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update idea and suggestion

Posted: 10 Dec 2016, 17:15
by Leravards
While I was playing, I found that the visibility, (especially behind the buildings and even the angle of view) was not very good. Would it be possible to increase the transparency of the decors when building new terrain?
In addition, is it possible to increase the destruction zones? It's very long to clean the card in huge size.
Moreover, would it be possible to add more explanation on how the mechanics of the game, the characteristics of the buildings their size, how function the distribution of the electricity, the influence range of the buildings. The whole in figure obviously.
Hoping that other people will add their idea of improvement in this topic.
cordially

Leravards

Re: update idea and suggestion

Posted: 10 Dec 2016, 21:42
by CommanderABab
Leravards wrote:While I was playing, I found that the visibility, (especially behind the buildings and even the angle of view) was not very good. Would it be possible to increase the transparency of the decors when building new terrain?
In addition, is it possible to increase the destruction zones? It's very long to clean the card in huge size.
Moreover, would it be possible to add more explanation on how the mechanics of the game, the characteristics of the buildings their size, how function the distribution of the electricity, the influence range of the buildings. The whole in figure obviously.
Hoping that other people will add their idea of improvement in this topic.
cordially

Leravards
The zoning and destruction grids are greatly increased in beta 192.

Posted: 11 Dec 2016, 00:20
by Lobby
Yes, we increased them, but it lead to some performance issues. I think we have to work on it again.

Posted: 11 Dec 2016, 10:28
by rare_metal
Rails must be transparent too.

Zoning grids

Posted: 11 Dec 2016, 11:02
by CommanderABab
Lobby wrote:Yes, we increased them, but it lead to some performance issues. I think we have to work on it again.
It's ok if you revert them to 10 square for zoning and 9 square for destruction. I used those grid sizes when I planned a section of my city. I laid out a large section of farmland. When it eventually populated, I removed the farmland zone, leaving one square lines of populated farmland in a grid. Then, I zoned for commercial in the 9 square removed sections. A beer garden and road surrounding it fits inside that in the center limiting the surrounding commercial buildings to 2 squares. :)

Image

Then roads connect between each beer garden node. The two square limit keeps the commercial zone low. :) It was interesting to watch the number of vehicles generated by each building.