Sim City 4 Devotion Forums

Other City-Building Games => Cities: Skylines => Topic started by: threestooges on March 04, 2015, 08:37:00 PM

Title: Official Paradox Interactive - Cities: Skylines Discussion
Post by: threestooges on March 04, 2015, 08:37:00 PM
There's been some renewed buzz in the game now that it's release is approaching (March 10). I was fortunate to get in contact with the Cities: Skylines Community Manager, Jonathan (aka azurespecter), whose been with us here at SC4D since back in 2012 as a fan of SC4 itself.

What with all the discussion about the new game going on, why not get answers straight from the horse's mouth?

Care to introduce yourself to the crowd, Jonathan?
-Matt
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: azurespecter on March 04, 2015, 08:47:26 PM
Hello SC4Devotion!

I really just wanted to make sure you all knew that Paradox and Colossal Order knows how valuable you all are to the city-building genre. Your work, and your feedback, aren't being ignored =)

So whether you've been following Cities: Skylines, or just barely heard about it, feel free to ask questions and give feedback! You can also find more information on our Paradox forum here: http://forum.paradoxplaza.com/forum/forumdisplay.php?859-Cities-Skylines

And our FAQ is a great starter place too: http://forum.paradoxplaza.com/forum/showthread.php?836421-FAQ-Guide

That being said, we just released a lot of early access to some popular streamers. If you've had a chance to see them, may I ask what you've thought about the game so far? Three things you liked and three things you didn't like? Comparisons to NAM? haha
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Tropod on March 05, 2015, 06:04:45 AM
Welcome to SC4Devotion Jonathan  :thumbsup:.

I've had a brief read of the FAQ & I must say I'm impressed. I don't have time for comparisons, due to lack of knowing all of CSL, but one thing that stuck out though that has my curiousity/concern.....

Outside Connections, specifically in relation to Networks;
From FAQ;
Quote
"The outside world is there to help find a balance for your city. The most optimal situation would be to produce only enough for your city, but when you are trying to find this balance between different zones, instead of the city filling up with goods they just are sold outside for smaller profits to help keep the game going. There is only one city in the game world an that is yours (you can have different saves but the cities are not connected) so the outside world is just the big unknown that will send tourists to your city, sell you what you need and accept goods endlessly. The focus of Cities: Skylines is your very own city so you don't have to worry about any other ones!" - Co_Karoliina (Link)

If this is the case, how is this managed specifically for commuters? For example; from one city to another, is traffic flow/count continuous from one city to another? ie I play one city, X-commuters leave city A & travel to city B. I then play city B & commuters can be seen/contribute commuting from city A to work or to city C.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: joshua43214 on March 05, 2015, 07:53:03 AM
... Comparisons to NAM? haha

/sigh

I almost wish you had not asked this question.
To be honest, I would call it amateurish, I will not even grace the description by calling it cartoonish. Even the vanilla SC4 looks far better. The road textures are boring and drab, the road props are boring and repetitive, the road ramps/junctions are nothing short of horrid. Even the default Maxis highway did not threaten to spill drivers over the edge of a ramp. The NAM philosophy is function before form, and even with that philosophy, it looks 100's of times better.

The space between buildings is empty, boring , and drab.

The level of detail is terrible (I know this is a limitation of 3D, the failure here is to make a game that works better on computers in the future - ie. no vision for the future).

If mod-management is only through Steam, then deal breaker. Hopefully mod-management can be done directly on the game folders with out the need to involve Steam (like the Skyrim mods).

No in-game terraforming for ramps/overpasses or other interesting features = deal breaker. This is one of the most asked for features and the topic gets side-stepped every time.

I know, I know, I am supposed to come in and say it is amazing and fantastic, and you all are the best thing to city builders since whatever. Plenty of people are already singing your praise, and you can choose to listen to that if you like (other great folks like Napoleon did). Making a better game than SC 2013 is not interesting to anyone here. I know the SC4Devotion community is relatively small, but hopefully you will consider that there has been nearly 20 million downloads from the LEX (all reviewed and vetted by a human for quality). Wouldn't it be nice if CS was worthy of the same?

I love the idea of moving buildings - this is a great idea.
Thank you for making the city size editable (is this really true or a rumor?)
Thank you for no DRM.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: xannepan on March 05, 2015, 02:02:05 PM
joshua43214 I disagree with almost everything in previous post :D

I absolutely love how this game looks!

(http://i.imgur.com/A5ietgp.png)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: epicblunder on March 05, 2015, 03:18:03 PM
Just noticed this nugget in the info page:

Quote
The map editor also allows the importing of heightmaps. The grayscale PNG files (preferably 16-bit for more accurate terrain formations) can be created in an image editing software (or in one of the terrain generation software) and saved into the correct folder within the game folder from where they can be accessed in the editor. While heightmaps offer unparalleled realism compared to purely manual terrain editing, they usually require editing in the map editor as well to achieve the playable quality a game map (compared to real life map) requires.

For those of you not familiar with our sc4 mapping process, 16-bit png is the end result of satellite DEM that we use to make maps in sc4.  This means it will be possible to make real world maps in C:SL using the same process (satellite DEM > geoTIFF > PNG > import)

I won't be getting this game for awhile, but when i do, this will be awesome.  Thank you so much for this feature.


... Comparisons to NAM? haha

/sigh

I almost wish you had not asked this question.
To be honest, I would call it amateurish...

I don't know how you think you sound here, but to be honest it comes off sounding conceitedly dickish.  When someone asks for feedback, please don't /sigh at them.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: joshua43214 on March 05, 2015, 03:40:25 PM
joshua43214 I disagree with almost everything in previous post :D

I absolutely love how this game looks!


lol, if you say so...

I'm trying to imagine the Pont Notre Dame connecting to those bland road textures, or the Amsterdam Grande Central Station, or maybe the Dulles Airport...

@ epicblunder
Sorry if it sounded bad, I was more sighing at myself than them.

I contend this is not a feedback fishing expedition.
This is an advertising expedition.
The time for feedback was over a year ago. There is absolutely nothing that will be said here that has any chance of being implemented at release.
He asked for "feedback" and pointed us to YouTube.

What one learns from YouTube:
(http://i179.photobucket.com/albums/w298/joshua43214/Clipboard01_1.jpg)

I stand by my words. Amateurish, bland, too repetitive, and drab.


EDIT: Forgot to give credit to The Sim Supply

Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Bipin on March 05, 2015, 04:01:41 PM
Hence, mods.

I've had ample time to scrutinize this game since its infancy. I'm not sure what I am and am not allowed to say, but let me assure you that I've been fortunate enough to witness and work with more details of this game, first hand, than the vast majority of people have. I think you folks can catch my drift here...  :thumbsup: I can say with great confidence (something absent from my responses to previous games hoping to surmount SC4) that the level of modding which has been added to this game is unreal. Virtually every relevant aspect imaginable is either currently moddable or will be in the future. Just think; SC4 started out with a decent amount of modding with the Rush Hour expansion pack. This alone propagated the growth of SC4 and made it into what we see today. That was just officially supported modding. Look how far we have come by altering the game on our own terms. Now take a look at Cities: Skylines. This game has an unprecedented amount of officially supported modding. It'd be futile to worry about changing mere road textures.

We've already got a head start with the current amount of modding. Taking into consideration CO/Paradox's excellent communication with the community, coupled with future modding abilities; officially and I imagine unofficially supported ones too, we've got nothing to worry about.  :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 05, 2015, 04:14:16 PM
...I'm trying to imagine the Pont Notre Dame connecting to those bland road textures, or the Amsterdam Grande Central Station, or maybe the Dulles Airport......

I'm pretty certain I read a post somewhere that stated that it was up to us how the road textures would end up looking like ... that they were concentrating on making sure everything functioned correctly when released.

EDIT:  http://community.simtropolis.com/topic/65942-simtropolis-qa-about-cities-skylines-with-paradox-interactive/

Quote
2) Colossal Order is leaving road texture variety up to the community. We've aimed to make it an easy task for you though.

But its going to be a while before I can see for myself either way, my current PC is great for SC4 and Banished, etc, but I was never able to play CIM2 on it.

-catty
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: threestooges on March 05, 2015, 06:52:16 PM
There is no call in this thread, nor in any thread here on SC4D to post solely approving comments. The only thing we require is that any negatives are presented in a constructive way.

Yeah, the textures may look a bit bland on the road, but a: go look at Vanilla SC4 and b: given that this game appears to have a decent modding suite out of the gates, do what this community has done for years when given the chance: make your own set. The NAM is a project several years and dozens of individuals in the making, if this game follows suit, just think what can be made.
-Matt
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: azurespecter on March 05, 2015, 08:28:16 PM
Welcome to SC4Devotion Jonathan  :thumbsup:.

I've had a brief read of the FAQ & I must say I'm impressed. I don't have time for comparisons, due to lack of knowing all of CSL, but one thing that stuck out though that has my curiousity/concern.....

If this is the case, how is this managed specifically for commuters? For example; from one city to another, is traffic flow/count continuous from one city to another? ie I play one city, X-commuters leave city A & travel to city B. I then play city B & commuters can be seen/contribute commuting from city A to work or to city C.

Glad you're liking what you see!

For your question, Cities: Skylines doesn't have any kind of intercity commuting. Although regions is an awesome feature in SC4 (and is highly discussed as being a possible feature down the road for Cities: Skylines), for the initial launch of Cities: Skylines we wanted to focus on you being able to build 1 amazing city. So you'll have tourists, freight trains, and cargo come to your city from the connections, but they aren't actually from another city. Hope that makes sense =)

The NAM philosophy is function before form, and even with that philosophy, it looks 100's of times better.

The space between buildings is empty, boring , and drab.

The level of detail is terrible (I know this is a limitation of 3D, the failure here is to make a game that works better on computers in the future - ie. no vision for the future).

If mod-management is only through Steam, then deal breaker. Hopefully mod-management can be done directly on the game folders with out the need to involve Steam (like the Skyrim mods).

No in-game terraforming for ramps/overpasses or other interesting features = deal breaker. This is one of the most asked for features and the topic gets side-stepped every time.

Thank you for making the city size editable (is this really true or a rumor?)

I appreciate candor, actually =) Paradox isn't your run of the mill community management, and I hope to convince you of that someday. Let me put forth some brief answers first.

1) Function before form. Colossal Order agrees! You may look at the roads and say "these have nowhere near the quality or variety found in the NAM" and be exactly right. But take into account how long the NAM took to build. Think about the fixes that the NAM had to address in the base game.

Cities: Skylines aims to create a functioning game, and then build from there. Our highways may look drab right now, but they work. The simulation of traffic is astounding! Every car, every pedestrian, every cargo truck, they have great pathfinding and it all works. Not perfectly, but pretty damn well, and it's only going to get better.

2) Space between buildings can easily be fixed with our beautification tool. You can plop decorations (assets) anywhere. Or attach them to building lots in the Lot Editor. Or make your own custom parks with pedestrian pathing.

3) I can't fault you for your want of super detailed buildings. Just remember, CO has a very small team that simply can't spend all of their time making tons of super detailed buildings. Things like giving our community members the tools to make custom content are a higher priority.

4) You can still host mods and custom content off of Steam. Steam just makes it easier, in my opinion. I'm sure we'll see plenty on the LEX and STEX and other sites.

5) I'm sorry if that's a deal breaker for you. I could explain our reasoning, but that wouldn't really alleviate the situation. We do give you a pretty powerful map editor though, with never before seen water simulation and physics.

6) Yes, due to our community having such high demand for it (and the hype kind of over exaggerated some miscommunications) CO decided they would make add it into the API to increase map sizes.

I contend this is not a feedback fishing expedition.
This is an advertising expedition.
The time for feedback was over a year ago. There is absolutely nothing that will be said here that has any chance of being implemented at release.
He asked for "feedback" and pointed us to YouTube.

Now, if I may be blunt in responding to your skepticisms and assumptions? (Which I totally understand, I'm a SC4 fan too)

This is where you went wrong ^^ I don't know if you had a chance to read the interview we did with Simtropolis, but pretty much this exact topic came up when Dirktator mentioned how SC4 players had gotten the shaft with post-release support. But I'll give you the same response: Go check out our track record.

We make a great, working game for release. And then we make it better by adding in new features, systems, free content, and yes, some of it will be sold DLC. But this isn't just cosmetics, we upgrade and adapt based on player feedback.

So you're right in one thing. Nothing you say will affect a change in the game before March 10th. That's just true. Hope you can understand why.

But you're completely wrong to believe that we won't be shaping the post-release development and upgrades of Cities: Skylines based on feedback from our players. Once again, I understand the skepticism, but I hope you'll give us a chance to prove our worth =)

Bring it on, friend. Put us to the test before you assume the worst out of us!

