It's really improved. By improved I mean essentially ripping the base UI straight from SimCity 2013. I'm not complaining though.
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No problem with this. Sim City's UI was one of the few things that game got right.
It's really improved. By improved I mean essentially ripping the base UI straight from SimCity 2013. I'm not complaining though.
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My main problem with statistical simulation is how lifeless it can feel. I don't know, maybe it's possible today for statistical simulation to emulate the better aspects of agent simulation.
give new vid or image pl0x ༼ つ ◕_◕ ༽つ
Except CSL is going to be multicore but even then CO decided to soft upper limit was gonna be ~1 mil population and 9 tiles (36km^2). You can mod it beyond that at your own risk, but who knows.On the one hand, sure. On the other hand, SimCity 2013's agent-based simulation could hardly be called realistic, and in many ways felt less lifelike than previous games. Take, for example, the fire trucks that would drive around in circles past the fire they were supposed to put out. Or the commuting example where workers returning home had no set residences, so they'd pull into the next closest driveway, meaning a bunch of cars on a small, house-lined road would pull into one empty driveway after another, like falling dominoes.
A true agent-based simulation would be the most accurate and the most likely to generate spontaneous, lifelike behavior. But if Maxis's attempt was any indication, that kind of thing is still out of reach of the computers SimCity was targeting. Granted, those were single-core and dual-core systems.
I think one of the many things they got wrong with SimCity 2013 was the fact they took the agent simulation too far.
They had this glassbox engine, and well, you know what they say: when you have a hammer, everything looks like a nail.
Agent based electricity? Water? Turds?
The game was fun to begin with, but as soon as you realised that it didn't scale and was broken and even cheating in many ways, the fun just deflated really quickly.
It looks to me like C:S might have the best of both worlds. No, it won't be perfect, and it will have its own limitations and problems. I am hopeful, however, that it will be fun for longer than SC 2013 was.
http://i.imgur.com/jPguoKK.jpg[//img][/QUOTE]
Thanks man. Saw that over at reddit :)
ed: oh, here is another one -
[IMG]http://cdn.pcgamesn.com/sites/default/files/cities%20skylines%2002.png
By the way, here are the interviews that Skye Storme did with John Rickne (@TotalyMoo)
Cities: Skylines - Meet The Team ► John Rickne Interview ◀ Part 1 - [20:51]
Cities: Skylines - Meet the Team ► John Rickne Interview ◀ Part 2 - [16:17]
The aliasing bothers me. Will there be FXAA support? How about borderless windowed?
It uses Unity so it should have MSAA. This image for example:
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Yea, that's been one thing I noticed as well. Especially since they all seem to have this same hazy blue look to them.Can't wait for this game, preordered it on Nuuvem. The only thing bothering me is the small number of different building structures. You can see almost in every shot 3-4 building of the same type right next to each other. That kinda breaks the immersion. :\
Yea, that's been one thing I noticed as well. Especially since they all seem to have this same hazy blue look to them.
Not a deal breaker, but I'll be looking forward to mods.
North Theme:
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Sunny Theme:
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Tropic Theme:
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Also since it's Unity it'll do Fullscreen however your OS handles Fullscreen with Unity. On OS X I'm happy to know it'll put the game in its own fullscreen space like I want it to. As long as it doesn't take over my whole machine in case I have to force quit it I'm happy.The aliasing bothers me. Will there be FXAA support? How about borderless windowed?
Please don't turn into dependency hell like SC4 did.Q&A session on modding happening this Wednesday at /r/CitiesSkylines/.
Even though different buildings will come with those mods, u can select different themes, which changes the appearance and atmosphere of ur city.
Please don't turn into dependency hell like SC4 did.
Also are there any videos of people playing into the late game? That's what I'm concerned about. And not CO/Paradox loading a late game save, I mean someone playing into the hundreds of thousands population.
It uses Unity so it should have MSAA. This image for example:
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Can't wait for this game, preordered it on Nuuvem. The only thing bothering me is the small number of different building structures. You can see almost in every shot 3-4 building of the same type right next to each other. That kinda breaks the immersion. :\
I do agree that there isn't enough variety. Thankfully, they are being fully supportive of the modding community, especially with Steam Workshop integration. I'm sure we'll see multiple building "packs" in the near future.
