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SkyRyu

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Aug 11, 2015
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I've spent a lot of time casually working on this map since game release, yet I've hardly had the time to actually test it well, so I'm making this thread for feedback or questions has I update the thing overtime.

Currently waiting for at least the climate settings to be saved before I actually use it has I intended it. Generally the idea with this map is to have perfectly flat empty tiles that respect a global grid for zoning while the rest of the map is dedicated for efficient network connections.
 
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I am loving it! I was playing around trying to do something similar, but you already have done sooooo much of the leg work. It's great how it has all the connections laid out already, and how the highways already have wiring for electricity.


Same with pre-laid out tracks for train (have not tried subway yet.

I have had to make some tweaks and it would be nice to see the distributed map updated at some point to correct an issue with connecting to the upper lanes.

There is too much slope I believe on the quay side. See image.

If you connect roads to the edge road, it turns it into a bridge, and then removes the zoning. I noticed this when I had started a city, and then later all the buildings along the edge route starting getting No road access.


1717342023354.png




To correct this, I ahve started using the terrain tool in rectangle mode at 100% to extend the ground out from above, and then bring it back in from below. You can see where I did this on the corner in the screenshot. The quay and the zones are retained.


1717342343860.png



Steps to fix: Do this BEFORE connecting a road.

1717342475655.png



1717342566981.png


Then bring it back in far enough that it will not turn into a bridge but also no longer show the dirt extending out over the Quay portion.
 
I was actually building a tram line all around that upper street at an equal level. Running Ped street where the tram stops need to go, and then can connect to the main road with another Ped street, or small path.


1717342936337.png



Not the best looking connection using anarchy, but it works for me for now :)

1717343081558.png
 
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Ah, yes, terrain seems to be a pixel off on certain sides of the elevated area causing that issue with the quay, I will fix that with the next update, tyvm for letting me know and glad you like the map! Also, cool idea having your elevated tram line and lol, yeah those pedestrian paths don't work well with railing. I can alter the map tiles a little bit so you can do something like that without having to buy the highway tiles. It's a bit annoying working on the map right now, because the editor is being wonky allowing me to save only once at a time per load, but I try to fix it soon.
 
Ah, yes, terrain seems to be a pixel off on certain sides of the elevated area causing that issue with the quay, I will fix that with the next update, tyvm for letting me know and glad you like the map! Also, cool idea having your elevated tram line and lol, yeah those pedestrian paths don't work well with railing. I can alter the map tiles a little bit so you can do something like that without having to buy the highway tiles. It's a bit annoying working on the map right now, because the editor is being wonky allowing me to save only once at a time per load, but I try to fix it soon.
Thanks!

And UGH, I am having the same issue with the editor. like, lay a road, save, and then have to reload, lay the next piece or do whatever, save, reload, and just keep doing the reload after each change, or else it throws some error.
 
Is there a version of this in the works with a bigger border lane that splits the map into the twelve sectors? I think it is currently a four-lane border but I think (I could be wildly wrong though) the small size causes huge back up when building a city a little bit faster than traffic will allow, thus slowing down progression. I have tried to edit them myself but I struggle to get the finer details and end up with multiple border breaks, usually found after the autosave has done its thing. Another small idea for the pre-placed tracks... if the ends of the track where it circle back on itself were edited a little like the picture attached, but better, it would allow the trains multiple ways of changing/accessing outside connections while using minimal trains all-together if the workforce is lower than the capacity for the maximum amount of trains.
 

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Is there a version of this in the works with a bigger border lane that splits the map into the twelve sectors? I think it is currently a four-lane border but I think (I could be wildly wrong though) the small size causes huge back up when building a city a little bit faster than traffic will allow, thus slowing down progression. I have tried to edit them myself but I struggle to get the finer details and end up with multiple border breaks, usually found after the autosave has done its thing. Another small idea for the pre-placed tracks... if the ends of the track where it circle back on itself were edited a little like the picture attached, but better, it would allow the trains multiple ways of changing/accessing outside connections while using minimal trains all-together if the workforce is lower than the capacity for the maximum amount of trains.
In the current version (V6) you should have access to the entire border of the map from the start for reasons like this. My intent was to limit the access off the map to one particular direction, so I expected the bottle-neck if you build too quickly. I figure you can just upgrade the network has needed. Each elevated sector is supposed to focus on specific zoning and the lower ground for networking them together, beachfronts and farmlands, etc. I suppose I could go crazy with the tunnels leading out, but with the new patch slowing things down I don't think I need to... I'm a little confused has to why you don't connect to the outside with a tunnel in that screenshot btw :S
 
