Good question. I guess the title of this thread was understood by some as a statement and not as the suggestion/ request that it was.Where does it say they won't support underground roads?
Good question. I guess the title of this thread was understood by some as a statement and not as the suggestion/ request that it was.Where does it say they won't support underground roads?
Uchuu said:As Cities Skylines follows Cities in Motion, how extensive will the transit infrastructure options be? E.g. dirt roads, streets, roads, one-way roads, avenues, highways, underground/elevated roads, trains, subways, monorails, maglev, ferries, helipads, various sized airports, etc…
KaroliinaK said:The only ones we don't currently have from your list are underground roads, monorails, maglec, helicopters and airport sizes, so I think we have a pretty nice amount of options! The different road types are very flexible and work for different things, I made a gorgeous and well working roundabout yesterday using the highway road type.
Would static tunnel lighting (which would predominantly only need rendering when you're in underground mode and not showing buildings and stuff) be any more resource heavy than all of the road traffic currently driving around with headlights on?I could be wrong, but since CiM2 style underground tunnels are Actual, and so require "real" lighting, which means a lot of very expensive (resource-intensive) light cones. Could be the same reason for lack of night option for C:SL. If that's a problem, a temp workaround is hard-coding tunnels as shadow-casting but non-shadow-receiving objects. Just a guess anyway.
Would static tunnel lighting (which would predominantly only need rendering when you're in underground mode and not showing buildings and stuff) be any more resource heavy than all of the road traffic currently driving around with headlights on?
But, surely, if the tunnels resource consumption was a problem - there's no real reason to render any actual dynamic lights, just make it static. Anything is good as long as there are underground roads. Functionality above appearance, I say.
As I feared, this is only the start, first no night/day cycle, now no tunnels.
There's nowhere specific that states no tunnels, just no underground roads. .
Sim City 4's NAM is a testament to the ingenuity of these people; if we all want something that badly, it will surely get done one way or another.
Yeah, I thought they already said they plan to have different sized airports, so I think it not being in "currently" doesn't mean it won't be in at all.Isn't that currently? who said the wont add that stuff later in development or in a free patch?
Something you want to go further into explaining?![]()
Essentially, with large number of Sim City 4 players being interested in CSL, and a good portion of them being proficient with coding, modding and so forth (at least several NAM members have an interest in CSL) it is likely that they would posses the skills to create a NAM equivalent for CSL should it be required. If anyone can find a way to create tunnels and the like before they are made officially, chances are these great people would play a role in that.
Network Addon Mod.Haha, I was more talking about this "NAM" you keep mentioning. What is it?![]()
Network Addon Mod.
Added on-road trams, light rail, roundabouts, a heap more versatility in the road system, curved highway pieces, fixed some pathfinding errors for vehicles, added hole digging lots (which could then make tunnels under parts of a city), also added a whole lot more "transferring" from one system to another (tram-to-subway, tram-to-monorail, etc), and introduced super-high monorail (which could go over elevated highways that normal monorails couldn't. And I shouldn't forget Real Highways (which I never use). There's a lot more but I can't remember.
It is basically the most important mod for SC4 and the first one I install. Makes the transport side of Simcity4 a helluva lot more interesting, especially with trams.