message posté le 30 mars 2009 à 16h52
Routes, ponts, etc II
Le premier pont/tunnel de la deuxième vidéo :
Coolio
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Jeux de mains, jeux de toulousains!
Coolio
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Jeux de mains, jeux de toulousains!
Coolio
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Jeux de mains, jeux de toulousains!
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En Pause pour une durée indéterminé
Tutoriel : reFiSHing / Les Mini-tutos d\'Orange
Des tutos pour mieux batter : généralités, comment faire une maison et appliquer des textures, ce sont des fichiers à télécharger
Vous recherchez : un mod, un bat, ... :cliquez ici une dépendance : ici !
I played a while with the (alpha version of the) single player citybuilder. The first thing you notice is the 3D engine, you can move around as much as you like. The graphics are very good, trees look nice, water looks realistic enough; in short the landscape is great. When you start a city you first need to build a city hall, this is the governmental center of your city. When building things you don’t have to build them along a grid, because there isn’t any. Instead you can build roads in any direction you want, including curved. This makes it possible to create realistic looking small villages, European looking city centers etc. Curved roads bring another dimension to the look your creations. After you’ve built your cityhall, you zone some residential areas, either by placing them lot by lot (like in City Life) or using one of the two mass placement tools. One of them creates 6×2 lot rectangles surrounded by roads, the other one lets you click and draw as much corner points as you like and fills this area with roads and lots. Residential comes in 4 different wealth levels with 4 size settings.You can also place zones with mixed wealth levels. Now that your citizens can live somewhere they also need a place to work. You can build factories, offices, retail, hotels, farms, and leisure facilities. Factories produce things, offices are needed to manage that process and retail sells end products to your citizens and tourists. Your citizens will even demand to be able to shop nearby. Lower classes aren’t as demanding as the rich people about this though. If you don’t like zoning you can also select specific buildings and plop them; you’ll be able to do that with all unlocked buildings.
The interface is familiar, with on the left of the screen the menus with different things you can build, in the bottom left corner a map etc. But there are new things as well. On the right of the screen are quick links to different information views like traffic, shopping, happiness, etc. At the top of the screen are even more buttons, which lead you to detailed information panels about your income, stats about your citizens, production buildings and tokenproduction (I’ll write about that in a later blog). A great addition to this part of the GUI is that MC implemented both buttons for detailed and simple statistics. In the simple mode there is a red-orange-green indicatorfor every wealth level and industry type; red is unhappy, green is happy. When you hover over the indicator a list appears with the problems that type of industry or class of workers is having. This gives you an easy overview of the problems in the city.
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Through the paths of reality
[url]http://www.generation-city.com[/url]Génération-City, le SITE ! >
[url]http://generationcity.exprimetoi.net[/url]Génération-City, le FORUM ! >
Site et Forum sur City Life et Cities XL
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L'Hôtel de ville en premier? ...
Est-ce que celui-ci sera d'une grosseur réaliste?
Parce qu'un gros édifice à colonnades (Comme dans CL) dans un petit village de montagne... pas exactement réaliste??
dv