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TM:PE allows you to do that, so even if the base game abstracts out parking a bit I'm sure it'll be modded in.
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# ? Jun 13, 2023 20:18 |
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# ? May 24, 2024 22:45 |
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You could see the Cities in Motion influence in Skylines, so it’s likely going to be similar with Skylines 2.
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# ? Jun 13, 2023 20:24 |
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I look forward to CS2. I also know I'll play for like 2 weeks and stop for a month cause my city will suck horribly.
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# ? Jun 13, 2023 20:26 |
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I look forward to CS2 because hopefully it will mean development on CS1 will finally cease and I can play with a stable modlist after all these years
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# ? Jun 13, 2023 20:27 |
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Baronjutter posted: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. I'd be surprised if it actually makes you recreate Houston just because having a realistic number of parked cars for the population would probably make the engine die. It's hard to judge how it'll really work from the promotional material since the trailer appeared to be using a probably not fully functional dev build. I don't think there's any local traffic visible at any point in the trailer and the tram line they showed had zero passengers. Just delivery trucks, out of city traffic along the highway and pedestrians.
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# ? Jun 13, 2023 20:45 |
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Grand Fromage posted:E: This is neat. I slept on this video for a while because I thought the thumbnail and title were deceiving, but no this person **actually did build the featured city in the trailer using the WIP version of CS2** I’m so used to misleading clickbait that I thought maybe it was some technicality and he didn’t actually play it. Worth a listen!
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# ? Jun 13, 2023 21:00 |
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buglord posted:I slept on this video for a while because I thought the thumbnail and title were deceiving, but no this person **actually did build the featured city in the trailer using the WIP version of CS2** $2.20 is frickin' awesome, if not quite the peer of ambition that citywokcitywall was with Mars.
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# ? Jun 13, 2023 21:16 |
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I hope they uprate all those nicely done assets they've done in various packs like the stadiums or the train stations and get 'em in there. Most of them are well-detailed, they could probably tweak them up to the new quality pretty easily (especially if they modelled with higher-quality textures and downsampled during optimisation), and it'd be good to have as variety. Otherwise I'll miss the Metro Plaza station. Gamerofthegame posted:city skylines the first ran on unity, and given it game out a little shy of ten years ago, early unity. CS2 is Unity as well, but Unity's come a fair way since 2015 (and I believe since they had to customise it a decent amount they were never able to upgrade the version over time past the early version of Unity 5 they were developing on) Going through this: I didn't notice this on my first watch of the trailer but yeah, zones extend six squares out from the road instead of four and are a bit more dense, so while it's all still based on the zone grid there's more flexibility. But from what he says you'll also often want to more often truncate that a little and build grids with less than the maximum space so you can have denser buildings. Neat. He said he's gonna do a few more videos on New Dollarton, that'll be good to look forward to. MikeJF fucked around with this message at 13:47 on Jun 14, 2023 |
# ? Jun 14, 2023 13:10 |
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https://twitter.com/ColossalOrder/status/1668921302311219205 woops
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# ? Jun 14, 2023 21:07 |
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Wonder if that math on the reddit post is right. "Epic new scale" maps actually being smaller than CS1 would be both disappointing and hilarious.
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# ? Jun 14, 2023 21:38 |
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Grand Fromage posted:Wonder if that math on the reddit post is right. "Epic new scale" maps actually being smaller than CS1 would be both disappointing and hilarious. The math is right but their "expected map limit" is bizarre. Their assumption is that, because the CS1 map border is two tiles wide, then the CS2 map border will be two CS2 miles wide. I guess they think that the map border is two tiles wide, as opposed to zero or three, for some technical reason, and that CS2 will need to adhere to those rules as well. In reality I'm pretty sure that the map border is as large as it is for aesthetic and immersion reasons. Things like keeping the edge of the map away from the camera and letting them make the distance fog wider and more gradual without encroaching on the playable area. I don't know why CS2 would be any different, so if its unplayable area is the same width as the CS1 map then it'd be six tiles wide. To use their own chart, it'd probably look like this
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# ? Jun 14, 2023 22:27 |
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Look underneath the road icons: Utility piping runs underneath roads. Also, a look at the tool mode window.
