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General Category => Off the Record => Gaming HQ => Topic started by: Rex Francorum on February 10, 2015, 11:46:50 PM

Title: Cities:Skylines
Post by: Rex Francorum on February 10, 2015, 11:46:50 PM
I am an avid city-builders fan. I played Sim City since the beginnings. I bought the now infamous Sim City aka "5" or "2013". I liked the graphics, the interface and the building's modular design. But the gameplay was disappointing because of the forced specialization and the limited space. I bought Cities XL too. This game had so much potential but the interface sucked and the game was not optimized. There is a new contestant: Cities: Skylines. I pre-ordered it today. It will be available on March 10. It will combine some interesting features: dams and hydraulic power, manageable districts, a terrain editor (not after map creation sadly but at least you can build the map you want to play on). Am I the only interested here?
Title: Re: Cities:Skylines
Post by: viper37 on February 11, 2015, 12:02:42 AM
Quote from: Rex Francorum on February 10, 2015, 11:46:50 PM
Am I the only interested here?
I'm guessing Syt, Tyr and Darth Wagteros might be interested. ;)
http://languish.org/forums/index.php/topic,11798.msg773316.html (http://languish.org/forums/index.php/topic,11798.msg773316.html#msg773316)

Not my cup of tea.  The last Sim I played was Simcity 2000 :)
Title: Re: Cities:Skylines
Post by: Syt on February 11, 2015, 01:33:15 AM
I'm going to wait for reviews and user comments before buying this, but I'm following it.
Title: Re: Cities:Skylines
Post by: Caliga on February 11, 2015, 06:07:09 AM
I used to love city builders, but the last few I played have been horrible so I pretty much lost interest in the genre. :(
Title: Re: Cities:Skylines
Post by: Grey Fox on February 11, 2015, 08:11:08 AM
Have you tried Banished?

My favorite city builder is not really a city builder : Anno 1701. I just turn off warfare in the settings & play a fun game of putting everything in the right place.
Title: Re: Cities:Skylines
Post by: Sheilbh on February 11, 2015, 11:09:25 AM
Banished is weirdly compelling.

I'll await your review on this Rex. (Also long time now see :w00t: :hug:)
Title: Re: Cities:Skylines
Post by: Crazy_Ivan80 on February 11, 2015, 02:18:12 PM
if you haven't already: try colonial charter for Banished.
Title: Re: Cities:Skylines
Post by: Josquius on February 11, 2015, 02:25:54 PM
After Cities in Motion 2 I am coloured meh.

Quoteif you haven't already: try colonial charter for Banished.
Mods are starting to appear for Banished?
Sweet :w00t:
Title: Re: Cities:Skylines
Post by: Arvoreen on February 11, 2015, 11:58:27 PM
So talk of city builders reminded me of my other old time favorite genre....transport sims, ala Railroad Tycoon. Which lead me to find this gem: http://www.openttd.org/en/

Title: Re: Cities:Skylines
Post by: Crazy_Ivan80 on February 12, 2015, 04:37:08 PM
Quote from: Tyr on February 11, 2015, 02:25:54 PM
After Cities in Motion 2 I am coloured meh.

Quoteif you haven't already: try colonial charter for Banished.
Mods are starting to appear for Banished?
Sweet :w00t:

modding has been enabled for the past 6 months or so, so some good stuff is indeed available. Colonial Charter just seems to be the biggest of the roost.
Title: Re: Cities:Skylines
Post by: PRC on February 12, 2015, 06:25:42 PM
Banished is very good.
Title: Re: Cities:Skylines
Post by: Syt on March 09, 2015, 12:36:49 PM
Game comes out this week. I've watched quite a few streams (mostly quill18 and Arumba, but there's TONS others on Twitch and Yoobtoob), and it looks actually pretty decent. Will probably not hold a candle to a full modded Sims4, but it looks like a good start and much better than Cities XL or the 2013 SimCity. :)
Title: Re: Cities:Skylines
Post by: FunkMonk on March 09, 2015, 04:53:08 PM
The buzz around this one is quite positive. Releasing the full, unfiltered game to streamers was a good marketing strategy on Paradox's part, letting the game stand on its own and show how solid it is.

Unlike EA's extremely limited SimCity5 demo which covered up all its weaknesses and fooled everyone into believing it was any good.
Title: Re: Cities:Skylines
Post by: Syt on March 10, 2015, 05:22:39 AM
Indeed, though they've been very clear that proper reviews weren't permitted by the streamers. But again, things looked positive enough that I pre-ordered and I look forward to try it myself tonight for an hour or two.
Title: Re: Cities:Skylines
Post by: Kleves on March 10, 2015, 08:55:09 AM
Sounds like they don't have any disasters or random events in the game, which is kind of a bummer.
Title: Re: Cities:Skylines
Post by: Syt on March 10, 2015, 09:04:01 AM
I always played with them switched off, anyways. :blush: I find the lack of random map generator more problematic, but at least there's a map editor, and Steam Workshop integration.

First goal: create a heavy industry hellhole with high pollution and low life expectancy. I'll call it Magnitogorsk.
Title: Re: Cities:Skylines
Post by: The Brain on March 10, 2015, 11:58:26 AM
No random map is a dealbreaker.
Title: Re: Cities:Skylines
Post by: sbr on March 10, 2015, 01:24:13 PM
From Shams' (PR guy) Twitter:

QuoteCities: Skylines has broken more or less every single Paradox record so far. Lifetime sales (Magicka) and lifetime revenue (CK2) are left
Title: Re: Cities:Skylines
Post by: Grey Fox on March 10, 2015, 01:44:17 PM
It sits at #4 on Steam concurrent player charts, #3 is possible.

#2 & #1 are unreachable for any game.
Title: Re: Cities:Skylines
Post by: FunkMonk on March 10, 2015, 03:11:49 PM
Player-made maps and other stuff like buildings and gameplay mods should be plentiful in the Steam Workshop, as long as the game takes off and becomes fairly popular.
Title: Re: Cities:Skylines
Post by: Syt on March 10, 2015, 03:45:27 PM
Had a go at it and like it quite a bit so far. Fairly intuitive, and plopping down roads and zones has little helpers where you can see how many blocks a road will be. Really hoping for more buildings made by users, because variety could be bigger (then again, this was done by a 13 person team, which is all kinds of impressive). Also, I'm hoping they'll add an option to disable depth of field.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs4.postimg.org%2Fjziynkefh%2F2015_03_10_00001.jpg&hash=a9f75979b8d7ad2e12ed2f6a630108e992c616bf)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs4.postimg.org%2F5rt9yx1ql%2F2015_03_10_00002.jpg&hash=02e3567adfd0b9c6a5d760732da3d127f81b7978)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs4.postimg.org%2Fuavbg864t%2F2015_03_10_00003.jpg&hash=e1c603d1f5d55469b6a3b29adfe35b890bae7468)
Title: Re: Cities:Skylines
Post by: The Brain on March 10, 2015, 04:42:37 PM
Yeah if I want a model town I can build it IRL.
Title: Re: Cities:Skylines
Post by: Grey Fox on March 10, 2015, 06:12:50 PM
@Syt, there is already an option for that. It's called Tilt Shift. Turn it all the way down.
Title: Re: Cities:Skylines
Post by: Syt on March 11, 2015, 12:14:53 AM
Quote from: Grey Fox on March 10, 2015, 06:12:50 PM
@Syt, there is already an option for that. It's called Tilt Shift. Turn it all the way down.

Yeah, much better, thanks. :)
Title: Re: Cities:Skylines
Post by: Syt on March 11, 2015, 01:41:26 AM
Hm, I think I have a bit of a bottleneck at the off ramp into my town. :hmm:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs21.postimg.org%2F3m2kldvp3%2F2015_03_11_00004.jpg&hash=272bf3c94a6759f4e1205f87154f9fb0e3e0d41f)
Title: Re: Cities:Skylines
Post by: Solmyr on March 11, 2015, 06:01:50 AM
Btw, are those two ramps that you start with supposed to be one-way? Does it matter what kind of road you connect to them?
Title: Re: Cities:Skylines
Post by: FunkMonk on March 12, 2015, 12:16:17 PM
This game is really good.
Title: Re: Cities:Skylines
Post by: Syt on March 12, 2015, 12:34:09 PM
Quote from: Solmyr on March 11, 2015, 06:01:50 AM
Btw, are those two ramps that you start with supposed to be one-way? Does it matter what kind of road you connect to them?

Highway lanes are one way, but you can connect them with any road. Also, you can replace the roads you start with.
Title: Re: Cities:Skylines
Post by: KRonn on March 12, 2015, 02:04:12 PM
Quote from: Grey Fox on February 11, 2015, 08:11:08 AM
Have you tried Banished?

My favorite city builder is not really a city builder : Anno 1701. I just turn off warfare in the settings & play a fun game of putting everything in the right place.
I've played Banished and like it. It's not a huge game and gets kind of crowded and unwieldy the more people you get, but it's a fun and easy to get into game.

I love Anno 1400, I think that's the one I play. I've played several and play this one a lot. Fun games and yeah, the building parts are the best, more so than combat, for my play style anyway.
Title: Re: Cities:Skylines
Post by: Syt on March 12, 2015, 03:02:35 PM
My little town.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs12.postimg.org%2Faa8bc2ub1%2F2015_03_12_00001.jpg&hash=0ff8b1d67f85136d8942fe55a9499c5ce39ac948)

I've since redesigned old downtown by expanding the roads to four lanes, which meant bulldozing the houses and businesses of a lot of people.  :blush:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2Fh727xn4w5%2F2015_03_12_00003.jpg&hash=6f93739a3143e79c5c5cd033adf01f69d5c6f378)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2Fgitdep66d%2F2015_03_12_00004.jpg&hash=2eb95cb37f066150d3d8a6af7581783a3703c0ef)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F9tmtyokud%2F2015_03_12_00005.jpg&hash=7a3d39082e1f02e55ad8118b963484a7246e9d84)
Title: Re: Cities:Skylines
Post by: FunkMonk on March 12, 2015, 04:58:06 PM
Behold! From atop the capitalist enclave-towers we can survey the city below.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fiu5IaRoh.jpg&hash=e1e75a6844d399c94f6a9f382058b9d60b5d0137)

Bourgeois pretensions abound as onlookers from across the city peer back at their corporate masters!

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FnDZRFrhh.jpg&hash=60d9b7c0dcf6a85f3711252a9fff52f21a750919)

The rich and the super rich relax in their home-away-from-home mega-mansions and sip upon the chalice of industry in the shadow of their glass and steel castles.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fq8Somnhh.jpg&hash=c76be13b4acc2874e01e625af6776eac2c32e03c)
Title: Re: Cities:Skylines
Post by: FunkMonk on March 12, 2015, 05:01:55 PM

And some other nice pictures of my town :P

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FbwSEsVGh.jpg&hash=d8fee22e398eece3a719a2b409ee2fe07a43f7bc)


(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FY73myMbh.jpg&hash=af498d289166365228b9ea61c080472668cf94db)


(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxnHYHIYh.jpg&hash=c4ff603a414d3203e176fa091bbdf7b126fa1d71)
Title: Re: Cities:Skylines
Post by: MadBurgerMaker on March 12, 2015, 05:17:41 PM
Hey, it includes Weinermobiles.  Sold.
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 12, 2015, 06:04:45 PM
Quote from: Syt on March 12, 2015, 03:02:35 PM
My little town.

That's one creepy ass looking elevated circle in the middle of the city :lol:  And were it to scale, I'm sure it would be a complete nightmare at rush hour.   :P  Not to mention the ideal Ground Zero for a terror attack.  ALLAHU LET ME OVER DAMMIT
Title: Re: Cities:Skylines
Post by: PRC on March 12, 2015, 08:01:38 PM
I want to get this.  From what I can see the deluxe edition only offers five extra monuments:

Statue of Liberty
Eiffel Tower
Brandenburg Gate
Arc de Triomphe
Grand central terminal

Not sure if it has more than that?  Worth the extra charge?
Title: Re: Cities:Skylines
Post by: Grey Fox on March 12, 2015, 08:18:19 PM
Not really, it has an asset editor & steam workshop.
Title: Re: Cities:Skylines
Post by: Syt on March 13, 2015, 12:41:10 AM
Quote from: CountDeMoney on March 12, 2015, 06:04:45 PM
Quote from: Syt on March 12, 2015, 03:02:35 PM
My little town.

That's one creepy ass looking elevated circle in the middle of the city :lol:  And were it to scale, I'm sure it would be a complete nightmare at rush hour.   :P  Not to mention the ideal Ground Zero for a terror attack.  ALLAHU LET ME OVER DAMMIT

The connection of both sides of the city to the highway kept clogging up (probably because I had too many roads connecting into it - I've now learned that having too many intersections too close to one another can hamper traffic), and I needed a connection between the two city parts. So after messing around for an hour I decided to build an elevated 6 lane roundabout with four ramps. It's working fine. :lol:
Title: Re: Cities:Skylines
Post by: Syt on March 13, 2015, 12:44:06 AM
One of the really neat things is that you can "paint" district borders onto your city. So I replaced my original industrial area with office space. Business were slow to settle, so I gave them tax breaks. You can apply any ordnance or tax break/penalty that you can choose for your city to a district (e.g. Riverside has banned all heavy traffic and has "smart homes" to make sure it's a nice place for people to live at).
Title: Re: Cities:Skylines
Post by: Solmyr on March 13, 2015, 04:44:09 PM
So my first city failed horribly after my coal plants could not get enough fuel for some reason, I had electricity shortages, and everything else became inoperational due to those. Also, my libertard citizens thought that 15% tax rate is too high. :P Oh well, behold the ruined hellhole:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fcloud-4.steamusercontent.com%2Fugc%2F713031902138997952%2FE2D94762B871A153EDA363BE88D5D5F5B0457F6E%2F1024x640.resizedimage&hash=d41b771acc5689f9d8db7d154a6c23b5b81eab5b)
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 13, 2015, 04:50:26 PM
 :lol:   That's awesome.
Title: Re: Cities:Skylines
Post by: Syt on March 13, 2015, 05:10:21 PM
Someone rebuilt GTA V's Los Santos in game:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fe5c351ecddc2f880ef72-57d6ff1fc59ab172ec418789d348b0c1.r69.cf1.rackcdn.com%2Fimages%2FyFqSu94w62a8.878x0.Z-Z96KYq.jpg&hash=105244445b1155d45113a3cdb5d7fb0346c21ee6)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2F4d663a369f9f03c3c61e-870e77779efd63f7bd6c2ee08d8cfae6.r2.cf1.rackcdn.com%2Fimages%2FulCS0geTJ3rt.878x0.Z-Z96KYq.jpg&hash=92e27e830c9f609195957f39061c9e421412e457)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fe5c351ecddc2f880ef72-57d6ff1fc59ab172ec418789d348b0c1.r69.cf1.rackcdn.com%2Fimages%2FBt1kxXasaeRW.878x0.Z-Z96KYq.jpg&hash=deff80d58cc36344557280cf8643a12be18b926e)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2F36646d87786feafc0611-0338bbbce19fc98919c6293def4c5554.r0.cf1.rackcdn.com%2Fimages%2FSjc7XzAl906v.878x0.Z-Z96KYq.jpg&hash=3d2094df74ee666cb88c71f2063f6aba150ffd20)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2F4d663a369f9f03c3c61e-870e77779efd63f7bd6c2ee08d8cfae6.r2.cf1.rackcdn.com%2Fimages%2F1718ZXpiQG_l.878x0.Z-Z96KYq.jpg&hash=40b00fe24e4338527b3b00e1a6a3237d2ada9aa2)
Title: Re: Cities:Skylines
Post by: Rex Francorum on March 13, 2015, 11:08:39 PM
Wow.  :blink:

My little town does not compare. It is my 3rd try, mostly because I mismanaged the map creation (I only play on my creations so far). So this new town has a great location and a circular band of highways and train. Still, I am still learning the art and science of putting highway connections.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FVW6T9dX.jpg&hash=33c7361aabf439f5c85d72a2c9793c4a1e224643)

That region has some potential

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FT07nWfC.jpg&hash=b7e67a7896b023bc4b49c3391751fb303e63fbf9)
Title: Re: Cities:Skylines
Post by: Razgovory on March 13, 2015, 11:23:31 PM
Can you spawn disasters?
Title: Re: Cities:Skylines
Post by: Rex Francorum on March 13, 2015, 11:24:59 PM
I don't think there are disasters included in the game, except flooding when you mismanage dams.  :lol:
Title: Re: Cities:Skylines
Post by: Syt on March 14, 2015, 05:24:04 AM
With http://terrain.party/ you can create height maps ready for importing into the game's map editor.

