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There are definitely assets in CS1 that are high enough quality to stick into 2 if the technical side were doable. Some people go a little buck wild with their 50 MB buildings.
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# ? May 13, 2024 17:40 |
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# ? Jun 1, 2024 05:00 |
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GlassEye-Boy posted:This seems like a significant mod. btw a lot of packs have been released for extra, so you can make actual beaches and stuff now: from https://mods.paradoxplaza.com/mods/80867/Windows or perhaps you like pavement that has detail? from https://mods.paradoxplaza.com/mods/80583/Windows there's also the completely separate "Asset Packs Manager" which lets you import kitbashed assets out of existing assets and props (no new ones!!): from https://mods.paradoxplaza.com/mods/78974/Windows although "Asset Packs Manager" has the warning quote:Unofficial Custom Assets are highly experimental. They WILL crash your game at some point or throw errors. Create redundant copies of your save files and use at your own risk. There has not been a lot of testing done on custom assets, and I'm publishing this project to get feedback from the community. Extra says it won't cause crashes, but ymmv.
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# ? May 16, 2024 00:56 |
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Is there an actual mod manager now? Or do I have to do everything manually?
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# ? May 16, 2024 01:10 |
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Concurred posted:Is there an actual mod manager now? Or do I have to do everything manually? the paradox mods website works to some extent, and there's the in-game mod manager that has even more functionality. I mostly just open up the third-party Skyve program and do my management through that.
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# ? May 16, 2024 01:16 |
dragonshardz posted:still playing High Rise City instead of CSL2, and I realized I sorta want the burgage plots from Manor Lords for my zoning needs. Grid-based zoning is honestly kind of outdated and i'd like to just be able to draw a polygon in which homes or whatever are built I consider High Rise City to be more of an industry management game than a city builder. It's like a reskinned Anno game.
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# ? May 17, 2024 00:20 |
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Anyone heard anything about a mod for historical buildings? The snap to building prop thing is great but as long as zoned buildings can replace at random you can't use it on them.
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# ? May 17, 2024 21:00 |
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Grand Fromage posted:Anyone heard anything about a mod for historical buildings? The snap to building prop thing is great but as long as zoned buildings can replace at random you can't use it on them. I think Plop the Growables has an option for that: https://mods.paradoxplaza.com/mods/75826/Windows quote:Optionally Disable building level changes for user-selected individual buildings
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# ? May 17, 2024 21:09 |
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Ah cool. I didn't read the whole description of a lot of the mods I added. Hope that'll be expanded to being able to switch it individually and by district instead of all or nothing.
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# ? May 17, 2024 21:14 |
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Grand Fromage posted:Ah cool. I didn't read the whole description of a lot of the mods I added. I think you can still set it per-building by clicking on them and checking a thing in the window for the building. I saw it in CityPlannerPlays stream last night, but wasn't paying that much attention, so I could be off.
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# ? May 17, 2024 21:32 |
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Grand Fromage posted:Anyone heard anything about a mod for historical buildings? The snap to building prop thing is great but as long as zoned buildings can replace at random you can't use it on them. Wtf, this isn't in the base game? Cs1 had this from the beginning right?
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# ? May 17, 2024 22:03 |
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GlassEye-Boy posted:Wtf, this isn't in the base game? Cs1 had this from the beginning right? it did not
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# ? May 18, 2024 00:57 |
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new dev post, just timelines mostly, here's an abridged version: https://forum.paradoxplaza.com/forum/threads/upcoming-patch-content.1681104/ quote:Economy Re-work I also need to include this reply to that thread because I find it really funny (and true): quote:And still it doesn't end there.
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# ? May 23, 2024 15:38 |
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moving in the right direction, but the asset editor (and therefor new buildings) being pushed to post autumn is disappointing. personally i'm not particularly interested in playing with the current limited selection of themes.
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# ? May 23, 2024 17:48 |
The economy rework is big for me personally. I don't have much motivation to play when it feels like everything happening underneath is broken.