We've already got a head start with the current amount of modding. Taking into consideration CO/Paradox's excellent communication with the community, coupled with future modding abilities; officially and I imagine unofficially supported ones too, we've got nothing to worry about.  :)

Thank you for the compliments! And yes, CO has many plans to make modding and creating content even better!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: noahclem on March 06, 2015, 02:01:35 PM
I'd also like to extend a warm welcome Jonathan :)  SC4D isn't the place to find the largest possible audience but if Paradox is making the effort to reach out to the particularly dedicated community of developers, builders, planners, and all-around city-lovers we're home to than it's a credit to their claims of wanting to encourage modding and post-release development. I have to say my knowledge of Skylines is only cursory and I tend towards a wait-and-see approach but my view ever since I heard of the game has been cautiously optimistic. I didn't buy SC4 until 2008 but the discussion surrounding SC13 pointed out to me the very different state of SC4 on release day and that's a nice reminder for me not to be over-pessimistic about new games (though I've yet to buy anything else).

My personal hopes (please take these into account before releasing in a couple days or else  ::) ) are that the game's been engineered for the long-term, able to fully benefit from the addition of custom content and better computing power available 1,3,5, or 10 years down the road.

@joshua43214 - your comments are a powerful statement of the loyalty the game and this site, including the NAM, inspire and that put a smile on my face :)  Companies, even Scandinavian ones, rely on promotion to succeed and I don't think it makes since to fault azurespecter or Paradox for making their case to us (unless you're still waiting on one of the many ideas for an open-source simcity to work out). The community does benefit from making them answer the tough questions though, so thanks for your contribution on that end.  And don't worry, I'm not being compensated for the opinions I offer here ;)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Haljackey on March 07, 2015, 09:24:40 AM
Hi guys,

I've been given early access to Cities Skyline courtesy of Paradox and Simtropolis. Check out my ongoing playthrough here:


Might be interesting to see how a SC4Der is tackling the game.  ;)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CahosRahneVeloza on March 07, 2015, 05:07:21 PM
The nerve of some people on Steam:

http://steamcommunity.com/app/255710/discussions/0/610574394228737276/

Calling the great Haljackey a n00b  :angrymore:

Given the game is brand spankin' new, it's only natural that an SC4 Master will not be at home with it just yet  :angrymore:
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: itsacoaster on March 07, 2015, 05:20:28 PM
Might be interesting to see how a SC4Der is tackling the game.  ;)
Nice that you have taken the true roads enthusiast approach to city-building:  screw the city, it's time for HIGHWAYS!  :D (I joke... I frequently make huge 8-lane freeways before the first person settles in my city.)

I'm sure you'll get those curves down sooner rather than later.  ::) ;D

Anyway, I've been following the development of this game fairly closely for some time.  I've watched some of the developer's videos and I have to say that it's impressive what the developers have been able to do with a tiny staff.  It's really the only city builder outside of SC4 that has caught my eye and said "hey that looks pretty cool!"

Like many here I've been invested in the work of the NAM team to build complex road and highway networks to keep everyone moving smoothly.  I've watched some of the preview videos that have been released in the past few days and I really like the pathfinding etc--like how the citizens prefer to take the main roads and highways if they can.  That will make efficient traffic design paramount--those traffic jams can get nasty!!--and that's a big draw to the game for someone like me.  I also like how you can create your own bus lines.  That's an extra layer of realism that I haven't seen before.  I appreciate this feature because it is at the expense of ease of play, and not many developers seem willing to do that anymore in the age of smartphone games and whatnot.

Regarding the vanilla look of the game, well, my SC4 plugins folder is now 2 GB.  I'm certain others here have much larger plugin folders.  It wasn't until I started using the NAM and later the CAM that I really got a ton of variety in my cities.  I mean it's practically verboten around here to talk about using the vanilla Rush Hour highways with their bad proportions and such.  Yet when I was just starting out with the game, I still enjoyed finally being able to create my own highway networks.  The plugins serve to keep the game fresh many years after the game's release.  If what we've heard about modding capabilities is true, I feel like Skylines could be much the same experience if there's a community dedicated to it.

If Jonathan is going to be answering questions, I have one.  It seems from the videos I've seen from people with a preview copy of the game that people really, really flock to public transit.  There is nothing wrong with that, of course.  But how much flexibility would there be to, say, create an American-style city where public transit is available but the citizens by and large still prefer their own vehicles?
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: wallasey on March 07, 2015, 05:31:59 PM
Hi there Johnathon, thanks for taking the time out to come on here! I think it really does mean a lot that you guys are keen to talk to us.

I've spent most of the day watching dev vids (It's been a nice distraction from coursework!) and looking at the material out there now, it does remind me of the young days of SC4...and a bit of SC3 if I'm honest! It's taken me back (in a good way!!)

There's two things I have wondered...

1) I am a proper Brit, and like things just so. Some people may have spotted my old MDs which where very...very British. I like to replicate what I see around me, so I like my terraced houses, neat suburban semis and the odd gritty tower block here and there. To what extent is it possible that I could do in Skylines what I've liked to have done in SC4 for the last 10 or so years?

2) There's been a lot of talk about modding ect and how it is being encouraged for us to get involved. Is there much "skill" (for wanton of a better expression) required to contribute to the community? I tried Batting in SC4, but never really got the hang of it. I'd like to make my own buildings...to have my cities truly looking like they could have come out of Liverpool or Manchester. Would it be possible to provide more information on how the creation of new buildings will work please? I am almost more interested in this than the game itself!

Thanks again for your time!

Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Haljackey on March 07, 2015, 05:59:49 PM
The nerve of some people on Steam:

http://steamcommunity.com/app/255710/discussions/0/610574394228737276/

Calling the great Haljackey a n00b  :angrymore:

Given the game is brand spankin' new, it's only natural that an SC4 Master will not be at home with it just yet  :angrymore:

Haha thanks for pointing me to this thread!

If you're going to compare me to someone who steams 15+ hours a day for a living, you're goona have a bad time.

Plus, I went into the game blind. I didn't want anything to influence my gameplay, and this is the result. Ran into some snags, especially in the first part, but its to be expected.

I'll have some more parts coming in the next few days. I can only post the stuff at Simtropolis and under a Simtropolis Youtube account due to some rules set up regarding the game's distribution prior to public release.


Edit: Im a n00b when it comes to Steam threads, says "Your account is not allowed to post in Cities: Skylines discussions". Know why? Do I need to buy the game?
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: azurespecter on March 07, 2015, 10:16:36 PM
If Jonathan is going to be answering questions, I have one.  It seems from the videos I've seen from people with a preview copy of the game that people really, really flock to public transit.  There is nothing wrong with that, of course.  But how much flexibility would there be to, say, create an American-style city where public transit is available but the citizens by and large still prefer their own vehicles?

Not being a programmer, or even a modder by any means, I don't know if that's something easily accessible through the API. I do know that we already have a policy that tweaks public transportation rates (Free Public Transportation). So I'm assuming a good modder should be able to do something similar, just with a negative affect. And if there isn't, lets make sure to gather that feedback so CO can open up access to that kind of change!

1) I am a proper Brit, and like things just so. Some people may have spotted my old MDs which where very...very British. I like to replicate what I see around me, so I like my terraced houses, neat suburban semis and the odd gritty tower block here and there. To what extent is it possible that I could do in Skylines what I've liked to have done in SC4 for the last 10 or so years?

2) There's been a lot of talk about modding ect and how it is being encouraged for us to get involved. Is there much "skill" (for wanton of a better expression) required to contribute to the community? I tried Batting in SC4, but never really got the hang of it. I'd like to make my own buildings...to have my cities truly looking like they could have come out of Liverpool or Manchester. Would it be possible to provide more information on how the creation of new buildings will work please? I am almost more interested in this than the game itself!

1) Right now, I'm sure you noticed building variety isn't huge. But it shouldn't take long before we start seeing some great British style buildings being made. Vehicles can be altered, so that'll help. The roads will probably have to wait until CO is able to make a Road Creating Tool or new road content. But on the plus side, you can switch to Left Side Driving with the click of a button!

Oh, and Wall to Wall buildings are going to be implemented right after launch. That and tunnels are first the list. So to really answer your question, it's totally possible, it will just take time for that new content to be made.

2) Don't worry, I failed too! haha. Aside from actually modelling new buildings, there are many ways you can alter or adjust your own lots. For example, you can take a building model and then change all the assets on it. Satellite dishes, hedges, parking places, foliage, and all sorts of little props can all be switched up to make that lot look the way you want! It's also really easy to make minor modifications such as color changing, and adjusting the building parameters. I'd give examples, but I've actually never been to the UK =(
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Tropod on March 07, 2015, 10:47:19 PM

1) Right now, I'm sure you noticed building variety isn't huge. But it shouldn't take long before we start seeing some great British style buildings being made. Vehicles can be altered, so that'll help. The roads will probably have to wait until CO is able to make a Road Creating Tool or new road content. But on the plus side, you can switch to Left Side Driving with the click of a button!


I've posted/asked a question relating to this (& others) here (http://forum.paradoxplaza.com/forum/showthread.php?841264-FAQ-For-Prospective-buyers).

Given there'll be plenty of the player-base out there like myself (ie rarely buy games &/or don't pre-order, live under a rock etc), you guys really need to get out there more & promote all the good stuff with the game. It's gearing up to be awesome, but personally I hadn't really bothered checking it out until the last few days. The FAQ is a great starting place, but it doesn't provide enough FAQ, it's just really basic, you need like a long/detailed list/description of what the game can do. Watching all those videos, even though they're great, is time consuming & doesn't provide the sort of quick snapshot some City Builders like myself are after  :thumbsup:.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: wallasey on March 08, 2015, 05:05:07 AM

1) I am a proper Brit, and like things just so. Some people may have spotted my old MDs which where very...very British. I like to replicate what I see around me, so I like my terraced houses, neat suburban semis and the odd gritty tower block here and there. To what extent is it possible that I could do in Skylines what I've liked to have done in SC4 for the last 10 or so years?

2) There's been a lot of talk about modding ect and how it is being encouraged for us to get involved. Is there much "skill" (for wanton of a better expression) required to contribute to the community? I tried Batting in SC4, but never really got the hang of it. I'd like to make my own buildings...to have my cities truly looking like they could have come out of Liverpool or Manchester. Would it be possible to provide more information on how the creation of new buildings will work please? I am almost more interested in this than the game itself!

1) Right now, I'm sure you noticed building variety isn't huge. But it shouldn't take long before we start seeing some great British style buildings being made. Vehicles can be altered, so that'll help. The roads will probably have to wait until CO is able to make a Road Creating Tool or new road content. But on the plus side, you can switch to Left Side Driving with the click of a button!

Oh, and Wall to Wall buildings are going to be implemented right after launch. That and tunnels are first the list. So to really answer your question, it's totally possible, it will just take time for that new content to be made.

2) Don't worry, I failed too! haha. Aside from actually modelling new buildings, there are many ways you can alter or adjust your own lots. For example, you can take a building model and then change all the assets on it. Satellite dishes, hedges, parking places, foliage, and all sorts of little props can all be switched up to make that lot look the way you want! It's also really easy to make minor modifications such as color changing, and adjusting the building parameters. I'd give examples, but I've actually never been to the UK =(

Thanks for all the info there! Very much appreciated! I think the main message here is SC4 has become what it is today, but only after many years of batting and modding through the community, and that keeps growing! I'm sure that if the tools are there...Skylines will grow and mature into a title on a par SC4. No doubt about that.

It's great to see there are additions lined up for after the release! I've played Cim2 for a while and the extensions which you did for them really did help the game a lot!

As with the creation of new buildings...as long as I can strive to get something like this (https://www.flickr.com/photos/liverpoolsuburbia/7720469396/), it's all good!

Thanks again, very much appreciated!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Haljackey on March 08, 2015, 09:44:51 AM
More of my playthrough of Cities: Skylines now available! http://community.simtropolis.com/topic/66140-simtropolis-plays-cities-skylines/?p=1555307
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CahosRahneVeloza on March 08, 2015, 11:11:14 AM
Edit: Im a n00b when it comes to Steam threads, says "Your account is not allowed to post in Cities: Skylines discussions". Know why? Do I need to buy the game?

That's odd...

You do not have to own the game to be able to post on there.

Does this "Your account is not allowed to post in Cities: Skylines discussions" notification appear on a red bordered notification area above the main "Cities Skylines Steam Discussions" page?

If it is *Gulp!* that means you've been banned on that particular section on Steam.

