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I remembered to check specs of CS2 and uh... that's quite a jump from minimum to recommended.
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# ? Jun 12, 2023 08:48 |
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# ? May 24, 2024 23:25 |
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Well, the massive difference between minimum and recommended is in the graphics card, and that makes sense to me? Like there's a lot of prop detail we're seeing in all these shots that could very easily turn off at the cost of making the game look like crap, and I'm guessing that's minimum spec.
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# ? Jun 12, 2023 11:58 |
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They have the British thing where you put a tiny roundabout in a normal sized intersection Although I hope signals actually work properly in this
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# ? Jun 12, 2023 17:53 |
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It's fun looking for bugs in the trailer. Some weird poo poo happening with crosswalks, and all the roundabouts allow you to turn both directions (or at least are marked as such).
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# ? Jun 12, 2023 17:59 |
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Grand Fromage posted:It's fun looking for bugs in the trailer. Some weird poo poo happening with crosswalks, and all the roundabouts allow you to turn both directions (or at least are marked as such). Honestly seeing some of those makes me more comfortable, it shows they didn't really fake the heck out of it.
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# ? Jun 12, 2023 18:13 |
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Grand Fromage posted:It's fun looking for bugs in the trailer. Some weird poo poo happening with crosswalks, and all the roundabouts allow you to turn both directions (or at least are marked as such). yeah stuff like the spinning cars in the middle of roads was funny to see in a promotional trailer. But so many other smaller things. The weird crosswalks, also crosswalks existing at all on a highway interchange.
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# ? Jun 12, 2023 18:13 |
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it's hosed up that the day/night cycle is probably at least 24 minutes but there's no way to adjust public transport line numbers on an hourly basis. if they're going to make days take longer then simulating things like commuting to and from work/school twice a day makes sense, but if they include that then working with 12 hour budgets that apply to all 7 days in a week sucks
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# ? Jun 12, 2023 18:27 |
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You have no drat idea how excited I was to see that upgrade window. It's literally the one thing from SC2013 I kept saying I wanted. They also showed it for a university btw. Kyte fucked around with this message at 18:43 on Jun 12, 2023 |
# ? Jun 12, 2023 18:39 |
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VostokProgram posted:They have the British thing where you put a tiny roundabout in a normal sized intersection We have a ton of these in Seattle. To make it realistic though they need to make it so people turning left just cut across the wrong way.
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# ? Jun 12, 2023 18:47 |
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One thing I'm not seeing at all is, the most common type of intersection here in Oz where one road will continue on as if there's no intersection at all, no slow or stop, while the other lower priority road stops to wait. It seems like they always have a stop/slow in all directions, which isn't normal to me. (We don't really have four-way stops at all except at roundabouts, I've only really heard about four way stops from Americans? But here, if it's not a roundabout or a traffic light, one road will always have priority to continue straight. In theory they could exist - you'd just follow roundabout rules - but in reality I've never seen one.) MikeJF fucked around with this message at 18:55 on Jun 12, 2023 |
# ? Jun 12, 2023 18:53 |
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Upgradable modular buildings that something from simcity 2013 that was absolutely amazing and should have become standard in all city builder and tycoon style games.
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# ? Jun 12, 2023 18:54 |
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MikeJF posted:One thing I'm not seeing at all is, the most common type of intersection here in Oz where one road will continue on as if there's no intersection at all, no slow or stop, while the other lower priority road stops to wait. It seems like they always have a stop/slow in all directions, which isn't normal to me. You can do this in TM:PE, I don't know if it's in the base game. Priority roads like that also are common in the US. Four way stops are mostly for local roads in neighborhoods where there's not supposed to be through traffic.
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# ? Jun 12, 2023 19:26 |
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The patch today had some new assets, along with several helpful bug fixes (yay, I can choose my bus models again). First, the new plazas. They're all weird, with only the "Creator's Library" looking like a real functional building: Next, new commercial assets. I like these, even if they're all showing similar CS2 billboard: No clue where to start looking for the new 'treasure map' asset though.
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# ? Jun 12, 2023 19:33 |
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As a vanilla player in all games the technical upgrades and visual upgrades look super duper. Cant wait for October.
