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How do you know we're getting wealth levels?
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# ? Jun 3, 2023 18:29 |
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# ? May 25, 2024 02:34 |
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VostokProgram posted:How do you know we're getting wealth levels? It's just an assumption. In the last screenshot there appear to be three different bars for residential demand. That could be low/medium/high density or lower/middle/upper income housing. The way wealth and density were handled in the first game was a huge flaw and we're just hoping they listened. There appears to be medium density now so that suggests changes were made. Odd that it's only residential, but we're also reading entrails from a single screenshot here.
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# ? Jun 3, 2023 19:20 |
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I really REALLY hope that intersections are less ugly. Frankly that the road tools are less stupid so we don't need 20 different versions of each type of road with all the bus, tram, bikepath, no-parking, etc options.
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# ? Jun 3, 2023 19:29 |
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Some of the layouts there look like roads may be customizable/buildable by lane. I really hope there's a road customizer where you can just lay out any combination of lane types the way you want it. I don't see why that couldn't be done.
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# ? Jun 3, 2023 19:33 |
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The single rail train lines in the lower left are interesting in design. There's a slightly bugged merge on one of them though.
MikeJF fucked around with this message at 20:23 on Jun 3, 2023 |
# ? Jun 3, 2023 20:21 |
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I don't like seeing noise pollution back. They better have changed that a lot, people being upset because you put a subway station in their neighborhood because it was so loud they literally died was loving stupid as hell. You know what's loud in cities? Cars.
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# ? Jun 3, 2023 20:22 |
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They should've just renamed noise to 'bad vibes'.
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# ? Jun 3, 2023 20:25 |
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One of the other things which really sticks out to me from that last screenshot is the scale of the map. It seems huge in comparison to a C:S1 map, like at least 4 times larger. That fits with the possibility that the maps are 22x22 1.9x19km tiles and you're working with the middle 150. People who want to make completely hand crafted maps are gonna have a real bad time.
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# ? Jun 3, 2023 20:26 |
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Grand Fromage posted:I don't like seeing noise pollution back. They better have changed that a lot, people being upset because you put a subway station in their neighborhood because it was so loud they literally died was loving stupid as hell. You know what's loud in cities? Cars. Right? You could put a subway station 10 feet from my front door I'd be alright with it.
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# ? Jun 9, 2023 00:24 |
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We have a release date, October 24th Edit: and theres a new trailer with in game footage.
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# ? Jun 11, 2023 19:00 |
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hello i am phone posted:We have a release date, October 24th I was coming to post this word for word.
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# ? Jun 11, 2023 19:01 |
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https://www.youtube.com/watch?v=QZW39Yml3a8 i can't believe how low people's expectations were for this game's ui/ux it took me a second to wrap my head around this shot since i didn't expect mix used zoning to be in the game, but this seems to be it. and five other levels of density. turn off the TV fucked around with this message at 19:08 on Jun 11, 2023 |
# ? Jun 11, 2023 19:01 |
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Lot of good stuff in there. I'm glad to see a lot of mod features being incorporated into the game, all that detail with road building is a good sign. Also there were like six residential zoning types?? I'm intrigued but I couldn't tell what was going on there. Looks like roads are still set though, no customization. Grand Fromage fucked around with this message at 19:16 on Jun 11, 2023 |
# ? Jun 11, 2023 19:10 |
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Grand Fromage posted:Lot of good stuff in there. I'm glad to see a lot of mod features being incorporated into the game, all that detail with road building is a good sign. It looks like it's single family homes, duplexes, single story apartments, medium density residential, and then high density residential with or without commercial ground floors.
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# ? Jun 11, 2023 19:16 |
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There's some funky looking junctions you wouldn't be able to even approach without a pile of mods and tweaking in CS1, that rail-over-roundabout, and that flyover end junction: Lots of neat looking bits in there.
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# ? Jun 11, 2023 19:19 |
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I guess macsergey, who modded in quite a number of the nicer road tools (IMT, NMT, NCR), is doing the lord's work now that he's with Colossal Order.
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# ? Jun 11, 2023 19:41 |
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Just build a grid tool for roadbuilding.
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# ? Jun 11, 2023 19:53 |
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Mixed-use zoning alone will make this game worth it for me, holy poo poo Also the road building grid thing got a literal out of me
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# ? Jun 11, 2023 19:54 |
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The ability to draw roads over other roads and have it generate intersections is also nice. A shame they seem to be stuck with the same lot generation though.
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# ? Jun 11, 2023 19:57 |
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Upcoming trailers/dev diary things I guess: https://www.paradoxinteractive.com/games/cities-skylines-ii/featuresquote:2023-06-19 Feature #1: Road Tools Building roads is more flexible than before, helping you realize your vision for the perfect road layout. You will find a variety of new and returning options! Also I was very happy to see a six story, level 2 high wealth residential building with 15 households in it. There's hope.