And if you were banned on there why would they do so.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Haljackey on March 08, 2015, 11:49:25 AM
Nope. its on the bottom of the page. No red icon/border or anything

I don't own any game on Steam... maybe that's why? Perhaps I actually need to buy something before I can post anywhere.

-----

Getting back on topic, one thing I noticed is that for rails, you cannot build tracks until you build a station which requires a road connection. It's a little finicky to get everything to line up after you place a station.... will take some time to get it perfect, and possibly a few tries.

For buses, you get to make your own lines. I need to study some transit maps!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Turjan on March 09, 2015, 08:21:15 AM
There's been a lot of talk about modding ect and how it is being encouraged for us to get involved. Is there much "skill" (for wanton of a better expression) required to contribute to the community? I tried Batting in SC4, but never really got the hang of it. I'd like to make my own buildings...to have my cities truly looking like they could have come out of Liverpool or Manchester. Would it be possible to provide more information on how the creation of new buildings will work please? I am almost more interested in this than the game itself!

I don't know how to do this, either, but maybe you can extract something from the building competition info:

"Start with ~1000 triangles for buildings (can be fewer triangles if smaller building like a detached house - the fewer the better performance-wise), going up to 10K+ triangles for really big, monument sized buildings but don't go too far over 10K tris. LOD models need to be as few triangles as possible, maximum of 100. Keeping it below 100 tris guarantees it actually works. LOD model does not need to be textured but it needs to be UV-mapped. LOD filename should end with "LOD.fbx".

Textures required/supported:
- diffuse
- normal map
- specular (grayscale, 100% white is reflective glass windows)
- alpha (greyscale)
- colormask (grayscale, white colored areas mean they are affected by set variable colors - i.e. you want same roof color but different colored walls, make the colormask white on the wall areas of the building)
- illumination (grayscale, illumination color is taken from the diffuse map)

File format is FBX (usually with X-axis of the pivot, not the building itself, rotated 90 degrees due to Unity's coordinate system).

If you are creating buildings for zoned areas, keep them within the 4x4 cell size (one cell is 8m x 8m) - can be also smaller than such as 3x2 cells and so forth. Ploppaples can be obviously bigger but don't go overboard."

I think that file format is used in programs like Blender. No idea where else.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Turjan on March 09, 2015, 08:23:38 AM
Nope. its on the bottom of the page. No red icon/border or anything

I don't own any game on Steam... maybe that's why? Perhaps I actually need to buy something before I can post anywhere.

I can give you a key for some (mostly garbage) game if you want to try whether that's the reason. Then again, I think the cheapest games are something like 14 cents or so.

Edit: Yeah, "Squishy the Suicidal Pig" or "Dead Bits" are both 14 cents (US). Nobody expects you to play those ;).
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Rayden on March 09, 2015, 12:35:46 PM
I saw this video today, the water physics it's amazing, almost real

https://www.youtube.com/watch?v=_oWHNWK3mnE&t=12 (https://www.youtube.com/watch?v=_oWHNWK3mnE&t=12)

Can't wait until tomorrow to try it out.  :thumbsup:
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 09, 2015, 12:54:49 PM
Been watching a couple of twitch streams over the weekend, among which the paradox stream (btw was that you azurespecter? The guys twitter handle was @a_spec but I think his name was Matt?! Besides he was Dutch (as am I coincidentally) and your email address name doesn't seem very Dutch).

Anyway, in no particular order: likes & dislikes

likes

dislikes

Another, more general remark but I could've done without the 'border of terrain for aesthetic purposes' because it means in the end, even with 25 tiles unlocked the city still is surrounded by empty land beyond reach. That's what I really like about SC4: I can go to whatever part of the region and act upon it. There're no dotted lines to mark the border, there's no land beyond my grasp. Would be really great if some kind of regional system were to be implemented down the road where 3x3 (or5x5) maps could be adjacent to each other. Even if they didn't have any impact on each other and you'd have to go in and out of the main menu to play each map, it'd still be great to have larger areas connected, visually that is.

All in all  I'm pretty stoked to give it a go but alas, my pc is not up to par (32 bit system. . :( ).
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Turjan on March 09, 2015, 01:19:30 PM
dislikes
  • the need to start with pre-established outside connections. Ugh, no. Just don't. On the same note, the need for a predetermined starting tile 
At least this point does not have any lasting implications. As soon as you buy the plot with the connection, you can change everything to your liking.

I agree with the rest.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 09, 2015, 01:32:51 PM
Maybe I wasn't clear or maybe I don't understand it correctly but from what I've gathered there must be a connection to the outside,  i.e. to the edge of the map at all times. In other words, it doesn't seem possible to just start out with a self sustaining community and make an outside connection on own terms when time is ready. I sort of understand why, with importing/exporting to balance the city out and act as a buffer, so to speak, but it'd be nice to be able to start with a self sufficient town.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 09, 2015, 01:42:13 PM
...In other words, it doesn't seem possible to just start out with a self sustaining community and make an outside connection on own terms when time is ready. I sort of understand why, with importing/exporting which acts as a buffer I guess but it'd be nice to be able to start with a self sufficient town.

They seem to be taking the view that the people have to arrive from somewhere ... so far I haven't seen anyone start off a town by just using the rail or water connections ... people I've watched have just picked the road connection each time ... maybe you can't at the beginning ...

Like you while I've got a Win7 64-bit computer it was bought for playing SC4 and having tried and failed to run CIM2 on it, I'm fairly certain it won't run Cities: Skylines   :'(
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Turjan on March 09, 2015, 01:44:33 PM
@Vortext: That's correct. Without outside connections, your stores won't have anything to sell and your citizens nothing to buy.  You need fuel, food, manufactured goods etc.  Like you said, this acts as the import/export buffer for your town to work. You can follow the ore trucks come into your city and deliver their freight to industrial buildings.

I think you can switch to other means of transport, like harbors, if you don't like the motorways. I haven't seen anyone test the capacities of those though.

@catty: You are right, the people themselves also have to come from somewhere.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 09, 2015, 01:56:41 PM
That's a pretty valid standpoint & solution. I guess the challenge then becomes to create a town with zero imports/exports.   :D

Glad to know I'm not the only one who has to watch at the sidelines Catty. But at least you can still give it a go. . at the lowest possible level of detail.   :P

I was already looking around for a new pc and will definitely take the specs for Cities into consideration.

rant / current system is so f*cking sluggish, even after re installation from scratch (what a fun week that was  &sly). It can literally take half a minute just to open a folder. Not to mention constantly running out of ram while doing super simple stuff, like posting on forums. Currently at 67% better make it quick before it reaches ~95 and the tab crashes. . . :angrymore: / end of rant  :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Turjan on March 09, 2015, 01:57:46 PM
I saw this video today, the water physics it's amazing, almost real

https://www.youtube.com/watch?v=_oWHNWK3mnE&t=12 (https://www.youtube.com/watch?v=_oWHNWK3mnE&t=12)

Can't wait until tomorrow to try it out.  :thumbsup:

The video that got me excited was this one:



That reminds me of my model railroad days :).

@catty, Vortext: That's a pity with your computers. I was just about lucky, as my video card is just at the lower limit of the minimum specs. Next time, it's my turn to be left out I guess.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 09, 2015, 02:07:42 PM
The ability to follow stuff around is great, even saw someone clicking a seagull and follow it flying around!  :D

What got me really interested was the aforementioned paradox stream past weekend when he mentioned you can basically rewrite the entire simulation, like add resources, make new industries, set the different levels, create new milestones and wonders and everything. Promptly imagined a medieval economy with vastly more resources and farming options and it also seems Alex has already taken a liking to Cities. Besides, I'd like to hone my C# skills. .  ::)


btw, this guy (http://www.twitch.tv/kingkongor) is playing right now, on all 25 tiles unlocked and reached 350k population simulated agents.  :o
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: dwelln8hss32 on March 09, 2015, 03:12:44 PM
I am so ready to jump into this game. I recently built a new computer solely with this intent. ;D  I also plan to start modding for the first time in the 10 years I've been playing SC4. I'm not leaving SC4 alone, but beginning a new platform feels good.

I've had a a handful of looks into CSL and I'm pleased with what I see, generally. My main gripes are: similar to what Vortext and others point out, in my opinion the pre-fab highways, while functional and probably necessary, are garrish and take a bit of spontaneity away from game play; the buildings are too cartoonish, and tend to over-emphasize Euro aesthetic, which I suppose you'd expect Norwegian developers to be inspired by; city sizes seem too small in border and population (capped at 1 million, which I suppose would be pretty large).

I'm sure I'll find more to complain about, but I'm hoping my elation during game simulation will overlap any dissatisfaction. Already purchased on Steam and ready to DL tomorrow.  :bnn:
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Turjan on March 09, 2015, 03:33:28 PM
... the buildings are too cartoonish, and tend to over-emphasize Euro aesthetic, which I suppose you'd expect Norwegian developers to be inspired by...
The small houses look European, yes. The larger city gives off more of a Hong Kong/Japan vibe to me and does not look European at all.

And never tell the developers that they are Norwegian. One of the developers already meant "You are dead to me" when someone called them Danish :D.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: art128 on March 09, 2015, 07:05:11 PM
The larger city gives off more of a Hong Kong/Japa

Sorry, I'll just to come this thread and say this:

ahahah, no.



And I'm out.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Turjan on March 09, 2015, 08:33:35 PM
The larger city gives off more of a Hong Kong/Japa

Sorry, I'll just to come this thread and say this:

ahahah, no.
The size and spacing is obviously lower/wider, but I refer to specific building styles and window distributions on quite a few of the buildings (side frames, window bands).

Perhaps they went for something generic. If the American says it's European, the European says it's Asian, and the Asian says it isn't the latter, it's probably a mix of elements that fits nowhere completely and everywhere to some extent. 

They will have European buildings as first expansion.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: twist2172 on March 09, 2015, 09:01:45 PM
Hey I'm not the biggest computer expert, but i was just wondering if I had the right operating system to be able to play Cities: Skylines.  Im on OS X Yosemite, version 10.10.2 , Processor 2.5 GHz intel core i5, memory 4 GB, graphics intel hd graphics 4000 1024 MB.  I just don't want to buy the game and then realize that my computer isn't able to play the game.  Thanks for your time!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: zimmie on March 09, 2015, 10:38:13 PM
Hey I'm not the biggest computer expert, but i was just wondering if I had the right operating system to be able to play Cities: Skylines.  Im on OS X Yosemite, version 10.10.2 , Processor 2.5 GHz intel core i5, memory 4 GB, graphics intel hd graphics 4000 1024 MB.  I just don't want to buy the game and then realize that my computer isn't able to play the game.  Thanks for your time!


Quote
Mac System
Requirements

Minimum:
Operating System: OS X 10.10 OS X 10.9 OS X 10.9 (64-bit), Processor: Intel Core 2 Duo, 3.0GHz / AMD Athlon 64 X2 6400+, 3.2GHz, RAM: 4GB, Graphics Card: nVIDIA GeForce GTX 260, 512 MB / ATI Radeon HD 5670, 512 MB, Hard Drive: 4 GB, Does not support Intel Integrated Graphics Card

Recommended:
Operating System: OS X 10.10 OS X 10.9 OS X 10.9 (64-bit) Processor: Intel Core i5-3470, 3.20GHz / AMD FX-6300, 3.5Ghz, RAM: 6GB, Graphics Card: nVIDIA GeForce GTX 660, 2 GB / AMD Radeon HD 7870, 2 GB, Hard Drive: 4 GB, Does not support Intel Integrated Graphics Card

https://www.paradoxplaza.com/cities-skylines (https://www.paradoxplaza.com/cities-skylines)

Says it supports the OS, CPU and amount of memory that you have but not the GPU. Although "not supporting" doesn't necessarily mean that it won't run it - maybe on lowest graphics settings. Who knows. I'm sure that there will be plenty of people with the onboard intel graphics chip who will be trying after it releases though. You won't know til then.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: threestooges on March 10, 2015, 02:03:10 AM
Well, here we are on the eve of the game's release. Spent most of the day at work, but it seems like there's been some good buzz going here.

That prompts me to ask: think there would be interest from you guys, our members, in having a separate or semi-integrated part of the site for Cities: Skylines. Good? Bad? Other? There's a poll above that we'll have open for the next few days. Leave us your thoughts.
-Matt
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: joshua43214 on March 10, 2015, 07:49:02 AM
Quote
Would you like to see a section here at SC4D set aside for Cities: Skylines MDs, etc?

Whoa there! Let's not get carried away.

Let us wait and see what we really have before we start loosing our focus. If this turns out to be a true successor to SC4, then we should indeed establish a section here and on the LEX devoted to playing and modding.

