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Lol Denver’s tossing around the idea of converting our LRT fleet to low-floor vehicles, last I saw they’re currently doing prep work to prepare to begin a study of the feasibility of doing it, with said study beginning in…2025
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# ? Jul 3, 2023 22:37 |
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# ? May 25, 2024 08:24 |
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Just put hydraulics on the bogeys bing bong simple as. Also add underglow and a big sub woofer in the back. Show me in the rule book where it says trams can't bounce.
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# ? Jul 3, 2023 22:55 |
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The Good Queen Clitoris posted:Seems like the trains will be used for regional transport as well.
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# ? Jul 3, 2023 23:14 |
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I built an airport that used a rail line as its main connection point into the city. Worked quite well. It's good for anything where you want to shovel piles of people around but vanilla C:S struggles to achieve that level of population density.
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# ? Jul 3, 2023 23:19 |
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it's only $100 to flesh out the rest of the DLC that i want for CS1. it's only $100. only $100
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# ? Jul 3, 2023 23:24 |
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OwlFancier posted:I built an airport that used a rail line as its main connection point into the city. Worked quite well. It's good for anything where you want to shovel piles of people around but vanilla C:S struggles to achieve that level of population density.
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# ? Jul 4, 2023 05:27 |
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CapnAndy posted:But why not connect with a dedicated subway line for the same functionality at a fraction of the footprint? Subway's probably much deeper in the tech tree than rail. (Also money, I imagine)
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# ? Jul 4, 2023 07:15 |
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Kyte posted:(Also money, I imagine) The monetary issues caused by tunnels, both subway and road, were never something Skylines really ever handled properly. The most extreme of this is when people just build entire highway systems underground. That kinda stuff should be costs like the Boston Big Dig.
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# ? Jul 4, 2023 07:32 |
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# ? Jul 4, 2023 07:48 |
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# ? Jul 4, 2023 09:13 |
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This is an exciting bit I missed. It looks like buildings handle slopes waaaaaaaay better now. It would be nice to not have to choose between flatten everything or have a loving mess.
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# ? Jul 4, 2023 18:02 |
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OwlFancier posted:Could you still make it generate zoning on the side? The building with a road running through it would probably interrupt zoning, but that just means plonking something down manually and using one of the guaranteed Anarchy/Move It! tools as needed.
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# ? Jul 4, 2023 19:48 |
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Dev insights #3 just dropped. https://www.youtube.com/watch?v=thFDgrQcV98 Shadowlz fucked around with this message at 15:09 on Jul 6, 2023 |
# ? Jul 6, 2023 15:04 |
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Space Center confirmed! Seems like you get to unlock stuff more freeform style. You probably get more Dev. points from milestones and stuff.
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# ? Jul 6, 2023 15:13 |
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Love getting more control over what I’m allowed to build. Hoping it won’t take too much of a city to unlock trains. Trains are an old staple of many European settlements, so what I’m saying is, bring on the trains early!
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# ? Jul 6, 2023 16:16 |
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BigglesSWE posted:Love getting more control over what I’m allowed to build. Hoping it won’t take too much of a city to unlock trains. Trains are an old staple of many European settlements, so what I’m saying is, bring on the trains early! Yet another thing that mods will alter. Any word on mods yet? I'd be more inclined to play the game if mods were easier to deal with.
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# ? Jul 6, 2023 16:24 |
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T3 and T4 cost 4 and 8 DP, so I assume T1 and T2 cost 1 and 2 DP respectively. So unlocking trains should be pretty cheap. I bet you the milestones that unlock basic transport services also grant DP. Kyte fucked around with this message at 16:54 on Jul 6, 2023 |
# ? Jul 6, 2023 16:51 |
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I didn’t even play that much CS1 and I am unreasonably excited for this game.
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# ? Jul 6, 2023 16:54 |
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Issaries posted:
Holy moly that is fantastic!
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# ? Jul 6, 2023 17:02 |
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Count Roland posted:Yet another thing that mods will alter. They've mentioned in the past they want it to be more open for modding than the first game. I'm not sure how you'd make it easier to deal with honestly, the workshop is so simple. But 20 years of SimCity 4 mods might affect my view on that. The original game had an unlock all mod as a base function so I assume this one will too. I'm torn, I do kind of like the progression though it's also stupid. Why are trains and trams locked? They predate cars.
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# ? Jul 6, 2023 17:03 |
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TRAM is evolving! TRAM evolved into SUBWAY!
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# ? Jul 6, 2023 17:16 |
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I wonder if people are going to use this as a proper tech tree system so you unlock newer stuff over time. I hope we don't need to have unlocks based on pop alone.
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# ? Jul 6, 2023 18:03 |
Grand Fromage posted:I'm not sure I'm torn, I do kind of like the progression though it's also stupid. Why are trains and trams locked? They predate cars. Honestly they would likely make a neat progression, if you start at an 1850 technology level and need to build your initial city core with that, and then you get trams and eventually automobiles become more and more common. The progression isn't by time played, but purely by unlocks by meeting goals.
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# ? Jul 6, 2023 18:04 |
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I get why they’re spending so much time on traffic and mass transit development diaries, but I really hope they have this much content in store for city management. It was trivially easy to be obscenely rich and grow skyscrapers without much hassle in CS1.
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# ? Jul 6, 2023 18:36 |
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In his video about playing the game, two dollars twenty said that stuff is quite a bit more difficult. No details since he's not allowed of course.
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# ? Jul 6, 2023 18:41 |
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$2.20 also made the city in the trailer. But he also doesn't play vanilla or simulation, be built a city last year mostly vanilla, his New Orleans type city, so while he can't say much he's liking that some basic mods, mostly the road tool ones are now in the base game. We'll get a bunch of hands on previews around Gamescom I guess, by youtubers/cs1 players.
