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buglord posted:When do we learn more out this game? The 20th, along side their Not-Sims presentation? What's this not-sims?
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# ? Mar 9, 2023 05:47 |
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# ? May 27, 2024 20:46 |
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MikeJF posted:What's this not-sims? Paradox announced a Sims competitor this week but it's not being made by Colossal Order.
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# ? Mar 9, 2023 05:58 |
the not-sims is made in house by paradox the developer (I believe, info is not really there admittedly) and paradox the publisher division oversees skylines, to a degree skylines the second will probably have module airports/parks/etc out the gate given that's all they could do with half the DLCs, as well as a whole lot of engine changes given the game is now eight years old
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# ? Mar 9, 2023 06:44 |
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Macaluso posted:Let me build underwater dome cities or space dome cities or a city in like Homer's land of chocolate. Go crazy with the city building imo Give us the Candy/Toyland theme from Transport Tycoon, go full circle.
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# ? Mar 9, 2023 07:10 |
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mutata posted:Paradox announced a Sims competitor this week but it's not being made by Colossal Order. Gamerofthegame posted:the not-sims is made in house by paradox the developer (I believe, info is not really there admittedly) and paradox the publisher division oversees skylines, to a degree
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# ? Mar 9, 2023 07:33 |
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Poil posted:Thank the gods. They have one of the big wigs from the Sims 2 working on it.
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# ? Mar 9, 2023 18:13 |
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Anyone know of an up to date mod collection? I've put 2 hours into trying to update my mods and it's just this nightmare of depreciated mods that work, depreciate mods that don't work but there's a fix, depreciated mods that work but a dependency mod is out of date but maybe there's a fix but the fix doesn't work with another mod you use so you should use this new mod but comments say it's also currently broken so you should use this other mod that doesn't quite do the same thing but it's maybe good enough? Absolute nightmare.
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# ? Mar 10, 2023 23:41 |
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Yeah. That's why I quit Skylines a year ago. It's only gotten worse since. Skylines 2 might be pretty great but no way in hell am I going to touch it unless it's great totally vanilla (which, lol). The Paradox business model really does not mix with a game that requires extensive modding to be really interesting. e: sorry, I just realized I'm repeating myself from the last page, I forgot I'd already posted this Eric the Mauve fucked around with this message at 00:00 on Mar 11, 2023 |
# ? Mar 10, 2023 23:58 |
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i don't think there is one. worse, i don't think anyone's ever successfully put one together and because it's over steam workshop, you won't see a nexusmods mod collection maintainer trying to keep it all together
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# ? Mar 11, 2023 00:12 |
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I really want a mod that will let me place transit stations freehand without having to snap them to a road and ideally also let me place roads that will snap to the side of a transit station. I hate having to plan out roads first and fit the transit lines to them instead of being able to do it the other way around.
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# ? Mar 11, 2023 03:47 |
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Cities Skylines 2 wish I know isn’t gonna be fulfilled: Beautiful rural zoning and nice old country homes between fields of crops
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# ? Mar 11, 2023 03:54 |
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I miss how you could just zone out some farms in SC4
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# ? Mar 11, 2023 04:30 |
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You guys are crazy, I love the 4x4 farms that produce 96 trucks
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# ? Mar 11, 2023 04:33 |
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Entropic posted:I really want a mod that will let me place transit stations freehand without having to snap them to a road and ideally also let me place roads that will snap to the side of a transit station. Move It lets you do all this. It's more fiddly than the ideal you have but it works. All the stuff that has to be placed on roads in C:S sucks.
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# ? Mar 11, 2023 07:52 |
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Fwiw, I just picked this up on Switch and it’s not as dialed down as I thought. No mods obviously, but still a good game on Switch.
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# ? Mar 11, 2023 08:03 |
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At least there is an honest trailer for Skylines2: https://www.youtube.com/watch?v=1OJlgs7VHU8
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# ? Mar 11, 2023 08:40 |
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Grand Fromage posted:I still think SC4 looks better than C:S. All the graphics advances in the world can't match what the best talent can bring. Maxis from the mid 90s to mid 2000s was a top of the pack game company, and city builders weren't niche yet. The pull a project like SC4 could have on getting quality artists etc is very different to what Colossal Order can do with Skylines. Sadly. We're probably never getting a city builder quite like SC4 again.