I mean, wouldn't it suck if we discovered there was some hard coded limitation to modding that has been obfuscated during promotion? For example, how do we keep LEX standards if there is some weird thing like no more than 65 props per bat, or some other arbitrary limitation the Devs added.

Take a deep breath and relax. Focus is extremely important to a community.

-Josh

P.S. I just ordered the game. Purchased the deluxe addition. I want CO to succeed at this to send a message to other game publishers that people do buy games that are not easy, and city builders are still money makers. Maybe CO is willing to step up it's game and become the Bethesda of city builders.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CasperVg on March 10, 2015, 11:47:51 AM
It has been officially released on Steam now - everyone who buys the game can play it now.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 10, 2015, 12:27:17 PM
The reviews that are coming out are positive ... here are a couple

http://www.gamewatcher.com/reviews/cities-skylines-review/12175 (http://www.gamewatcher.com/reviews/cities-skylines-review/12175)

http://www.pcworld.com/article/2894119/cities-skylines-review-this-is-the-simcity-you-were-looking-for.html (http://www.pcworld.com/article/2894119/cities-skylines-review-this-is-the-simcity-you-were-looking-for.html)

-catty



Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: xannepan on March 10, 2015, 01:12:55 PM
Ever since simcity-4, city simulation has become more a hobby for me than just occasional game play. Over the years I have created many custom buildings (mainly Paris and medieval themes) and mods (amongst other the Jupiter (weather) and the Aurora mods) for simcity-4. Simcity 2013 was a major disappointment on all accounts.

I have been fortunate to have been invited to test Cities Skylines' modding tools during the beta phase for the past couple of months. And during that time I have also been able to play the game. Cities Skylines exceeds my expectations. The potential that can be unlocked by the community and by DLCs provided by CO is unbelievable. I am absolutely overwhelmed by how great this game is.

Additionally, I have gained the utmost respect for CO. It is unbelievable what a small team of creative people can do. Aside from developing a fantastic game, CO actually listens to the community to the best of their abilities.

Bound by an NDA, it has been challenging for me not being able to respond to all the comments, questions, critisicm, (sometimes unjust) speculation on the forums. And I kept thinking if only you could get to play the game for half an hour and - like me - become captivated by studying the little CIMS in their daily routine, or laying out the most amazing road interchanges. Finally a game again I can enjoy again without having to shoot someone.

Off course some I do share some of the criticism that also has been shared on the forums. I could even create a list of a dozen or more features that I would like to see changed or improved. But all that is driven by my enthusiasm for this game, and there is a time a place for everything. So for now I am just giving this game a 10/10.

For me personally that also means the end of my Simcity-4 era.  With some sadness I am moving on, and I will start creating custom content and mods for Cities Skylines (under my new avatar name Xave). Goodbye and thanks to the SC4 community and friends for all the fun.I hope to see you all soon again on some of Cities Skylines forum.

-Alex
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: zimmie on March 11, 2015, 01:12:31 AM
Incredible game. I think it's a winner and I am hopeful that a lot of the top batters / modders from SC4 work their magic on this game. Such a great base game - going to be incredible after the mod community has awhile to work with it. This is SC5 for me definitely. Didn't think I'd be saying it so soon, but I am moving on too.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CahosRahneVeloza on March 11, 2015, 02:54:33 AM
CahosRahneVeloza, speaking of rules: please familiarize yourself with our site rules (http://sc4devotion.com/forums/index.php?topic=15094.0), 16 & 17 especially. This thread is for discussion about Cities:Skylines, not another game and certainly not for going on a off topic rant about someone else.

Post removed ~ Erik, Global Moderator
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Diggis on March 11, 2015, 09:13:24 AM
Snip
But you're completely wrong to believe that we won't be shaping the post-release development and upgrades of Cities: Skylines based on feedback from our players. Once again, I understand the skepticism, but I hope you'll give us a chance to prove our worth =)

Bring it on, friend. Put us to the test before you assume the worst out of us!

Welcome to the site mate. I only saw this game recently via someone here's facebook post. Bought it yesterday and have to say, so far so good.  Had a wee play before work and really enjoyed it. Felt familiar enough, but with enough new.

Look forward to seeing where you guys take the game.  Not sure how much time I'll have to mod/model, but also looking forward to seeing what the geniuses here get up to.  :thumbsup:
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: itsacoaster on March 11, 2015, 10:00:28 AM
Well, I seem to have played for 9 hours yesterday.  Not bad for Day 1.

One thing I was kind of fascinated to discover was that intersection geometry matters.  If vehicles have to slow way down to make a sharp turn, it can cause a traffic backup in this game.  I fixed the geometry and the backup resolved itself.

I would love to see some slip lanes in the future.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: eggman121 on March 11, 2015, 03:39:33 PM
To everyone that has had an association with making and testing the game. A big thank you!!!  &apls I am indeed really impressed with the realism and the approach the game has taken. I'm actually torn between which game I should focus my attention too? SimCity 4 or Cities: Skylines?

I guess my post here is about modding. I know it is early days yet but what sort of advanced modding would be expected from the community. The NAM almost always requires 3rd party tools e.g Ilives reader, Modeling software, Texturing Software and an assortment of other tools that users have made over the years for specialized purposes. I guess the 3rd party modding has led to the longevity of SimCity 4, with the creations of the NAM Team, BSC, RTMT and other mods that have been made by individual developers.

I can only hope that this is true for Cities: Skylines that Modding at a intermediate level is encouraged! I can already tell that most of the framework is there for advanced interchanges and more fluent design. Kudos to you  :thumbsup:

Now there are always thing that users would like in Cities: Skylines that are not available. Luckily the list is quite short.

1) Many building Models have been created over the years in either Gmax or 3Ds Max. 3Ds max has the ability to export to .FBX (The current Model standard the game supports) I tried a simple model from Blender (A free and open source Modeling program) and could not get my Model to show up in the Asset manager. Now that is not the Issue with Cities: Skylines but a problem for the Modeling Program Itself. If only Gmax could also export in .FBX
 
2) The Ramps for the Highways  connections are too abrupt IMHO. Maybe some Ramp styles to allow for more realistic transitions in the future. The rest of the Highway system is very neat and fluid however.

Those are the only things I would like to see in a future expansion of the game. The rest is spot on.

Again thank you for reading this and I hope that this game will flourish like SimCity 4 has.

Just my impressions and thoughts

-eggman121   
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: art128 on March 11, 2015, 05:25:00 PM
I'm actually torn between which game I should focus my attention too? SimCity 4 or Cities: Skylines?

Please, finish at least the over head lines project for simcity 4 before going to C:SK. :(
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: eggman121 on March 11, 2015, 05:48:08 PM
Please, finish at least the over head lines project for simcity 4 before going to C:SK. :(

Will do  ;) I want them as much as you so I will continue to make them.

-eggman121
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: carlfatal on March 11, 2015, 10:12:49 PM
What I saw until now is making me eager to buy this new game. I hope to have a chance in April, cause I spent my last free money into Skyrim two weeks ago (never played it before).  $%Grinno$%

And although I am sad, that Xannepan will leave SC4 for the new game, - his informations and thoughts make this decision reasonable. I think, most of us will meet in SC again, - I hope so.

So for now I would like to see, how people use Cities Skylines, who played SC4 with passion. That should look different from what I have seen in some videos. I am sure, there are some nice towns out there, worth to be shown. In the Simforum some of our members showed their first creations, and it was (and is) intriguing.

So my wish, short and easy: a MD with this game!  :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: pxljce on March 12, 2015, 04:36:32 AM
First I have to save up to buy a decent(ish) video card for my pc, then buy the game. So  ...  much  ...  patience and Iwantitnow.  $%Grinno$%

A few things that have caught my attention:

On steam they hit max 50,000 players in-game at one point, that means CO/Paradox is raking in the cash. Cash = CO/Paradox coming up with expansions + dlc (love it or hate it) similar to other games that became a hit like CK2. And just the usual tlc they lavish on their games based on community feedback. Win!

It seems plobbable buildings are possible, but so far it seems not standard RCI ones. I'm hoping there's a way of getting RCI buildings in-game by plopping and for them to function as proper RCI buildings. So far from what I've seen it seems no? I know you can plop buildings, but they have special "functions" similar to maybe landmarks in SimCity 4. This link: http://www.reddit.com/r/CitiesSkylines/comments/2vvamz/mod_and_ploppable_skyscapers/

Districts. I'm thinking this might make it possible to do something like an European old inner city. Beautiful Parisian buildings by Xannepan, no problem just paint the district and limit to only parisian style buildings. Not 100% sure about this, but the way I understand districts this should be possible. Special types of industrials are triggered by being in a district, surely this will be extensible to residential and commercial?

The steam workshop is going to turn into a mess, we need some way (ala SC4Devotion) to find decent custom content for this game. Knowing who is creating and that they are quality creators would be great.

Modular(ploppable?) anything. Harbours/farms/airports. Those tiny farms and airport/harbour just won't do.
From http://www.skylineswiki.com/Asset_Editor --
Max size for automatically spawning buildings: 4x4 cells
Max sizes for manually placed buildings: 16x8, 15x9, 14x11, 13x12, 12x13, 11x14, 9x15 or 8x16 cells

And I second eggman121 on the highways. Oh and I'm sure there will be a way to tone down those overly saturated colours.

*edit
Yup, seems there is and actually kinda easy. http://www.skylineswiki.com/Color_correction
So far I like these colours better: http://steamcommunity.com/sharedfiles/filedetails/?id=403440351&searchtext=


I think I'm excited about a city sim game again for the first time since SC4 and I haven't even played it yet! :)

And now for some eyecandy: http://i.imgur.com/PEY0WxG.jpg







 
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mrsmartman on March 12, 2015, 06:14:59 AM
A section here at SC4D set aside for Cities: Skylines MDs, etc, would be good for all.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: belfastsocrates on March 12, 2015, 07:39:14 AM
As I mentioned in Xannepan's thread I truly hope that this new game provides the much needed boost our city-simulation community needs and completely and totally embraces custom content and game manipulation, in effect it becomes our much sought-after SC5. If it does indeed live up to that idea then it will be successful and I will embrace it.

I am a SC4 lover at heart and I still enjoy creating lots and buildings cities in SC4. SC4 is a hobby I can dip in and out of when I have the time and I've spent many years creating my current city, I have great affection for it and I would never give it up.

If the level of custom content and game manipulation is embraced by our very talented community they I will buy the game and build with it. However, I have a city that contains many many years of work in regard to custom content and lot editing, that is going to be difficult to replicate and as such I'll likely keep my SC4 city, continue to build and develop it and start afresh with Skylines on something new.

I do wish the game well and I hope it's as successful as people want, and I suppose need, it to be. If the developers stay true to their custom content pledge then this could be our much desired SC5.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: j-dub on March 12, 2015, 12:05:38 PM
Considering GTA V had working traffic signals after the intersection with working left turn signal sequences and separate walk signal sequences. If this game had that, I would of bought it. Oh well.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 12, 2015, 12:17:09 PM
I pre-ordered Cities: Skylines a while back, but didn't bother to install it after the release date as there was no point with a single core celeron processor with intel graphics, last night I though what the heck, its slow I haven't been game enough to start a proper city in it as I'm not sure just what my computer would do if I start actually building anything but it does work ... see attached pictures

For anyone that is interested I've posted my computer specs over at CB
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 12, 2015, 01:23:27 PM
pxljce yeah for now the asset editor basically is a park & interchange editor and the latter especially are flooding the steam workshop, iirc there were already about ~300 interchanges on there yesterday. Districts are very neat indeed, as are the milestones btw since it appears these can be re-written relative easily which would - theoretically - allow for a new gameplay experience. That would be really nice since it's quite hard to make new rewards for SC4. 

belfastsocrates I feel the same. The 'unlock all 25 tiles' mod seems nice and all but common, in the end it's still only 10 x 10 km . .  ::)
Besides SC4 allows for such a high and intricate level of LE work, frankly I doubt CS will ever match that if only because of SC4 isometric view which allows for a much higher level of graphical detail. 

Catty at least you could install it, go play already !  >:(  $%Grinno$%

Speaking of specs, I'm very close settling on a new pc: i5-4460 3.2GHz, 8GB ram, GeForce GTX 750, 2T HHD and Windows 7 pro.  :bnn:
Slightly above budget (as these things tend to . . ) but it should last me a decent number of years, right?
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: belfastsocrates on March 12, 2015, 02:16:44 PM
I had a look at the specs and I'm glad I'm buying a new laptop!

I'm also hoping that over time the 'cartoon-like' colours are replaced as the results of new content and mods. I'm not a fan of the colours currently.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: eggman121 on March 12, 2015, 02:18:47 PM
Speaking of specs, I'm very close settling on a new pc: i5-4460 3.2GHz, 8GB ram, GeForce GTX 750, 2T HHD and Windows 7 pro.  :bnn:
Slightly above budget (as these things tend to . . ) but it should last me a decent number of years, right?