And a tutorial video: https://www.youtube.com/watch?v=qbfEkNW-IIo
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 14, 2015, 08:23:45 AM
I was up until 5:20am with this thing  :lol: :bleeding:
Title: Re: Cities:Skylines
Post by: Syt on March 14, 2015, 08:38:35 AM
Horrible, isn't it? Oh, just one more road. And residential. And some offices. And I'll quickly re-zone this area. And maybe add a subway station? And I think I need to reroute some streets. And that landfill needs to be cleared. And ...
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 14, 2015, 08:40:50 AM
Couldnt stop until I hit 5000 population.

Good news: income is just motoring along
Bad news: traffic

It's kinda tough to get a scale of things, particular the roads.
Title: Re: Cities:Skylines
Post by: Pedrito on March 14, 2015, 09:42:44 AM
I hate you guys  <_<

I was kicking my gaming habit, and now I've read this thread and I've just bought the game.

L.
Title: Re: Cities:Skylines
Post by: FunkMonk on March 14, 2015, 02:34:13 PM

I love building industrial hellscapes for some reason. In the distance beyond you can see the top of the idyllic downtown area.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fm6PeKPeh.jpg&hash=44ede7168bdb5529cc5e0b952f32e0e7d8d28056)


A statue of comrade Lenin exhorts the proletariat onto greater and greater achievements.
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fr47hHsoh.jpg&hash=4e8f74f7780243dff5f1fffc5da6aa2415f499f5)


Another view of the statue. 
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fzvp4R2eh.jpg&hash=6d7dc0a682ca4ae48a9b2125bad0291324b3fa3b)
Title: Re: Cities:Skylines
Post by: Syt on March 14, 2015, 03:12:57 PM
 :lol:

I downloaded a map based on the valley of Innsbruck and started fresh. The highway connection is on the short corner of the starting square, though, but I've expanded to the far side of the river.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs13.postimg.org%2F666uipopx%2F2015_03_14_00005.jpg&hash=fc2ece75a5e727325046a379f2dc9172ef32ae13)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Fpu7dqcqjz%2F2015_03_14_00002.jpg&hash=38947d6465293db4408edee7bcb22054ff605c1c)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Fxyfhv3cz3%2F2015_03_14_00003.jpg&hash=1ff898308f878c7e0898c74d11f8fee29f160193)
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 14, 2015, 04:36:08 PM
Goddamned addictive shit
Title: Re: Cities:Skylines
Post by: Caliga on March 14, 2015, 06:08:46 PM
Can you build a city in a warm place?  Mostly what I've seen in the screenshots are conifers.  :hmm:
Title: Re: Cities:Skylines
Post by: Grey Fox on March 14, 2015, 07:04:48 PM
There is a tropical texture scheme, yes.
Title: Re: Cities:Skylines
Post by: Caliga on March 14, 2015, 07:17:31 PM
Nice. :cool:
Title: Re: Cities:Skylines
Post by: Grey Fox on March 14, 2015, 07:20:51 PM
Dev have announced a european density scheme too.
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 14, 2015, 08:22:45 PM
lol, "European density"  JEW FACTOR FIVE
Title: Re: Cities:Skylines
Post by: Ed Anger on March 14, 2015, 08:25:23 PM
Quote from: CountDeMoney on March 14, 2015, 08:22:45 PM
lol, "European density"  JEW FACTOR FIVE

It'll go well Funk's Industrial hellscapes. THROW ANOTHER JEW IN THE FURNACE.
Title: Re: Cities:Skylines
Post by: mongers on March 14, 2015, 09:26:52 PM
Quote from: CountDeMoney on March 14, 2015, 04:36:08 PM
Goddamned addictive shit

:P
Title: Re: Cities:Skylines
Post by: Grey Fox on March 14, 2015, 09:53:11 PM
Quote from: CountDeMoney on March 14, 2015, 08:22:45 PM
lol, "European density"  JEW FACTOR FIVE

Euros kind have a point tho, every city/town, just looks like America.
Title: Re: Cities:Skylines
Post by: Tonitrus on March 14, 2015, 09:57:49 PM
This isn't 19th century England...most manufacturing facilities these days don't have smoke stacks.   :rolleyes:
Title: Re: Cities:Skylines
Post by: Tonitrus on March 14, 2015, 10:05:27 PM
Though that leads me to a question...is it possible to massively increase the variety of buildings by importing/creating custom drawn/made ones?  Or is that process/ability limited by the game mechanics?
Title: Re: Cities:Skylines
Post by: Grey Fox on March 14, 2015, 10:31:27 PM
Quote from: Tonitrus on March 14, 2015, 10:05:27 PM
Though that leads me to a question...is it possible to massively increase the variety of buildings by importing/creating custom drawn/made ones?  Or is that process/ability limited by the game mechanics?

Yes, there are mods that add growable buildings. Look at the steam workshop for the game.
Title: Re: Cities:Skylines
Post by: Syt on March 15, 2015, 12:26:34 AM
Quote from: Grey Fox on March 14, 2015, 09:53:11 PM
Quote from: CountDeMoney on March 14, 2015, 08:22:45 PM
lol, "European density"  JEW FACTOR FIVE

Euros kind have a point tho, every city/town, just looks like America.

Not sure about that. A lot of residential buildings give off more of a rural Scandinavian vibe IMHO, which makes sense considering that the developers are in Tampere, Finland.
Title: Re: Cities:Skylines
Post by: Syt on March 15, 2015, 01:31:42 AM
Meanwhile in Egypt ...

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Ftemadaily.bg%2Fjquery-uploader%2Fphp%2Ffiles_lightbox%2F37467-_81640943_026305494_960_539.jpg&hash=08e130321f054ca1344a20cf2215f613f7e8c570)
Title: Re: Cities:Skylines
Post by: HVC on March 15, 2015, 02:33:53 AM
Got 3 million bucks, and 48k citizens, but my city is plain as fuck.
Title: Re: Cities:Skylines
Post by: Syt on March 15, 2015, 03:42:41 AM
Quote from: Ed Anger on March 14, 2015, 08:25:23 PM
Quote from: CountDeMoney on March 14, 2015, 08:22:45 PM
lol, "European density"  JEW FACTOR FIVE

It'll go well Funk's Industrial hellscapes. THROW ANOTHER JEW IN THE FURNACE.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi1.kym-cdn.com%2Fphotos%2Fimages%2Fnewsfeed%2F000%2F435%2F438%2F37c.gif&hash=dcdf6c65dcf3a1dd89c35f8707d83197a3574309)
Title: Re: Cities:Skylines
Post by: Syt on March 15, 2015, 04:52:09 AM
I love the mod that auto-bulldozes abandoned buildings and buildings that have burned to the ground. :wub:
Title: Re: Cities:Skylines
Post by: Pedrito on March 15, 2015, 07:25:18 AM
how do sewage pumps work?
they're connected to my pipe network, but it seems they don't start.

L.
Title: Re: Cities:Skylines
Post by: Syt on March 15, 2015, 07:59:14 AM
I presume they have power, too?

Then they should work. You should see a stream of water coming out of them.
Title: Re: Cities:Skylines
Post by: Josquius on March 15, 2015, 09:23:24 AM
So it is worth getting? Better than sim city 4 or...?
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 15, 2015, 10:13:28 AM
I bulldozed the fuck out of some low density housing to place my university.  Liberal Arts Eminent Domain, motherfuckers. 
Title: Re: Cities:Skylines
Post by: Solmyr on March 15, 2015, 10:14:05 AM
Quote from: Syt on March 15, 2015, 04:52:09 AM
I love the mod that auto-bulldozes abandoned buildings and buildings that have burned to the ground. :wub:

There's another mod that stops abandoning. You can create your own slums!
Title: Re: Cities:Skylines
Post by: FunkMonk on March 15, 2015, 12:57:50 PM

I've constructed a monument to the struggle of our people during the war in the middle of the people's square.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FoKR2ZFoh.jpg&hash=d4d0cc1f25bf8b2648c35e361d952dcab83f91ec)
Title: Re: Cities:Skylines
Post by: Syt on March 15, 2015, 01:37:55 PM
Innsbruck wasn't quite panning out, so I restarted on an Athens based map.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2Fvoe799lsr%2F2015_03_15_00005.jpg&hash=2788f627647675559bfef033bee350a2ada5a68b)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2F72nordod7%2F2015_03_15_00004.jpg&hash=bf575ae62ffb51b6e78e1149319cec1d6d3ccd0e)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2Fujk53vzbv%2F2015_03_15_00002.jpg&hash=3182cb103ce3ae7d11fa205e4983e45d610f307c)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2F6ratscxaz%2F2015_03_15_00003.jpg&hash=9820af689400bccbdc4d3ab6e289339138bd5c48)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2Fdx2kut6e3%2F2015_03_15_00006.jpg&hash=125777135c6d457484ed0cbde07703f952ae71a4)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2F9qhqfh6sb%2F2015_03_15_00007.jpg&hash=4a7cdc5f6d6be652687106ce12934adf7db94208)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs7.postimg.org%2Fdbdlypbbv%2F2015_03_15_00008.jpg&hash=3c084d7dae1d5bc3467097bd4c8a6a669cf5de82)

Jealous of Funk's screenshots, though; they look so pretty. :wub:
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 15, 2015, 03:31:58 PM
Everybody's shit looks better than mine.  SPRAWL COSTS US ALL
Title: Re: Cities:Skylines
Post by: 11B4V on March 15, 2015, 08:48:48 PM
Quote from: CountDeMoney on March 15, 2015, 03:31:58 PM
Everybody's shit looks better than mine.  SPRAWL COSTS US ALL

Seedy's city :lol:
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fapi.ning.com%2Ffiles%2FpCC3UkZfemZU6m2ersTSLS2mX4uuh8hEAJbmqRQA5A%2AdRmrPhGm1cUvFKKqoHGTmhuoPTvjEiwgC8wCieJla5aJ4%2A7peSTGn%2Foldnyc1.jpg&hash=694376702e6fecce967a6503a7b36869a184f15b)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Flounge.obviousmag.org%2Fomnia_novi_sub_sole%2F2014%2F02%2F24%2Fvergara15.jpg&hash=eadb447357fec35a4749b1e04d73c8c970ffa64c)
Title: Re: Cities:Skylines
Post by: Syt on March 16, 2015, 07:09:22 AM
A lesson I learned yesterday: a roundabout will clog quickly, if you have 6 one way roads leading in, but only two two-way roads are leading out.  :blush:
Title: Re: Cities:Skylines
Post by: mongers on March 16, 2015, 08:29:21 AM
This game sure is making the rest of the forum quiet.   :cool:   <_<   :cool: <_<
Title: Re: Cities:Skylines
Post by: Solmyr on March 16, 2015, 08:52:21 AM
What is the advantage of building one-way roads instead of two-way?
Title: Re: Cities:Skylines
Post by: CountDeMoney on March 16, 2015, 09:27:52 AM
Quote from: Solmyr on March 16, 2015, 08:52:21 AM
What is the advantage of building one-way roads instead of two-way?

Flow.
Title: Re: Cities:Skylines
Post by: 11B4V on March 16, 2015, 01:06:21 PM
Quote from: CountDeMoney on March 16, 2015, 09:27:52 AM
Quote from: Solmyr on March 16, 2015, 08:52:21 AM
What is the advantage of building one-way roads instead of two-way?

Flow.

Revenue from tickets.
Title: Re: Cities:Skylines
Post by: Pedrito on March 16, 2015, 07:10:24 PM
Is there a way to kill the fucking birdie? At least it's silent now.

How do you take screenshots?

L.
Title: Re: Cities:Skylines
Post by: Rex Francorum on March 16, 2015, 07:40:18 PM
F12 for screenies and there is a mod which removes Chirpy.
Title: Re: Cities:Skylines
Post by: Grey Fox on March 16, 2015, 10:00:32 PM
I have real problems creating Highway exits.
Title: Re: Cities:Skylines
Post by: Rex Francorum on March 16, 2015, 10:07:13 PM
Speaking of highway exits, you can use any kind of road to connect highways to the city. The roads max speed is lower than regular highway ramp's but the traffic can really jam there because they only have one lane.
Title: Re: Cities:Skylines
Post by: garbon on March 17, 2015, 05:19:51 AM
I only just saw this:

QuoteParadox Interactive and Colossal Order, currently gaming's proudest parents, have today revealed that Cities: Skylines, the critically and commercially acclaimed city simulation game for PC, Mac and Linux, has sold an incredible 250,000 copies, including pre-orders, in its first 24 hours on sale, shattering sales records for every previous game in the Paradox catalogue released within the same period of time.
Title: Re: Cities:Skylines
Post by: Syt on March 17, 2015, 06:12:02 AM
Last I read they're at 500k.
Title: Re: Cities:Skylines
Post by: Syt on March 17, 2015, 06:43:45 AM
http://forum.paradoxplaza.com/forum/showthread.php?844893-PSA-Official-Progress-Update

QuoteGreetings Chirpies!

Let me take a moment and update you on the status of things, what's going on behind the scenes and what to expect the coming time.

Bugs and issues

This has been an incredibly smooth launch, not only with sales and pickup but also technically. That doesn't mean there aren't problems at hand! We have identified a couple of core issues users are experiencing and are working on solving them ASAP. Please note that we do not promise all these issues will be fixed in the first patch, even though this is our GOAL.

These are the widest, most pressing problems. This is by no means our complete list of bugs/issues, it's simply the ones that are most widespread and important to fix. Please appreciate that we are a small team and need to prioritize, even though we of course aim to fix the smaller bugs too. CO and PDX QA closely monitor our bug forums. If you have posted in there your issue has been noted, even if there's no official response in your thread.
Black screen on start-up
Grey Load/New Game button
Save issues (corrupted saves, saves not saving, cloud not working properly)
Poor performance on high end computers (mostly Linux)

If you're experiencing any of these, please check the Release FAQ Known Issues list, as there are several workarounds posted there. If nothing works either wait for our first patch or contact support.

We're also keeping a close eye on discussions on gameplay related issues. Specifically...
Commercial demand possibly being "killed" by parks and rec.
Potential traffic AI issues/improvements
Cause/effect for workers getting to their jobs

If there are bugs causing these issues, we will of course strive to fix them. In case they are design decisions from CO that the players disagree with; we monitor the discussion and take the feedback into consideration going forward. We understand there's a lot of passion for this game and many of you want to see it grow in the best possible direction - your feedback is highly appreciated - but this does not mean we will "blindly" do everything people ask for. CO are very collected, down to earth developers. Do not expect knee-jerk balance/gameplay changes due to active feedback on a specific topic.


Bugfixing / issues patch ETA

As there have been no extremely pressing issues that need instant hotfixing (as in affecting a majority of players) we have chosen to take our time with the first patch to ensure it doesn't break more than it fixes (so proper QA time). There's currently no ETA for this patch, I will most likely get that today, but you should expect it in a not distant future.

CO are currently fully focusing on solving the core technical issues before we switch to working on the first major content update.


Moo's mod collections (Workshop) now live!

I've started my semi-official curated mod lists on the workshop. They are currently bare bones in content but will be updated pretty much daily. If you want custom content for the game but have no wish to sift through the endless pages of workshop that are already there, please consider subscribing.

Moo's Collection: I Want It All
For users who want as much as possible (still all high quality stuff) when it comes to custom assets. Please ensure you have at least 4gb+ RAM free for the game and generous amounts of HDD space.

Moo's Collection: Mods & Functionality
This is the official mod collection for users that want gameplay/UI/experience altering mods.

Moo's Collection: Crème de la Crème
For players that only want the best, high quality, good looking assets and mods available in the workshop.


Subreddit is going STRONG
We passed 45,000 subscribers this weekend and are now ranked 850 globally on reddit, being the fastest growing non-default subreddit pretty much every day since launch.

Please consider joining this community for an easily digestable news-feed and updates on the goings-on of the other fans.