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# ? Jul 6, 2023 18:48 |
They do have a list of dev diaries that will be featured in the coming months if anyone is interested. https://www.paradoxinteractive.com/games/cities-skylines-ii/features
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# ? Jul 6, 2023 18:50 |
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The Good Queen Clitoris posted:They do have a list of dev diaries that will be featured in the coming months if anyone is interested. So Economy and production dev. update is mid august and Game Progression one is in the end of August. Those should include more about the management side of the things.
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# ? Jul 6, 2023 19:08 |
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They confirmed that you can mandate operating hours for industrial traffic! Hooray! Get off my loving streets while the commuters are trying to use them, delivery trucks.
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# ? Jul 6, 2023 20:11 |
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Next feature highlight https://www.youtube.com/watch?v=PBwwZ4XnW34 https://www.paradoxinteractive.com/games/cities-skylines-ii/features/zones-signature-buildings Shadowlz fucked around with this message at 15:06 on Jul 10, 2023 |
# ? Jul 10, 2023 13:51 |
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Well, that confirms that the pre-built highways and such exist on the maps. Also, nice that they've just built 'gently caress-money-bonsai-mode' into the game. So it seems like when you lay a zone you lay it with a theme, it's not neighbourhood based. The city theme defines the default and also city and service building looks and common prop looks. Comes with US and Euro to start. You can zone over the top of existing zones, yay. Residential zone types: Low density houses, Medium density row housing, Medium density apartment buildings, Mixed use apartment buildings with commercial on bottom, High density low-rent, and High density. Different demographics have different preferences of densities. Commercial and office are both just low/high, industrial is just one zone type with no density control. Office buildings function as part of the industrial pipeline now, converting tech goods into software, which is the base unit that's then converted on by other offices to telecom/finance/media. Re: the industrial pipelines, if there's large amounts of industry/offices working in the same area they'll benefit from each other's presence in various ways and end up becoming more efficient, and so there's good benefits for your city to end up specialising and becoming a hub for a certain kind of production. You can target this by arranging your specialised industries and also giving tax breaks. LOOK AT THESE FARMS (Also check out bagger 288 in the top left) So there's a new feature called 'signature buildings' which are effectively unique buildings that you unlock in the same way, but they're functional residential/commercial/office/industrial buildings that you plop and then they just function like any other grown building, but look nicer and add cachet and sometimes have some extra effects. That's great! People often used to throw buildings into unique on workshop that I really wished could've been functional zoned buildings. Zoned buildings in general will level up in quality through 5 levels of quality - if the building rent is higher than the upkeep cost, the excess amount is funnelled into building improvement, which levels up the building's quality, making it more appealing and improving land values (and also raising upkeep cost). There are also various mechanisms to control this and rental rates. If the building can't meet upkeep costs the quality deteriorates and the building loses levels and people who don't like that leave etc. Land values and costs tend to affect single-family houses a lot more than apartment buildings. Interesting little note they slipped in: abandoned buildings will have homeless people squatting, although the building will eventually collapse due to lack of maintenance. So I guess homelessness is going to be simulated. Also, when zoning this sounds like a great assistant feature: Each zone type has a Zone Suitability infoview which activates when you start zoning. Depending on the zone type, it shows pertinent information about which areas are suitable for the selected zone type. As an example, zoning commercial areas shows information about where the potential customers are located in the city while zoning a residential area highlights ground pollution so that it is easy to avoid when zoning. It also shows areas that might be otherwise unsuitable, perhaps due to high Land Value making rent for low density housing very high. MikeJF fucked around with this message at 16:21 on Jul 10, 2023 |
# ? Jul 10, 2023 15:24 |
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Shadowlz posted:Next feature highlight Zoning is cool and all, but I'm really stoked about new maps: Which map are you going to play first? I'll probably go Tampere... or Lakeland
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# ? Jul 10, 2023 15:26 |
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Barrier Island looks super familiar but I can't quite place it.
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# ? Jul 10, 2023 16:19 |
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Issaries posted:Zoning is cool and all, but I'm really stoked about new maps: Fascinating that they have gone with a very old shoreline for San Francisco. Also what is going on with the Golden Gate and Bay Bridges? Are they road width strips of land?
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# ? Jul 10, 2023 16:25 |
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I hope making maps for this is similar to CS1, especially if the water is no longer made of warm jell-o
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# ? Jul 10, 2023 16:26 |
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Having the old 'natural' shoreline for a new city makes sense. I think the bridges are just highway bridges. I still wish there was a tool where you could just zoom in on a globe and draw out a square and it generates that into the initial terrain in the map editor.
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# ? Jul 10, 2023 16:26 |
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Archduke Frantz Fanon posted:I hope making maps for this is similar to CS1, especially if the water is no longer made of warm jell-o less lovely water physics is all i can ask for
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# ? Jul 10, 2023 16:28 |
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Issaries posted:Zoning is cool and all, but I'm really stoked about new maps:
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# ? Jul 10, 2023 16:40 |
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Mannnnnn end of October is real far away huh. That Waterway Pass looks great for my European farmland obsession.
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# ? Jul 10, 2023 17:21 |
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# ? May 25, 2024 08:24 |
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Actual farms. Excellent. I wonder if you can just zone a shitload of them like in SC4 to have huge rural areas or the demand won't let you.MikeJF posted:People often used to throw buildings into unique on workshop that I really wished could've been functional zoned buildings. You can convert any building into a functional building in game with the power of mods! I think it's in Ploppable RICO? You can select the building and set what zone type it is and how many residents/workplaces it has.
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# ? Jul 10, 2023 17:39 |