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Grand Fromage posted:They say they fixed death waves. Googling said that as long as you don't zone too many residentials at once then this shouldn't be an issue anymore? I have been filling in Res very slowly and I haven't come across any issues yet at 45k
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# ? Jul 21, 2023 01:13 |
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# ? May 23, 2024 13:03 |
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but that's the point. if they actually fixed death waves then you should be able to zone a big swath of residential at once without any problems
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# ? Jul 21, 2023 01:16 |
I wish they would add in stuff like advisors and city board members. Some sort of political stuff you could ignore if you wanted but could add a little spice to the simulation.
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# ? Jul 21, 2023 01:27 |
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That’s the kind of thing I actually think could make an interesting expansion. Or a terrible one if handled poorly. I think it’d be possible to set it up in such a way it could be detached from whatever future systems are added while still being meaningful.
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# ? Jul 21, 2023 01:43 |
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I'd love for C:S2 to have proper advisors with characterization. The SimCity 2000 and 3000 advisors had so much character. Well, 3000's did at least. On reflection, most of the characterization of 2000's advisors was entirely the work of Bob Mackey. Regardless, give me more goofballs like the SC3k cast.
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# ? Jul 21, 2023 01:51 |
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# ? Jul 21, 2023 02:08 |
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Grand Fromage posted:Me with a single road weaving a 250 km track through my city since I never unlocked intersections. You need mods for the ultra-thin aspect ratio maps to let you build the Saudi Line City
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# ? Jul 21, 2023 02:20 |
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I started a simple city and on the very first road had a weird problem where whole blocks were missing the zoning grid. I kept destroying and rebuilding the roads thinking that I was doing something wrong and sometimes the missing grid would reappear as I built and then disappear, and then my water and sewage pumps weren't operating even though power and pipes were correct, and then I decided to just wait for the new game.
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# ? Jul 21, 2023 03:41 |
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Dick Trauma posted:I started a simple city and on the very first road had a weird problem where whole blocks were missing the zoning grid. I kept destroying and rebuilding the roads thinking that I was doing something wrong and sometimes the missing grid would reappear as I built and then disappear, and then my water and sewage pumps weren't operating even though power and pipes were correct, and then I decided to just wait for the new game. They added a zoning toggle in the last patch. On, off, or one side of the road only. It's just to the left of the snapping options.
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# ? Jul 21, 2023 03:45 |
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I’m a little concerned that I might become hyped for this game. Spore taught me never to be excited about a video game.
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# ? Jul 21, 2023 03:58 |
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The Good Queen Clitoris posted:I wish they would add in stuff like advisors and city board members. Some sort of political stuff you could ignore if you wanted but could add a little spice to the simulation. I've been thinking this could be a great addition to the genre for some time now. Likely tricky stuff to balance, but worth the effort imo
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# ? Jul 21, 2023 06:09 |
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Grand Fromage posted:They added a zoning toggle in the last patch. On, off, or one side of the road only. It's just to the left of the snapping options.
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# ? Jul 21, 2023 11:03 |
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It happened to me too and I've been playing with the zoning adjustment mod for years.
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# ? Jul 21, 2023 16:16 |
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I know why it works that way, but I really hate that the vanilla "no zoning" tool and the Zone Adjustment mod both prevent you from slapping a ploppable down on the side of the road that's been denied zoning.
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# ? Jul 21, 2023 16:40 |
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I cleaned up the mess and then even though my town was tiny I was out of money already. I'd forgotten that you don't get all the money back when you bulldoze and I did a TON of bulldozing trying to figure out what I'd done wrong. START AGAIN
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# ? Jul 21, 2023 17:03 |
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https://www.youtube.com/watch?v=bWqzV0Bnofk Biffa talking about his experience building the city featured in the latest dev diary. He was asked to make a city that made money, whereas 2 dollars 20 was asked to make something more aesthetic and show off-y, hence why it wasn't making money. Money making is a more challenging, but doesn't slide into micromanaging sliders. You probably need to plan out your service building purchases at least a bit. Despite having played the Beta he's still learning from the dev diaries. Kyte fucked around with this message at 04:43 on Jul 23, 2023 |
# ? Jul 23, 2023 04:31 |
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Honestly out of all of the changes, I'm almost the most hyped for the prospect of the game actually being somewhat challenging. I know a lot of people are into the model trainset side of these kinds of games, but I love seeing the visuals of the city more as... the manifestation of a series of good city-making decisions on the player's part.
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# ? Jul 23, 2023 19:12 |
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Koramei posted:Honestly out of all of the changes, I'm almost the most hyped for the prospect of the game actually being somewhat challenging. I know a lot of people are into the model trainset side of these kinds of games, but I love seeing the visuals of the city more as... the manifestation of a series of good city-making decisions on the player's part. Luckily there is the option to disable money right from the start for the Bonsai garden players.