Other, misc, news / things
We sold 500k+ copies!
We'll be looking for at least one support agent (paid position) from the Cities community this week - more info on this later
There are several competitions going on in the subreddit, check the top bar for more info and prizes!

Thank you so much, everyone, for helping us make this happen. You're awesome.

Cheers,
John
Title: Re: Cities:Skylines
Post by: Grey Fox on March 17, 2015, 07:21:47 AM
Quote from: Rex Francorum on March 16, 2015, 10:07:13 PM
Speaking of highway exits, you can use any kind of road to connect highways to the city. The roads max speed is lower than regular highway ramp's but the traffic can really jam there because they only have one lane.

Yes & I suck at making them compact.
Title: Re: Cities:Skylines
Post by: Caliga on March 17, 2015, 08:37:38 AM
I decided to try to make a third world tropical hellhole of a city. :)

I have an industrial sector along a river with dirt roads, open sewers, a coal plant, and a landfill and slums packed in right next to it.  A long ways away, up a hill, is a nice residential zone.
Title: Re: Cities:Skylines
Post by: PRC on March 17, 2015, 04:53:33 PM
My first city sucked balls, full of mistaken road networks, bad traffic and bad zoning.  My next city will be a paradise.

One thing I would like to see more of in the future is water based industries.  Fishing fleets, piers & docks, houseboats, ferries and effects from water pollution.
Title: Re: Cities:Skylines
Post by: Pedrito on March 17, 2015, 06:34:33 PM
First thoughts:

- it's beautiful, and fun, but a bit too easy (if one's not minmaxing every single stat in the game). In SimCity 4 I struggled several times to start my cities, every single addition to the city had to be carefully weighted, because the balance was extremely sensitive; here, in my first try my city is around 11,000, and although not rolling in money, my balance is around $ 400,000 positive. More than what I'm needing, except that I want to make a total redesign of the city.
- graphically it's very nice, my only gripe is that the transition between low and high density buildings is a bit abrupt;

and now some eye candy:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi821.photobucket.com%2Falbums%2Fzz136%2Fleopizzo4990%2F2015-03-18_00001_zps0ohw2nic.jpg&hash=d42a95d16c5f53daaec119803db827bcdaf998be)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi821.photobucket.com%2Falbums%2Fzz136%2Fleopizzo4990%2F2015-03-18_00003_zps0pvbsnbw.jpg&hash=7000373203361faad30d20459a8627cd5f0277c5)
Needs more 3D models  :P

L.

Title: Re: Cities:Skylines
Post by: Grey Fox on March 17, 2015, 09:29:06 PM
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F4vuLMGm.jpg&hash=19afa6f990224f283f0090420f76c0842d76fc51)

My entire city. See how my city is backing up an highway exit  :hmm:
Title: Re: Cities:Skylines
Post by: jimmy olsen on March 18, 2015, 01:11:55 AM
Quote from: Syt on March 14, 2015, 03:12:57 PM
:lol:

I downloaded a map based on the valley of Innsbruck and started fresh. The highway connection is on the short corner of the starting square, though, but I've expanded to the far side of the river.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs13.postimg.org%2F666uipopx%2F2015_03_14_00005.jpg&hash=fc2ece75a5e727325046a379f2dc9172ef32ae13)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Fpu7dqcqjz%2F2015_03_14_00002.jpg&hash=38947d6465293db4408edee7bcb22054ff605c1c)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs22.postimg.org%2Fxyfhv3cz3%2F2015_03_14_00003.jpg&hash=1ff898308f878c7e0898c74d11f8fee29f160193)
I can't see your pics
Title: Re: Cities:Skylines
Post by: jimmy olsen on March 18, 2015, 01:16:46 AM
Quote from: Syt on March 17, 2015, 06:12:02 AM
Last I read they're at 500k.
Wow, even CK2 has only sold 1.1 million base copies.
Title: Re: Cities:Skylines
Post by: Crazy_Ivan80 on March 18, 2015, 02:45:23 AM
Quote from: Pedrito on March 17, 2015, 06:34:33 PM
In SimCity 4 I struggled several times to start my cities, L.

farms, lots of them when starting
Title: Re: Cities:Skylines
Post by: Razgovory on March 18, 2015, 01:49:11 PM
Quote from: Syt on March 17, 2015, 06:12:02 AM
Last I read they're at 500k.

Paradox is going to become a big publisher despite itself.
Title: Re: Cities:Skylines
Post by: lustindarkness on March 18, 2015, 03:25:18 PM
This looks like something my son would like. Yeah,  my son.
Title: Re: Cities:Skylines
Post by: Caliga on March 18, 2015, 03:27:43 PM
 :D
Title: Re: Cities:Skylines
Post by: Syt on March 18, 2015, 03:56:41 PM
Updates from my city.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2F4w8dya56d%2F2015_03_17_00005.jpg&hash=cc8454e80dabc69c141678ca0cea3e0aba6acfa9)
Streetside parking is popular!

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2Fyfch1a4l1%2F2015_03_17_00006.jpg&hash=5453900f10ad20666e8058639bd439b5be4413a1)
From the roofs: garbage containers and parks.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2Fpllkk6hmd%2F2015_03_18_00002.jpg&hash=74e872903c5d2faf9e5c75fab099b9183bb5f48a)
Several small high density buildings next to each other make this look like one designer building.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2Fhhdgffv79%2F2015_03_18_00003.jpg&hash=d1d1f4ada261c2c002f0f2b35eb9c1d937faaf03)
An overview.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2Fbcly2433p%2F2015_03_18_00004.jpg&hash=1b6ea3aca151f22b12e3dda1dbe3e8f4582e433d)
And from the other side.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs8.postimg.org%2Flrs4b10ad%2F2015_03_18_00006.jpg&hash=1099441fa767da9acc309568f10f93eabc6e1304)
Dirt roads in the Walnut District.
Title: Re: Cities:Skylines
Post by: Eddie Teach on March 18, 2015, 04:55:11 PM
What is this dystopian future where everyone drives fluorescent shaded cars?  :ph34r:
Title: Re: Cities:Skylines
Post by: Solmyr on March 18, 2015, 05:38:26 PM
Do you guys rezone your low-density residential areas to high-density once you are able to, or do you build an entirely new high-density residential zone?
Title: Re: Cities:Skylines
Post by: FunkMonk on March 18, 2015, 08:48:22 PM
I just zone new neighborhoods specifically for high residential and high commercial. I think it gives the city more personality to have radically different looking districts.

My city as of last night.
http://cloud-4.steamusercontent.com/ugc/536265614627874179/6CEB55AE2F6CF596CCC97814BA55C63F3711DE6C/
Title: Re: Cities:Skylines
Post by: Solmyr on March 18, 2015, 08:55:54 PM
Those are some twisty roads!
Title: Re: Cities:Skylines
Post by: Grey Fox on March 18, 2015, 09:06:16 PM
Funk, how can you resist the urge to make grids?!

My city is up to 21k. No mass transit, bus or metro. It's Boulevard heaven and it's beautifull.
Title: Re: Cities:Skylines
Post by: Syt on March 19, 2015, 12:42:59 AM
Yeah, I think I may start over (again), because while it's quick and easy to build grids, it's also a bit boring, and I think I will reserve that for industry and high density areas in my next attempt.

Got to over 30k with my city above, but I had trouble with my industry who struggled to find uneducated folks. I had to build a residential district with no educational facilities just for them. :blush:
Title: Re: Cities:Skylines
Post by: PRC on March 19, 2015, 02:19:56 PM
Nice interchange, seen on reddit:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fgiant.gfycat.com%2FLazyGranularCarpenterant.gif&hash=88a4bf7c3decdeaf33d0c2ad7e8a050dd9039285)

Title: Re: Cities:Skylines
Post by: lustindarkness on March 19, 2015, 03:06:40 PM
I may have to look at the min req and if my son's laptop can handle it, he said he is interested. I'll have to stay away from it, I'm afraid.  :Embarrass:
Title: Re: Cities:Skylines
Post by: Eddie Teach on March 19, 2015, 04:06:05 PM
Quote from: lustindarkness on March 19, 2015, 03:06:40 PM
I'll have to stay away from it, I'm afraid.  :Embarrass:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fwww.gretchenrubin.com%2Fwp-content%2Fuploads%2F2014%2F09%2Ftreat-yo-self.jpg&hash=f910ee142bc9c712ab1cfbf48a2a9bc01f236ede)
Title: Re: Cities:Skylines
Post by: lustindarkness on March 19, 2015, 04:35:04 PM
I barely have time to sleep, I basically have two full time jobs right now (except only one pays me as full time :nelson: ) so I don't have time to play the games I already have, I won't try to get into another one.

Sad fact, the only game I've played in the last month is solitaire on my phone while I take a dump.  :lol:
Title: Re: Cities:Skylines
Post by: FunkMonk on March 19, 2015, 04:40:49 PM
I used the freestyle and curved road tools a lot in building roads mainly in the low-density areas. In my picture, the east bank is entirely my "old town", the town which I started at the very beginning, essentially. Directly opposite on the west bank is my "new town", which is grid-like with straighter roads and broader avenues lined with high-density zones.

I also disperse slummy areas near dirty industrial zones with no schools. Every city needs its proles.
Title: Re: Cities:Skylines
Post by: Syt on March 20, 2015, 04:30:44 AM
Patch time:

Quote1.0.6b - Patch notes
Windows: dependencies to the visual studio runtime have been removed. Addresses the issue where ColossalNative.dll would fail to load for users missing/having wrong msvcrt dlls.
Windows/OSX: fixed an issue where some users would not have permissions to access an user folder
Linux: fixed some cases where the first time launch would show the game half way out of the screen on dual monitors
Linux: various runtime optimizations
Linux: hopefully fixed the performance problems and the log spam, we were unable to reproduce that issue so this is a bit of a blindfolded fix
Linux: added support for $XDG_DATA_HOME. If you are using a custom path for XDG and already played the game on that machine, you will need to manually move the user files from the default folder ~/.local/share/Colossal Order/Cities_Skylines to $XDG_DATA_HOME/Colossal Order/Cities_Skylines
Mac/Linux: fixed a crash when selecting a building in the Asset importer
All platforms: added some debug info which may be useful when trying to help users in trouble
All platforms: added support for -screen-height & -screen-width and lowered severity of argument error unsupported launch options so they would cause the new game button to be greyed
Modding API: fixed OnCalculateResidentialDemand, OnCalculateCommercialDemand and OnCalculateWorkplaceDemand to call their respective counterpart properly. Also fixed for office buildings calling industrial level up.
nerfed parks decreasing commercial demand
road upgrade tool now works between two-way and one-way roads and right mouse-button changes direction of one-way roads
building effect radius is more accurate
added a Film grain slider in the Graphics options, like for the Tilt shift. (Users with the Disable Film Grain mod subscribed from Steam workshop and enabled will be notified with a "Console warning" when the game start and the game will automatically disable the mod and set the film grain amount to 0 so that no action from users is required apart from closing the Console panel).
added a chirper volume slider in the Audio options
intro screen can be skipped with mouse click or key press
fixed a case where an error would occur if the Source folder was not found while sharing a Mod to the workshop
fixed Publish workshop panel caption to not always show Savegame regardless which asset type was selected
killed the clicking sounds that could be heard on a quiet night during full moon and near the end of the loading screen
buildings uploaded to the workshop will now go to their respective tags automatically. (Buildings already on the workshop will not, we are currently investigating how to make it happen without users having to do anything about it)
fixed holding down mouse button and release over ui keeps some tools active
fixed tooltip stays visible when using shortcut to open area view
fixed parking spaces still working for burned down buildings.
fixed mouse raycast use normal mesh for burned down buildings.
removed airplane engine sound from unlockpanel...
fixed minor text issues in different languages
fixed wrong tree shadow alpha with pollution or water
fixed bulldozeing ship/airplane paths in map editor even when they are not visible
fixed pedestrian bridge color slightly wrong from far distance
Title: Re: Cities:Skylines
Post by: Pedrito on March 20, 2015, 06:46:56 PM
Is there a "correct" way to manage the transition between a two-lane highway and an urban network? A roundabout is the easiest way, what do you normally do?

L.
Title: Re: Cities:Skylines
Post by: lustindarkness on March 20, 2015, 07:21:27 PM
Great, the minimum requirements state it does not support intel integrated graphics cards, both of our laptops have those.
Title: Re: Cities:Skylines
Post by: Grey Fox on March 20, 2015, 08:07:20 PM
Quote from: Pedrito on March 20, 2015, 06:46:56 PM
Is there a "correct" way to manage the transition between a two-lane highway and an urban network? A roundabout is the easiest way, what do you normally do?

L.

Fuck Roundabouts. I build American roads.
Title: Re: Cities:Skylines
Post by: Caliga on March 20, 2015, 08:53:14 PM
:yes:  Roundabouts are confusing and scary.  America, fuck yeah.
Title: Re: Cities:Skylines
Post by: Grey Fox on March 20, 2015, 09:44:38 PM
(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fcloud-4.steamusercontent.com%2Fugc%2F35240698128871198%2F1F36CEA74BA72B6E31BB554DDB4E0F801978773E%2F1024x576.resizedimage&hash=72a7f7d3a670fa0532d78e7acdd74da2ef4151ac)

The Great Capital City of CarHeaven.

On the right side you can see the great Geico Stadium @ AT&T Plaza.
Title: Re: Cities:Skylines
Post by: MadImmortalMan on March 21, 2015, 05:42:37 PM
I left C:S running when I went to bed last night. Not deliberately. I got distracted.

Doing my bit for the steam rankings I guess.  :p
Title: Re: Cities:Skylines
Post by: Syt on March 22, 2015, 12:59:23 AM
Tried a city with only blocks of 4-lane roads. It's getting pretty large pretty quick, but is also pretty boring. Also, my industry keeps complaining that they don't have anyone to sell their goods to, even though I have plenty commercial, plus railroad and highway connections. :hmm:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs29.postimg.org%2Fp5aa5vifb%2F2015_03_21_00015.jpg&hash=1e41b2df74c316269a6eaf9f4886877abb898263)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs29.postimg.org%2F6r4cfmvif%2F2015_03_21_00016.jpg&hash=86e3f124b2f1ed2a398c3b70c3b52d011dc06132)
Title: Re: Cities:Skylines
Post by: Syt on March 22, 2015, 01:03:22 AM
Btw, The devs have said in an interview that for expanding on the game they're looking at the CK2 model - paid expansion, cosmetic changes DLC, plus free new patch features. I guess that makes a lot of sense for a game like this.
Title: Re: Cities:Skylines
Post by: Caliga on March 22, 2015, 08:21:22 AM
How do you delete a bus route?  I totally screwed the first one I created up and can't figure out how to get rid of it.
Title: Re: Cities:Skylines
Post by: The Brain on March 22, 2015, 08:49:30 AM
Quote from: Caliga on March 22, 2015, 08:21:22 AM
How do you delete a bus route?  I totally screwed the first one I created up and can't figure out how to get rid of it.

Ah, public-sector unions are in. Good.
Title: Re: Cities:Skylines
Post by: Syt on March 22, 2015, 09:20:17 AM
Quote from: Caliga on March 22, 2015, 08:21:22 AM
How do you delete a bus route?  I totally screwed the first one I created up and can't figure out how to get rid of it.

I think you have to right-click each stop to delete it.
Title: Re: Cities:Skylines
Post by: Caliga on March 22, 2015, 09:20:48 AM
argh... ok thanks.
Title: Re: Cities:Skylines
Post by: Syt on March 22, 2015, 09:23:17 AM
Quote from: Caliga on March 22, 2015, 09:20:48 AM
argh... ok thanks.

Get the mod that assigns a color to each route - makes it easier.
Title: Re: Cities:Skylines
Post by: PRC on March 22, 2015, 10:03:29 AM
Quote from: Syt on March 22, 2015, 09:23:17 AM
Quote from: Caliga on March 22, 2015, 09:20:48 AM
argh... ok thanks.

Get the mod that assigns a color to each route - makes it easier.

You can change bus route colour in vanilla.
Title: Re: Cities:Skylines
Post by: HVC on March 22, 2015, 10:07:26 AM
Quote from: Syt on March 22, 2015, 09:20:17 AM
Quote from: Caliga on March 22, 2015, 08:21:22 AM
How do you delete a bus route?  I totally screwed the first one I created up and can't figure out how to get rid of it.

