|
I'm so pleased. Thin Privilege is doing the lord's work here. I love the depressing park.
|
# ? Mar 10, 2016 00:45 |
|
|
# ? May 28, 2024 14:34 |
|
Depressing park doesn't have nearly enough random metal pipes extending from the ground into nowhere for my taste. Great to see The Motherland Calls there!
|
# ? Mar 10, 2016 02:15 |
|
This is the view out my aunt's window. Random pipes in depressing grass spotted. Power plant looks pretty similar too.
|
# ? Mar 10, 2016 02:21 |
|
That reminds me.. I wonder if one could make an above-ground water pipes mod...
|
# ? Mar 10, 2016 03:17 |
|
mutata posted:Depressing park doesn't have nearly enough random metal pipes extending from the ground into nowhere for my taste. Great to see The Motherland Calls there! I know, I wish I knew how to make 3D stuff to import into the game The carousel should also be way bigger and rusted. I also really want to get some garages (like Murka's) as props so I can make a big depressing parking area for even more authenticity. mutata posted:That reminds me.. I wonder if one could make an above-ground water pipes mod... That would be so cool and useful. Thin Privilege fucked around with this message at 03:59 on Mar 10, 2016 |
# ? Mar 10, 2016 03:56 |
|
Baronjutter posted:This is the view out my aunt's window. Random pipes in depressing grass spotted. Power plant looks pretty similar too. Does your Aunt live in Bratislava or Krakow or.... Chernobyl? I don't understand how people can live in cities like that. What does she do for oxygen when the wind shifts in her direction?
|
# ? Mar 10, 2016 05:01 |
|
Hadlock posted:
Just Kiev in winter, it's not bad in not-winter. That specific view is just a hilariously perfect post-soviet industrial delight though. Packs of feral dogs too. The big industrial thing in the background is a local steam heating plant, just like in the expansion! PS they drive just like in the dash cam videos too! I sometimes wish there was some sort of traffic safety mechanic in the game where really bad unsafe designs and junctions would actually cause accidents, and traffic lights actually had a use in that they created safer intersections. But unless handled perfectly it would be frustrating to deal with, so perfect self driving AI cars it is.
|
# ? Mar 10, 2016 06:35 |
|
Thin Privilege posted:
Also, resident modder superstars, could someone please build some proper specialized industry assets? Trying to build good looking oil industry here, but there are exactly zero refineries in the workshop, only storage tanks.
|
# ? Mar 10, 2016 10:02 |
|
Terraforming, Canals, and Quays: https://www.paradoxplaza.com/news/Cities-Anniversary/
|
# ? Mar 10, 2016 15:32 |
|
quote:Players should be formally informed that they can perform mild terraforming on their cities’ formations, to reform former landforms into malformed formats. Canals and quays will also be available for construction, so that Paradox can officially say they have handed over the quays to the city. These puns are too powerful for me.
|
# ? Mar 10, 2016 15:34 |
|
Friction posted:That indeed is one depressing park. Good job. Put a parking lot right next to it for maximum effect. Maybe with a crowd spot for slav squat action. I did one better and put depressing Russian garages next to it. (lovely photoshop because I realized a nice building snuck in somehow. gonna bulldoze that fucker). And you're right, I DO need a plaza for squatting. I also realized I need a marketplace (рынок) for the selling of illegal goods. I really need to learn 3D better cause there's nothing on workshop for that. e: I wish you could make your cims wear adidas, also fur hats. Thin Privilege fucked around with this message at 17:10 on Mar 10, 2016 |
# ? Mar 10, 2016 17:01 |
|
Canals will get me back into this game, I've wanted them since day 1 and I haven't much liked the mods I've seen so far. Hopefully they'll include some stock sea-walls as well.
|
# ? Mar 10, 2016 17:28 |
|
Zero One posted:Terraforming, Canals, and Quays: https://www.paradoxplaza.com/news/Cities-Anniversary/ No more futzing with finicky sea wall assets?!