I have a four year old computer that runs the Cities: Skylines perfectly... Although it was high end when I got it.

i7 2600 3.4 GHz Sandy bridge, 2 SSDs, one for OS another for games fitted after (Once you go SSD you never look back but still a bit pricy), 8 GB ram, Nvidia GTX 470 1280 MB Ram, 1 TB HDD and windows 7 pro x64.

-eggman121
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: joshua43214 on March 12, 2015, 04:02:03 PM

Speaking of specs, I'm very close settling on a new pc: i5-4460 3.2GHz, 8GB ram, GeForce GTX 750, 2T HHD and Windows 7 pro.  :bnn:
Slightly above budget (as these things tend to . . ) but it should last me a decent number of years, right?

If you are building your own, it is a bit obsolete already TBH.
I built mine almost two years ago
i7-3770k 3.5GHz, 16Gig RAM and two N570GTX video cards running SLI. I kept my 500Gb HDD and added a second 2TB HDD.
If I did it over, I would use 32Gb RAM, and set up the paging system over 16GB of it. Set up this way, a conventional HDD will outperform a SDD easily except for start up. This was a reasonably priced set up aside from the video cards.

Also, get Win8.1 if you are in a desktop environment. It is far more stable and faster than win7, and the user experience is almost identical. Unless you hit the start button, you would not know you are not using win7. I have been using win8 since beta, and I can say most of what you hear about it is bull crap on a desktop, You do not need a touch screen, etc. I don't like the start menu, but then I didn't like the start button when it first came out back in the '90s either lol.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 12, 2015, 04:10:22 PM
If you are building your own, it is a bit obsolete already TBH.

No I'm not building myself and don't really need a powerhouse anyway.

Also, get Win8.1 if you are in a desktop environment. It is far more stable and faster than win7, and the user experience is almost identical. Unless you hit the start button, you would not know you are not using win7. I have been using win8 since beta, and I can say most of what you hear about it is bull crap on a desktop.

ok that's good to know, iirc there was an almost identical system with win8.1 Thanks.  :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: pxljce on March 12, 2015, 04:40:51 PM
I'm running Windows 7 on Intel i5-4670 3.4 GHz with 8GB RAM. Dated yes, but it runs the Adobe suite(work) and the games I play(nothing requiring hardcore graphics) perfectly fine. Stable and fast.

Only issue is my super outdated graphics card that I kept from my previous build because I ran out of money.  $%Grinno$%

But I reckon with a mid-range graphics card my system will chug along happily for a few more years. Oh and I'll throw in an SSD sometime when money allows.

Buuuut back to Skylines the milestones thing sounds interesting. I'm gonna take a look at that.

Something else I noticed is the lots look very bare, but I guess that's the nature of the beast.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 12, 2015, 04:57:09 PM
Yeah sorry for derailing the thread with my off topic pc chatter, one of the perks of being GM.  $%Grinno$%

Anyway, the actual modding features (as in modify the code) are well taken into account, take a look at the wiki (http://www.skylineswiki.com/Modding_API) to start with.



way later edit, been looking around in the steam workshop

(https://dl.dropbox.com/s/2l68lr8wpajeydt/CS.JPG?dl=0)

Crazy number for what, two days since release? And apparently everybody been so busy creating new stuff they forgot to set the proper categories.  ::) On the flipside there're already a number of collections with 50 to 75 growables to add some variety, though mostly in the vanilla style. Guess it's a matter of time before before style collections can be be assembled.   

Also, on reddit there's a CS Mod Audits sub (https://www.reddit.com/r/CSModAudits/) which checks the mod files (.dll) for potential malicious content so you can take a look there if you want to make sure something is safe to add.

Yet another edit but there's a CS Modding sub on reddit (https://www.reddit.com/r/CitiesSkylinesModding/), too.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: itsacoaster on March 12, 2015, 10:52:53 PM
I have something to share with you guys.

You do like SPUIs, don't you?  :thumbsup:

http://steamcommunity.com/sharedfiles/filedetails/?id=406926496
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: pxljce on March 13, 2015, 02:23:21 AM
250,000 copies in one day. Making it a new record for Paradox interactive.

I have a feeling we're gonna be intersectioned to death on the workshop. Happiness. Bliss. Keep it coming.  $%Grinno$%

*edit
Speaking of which I've followed Xannepan on the workshop and it would be great to know who else is going to be creating content for Skylines and under what username.

Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Diggis on March 13, 2015, 06:37:12 AM
Just want to post this hear as it sounds exactly the crazy kind of thing that would appeal to us:

http://www.pcgamer.com/the-strange-tale-of-a-cities-skylines-town-with-only-one-house/
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Rayden on March 13, 2015, 07:09:36 AM
Hehe, quite a nice little CJ/MD :))
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: JoeST on March 13, 2015, 07:57:36 AM
Just want to post this hear as it sounds exactly the crazy kind of thing that would appeal to us:

http://www.pcgamer.com/the-strange-tale-of-a-cities-skylines-town-with-only-one-house/

that's hilarious
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 13, 2015, 10:11:48 AM
pxljce, I've registered on steam and the paradox forums as vrtxt and vortext respectively, nothing there yet though.  I'm also on reddit as vrtxt.  :)

That was a great read Diggis.  ()stsfd()
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: threestooges on March 13, 2015, 12:46:39 PM
One 21 picture story and I'm already in love with the depth of this game. Thanks for linking that, diggis.
-Matt
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Haljackey on March 13, 2015, 01:17:27 PM
3 days in and someone already recreated GTA 5 in it: http://www.reddit.com/r/CitiesSkylines/comments/2ywitp/los_santos_map_gta_v_in_cities_skylines/

Also I'm starting a new Building A City From Scratch series called 'Building A Skyline From Scratch':
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 13, 2015, 07:27:49 PM
...Catty at least you could install it, go play already !  >:(  $%Grinno$% ...

Had a go at building a city in it last night and was back this morning at it ... and last night didn't notice that bedtime had been and come and gone, have posted something on my own site about it ... There is no point re-writing what I posted here

http://city-builders.info/cb-groups/item/16-cities-skylines-group

in this post, so I'll just quote myself its easier   ;D

Quote
Tried out Cities: Skyline last night and this morning this isn't a review given my computer specs and the difficulty I had opening up and playing one of the quad's, but having said that I do get the same general feeling that I remember getting when I first installed and played SimCity 4, there are some major differences like zoning ...

In SC4 you zoned something commercial for example and you also got the roads laid out for you as well, in CSky you build the roads first and then decided what the zoning is going to be ... so you need to have more of a plan in your head as to your cities road layout is going to be, and once you do zone something you can't just rezone it, you have to delete the zone and start again ... it all works just needs a change in thinking and a bit more planning before you start anything.

Two things I would change if I could.

1. When plopping any kind of service you get overlay to show you what's got for example electricity or not,  its not that I don't like this I do, but I really like to see what I'm doing especially if I'm about to add something to the city and the overlay hides to much of what's underneath it so its not possible to tell what you are about to destroy or whether something is going to look OK in that area IE if that bus stop makes sense where you are about to plop it ... I would really like the option to switch off the overlay either individually or all of them at once.

2. I hate the swaying trees and found myself deleting the trees out of my city because I could no longer stand the constant swaying that they were doing, I get it was a nod to having weather but give me a Banished tree every time they act in a far more realistic way than the Csky trees.

Finally I really do like having what feels like real people, even animals living in your city ... it brings it to life and that I really do love ‏

If you look closely at this picture you can see its a dog I just queried to see what it was doing at the bus stop

(http://city-builders.info/media/com_easysocial/photos/117/2530/cities0002_original.jpg)

 ()stsfd()

EDIT: Here's the other picture from the CB Post

(http://city-builders.info/media/com_easysocial/photos/117/2529/cities0003_original.jpg)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Girafe on March 14, 2015, 04:40:52 AM
In which folder I have to place the 3d models? to import them in the game?

what extension is accepeted, fbx?
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 14, 2015, 05:52:03 AM
Hi Girafe

Its .fbx file format and it looks like you can have the model anywhere before importing it into the game, I'm not a modder tho I just had a quick read of this document

http://www.skylineswiki.com/Asset_Editor
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Girafe on March 14, 2015, 05:58:06 AM
Thanks Catty, I just found this, will try with those explanations :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 15, 2015, 04:16:09 PM
For those of you that like me prefer to own physical copies of our software games

https://www.mightyape.co.nz/product/Cities-Skylines-Deluxe-Edition/23007055

And yes they do post to overseas's destinations   :thumbsup:
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Bipin on March 15, 2015, 05:29:44 PM
I had posted this over on the CSL forums, but I feel as though it might be useful here too. These are my processes using Sketchup and/or just 3dsMax. The latter of which; using just Max, is detailed in the following:



Follow workflow A. or B. if a step is noted as such:





Using Sketchup and 3dsMax.



Here's what I've made with this method, pictured below. It appears quite complex, but in reality, it is quite straight forward and quick to do.

(http://tardis1.tinygrab.com/grabs/8afcd2507643e23b8f50ec985de3adba11c0f04fa2.png)

(http://tardis1.tinygrab.com/grabs/8afcd25076c927a456b481becb56533b9ad3190709.png)

The reflections here look a little funny, especially when the sign is cast in shadow. They almost look like dirt or grime. In game however, they respond really well to moving the camera around to different viewing angles. Quite lovely really; they have a nice little bit of glare/gloss to them that stills just can't do justice to!

(http://tardis1.tinygrab.com/grabs/8afcd25076d771acde7c18c1279410d1fda9ea1cbf.png)

I hope you enjoy the models and moreover, the guide to modeling. Good luck fellow CSL modders!  :thumbsup:
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 15, 2015, 06:35:32 PM
Hi Bipin

Its times like this I regret no longer being on staff here, if I was there would be a karma point heading your way

   :thumbsup:

Really appreciate the information as I have a number of .fbx models that I got from turbosquid to use in Banished, as Banished uses .fbx models as well, none of the buildings I have are suitable as I got them with Banished in mind so adding medieval buildings to CSky would just look weird not that I've had the time to do anything with them anyway, but I also got some rose-like and lavender-like bushes as I wanted to add them the Banished forests to be gathered for the herbalists to use ... there is quite a large selection over at turbosquid of various plants and trees ... so I think I'll be going back for a visit once I've bought CSky on DVD.

 :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: eggman121 on March 15, 2015, 10:28:41 PM
Its times like this I regret no longer being on staff here, if I was there would be a karma point heading your way

Done for you Catty  :thumbsup:

Bipin, outstanding work Again!!!

-eggman121
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Bipin on March 15, 2015, 10:44:33 PM
Thank you so much Catty and Egmman! I'm happy to witness the fruits of my labour. Not only that I got a karma point, but that I've been able to help some folks take another step forwards towards custom content creation in CSL.  :thumbsup: I can't wait to see how things like the NAM or NYBT are rendered in the context of this new game. There's a lot of potential!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 16, 2015, 01:42:58 PM

Thanks for that eggman121 much appreciated   :)

Hi Bipin

Have tried out one of the medieval houses I have and got up to the last stage of importing it, but then ran into problems I'm assuming because technically my computer shouldn't be able to run the game at all, am putting some money away with the aim of getting a new computer this year so this might have to wait until then.

-catty
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: dedgren on March 16, 2015, 02:22:27 PM
I think I'm in love.

(http://imageshack.com/a/img661/1217/8xc3nC.png)


David

resized pic ~ Erik GM
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 16, 2015, 03:14:12 PM
I think I'm in love....

Great Picture, and I can see why you love it, don't think I'm quite as in love with the Steam Workshop, I do plan on keeping the SC4 Plugins Catalog (changing to a picture catalog due to software issues) over at CB, but am thinking of adding in a rating system so people can rate items in the Steam Workshop ...

Anyway a link I meant to post over here yesterday and forgot to do ...

http://kotaku.com/simcity-artist-now-making-sweet-cities-skylines-buildi-1691593903
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on March 16, 2015, 04:37:46 PM
I think I'm in love.

David

When Dedgren loves it we know it to be good!

I will never forget those late nights where I spent hours reading the whole 3RR thread and just feeling damn cozy about it all. Your word is law when it comes to city building ;D

Anyway, here's what I'm messing around with using my home made fields (1x16 which I stack):

(http://cloud-2.steamusercontent.com/ugc/707402399209400190/584B7468DE5ED9CE3DE5540D6B02901A5F39ACD5/)

resized pic ~ Erik GM
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vester on March 16, 2015, 05:20:56 PM
I think I'm in love.

