers)
External Connections -> Residential (necessary for people arriving at their homes the first time).
Eventually, every neighbourhood got its own services, but early on, I could just locate services outside the one way region. Fire trucks and such will make their calls as normal, but then finding no way back to the station, they'll disappear and simply respawn at the station.
My city that uses this is still small, but it seems extremely effective and should be pretty scalable.
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03-30-2015, 02:58 PM
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#92
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First Line Centre
Join Date: Nov 2006
Location: Calgary
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Quote:
Originally Posted by Resurrection
after having it for a bit memex called today saying they updated my bios, it was old. all hardware passed inspection. does this sound like a reasonable place to blame my blue screens?
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Possible, but only if there was a major bug in the bios version you were using. I have noticed that my CPU gets quite hot while playing this game. I am talking up to 100C, which is up there. Do you have a way to monitor your heat?
Someone linked a utility that parses out crash logs earlier in this thread. It's worth giving a shot as well.
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03-30-2015, 03:05 PM
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#93
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Franchise Player
Join Date: Jan 2013
Location: Cape Breton Island
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Quote:
Originally Posted by psicodude
Possible, but only if there was a major bug in the bios version you were using. I have noticed that my CPU gets quite hot while playing this game. I am talking up to 100C, which is up there. Do you have a way to monitor your heat?
Someone linked a utility that parses out crash logs earlier in this thread. It's worth giving a shot as well.
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Just hooking up my computer back now. Well find out soon if bsod occurs.
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03-30-2015, 04:53 PM
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#94
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Powerplay Quarterback
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Quote:
Originally Posted by worth
would love to see your cities if you can post some screenshots.
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Love me some traffic circles
__________________
"The problem with quotes on the Internet is that it is hard to verify their authenticity" -Abraham Lincoln
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03-30-2015, 05:30 PM
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#95
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Franchise Player
Join Date: Jan 2013
Location: Cape Breton Island
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So far no crashing. Wahoo!
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03-30-2015, 06:15 PM
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#96
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Scoring Winger
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Quote:
Originally Posted by worth
would love to see your cities if you can post some screenshots.
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Here is my first city. Currently 95,000 people with lots of room to expand.
Album with 11 pics linked here.
http://imgur.com/a/kI36F#yKURSB5
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03-30-2015, 06:35 PM
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#97
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Franchise Player
Join Date: Jan 2013
Location: Cape Breton Island
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one thing im trying now is to not use the straight or curve tool as much as possible. free form street create nice looking, winding roads
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03-31-2015, 08:47 PM
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#98
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Franchise Player
Join Date: Jun 2004
Location: Vancouver
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anyone know of a traffic flow overlay? when you put one way roads down, it's really hard to tell which way the traffic is flowing. i know there are arrows on the road, but they are a pain in the ass to see. i'd like to view the overall picture with some sort of arrows showing in which direction traffic is going. i can't even set up bus lines properly cause i can't tell what roads go which way!
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03-31-2015, 11:03 PM
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#99
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Franchise Player
Join Date: Jan 2013
Location: Cape Breton Island
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Quote:
Originally Posted by worth
anyone know of a traffic flow overlay? when you put one way roads down, it's really hard to tell which way the traffic is flowing. i know there are arrows on the road, but they are a pain in the ass to see. i'd like to view the overall picture with some sort of arrows showing in which direction traffic is going. i can't even set up bus lines properly cause i can't tell what roads go which way!
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this sounds like a great mod idea
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04-02-2015, 12:05 AM
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#100
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Franchise Player
Join Date: May 2004
Location: Helsinki, Finland
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Quote:
Originally Posted by octothorp
My new city project involves making all of my residential areas inescapable for traffic (only one-way roads going in, no way to go out), which makes it impossible for anyone to drive to work, instead everyone walks or uses transit. Even all of my industrial and commercial areas have a very rigid one-way road system, which breaks down like this:
External connections -> Industry -> External connections (imports and exports)
Industry -> Commercial (supply for local sellers)
External Connections -> Residential (necessary for people arriving at their homes the first time).
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Cool. I have to try this I have so far only made neighbourhoods where the only connection outside is by train (which can handle both freight and people).
Quote:
Eventually, every neighbourhood got its own services, but early on, I could just locate services outside the one way region. Fire trucks and such will make their calls as normal, but then finding no way back to the station, they'll disappear and simply respawn at the station.
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Hmm. I wonder if this is actually faster than driving both ways?
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