In the current version (V6) you should have access to the entire border of the map from the start for reasons like this. My intent was to limit the access off the map to one particular direction, so I expected the bottle-neck if you build too quickly. I figure you can just upgrade the network has needed. Each elevated sector is supposed to focus on specific zoning and the lower ground for networking them together, beachfronts and farmlands, etc. I suppose I could go crazy with the tunnels leading out, but with the new patch slowing things down I don't think I need to... I'm a little confused has to why you don't connect to the outside with a tunnel in that screenshot btw :S
I get what you mean, thank you! And it was an idea I was playing around with at the time, mainly trying to make sure things were staying symmetrical and my memory is a little let down remembering degrees and numbers! xD On my next attempt, I will utilise the tunnel, like you say for a little more of a smoother look!
 
In North and south areas are a highway near the water, i can´t make an exit there must i have a special mod or something other? in older versions the water was not there!
I'm not entirely sure what you mean without a screenshot but, if you want to force build something, the Anarchy mod by Yenyang is pretty much essential (especially when trying to build over water). Otherwise you would need to mess with the terrain tools so that the highway is no longer in water for that section then once the road is in place, edit it back to what it was. Hope that helps :)
 
It's impossible for me to play the V7 version, after opening the map my computer slows down and the map textures are terrible.
I've tested it on other maps and everything is normal.
mapa personalizado.png
 
It's impossible for me to play the V7 version, after opening the map my computer slows down and the map textures are terrible.
I've tested it on other maps and everything is normal.
24-October-13-32-13-03.png

I cant seem to replicate that on my end, perhaps a mod that hasn't been updated yet? All that's new in this version really is the new climate settings so maybe some mods are incompatible with that new data... that's all i can think of. Has for performance, hmmm, it does start raining when you first load it up so I'm sure that doesn't help, but again, don't think i can do much from my end about that.
 
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View attachment 1206610
I cant seem to replicate that on my end, perhaps a mod that hasn't been updated yet? All that's new in this version really is the new climate settings so maybe some mods are incompatible with that new data... that's all i can think of. Has for performance, hmmm, it does start raining when you first load it up so I'm sure that doesn't help, but again, don't think i can do much from my end about that.
First of all, thank you for your reply and for the map, which I think is fantastic.
I haven't tested it without mods, but as V6 works well, I was convinced that V7 would also work.
Skyve doesn't show any incompatibility with the mods I have installed and updated, I don't know what's going on but I'll check and let you know.

Thanks again
 
First of all, thank you for your reply and for the map, which I think is fantastic.
I haven't tested it without mods, but as V6 works well, I was convinced that V7 would also work.
Skyve doesn't show any incompatibility with the mods I have installed and updated, I don't know what's going on but I'll check and let you know.

Thanks again
Sem título.png

Here I am again :) I removed all the mods, reinstalled the game, opened the V7 map and this is what happened.
Even the simulation speed is at a minimum.
I've opened other maps and everything is normal.
Thank you for your attention, I hope one day you find out what's wrong with this version of the map.
Thank you for your attention and I wish you good builds ;)
 
First of all, thank you for your reply and for the map, which I think is fantastic.
I haven't tested it without mods, but as V6 works well, I was convinced that V7 would also work.
Skyve doesn't show any incompatibility with the mods I have installed and updated, I don't know what's going on but I'll check and let you know.

Thanks again
Ha, thank you for saying so and i'm sorry yer having this weird issue :confused: I really tried to replicate it, but its running perfectly fine for me. It's possible something is causing it in your user files has that wouldn't be removed if you reinstall the game. Has i said, the only new change it should have is the climate settings and i expect nobody has published a map yet having messed with that, so it would make sense why you wouldn't be seeing that in other maps if that were the root reason. I get around 30-55 fps with my rtx3060 on high @1080p performance wise and i only use 12 mods that i tried with and without. It looks like missing textures which don't make sense to me.