I think you have to right-click each stop to delete it.
if you go into transport view and click the route on the map you should have an option to delete the route.
Title: Re: Cities:Skylines
Post by: Caliga on March 22, 2015, 10:16:37 AM
Thanks.  I already fixed it using the Syt method, but that's good to know.

I really wish slums looked like slums, with like wooden shacks and trash all over the place.  Hopefully someone will mod that in. :)
Title: Re: Cities:Skylines
Post by: Syt on March 22, 2015, 11:16:14 AM
Started on a tropical island I've based off of a height map of Ischia. Really liking how it's coming along so far. :)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs27.postimg.org%2F5dd2sitar%2F2015_03_22_00014.jpg&hash=d364ae86305789eedec732e5cbb37c889c1961b4)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs27.postimg.org%2F4wn9scg5v%2F2015_03_22_00015.jpg&hash=7bbb3e1a29e7371a6e6bf31b8e163cd3f02f2dd8)
Title: Re: Cities:Skylines
Post by: Caliga on March 22, 2015, 01:46:25 PM
Nice. :)
Title: Re: Cities:Skylines
Post by: Darth Wagtaros on March 22, 2015, 02:30:55 PM
Quote from: viper37 on February 11, 2015, 12:02:42 AM
Quote from: Rex Francorum on February 10, 2015, 11:46:50 PM
Am I the only interested here?
I'm guessing Syt, Tyr and Darth Wagteros might be interested. ;)
http://languish.org/forums/index.php/topic,11798.msg773316.html (http://languish.org/forums/index.php/topic,11798.msg773316.html#msg773316)

Not my cup of tea.  The last Sim I played was Simcity 2000 :)
Yeah.  Provisionally.
Title: Re: Cities:Skylines
Post by: Syt on March 22, 2015, 03:28:38 PM
Carried on a bit.

The city has its unique landmark now:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2F5zk8l86bv%2F2015_03_22_00023.jpg&hash=d92a3900cac8347546835e2e1dcd694660060aaf)

From "The Hill," an agglomeration of residential and corporate highrises:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2Fj4zqrc07f%2F2015_03_22_00024.jpg&hash=a70f45152961afef26900c1e0174f868ce9b00b1)

A view from the sea:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2Fk26607bpn%2F2015_03_22_00025.jpg&hash=4a519bb461321d51de808a66a8e7126f59b0c725)

And from the mountains:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2Frkpb8u32j%2F2015_03_22_00027.jpg&hash=2e568f0961e548b48f9a65d085a26782b9fbb2bb)

The old lighthouse.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2Fxx4gio64r%2F2015_03_22_00026.jpg&hash=124b84fffe2744676bb17a348990e8bb21c58fb9)

From the Eastern shore:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2Fmq0o7ob2j%2F2015_03_22_00029.jpg&hash=e1bd6784a623c4b5907d6d0a2b6e585cd87cdcba)

And looking up from the old Seaside District, one of the first residential areas, to the fancy highrises in the hills above.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2Fch871un0r%2F2015_03_22_00030.jpg&hash=8dcee308de0432cc4dcffd4a0230fa5b4f2e6698)
Title: Re: Cities:Skylines
Post by: Razgovory on March 22, 2015, 09:10:48 PM
My people don't want to move into my town. :(
Title: Re: Cities:Skylines
Post by: PRC on March 22, 2015, 09:55:49 PM
Quote from: Razgovory on March 22, 2015, 09:10:48 PM
My people don't want to move into my town. :(

Are you connected to a highway?
Title: Re: Cities:Skylines
Post by: Rex Francorum on March 22, 2015, 11:36:55 PM
Quote from: Syt on March 22, 2015, 03:28:38 PM
Carried on a bit.

The city has its unique landmark now:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs15.postimg.org%2F5zk8l86bv%2F2015_03_22_00023.jpg&hash=d92a3900cac8347546835e2e1dcd694660060aaf)


Oh my, I need that landmark.
Title: Re: Cities:Skylines
Post by: Syt on March 23, 2015, 03:49:11 AM
My population is about 13-15k, and I have no traffic issues - it's all two lane, two way roads, but there's no traffic lights, which speeds things up considerably. (I also don't have any public transport).
Title: Re: Cities:Skylines
Post by: Syt on March 23, 2015, 03:50:19 AM
Also, two things I miss from SC4: embankments, and beaches that act as parks.
Title: Re: Cities:Skylines
Post by: Grey Fox on March 23, 2015, 07:30:02 AM
How do you not do traffic lights?
Title: Re: Cities:Skylines
Post by: Syt on March 23, 2015, 07:57:30 AM
I think 2 lane roads generally don't generate traffic lights, while 4 lanes and up do?
Title: Re: Cities:Skylines
Post by: Grey Fox on March 23, 2015, 08:17:23 AM
Oh.

I just build everything at 6 lanes. My city has lots of traffic lights.
Title: Re: Cities:Skylines
Post by: Warspite on March 23, 2015, 08:55:35 AM
Quote from: The Brain on March 22, 2015, 08:49:30 AM
Quote from: Caliga on March 22, 2015, 08:21:22 AM
How do you delete a bus route?  I totally screwed the first one I created up and can't figure out how to get rid of it.

Ah, public-sector unions are in. Good.
:lol:
Title: Re: Cities:Skylines
Post by: Syt on March 24, 2015, 04:30:50 PM
A couple more updates from the city of Westwood:

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2F88pl4vyjz%2F2015_03_24_00005.jpg&hash=f8497e006e200781f81fa9eceeec8731180c540a)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fw7clji9pr%2F2015_03_24_00006.jpg&hash=22728845c66561a219fcd1b3f43aae34c2207319)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fqcslpiw8f%2F2015_03_24_00007.jpg&hash=c0f7fd2bd3d175d65007607420eaca126121b4eb)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fr3lbvaylr%2F2015_03_24_00011.jpg&hash=eb3f1eb96a7d8bc978b5a9b9e635bc46d0226be5)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fojuaey0fj%2F2015_03_24_00015.jpg&hash=a10d8e515a2fe8a9680bffdd5c9796f19fc85ad5)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fyan0r69in%2F2015_03_24_00016.jpg&hash=7fa7e866b7d03bc4f42960a428d87194b6b1a65b)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fbd4uff4q7%2F2015_03_24_00019.jpg&hash=04da84470bf4b2735e01e7d3d29a8356d6555dff)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fpxlxa8zov%2F2015_03_24_00024.jpg&hash=5094bdd0bccac63593abda8475a2b46b43a849d3)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fav9ozkf5b%2F2015_03_24_00026.jpg&hash=c81f6301c34efd53076c5e525c9a24677d8afbc1)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs9.postimg.org%2Fxioy5pupb%2F2015_03_24_00027.jpg&hash=fe6e8b59175568a475ea4c1d68fec7a204d7f693)
Title: Re: Cities:Skylines
Post by: PRC on March 24, 2015, 05:01:18 PM
How many grids does that city take up Syt?
Title: Re: Cities:Skylines
Post by: Syt on March 24, 2015, 05:13:10 PM
I have a total of 4, but most of it sits in one square.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs21.postimg.org%2Fjupibqdbr%2F2015_03_24_00029.jpg&hash=5c4e01f4bbcc2408767b63c2418447dddbf66ef1)
Title: Re: Cities:Skylines
Post by: PRC on March 24, 2015, 08:24:34 PM
That looks like a lot of districts, but I haven't gotten far enough to really get into specific district policies other than some basic dabbling.  Really so far my districts have been pretty generic sticking to the different zoning.
Title: Re: Cities:Skylines
Post by: Syt on March 25, 2015, 01:00:18 AM
That is a lot of districts, and I put them in mostly for flavor - I rarely do per-district policies. I will probably re-zone them, because it's a bit cluttered at the moment. :lol:
Title: Re: Cities:Skylines
Post by: Solmyr on March 25, 2015, 06:21:32 AM
How did you get those tennis courts line up like that?
Title: Re: Cities:Skylines
Post by: Caliga on March 25, 2015, 06:25:50 AM
I think I saw a mod for that variety of tennis court.

I would like to use mods but it disables achievements if you play with any activated. :(
Title: Re: Cities:Skylines
Post by: Syt on March 25, 2015, 06:47:06 AM
As Cal says, it's a building from the workshop (I think under parks).

Cal, there's a mod that re-activates achievements despite playing with mods on.
Title: Re: Cities:Skylines
Post by: Solmyr on March 25, 2015, 07:30:25 AM
Here's a handy list of various mods, including the achievement enabler: http://www.neogaf.com/forum/showthread.php?t=1012042
Title: Re: Cities:Skylines
Post by: Grey Fox on March 25, 2015, 08:10:37 AM
A fellow Gaffer?!

How to traffic : http://imgur.com/a/z1rM1

I think I'm ready to start City #2.
Title: Re: Cities:Skylines
Post by: Caliga on March 25, 2015, 03:39:00 PM
Quote from: Syt on March 25, 2015, 06:47:06 AM
Cal, there's a mod that re-activates achievements despite playing with mods on.
:D  Thanks.
Title: Re: Cities:Skylines
Post by: PRC on March 25, 2015, 04:42:13 PM
I've been playing with Automatic Bulldoze and the Vital Stats mod (keeps a dialog window open showing your current electricity, water, garbage, etc. levels). Other than those just a few building mods, soccer field, the buildings that ex- Sim City graphics team guy did.

Title: Re: Cities:Skylines
Post by: Tonitrus on March 25, 2015, 05:10:57 PM
Quote from: Solmyr on March 25, 2015, 07:30:25 AM
Here's a handy list of various mods, including the achievement enabler: http://www.neogaf.com/forum/showthread.php?t=1012042

I wonder how long until someone tries to recreate the SC2K arcologies.
Title: Re: Cities:Skylines
Post by: Solmyr on March 26, 2015, 03:33:36 PM
Made my first Steam workshop mod, a map of St. Petersburg. :showoff:

http://steamcommunity.com/sharedfiles/filedetails/?id=414416956
Title: Re: Cities:Skylines
Post by: lustindarkness on March 27, 2015, 10:02:41 AM
I guess I should be glad my laptop can't handle this game, looks like I would be wasting a lot of time on it. Not sure if  :) or  :(.
Title: Re: Cities:Skylines
Post by: Sheilbh on March 29, 2015, 07:28:36 PM
Why did I buy this :weep:
Title: Re: Cities:Skylines
Post by: jimmy olsen on March 31, 2015, 01:54:17 AM
Quote from: Sheilbh on March 29, 2015, 07:28:36 PM
Why did I buy this :weep:
Is that an "I'm wasting so much time on this!" :weep: or a "this game is terrible" :weep: ?
Title: Re: Cities:Skylines
Post by: Eddie Teach on March 31, 2015, 01:59:47 AM
I would assume he makes enough money not to cry over bad games.  :hmm:
Title: Re: Cities:Skylines
Post by: Syt on March 31, 2015, 04:57:17 PM
A few new screens from my town. I've hit 30k. Note the one way six lane highway circling now the innner city.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2F9kwu4dzh5%2F2015_03_31_00011.jpg&hash=fcb89025e4bd37f2ce808fd05817fb47896bac00)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2Fsak87e2u1%2F2015_03_31_00012.jpg&hash=cef84e32531b54311d6f80d670a3a62395102aba)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2Fldun8lvx5%2F2015_03_31_00013.jpg&hash=837ac9312b23e0377ce6a94c7dcbbd5c489415da)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2F84gq8i76h%2F2015_03_31_00014.jpg&hash=c10939b74f87c0328573ced23a2014cbcdc9988b)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2F3mj0u5gih%2F2015_03_31_00015.jpg&hash=876743ddde68e0f3b18f1286f4a4f07e0674a517)

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fs2.postimg.org%2F4nj9j9xi1%2F2015_03_31_00016.jpg&hash=4e64f69470d6238285e06c58bc9b48403ddb1dc0)
Title: Re: Cities:Skylines
Post by: Grey Fox on March 31, 2015, 07:22:36 PM
Man, your noise overlay must be so red.
Title: Re: Cities:Skylines
Post by: MadImmortalMan on March 31, 2015, 09:59:02 PM
Is that the Hong Kong map from the workshop?
Title: Re: Cities:Skylines
Post by: Syt on March 31, 2015, 11:49:01 PM
No, it's a custom map I made: http://steamcommunity.com/sharedfiles/filedetails/?id=412120012&searchtext=ischia
Title: Re: Cities:Skylines
Post by: MadImmortalMan on April 02, 2015, 03:36:02 AM
If you build a reservoir and it takes like a year to fill up, is that good or bad?


Edit: Not a single MW yet.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fj4Xi4Rw.jpg&hash=7fe6dd14bae1aad0d7b84a6340d5700b3057ff7e)
Title: Re: Cities:Skylines
Post by: Rex Francorum on April 02, 2015, 10:25:11 AM
Boobietown  :lmfao:

So I am not the only one who has problem to create original city names.
Title: Re: Cities:Skylines
Post by: Caliga on April 02, 2015, 11:31:41 AM
My current city is called Portonovo. :)
Title: Re: Cities:Skylines
Post by: DontSayBanana on April 02, 2015, 12:48:27 PM
Quote from: Caliga on April 02, 2015, 11:31:41 AM
My current city is called Portonovo. :)

Somebody's got to do one with some fancy upscale neighborhoods and call it Villa Nouveau. :smarty:
Title: Re: Cities:Skylines
Post by: PRC on April 02, 2015, 02:47:21 PM
Quote from: Caliga on April 02, 2015, 11:31:41 AM
My current city is called Portonovo. :)

Mine is Nova Carthago. :)
Title: Re: Cities:Skylines
Post by: 11B4V on April 02, 2015, 04:38:17 PM
Is there like crime, eco-terrorist, and/or just your run of the mill terrorists in this?
Title: Re: Cities:Skylines
Post by: The Brain on April 02, 2015, 06:24:48 PM
Quote from: 11B4V on April 02, 2015, 04:38:17 PM
Is there like crime, eco-terrorist, and/or just your run of the mill terrorists in this?

Ethnics are in upcoming DLC.
Title: Re: Cities:Skylines
Post by: Tonitrus on April 02, 2015, 06:38:00 PM
Quote from: MadImmortalMan on April 02, 2015, 03:36:02 AM
If you build a reservoir and it takes like a year to fill up, is that good or bad?


Edit: Not a single MW yet.


Don't you have to run water through the dam to generate power? :P
Title: Re: Cities:Skylines
Post by: Sheilbh on April 02, 2015, 07:04:47 PM
Quote from: jimmy olsen on March 31, 2015, 01:54:17 AM
Quote from: Sheilbh on March 29, 2015, 07:28:36 PM
Why did I buy this :weep:
Is that an "I'm wasting so much time on this!" :weep: or a "this game is terrible" :weep: ?
The former :weep:

QuoteI would assume he makes enough money not to cry over bad games.  :hmm:
You're kind, and, alas, wrong :P
Title: Re: Cities:Skylines
Post by: Solmyr on April 03, 2015, 05:04:14 AM
Quote from: PRC on April 02, 2015, 02:47:21 PM
Quote from: Caliga on April 02, 2015, 11:31:41 AM
My current city is called Portonovo. :)

Mine is Nova Carthago. :)

Zombie Scipio Africanus disapproves of your Latin grammar.
Title: Re: Cities:Skylines
Post by: MadImmortalMan on April 03, 2015, 05:43:07 PM
Quote from: Tonitrus on April 02, 2015, 06:38:00 PM
Quote from: MadImmortalMan on April 02, 2015, 03:36:02 AM
If you build a reservoir and it takes like a year to fill up, is that good or bad?


Edit: Not a single MW yet.


