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Author Topic: Path Question  (Read 2573 times)
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CatMajik
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« on: December 24, 2007, 05:43:02 AM »

I was wondering:  when I use the paths not the roads, to cut through big city blocks I have put venues and/or work places on the paths.  Sometimes the sims will visit the buildings other times they don't.  Are the paths viable entry ways for buildings or not.  Has anyone else noticed this or even tried it?   Santa's Happy Holiday Train
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« Reply #1 on: December 24, 2007, 06:08:47 AM »

 Hello and Welcome  Cat

I can only offer my experiences.  Sometime (as to viable entries) it appears the paths and roads are needed.. but I've actually had times when it didn't seem to matter.  I've placed nice driveways for farms.. and venues..any place where it looks logical.  These lil guys seem to make up their own mind at times.. so I just follow the mood..as I've wasted lots of time ..waiting and waiting to see if I've done a good thing or not.  (Referring to paths..roads etc.)  One would think that the venues..should hold some sort of requirement to be considered ...

I'll see what pat!! has to relate.. his towns are much more well planned than mine, so maybe he has noted the proper response to this situation. 

Glad you have some time to visit.. from a good game distraction.  Hope the Holiday's are treating you well   Holiday Presents
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wizaerd
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« Reply #2 on: December 24, 2007, 07:18:21 AM »

I don't believe roads and/or paths are required at all, there's several postings over at the Tilted Mill forums discussing/showing cities where there were no roads at all...
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« Reply #3 on: December 24, 2007, 08:47:18 AM »

Thanks Max & Wizaerd,

I have another question:  what ratio does everyone use - population v. venues?

I try to use 1/3 venue to total population.   Santa's Happy Holiday Train

I hope you guys have a great holiday.
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« Reply #4 on: December 24, 2007, 09:55:22 AM »

Wizaerd is right, you don't even need to use roads, however if you spread things too far apart without roads, then it takes too long for the peeps to get to work and the venues and you end up with a pissed off society.

The ground textures are nothing more than textures, they have no pathing built in.

I don't have a ratio, the new strategic mode seems to have me far overbuilding venues then I built before to keep everybody happy.  Personally I think theres a bug in the coding because I almost always now get a rogue citizen pissed off at something, yet he lives in the same building that the others lives in, works in the same place but is pissed off even though there is ample space in the venues for him to visit.  I think it needs to be toned down a little bit.
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« Reply #5 on: December 24, 2007, 10:51:50 AM »

Cat, roads are necessary in order to expedite travel, i.e., get people moving quickly!  The textures are just clear ground that look good but the sims WILL use it to get where they want to go and it's much easier for them to move along clear ground (i.e., textured) rather than trees, etc.

pat!
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« Reply #6 on: December 24, 2007, 12:09:44 PM »

Have you tested this Pat?

Like by building a condo somewhere, then putting a workplace far enough away, no roads and only put down a strip of asphalt?  Does the peeps really walk along that strip of asphalt even if it deviates from being the shortest route?  Do they move any faster on the textures then they do on untextured landscape?
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« Reply #7 on: December 24, 2007, 07:51:19 PM »

CB, I haven't done a pure lab on it, no...but I have noticed that, when creating my brick walk plazas (i.e., venue/work areas that are like my riverwalks or something, the peeps 'seem' to go to work/venues via the paths....so what this means is the GET there the quickest way possible which, after fully developing these areas, tends to be the brickwalks or stonewalks...by the end, these areas are very busy w/ pedestrians.  CB, I believe that these areas work in a similar fashion to the roads on CotN although I don't think they speed up walking the way the roads in CotN did. 

But if you have painted terrain paths, by nature of your development around them, this sims begin using them.  BUT if you just paint a path with nothing around it, then it tends to mean as little to the sims as green grass does.

But like I said, I've not done a pure lab on it and I agree w/ you that there aren't any coded road/path characteristics in these things...now THAT is a mod that would be awesome!

pat!
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wizaerd
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« Reply #8 on: December 26, 2007, 09:03:24 AM »

A roadless city works great regardless if you have venues/workplaces far from the houses, if you use a high number of subways... 
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« Reply #9 on: December 26, 2007, 09:07:04 AM »

However I think they implemented a cap on subways with update 2.  I believe it's now been capped at around 50 subway boxes.  I don't recall where I read that, but Im pretty sure that I did, however 50 should be more than ample for any city that fits on the standard 256 sized map I would think.
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