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# ? Jun 11, 2023 20:17 |
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Doesn't sound like regions are in it. Long may SimCity 4 reign.
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# ? Jun 11, 2023 20:40 |
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The Maroon Hawk posted:Also the road building grid thing got a literal out of me Wasn't that a thing in SimCity 4?
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# ? Jun 11, 2023 21:12 |
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quote:Maps & Themes A brief comparison of map sizes: A map tile in Cities: Skylies II is smaller than its predecessor - but you are able to unlock almost all tiles, giving you a whopping total of 441 map tiles. the map better be loving huge if i have to wait for 441 tile unlocks
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# ? Jun 11, 2023 21:36 |
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Entropic posted:Wasn't that a thing in SimCity 4? It was, though it gave you an insane grid no one would ever use. No customization settings.
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# ? Jun 11, 2023 21:39 |
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sorry GF but i dont think we'll ever see region play in a game again. seeing only a subsection of the full map at a time isnt going to fly with modern tastes. maybe someone will cook up a game where you can play at that scale on a giant seamless map though
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# ? Jun 11, 2023 21:45 |
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What is this, a realistically-sized building?
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# ? Jun 11, 2023 21:49 |
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VostokProgram posted:the map better be loving huge if i have to wait for 441 tile unlocks From just eyeballing the tree sizes seen in the trailer it seems pretty significantly larger and the min/max elevation range higher.
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# ? Jun 11, 2023 22:02 |
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VostokProgram posted:sorry GF but i dont think we'll ever see region play in a game again. seeing only a subsection of the full map at a time isnt going to fly with modern tastes. maybe someone will cook up a game where you can play at that scale on a giant seamless map though Someone, sooner or later if civilization lasts long enough, will make 3D Modern Interface Simcity 4 as an indie game. That person will get very rich.
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# ? Jun 11, 2023 22:36 |
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Game looks good, definitely more realistic. Upgradeable services buildings also seem like a neat idea.
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# ? Jun 11, 2023 22:57 |
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It’s a Paradox game so my big question is gonna be what big features are getting left out to sell as DLC?
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# ? Jun 11, 2023 23:17 |
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There are multiple things in the trailer that were DLCs in the first game, so seems like it's the other direction. I'm sure there will still be a whole bunch of DLC though.
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# ? Jun 11, 2023 23:22 |
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And yet some things never change. Hello there, confused sideways cars!
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# ? Jun 12, 2023 00:13 |
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Count Roland posted:What is this, a realistically-sized building? Nevermind that, upgrades to buildings is right there.
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# ? Jun 12, 2023 00:19 |
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441 = 21x21 tiles vs SC1's 81 = 9x9 tiles, unless they're shinking tile size significantly, that's an impressive amount of extra space to play with.
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# ? Jun 12, 2023 00:39 |
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They mentioned the tiles are smaller. Not by how much though.
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# ? Jun 12, 2023 00:42 |
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Entropic posted:441 = 21x21 tiles vs SC1's 81 = 9x9 tiles, unless they're shinking tile size significantly, that's an impressive amount of extra space to play with. Those are specifically 441 tiles that you can purchase in CS2, not all of the tiles on the map. Presumably at least a one tile border reserved for map borders so it's more like 441 vs 25.
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# ? Jun 12, 2023 01:53 |
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They did also mention you can buy most of the map, I don't think it's going to be as much of a difference as in the first game when the inevitable unlock all mod comes out.
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# ? Jun 12, 2023 02:02 |
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Grand Fromage posted:They did also mention you can buy most of the map, I don't think it's going to be as much of a difference as in the first game when the inevitable unlock all mod comes out. CS1 maps only actually have 25 tiles. The area is the same as 9x9 but those other 56 don't really exist in the same way as the middle 25, which is why 81 tile mods are either moderately broken as hell or need to do things like implementing their own electricity simulation and disabling some features so that the game doesn't poo poo itself.
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# ? Jun 12, 2023 02:35 |
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Huh. I've been playing with 81 tiles as long as it's existed and noticed nothing different about it. Glad that's the modder's problem and not mine. E: This is neat. https://www.youtube.com/watch?v=mUHecMSgPaM Grand Fromage fucked around with this message at 03:46 on Jun 12, 2023 |
# ? Jun 12, 2023 02:42 |
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# ? May 25, 2024 02:34 |
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turn off the TV posted:Those are specifically 441 tiles that you can purchase in CS2, not all of the tiles on the map. Presumably at least a one tile border reserved for map borders so it's more like 441 vs 25. I've played with mods for so long I forget that you can only unlock 25 tiles in the vanilla game. It's like how gun to my head I couldn't tell you what the default Skyrim UI looks like without the SkyUI mod.
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# ? Jun 12, 2023 03:45 |