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# ? May 23, 2024 17:51 |
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Metrication posted:moving in the right direction, but the asset editor (and therefor new buildings) being pushed to post autumn is disappointing. personally i'm not particularly interested in playing with the current limited selection of themes. Yep. Can't make a cool looking city with the vanilla assets so not much reason to play. I might check out some of the new maps and mess with mods, but like "seriously" building a city has to wait for assets. Anyway I'm not going to get mad at them for taking their vacation time, but I am going to hope someone has an insight and fixes this before then. Grand Fromage fucked around with this message at 18:00 on May 23, 2024 |
# ? May 23, 2024 17:55 |
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Popete posted:The economy rework is big for me personally. I don't have much motivation to play when it feels like everything happening underneath is broken. Agreed, I think I'll still be more of a "check in for a bit and then quit again" until custom assets, but I can't play the game if its paint-a-city 'creative mode.' I don't need it to be a super deep game, but I want to feel like what I'm doing is actually pushing and pulling on systems in a way that gives me feedback. Metrication posted:moving in the right direction, but the asset editor (and therefor new buildings) being pushed to post autumn is disappointing. personally i'm not particularly interested in playing with the current limited selection of themes. Am I misremembering someone just speculating, but I thought we had an idea that the asset editor was that far off? Not that its any less disappointing.
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# ? May 24, 2024 05:09 |
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The economy rework patch coming out soon is apparently such an extensive change to the game systems you'll have to do stuff to convert savegames, so I would hold off on starting cities if anyone was thinking about that.
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# ? May 24, 2024 05:12 |
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Grand Fromage posted:The economy rework patch coming out soon is apparently such an extensive change to the game systems you'll have to do stuff to convert savegames, so I would hold off on starting cities if anyone was thinking about that. Don't worry, we weren't.
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# ? May 24, 2024 15:42 |
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The developers breaking saves in a game that isn't early access
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# ? May 24, 2024 15:52 |
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yea, looking at the steam charts, CS currently has twice the avg players compared to CS2.
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# ? May 24, 2024 16:18 |
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When CS1 came out, we didn’t have a functional city builder to compare it too. We do now, it’s so bizarre they released it in such a bad condition, it’s hard to get games out of this tailspin.
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# ? May 24, 2024 16:23 |
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Clark Nova posted:The developers breaking saves in a game that isn't early access oh i see you are new to paradox
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# ? May 24, 2024 17:01 |
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Yeah, I've never played one of their games, was always put off by the DLC treadmill e: aside from cities skylines 1, where the DLC is mostly optional
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# ? May 24, 2024 17:02 |
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It sounds like the message from the Youtuber meetup that the game was basically impossible to fail was heard loud and clear, so I'm hoping the economy update reflects that. CS1 had a really good balance for difficulty, not a complete walkover but also generally easy enough to get going
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# ? May 24, 2024 17:41 |
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mfcrocker posted:It sounds like the message from the Youtuber meetup that the game was basically impossible to fail was heard loud and clear, so I'm hoping the economy update reflects that. The patch is coming in a couple weeks so I wouldn't expect any of their feedback to be in it just yet.
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# ? May 24, 2024 17:47 |
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Anime Store Adventure posted:Am I misremembering someone just speculating, but I thought we had an idea that the asset editor was that far off? Not that its any less disappointing. they said i think last month that they were hoping for it to be in beta by summer but that's ofc slipped now
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# ? May 24, 2024 19:50 |
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mfcrocker posted:CS1 had a really good balance for difficulty, not a complete walkover but also generally easy enough to get going I agree with this; I think it's just enough to make it feel like a game, without getting in the way of being able to (eventually) do what you want. GlassEye-Boy posted:yea, looking at the steam charts, CS currently has twice the avg players compared to CS2. This is probably more a function of CS:1's much more accessible system requirements than anything else.
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# ? May 24, 2024 20:32 |
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Grand Fromage posted:The economy rework patch coming out soon is apparently such an extensive change to the game systems you'll have to do stuff to convert savegames, so I would hold off on starting cities if anyone was thinking about that. where did you hear this btw? I saw it as an item in CityPlannerPlays' stream where he went over what he discussed with CO (video attached below!), but not sure if there's more information on what the conversion entails or if its just "some poo poo in your city may get hosed up for a bit" https://www.youtube.com/watch?v=fr1VolOOMCs
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# ? May 25, 2024 00:14 |
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Same place.