For reference, this is the mod list at the time i made it in-case some rogue dependency sneaked in lol
2024-10-24_172419.png
 
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Here I am again :) I removed all the mods, reinstalled the game, opened the V7 map and this is what happened.
Even the simulation speed is at a minimum.
I've opened other maps and everything is normal.
Thank you for your attention, I hope one day you find out what's wrong with this version of the map.
Thank you for your attention and I wish you good builds ;)
Hah! I finally was able to replicate your issue, ironically the problem was the other way around, when i upload the map, the game did not upload the climate data with it so it broke the map completely, but because i had a local version of it, it somehow was pulling that data from my local version, so after clearing MY user folder completely i was able to replicate it. Be aware this will break for anyone uploading a map with custom climate data. Hmmm, you can download a previous version of my map manually but I'll try to roll back my changes till they fix it when i can (very busy atm). Thank you again for letting me know, was quite tricky to figure out.

Update: new version should work fine now with the climate rolled back to a vanilla option... hopefully a fix will drop at some point (good thing i took notes on my data has rolling it back deleted it @.@)
 
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Hah! I finally was able to replicate your issue, ironically the problem was the other way around, when i upload the map, the game did not upload the climate data with it so it broke the map completely, but because i had a local version of it, it somehow was pulling that data from my local version, so after clearing MY user folder completely i was able to replicate it. Be aware this will break for anyone uploading a map with custom climate data. Hmmm, you can download a previous version of my map manually but I'll try to roll back my changes till they fix it when i can (very busy atm). Thank you again for letting me know, was quite tricky to figure out.

Update: new version should work fine now with the climate rolled back to a vanilla option... hopefully a fix will drop at some point (good thing i took notes on my data has rolling it back deleted it @.@)
I'm relieved to hear that you managed to replicate the problem, your previous version works just fine.
I'm pretty sure the problem wasn't on my side, I have a relatively good pc, Ryzen 5800x3d, RX6950XT, 64 GB RAM (3200 CL14), I have a good ssd, that is, I have everything to play cs2 in a city of up to 400 thousand population without the simulation speed starting to drop but you never know, in these cases I have to put all the hypotheses.
I'll try the reversed version when I get home.
Thanks for your attention
 
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Hey,

I noticed an issue with the map, both the harbors and cargo lines will not work correctly, I tried making a Harbor-Outsite Connection-Harbor-Outside Connection-original Harbor and you get a pathfinding error, but not THE "pathfinding error"

Same happens with the Cargo Harbor I've tried a few things like forcing the cargo line bigger and I haven't found a good fix yet.

Doing a Harbor-Outside Connection only, still doesn't fix the issue unfortunately..
 
Hey,

I noticed an issue with the map, both the harbors and cargo lines will not work correctly, I tried making a Harbor-Outsite Connection-Harbor-Outside Connection-original Harbor and you get a pathfinding error, but not THE "pathfinding error"

Same happens with the Cargo Harbor I've tried a few things like forcing the cargo line bigger and I haven't found a good fix yet.

Doing a Harbor-Outside Connection only, still doesn't fix the issue unfortunately..
Hmm, strange, I tried every which way to make outside harbor connections and I get no errors, seems to be functioning on my end.
20241031011426_1.png

Have you tried the usual stuff? Disabling other mods to rule them out and/or moving your user data folder elsewhere temporarily so game creates a fresh one? (C:\Users\*usernamehere*\AppData\LocalLow\Colossal Order\Cities Skylines II)
 
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Hey,

I noticed an issue with the map, both the harbors and cargo lines will not work correctly, I tried making a Harbor-Outsite Connection-Harbor-Outside Connection-original Harbor and you get a pathfinding error, but not THE "pathfinding error"

Same happens with the Cargo Harbor I've tried a few things like forcing the cargo line bigger and I haven't found a good fix yet.

Doing a Harbor-Outside Connection only, still doesn't fix the issue unfortunately..
Hmm, strange, I tried every which way to make outside harbor connections and I get no errors, seems to be functioning on my end.
View attachment 1209837
Have you tried the usual stuff? Disabling other mods to rule them out and/or moving your user data folder elsewhere temporarily so game creates a fresh one? (C:Users*usernamehere*AppDataLocalLowColossal OrderCities Skylines II)
UGH, Can confirm it works fine without mods...


Now to spend hours figuring out what mod is causing the issue and why T-T