Also, another good thing about them supporting modding is that they won't be able to get away with selling building packs like Maxis/EA does. There's no reason to pay for things like that since there will be free mods that will add similar things. Hopefully any expansions that get released will be functional additions.
How soon/fast can we expect to see mods?
Seems like there is a lot dependent on mods.
I'm no tech expert, but wouldn't DX12 be a huge thing for city/simulation games?
Yeah, it would be a huge boon. I'd look for it to be an option if Paradox ever makes a Cities Skylines 2, or maybe even in an expansion if it's even possible. It;'s certainly not possible for this release though.
Yeah, in a weird way it dampens my enthusiasm for the game knowing that DX12 is right around the corner. Will still pick it up.
How many developers have access to DX12 right now? You're looking at two plus years for any city sim to come with native DX12 support.
How many developers have access to DX12 right now? You're looking at two plus years for any city sim to come with native DX12 support.
The aliasing bothers me. Will there be FXAA support? How about borderless windowed?
It uses Unity so it should have MSAA. This image for example:
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I still can't fathom why Maxis designed glassbox as a single core simulation, it still astounds me to this day. Just very bad and narrow minded design decisions from the very outset.
I may be wrong, but I was under the impression that the big engine makers were planning to implement it pretty quickly. Don't know about Unity, but I thought Unreal was already pledging support quickly after release.
Yeah, I realize that, and I'm still excited for the game. I dunno, kind of weird knowing there's potentially huge game changer on the horizon. I feel like I won't get as invested in the game knowing that its sequel or a competitor will be vastly superior. And it's not like the usual upgraded graphics or better resolution that come with technological advancements, but something that would fundamentally make the game so much better.
It's still some time until it'll be implemented; Epic is working on it (Unity probably won't get there as fast) and it's still only slated for this fall and has been in development for a few months now: https://trello.com/c/BQFZD0pl/204-dx12-support . DX12 simply isn't quite ready yet and developers will need some additional time until it's any use.I may be wrong, but I was under the impression that the big engine makers were planning to implement it pretty quickly. Don't know about Unity, but I thought Unreal was already pledging support quickly after release.
The SC4 modding community is one of the biggest ego trains you can think of. Modder makes a thing (let's say a bench, for example) and people love it, it's a great prop, some of them want to use it in their custom plots. Okay sure. The problem (and the issue at the time) is that SC4 came out before broadband was that widespread.What does this mean? While I have played a decent amount of SC4 but maybe not really that "deeply", I'd like to know what this is.
The SC4 modding community is one of the biggest ego trains you can think of. Modder makes a thing (let's say a bench, for example) and people love it, it's a great prop, some of them want to use it in their custom plots. Okay sure. The problem (and the issue at the time) is that SC4 came out before broadband was that widespread.
So how do they go about the issue? You download my mod but you also need that guy's mod (it's probably just a collection of props, etc. rather than plots/lots/ploppables) to have that bench show up. But the same guy using that bench also makes, say, a neat grass texture, and everyone wants to use it.
Well, you can use it, but you can't include it (because egos get in the way, you have to download MY files to use it with HIS mod, also filespace at the time). This just gets out of hand because somewhere down the line you don't actually want to download any of these earlier mods, but they use resources from them, and they aren't bundled together because MY EGO and IMPOSED FILESIZE RESTRICTIONS turn into the current MO.
So now you have this stupid cascade of dependencies you need to download and - we go back the ego train of this modding community - someone has a bad day/conversation/someone shits in their cereal, and they pull all their mods off the internet. Well guess what, you're fucked if you wanted to download those sweet mods you heard about, because now you're just gonna get a bunch of red question marks all over the place.
It actually gets stupider and stupider the more you learn about it and I hope to god that CO has some way to enforce the mod community it so the people at SimTropolis/SC4Devotion/whatever else don't turn the modding community into some sickening stupid garbage pile of nested dependencies like they did with SC4 and you end up spending more time downloading things from the Steam Workshop (or finding out someone pulled them and you just missed it) than playing the game.