Don't you have to run water through the dam to generate power? :P


It took about six hours to fill up. I managed to make a huge lake but it seems the power generated is more if the current is fast. It's kinda erratic. It skips around between about 100 and 250MW.
Title: Re: Cities:Skylines
Post by: MadImmortalMan on April 03, 2015, 07:31:14 PM
Also, does it seem that stopping fires in industrial areas is really not worth the cost? I can't put a fire department on every other block.
Title: Re: Cities:Skylines
Post by: jimmy olsen on April 09, 2015, 11:08:02 PM
Quote from: PRC on April 02, 2015, 02:47:21 PM
Quote from: Caliga on April 02, 2015, 11:31:41 AM
My current city is called Portonovo. :)

Mine is Nova Carthago. :)
Nova Carthago delenda est!  :mad:
Title: Re: Cities:Skylines
Post by: chipwich on April 13, 2015, 05:17:08 AM
Why do I ever want curved roads?
Title: Re: Cities:Skylines
Post by: Syt on April 14, 2015, 10:03:32 AM
They look pretty. :)


Also: 1 million copies sold.

http://www.pcgamer.com/cities-skylines-has-sold-one-million-copies/

QuoteCities: Skylines is a lovely game; not just because it's a serene city builder, but because it treats its customers like people worthy of trust. You can mod it, you can play it offline, and you can flood your town with disgusting poop water. It's your game, go wild.
It's nice to hear, then, that Cities: Skylines has reached its own population milestone: one million copies sold. It's in impressive total for any game, but particularly one that was only released last month, on March 10.
It's no doubt been helped along by the game's modding community, who have collaboratively contributed over 33,500 new items to the game.
If you're not one of the million C:S owners, maybe take a look at Chris L's review.
Title: Re: Cities:Skylines
Post by: lustindarkness on April 14, 2015, 02:10:49 PM
I am so tempted to buy this game in hopes I can play it on my laptop at the lowest settings.   :frusty:
Title: Re: Cities:Skylines
Post by: Syt on May 19, 2015, 12:16:09 PM
https://forum.paradoxplaza.com/forum/index.php?threads%2Fcontent-update-1-1-0-is-live-on-retail.856707%2F

QuoteSo what are you getting today?
Over 50 European style buildings
Wall-to-wall buildings enabling players to build those European streets and neighbourhoods
Three new starter maps
Tunnels, one of the community's most requested features
A number of Asset Editor additions including the ability to import custom vehicles
A multitude of smaller cosmetic additions and bug fixes.
Please note:
The European style buildings are a map theme, meaning you will need to play a map in the European biome in order to see them.
Many mods and (some) custom assets will not work with 1.1.0 and will need updating by their author. We have worked hard to cause as few conflicts as possible with popular mods, yet this is a substantial update and with the code & functionality changes some issues have been impossible to avoid. Going forward we aim to find a solution where we can work with our core modders pre-launch to give them ample time to adjust their creations before the public have access.
Our brand manager (the handsome guy you've seen in several videos) has the following to say about the expansion plans for Cities: Skylines.

"Cities: Skylines will continue to follow the traditions set by other recent Paradox releases such as Crusader Kings II and Europa Universalis IV of paid expansions combined with large updates of free content ensuring that all players, whether they choose to purchase the expansions or not, will have plenty of new features to look forward to. One of the major differences, however, between those titles and Cities: Skylines will be that minor DLC updates will be uncommon. The majority of content updates will be significant upgrades and additions.

Going forward, we will focus on giving away the main features for free and improving the modding tools, while also selling major expansions around new mechanics. But we will also continue to offer free content such as new buildings and road types."

Full patch notes for Cities: Skylines 1.0.7 - 1.1.0

Features & New
New: European theme added
New: 72 European buildings in the European theme
New: Support for corner and adjacent buildings in the European theme
New: 3 maps added with European theme (Cliffside Bay, Foggy Hills and Grand River)
New: Tunnels for roads and rail added
New: Metro tunnels can be built at different levels
Options: V sync option added
Options: Invert Y mouse axis added

Editor & Modding
Launch options: added -noWorkshop to disable Steam workshop
Asset editor: Increased limit for bridge pillar count
Asset editor: Hedge added to residential props
Asset editor: Added custom vehicle importing
Asset editor: Added the ability to set custom thumbnails and tooltip images for all types of assets (in the save panel)
Asset editor: New editable properties exposed
Asset editor: Added ability to inherit building unlock milestone from template
Asset editor: vehicles have a Steam tag "Vehicle"
Asset editor: Fixed cut off text and missing spaces in the Properties box
Asset editor: Water Service buildings can now have proper pipe connections
Asset editor: Custom harbors and cargo harbors are now usable in-game
Asset editor: Custom airports now get visited by planes, like an actual airport
Asset editor: Fixed issue where some custom assets could not be loaded in-game after editing
Asset editor: Fixed missing texture for landfills
Asset Editor: Fixed a rare issue where holding and releasing the mouse button would not be recognized
Content manager: Introduced a new layout
Modding API: Added OnEnabled/OnDisabled support for IUserMod. Called everytime a mod is becoming active or inactive
Map editor: Fixed issue where users could place a water source outside the map area
Map editor: Fixed free camera hotkey not working

Bugfixes & Misc
Linux: support for JPG workshop previews added
Linux: users can now use numpad-Enter in-game
Linux: Fixed rare issue where users crashed due to a faulty asset
Fixed issue with 1x1 buildings "disappearing" when zoomed out too far
Fixed several localization issues
devInfo.txt is no longer needed
Achievements are now properly localized
Small contrast changes in some information windows to improve colorblind accessibility
Fixed issue where some elevated roads became immune to interaction
Metro and train lines now properly update when changed
Cruise ships no longer travel over land :'(
The 2x2 OreCrusher now has a purpose in life
Ireland is properly represented on the Union Jack
Cursor no longer disappears when you press Esc whilst rotating the camera
Adjusted upkeep cost of some roads to the one displayed in their tooltip
People no longer die when your city is at 0 population
Fixed an issue where right clicking a button would highlight it incorrectly
Fixed an issue where free camera mode was not enabled after viewing milestones
Fixed an issue where changing language in-game would not change language for some menus
Fixed an issue with mouse button key bindings
Fixed an issue where the options menu would not be closed properly by hitting the esc key
Fixed an issue where temporary save files would sometimes be visible
Fixed an issue where roads would snap to inaccessible sections of hydro dams
Fixed a graphics issue where text would sometimes be corrupted at the bottom of save and load menus
Trees in terrain heights view should now have the proper colors for their elevation
Fixed an issue where users could elevate the height of gravel paths, even though they could not place them
Fixed a minor graphical issue in the content manager
Fixed some text alignment problems
Text references to left and right mouse buttons now take left-handed mouse settings into account
Added confirmation prompt for Reset Unique Buildings


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Title: Re: Cities:Skylines
Post by: Caliga on May 19, 2015, 12:18:29 PM
Whoa, looks awesome. :cool:
Title: Re: Cities:Skylines
Post by: Syt on May 19, 2015, 12:21:57 PM
I'll wait a bit till modders latch onto the new features and a slew of new buildings becomes available. :cool:
Title: Re: Cities:Skylines
Post by: Warspite on May 19, 2015, 01:37:13 PM
 :boff:
Title: Re: Cities:Skylines
Post by: Grey Fox on May 19, 2015, 02:01:58 PM
Told you it would look awesome.
Title: Re: Cities:Skylines
Post by: FunkMonk on May 19, 2015, 04:59:38 PM
Finally I turn my eastern European industrial hellscape dream into reality.
Title: Re: Cities:Skylines
Post by: Warspite on May 20, 2015, 09:05:32 AM
Wait a minute. You need to start a new city to use these buildings, and then your city will *only* have these buildings. Which is great if you want a city to be a great big pre-1920s conservation zone.
Title: Re: Cities:Skylines
Post by: lustindarkness on June 08, 2015, 10:21:39 AM
Quote from: lustindarkness on April 14, 2015, 02:10:49 PM
I am so tempted to buy this game in hopes I can play it on my laptop at the lowest settings.   :frusty:

So even though I really don't have time for it, I took a look around the forums and it seems it may play with all the settings at low. Key word "may". Should I spend the money and get it? Is it worth to play it like that?
Title: Re: Cities:Skylines
Post by: Syt on June 08, 2015, 10:23:22 AM
I'm not sure. If you say "may", though, you "may" want to hold off till you have a better computer.

Have you checked http://www.systemrequirementslab.com/cyri ?
Title: Re: Cities:Skylines
Post by: lustindarkness on June 08, 2015, 10:51:35 AM
Quote from: Syt on June 08, 2015, 10:23:22 AM
I'm not sure. If you say "may", though, you "may" want to hold off till you have a better computer.

Have you checked http://www.systemrequirementslab.com/cyri ?

I just got a new laptop last fall, I will not have a better computer for years. :(
Have not checked that link, but will. I did check the game forums, people with the same graphics card have been able to play the game with low settings.
Title: Re: Cities:Skylines
Post by: lustindarkness on June 08, 2015, 11:15:00 AM
Well that link/app was depressing :(, I guess I'll save my money and time.
Title: Re: Cities:Skylines
Post by: Syt on June 08, 2015, 11:25:22 AM
Besides, there's plenty other games to play in the meantime. Rest assured, though, that once you have a PC to run this there'll probably expansions, sales, and a myriad of user content.
Title: Re: Cities:Skylines
Post by: Syt on August 07, 2015, 02:59:01 AM
First expansion incoming:

http://www.rockpapershotgun.com/2015/08/06/cities-skylines-after-dark-preview/

QuoteCrime, Clubs And Beach Bars: Cities Skylines – After Dark

Delving into the glamour, glitz and grime of nightlife, Cities: Skylines' first expansion, After Dark, introduces revamped crime mechanics, specialised commercial areas, beachfront entertainment and a day/night cycle. We've been looking at the expansion in the company of developers Colossal Order.

What do you give to the game that has everything?

Nobody – developers Colossal Order included – would argue that Cities: Skylines contained every feature that a citybuilder could possibly need, but the robust modding support and creativity of the community have led to a metropolis of new content. From a first-person viewpoint to plant you in the head of your citizens to thousands of new buildings, Skylines has received a great deal of support from its many modders.

The first expansion, just announced by Paradox, seeks to expand the game in ways that the modders can't. Going by the name After Dark, it adds a day/night cycle and new zoning specialisations and services to take advantage of the nightlife. Along with the expansion, Paradox and Colossal Order will be releasing a free update that brings some improvements to the base game. The free update will include the day/night cycle itself, allowing you to see your cities glowing in the dark, but the extra features that take advantage of the small hours are only available to those who pay for the DLC. The price, we're told, will be around the same as a a "regular Paradox expansion". Think Crusader Kings II and Europa Universalis IV DLC, which generally ranges between £4.99 and £9.99.

When the sun goes down, people who live in real cities tend to hit the town and spend all of their hard-earned on overpriced fizzy lager. Then they fall over and someone steals their phone. That seems to be the case in Cities: Skylines as well. The new leisure specialisation for commercial zones sees them cluster with bars, nightclubs and casinos. They operate as ordinary commercial properties during the day and experience a boom in business at night. While profitable, the bright lights of leisure districts create new problems for your consideration.

Traffic is the primary concern, just as it is one of the primary concerns of the city as a whole. Leisure zones attract an increased flow of citizens at night, which can create temporary bottlenecks and change the pattern of traffic around the city. Instead of travelling to work and then back to their houses, with an occasional detour to the park, citizens will now require access to work, home and leisure, using different routes at different times.

To complicate matters, they're also more likely to use public transport at night rather than designated themselves as dangerous drivers. Trains and buses are an option but taxi services will also be included in the expansion. Rounding out the improvements to transport are bicycles, which can be restricted to dedicated cycle lanes, and multi-purpose transport hubs. For the latter, think of the train or metro station within an airport or the rail connections to a cargo harbour. The multi-purpose buildings mean that you won't have to plonk two buildings side by side if one is large enough to contain both functions. And it means that citizens won't have to walk out of an airport and straight into the train station next door.

Tidier cities should result, aided by bus terminals that connect multiple routes within one building, and the other new specialisation: commercial beach properties. As well as entertaining the plebs, shoreline activities perform a far more important function; they make cities look prettier. No more tiny buffers of land between a residential zone and the sea and no more disconnect between the water and the land. As marinas, fishing tours, beach bars and restaurants are constructed, there should be a natural fit between shore and city.

Returning to nightlife, there is the issue of the bad behaviour that a night on the fizz sometimes causes, as well as the less desirable activities that occur under the cloak of darkness. Crime is an issue and the way Skylines handled it was an issue for Colossal Order.

The developers weren't satisfied with the policing systems in the base game so as well as introducing a cyclical rise in criminal activity during the night-time phases, they've introduced jails. Now, police will actually travel to the location of a crime, collect the criminal and take that criminal to a jail. That'll feed into traffic flow again – if the police can't reach the scene, they can't do much about the crime – but sirens will presumably clear a path in most situations.

Jails will fill up, however. As soon as modders add Iso-Blocks, and they surely will, it'll finally be possible to construct a Mega-City One, complete with entire neighbourhoods set aside for the housing of the criminal population.

Any excuse to revisit Skylines – our inaugural game of the month in April – is fine by me and After Dark seems like a strong expansion. Watching cities light up as the sun goes down taps into the hypnotic quality that comes from observing the flow of digital life, and the ongoing work going into the underlying systems is more than welcome.
Title: Re: Cities:Skylines
Post by: Syt on September 29, 2015, 12:42:38 PM
Picked up the expansion. The cities look pretty at night. If you have downloaded any buildings, you need to check which ones have been updated for night time illumination (otherwise it's just dark).

http://www.rockpapershotgun.com/2015/09/24/cities-skylines-after-dark-review/

QuoteAfter Dark is the first expansion for Colossal Order and Paradox's well-received citybuilder Cities: Skylines [official site], and is focused on tourism, leisure and neon-lit night skies. It's out today, and here's what I made of it.

What could have been a goodwill-killer has turned into yet another poke in the eye for EA's approach to ill-fated SimCity. Cities: Skylines had flung the doors open to modding from day one, and by now it's unbelievably simple to render the entire game essentially unrecognisable, and massively improved, with a just a few clicks. With all this free stuff raining down, what possible point would there be in a paid add-on?

SimCity was a walled garden in order to ensure it could subsequently be nickel and dimed in the manner of The Sims, but first Skylines expansion After Dark proves that philosophy was misguided. It neither interferes with nor is undone by the legion of mods, but instead identifies and fills holes in its central simulation, thus improving the game as a whole.

In a world where game add-ons so often mean #content, DLC with a real purpose stands out a mile. It's trying to do a whole bunch of things to the parent game, not just cram in a few new policies and some pretty night-time buildings.

First and foremost of these changes is intended, I think, to address Skylines' major shortcoming, which is that for many folk it wore thin after they'd built their first couple of cities. Expanding, at least in the middle stretch of a game, became too much about repeatedly zoning new areas and connecting up water pipes, rather than exciting escalation.

What After Dark does is offer alternative goals – different ways of expanding, with their own big-building pay-offs. And, most importantly, the option to build a very different type of city, regardless of how many official and unofficial buildings you might have stuffed into it. Though we get some lovely neon lighting to look at, After Dark is not really concerned with the pleasures and sins of the night, but rather on making your city more flexible.

Colossal Order achieve this by fleshing out what was perhaps the weakest part of their game's simulation – commercial zones. These primarily retail areas weren't anything to really care about, and had nothing of note to finesse. Efficiency of placement brought in more cash, but there wasn't really a way to make them reflect your city's ethos in the same way that tweaking policies and districts for residential and industrial areas did.

Now you can manually tag Commercial zones to be Tourist or Leisure districts, which leads to new types of automatically generated buildings and super-structures in either case, with an emphasis on plenty of colourful night-time lighting. There is perhaps a little bit too much thematic crossover between the two district types – tourists want leisure – but nonetheless you're likely to find yourself building new, discrete zones which ultimately make your city look more dramatic as well as making you far more thoughtful about how and where you place commercial zones.

Without specifically planning too, I ended up with a marina area on one side of town, designed to meet my residents' shopping and consumption needs, and a Magaluf-like high-rise hotel nightmare not too far from the airport on the other side of town. While in reality each of these would be horrifying troughs of binge drinking, here they're about bright lights and big money.

Where airports, mainline trains and cruise ships had previously been late-game fripperies I'd stuck in because I could, now I was trying to place them as soon as possible in order to feed endless visitors into my hotels, beachside restaurants and jetski rental shacks, and to watch those areas rise sky-high in response. My poor residents got short thrift, just sardined into the centre as and when I needed more staff for my vast tourist-trap.

Nothing I'd done or even planned was particularly different from what I had in vanilla Skylines, but I wound up feeling profoundly different about my city. I didn't much care about its attractiveness, or about the quality of life of its residents: just about whether those tourists were piling into my airport and harbour. Though the space was the same, my city felt so much bigger because it had these new areas. Expansion wasn't about spread, but about creating districts with specific purpose. More things to thinker with, in other words.

