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Moridin920 posted:Wonder what's going to happen to the 150+ mod buildings I have.... nine-gear crow posted:I'm just thinking of all the modders who have been making GBS threads themselves about creating night lighting for their buildings since this update was announced. Cities: Skylines - After Dark - Dev Diary 2: What's new with Modding? quote:Today, let's have a look at the two biggest changes/new stuff happening on the Modding side of Cities: Skylines.
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# ? Aug 31, 2015 08:19 |
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# ? May 25, 2024 00:28 |
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Negrostrike posted:"After Dark" huh? It better replace the airplanes for flying toasters. I never owned those screensavers, beyond downloading them for free at some point, I've no idea from where. Still, those toasters better appear in the loading screens!
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# ? Aug 31, 2015 08:26 |
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Cool, so they are going to add district styles as a modable feature.
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# ? Aug 31, 2015 10:42 |
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Baronjutter posted:Nope. Modern devs realized buyers get pissed off if they can't run games at maximum settings, it makes them feel bad and that they didn't get all the game they paid for. They'd also go way past their computer's recommended settings then bitch and moan and submit tech support tickets for their game crashing or running bad because they set everything to maximum on their e-machine. People also demand refunds for buying a game their computer can't handle, or purposefully changing a game's settings so that their computer can't handle it. Giving the game an unlimited building limit will be pretty vital in securing that the game gets a long life like Sim City. They'd be stupid not to. I don't know if they understand just how good an advertisement for their game a 1:1 recreation of Chicago for example would be. It's not like your average 10 year old with a 2010 HP laptop will ever get to that point anyways. Already the game gets pretty laggy in the end-game state for some users, and yet I've never seen a single person complain about it. Most people are just thrilled that they finally have an actual good city builder. Roy fucked around with this message at 13:37 on Aug 31, 2015 |
# ? Aug 31, 2015 11:56 |
San Andreas was bad and lovely and dumb, but it made me think of how fun it would be to have disasters like earthquakes, tsunamis or dam-related flooding-damage in the game. Not as a part of the natural game, but more like an addon of some kind. I want to see my city ruined in nice and sweet graphics.
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# ? Aug 31, 2015 12:04 |
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GTA is a bad example because even aged PCs are pretty on par with the consoles that game was originally written for. That being said, my computer is six years old at this point (I plan to upgrade but I'm holding out a bit until skylake stuff isn't at it it's insane introduction price here anymore) and cities runs just fine, even with larger cities. I also always lock my framerate to 30, I don't know if that has an effect on the game logic. (It might)
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# ? Aug 31, 2015 14:30 |
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I think he's talking about the movie San Andreas?
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# ? Aug 31, 2015 19:12 |
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mutata posted:I think he's talking about the movie San Andreas? Can you smell the Rock's Hot Coffee?
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# ? Aug 31, 2015 19:35 |
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Black Griffon posted:San Andreas was bad and lovely and dumb, but it made me think of how fun it would be to have disasters like earthquakes, tsunamis or dam-related flooding-damage in the game. Not as a part of the natural game, but more like an addon of some kind. I want to see my city ruined in nice and sweet graphics. Given the way the game handles water, "disasters" could be more dynamic too, not predefined as such but the result of a combination of your own city planning and more extreme weather. Like, a torrential rain storm could be limited to flooding sewers and basements, or it could be funneled by hills and mountains into a much more destructive flood which drowns entire neighborhoods, and possibly contaminates the water supply. Conversely, a lack of rain could see the flow of water from rivers diminish, possibly creating a water crisis in your city as your supply runs low.
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# ? Aug 31, 2015 19:44 |
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A Buttery Pastry posted:Conversely, a lack of rain could see the flow of water from rivers diminish, possibly creating a water crisis in your city as your supply runs low.
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# ? Aug 31, 2015 19:47 |
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I want traffic disasters like construction and parades and sporting events and block parties.