|
# ? Mar 10, 2016 17:54 |
|
necrotic posted:No more futzing with finicky sea wall assets?! We've yet to see how any of these features are implemented, mods could remain better.
|
# ? Mar 10, 2016 17:58 |
|
Baronjutter posted:We've yet to see how any of these features are implemented, mods could remain better. This is hard to imagine given how annoying seawalls are right now, but I guess anything is possible.
|
# ? Mar 10, 2016 18:56 |
|
Bold Robot posted:This is hard to imagine given how annoying seawalls are right now, but I guess anything is possible. Seriously though, they can't not be better, at least in terms of ease of use. Some of them look pretty neat if set-up just so. Finally I will be able to properly do my industrial/port with reclaimed islands and canals everywhere.
|
# ? Mar 10, 2016 19:07 |
|
Count Roland posted:Seriously though, they can't not be better, at least in terms of ease of use. Some of them look pretty neat if set-up just so. If the terraforming lets us make like sea-walled landfill islands, I'll be pleased as punch. Let me make my knockoff of Tokyo Disney Resort, Colossal
|
# ? Mar 10, 2016 19:13 |
|
I'm really excited for these additions, it's gonna be great to be able to do shorefronts and stuff with ease instead of the ridiculously finicky poo poo we've been dealing with through mods in this and SC4 all these years.
|
# ? Mar 10, 2016 20:34 |
|
I hope they include a good tool for doing steep embankments so we can finally build good sunken/raised railways and highways and stuff
|
# ? Mar 10, 2016 21:08 |
|
https://www.youtube.com/watch?v=gjyaaMHe09s https://www.youtube.com/watch?v=qUmOltu83jk So wait, why is CO using music from The Sims 3 in their videos? Is that allowed?
|
# ? Mar 10, 2016 21:20 |
|
What's the difference between the Building Themes mod and the District Styles feature in the game? They sound like they do the same thing, and I'm not sure if one is more useful / usable / convenient than the other.
|
# ? Mar 10, 2016 21:35 |
|
Argentic posted:What's the difference between the Building Themes mod and the District Styles feature in the game? They sound like they do the same thing, and I'm not sure if one is more useful / usable / convenient than the other. I was struggling with making the game's District Style stuff work the way I wanted it to, but my God the Building Themes mod is so much more useful.
|
# ? Mar 10, 2016 21:42 |
|
Does anyone know what "weeks" translates to when you're using the rush hour mod? (I'm pretty sure it doesn't mean actual weeks since that would be an insanely long time, I guess they just weren't able to change the text in the parts of the game that measure time in weeks, like loans and unique unlocks, is that right?)
|
# ? Mar 10, 2016 21:50 |
|
Ofaloaf posted:https://www.youtube.com/watch?v=gjyaaMHe09s I've heard that song used in a couple different places, unless EA has the exclusive license to the song or owns the copyright there's nothing stopping Paradox from licensing it for a trailer.
|
# ? Mar 10, 2016 22:05 |
|
Ofaloaf posted:Building Themes is a hell of a lot less kludgey than the game's own District Styles feature. Themes lets you add and remove buildings on the fly in-game, rather than having to fiddle with assets in the content manager from the main menu. It also gives you more information about the assets you're adding to a theme, including a render of the buildings, like so: Thanks! That's exactly the information I was looking for. I'll grab Building Themes and not bother messing with the District Styles stuff. Any good theme sets that you'd recommend?
|
# ? Mar 10, 2016 22:07 |
|
super fart shooter posted:Does anyone know what "weeks" translates to when you're using the rush hour mod? (I'm pretty sure it doesn't mean actual weeks since that would be an insanely long time, I guess they just weren't able to change the text in the parts of the game that measure time in weeks, like loans and unique unlocks, is that right?) Isn't a week in CS on the order of several seconds (10-15) at the highest speed? Days go by quite fast in game. The Day/Night cycle has nothing to do with actual days.