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# ? Jun 15, 2023 00:56 |
good now get rid of utility piping altogether because it serves no purpose
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# ? Jun 15, 2023 04:43 |
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I really hope that it’s just being propagated by the road instead of being modeled as well. It would save a lot of resources.
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# ? Jun 15, 2023 05:35 |
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I imagine it'll be the same as CS, either you have enough capacity or you don't. SimCity 2013 is the only one that was stupid enough to have agents representing individual packets of water and poo poo.
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# ? Jun 15, 2023 05:41 |
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https://www.youtube.com/watch?v=5lt_sE16yZk Roads will automatically connect with water and sewage!
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# ? Jun 19, 2023 15:39 |
Also the accompanying DD: https://forum.paradoxplaza.com/forum/developer-diary/development-diary-1-road-tools.1590300/
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# ? Jun 19, 2023 15:43 |
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I just came to post that! That exit lane thing they did at the end caught my eye in particular. I can't wait to get my hands on this and try it out.
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# ? Jun 19, 2023 15:44 |
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quote:Walkable areas in the city can be created using the pedestrian street along with the pedestrian path and bridges. The pedestrian street prohibits all other vehicular traffic except for service vehicles and delivery trucks bringing resources to local businesses. quote:Vehicles have to park somewhere when citizens aren’t driving them, and in Cities: Skylines II this is handled through designated parking lots and parking structures. In addition to traditional roadside parking, you are able to provide the citizens with parking lots and parking facilities. When citizens plan their way around the city, their decision-making is affected by the availability of parking in a manner similar to public transport options. good
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# ? Jun 19, 2023 15:49 |
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That looks promising. Elevated highways going on top of another road! Roundabout maker!! (non-highway) Roads spread water, electricity and sewage lines!!!
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# ? Jun 19, 2023 15:51 |
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Automatic cut-and-fill for sunken highways! It's more edit-based for variations: you don't select a road with trees, you draw out a regular road and then add or remove trees or grass or bus lanes or tram tracks or sound barriers or wide pavements. (Doesn't look like bikes will be in vanilla) MikeJF fucked around with this message at 16:00 on Jun 19, 2023 |
# ? Jun 19, 2023 15:55 |
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quote:Other expanded road-building options include the Road Maintenance Depot, which sends out vehicles to keep roads in good condition, fighting wear and tear and decreasing the chances of traffic accidents. During winter, snowplows are deployed to keep the roads clear of snow. wtf
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# ? Jun 19, 2023 16:00 |
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Oh, that's nice, they've confirmed you can add/remove traffic lights and stop signs, if collisions are in that'll mean you'll have to balance how much you can send through a less controlled intersection.
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# ? Jun 19, 2023 16:02 |
You can't cut back on road maintenance. You will regret this.
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# ? Jun 19, 2023 16:02 |
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Gamerofthegame posted:good I want them to go all-in on the utility piping mechanic. I want to spend most of my time playing in the underground view. I want to lay some pipe.
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# ? Jun 19, 2023 16:14 |
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MikeJF posted:(Doesn't look like bikes will be in vanilla) Gotta have something to sell that first DLC with
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# ? Jun 19, 2023 16:20 |
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They said on Twitter few days ago that CS2 won't have bikes at launch. Edit: upgradeable roads, addition of roundabouts, multi-level roads... it all sounds nice Dwesa fucked around with this message at 16:50 on Jun 19, 2023 |
# ? Jun 19, 2023 16:43 |
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was listening to a youtube Q&A by the guy who built the trailer city. He's still under NDA, but when asked about tile size / map size he mentioned that tiles were significantly smaller and that he "felt" that map was bigger but couldn't confirm. This sounds to me like that actual map size won't be that much bigger than CSI, you'll just have access to all the tiles instead of being limited.
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# ? Jun 19, 2023 16:47 |
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Yeah, I'll listen to that tomorrow, but for everyone else it's here: https://www.youtube.com/watch?v=oZ8m9cFhqEk follow-up to the video posted the other day
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# ? Jun 19, 2023 17:03 |
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Traffic accidents eh. That sounds neat but could go horribly wrong if the agent system is anything like the first game. I want less of a traffic focus, not more.