I've said somewhere before that Skylines is refreshingly non-capitalistic compared to SimCity: it's more about the pleasure of tinkering than the hamster wheel pursuit of cash. After Dark, by contrast, turned me into a money monster. I had to feed the beast, rather than just placing something big as a reflection of being on an even keel for a while.

This is a choice, not a mandate: making phalanxes of hotels that spread and improve is an alternative (or additional) way to max out wealth, landmass and access to monuments. If you want to make a more residential and/or industrial city, you still can. You can do both, in fact, if you have the will and headspace to (and if you're doggedly sticking to building options only unlocking when you hit population milestones, but at this point I'm starting new games with everything available from the off). I enjoyed building philosophically different cities: where once I was building Chicago or Boston, now I was making Vegas and Saint-Tropez.

Well, sort of. Skylines' greatest problem was always its somewhat anodyne appearance, and that hasn't changed dramatically here. Some of the new night-time scenes, festooned with neon and uplighting, are spectacular, and make the game look better than it ever has before, but it all still feels like a melding of US and Euro architecture with all the edges filed off. I'd love for a future expansion to really focus on tweaking and honing your city's aesthetic, to truly reflect different cultures and architectural styles, but then again the modding community's made great strides there already.

Trying to cram in ever-more detail, now that we've got zoos and casinos and beach volleyball courts in there alongside everything else, is showing up the limitations of the engine too (or, at least, the limitations of just how much it can be reasonably expected to render at once). Seeing a cuboid polar bear or volleyball players who look like they fell out of a Quake 1 mod doesn't really create the I-made-this excitement, but instead faint deflation. Skylines was always better at buildings than lifeforms, but with After Dark's focus now being on things lifeforms like to do rather than simply where they live, work and die, the cracks are a little more obvious.

Long-standing irritations, such as the endless busywork of waterpipes, finickity pylon placement and opaque traffic problems, haven't gone away (and, indeed, the provision of utilities remains Skyline's least interesting aspect), but this is really an expansion concerned with filling holes and expanding possibilities, not rethinking the foundations.

It does that very well, both by giving me new objectives and by making more of underplayed features – the novel but hitherto slightly pointless district system also gets new purpose, thanks to the big effects of the Tourism and Leisure concepts.

I'm not sure I'd go all the way to saying After Dark is essential, given I saw every new feature and building it offers within the space of a single (if intense) day's play, but I think it's about as a good an expansion as we could have wished for from Skylines. There's also a whole bunch of smaller new features I haven't mentioned, such as bus and cycle lanes, taxi services and prisons (intended to reflect rising crime at nights, though honestly this wasn't something I noticed so long as I was sufficiently zealous about police station placement) and different taxes for night-time businesses, and while none of these are revelatory, combined they feel like a substantial box of new toys.

Best of all, After Dark is a true companion piece to all those wonderful mods, not a misguided attempt to replace them. If anything, we'll end up with new mods designed to take advantage of After Dark – famous hotels and seafronts, gaudy Vegas strips and maybe even some more convincing zoo animals.

After Dark is, I think, the best possible outcome for Skylines: successfully sticking its hand out for more cash but doing nothing to puncture goodwill in the process. Cue more swearing at EA HQ, perhaps.

Some screens from the review:

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Title: Re: Cities:Skylines
Post by: garbon on September 29, 2015, 01:36:39 PM
I've waited on pulling the trigger for now as nothing about the expansion makes me hunger to play again.

Sidenote, is it ever possible with a new city to build with say access to larger roads from start? I hated in my first couple plays that I couldn't start city foundation with roads that anticipated things to come - best I managed was building enough space between roads and zones to allow me to put in high capacity roads once I'd reached that level.
Title: Re: Cities:Skylines
Post by: Grey Fox on September 29, 2015, 01:38:32 PM
Yes, there is an option to turn on everything.
Title: Re: Cities:Skylines
Post by: garbon on September 29, 2015, 01:39:24 PM
Ah cool. :)
Title: Re: Cities:Skylines
Post by: Grey Fox on September 29, 2015, 01:39:56 PM
or actually turn off level progression, iirc.
Title: Re: Cities:Skylines
Post by: Syt on September 29, 2015, 01:55:12 PM
You can also play with unlimited money. And there's mods that unlocks all regions from the start for building.
Title: Re: Cities:Skylines
Post by: garbon on September 29, 2015, 02:01:52 PM
Well I don't really want all that. Just it sucked to be constrained to building simple roads when it shorter order I would have to demolish zones to build better roads. :D
Title: Re: Cities:Skylines
Post by: Syt on September 30, 2015, 04:18:54 AM
My main problem is that it's still too easy. Building up a reasonably large city with good coverage of utilities and services is not hard, and you can avoid a lot of traffic problems by just  using two lane roads. And it's still better and more efficient to have no traffic lights at intersections (there's a mod where you can add/remove traffic lights).

The target then is to create a city that you find pleasing (e.g. replacing the canyon-like two lane roads between high rises in the inner city with wide avenues, adding bike lanes etc., or adding parks or pedestrian walks) or toy around with a few ideas. If you grow your city organically (as I often do) it probably means tearing down some blocks to add that train station you want, or to relocate a school so you can build that new roundabout.

Still, it's very relaxing in its own way and it's a good game to fiddle with while watching a movie or TV show.
Title: Re: Cities:Skylines
Post by: FunkMonk on October 17, 2015, 08:15:01 PM
Saw this on YT and thought it was pretty interesting. Contrasts SimCity 2013 and Cities: Skylines

https://youtu.be/NUhuCMw7nnk
Title: Re: Cities:Skylines
Post by: MadImmortalMan on November 19, 2015, 04:02:44 AM
I'm pretty much a Soviet engineer. I just spent a few hours making a city just to build a huge dam. Once it was up, my citizens promptly began a several year stint of drinking their own sewage. Then, when the water finally filled up (I went out for pizza), I created Katrina and flooded everyone to death. Watching the cars drive around in the water is amusing. Hey but now they have lots of power. You know, once the flood washed away all the sewage and the river came back to roughly normal.  :P

I only lost maybe 20% of the population though. Maybe next time I try digging a lake (https://en.wikipedia.org/wiki/Lake_Chagan) with a nuclear bomb. I wonder if there's a mod for Operation Plowshare.
Title: Re: Cities:Skylines
Post by: Syt on January 27, 2016, 08:12:14 AM
https://forum.paradoxplaza.com/forum/index.php?threads%2Fcities-skylines-snowfall-dev-diary-2-new-things-on-the-roads.904358%2F

QuoteTraffic is an important thing in any city. Traffic and winter is a whole different challenge! For Snowfall, we wanted to make sure there's something new affecting traffic. We settled on to two major things: snow on the roads and road maintenance. While the snow plows will be discussed later, this text will shed some light on what else is new in the game.

The road maintenance service, unlike the snow plows, is available on all maps. What the maintenance service does is that it gives some extra care to roads, allowing vehicles to travel on them faster. Normal roads in normal condition are fine and good, but with a road maintenance service covering the city streets, the traffic can get an extra boost from higher maximum speeds on the roads. The boost a maintenance truck gives fades away with time, but if the service covers the city well, the trucks travel to boost the roads that have the least boost left on them. Road maintenance can be used with the snow plow services, so that boosted roads don't suffer from snow as fast as non-boosted roads.

Then the thing many people have been waiting for: trams! They are something we have been planning for a long time and finally get to share with you. Trams operate on tracks and reside in a tram depot when they are not on lines. The basic principle is much the same as with buses: the budget defines how many trams are available in the depot or depots, and the vehicles are divided between lines depending on line length. Longer lines get more vehicles than shorter lines. To get more vehicles, increase the city budget for the service. Trams need to be able to reach the line from the depot, so you may need to lay some extra tracks to allow trams to get to lines further away from the depot.

To build tracks, you can upgrade/downgrade existing roads to versions with tracks, or build new roads with tracks. There are both regular two-way roads and one way roads with tracks. As a finishing touch, tram tracks have overhead wires.


To give the trams some advantages over buses, tram tracks can also be built as standalone versions with no road beneath them. The standalone tracks are very handy for getting your trams to avoid busy intersections or streets known to be crowded. Stops can only be placed on roads and pedestrian pathways, but the standalone tracks allow for nice little detours to keep your trams free from traffic jams.

Trams have a higher passenger capacity than buses (20 for buses, 30 for trams), but also have a little higher upkeep costs per distance traveled, about 15% more than for buses. For best results, trams should be used as short inner city lines, and buses and metros can handle longer distances. Trams do not benefit from road maintenance boost, but also are not hindered by snow.

To get the winter theme really going, we have done lots of variations of existing buildings. This means your city does not need to have palm trees waving in the snow storm, or citizens hanging out on piers in the freezing cold. Things like flower pots are modified to fit the winter to keep the city looking consistent. Some buildings are only available to players who also own After Dark, but many are variations to the base game ones. My favourites are the agricultural buildings on fertile land, which are greenhouses on winter maps. You will also see many new parks that fit winter time better than the default parks.

These new additions to the game are available in the paid expansion. We feel they give a lot of new possibilities to handling roads, traffic and public transportation. I can't wait to see all the cool tram systems you will be building!

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Title: Re: Cities:Skylines
Post by: Syt on January 29, 2016, 09:21:44 AM
The sales blurb might give Beeb an aneurysm:

QuoteIn Snowfall, the difficulty heats up when the city cools down, thanks to a new in-game temperature reading that will have residents bundling up for warmth when the weather outside is frightful. Cosmetic weather, composed of rain and fog, will be added to Cities: Skylines as part of a free update, along with other features to be announced soon. Players who own Snowfall will get to face new challenges such as ensuring that their city infrastructure can handle seasonal heating demands – and, when the snow starts falling, that the roads can stay clear. New snowplow services will be required to prevent traffic from freezing in place, while new all-weather trams and expanded public transit options can help residents and visitors alike get around town – and visit the new winter parks and landmarks available in Snowfall.

Snowfall will include:

Now is the Winter of This Content: Rain and fog for existing maps, plus a new "Winter" map theme with snow and all of its challenges
The Streetcars You Desire: Expanded public transportation options, including easier management of existing lines – and Trams, a new system demanded by fans
World Warmth, Too: Cold weather increases demands for electricity, unless new water-based heat systems are in place
Plowers to the People: Build a snowplow depot to keep traffic flowing during winter weather, and employ new road maintenance systems to keep your streets in shape
New Chirps: #yeahthereare

:lol:


From the newsletter:

QuoteRejected Expansion Names for Cities: Skylines - Snowfall

An interesting tidbit about game publishing is that naming stuff is *hard*. You need something unique, that fits with your brand and that also passes legal. Sometimes we have brainstorms about the expansion names to determine what to call a product. Here's the more or less serious names that didn't make the cut for Cities: Skylines - Snowfall
Winter is coming
The Coolest Expansion
Scandinavian Spring
There's No Such Thing As Bad Weather (Just Poor City Planning)
Snow, Saunas, and a Doughnut Truck
The Coldening
Out Cold
Ice Ice Baby
Pulka Polka
Do you know Jon Snow?
All yogurt is frozen
Ice Snow What You Did There
Title: Re: Cities:Skylines
Post by: Josquius on February 20, 2016, 07:37:56 PM
Anyone had a problem with games not loading? It gets halfway and just keeps loading....leave in 20 mins and nought.
Title: Re: Cities:Skylines
Post by: Syt on February 22, 2016, 12:58:37 PM
Nope. Works fine for me.
Title: Re: Cities:Skylines
Post by: Josquius on February 26, 2016, 04:03:26 PM
Got it working. Seems to be holding steady.

Had a weird game. Was doing very well...then all of a sudden everyone in my city became sick and I went full on Detroit.
No idea why. My pumps and sewage removal were on opposite sides of town in different water bodies, hospitals were plentiful. Odd.
Title: Re: Cities:Skylines
Post by: Syt on February 26, 2016, 04:18:37 PM
Might have been your ambulances were stuck in traffic?
Title: Re: Cities:Skylines
Post by: Oexmelin on February 26, 2016, 07:21:06 PM
The Atlantic plays the game:

http://www.theatlantic.com/business/archive/2016/02/urban-planning-computer-games/470895/?utm_source=SFFB
Title: Re: Cities:Skylines
Post by: Josquius on February 27, 2016, 09:25:17 AM
I suspect it may have been that my water purifier was too close to my industry. Really weird though.
Title: Re: Cities:Skylines
Post by: Norgy on March 03, 2016, 06:33:54 AM
I really enjoy the new DLC.

My "Fuckinschlepwood" is suffering a bit from too narrow streets and that the snow removal is slow.

The more I play, the more engrossing this game is. My last city before "Fuckinschlepwood" grew really fast and I had such a surplus of money from mining and oil, it became a bit boring. A 20k town with a subway system? Sure. People were so sick from pollution, I think very few worked after a while.  :lol:
Title: Re: Cities:Skylines
Post by: lustindarkness on March 03, 2016, 12:04:06 PM
I think I am in the process of creating a monster (a bigger gaming monster) but I may be able to get Cities Skylines soon.

We got a laptop for my daughter that can run this game, she plays Minecraft on it (she is awesome on it). But the only way I can get her off the damn thing is when I let her play Call of Duty on the PS4 (on her own account). Anyway, I am hoping to get it finally, and I am strangely excited about it, its been a long time since I played a city builder.
Title: Re: Cities:Skylines
Post by: Syt on June 05, 2017, 01:49:41 AM
Someone made the "Covfefe Museum" (based off the Quai Branly Museum in Paris):

"Great museum, it's the best museum you've ever seen. Green façade, tremendous stuff, in fact it's the most ecological building. It's full of things, the greatest things. Best thing is, you can visit for free, even if you're from Paris. It's named after a word, the best word."

:lol:


Title: Re: Cities:Skylines
Post by: Grey Fox on June 06, 2017, 08:00:00 AM
@lusti Cities is coming to the PS4 (already out for the Xbone).
Title: Re: Cities:Skylines
Post by: Solmyr on October 12, 2018, 04:38:57 AM
New expansion coming up, focusing on industry: https://www.paradoxplaza.com/cities-skylines---industries/CSCS00ESK0000039-MASTER.html
Title: Re: Cities:Skylines
Post by: garbon on May 10, 2019, 08:18:20 AM
Did anyone get the Industries expansion? /if so, how was it?

I didn't buy it as I'm concerned about how all these 'area' based expansions don't really seem to be merged into the existing game structure. Specifically from what I read it sounds like there is still regular industry zoning (a la RIC) and then area zoning for this that is unique like how park zoning is unique. Actually parks another place where you have park zoning but that's different from the existing park structures that come with the base game.

I guess this is a side effect of the DLC model but all these new areas with their unique mechanics feel like chrome on top of the base game rather than integrated in.

Their newly announced campus expansion seems to be the same way as well. :(
Title: Re: Cities:Skylines
Post by: Caliga on May 10, 2019, 09:39:23 AM
Maybe I'll try getting back into this game.  I always loved city builders and was really disappointed when the last SimCity was such a tremendous disaster.
Title: Re: Cities:Skylines
Post by: Josquius on May 10, 2019, 01:32:59 PM
I hope when a sequel finally comes they'll allow for European-style cities rather than restricting us to American-style.
Title: Re: Cities:Skylines
Post by: garbon on May 10, 2019, 02:27:39 PM
Quote from: Tyr on May 10, 2019, 01:32:59 PM
I hope when a sequel finally comes they'll allow for European-style cities rather than restricting us to American-style.

They've had Euro style buildings for quite some time and allow for alternate side driving. What else are you looking for?
Title: Re: Cities:Skylines
Post by: HVC on May 10, 2019, 02:50:08 PM
Quote from: garbon on May 10, 2019, 02:27:39 PM
Quote from: Tyr on May 10, 2019, 01:32:59 PM
I hope when a sequel finally comes they'll allow for European-style cities rather than restricting us to American-style.

They've had Euro style buildings for quite some time and allow for alternate side driving. What else are you looking for?

coal mines
Title: Re: Cities:Skylines
Post by: Syt on May 10, 2019, 02:51:44 PM
Plus, there's tons of European buildings on the workshop.
Title: Re: Cities:Skylines
Post by: Josquius on May 10, 2019, 06:22:29 PM
Quote from: garbon on May 10, 2019, 02:27:39 PM
Quote from: Tyr on May 10, 2019, 01:32:59 PM
I hope when a sequel finally comes they'll allow for European-style cities rather than restricting us to American-style.