|
# ? Mar 10, 2016 22:11 |
|
Ofaloaf posted:So wait, why is CO using music from The Sims 3 in their videos? Is that allowed? Half the marketing campaign for Skylines has been taking shots at EA. Everything from calling your citizens Cims, to advertising it will be offline and single player.
|
# ? Mar 10, 2016 22:14 |
|
Bel Monte posted:Half the marketing campaign for Skylines has been taking shots at EA. Everything from calling your citizens Cims, to advertising it will be offline and single player. Well, they know their market.
|
# ? Mar 10, 2016 22:23 |
|
necrotic posted:Isn't a week in CS on the order of several seconds (10-15) at the highest speed? Days go by quite fast in game. The Day/Night cycle has nothing to do with actual days. Rush hour changes the clock so it's an actual hour:minute clock that syncs with the day/night cycle. So a single day takes a long time. But for the purposes of measuring loan duration and the like, it seems the passage of weeks is unchanged. So I guess my question is what's the ratio of day/night cycles to weeks?
|
# ? Mar 10, 2016 22:25 |
|
Ofaloaf posted:https://www.youtube.com/watch?v=gjyaaMHe09s From the comments: Paradox Interactive posted:Wow, what are the odds?! We actually bought this music from a service... Apparently the same one as our lovely friends at EA
|
# ? Mar 10, 2016 22:25 |
|
Paradox posted on the video that they bought it from a service. And they're "not sure how we missed that. 'Oops' - Rick Perry." E: goddamnit. CO and Paradox trolling EA will never not be funny.
|
# ? Mar 10, 2016 22:27 |
|
I love her emotionless slightly grumpy fin-scowl as she plays with model trains.
|
# ? Mar 10, 2016 22:42 |
|
MikeJF posted:Paradox posted on the video that they bought it from a service. And they're "not sure how we missed that. 'Oops' - Rick Perry." New Project confirmed: Not-Sims by Colossal Order
|
# ? Mar 10, 2016 22:45 |
|
evilmiera posted:New Project confirmed: Not-Sims by Colossal Order Zens: Suburban Dreams Citizen -> Zen. It writes itself. Baronjutter posted:I love her emotionless slightly grumpy fin-scowl as she plays with model trains. I almost expected in the final scenes to show them crashing the trains into each other, then turning to the camera to laugh as they introduce traffic disasters to the game.
|
# ? Mar 10, 2016 22:45 |
|
I think I'm going to try to make a model train building based on a skylines building, maybe it put a smile on someone at CO's face to combine these things.
|
# ? Mar 10, 2016 22:47 |
|
Bel Monte posted:I almost expected in the final scenes to show them crashing the trains into each other, then turning to the camera to laugh as they introduce traffic disasters to the game.
|
# ? Mar 10, 2016 22:52 |
|
I tried to play a map that was snowy, but it was snowy all the time. Are there any maps that have more varied weather? Sunny and Snowy days? Seasons even? Is that even a thing in the game yet?
|
# ? Mar 10, 2016 22:53 |
|
That is not a thing in the game yet.
|
# ? Mar 10, 2016 22:56 |
|
Reason posted:I tried to play a map that was snowy, but it was snowy all the time. Are there any maps that have more varied weather? Sunny and Snowy days? Seasons even? Is that even a thing in the game yet? Oh you poor thing I wonder if anyone's actually figuring out how to mod in seasons. Snow-on-roofs is a dynamic thing applied to assets, so I still don't understand why it wasn't season based from the outset honestly.
|
# ? Mar 10, 2016 22:57 |
|
|
# ? May 28, 2024 14:34 |
|
Baronjutter posted:Oh you poor thing I really like the snow, but heating pipes are expensive as gently caress and I kept bankrupting myself just trying to provide heat to my peoples.
|
# ? Mar 10, 2016 22:58 |