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# ? Jul 24, 2023 09:19 |
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Anno posted:Does anyone here frequent non-video game city planning/general city stuff content? Maybe it’s a weird question but, despite living in the outskirts of a decently sized city for almost half my life now I’ve never really thought about it came to be/where it’s going etc. a whole lot, and getting hyped for CS2 has me interested in the concept more broadly. If you want to watch C:S Let's Play meets leftist polemical, you can't go past donoteat01's channel. He's really just using C:S as a visual medium for talking about IRL stuff. Not Just Bikes also looks at real-world urban planning (no connection to C:S), from a lens particularly critical of car-centric infrastructure. Robert Caro's The Power Broker is ostensibly a biography of Robert Moses, a ruthless New York city planner who effectively consolidated power around himself for a decent chunk of the 20th century, but more broadly offers a fascinating look into both urban planning and the way political power works in America. Caro is a gifted writer who makes the characters come alive on the page, and is also an intensely dedicated researcher/interviewer; he interviews not just big players like Moses, LaGuardia, etc but people from the low-income neighbourhoods Moses bulldozed to build his freeway overpasses. It's a massive tome, which is also available as an audiobook. The Maroon Hawk posted:I’m so hyped for it that it may well be the final push I needed to get a new drat computer lmao My desktop finally gave up the ghost last month and I'm limping along with an OG Surface Book for now, but I reckon my next build is going to be C:S2 centric. Ethics_Gradient fucked around with this message at 09:54 on Jul 24, 2023 |
# ? Jul 24, 2023 09:51 |
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It was getting time to replace my desktop anyway so it was an easy decision to move that timetable forward a few months, given that the back half of this year contains CS2, Armored Core VI, Phantom Liberty, and Starfield, literally all of which I want to be able to crush
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# ? Jul 24, 2023 10:34 |
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I spit my tea all over the monitor.
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# ? Jul 24, 2023 11:42 |
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New feature highlight: Power and Water
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# ? Jul 24, 2023 15:19 |
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https://www.youtube.com/watch?v=-aNNVd9pH9Q Looks like there is still some kind of water simulation, shows flow arrows on the rivers. Electricity seems more complex too, you need to add more substations with HV connections if the draw gets too high for one area.
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# ? Jul 24, 2023 15:22 |
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I feel like this is a good compromise between the SC style run a line there and forget about it and W&RSR style "you need a transmission line. no not that one, this one." i do hope there is an option or mod to have aboveground lines just for visual effect.
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# ? Jul 24, 2023 16:11 |
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Yeah I wish W&R was a bit less absolutist about its connection ranges, and being able to use the road grid to lay the actual lines is welcome too.
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# ? Jul 24, 2023 16:13 |
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Holy moly, groundwater? that’s susceptible to pollution???
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# ? Jul 24, 2023 16:33 |
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Breaking into a cold sweat when they say surface water is the same as in the first game. "while buildings not placed roadside need to be connected manually." Buildings that can be placed without a road without Move It, you say.
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# ? Jul 24, 2023 17:19 |
Awesome. Thank you.
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# ? Jul 24, 2023 17:23 |
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The dev diary didn't have much, most important thing IMO was that high voltage power cables can be run underground so you don't have to have those towers running all over the city.
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# ? Jul 24, 2023 17:33 |
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Dev diary also specifically mentions hydroelectric depends on "the water simulation" so yeah that's a confirmation. https://forum.paradoxplaza.com/forum/developer-diary/development-diary-6-electricity-water.1593173/
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# ? Jul 24, 2023 17:35 |
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Those buildings on the dam... lol I think those are supposed to be on the ground.
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# ? Jul 24, 2023 17:36 |
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Grand Fromage posted:The dev diary didn't have much, most important thing IMO was that high voltage power cables can be run underground so you don't have to have those towers running all over the city. Oh thank god lol
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# ? Jul 24, 2023 17:53 |
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it's been 7 years, surely they've tweaked the water simulation and made the physics less buggy
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# ? Jul 24, 2023 17:56 |
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More likely that they'll mention the water sim in the developer insights, but I expect they probably built on third party fluid sim modules for unity as their base and so would likely be using a much newer one in CS2.OwlFancier posted:Those buildings on the dam... lol The sewage outlets aren't animating either, I suspect this whole area is still in dev. MikeJF fucked around with this message at 18:02 on Jul 24, 2023 |
# ? Jul 24, 2023 17:59 |
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MikeJF posted:More likely that they'll mention the water sim in the developer insights, but I expect they probably built on third party fluid sim modules for unity as their base and so would likely be using a much newer one in CS2. IIRC the first game's simulation was something along the lines of a grad project that one of their devs did that was just kind of laying around so they included it.
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# ? Jul 24, 2023 18:10 |
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I kinda hate it personally but I think they'd be silly to take the water sim out, it's probably the most notable part of the game for a huge chunk of the general audience.
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# ? Jul 25, 2023 00:44 |
Mod that changes viscosity and shaders to make it into pudding.
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# ? Jul 25, 2023 01:54 |
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I think I’m looking forward to the “Economy & Production” dev diary scheduled for 8/14, and *maybe* the one after, “Citizen simulation & lifepath”? Felt way too easy to print money in CS1. Really hoping for something substantial.
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# ? Jul 25, 2023 02:18 |
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Koramei posted:I kinda hate it personally but I think they'd be silly to take the water sim out, it's probably the most notable part of the game for a huge chunk of the general audience. I loved loving with the water in C:S. I don't think the water enjoyed being hosed with, though.
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# ? Jul 25, 2023 16:06 |
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# ? May 23, 2024 13:03 |
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i just want to be able to build maps where narrow rivers arent just series of tidal waves
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# ? Jul 25, 2023 16:19 |