I was in the Counter Strike modding community for a while around the same time (2003-2006/7 or so) and unlike that it was a matter of "well if you don't want people to use your shit, don't release it publicly. And if so, what are you doing?" It was ego/personality driven as well but mostly among peers, not as bad; they didn't mind if you used their shit as long as you gave credit.Yes, adding mods to SC4 can be a nightmarish endeavor. I have about a dozen mods on mine and I simply leave it at that now. At one point I attempted to add more mods and it quickly spiraled into a never ending other mod detective chase due to dependencies.
You bring up an excellent point.
It actually gets stupider and stupider the more you learn about it and I hope to god that CO has some way to enforce the mod community it so the people at SimTropolis/SC4Devotion/whatever else don't turn the modding community into some sickening stupid garbage pile of nested dependencies like they did with SC4 and you end up spending more time downloading things from the Steam Workshop (or finding out someone pulled them and you just missed it) than playing the game.
Dependency spirals have becoming something of a tradition, despite the fact the SC4 modding community still exists to this day. The thing is it needs to be stamped out. It's a stupid practice that has no use anymore except to inflate people's egos. If you use someone's content, it should just be as simple as giving them credit for it. If you don't want to being distributed in such a manner then don't, and either stop modding or only giving it out to people privately.I'm kinda hoping that Steam Workshop integration will help circumnavigate those types of issues. Workshop makes applying mods as easy as it can possibly be. Sadly, there is a size restriction, so bigger mods will have to be loaded manually or with an external mod manager, but the idea of dependencies should be a minimal issue with Workshop.
The SC4 modding community is one of the biggest ego trains you can think of. Modder makes a thing (let's say a bench, for example) and people love it, it's a great prop, some of them want to use it in their custom plots. Okay sure. The problem (and the issue at the time) is that SC4 came out before broadband was that widespread.
So how do they go about the issue? You download my mod but you also need that guy's mod (it's probably just a collection of props, etc. rather than plots/lots/ploppables) to have that bench show up. But the same guy using that bench also makes, say, a neat grass texture, and everyone wants to use it.
Well, you can use it, but you can't include it (because egos get in the way, you have to download MY files to use it with HIS mod, also filespace at the time). This just gets out of hand because somewhere down the line you don't actually want to download any of these earlier mods, but they use resources from them, and they aren't bundled together because MY EGO and IMPOSED FILESIZE RESTRICTIONS turn into the current MO.
So now you have this stupid cascade of dependencies you need to download and - we go back the ego train of this modding community - someone has a bad day/conversation/someone shits in their cereal, and they pull all their mods off the internet. Well guess what, you're fucked if you wanted to download those sweet mods you heard about, because now you're just gonna get a bunch of red question marks all over the place.
It actually gets stupider and stupider the more you learn about it and I hope to god that CO has some way to enforce the mod community it so the people at SimTropolis/SC4Devotion/whatever else don't turn the modding community into some sickening stupid garbage pile of nested dependencies like they did with SC4 and you end up spending more time downloading things from the Steam Workshop (or finding out someone pulled them and you just missed it) than playing the game.
Is there really any enforcing element on Steam Workshop, especially for each game? Cause I could probably just upload a plain .txt file up and if I don't get caught it could stay there forever. The same, if there's no real overseer, is you can just end up with the stupid dependency system all over again.Steam workshop support goes a long way in mod support, since the mods would have to work by itself without needing additional downloads.
Traditional full screen mode takes over the entire computer. Directs all available resources to the game and locks you from access to the OS itself. While it has its benefits, when the game hangs, you ain't getting back into your computer until you shut it down forcibly.What the reason for borderless windowed??
Is there really any enforcing element on Steam Workshop, especially for each game? Cause I could probably just upload a plain .txt file up and if I don't get caught it could stay there forever. The same, if there's no real overseer, is you can just end up with the stupid dependency system all over again.
There are large 'overhaul' style mods in like Rome 2 that have to be split up because of the filesize (it's a big enough mod to be split into 6-7 pieces). Not sure it's headed in that direction but I am actually dreading the SC4 mod community getting their hooks into it and forcing it to be the norm. (or at least trying)Steam workshop integrated games generally are designed to make sure the content works as a single package. If it is missing stuff, it should not work properly, or at all. It then depends on the community to root out non working mods and downvote them. So far I don't think dependencies are a thing in any of the Steam workshop enabled games I own. If there is, I would like to know.