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So the same things as parks except you paint university grounds zones and plop down university buildings inside it?
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# ? May 9, 2019 14:07 |
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# ? May 25, 2024 04:52 |
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Poil posted:So the same things as parks except you paint university grounds zones and plop down university buildings inside it? That would be my guess given the preview image. It looks a lot like a university campus.
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# ? May 9, 2019 14:14 |
That's.. kinda cool, I guess. I mean, I usually do basically the same thing but purely decoratively already, building a park-like area around the main university building with some sports court buildings and parking lots and a few identical high density residential buildings of various sorts and a couple office buildings. Like everything else I don't expect it to actually do anything substantive with the mechanics of education and how your cims get educated by osmosis just by education buildings existing in the map, or that education is essentially meaningless anyway, but the potential quality of life improvements for building decorative university campuses are interesting. I guess.
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# ? May 9, 2019 15:22 |
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https://twitter.com/Cities_PDX/status/1126517274985271299
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# ? May 9, 2019 17:10 |
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I hope I can buy it and not have an American-centric university.
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# ? May 9, 2019 17:12 |
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Lain Iwakura posted:I hope I can buy it and not have an American-centric university. I think you're out of luck considering like 75% of the trailer was about college sports
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# ? May 9, 2019 17:21 |
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https://store.steampowered.com/app/944071/Cities_Skylines__Campus/quote:Back to school! In Cities: Skylines - Campus, university life abounds with new area types for any sort of student - Trade School, Liberal Arts and University. Increase the reputation of your campus by attracting students and creating Academic Works to unlock new buildings. Build five types of varsity sports arenas and nine unique faculties, employ seven new policies, earn seven new achievements and take on five new maps! Campus takes higher education to new heights with everything you need to graduate magna cum laude.
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# ? May 9, 2019 17:27 |
How in the world did they not include soccer, lol.
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# ? May 9, 2019 17:31 |
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No interest here. And yeah no soccer from a European country seems really strange.
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# ? May 9, 2019 17:34 |
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That's a big "wait for massive sale" for me announcement. Especially since the game economy and crime stuff is still so shallow.
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# ? May 9, 2019 17:35 |
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There's apparently going to be some sort of changes to education in the free update, but that's the last thing that CO is going to talk about in their dev diaries.ToastyPotato posted:That's a big "wait for massive sale" for me announcement. Especially since the game economy and crime stuff is still so shallow. Don't worry, I'm sure they'll do a supermax prison zone type where you also hand plop everything next.
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# ? May 9, 2019 17:38 |
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The game's been out for five years or so. Aren't we due for a true sequel with an updated engine and mechanics based on this stuff built-in and addressed for already?
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# ? May 9, 2019 17:46 |
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The game's community manager talked about how they decide on their DLC today and it sounds like they go with the most requested suggestion on their forums, which seems like it'd turn into a feedback loop of only the people who liked the last expansion sticking around to suggest things for the next expansion.
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# ? May 9, 2019 17:52 |
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Who wanted to build universities?
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# ? May 9, 2019 18:00 |
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I've been pretty done with any official CO content since the game first released. I'd love a CS2 but I sincerely don't think their current team is up for the task. Maybe if they hired the communities best modders or at least gave them a huge hand in some of the core designs, but I think fundamentally CO just isn't great at understanding the actual core mechanics people like most of us in this thread want out of a city builder, and even if they did would bungle the design.
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# ? May 9, 2019 18:03 |
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I mean this idea of freeform plopping areas isn't bad but like, I'm not paying for an additional DLC for each possible type of them?
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# ? May 9, 2019 18:10 |
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OwlFancier posted:I mean this idea of freeform plopping areas isn't bad but like, I'm not paying for an additional DLC for each possible type of them? Yeah, kinda seems like something they should have just done as a pack.
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# ? May 9, 2019 18:13 |
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Or as the foundation of a sequel, with some improvements to the traffic management. I'd pay for something that integrates TMPE functionality into the game and draws the road markings/plops down hard medians as appropriate.
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# ? May 9, 2019 18:15 |
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Ugh, more fugly vanilla assets I have to use mods to not load so that I have RAM for every Korean-applicable asset in the workshop
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# ? May 9, 2019 18:21 |
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Baronjutter posted:I've been pretty done with any official CO content since the game first released. I'd love a CS2 but I sincerely don't think their current team is up for the task. Maybe if they hired the communities best modders or at least gave them a huge hand in some of the core designs, but I think fundamentally CO just isn't great at understanding the actual core mechanics people like most of us in this thread want out of a city builder, and even if they did would bungle the design. Eh, I think one of the biggest issues is that they have to tack on additional systems via DLC whilst keeping it all the same engine and mechanics with and without it and making sure that it's not essential and people who don't have it have a fine experience, which means it all has to be shallow and ineffectual. If they did CS2 they could dig in and break stuff to remake it better.
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# ? May 9, 2019 18:23 |
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If they make it so that trade schools, "liberal arts" and "university" are different types of last stage education that different jobs need then the DLC could, possibly, maybe, be sort of neat.
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# ? May 9, 2019 18:28 |
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I wonder what new vehicle spawning "utility" they're going to add. More pointless agents on the roads. Maybe delivery drones?turn off the TV posted:If they make it so that trade schools, "liberal arts" and "university" are different types of last stage education that different jobs need then the DLC could, possibly, maybe, be sort of neat.