They've had Euro style buildings for quite some time and allow for alternate side driving. What else are you looking for?

That just gives you American style cities with a few old looking buildings about.

No, far more what is needed is a city game where it is viable to build a non-car focussed city. And not just as a hacky challenge. But as part of the way the game actually works.
Title: Re: Cities:Skylines
Post by: garbon on May 10, 2019, 06:35:07 PM
:lol:
Title: Re: Cities:Skylines
Post by: Josquius on May 11, 2019, 05:50:17 AM
Whats so funny?
You don't agree that the game, and all like it, always lead to very car driven cities unless you behave in a obviously undesigned way?
Title: Re: Cities:Skylines
Post by: Syt on May 11, 2019, 06:56:30 AM
Tyr does have a point - a lot of European cities have pedestrian areas in the center, usually shopping streets of some sort. Skylines doesn't really have that unless you use mods.
Title: Re: Cities:Skylines
Post by: Tamas on May 11, 2019, 07:29:28 AM
Quote from: Syt on May 11, 2019, 06:56:30 AM
Tyr does have a point - a lot of European cities have pedestrian areas in the center, usually shopping streets of some sort. Skylines doesn't really have that unless you use mods.

But that's because cities are very old, isn't it? If you designed a modern city from scratch with current know-how, you'd not do so with maze-like tiny streets.
Title: Re: Cities:Skylines
Post by: FunkMonk on May 11, 2019, 07:59:43 AM
A game in which you build and govern a city over the course of a thousand years would be pretty cool.
Title: Re: Cities:Skylines
Post by: Syt on May 11, 2019, 08:09:05 AM
Quote from: Tamas on May 11, 2019, 07:29:28 AM
Quote from: Syt on May 11, 2019, 06:56:30 AM
Tyr does have a point - a lot of European cities have pedestrian areas in the center, usually shopping streets of some sort. Skylines doesn't really have that unless you use mods.

But that's because cities are very old, isn't it? If you designed a modern city from scratch with current know-how, you'd not do so with maze-like tiny streets.

Wouldn't call these tiny.

(https://www.einkaufsstrassen.at/fileadmin/user_upload/Headbanner_Favoritenstrasse_2017.png)

(https://bplusb.nl/wp-content/uploads/2016/06/O065-Mariahilferstrasse-BplusB-foto-Ricky-Rijkenberg-2-1.jpg)

Personally, when playing Skylines I like mixing in a few commercial buildings in residential areas.
Title: Re: Cities:Skylines
Post by: Syt on May 11, 2019, 08:10:52 AM
Quote from: FunkMonk on May 11, 2019, 07:59:43 AM
A game in which you build and govern a city over the course of a thousand years would be pretty cool.

I would like that - either taking a city from medieval times to modern day, or a US city from a frontier town in the 1800s to present day or near future.
Title: Re: Cities:Skylines
Post by: Josquius on May 11, 2019, 08:12:49 AM
Quote from: Tamas on May 11, 2019, 07:29:28 AM
Quote from: Syt on May 11, 2019, 06:56:30 AM
Tyr does have a point - a lot of European cities have pedestrian areas in the center, usually shopping streets of some sort. Skylines doesn't really have that unless you use mods.

But that's because cities are very old, isn't it? If you designed a modern city from scratch with current know-how, you'd not do so with maze-like tiny streets.

In the 60s yes. American style towns were the fashion. Albeit often still keeping a small town centre.
These days the trend is very much the opposite
Title: Re: Cities:Skylines
Post by: Maladict on May 12, 2019, 06:33:56 AM
Quote from: Tyr on May 10, 2019, 06:22:29 PM
That just gives you American style cities with a few old looking buildings about.

No, far more what is needed is a city game where it is viable to build a non-car focussed city. And not just as a hacky challenge. But as part of the way the game actually works.

Agreed.

Go back to the original  SimCity, you didn't need roads at all  :D
Title: Re: Cities:Skylines
Post by: Grinning_Colossus on May 15, 2019, 02:26:11 AM
I would like to order my generals to shell the city center when liberals/minorities rebel, and then rebuild with wide picturesque boulevards that the scum can't barricade.
Title: Re: Cities:Skylines
Post by: Syt on December 20, 2019, 04:14:55 AM
:o

(https://pbs.twimg.com/media/EMOBVxtXYAAJVt5?format=jpg&name=medium)
Title: Re: Cities:Skylines
Post by: Josquius on December 20, 2019, 08:26:42 AM
I'll manage to play again someday. I just can't go back to vanilla and can't get my mod setup right.
Title: Re: Cities:Skylines
Post by: Grey Fox on December 20, 2019, 09:38:59 AM
Gotta admire the commitment.
Title: Re: Cities:Skylines
Post by: Syt on December 20, 2019, 09:44:21 AM
It kinda looks like I would imagine a robot civ's city to look.
Title: Re: Cities:Skylines
Post by: Syt on December 20, 2019, 05:15:10 PM
Apparently this is based on a design to rebuild Detroit after a fire, 200 years ago:

https://www.rockpapershotgun.com/2019/12/20/this-cities-skylines-build-recreates-the-honeycomb-detroit-that-could-have-been/
Title: Re: Cities:Skylines
Post by: Syt on June 17, 2023, 04:59:34 AM
Guess we can revive this thread. :P

Dude overanalyzes the in-game trailer for C:S II:


I think he gets a bit overexcited ("Beautiful menus!" - they look the same as in the first one :P ) and a bit too :tinfoil: ("That MUST mean railyards are in as a mechanic!!"), but it highlights a few interesting things:
- seasons
- better roadbuilding/zoning (probably from fine road anarchy and similar mods)
- day/night cycle built in (was an add on in C:S1)
- 6 densities of residential zoning :o
- industries (like in the expansion) maybe built in?
- better control over public transit
- better overlays, highlighting suitability of areas for zoning
- more granularity in overlays overall (e.g. traffic volume and traffic flow treated separately)
- he didn't point it out, but I noticed that some of the road build icons in menu had three pipes running under them - man, if roads automatically distribute water/sewage/electricity pipes I'll be quite happy :lol:

Unfortunately for Josq it still seems to create mostly North American looking cities. :(

I think getting European cities "right" is a bit difficult, anyways, since very few modern cities here were built on empty fields but rather grew over centuries (still waiting for a game to cover that ... heck, even a US city from 1700s frontier settlement to modern metropolis would be cool).
Title: Re: Cities:Skylines
Post by: Crazy_Ivan80 on June 17, 2023, 07:50:16 AM
hopefully you can rezone areas of the same type (residential to residential) without it triggering an instant removal of all existing buildings. Was rather silly
Title: Re: Cities:Skylines
Post by: Solmyr on June 17, 2023, 09:09:17 AM
Quote from: Syt on June 17, 2023, 04:59:34 AMI think getting European cities "right" is a bit difficult, anyways, since very few modern cities here were built on empty fields but rather grew over centuries (still waiting for a game to cover that ... heck, even a US city from 1700s frontier settlement to modern metropolis would be cool).

I mean, even just being able to put commercial and residential areas into the same building would go a long way.
Title: Re: Cities:Skylines
Post by: Josquius on June 17, 2023, 02:48:09 PM
Quote from: Syt on June 17, 2023, 04:59:34 AM:

Unfortunately for Josq it still seems to create mostly North American looking cities. :(

I think getting European cities "right" is a bit difficult, anyways, since very few modern cities here were built on empty fields but rather grew over centuries (still waiting for a game to cover that ... heck, even a US city from 1700s frontier settlement to modern metropolis would be cool).

This would masssively improve the game imo and add the right amount of realism. You don't just have a silly empty field to start with. Instead you start at 1950 and have your historic core and 18th and 19th century new towns, victorian slums, early 20th century proto sprawl and must grow out from there. Maybe some villages to swallow as you go.

To change the game radically have an element of change vs preservation to balance Nd consider too. Introduce neighbourhood communities and you have to do stuff to get them to agree to you building there.
Rather than just population milestone =here's another empty field, it's you have a university, that village and it's surrounding land agrees to join.

But even without the historic angle being able to make proper city centres would be nice. The game actively punishes you for putting shops next to housing which is silly.
Title: Re: Cities:Skylines
Post by: Syt on June 21, 2023, 12:58:28 AM
Dev Diary - Road Tools:

https://forum.paradoxplaza.com/forum/developer-diary/development-diary-1-road-tools.1590300/

- many new convenience features (some previously available in mods) like easy parallel roads, creating grids in a few clicks, creating better highways (acceleration lanes, more & less restrictive intersections), roundabouts (which can be placed on existing intersections), easier road upgrading, utilities integrated into roads, placing traffic lights/turn signs, pedestrian crossings, automatic intersection creation if you run a new road across multiple existing streets etc.
- elevated roads
- road peripherals (trees, sound barriers) can be added to existing roads rather than being distinct road options in the menu
- parking lots that tie into the transport logistics (some citizens willing to pay more parking fees to walk less), I guess you could create park & ride setups?
- road maintenance building/crews (including snow plows) - badly maintained roads can lead to traffic slow down and accidents

(https://forumcontent.paradoxplaza.com/public/984101/5%20Crossing%20roads.png)

(https://forumcontent.paradoxplaza.com/public/984102/6%20Stacked%20roads.png)

(https://forumcontent.paradoxplaza.com/public/984104/7%20Highways.png)

(https://forumcontent.paradoxplaza.com/public/984106/9%20Different%20roads.png)

(https://forumcontent.paradoxplaza.com/public/984107/10%20Pedestrian.png)

(https://forumcontent.paradoxplaza.com/public/984108/11%20Highway2.png)

(https://forumcontent.paradoxplaza.com/public/984109/12%20Roundabouts.png)

(https://forumcontent.paradoxplaza.com/public/984110/13%20Parking%20lots.png)

(https://forumcontent.paradoxplaza.com/public/984111/14%20Road%20maintenance.png)

(https://forumcontent.paradoxplaza.com/public/984112/15%20Road%20options.png)

(https://forumcontent.paradoxplaza.com/public/984517/cs2-devdiaries-schedule-forum.jpg)

Getting unreasonably excited by the road options. :blush:
Title: Re: Cities:Skylines
Post by: Solmyr on June 21, 2023, 02:38:25 AM
Traffic accidents!
Title: Re: Cities:Skylines
Post by: Syt on June 21, 2023, 01:24:08 PM
Quote from: Josquius on June 17, 2023, 02:48:09 PMBut even without the historic angle being able to make proper city centres would be nice. The game actively punishes you for putting shops next to housing which is silly.

The guy who made the city in the trailer (he's a C:S YouTuber) said in a video that there will be mixed zoning in C:S, i.e. buildings with both businesses and residential units as you would see in many European cities.
Title: Re: Cities:Skylines
Post by: Zanza on June 21, 2023, 02:32:20 PM
 :mmm:
Title: Re: Cities:Skylines
Post by: Sheilbh on June 21, 2023, 02:50:24 PM
:lol: Very much looking forward to the public transport update :ph34r:

Edit: I hate planning roads and have never built a highway so hopefully this will make things easier.
Title: Re: Cities:Skylines
Post by: Syt on June 26, 2023, 12:27:41 PM
DD about the new traffic AI. Sounds promising if they can pull it off. :)

https://forum.paradoxplaza.com/forum/developer-diary/development-diary-2-traffic-ai.1591141/

Video summary:

Title: Re: Cities:Skylines
Post by: Zanza on July 24, 2023, 11:07:36 AM
The last two dev diaries were really good. Looking forward to this.
Title: Re: Cities:Skylines
Post by: Syt on October 16, 2023, 03:18:46 PM
https://forum.paradoxplaza.com/forum/threads/updates-on-modding-and-performance-for-cities-skylines-ii.1601865/

Mods will only live on Paradox's mod thingy, not the Steam Workshop. Official explanation is that this way mods will be available to both console and PC players.
Title: Re: Cities:Skylines
Post by: garbon on October 16, 2023, 03:38:14 PM
Oh and they are just going to release the game now though it hasn't met their targeted benchmark for performance.

Starting to sound like a mess.
Title: Re: Cities:Skylines
Post by: garbon on October 16, 2023, 03:40:18 PM
Maybe they should not have decided to go down route of game generating details for each of the citizens.
Title: Re: Cities:Skylines
Post by: Josquius on October 16, 2023, 04:46:35 PM
Quote from: Syt on October 16, 2023, 03:18:46 PMhttps://forum.paradoxplaza.com/forum/threads/updates-on-modding-and-performance-for-cities-skylines-ii.1601865/

Mods will only live on Paradox's mod thingy, not the Steam Workshop. Official explanation is that this way mods will be available to both console and PC players.
My prediction, this does not last long.
The convenience of steam worshop is something people have grown used to.
Title: Re: Cities:Skylines
Post by: Jacob on October 16, 2023, 09:03:27 PM
Quote from: Syt on October 16, 2023, 03:18:46 PMhttps://forum.paradoxplaza.com/forum/threads/updates-on-modding-and-performance-for-cities-skylines-ii.1601865/

Mods will only live on Paradox's mod thingy, not the Steam Workshop. Official explanation is that this way mods will be available to both console and PC players.

That makes sense. I don't believe there's a way for consoles to interact with steam workshop.

I think the trend of leaning into UGC is gathering steam (ahem) at the moment, including making it available on consoles. It'll be interesting to see how that plays out with regard to Steam (and the Windows and Epic stores too, for that matter).
Title: Re: Cities:Skylines
Post by: Jacob on October 16, 2023, 09:19:32 PM
Quote from: Josquius on October 16, 2023, 04:46:35 PMMy prediction, this does not last long.
The convenience of steam worshop is something people have grown used to.

I find the Steam Workshop pretty terrible compared to Nexus mods. It's impossible to find things or find out what's new (though if I'm missing any tricks, please let me know).

The challenge for devs/ publishers is that you really want mods to available on all platforms. Meanwhile, platform owners are not going to want to give up any control (or their revenue cut) to facilitate easy interoperability; they'll also have different standards for curation (I don't know if Nintendo is cool with mods on their hardware, for example). And mod-authors, of course, are generally not going to want to bother with jumping through hoops to upload their mods to multiple different platforms.

It's not an insurmountable problem. Minecraft and Roblox UGC is available on all platforms for example, but there UGC generates revenue which justifies building out and maintaining the game specific mod-sharing platform (aka "the store").

Depending on a game's priorities and strategy (i.e. what audience it's trying to grow), publishers are going to have different solutions to the problem. IMO if Paradox is trying to grow the console side of their business, then it makes sense to going after a mod distribution model that gives equal access across all platforms even if it's annoyingly unfamiliar to PC users on Steam.
Title: Re: Cities:Skylines
Post by: garbon on October 17, 2023, 12:05:35 AM
It won't be equal access to all platforms as their faq explains.

QuoteWill mods be supported on console?
Yes! Asset Mods will be available for Console users. Due to restrictions code mods are not possible on Console

I guess assumption is assets will function same on all platforms as seems unlikely mod creator would test across platforms.
Title: Re: Cities:Skylines
Post by: Syt on October 17, 2023, 12:40:21 AM
The console version is done in house this time, Colossal Order try to keep console and PC version updated in parallel. For C:S1 the console version was farmed out, and it usually lagged behind in terms of updates, expansions, etc. (like Stellaris).

Now Workshop vs. Paradox Mods ... Workshop can be pretty shit at times, and as Jacob says discovering stuff you want can be hard. More than once I've been wondering "is there no mod like this, or am I not using the right terms?" Sorting by "latest", "last updated", "most subscribed", "most popular in last [time frame]" helps a bit, and sometimes you find someone has created a modlist that includes what you want. However, unlike current Paradox Mods (IIRC), there's automatic updating of mods (which to be fair is its own can of worms if you want to play with a legacy version of the game), there's dependencies.

I could see it working if it's a menu within the game that gives you convenient access to mods and has plenty quality of life features, but I'm not holding my breath for that. :D

On the Paradox forums someone mentioned that while giving consolers access to mods is a good thing, it would be doubtful that they would get access to any script mods, as apparently the console companies don't like having unapproved code on their machines, so they would likely be limited to assets, anyways (and CO working on an in-game asset editor seems to speak to that)?