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# ? Mar 11, 2023 14:58 |
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https://www.youtube.com/watch?v=lIfurHrCXmM Tldr: Original Cities: Skylines was developed within 2 years by a team of 9 -13 people. Currently they have a team of thirty. CO Mariina is to blame for the Chirper.
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# ? Mar 11, 2023 15:13 |
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Koramei posted:All the graphics advances in the world can't match what the best talent can bring. Maxis from the mid 90s to mid 2000s was a top of the pack game company, and city builders weren't niche yet. The pull a project like SC4 could have on getting quality artists etc is very different to what Colossal Order can do with Skylines. hell i still think sc2k has better building designs than cs. even the polygonal landscape has more charm than the playdough mounds of cs maybe ill try my hand at modeling the sc2k buildings in cs2. i tried in cs1 but could never get the scales right.
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# ? Mar 11, 2023 16:43 |
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The trailer has a whole lot of cars for a city. Paradox needs to get in on the War on Cars!
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# ? Mar 11, 2023 17:13 |
C:S1 definitely has an issue with scale between buildings. Tall buildings just aren't tall enough, and/or small buildings are too large. Skyscrapers just never really become sufficiently imposing on the landscape. But it also turns back to the question of overall scale, as in amount of city blocks, number of buildings on them, etc. The largest (zone-growable) factories have no bigger footprint than any single-family home. You basically need to use ploppables to get reasonable scale buildings.
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# ? Mar 11, 2023 17:17 |
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nielsm posted:C:S1 definitely has an issue with scale between buildings. Tall buildings just aren't tall enough, and/or small buildings are too large. Skyscrapers just never really become sufficiently imposing on the landscape. But it also turns back to the question of overall scale, as in amount of city blocks, number of buildings on them, etc. The largest (zone-growable) factories have no bigger footprint than any single-family home. You basically need to use ploppables to get reasonable scale buildings. Boy would I love to see stuff like this get improved. I do not have the time to manually plop every asset down, but I hate the look of most of the CS buildings.
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# ? Mar 11, 2023 17:20 |
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Ultimately I can't be too mad at anyone for the current state of city builders except EA. EA and Microsoft were the masters of killing their own hugely successful PC mega-franchises in the early 2000s. More than ever post-MS Flight Sim 2020-release I'm convinced they basically just dumped reliable money in the trash when they shed all those titles and closed those studios. Like, the new flight sim (which followed up on the weirdly Sim City '13-like bomb MS Flight) isn't really even any friendlier than the old ones. It's a weirdly cumbersome and intuitive game but turns out flight simulators still sell, and I would bet anything that a proper high budget throwback Sim City could sell double digit millions of copies as well.
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# ? Mar 11, 2023 17:28 |
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according to this video, the modders behind MoveIt and IMT and Node Controller are working on the development team now, that's interesting for hopefully giving them some people on the inside who know what the player community actually wants. https://www.youtube.com/watch?v=Kqxs0zMAzlk
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# ? Mar 11, 2023 22:36 |
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It's funny a big reason why the skylines modding scene is such a horrible clusterfuck these days is that paradox hired a ton of the most important modders so they then didn't have time to keep their mods up to date lol
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# ? Mar 12, 2023 01:05 |
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Macsergey still works on his mods (especially IMT) even tho he got hired quite a while ago
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# ? Mar 12, 2023 20:34 |
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Can somebody explain to me why I'm having a TON of lumber being imported even though I have plenty of forests and have created forestry districts? I'm not sure why I'm getting choked with import traffic even though I have plenty of resources to harvest.