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# ? Jun 12, 2023 22:11 |
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Grand Fromage posted:Doesn't sound like regions are in it. Long may SimCity 4 reign. This interview with Mariina Hallikainen has some new information and this quote might make you very happy: “You can grow a continuous city from the starting tiles, create smaller separate areas connected by pre-built highways in the map or anything in-between". https://news.xbox.com/en-us/2023/06/12/cities-skylines-ii-is-a-truly-enormous-sequel-and-its-built-as-much-for-console-as-pc/
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# ? Jun 13, 2023 07:11 |
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I am having a hard time believing cs2 will only need 16gb of ram for required. CS1 with most, but not all, dlc barely runs with that. Until the program lets up about an hour into playing, it runs my 16gb at 90% usage.
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# ? Jun 13, 2023 07:57 |
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Eric the Mauve posted: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. I'm honestly baffled that nobody has even claimed to be working on an Open TTD style reimplementation of SC4 by now. I get it'd be a significantly greater technical challenge than for games from the previous decade, but for nobody to even have the naive hubris to declare they're doing it really seems odd. Anyway I am hype for CS2. I deeply appreciate that several things that came in DLC in the original are vanilla content here. That's a level of respect for the player that is all too rare.
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# ? Jun 13, 2023 08:09 |
Does anyone have a good summary of what CS2 will be launching with as content? Especially compared to CS1?
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# ? Jun 13, 2023 08:42 |
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DarkLich posted:No clue where to start looking for the new 'treasure map' asset though.
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# ? Jun 13, 2023 09:27 |
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I've been doing some calculations and if we assume that the numbers given in the interview I posted are correct then given a buildable area of 172 km² and a max of 150 buyable tiles, the tiles in CS2 would be about 1,15 km² or roughly 1,07x1,07 km. Which would mean a total map size of about 507 km² at 21x21 tiles. If the game can be modded to allow you to build on all 441 tiles you could probably build a city large enough to melt your computer.
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# ? Jun 13, 2023 10:39 |
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Ms Adequate posted:I'm honestly baffled that nobody has even claimed to be working on an Open TTD style reimplementation of SC4 by now. I get it'd be a significantly greater technical challenge than for games from the previous decade, but for nobody to even have the naive hubris to declare they're doing it really seems odd. A few years ago someone tried doing that with SimCity 2000. EA shut them down within a week of the first youtube upload/reddit post.
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# ? Jun 13, 2023 11:05 |
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Jutsuka posted:This interview with Mariina Hallikainen has some new information and this quote might make you very happy: “You can grow a continuous city from the starting tiles, create smaller separate areas connected by pre-built highways in the map or anything in-between". Eh. You could do that in CS:1 too if you had a tile unlock mod to give you the space. Now if they've added a system where building separate cities on the same map makes them actually separate cities with their own power grids/budgets/etc that would be something, but I doubt it.
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# ? Jun 13, 2023 15:39 |
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Jutsuka posted:I've been doing some calculations and if we assume that the numbers given in the interview I posted are correct then given a buildable area of 172 km² and a max of 150 buyable tiles, the tiles in CS2 would be about 1,15 km² or roughly 1,07x1,07 km. Which would mean a total map size of about 507 km² at 21x21 tiles. If the game can be modded to allow you to build on all 441 tiles you could probably build a city large enough to melt your computer. Where did you hear 150 buyable tiles? From what they've said you can purchase all/almost all 441. Keep in mind that this is a CS1 map: There are only actually 25 tiles. People say that maps are 9x9 tiles but they really aren't. The only tiles that normally exist are the ones that you can purchase in the vanilla game, any more than that are added by mods. also god drat quote:“It supports a redesigned economic system which is built on real-life economic models,” Hallikainen tells us. “This means that citizens in Cities: Skylines II earn money and spend it on living, travelling and activities in their free time.” The simulation really sounds like it's going to be massively improved, with a lot of dumb poo poo like pocket cars getting the dumpster and old industries DLC style resources being integrated into the full simulation.