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# ? May 9, 2019 18:31 |
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Poil posted:It's 100% just going to be the same education levels system as currently. I think that goes without saying.
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# ? May 9, 2019 18:34 |
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OwlFancier posted:I mean this idea of freeform plopping areas isn't bad but like, I'm not paying for an additional DLC for each possible type of them? Paradox DLC practices = release tons of DLCs that could have been bundled or just have been patches.
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# ? May 9, 2019 18:40 |
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I mean yeah but stellaris isn't quite this half assed even if it's becoming increasingly half assed. And I don't play any other paradox games cos they're really overpriced.
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# ? May 9, 2019 18:41 |
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Uughhhhh I think I’m just gonna wait till CS2 at this point. This is something I love on paper, but after buying Parklife and Industries, these DLCs just seem like extra layers of lipstick on a shallow pig. obligatory smiley
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# ? May 9, 2019 23:00 |
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A Paradox community manager heavily implied that they actually are reworking the education system with the update, so maybe there's hope.
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# ? May 9, 2019 23:46 |
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Am I right in assuming that industries isn't very challenging and just fucks up traffic? Is it worth getting?
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# ? May 10, 2019 00:26 |
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I enjoy it, it's marginally more challenging than the base game and rewards you for having very good cargo transport systems. It actually does make sense, industries extract raw resources from terrain, and ship it to processing facilities, processing facilities ship it to factories, factories ship it to commercial districts to sell, and all of this is simulated so you will benefit from having warehouses to increase your shipping capability and using cargo trains to move it between the different areas. You can also export it directly and each map connection type is to a different city so for maximum output you want to connect to road, rail, sea and air, and the game will do things like trucking the export to a rail depot then railing it to the port. It's not realistic but for a game mostly about traffic management, making all the stuff flow smoothly is as good of a challenge as the game is likely to give you.
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# ? May 10, 2019 00:32 |
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um excuse me posted:Am I right in assuming that industries isn't very challenging and just fucks up traffic? Is it worth getting? From what I've heard/seen, if you like playing the vanilla game and solving traffic problems and having cities that are 75% infrastructure 25% actual buildings it provides a lot more moving parts for your transport puzzles. If you're more into hammering the base game into something more closely resembling a realistic city painting tool then it just adds a bunch more ugly traffic-spawners that further drills into you that nothing in this game is remotely to scale.
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# ? May 10, 2019 00:39 |
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The real trick is building your city not to be car centric, then very few people use cars. Industries are still a bit truck happy though.
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# ? May 10, 2019 00:51 |
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The base game is a level editor with a traffic sim tacked onto it. My last 150 hours of time in game has been working on this map/theme.
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# ? May 10, 2019 01:02 |
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Is there a way to make highway exit / merge lanes that doesn't look like complete rear end? Traffic-wise, it seems to work fairly well if you have a highway go one lane wider a bit before an exit and then use the traffic mod to make use that lane and only that lane is for exiting. Same thing in reverse for merging. But going from one road type to another is always aligned by the centre of the road, not aligned by lanes, so you get this nonsense: It works but it looks like garbage. Is there any way to make your 3-lane -> 4-lane highway connections look like this: 1234 1234 1234 1234 123 123 123 instead of like this?: 1234 1234 1234 123 123 123 123
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# ? May 10, 2019 03:34 |
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Not sure what you mean by nonsense looking, but maybe I'm just used to it. Use the Move It! mod to shift the 3 lane section over to align with the shoulder you want. Then drag the closest 3 lane node towards the 4 lane node to make the lane shift less obvious. Don't move it too close or else traffic will slow down to traverse the short length you've created between nodes.
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# ? May 10, 2019 03:38 |
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Entropic posted:Is there a way to make highway exit / merge lanes that doesn't look like complete rear end? You have discovered why there are mods for manually drawing lanes Welcome to Ultrahell
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# ? May 10, 2019 03:43 |
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Entropic posted:Is there a way to make highway exit / merge lanes that doesn't look like complete rear end? The best thing you can do is just make everything really big and use the shallowest angles you can for merges, since in reality interchanges and even on/off ramps take up a ton fo space. Use Fine Road Anarchy to make the actual merges look good and Network Extensions to get more road types, different highways, etc. If you want to go really crazy, Ronyx Expressway highway assets are the best looking highways out there, but they are super difficult to use and peak mod jank. You have to put in all pillars manually. But it looks pretty sick. Bold Robot fucked around with this message at 04:02 on May 10, 2019 |
# ? May 10, 2019 03:52 |
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Bold Robot posted:If you want to go really crazy, Ronyx Expressway highway assets are the best looking highways out there, but they are super difficult to use and peak mod jank. You have to put in all pillars manually. But it looks pretty sick.
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# ? May 13, 2019 17:47 |
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ToastyPotato posted:Paradox DLC practices = release tons of DLCs that could have been bundled or just have been patches. Ah yes, how dare they fund the continued support of their games by releasing paid content on the side? Good and honest thing to do would be to leave their games to rot.
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# ? May 13, 2019 19:56 |
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There's a fine line between funding ongoing support and milking it for cash. And a lot of PDX DLC is close to, and on either side of that line.
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# ? May 13, 2019 19:59 |
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# ? May 25, 2024 04:52 |
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i forgot to set this as my workshop descrption for my latest uploads
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# ? May 13, 2019 20:15 |