SimMedieval

Post Info TOPIC: Roads & streets


Lord

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Posts: 216
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Roads & streets
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One thing that stands out when looking at town plans of the period, is the lack of a grid.

braun_hogenberg_VI_2_1_b-1c.jpg.opt394x389o0,0s394x389.jpg

However, in RL where development surrounds rivers and coastline, the overhead effect is not dissimilar. More to the point we are stuck to a degree with our network options. (wink)

Even still, I see a functioning dirt textured FAR set as near on essential to make this thing work. I haven't tried to actually zone around FAR before so I wasn't sure what to expect...

4Kaob.jpg

Clearly this is a combination of FAR, ortho & diag roads. I was just seeing how overall "ungriddy", and developed it could be. As I've said, only some of the buildings (i.e none of the roads, lots, fields or anything else), are for the actual game; this is just testing.

B6uiu.jpg


So what I found was that zones do develop on FAR but they do it a lot more reluctantly than their regular counterparts. Still, they do function somewhat (but some of the houses along FAR pieces don't recognise the road). But where they do, evrything works as normal.

GNDhI.jpg

Now I'm not sure (it may just have been in my test city), but the industrial zones seemed to develop marginally easier.

So in short I need to 1: find out about changing the textures to dirt.
2: see if there are any lot properties that can be added/modified/removed, to make development on FAR easier.
3: Is there any alternative?


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