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# ? Jun 19, 2023 17:28 |
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Count Roland posted:Traffic accidents eh. That sounds neat but could go horribly wrong if the agent system is anything like the first game. hopefully can just toggle it off.
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# ? Jun 19, 2023 17:33 |
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These motherfuckers.
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# ? Jun 19, 2023 17:36 |
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Count Roland posted:Traffic accidents eh. That sounds neat but could go horribly wrong if the agent system is anything like the first game. Never ever gonna get that from Colossal Order. Skylines is mostly window dressing for a traffic sim.
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# ? Jun 19, 2023 17:37 |
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Making bus lanes/tram lanes/bike lanes in a DLC/decorations layers you can add to any road is good. Removing on-street parking is good. If pocket cars are actually gone and sims are taking parking into account you should be able to force transit usage by making it simply impossible to park downtown or wherever.
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# ? Jun 19, 2023 17:44 |
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Keeping the deathcare mechanic is a weird decision. I didn't care for the 'literally all your early cims died and the
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# ? Jun 19, 2023 17:50 |
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Once again, day one, one of the most popular mods is going to be a super crematorium that processes corpses at the speed of light and has a city-wide radius.
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# ? Jun 19, 2023 17:55 |
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I can't imagine they wouldn't allow you to toggle car accidents off.
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# ? Jun 19, 2023 18:06 |
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Eric the Mauve posted:Never ever gonna get that from Colossal Order. Skylines is mostly window dressing for a traffic sim. Well, SimTower was window dressing for an elevator sim. There's always one mechanic that's core.
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# ? Jun 19, 2023 18:08 |
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I just so desperately want a city builder that models the challenging vicious cycles cities can get into. You've started a new city and you're just kinda winging it and building what the bars and your citizens complain about. You build a little grid of streets and zone some stuff up like one does in a city building game. Buildings pop in, cars start driving around, all the usual stuff. You have a charming main street and since your city is only a few blocks wide in each direction a lot of people actually just walk to the shops and jobs. You build an industrial area a couple km away and the single 2-lane road is fine for the truck and worker traffic leading there. But as you expand you notice something, your streets are getting kinda jammed up and your residents are demanding more and more parking. Since your commercial core is still in the same place, but your residential areas have sprawled out, almost everyone has to drive to get to shops and office jobs. You started to have some medium density office but the offices keep complaining "not enough parking for our staff!". You end up actually demolishing a bunch of productive buildings downtown to add in more parking. But you have to, otherwise how will workers arrive? This keeps getting worse and worse, and your budget seems really tight as well. All these roads have expensive upkeep, and all this parking is unproductive land not generating taxes. Your once charming and productive downtown starts to look like this: Meanwhile you go on the forums and see people posting these amazing high density cities that look really cool. You figure out that trying to build enough parking for every single trip to be car based is a fools errand. That the "transport preferences" screen can be influenced and you can ignore that 89% of people prefer car and raise a fuss if there isn't enough parking near everywhere they want to go. If you build a really good transit system and make it the most convenient travel method, those citizen preferences will shift if you can weather the short term backlash. You soon learn the best way to "solve congestion" is by controlling the amount of parking, you can't clog up the roads if you can't actually drive to the destination and park. So long as you provide attractive and efficient alternatives they will use them (carrots) but forcing them onto those alternatives by making the car-based trip impossible or very annoying (sticks) you can end up with a very low modeshare of drivers. This in term saves you a fortune on road upkeep and space dedicated to cars in your city which you can dedicate to more productive and profitable uses. My problem with skylines wasn't that it was a traffic sim, but that it was a BAD traffic sim that doesn't model the most important factors around why these car trips are being generated and what effect attempting to cater to driving demand effects cities.
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# ? Jun 19, 2023 18:11 |
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# ? May 24, 2024 22:45 |
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MikeJF posted:Well, SimTower was window dressing for an elevator sim. There's always one mechanic that's core. Right exactly. And saying you want less traffic sim in Skylines is exactly like saying you like SimTower but you hope SimTower 2 has less focus on elevators. I mean, I agree with the guy that said that. I'm not really the target audience for Skylines either, because traffic puzzles aren't the core mechanic I'm looking for in a city sim. It's just vain to expect Skylines to be anything else.
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# ? Jun 19, 2023 18:15 |