It might end up like Sims 4 where you can download other players' creations from within the game (Sims, Houses), but anything that adds assets or changes scripts will have to come from outside sources.
Title: Re: Cities:Skylines
Post by: Solmyr on October 17, 2023, 01:44:09 PM
I did notice sluggishness when watching some Let's Plays (from City Planner Plays and Infrastructurist). And lack of Steam Workshop is just mind-boggling. Think I'll cancel my preorder too and see what happens at release...
Title: Re: Cities:Skylines
Post by: Crazy_Ivan80 on October 17, 2023, 02:14:01 PM
haven't even preordered. I'll wait a good while and then buy it, maybe. Assuming I want to do some citybuilding.
Or I could install SC4 again.
Title: Re: Cities:Skylines
Post by: Solmyr on October 20, 2023, 12:30:35 PM
Apparently the performance is atrocious. City Planner Plays had problems with stuttering and lag on a monster rig.
Title: Re: Cities:Skylines
Post by: Zanza on October 21, 2023, 03:39:43 AM
Yes, read that as well. I guess I will wait then. Busy with BG3 anyway.
Title: Re: Cities:Skylines
Post by: Syt on October 21, 2023, 04:44:39 AM
The team have posted more info on Paradox mods:

https://forum.paradoxplaza.com/forum/developer-diary/dev-diary-introduction-to-paradox-mods.1602840/

Essentially, it's saying that yes, it will have auto-updates, mod lists, dependencies, and discussions (via link to forum), tags etc., but also versioning, which I feel is kinda crucial for Paradox games (and one of the major downsides of Steam Workshop unless you use workarounds), so you can use an older version of a mod that is compatible with an older patch or another (not updated) mod.
Title: Re: Cities:Skylines
Post by: garbon on October 22, 2023, 02:43:48 AM
https://forum.paradoxplaza.com/forum/threads/performance-problems-the-shocking-truth-is-out.1602860/

All kicking off about game performance.
Title: Re: Cities:Skylines
Post by: Syt on October 22, 2023, 04:39:44 AM
FWIW, City Planner Plays has done some benchmarking on various setups and trying to check what settings deliver acceptable results.

Title: Re: Cities:Skylines
Post by: Josquius on October 22, 2023, 10:46:10 AM
Skylines 1 is already horrid enough on resources so I dread to imagine.
Title: Re: Cities:Skylines
Post by: Solmyr on October 22, 2023, 03:54:12 PM
Cancelled my preorder too. This is looking like a somewhat disastrous launch. Having visually beautiful, big cities is a major selling point for games like these.
Title: Re: Cities:Skylines
Post by: Syt on October 24, 2023, 01:09:57 AM
Thought about canceling, but I'm sticking with it for now. CPP's spreadsheet makes me think I should be have at least 30-40 FPS on high settings at 1080p? https://docs.google.com/spreadsheets/d/1JIUokAXWOvHYsVZzJv7Skju5oKgm0-r4/edit#gid=2109873614

Preload was available yesterday (53 or so GB), and I will sure give it a spin tonight to see how bad it is.

One thing that seems baffling is that bicycles are absent from the game at launch - slightly weird omission for a game that has (or had?) a strong traffic management focus, and the waffling by CO when asked about it also doesn't help. They initially said it's not on their roadmap, but later "clarified"(?) that yes, bikes will be coming, but not in the immediate future.

Also noted comments about the more realistic aesthetic of the game. CS1 was surely fairly whimsical in its design - generally very colorful, but also with donut and hotdog trucks with giant donuts/hotdogs on their roofs, the giant ice cream cones on some commercial buildings etc. Understandable that many mods sought to bring a more "grounded" look to the game. Looking at the screenshots now it feels like they've been maybe overcorrecting a bit much? :P
Title: Re: Cities:Skylines
Post by: garbon on October 24, 2023, 06:43:46 AM
I wish they hadn't wasted resources on the zoom in look of the cims. Their clarification was it was the graphic models that has prevented them from having bikes already.

Also feels like a failure if you have to consult someone's Google doc to see if you'll be able to run it...
Title: Re: Cities:Skylines
Post by: Crazy_Ivan80 on October 24, 2023, 12:17:04 PM
29% on steam currently...
yikes
Title: Re: Cities:Skylines
Post by: Sheilbh on October 24, 2023, 12:20:51 PM
Also on Steam they've posted this which doesn't seem great:
QuoteTips: Our Guide to Optimize Performance

:weep: :(
Title: Re: Cities:Skylines
Post by: Syt on October 24, 2023, 02:25:40 PM
So, quick feedback.

In 2160p the menu is sluggish for me. On high settings the game interface becomes stuttery, and while on medium performance is tolerable (at least when starting a new city), the pop in when zooming in/out is quite notable.

in 1080p on high it's running fairly fluid for me, but obviously things look a bit blurry/murky on my 32" 4k screen (first world problems). Might change when city grows larger.

Takes some getting used to that I have to connect pipes to roads, not buildings. "Why can't I connect sewage to the sewage pump???" .... "Oh." Public buildings are huge. My 65 person village unlocked the cemetery. Which is about half the size of my settlement. And has room for 5000 "residents." :lol:

This is on an i9-10900X CPU @3.7 GHz, 32 GB RAM, RTX 3080 gfx card.

I feel my eyes hurt a bit now, though.
Title: Re: Cities:Skylines
Post by: Syt on October 25, 2023, 12:32:33 AM
I will say C:S2's performance is better than C:S1's in one respect - I re-installed C:S1, just vanilla (but with all DLC content) on the weekend and noticed that the in game radio would stutter every few seconds. It was incredibly annoying. C:S2 doesn't seem to suffer from that issue for me. :P
Title: Re: Cities:Skylines
Post by: Zanza on October 25, 2023, 12:12:39 PM
This will not run on my machine, so I guess I will wait until I either get a stronger rig or they bump performance a lot.
Title: Re: Cities:Skylines
Post by: garbon on October 26, 2023, 05:29:52 AM
Just saw someone post this on p'dox forum.

QuoteI saw a restaurant in my city. I zoomed in and was reading the menu on the window with my 1070 ti. Most of my three hours with the game so far has just been looking at all of these new assets. They are quite detailed imo.

Is that true? Feels like and odd choice given that even their life simulator (Life By You) doesn't appear to be going for that level of detail.
Title: Re: Cities:Skylines
Post by: Josquius on October 26, 2023, 05:41:53 AM
I so hate the thought of updating my computer, though realistically my processor and motherboard are approaching a decade now.
It just feels so wasteful.
But...I'll want to play this someday.
Title: Re: Cities:Skylines
Post by: jimmy olsen on October 27, 2023, 01:19:04 AM
Quote from: garbon on October 26, 2023, 05:29:52 AMJust saw someone post this on p'dox forum.

QuoteI saw a restaurant in my city. I zoomed in and was reading the menu on the window with my 1070 ti. Most of my three hours with the game so far has just been looking at all of these new assets. They are quite detailed imo.

Is that true? Feels like and odd choice given that even their life simulator (Life By You) doesn't appear to be going for that level of detail.
https://twitter.com/tombomp/status/1717641500891238536?t=soWZNsAilED0upnRlDw_xg&s=19
Quoteapparently one of cities skylines 2's many performance issues is that it uses high poly models for each of the thousands of people walking around your city. including their individual teeth
Title: Re: Cities:Skylines
Post by: Crazy_Ivan80 on October 27, 2023, 03:40:30 AM
Seems like a case of too much detail. It's not dwarffortress
Title: Re: Cities:Skylines
Post by: Solmyr on October 27, 2023, 03:49:07 AM
And somehow, those people still look terrible up close.
Title: Re: Cities:Skylines
Post by: Solmyr on October 27, 2023, 09:08:08 AM
So apparently the simulation part is... not actually entirely there: https://forum.paradoxplaza.com/forum/threads/im-export-bug-hints-symptoms-and-causes-all-resource-management-in-the-game-is-a-deception.1604434/
Title: Re: Cities:Skylines
Post by: garbon on October 27, 2023, 09:16:46 AM
Dev update was um yeah this is one of our many bugs and here are a few things we looked at but need to look at it more.
Title: Re: Cities:Skylines
Post by: FunkMonk on October 27, 2023, 09:52:44 AM
Sounds like a great game that was certainly ready to have a public release
Title: Re: Cities:Skylines
Post by: HVC on October 27, 2023, 10:52:22 AM
Quote from: FunkMonk on October 27, 2023, 09:52:44 AMSounds like a great game that was certainly ready to have a public release

Paradox would never do something like that.


:P
Title: Re: Cities:Skylines
Post by: Jacob on October 27, 2023, 01:55:49 PM
Game dev is such fun  :lol:
Title: Re: Cities:Skylines
Post by: Syt on October 27, 2023, 02:27:09 PM
Quote from: Jacob on October 27, 2023, 01:55:49 PMGame dev is such fun  :lol:

Sitting on the other side of the equation for the past few years, having to manage user expectations, struggling against deadlines, wrangling external teams to deliver something that fits our requirements, and seeing all the things that could be improved in the product if only you had the time in money, I have become a lot more sympathetic to the developers/producers point of view. -_-
Title: Re: Cities:Skylines
Post by: Sheilbh on October 27, 2023, 02:29:57 PM
Quote from: Syt on October 27, 2023, 02:27:09 PMSitting on the other side of the equation for the past few years, having to manage user expectations, struggling against deadlines, wrangling external teams to deliver something that fits our requirements, and seeing all the things that could be improved in the product if only you had the time in money, I have become a lot more sympathetic to the developers/producers point of view. -_-
I had a hospital check-up last week and I'd had an email about some new data system the hospital have got. I dutifully filled in my details.

But then most of the check-up was spent with the consultant doing data entry and moaning heavily about the system :lol:

I am sure in the long run it will be very good and a lot better than the ancient looking system they used to use but... yeah.
Title: Re: Cities:Skylines
Post by: Jacob on October 27, 2023, 06:06:12 PM
Quote from: Syt on October 27, 2023, 02:27:09 PMSitting on the other side of the equation for the past few years, having to manage user expectations, struggling against deadlines, wrangling external teams to deliver something that fits our requirements, and seeing all the things that could be improved in the product if only you had the time in money, I have become a lot more sympathetic to the developers/producers point of view. -_-

:hug:

... I didn't realize you've become involved in game dev. What's the story?
Title: Re: Cities:Skylines
Post by: Syt on October 28, 2023, 01:03:41 AM
Not game dev but product manager for our company's backend software for managing the franchise network data, reporting etc.   Kinda stumbled into that because they needed someone with strong knowledge of our business processes for the project. :P
Title: Re: Cities:Skylines
Post by: Jacob on October 28, 2023, 01:59:18 AM
Quote from: Syt on October 28, 2023, 01:03:41 AMNot game dev but product manager for our company's backend software for managing the franchise network data, reporting etc.   Kinda stumbled into that because they needed someone with strong knowledge of our business processes for the project. :P

Good times, I'm sure :hug:
Title: Re: Cities:Skylines
Post by: Syt on February 08, 2024, 01:26:43 AM
So, C:S2 seems to be in stormy waters.

Recently the devs said that they'll stop their "Word of the Week" posts and that future bug fixes will be deployed with "milestone releases" (= DLC). This, of course, went over not very well, with several major issues still to be addressed (e.g. a land values that spiral out of proportion making making housing difficult to attain for Cims - though maybe intended commentary on the housing market :P ). Then this week the "Word of the Week" returned with this intro:

QuoteLast Monday I said we would be taking a break from these weekly posts due to the lack of concrete news and that we would come back when there's something to share regarding updates to the game. On Tuesday I received a call from Sweden. It seems there was an overwhelming amount of feedback from you wanting to hear from us developers weekly. Thank you for all the lovely messages, we really appreciate it!

The last sentence seems more than a tad sarcastic (previously the company had said that they were reconsidering their communications with the community, because while they feel that criticism is warranted and welcome there's too much toxicity/personal attacks directed at the devs).

Several big C:S YouTubers meanwhile have said they will scale back their C:S2 content because there's too many critical issues/bugs to have enjoyable (and long lasting) games.
Title: Re: Cities:Skylines
Post by: Solmyr on February 08, 2024, 06:24:54 AM
It's kinda amazing how they managed to fuck this up.
Title: Re: Cities:Skylines
Post by: Syt on March 27, 2024, 01:42:19 AM
I've not tried since launch, but with the new patch out I thought I'd give it a quick whirl. Well, performance isn't near as bad as it was at release. But I only built like a little basic settlement and didn't expand much. Also not much drawn to city builders at the moment, but eventually this might be good, actually?
Title: Re: Cities:Skylines
Post by: Syt on April 18, 2024, 08:59:57 AM
Received a newsletter:

QuoteDear Cities fans,

We see and understand the disappointment many of you have expressed after the release of Cities: Skylines II and the recent release of Beach Properties. We asked for your patience and support, and you've shown those. In return, we let you down. We thought we could make up for the shortcomings of the game in a timeframe that was unrealistic, and rushed out a DLC that should not have been published in its current form. For all this, we are truly sorry. When we've made statements like this one before, it's included a pledge to keep making improvements, and while we are working on these updates, they haven't happened at a speed or magnitude that is acceptable, and it pains us that we've now lost the trust of many of you. We want to do better.

The very first thing we're doing is to compensate those who purchased Beach Properties. We will change the pack to be a free addition to the game, refund it to the extent possible, and provide additional content within the Ultimate Edition. Unfortunately, it will not be possible to offer refunds for Ultimate Edition buyers. This is due to the distribution of the Ultimate Edition across digital and physical storefronts, which create significant complexities for executing a partial refund. We realize that this is far from ideal, especially given the dedication those who have stayed with us since launch have shown. We are committed to repaying that loyalty, and therefore, we will compensate Ultimate Edition holders by adding 3 Creator Packs and 3 Radio Stations which, together, sum up to a value of USD 39.99. This solution hopefully ensures that you, regardless of purchase method, feel you receive fair compensation.

Looking ahead, we also want to make immediate and meaningful changes in the way we approach the game's development and our communication with you. Firstly, this means a complete focus on improving the base game and modding tools, and secondly, we want to better involve you, the community, as we choose our priorities going forward. We will focus on additional free patches and game updates in the coming months before Colossal Order spends time on new paid content, resulting in a move of the Bridges and Ports Expansion to 2025. In addition, the aforementioned Creator Packs are being produced independently, and will not take any focus away from the work on improving the game. To make sure we focus on the right things, we're putting together an advisory meeting, where a small group of player representatives, together with Colossal Order and Paradox Interactive, will discuss the development plan for this year. The people in this group are chosen for the size of their following within the community to represent as many people as possible. The teams from Colossal Order and Paradox Interactive will provide them with full transparency and answer any questions and critiques voiced. Our hope is that together with you, our community, we can make sure that we do not repeat the same mistakes we have made in the past and bring this game into a bright future.

We also want to address the pending Console release. As you know, our plan was to release in Spring of this year. We have been hesitant to communicate an actual release window because of the uncertainty we are facing, and to not make further promises we might not be able to keep. We have been struggling to get Cities: Skylines II to the necessary level of optimization for a console release, but are now hopeful that an upcoming build delivery in April will demonstrate sufficient progress for us to progress with a release candidate, and then a release build targeted for October. Before we have seen and evaluated the progress made in these builds however, we will not be able to confirm the release date, and even then, some uncertainty always remains. Our ambition is to deliver the experience that you all deserved at launch, but it will take time. It's important to note that the team working on the console release operates separately from our PC development team, so it will be progressing without splitting our focus or time. In closing, we want to reaffirm our dedication to making Cities: Skylines II the best city builder it can be. We appreciate your support and feedback, and hope we can regain your trust going forward. It's our responsibility to earn it, and we hope these actions are a first step in the right direction. We are deeply grateful for your continued passion for our game. Please stay tuned for further updates on the game and the refund process, and thank you for being a part of our community.

Sincerely,
Mariina Hallikainen, CEO, Colossal Order
Mattias Lilja, Deputy CEO, Paradox Interactive

And a link to the "The Way Forward" FAQ: https://forum.paradoxplaza.com/forum/threads/faq-the-way-forward.1663862

Title: Re: Cities:Skylines
Post by: garbon on April 18, 2024, 09:04:08 AM
Paradox must have finally decided they were not amused.