David

....Your word is law


Think you nailed it there. David is a man of the law. :)

Some beatiful pictures.
Not sure about the threes in the last picture behind the windmills.
The leaves reminds me of ferns.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Bipin on March 16, 2015, 08:36:24 PM
Fear not! There are a few people making tree mods, and they are quite an improvement I have to say. Also, I hope you can get things sorted out Catty. Importing models is a little finicky at this stage, so I'm sure a poorly performing computer wouldn't help things. I'd be happy to help you out, though I'm learning about this game just as we all are. It can be a bit quirky at times!  :-\
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Rayden on March 17, 2015, 09:35:37 AM
I think I'm in love.


David

This game has also the NAM team would be in love to have in SimCity4, a way to build their own interchanges outside the game (sandbox mode), convert them into Assets and load them to the game as lots that can be plopped anywhere and connect them to their roads/highways. Steam workshop it's flooded with them already, I think that's the most available items available over there. 8)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Haljackey on March 17, 2015, 11:58:22 AM
Now that Cities: Skylines has been out for a week, I thought I would share some of my impressions of the game. I also compare it to some SimCity games.

http://youtube.com/v/eWWFhJ_CV_k
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 17, 2015, 12:50:30 PM
...Also, I hope you can get things sorted out Catty. Importing models is a little finicky at this stage, so I'm sure a poorly performing computer wouldn't help things. I'd be happy to help you out, though I'm learning about this game just as we all are....

Thanks for the offer, I think at this stage I just have to accept that I should be grateful my single-core celeron processor with integrated Intel graphics computer is able to play the game anything else is probably asking way too much of it   ()testing()
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Mr_Maison on March 17, 2015, 04:12:34 PM
Good to see this discussion over here. I'm having creative fun with this game so far. Especially the water spawns in map editor. I find myself making terrain just to see how the water flow. But I'm also waiting for some fixes from both official developers and the modding community for some things.

 For those making trees, What is the most important thing to consider? I'm using XFrog so have to watch the poly count. I imagine billboards is the way to go for leaves and branches yes?
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: FrankU on March 17, 2015, 04:32:38 PM
So this really seems to be a good sequel....
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: azurespecter on March 17, 2015, 06:55:30 PM
I'd sure love to see more tree variety! So glad to see such amazing and talented people giving Cities: Skylines a shot.

As you can probably guess, we've been devoting our time to fixing release bugs and technical issues. But soon enough we'll start cruising ahead with new features and content. Hoping to get some great feedback from SC4D =)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: girlfromverona on March 18, 2015, 08:06:53 AM
I think I'm in love.

Me too. Sure, it doesn't yet have the user-made content that SC4 has but it does have a really good foundation. I am so excited about what's to come, as I know there are some super talented people in this community. I wonder if anyone's working on a terrain replacement mod yet? Not that the current one is bad - I'd just like a bit more variety. I'm also looking forward to seeing different civic buildings (fire, police, schools, etc).

Just curious: how long have you all played so far? I'm up to 28 hours, although somehow I thought it'd be more! :D
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CasperVg on March 18, 2015, 01:09:21 PM
I agree, Cities: Skylines turned out to be a pretty fun game; kudos to Paradox/Colossal Order for their understanding of the city-building game community and for making a great game :)

(http://cloud-4.steamusercontent.com/ugc/529510667617371246/D5A0D6EA8F05FCD57CE1EAA5FBC3F951935B2A41/)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: jondor on March 19, 2015, 03:00:29 AM
Rising from the dead here.

I initially heard about the game only a week or so before release because a couple of the Minecraft youtubers I follow got advanced copies of the game and started putting out videos on it. In the aftermath of EA's SimCity abortion and several of the other less than adequate simulators, I just kind of dismissed Cities: Skylines at first, but eventually I did end up watching some of their videos and decided it was worth the $30 on Steam.

I'm immensely happy to see that there is modding support and that the game is functional, even if the aesthetics could be improved upon. The controls certainly take some getting used to (even after not playing SC4 for a couple years, I still have all the hotkeys committed to memory), but overall I've found the game to be a good experience and a breath of fresh air that the city simulator community has needed.

No guarantees, since my muse is fickle, but once I've had some time to build up a few big cities, I may get into the modding side of things and see what I can do for the game.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: eggman121 on March 19, 2015, 06:58:10 AM
Great to see you back here Jondor  ;D

I can agree where the aesthetic flaws are but I think they are suppose to be fixed up in a future update.

I have contemplated making content myself but don't know where too start.

Glad to see you back here!

hope you take a look around too see what has been going on.

-eggman121
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Rayden on March 19, 2015, 07:26:38 AM
So far I have now more than 40 hours playing time and I'm starting to have the hang of it. It's a long time since I played for objectives, I was used to play just for fun and aesthetics without worrying about major things like money, pollution, etc.
I can say I'm enjoying the game, despite I miss a few things we have with SC4 like ploppable buildings (Commercial and Industrial) with direct relation with RCI base and RCI buildings bigger than the standard 4x4 like it's now. But I think with time we will fill those gaps through modding, or maybe the devs could take that into account and try to see if it's fissionable to implement that trough a patch/update in the future.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: belfastsocrates on March 19, 2015, 10:25:46 AM
So this really seems to be a good sequel....


My initial concerns seem to being addressed. I like that people are creating colour correction/modding tools as I didn't like the initial 'cartoon' colours. It would be good to see some quality control though in regard to some of the buildings and assets being uploaded. Though in time the quality will improve greatly and I look forward to maybe trying some building creation myself.

I'm going to give this a go once I update my laptop but I will always have and use SC4 because I can create beautifully detailed lots. SC4 has really become a canvas for me as 'game-playing' is not that important and nor do I have the time for spend hours upon hours at a screen playing a game.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Mr_Maison on March 19, 2015, 02:39:35 PM
I find myself going straight to modding because I never finished anything all these years for SC4. I don't have 3ds Max and never got used to gmax but use Sketchup Pro and Blender. What I really like with this game is the ease of making content for it. We can use any 3D application or pipeline that can produce an FBX file without having to download special tools. I think that's why we have so much content already in the workshop.

But I am waiting for proper terrain tools for in game use a better shader system for realistic textures and tunnel support. It's just a matter of time.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: belfastsocrates on March 19, 2015, 03:05:50 PM
How difficult is it to make your own buildings for this game? I have no modelling experience at all, though I tend to be a good learner, I get the impression that creating your own buildings for Skylines will be easier than it was for SC4.

Can anyone enlighten me?
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 19, 2015, 05:15:10 PM
How difficult is it to make your own buildings for this game? I have no modelling experience at all, though I tend to be a good learner, I get the impression that creating your own buildings for Skylines will be easier than it was for SC4.

Can anyone enlighten me?

I posted a link back on page ?

Hi Girafe

Its .fbx file format and it looks like you can have the model anywhere before importing it into the game, I'm not a modder tho I just had a quick read of this document

http://www.skylineswiki.com/Asset_Editor

Also another link while I'm doing links, the first bugpatch has been issued

http://steamcommunity.com/app/255710/discussions/0/611701360821801977/

 :)

Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: TheTeaCat on March 19, 2015, 05:39:51 PM
I am really not sure about this, now that I've played it a bit more.

The things I like - the underneath of the game is great!! the simulator etc , the general life on the streets, the water dynamics and to be honest that's about it.

I know that things will change with modding from the community but there is so much I dislike &mmm

The cartoon look of it is just that!! yes yes I know its early days but even when SC4 came out it looked somewhat realistic.

The UI just drives me nuts!!! I do not want to be reminded to check out the new (insert whatever,building,tree etc)every 30 seconds or so, I really dislike the achievement based game and that bloody bird at the top!!

The camera interface is so annoying.

I wish there was some way to turn off the constant reminders (like having a tutorial running every time I play)(having 20+yrs playing city-building games it feels like .......)

I cannot build on slopes! as the game will build ramps even on the slightest slope.
I cannot build a self sustaining village as I HAVE TO HAVE an outside connection before I even start.

No in-game terraforming and don't talk to me about the way the trees move in the wind.

I guess if you are really into road network building geekery you'll like this but In all my days playing SC4 I can't remember building a motorway/highway system.

SO all in all I'm not as impressed as I thought I would be. Maybe the developers/community will turn this into the game we all really want but its going to have to go some to beat my love of SC4

Now some folks may think I'm whining, maybe I am but these are the things that have been driving me nuts (and I'm an official one so I know what it takes to be nuts!) and yes some people really love C:S, good for them but I think its really going to be a while till I embrace it

TTC
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 19, 2015, 05:50:03 PM
... and don't talk to me about the way the trees move in the wind....

I've taken to deleting them rather than put up with the swaying   &hurl

I've also switched off the achievements and the tutorial reminders and have unlimited money, and the bird at the top can be dealt to ... sorry I'm at work or I would post how to do it.

-catty
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on March 19, 2015, 09:01:08 PM
I have a hard time seeing terraforming ingame not being a feature. The developers say they take great influence from SC4, and as such they surely understand that terraforming is half the job!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: jondor on March 20, 2015, 01:48:11 AM
So, after playing a bit more, I find two main things that bug me right off the bat. Not deal breakers, but areas I feel could use some improvement in order to enhance the game experience.

The first is that there doesn't seem to be any way at the moment to combine two parallel one-way roads into a single two-way road without creating an intersection. If there is and I just haven't found it, then I'll humbly retract the suggestion, but if this feature is not yet in the game, it is something I would like to see.

Secondly is the entire early game progression in general. Right out of the box, a fledgling city needs a substantial capital investment in order to reach sustainability, as well as needing services that have a lengthy startup time (such as education). On nearly every start so far, I've found myself running out of money too quickly and having to let time pass in order to build up my bank balance again with the effect that by the time high schools are available to me, my entire commercial district is complaining that there are a lack of educated workers. What follows is a tedious waiting game of oscillating neutral growth while the city's education level slowly rises enough to break the stalemate.

There are mods to combat this problem from one angle or another, but I feel like a slight tweak to the starting game balance (a slightly higher starting capital would probably do the trick) would improve the game experience without having to resort to a mod.

Apart from these issues, I'm still enjoying the game and am looking forward to checking out the deeper transportation and city management that comes with a larger population.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mgb204 on March 20, 2015, 03:02:38 AM
You can turn off the tutorial messages in the options menu and there is a mod to take care of Chirpy, personally I keep it there but have set it not to bother me.

I second the option to merge two roads into one more cleanly, some transition pieces in general would be very useful. I'd also like the ability to place multiple rail lines/roads at once if that was possible, it's really hard to keep the spacing between them consistent and the junctions are a bit of a faff right now to make them look nice (yearning somewhat for a grid I wanted removed, what can I say gamers are fickle). Terraforming in-game is another wish and some sort of rapids/fast moving water effects with spray and the like would make for much nicer waterfalls, I've spent a lot of the last two sessions just playing with water and seeing what it can do, the water simulation really is something special.

First patch is fine, the update for changing OWR directions was really needed, although I've noticed my computer seems to be using more CPU runtime since the patch, the fist time since building this PC I've heard some of the fans need to really work as the CPU temp hit 82 Degrees, also for the first time I can recall. This is a pretty modern i7 4700 without overclocking and usually my PC is cool and silent, has anyone else noticed this too?
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 20, 2015, 12:01:30 PM
An Interview with Mariina Hallikainen, CEO of developer Colossal Order

http://www.pcgamer.com/cities-skylines-greenlit-after-what-happened-to-simcity/

and it seems we are getting tunnels   ()stsfd()
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Mr_Maison on March 20, 2015, 01:17:54 PM

Secondly is the entire early game progression in general. Right out of the box, a fledgling city needs a substantial capital investment in order to reach sustainability, as well as needing services that have a lengthy startup time (such as education). On nearly every start so far, I've found myself running out of money too quickly and having to let time pass in order to build up my bank balance again with the effect that by the time high schools are available to me, my entire commercial district is complaining that there are a lack of educated workers. What follows is a tedious waiting game of oscillating neutral growth while the city's education level slowly rises enough to break the stalemate.

There is a mod that gives you 500,000 at startup in the workshop. Look under mods section. Someone also made a 1,000,000 mod. I chose the 500,000 as that's what I start with in SC4. $70,000 to start a city is a joke.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: itsacoaster on March 20, 2015, 02:57:46 PM
Today I have a Parclo Type A4 for you guys.  :thumbsup:
This one took me a good deal of time to get it working smoothly and so that cars use the ramps as intended.
http://steamcommunity.com/sharedfiles/filedetails/?id=410946181

The first is that there doesn't seem to be any way at the moment to combine two parallel one-way roads into a single two-way road without creating an intersection. If there is and I just haven't found it, then I'll humbly retract the suggestion, but if this feature is not yet in the game, it is something I would like to see.
This drives me nuts, too!  It's not a big deal at all but it trips my road building OCD.