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# ? Aug 31, 2015 19:50 |
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My city is starting to lag I'm thinking of expanding it a bit more at its current density alongside the river, and spam other areas (up to the train track, alongside the freeways) with true sprawl.
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# ? Aug 31, 2015 19:51 |
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SelenicMartian posted:That's what the magical water towers are for. zedprime posted:I want traffic disasters like construction and parades and sporting events and block parties. A Buttery Pastry fucked around with this message at 19:56 on Aug 31, 2015 |
# ? Aug 31, 2015 19:52 |
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Koesj posted:My city is starting to lag I think I remember someone confirming that forcing 1x1 plots is orders of magnitudes more intensive than similar sized cities. Which makes sense since agents seem to be handled per plot.
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# ? Aug 31, 2015 19:55 |
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Koesj posted:My city is starting to lag Is your computer a little long in the tooth? Because I don't see anything in there that would cause visible issues on my machine. That seems like a pretty moderate city to me.
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# ? Aug 31, 2015 19:56 |
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zedprime posted:I think I remember someone confirming that forcing 1x1 plots is orders of magnitudes more intensive than similar sized cities. Which makes sense since agents seem to be handled per plot. It does. What he's got there is basically the AI equivalent of a large city; a normal plot is about 4 or 5 squares wide, so what he's done is taken a huge city comprised of those and compressed it down into a normal-sized city.
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# ? Aug 31, 2015 20:39 |
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Well they're mostly 2x2, only the dirt road neighborhoods are 1x1. Looks like a restart already helped a bit, I just hadn't noticed any lag at 50k before.
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# ? Aug 31, 2015 20:54 |
mutata posted:I think he's talking about the movie San Andreas? Indeed I was. A Buttery Pastry posted:I kinda want to see weather, as a follow-up to the day-night cycle. Both mundane poo poo like having changing seasons with appropriate weather, which would vary the visual experience as the seasons changed. Summers in temperate/boreal maps would be long and bright, while winter days would seem to be over in no time at all, revealing the full glory of Christmas decorations and New Year's Eve in all their splendor. In terms of gameplay, snow would of course also be an issue, especially for traffic. Yeah, having to build LA-style flood control would be a really fun and interesting challenge, and getting punished for poor planning is much more reasonable than "oh hey have a UFO why don't you".
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# ? Aug 31, 2015 22:47 |
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Flood control would be great if they could make water a little less weird in the game. If weather were ever added (I doubt it) then maybe we could get smog as well.
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# ? Aug 31, 2015 23:02 |
Certainly. They have the outline of an incredibly cool dynamic/procedural water system, but it usually gets weird when you put it to the test. I'd love to see that part of the game get refined, but there's really no need for it when it comes to the base-game.
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# ? Aug 31, 2015 23:11 |
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Well it produces some neat effects with pollution and can make some amusing disasters in a game that officially doesn't have disasters. For a system the developer created as a project when in school it is a pretty cool feature. It'd be nice for it to not obliterate things when trying to sandbox a perfect city but I'd rather it be like it is now than not there at all.
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# ? Sep 1, 2015 00:07 |
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I just like that it allows me to power my city using a reservoir of raw sewage.
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# ? Sep 1, 2015 03:53 |
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I would rather have disasters of some sort before any type of weather effects just so that once you build up a city to a reasonable point, something bad can happen. That said I don't know how they would implement the handling of the disasters other than "hurry up and wait" for them to fix themselves.
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# ? Sep 1, 2015 16:02 |
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If they do disasters, I'd like to see them do something new with it. Like if a tornado blows through, people don't just leave the city. Maybe they can "live" in a nearby school until their house is rebuilt. Or you get some kind of ploppable tent city. If a flood lasts too long, crime goes through the roof as people start looting. You know, have some actual disaster management instead of "aww shucks, a bunch of buildings got blown up. oh well bulldoze it and wait for people to move back in."