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# ? Mar 13, 2023 02:53 |
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Warehouses set to Balanced or Fill for lumber products will ensure they're at 50% and 100% full respectively. By whatever means necessary. And if all of a warehouse/lumberyard's trucks are all in use moving product around, the destination will also import lumber because they need it now, goddammit. So when you set up a new industry area especially, you'll have hundreds of trucks clogging your roads to import raw materials you are already producing. So you can very easily run into a problem where trucks are stuck in traffic delivering home-grown lumber, while further back in the traffic jam are other trucks who are importing lumber to the exact same destination for the same order. Also all this importing completely wrecks your budget because they're doing so on the city's dime. If you're playing on PC, then just go install the AdvancedOutsideConnection mod and turn off imports for lumber for every road connection. DoubleNegative posted:AdvancedOutsideConnection DoubleNegative fucked around with this message at 03:08 on Mar 13, 2023 |
# ? Mar 13, 2023 03:05 |
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Vargatron posted:Can somebody explain to me why I'm having a TON of lumber being imported even though I have plenty of forests and have created forestry districts? I'm not sure why I'm getting choked with import traffic even though I have plenty of resources to harvest. Because the whole industry system barely works and is full of stupid poo poo like this. CO apparently really tried to get the flow of goods in cities a bit more logical, but they couldn't figure it out lol
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# ? Mar 13, 2023 03:42 |
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Thanks for the explanations. I was reading and it seemed like a lot of other people were having the same issue. Sounds like the DLC is just bad. I did fix the traffic issues by making a highway bypass to the industrial areas. I still get some congestion but not to the point to where things are locking down the city. I kind of feel like I just need to turn off all the DLC and play the base game because I keep running into these issues I have to look up and it's like "oh they didn't implement this intuitively".
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# ? Mar 13, 2023 03:55 |
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There’s a mod that significantly reduces the amount of traffic generated by industrial districts. I forget what it’s called, but I installed it and never looked back, I don’t care if it’s “cheating” the base traffic numbers are crazy.
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# ? Mar 13, 2023 04:00 |
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You can also "cheat" by simply removing every stop light and stop sign in your city, since all cars are fully auto-driven by a central hivemind and there is no such thing as a collision.
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# ? Mar 13, 2023 04:05 |
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I actually thought it’d be cool to have traffic accidents in the game. An intersection graded as ”bad” or however it’d be would have a chance of generating an accident. That accident needs a cop car, fire truck, and an ambulance to resolve, while backing up traffic.
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# ? Mar 13, 2023 14:04 |
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Vahakyla posted:I actually thought it’d be cool to have traffic accidents in the game. An intersection graded as ”bad” or however it’d be would have a chance of generating an accident. That accident needs a cop car, fire truck, and an ambulance to resolve, while backing up traffic. Of course this would need some changes so firetruck doesn't wait in traffic jam but moves between lanes (I haven't played in a while, maybe they changed this)
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# ? Mar 13, 2023 14:22 |
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Having some kind of collision model is the way you can really have both stop signs and yield signs like people really want, otherwise perfect traffic merging means there's no reason not to make even the biggest intersections yield instead of stop.
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# ? Mar 13, 2023 14:22 |
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RPS has posted an article about simcity 2013. I think they sort of miss the mark, blaming the game's launch on always on internet connection and server problems. There were far more issues unfortunately.
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# ? Mar 13, 2023 18:37 |
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Burns posted:RPS has posted an article about simcity 2013. I think they sort of miss the mark, blaming the game's launch on always on internet connection and server problems. There were far more issues unfortunately. I love the intensely american idea that zoning density is entirely down to how wide the road was. If you want dense buildings, you have to put down a big wide nasty stroad.
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# ? Mar 13, 2023 18:42 |
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commando in tophat posted:Of course this would need some changes so firetruck doesn't wait in traffic jam but moves between lanes (I haven't played in a while, maybe they changed this) I'm okay with roads with high traffic giving me penalties; less desirability because who wants to live in gridlock, more costs because I'm spending more on road maintenance and I have to fund more utilities trucks because their effective range is lower, less taxes because my shops can't get as many goods in to sell. That would all be fine. But I would very much like to get away from the model where one too few railroad stations or a single misplaced road can cause a traffic jam death spiral that eventually kills the entire city. Hopefully they'll at least have a day/night cycle and some traffic fluctuations based on that, so you just have to really worry about a twice-daily surge at rush hour and you can do what actual cities do and send all the commercial traffic out in the middle of the night when everyone's asleep and run your utilities in the early morning.
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# ? Mar 14, 2023 23:55 |
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That sure would be nice, but Traffic Puzzles is all CO knows how to do.
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# ? Mar 15, 2023 00:11 |
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# ? May 27, 2024 20:46 |
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Day night cycle is fine but adding budget for day night sliders I find kind of ridiculous. I know folks love their ploppables but id much like to see the growable/dynamic system that is used for RCI and applied elsewhere. For example a healthcare zoning to build hospitals, civic zoning for police/fire services and better developed zoning for farming and industry to dynamically generate.
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# ? Mar 15, 2023 15:20 |