I had this cool downtown area that split an intersection into two one-way roads on either side, but they have separate traffic light cycles so I had to get rid of it eventually because traffic backed up too much.  I suppose that is the price you pay for the amount of flexibility you're given.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: TheTeaCat on March 20, 2015, 04:09:17 PM
Ok manged to turn off that bleeding bird thingy! and the tutorials etc but my above points still stand.

 No day/night cycle???

built a "village" today but zoned only High density! with a population of 125......  I had 3x 7story buildings, 2x 5story and one shack really???? and had to have police,health,education,power,water,garbage,cemetery and all this on 1 low density factory and two low density shops???? seriously - put all that in a starting "village" in sc4 and watch your budget!

try all that in SC4 and even if you zone for hig density it wont build till the required sims are required!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: TJ1 on March 21, 2015, 01:15:48 AM
Hey guys I have Cities Skylines not on my PC but on my Macbook air and I have no idea I to install mods on it, any help?
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mgb204 on March 21, 2015, 07:54:33 AM
Goto the Steam workshop and subscribe to mods and they will appear in-game and should be selectable from the "Content Manager" in the main menu, at least that's how it works on PC.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on March 21, 2015, 10:16:28 AM
It's in my interest to bring all of you creative geniuses to C:SL and in order to do that I've made a collection of "quality of life"-mods:

http://steamcommunity.com/sharedfiles/filedetails/?id=411429400

I have them all in my game and on my computer they work together.

A description of all the mods:

Extended Public Transport UI - Watch individual transport lines
HideUI - Press F11 to toggle the user interface
No More Purple Pollution - No more purple ground around industry
NoPillars - Toggle collision and pillars. Build that road that the game tells you you cannot!
Slow Citizen Aging - People no longer die all at once
Terraforming Tool - Edit terrain in your town. Sunken highway? Canals? Flatten ground? YES!
Traffic Report Tool 1.2 - Where are everyone going from this stretch of road? Where is this car heading?
Tree Brush - Create lots of trees in one go. No more placing individual trees!
Zonable Pedestrian Paths - Roads only for pedestrians, fire trucks, police cars, hearses, garbage trucks. Zoneable! Cargo trucks can be enabled if wanted through the content manager in the main menu.
First-person camera - Tab to toggle. Customize in-game in the top right of the screen. Works well with toggle ui mod (F11).

Hope these help you out with your creations.

I expect some delicious CJ's in return!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: dedgren on March 21, 2015, 05:12:43 PM
Jesper, I am simply gobsmacked...

...I always wanted to use that word in a comment...

...by the variety of mods in Cities: Skylines addressing significant game issues LESS THAN TWO WEEKS AFTER RELEASE.

The question for me is, why isn't the coding for these mods being released anywhere?  If I see a mod that will slow aging by my C:S denizens by X, what if I want to make that by Y?  The great thing about the SC4 custom content community is that, with a few hours time put into learning the basics of the Reader, you could open a mod and further mod it.  If you wanted to go further, the sky (or rather the .exe) was the limit.

I'll truly take the game seriously (I love it, no mistake, but it's kind of unrequited love right now) when there are modders on a forum sharing their work.


David
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on March 21, 2015, 05:26:33 PM
The question for me is, why isn't the coding for these mods being released anywhere? f I see a mod that will slow aging by my C:S denizens by X, what if I want to make that by Y?

Most of it actually is shared on GitHub. For instance the source for the Zonable Pedetrian Paths is right here (https://github.com/joaofarias/csl-traffic/tree/master/CSL-Traffic). In this specific case of Slower Aging the author chose not to share the code because:

Quote
they all contain decompiled code from the main game library, so I'm not making the code available because I'm not sure what the copyright/legal issues might be around that.
source (http://www.reddit.com/r/CitiesSkylinesModding/comments/2z91ya/mods_commercial_demand_fix_slow_citizen_aging_and/)

Besides reddit there's also a dedicated forum: Skylines Modding (http://www.skylinesmodding.com)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on March 21, 2015, 05:31:47 PM

There is the modding API from the Cities: Skylines wiki

http://www.skylineswiki.com/Modding_API

And the company is looking at the mods people are making, one of them was added into the first bugfix
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on March 21, 2015, 05:34:35 PM
Jesper, I am simply gobsmacked...

...by the variety of mods in Cities: Skylines addressing significant game issues LESS THAN TWO WEEKS AFTER RELEASE.

David


Glad you like it! Now we wait for a way to get unlimited build area and for you to fire up 4RR (that's the sequel to 3RR)  ;D
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: dedgren on March 21, 2015, 08:04:37 PM
And, ohmigod!  It's in-game terraforming.

(http://imageshack.com/a/img538/6872/paYxEn.png)

A little broken- the "level" tool drills holes to China (shades of SC4!).  But there you have it.

And I think I know what else you can do with it.  Stay tuned.


David
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: dedgren on March 21, 2015, 08:27:09 PM
And...

(http://imageshack.com/a/img910/1766/QHGpBC.png)

YES!!


David
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Bipin on March 21, 2015, 10:27:35 PM
Ooh yes, very nice!  :thumbsup: Now, where are those sunken highways? As far as where walls for them are located...

(http://tardis1.tinygrab.com/grabs/8afcd25076d771acde7c18c1279410d1fda9ea1cbf.png)

Quite rudimentary for now. In light of now having in-city terraforming, I aim to make these my first release quite soon though.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on March 22, 2015, 09:34:30 AM
Ooh yes, very nice!  :thumbsup: Now, where are those sunken highways? As far as where walls for them are located...

[image of gorgeous wall]

Quite rudimentary for now. In light of now having in-city terraforming, I aim to make these my first release quite soon though.

Give me them! Now!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Mr_Maison on March 22, 2015, 12:33:05 PM
I wonder if anyone can make a mod that gives us an option that unifies the highway roads so we are not stuck with both directions separated or better yet, CO can include this feature in an update? I mean make an option where we can drag a bridge for example with both directions in one piece. As it is now, all the highways are one way roads. Putting them right next to each other to cross a river results in 2 bridges instead of one so we cannot make real world bridges like Golden Gate, Verrazano Narrows, Manhattan Bridge, etc. I hope the talented NAM team digs into this.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on March 22, 2015, 02:37:36 PM
I wonder if anyone can make a mod that gives us an option that unifies the highway roads so we are not stuck with both directions separated or better yet, CO can include this feature in an update? I mean make an option where we can drag a bridge for example with both directions in one piece. As it is now, all the highways are one way roads. Putting them right next to each other to cross a river results in 2 bridges instead of one so we cannot make real world bridges like Golden Gate, Verrazano Narrows, Manhattan Bridge, etc. I hope the talented NAM team digs into this.

This might help you!

Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Mr_Maison on March 22, 2015, 05:58:14 PM
Yes I saw those videos but no workarounds will give us these at the moment
(http://i1255.photobucket.com/albums/hh621/creative_awakening/Verrazano-Narrows-Bridge_zpscaqrncl2.jpg)

(http://i1255.photobucket.com/albums/hh621/creative_awakening/USS_Leyte_Gulf_CG_55_under_the_Verrazano_Narrows_Bridge_zpsuszp5qte.jpg)

(http://i1255.photobucket.com/albums/hh621/creative_awakening/8853-800_zpsankfewei.jpg)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on April 03, 2015, 03:58:38 PM
Really recommend reading this interview with Colossal Orderís CEO Mariina Hallikainen

http://www.rockpapershotgun.com/2015/04/03/mods-maxis-and-forward-motion-cities-skylines-interview/
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on April 11, 2015, 06:58:34 AM
There are now 32,198 entries in the Steam Workshop so am still planning on adding a rating system over at the CB website with the aim of highlighting the must haves or at the very least what people consider to be essential

Not sure this one comes under either of those two categories

http://steamcommunity.com/sharedfiles/filedetails/?id=418737203

But they deserve   &apls   for attempting to recreate Terry Pratchett's Discworld

(https://farm8.staticflickr.com/7680/16920242658_44488141da_o.jpg)

Closeup of the "Edge"

(https://farm8.staticflickr.com/7644/16487894873_48ca385b16_o.jpg)

Someone has also done Quirm (St Ives Bay) and Ankh Morpork plus there is another version of the Discworld
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: epicblunder on April 11, 2015, 10:44:34 AM
But they deserve   &apls   for attempting to recreate Terry Pratchett's Discworld

That is awesome!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mitch on April 13, 2015, 12:24:29 AM
Dedgren,

I played around with the level tool for a bit, dug a few holes to china, then realised that if I 'right click' it sets the elevation in which to level.

Cheers,

Mitch
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on April 14, 2015, 09:42:11 PM

A million copies of Cities: Skylines has now been sold   :bnn:

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

Another interview that's well worth the reading

http://www.polygon.com/features/2015/4/8/8340665/cities-skylines-simcity

 ()stsfd()

Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: NCGAIO on April 15, 2015, 07:18:44 AM

No doubt a sales success for the team of CO that wisely produced its well closest game than was expected by the public of genre ()stsfd() ....   unlike of SC.


But how did Maxis they also brought the real level of agent simulation down to facilitate gameplay.

ex:Workers not getting to work has no consequences (https://forum.paradoxplaza.com/forum/index.php?threads/workers-not-getting-to-work-has-no-consequences.842526/)


as well as the visual limitation of textures for the option of DX backwards compatibility but with the possibility of looking at things like This (https://youtu.be/l4eeRX6NzVQ) maybe this things  will not  really make much difference to the great public
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on April 15, 2015, 04:43:16 PM
...But how did Maxis they also brought the real level of agent simulation down to facilitate gameplay.

ex:Workers not getting to work has no consequences (https://forum.paradoxplaza.com/forum/index.php?threads/workers-not-getting-to-work-has-no-consequences.842526/)...

Yes but unlike Maxis they have been very clear even before they released it, that certain things have been "fudged" as they wanted a game that all ages and skills could build a city in and have that city keep working even if the builder of it was making some questionable design choices ... its been a balancing act and some of the failsafe's they have put in, have now been modded out by people ...

... things like the 9 tile limit to buy, very rapidly got modded to 25 tiles and now has been modded to 81 tiles, granted you need a very decent computer to use it and it does still have bugs at this stage   :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: NCGAIO on April 15, 2015, 05:53:34 PM

I noticed that  has become a fan of the game but the comment was not derogatory because it also said exactly what you posted "to facilitate gameplay"


But note that they also emphasize the fact that it can simulate the 65k agents in locomotion and people that disappear  without getting to work very reminiscent of the SC teleport between cities.


So also we could not criticize the Maxis by artificially inflating the number of inhabitants ( as observed  before launch..  although someone tries to give a contoured in the explanation.)


It is obvious that none of that matters when the objective is have fun playing  but always good to remember that if it were statistical  not agents maybe it  was more real. (It is unlikely that many people stay watching the personal lives of yours Cim's... this is more for The Sims  IMO.)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on April 15, 2015, 06:30:33 PM

 :thumbsup:

...It is unlikely that many people stay watching the personal lives of yours Cim's... this is more for The Sims  IMO.)

More people are watching their cims lifes that you would think, there have even been mods put out which allowing you to tag and track your cims.

This one is called "CitizenTracker"

http://steamcommunity.com/sharedfiles/filedetails/?id=413448449

Quote
When you click on a citizen, a new button allows you to follow them. The favourites button, beside your population count, brings up a list of all the citizens you're following. You can click on their names to find them quickly, or choose to see a detailed view of their lives and who else is in their family or household. Another button beside the favourites button allows you to place icons above the heads of your Cims and track them throughout the town
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Mr_Maison on April 15, 2015, 09:39:28 PM
Actually I wouldn't mind a hybrid of agent/statistical system to make the "illusion" of the cities more believable. I think asking for the game to account for every single Cim especially for those of us who will be using the 81 tiles is just ridiculous. They can stop at the percentage they already have established and fudge the rest so when we look at a huge metropolis, we can look at numbers that IRL would be consistent. Right now I'm looking at my growing city with 45,000 and it looks like at least a couple hundred thousand souls live there.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: threestooges on April 16, 2015, 12:24:28 AM
More people are watching their cims lifes that you would think, there have even been mods put out which allowing you to tag and track your cims.