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# ? Jun 13, 2023 15:57 |
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I hope there are no pocket cars. What I really want is for car ownership to be simulated. Set it to be like Tokyo where only 30% of your sims have a car at all so you better fuckin provide good transit.
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# ? Jun 13, 2023 16:08 |
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If there are 441 tiles per map they are going to be very tiny tiles, is my guess.
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# ? Jun 13, 2023 16:11 |
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They're smaller yeah. I wonder what "your city can have over 4,000 building assets" means. 4,000 vanilla buildings I guess? I have like 4,000 workshop items subscribed already.
Grand Fromage fucked around with this message at 16:15 on Jun 13, 2023 |
# ? Jun 13, 2023 16:12 |
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Big enough to fit an airport, but just barely
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# ? Jun 13, 2023 16:14 |
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Grand Fromage posted:I hope there are no pocket cars. What I really want is for car ownership to be simulated. Set it to be like Tokyo where only 30% of your sims have a car at all so you better fuckin provide good transit. I think the best math guesstimate that I saw was that they're 1/3 the size of CS1 tiles, which sounds good to me. One of the shittiest things about making maps in CS1 is just how big the tiles are. Having tile unlocks be like 1/3rd of the investment will make it a lot easier to ignore players who don't want to use unlock all mods.
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# ? Jun 13, 2023 16:18 |
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The game scaling is different I'm sure, but the largest practical region you could make in SimCity 4 before it started exploding (more than usual) was 25x25 large tiles, so 10,000 square kilometers.
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# ? Jun 13, 2023 16:19 |
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turn off the TV posted:Where did you hear 150 buyable tiles? From what they've said you can purchase all/almost all 441. Keep in mind that this is a CS1 map: The achievements list leaked and the highest tile unlock achievement is 150 tiles so I assumed that was the maximum and if all 441 tiles are unlockable then each tile would only be 0,39 km² which seems very small.
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# ? Jun 13, 2023 16:20 |
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Jutsuka posted:The achievements list leaked and the highest tile unlock achievement is 150 tiles so I assumed that was the maximum and if all 441 tiles are unlockable then each tile would only be 0,39 km² which seems very small. I just double checked the gameplay trailer and they have 167 tiles unlocked in one of the shots, so it's definitely more than 150. I think they are just very small. That's a good thing because you won't have as many issues where you want to buy an entire 1.9x1.9km tile for something like 100 square meters on one side of a river or something like that.
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# ? Jun 13, 2023 16:22 |
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Has anybody seen anything about required specs for this? Google only pulls up several “we don’t know, but this is what we assume” results Gonna have to get a new computer either way, my 2015 MacBook Pro doesn’t handle anything but web browsing well these days
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# ? Jun 13, 2023 16:49 |
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The Maroon Hawk posted:Has anybody seen anything about required specs for this? Google only pulls up several “we don’t know, but this is what we assume” results MINIMUM: Requires a 64-bit processor and operating system OS: Windows® 10 Home 64 Bit Processor: Intel® Core™ i7-4790K / AMD® Ryzen™ 5 1600X Memory: 8 GB RAM Graphics: Nvidia® GeForce™ GTX 780 (3GB) or AMD® Radeon™ RX 470 (4GB) RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows® 10 Home 64 Bit | Windows® 11 Processor: Intel® Core™ i7-9700K | AMD® Ryzen™ 5 5600X Memory: 16 GB RAM Graphics: Nvidia® GeForce™ RTX 2080 Ti (11GB) | AMD® Radeon™ RX 6800 XT (16GB) E: This seems wildly optimistic given how hard CS is on computers, particularly the RAM, but. Hopefully it runs better this time. Grand Fromage fucked around with this message at 16:55 on Jun 13, 2023 |
# ? Jun 13, 2023 16:53 |
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The Maroon Hawk posted:Has anybody seen anything about required specs for this? Google only pulls up several “we don’t know, but this is what we assume” results Wait, can you even okay Skylines 1 on that? I have a MacBook Pro from 2019 and it can barely handle it. It’s what ended up getting me to go back to play SC4 instead and finding I still liked it better.