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# ? Sep 1, 2015 16:41 |
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You can already make disasters with poorly built dams and zoning oil industry.
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# ? Sep 1, 2015 16:52 |
xzzy posted:If they do disasters, I'd like to see them do something new with it. There was a major traffic accident on your very important two-lane road, what now fucko???
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# ? Sep 1, 2015 16:53 |
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Decrepus posted:There was a major traffic accident on your very important two-lane road, what now fucko??? Disconnect the accident from the route, start a new road, build overpass to get around the wreck, life goes on. While I do think traffic accidents would be a neat aspect of the simulation, at the speed the game runs at I'm not sure it would have a meaningful effect on the actual play.
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# ? Sep 1, 2015 16:56 |
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xzzy posted:While I do think traffic accidents would be a neat aspect of the simulation, at the speed the game runs at I'm not sure it would have a meaningful effect on the actual play.
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# ? Sep 1, 2015 17:09 |
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xzzy posted:If they do disasters, I'd like to see them do something new with it. The crime overhaul would really need to be significant*. Civil unrest as a result of disasters would be amazing. Civil unrest as the result of you being a terrible city planner would also be amazing. It would finally make police feel like part of the damned game. *So far the only major change I have seen mentioned for After Dark is the need for prisons, which doesn't seem meaningful beyond now treating criminals as a negative resource like bodies and trash (cemeteries and landfills). It would be cool if like with those two things, there were alternate buildings you could build in an attempt to manage criminal population, like different kinds of structures for rehabilitation, or you could be mean and just keep building prisons, and maybe build private prisons for cost effectiveness.
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# ? Sep 1, 2015 17:48 |
I'd love to create some kind of hosed up dystopian Mega-City One thing where there's a police station at every block and a crematorium at every other. Once you enter the city, there's no way out. Pay your 90% taxes and labor in the enternal oil-fields until the hearse-bus comes for you.
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# ? Sep 1, 2015 18:40 |
xzzy posted:Disconnect the accident from the route, start a new road, build overpass to get around the wreck, life goes on. The Open TTD thing where you could pay the local authority to do immense amount of road work on an enemy town was pretty funny even though it didn't do much to slow them down.
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# ? Sep 1, 2015 20:47 |
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It'd be cool to have a rival city. Like Springfield and Shelbyville, or Troy and Piqua. You have to build cooler parks and statues or run better schools to compete for residents.
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# ? Sep 1, 2015 23:06 |
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Just thought I'd leave these here:
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# ? Sep 1, 2015 23:54 |
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BTW found out a new pro-tip: You can make sub-sea tunnels by using the terrain mod and raising the ocean floor a bit so as to provide space for the tunnel.
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# ? Sep 2, 2015 00:05 |
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Traffic accident could be a cool thing to require. It'd require one fire truck, one police car and an ambulance to solve and go away.
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# ? Sep 2, 2015 05:01 |
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I wonder how well the simulation would be able to determine which intersections are more dangerous.
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# ? Sep 2, 2015 07:01 |
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I've got so much space to fill in T_T e: VVVV I exported the map as an .osm from the Cimtographer mod, into JOSM (openstreetmap standalone editor), and 'printed' it from there. Koesj fucked around with this message at 09:10 on Sep 2, 2015 |
# ? Sep 2, 2015 08:05 |
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What did you use to generate that map?
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# ? Sep 2, 2015 08:48 |
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Cripes, for mapping your C:S cities the Cimtographer > JOSM > Maperitive path is pretty powerful. Only problem looks to be the mod exporting ramps/oneways a bit funkily. I should probably look at different rendering rules, but here, have a default 'hiking' map of my updated city:
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# ? Sep 2, 2015 15:05 |
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# ? May 25, 2024 00:28 |
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Vahakyla posted:Traffic accident could be a cool thing to require. It'd require one fire truck, one police car and an ambulance to solve and go away. Police, ambulance and hearse?
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# ? Sep 2, 2015 15:29 |