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# ? May 25, 2024 00:25 |
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The CPP video made it clear that there was a dodgy beta patch that did nuke existing saves, but the release patch should be backwards compatible but will need a tutorial on how to convert the saves (which CO are gonna make into a Wiki post, but CPP is gonna make into a Youtube video because obviously)
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# ? May 25, 2024 00:55 |
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mfcrocker posted:The CPP video made it clear that there was a dodgy beta patch that did nuke existing saves, but the release patch should be backwards compatible but will need a tutorial on how to convert the saves (which CO are gonna make into a Wiki post, but CPP is gonna make into a Youtube video because obviously) thanks for the recap, I tuned in to some of the stream but not all, and haven't watched the video yet. A tutorial on converting a save is wild though lol, I'll do it, but yeesh that seems unprofesh. still rather have a game that breaks saves than a game that doesn't but is unwilling to improve though, so.
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# ? May 25, 2024 00:56 |
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I am very curious what the issues are with the asset importing since uh https://mods.paradoxplaza.com/mods/79752/Windows There are full-rear end assets on the mods already.
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# ? May 26, 2024 00:51 |
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Grand Fromage posted:I am very curious what the issues are with the asset importing since uh i really want to get a deep dive into what happened here, since it's such a big part of what makes CS CS. personally i'm guessing its a combination of "it probably won't be that hard" and then when discovering it was that hard a increasingly insane series of workaround to make unity actually play nice.
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# ? May 26, 2024 00:58 |
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Archduke Frantz Fanon posted:i really want to get a deep dive into what happened here, since it's such a big part of what makes CS CS. personally i'm guessing its a combination of "it probably won't be that hard" and then when discovering it was that hard a increasingly insane series of workaround to make unity actually play nice. Yeah I'm guessing it's a spectacular amount of unanticipated bullshit that I am thankful I don't have to deal with. E: gently caress YES my CS1 was busted and I haven't been able to load my saves since last year but it's working again hell yeah Grand Fromage fucked around with this message at 04:07 on May 26, 2024 |
# ? May 26, 2024 00:59 |
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Grand Fromage posted:Yeah I'm guessing it's a spectacular amount of unanticipated bullshit that I am thankful I don't have to deal with. What did you do? I havent been able to play for months on my new computer.
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# ? May 26, 2024 08:43 |
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Am I misunderstanding or are modders able to add assets but the devs aren't?
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# ? May 26, 2024 08:50 |
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would someone be willing to indulge me if I asked for a shot of what a CS1 game would look like if you went hard on custom/modded assets?
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# ? May 26, 2024 09:57 |
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gradenko_2000 posted:would someone be willing to indulge me if I asked for a shot of what a CS1 game would look like if you went hard on custom/modded assets? https://www.reddit.com/r/CitiesSkylines/comments/fzace2/this_bridge_took_me_a_lot_of_time_but_i_really/ https://www.reddit.com/r/CitiesSkylines/comments/g6qqfx/a_small_medieval_village_in_cities_skylines/ https://www.reddit.com/r/CitiesSkylines/comments/vi4qn2/sometimes_i_get_too_carried_away_with_street/ Poil posted:Am I misunderstanding or are modders able to add assets but the devs aren't? the base game also has assets without an editor. i don't know why it would be an actual requirement turn off the TV fucked around with this message at 15:05 on May 26, 2024 |
# ? May 26, 2024 15:02 |
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Poil posted:Am I misunderstanding or are modders able to add assets but the devs aren't? The custom assets that modders are adding aren't new meshes, it's assets and props that are already in the game but combined together to look like a new asset. The thing the devs are working on that seems to always take more time is letting modders import entirely new meshes. Like there's custom assets that are stadiums, but it's using the existing track or soccer field and existing bleachers or stairs or buildings to form the rest of the stadium. What the devs can't figure out yet is letting people import a whole 3d mesh for say, the Allianz arena, or the Skydome, etc. Now, why the devs aren't able to roll out an asset editor after a year, that's the billion dollar question.
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# ? May 26, 2024 15:22 |
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# ? Jun 1, 2024 05:00 |
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It's especially strange since getting assets into a unity game is embarassingly trivial. Sure, you need to also have a way of adding functionality to the assets, but everything else is extremely well-trodden ground.
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# ? May 26, 2024 15:51 |