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# ? Jun 13, 2023 17:35 |
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CO always answered questions about whether they'd fold various mod capabilities into C:S with "definitely not, we want the base game to be runnable on a potato." Well screw that for C:S2! Beefy gaming rig or GTFO. I suspect that's substantially what the gameplay improvements for C:S2 will be--stuff you could only do with mods in C:S1, not needing mods for this time.
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# ? Jun 13, 2023 17:47 |
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Koramei posted:Wait, can you even okay Skylines 1 on that? I have a MacBook Pro from 2019 and it can barely handle it. It’s what ended up getting me to go back to play SC4 instead and finding I still liked it better. It worked well enough for a few years, not great especially when my cities grew big but it was serviceable. I’d be afraid to even try now
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# ? Jun 13, 2023 17:53 |
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Grand Fromage posted:I hope there are no pocket cars. What I really want is for car ownership to be simulated. Set it to be like Tokyo where only 30% of your sims have a car at all so you better fuckin provide good transit. No car-centric city builder will ever show the actual space and financial costs of mass car-focused transport systems. People want their dense shiny skyscraper forest cities buzzing with cars and just not have to ever think about where they're all stored. It's sad because parking policy is probably the biggest driver of land use and zoning policy in cities. "No one wants to see that in a game" they confidently decare. Really? And they do want deathcare, and sewage, and power lines? How are those all not "boring ugly technical aspects" but parking is? I think it mostly comes from laziness, and an unwillingness to ever step too far outside of the classic simcity ideological box. Although the mechanics of most city builders can differ, the core ideology about how cities work remains pretty consistent. It's always this weird very american very neo-liberal fantasy world where low taxes stimulate growth, more cops and police stations simply lower crime around themselves, there's a bottomless well of white collar professional office and tech jobs just chomping at the bit to relocate to any random city with the right taxes and zoning, and that everyone can own a car and drive everywhere in any size city so long as your highway interchanges are advanced enough and your lane math correct.
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# ? Jun 13, 2023 17:54 |
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Eric the Mauve posted:I suspect that's substantially what the gameplay improvements for C:S2 will be--stuff you could only do with mods in C:S1, not needing mods for this time. A lot of the gameplay improvements are going to be things that you couldn't do with mods in CS1. The people who had made a lot of those road mods are being given access to the game's source code and years to work on whatever tools they decided to implement. Baronjutter posted:No car-centric city builder will ever show the actual space and financial costs of mass car-focused transport systems. People want their dense shiny skyscraper forest cities buzzing with cars and just not have to ever think about where they're all stored. It's sad because parking policy is probably the biggest driver of land use and zoning policy in cities. "No one wants to see that in a game" they confidently decare. Really? And they do want deathcare, and sewage, and power lines? How are those all not "boring ugly technical aspects" but parking is? There are a lot of very large plopped parking lots shown in the trailer, there's a parking lot tab under the road section, and the devs have said that citizens have to park their cars. I'm pretty sure that parking is going to be an aspect of the simulation. turn off the TV fucked around with this message at 18:31 on Jun 13, 2023 |
# ? Jun 13, 2023 18:28 |
city skylines the first ran on unity, and given it game out a little shy of ten years ago, early unity. other games that came out on the same year that use unity; kerbal space program it's relative, ofc it'll be cleaner.
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# ? Jun 13, 2023 19:45 |
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# ? May 24, 2024 23:25 |
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turn off the TV posted:A lot of the gameplay improvements are going to be things that you couldn't do with mods in CS1. The people who had made a lot of those road mods are being given access to the game's source code and years to work on whatever tools they decided to implement. Thats promising! I just want a game where if you want to go all out with low density residential and highways, you're going to need enough parking at both ends. You can't have that charming 3 story walkup with minimal setbacks because there needs to be room for parking. You can't have that nice office building, there isn't enough parking. You're stuck with strip malls, office parks, and suburban housing with multi-car garages. Even your apartments need huge parking lagoons around them. That 2x2 apartment needs a 3x2 parking lot attached to it or it just won't show up. If you want more space efficient buildings that don't require so much of their lot dedicated to parking, you gotta build good transit and good walkability.
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# ? Jun 13, 2023 19:49 |