• bufke@lemm.ee
    link
    fedilink
    English
    arrow-up
    2
    ·
    9 months ago

    I was excited to use Anarchy to connect the pedestrian paths on parks. But then I realized no one uses them. And then I realized the problem is no one goes in any park at all… I really want to like this game but it feels so dead having parks and paths entirely unused. The better road network tools are great, it’s hard to go back to CS1.

    • SwampYankee@mander.xyz
      link
      fedilink
      arrow-up
      2
      ·
      9 months ago

      The parks should have connected path networks and I imagine you would see people using them if you connected them to a broader path network. The issue is why would anyone use the park paths when they don’t go anywhere? Connecting them might not be as simple as placing a path, though. You might have to enable devmode to play with the invisible paths.

      • bufke@lemm.ee
        link
        fedilink
        English
        arrow-up
        1
        ·
        9 months ago

        When I paused the game, plopped a park in an existing busy path, remake the connections with anarchy - the cims immediately updated their path to use the new park’s path. They left. And then no cim ever came in again. Making a second path around the park (being slower) makes them take it again and avoid the park. I noticed that some paths made with anarchy just don’t work at all too, or at least their connection to a road doesn’t work even when it looks like it should. Another anarchy path connected to a train station platform did work.

        I’ll have to try invisible paths. I really want to get people walking through those parks.

        • SwampYankee@mander.xyz
          link
          fedilink
          arrow-up
          1
          ·
          9 months ago

          I managed to get some people walking through the Notre Dame landmark by connecting the building’s invisible paths to the regular paths that I built surrounding the building, it’s a little finicky though.

  • acceptable_pumpkin@lemmy.world
    link
    fedilink
    arrow-up
    2
    ·
    9 months ago

    I’m so looking forward to a CS2 version of TMPE. Lane assignments and getting actual cars for people that don’t respawn or remain invisible will be a game changer.

    I hate that the only real traffic I have is from people moving in. Too much of the traffic sim, like other aspects of the game, are all fake.

    There was a video where someone deleted every single public transport line in their city and it had no impact to traffic.

    What a shame this game fell so far from its potential.

    • SwampYankee@mander.xyz
      link
      fedilink
      arrow-up
      2
      ·
      9 months ago

      I think there was already a mod to disable the traffic scaling, not sure if it’s in Paradox Mods yet. There’s one called Traffic Lights Enhancement that lets you control signal phasing and lane assignment a bit, but I know that one’s not on Paradox Mods yet, and it’s not fully fleshed out yet.

      • acceptable_pumpkin@lemmy.world
        link
        fedilink
        arrow-up
        1
        ·
        9 months ago

        Nice! Did it make a big impact on traffic? For me, one of the most fun aspects is traffic management, and I was really hoping that with all the new features with CS2 it would be even better.

        • SwampYankee@mander.xyz
          link
          fedilink
          arrow-up
          1
          ·
          9 months ago

          Yeah, Traffic Lights Enhancement helped a ton in high volume intersections. It doesn’t have the full signal timing or lane assignment like TM:PE did, but you can change to “split phasing” which just makes each leg of the intersection take turns, and you can add a “pedestrian only phase” and there’s some basic lane assignment but it only does U-turn, left, right, straight and it might not do what you expect depending on the angle of the roads. I looked on Discord, and it sounds like the dev is planning on implementing the fine-grained controls that TM:PE had, though.