This one is called "CitizenTracker"

http://steamcommunity.com/sharedfiles/filedetails/?id=413448449

Quote
When you click on a citizen, a new button allows you to follow them. The favourites button, beside your population count, brings up a list of all the citizens you're following. You can click on their names to find them quickly, or choose to see a detailed view of their lives and who else is in their family or household. Another button beside the favourites button allows you to place icons above the heads of your Cims and track them throughout the town
Thank you for the heads up. I will be trying this one out.
-Matt
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: relics8801 on April 16, 2015, 06:35:45 AM
Hello SC4Devotion and all  :) How are you ?
I don't have CSL yet (I will buy it soon ;) ), because it is so good game, and its really evolved of Simcity4.
and some japanese sc4 player already playing and joined to Workshop in the Steam.

Check it out pls  "$Deal"$

http://steamcommunity.com/sharedfiles/filedetails/?id=422702194

http://steamcommunity.com/sharedfiles/filedetails/?id=425073656

I don't meet my friend Mas'71 long time, so I don't know at all so far  ;D
I'm look forward to play the Cities:skylines.

Do you have any plan to open thread about that by the way ?

Thank you
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: NCGAIO on April 16, 2015, 10:32:37 AM

More people are watching their cims lifes that you would think, there have even been mods put out which allowing you to tag and track your cims.

This one is called "CitizenTracker"


what is the point? ...

There are dozens of moders trying doing what does not yet exist but that does not mean that people will use it after download. (Equal to SC)


Do not turn this into discussion only by select the  isolated opinions but I'm pretty sure that unless out of curiosity or to be distracted when tired of building it is of no use.


Parallel to SC4 how many times you played with Sims? ... They are also in the game and send opnions about their situation that could be used to make decisions about what to do in the city.


The point here is that all released simulators want to settle a paradigm that was crucial to SC4 between offering realism in the simulation while maintaining an easy level of gameplay.


Comparing a flight simulator would be more or less how to enter the cockpit of a jet with all the functional instrumentation but you need only pull the yoke (http://en.wikipedia.org/wiki/Yoke_(aeronautics)) to take off; turn left; turn right and landing


I have no doubt that CS is a good game but does think  it have the appeal of challenge  to keep the interest that  soul of a more realistic simulator then requires is more a game of building profitable cities for sale.

IMO.

note: I have absolute consciousness that more complex simulators are for a niche market and obviously much more interesting just for indies than for large distributors so I will not post about it and forgive me if dodged the matter. :thumbsup:
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on April 16, 2015, 02:01:40 PM
...what is the point? ...

There are dozens of moders trying doing what does not yet exist but that does not mean that people will use it after download. (Equal to SC)


Do not turn this into discussion only by select the  isolated opinions but I'm pretty sure that unless out of curiosity or to be distracted when tired of building it is of no use.


Parallel to SC4 how many times you played with Sims? ... They are also in the game and send opnions about their situation that could be used to make decisions about what to do in the city.....

My own view is its less about "isolated opinions" and more about people having the choices to do a whole range of different things in C:Sky even if they are things that I personally can't see the point of ...

http://steamcommunity.com/sharedfiles/filedetails/?id=412924260

and yet nine thousand plus people think that having a giant tsunami wipe out your city is a good idea    &mmm

... and yes I have the Sims as a game, one of the older versions which was compatible with SC4 as I wanted to have my family living in my cities, also pets   ()stsfd() and yes I use them mainly if I'm checking a RTMT station to make sure its being used properly as I can send a sim on a journey across town.

-catty
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: art128 on April 17, 2015, 03:30:56 AM
Do you have any plan to open thread about that by the way ?

We are currently discussing the possibility of opening a sub-forum for Cities:Skyline. We decided to wait a bit more to see how far modding will go on this game and if it really turns out to be a true SC4 successor. :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: relics8801 on April 17, 2015, 07:00:25 AM
We are currently discussing the possibility of opening a sub-forum for Cities:Skyline. We decided to wait a bit more to see how far modding will go on this game and if it really turns out to be a true SC4 successor. :)

Thank you reply.
I think that SC4Devotion is one of most RELIABLE SPLENDID SITE in a world.
I wish to enjoy C:SL again just like SC4 in here.
and I hope that many SC4-BATer and MODer will come back to C:SL, and show us their fantastic works again too. ;)

Regard
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on May 04, 2015, 09:29:50 PM

Hi Guys

Somewhere in this topic I promised to add Cities: Skylines mods to the Catalog over at CB, it required a change in software program so mods and/or plugins could be rated.

This is the plugins from Gizmo's site

http://www.city-builders.info/catalog/9-plugins/simcity-4

ignore the CAM Tag in the first couple of records, uploading the data from the old catalog to the new program had a few teething troubles on the way, the rest of the 15000 plus entries from the old catalog should be uploaded in the next couple of weeks, clicking on a entry gives you a bit more data

http://www.city-builders.info/catalog/9-plugins/simcity-4/1-amtrak-train-props-v2-0

It does come with a description field which I may use to add in the mega pack contents.

-catty
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on May 19, 2015, 05:46:12 AM

The tunnels are on their way

(http://i.imgur.com/SKgCjgkl.png)

 ()stsfd()
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: pxljce on June 10, 2015, 03:41:38 PM
We are currently discussing the possibility of opening a sub-forum for Cities:Skyline. We decided to wait a bit more to see how far modding will go on this game and if it really turns out to be a true SC4 successor. :)

Judging by the amount of custom content in just a few months after launch, the amount of people playing and paradox's expansion model I'm calling "true SC4 successor" on this on. Granted I've yet to play the game (oh the monies), but I'm pretty confident on this one. Imagine SC4 if EA games had kept expanding it beyond Rush Hour... And now imagine it was somebody that actually gives a flying hoot about doing it right... Galloping whinny?

Another thing is the quality of the expansions that Colossal Order will be coming up with. With so many mods out already they are going to have to dig deep to provide decent content for expansions using a similar model as say another Paradox published game such as Europa Universalis IV. So I'm imagining serious game changing expansions (surrounded by probably mostly avoidable eye candy dlc).

This makes me happy.

My favourite mod I've seen so far is the serious road geekery allowing you to modify turning lanes and light intervals. I think it's either traffic ++ or traffic manager or both? 

Maybe I'm just excited because I haven't played it yet?  $%Grinno$%
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Kitsune on July 02, 2015, 07:31:50 PM
The game has matured super quick - I started playing it a few days ago and the amount of content is amazing. The game itself does take some getting use too, but it really is the SC4 successor, finally after 12 years. It'll be interesting if EA is readying a SC6 now model more after sc4. By far I love the Bird's Eye View and a mod that enables First Person view, provides a whole new view on things.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mgb204 on July 07, 2015, 12:31:16 PM
SC6, no way, never, not gonna happen - EA won't look at C:S sales figures and think they should try harder, if anything it would support closure of Maxis and forgetting about the whole thing.

I'm really struggling with Skylines since the 2nd Patch went and broke everything in my game. I know I used mods -gasp, in a game designed for modding no-less-, I just feel more and more like a beta tester of late. 200h of city wiped out because I installed mods to improve the game that wasn't finished, now I can't get it back no matter what I try. I finally got it loading but all I get is total abandonment of my cities population over time. The game can't have been finished, otherwise why would you need to make changes to the code that are so fundamental they break all mods in the process, this is poor once, but twice, can we expect this to continue because it's really not something well-thought out code would have needed full-stop. It also would appear changes to the RCI balance render existing regions dead since they are so off-kilter with the updated settings.

I can't bear to start again with a new city, for fear that using mods will once again lead to all my work being lost. But I don't want to play without mods either, I'm sorry but many of them are more like fixes than mods at this point. This leads to a general lack of motivation to play, even when some of the cities I'm seeing by others do give me the itch to do so.

If this wasn't a Steam game, I could re-install without the patches (I don't care if you support it or not) and at least finish-up what I was doing, before patching and starting over. Is it really too much to ask that I can play the game un-patched, just one more reason why Digital gaming is a bad idea if you ask me.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: art128 on July 07, 2015, 12:45:35 PM
This is poor once, but twice, can we expect this to continue because it's really not something well-thought out code would have needed full-stop.

This is what happens when you leave the development of a game to a Finish peusdo-feminist with skrillex-tier hairstyle.


According to one of my friend who actively plays the game, the new patch broke everything. Now you have maximum number of assets of 250 less than before...... Way to go paradox!

I don't regret getting a steam refund of the game few months ago.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Mr_Maison on July 09, 2015, 05:41:41 PM
There was some discussion a while back that modders should not move too fast as we all knew CO was making updates and coming out with new patches that would more than likely break things. The good news is that a lot of good modders are updating their stuff quickly. I always said we should not build too fast too quickly before they released that last patch before going on break. The dust is settling now.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mgb204 on July 11, 2015, 07:22:42 AM
I'm not unhappy with the game, I've had my moneys worth already and I'm sure the game has a bright future. I'm just so frustrated by the stupidity of not being able to use an unpatched game. Why do Paradox/CO/Steam care if I'm patched or not, I don't expect them to support it. Just give me the option so I can finish up what I was doing rather than ditch hundreds of hours of play.

That said, most of the mods I was using have been patched and work now, it's inherent changes (the kind that sting of a lack of proper game-testing, something I've 6 years+ professional experiance with), that mean those saves are beyond sensible restoration, sigh.

Imagaine if a lego set auto-self destructed back into it's components after a month of play, this would not be acceptable, so why do people find it OK with games? I feel for the developers slightly, I know they are not a huge coorporation and it's all the more amazing they managed to produce such a fun title to begin with. But whilst I have a great respect for them, in some ways I feel the game wasn't really ready for market and that the testing is being pushed onto the community rather than being done beforehand. It doesn't help when their patches too seem to be devoid of solid testing. I know a lot of this says more about the state of the industry than any particular fault of Paradox/CO, but it still makes it really hard for me to be able to enjoy the product I paid for right now.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Mr_Maison on July 11, 2015, 11:08:14 PM
I'm not unhappy with the game, I've had my moneys worth already and I'm sure the game has a bright future. I'm just so frustrated by the stupidity of not being able to use an unpatched game. Why do Paradox/CO/Steam care if I'm patched or not, I don't expect them to support it. Just give me the option so I can finish up what I was doing rather than ditch hundreds of hours of play.

That said, most of the mods I was using have been patched and work now, it's inherent changes (the kind that sting of a lack of proper game-testing, something I've 6 years+ professional experiance with), that mean those saves are beyond sensible restoration, sigh.

Imagaine if a lego set auto-self destructed back into it's components after a month of play, this would not be acceptable, so why do people find it OK with games? I feel for the developers slightly, I know they are not a huge coorporation and it's all the more amazing they managed to produce such a fun title to begin with. But whilst I have a great respect for them, in some ways I feel the game wasn't really ready for market and that the testing is being pushed onto the community rather than being done beforehand. It doesn't help when their patches too seem to be devoid of solid testing. I know a lot of this says more about the state of the industry than any particular fault of Paradox/CO, but it still makes it really hard for me to be able to enjoy the product I paid for right now.
Yeah, you're right about that. I do wish we had the option to revert back to a working version if the new one breaks our current game. That should change.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: FlyHigh on July 17, 2015, 09:20:31 AM
I know a lot of this says more about the state of the industry than any particular fault of Paradox/CO(...).

You've hit the nail. Companies are always running to have games out without proper though or testing. It seems to be a consequence of the internet, in fact. It happens in software in general and now the 'asap trend' it starting to jump off of the virtual world into reality. It's a consumers dream but a Normal Person's nightmare.
Is it really necessary to have a software update every week and full upgrade every 6 months? I don't believe so.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mrsmartman on July 18, 2015, 11:45:17 PM
Apparently, the sooner the game comes out, the sooner they can recoup the project cost.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mgb204 on July 19, 2015, 12:29:58 AM
Apparently, the sooner the game comes out, the sooner they can recoup the project cost.

Really!  ::)

It's funny, because a couple hundred+ games that were finished and delivered without bugs reside in cases on a shelf to my left as I type this. Surely all those studios must have nearly gone bankrupt trying to release them in a state of quality.

How far can this releasing products in whatever state they are in when the money needs recouping should we accept?, should we apply the same business model to I dunno, the braking systems used on public transport or parachutes?

If you want to have an early-access program with users downloading betas and being a part of the process of fixing the game during development, great that's fine. Making a full release however that turns out to be a beta really isn't IMO, but then perhaps I'm just spoiled what with being used to things being done better than this?
Title: Cities: Skylines After Dark
Post by: catty on August 07, 2015, 01:22:50 PM
Don't care how many bugs it has, the Cities: Skylines After Dark announcement is really making me think its time for a new computer

(http://www.rockpapershotgun.com/images/15/aug/sky1.jpg)

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

I can't say I think much of the lighting, but finally its a day and night mode   ()stsfd()
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: art128 on August 07, 2015, 02:39:18 PM
A bit lame they add the night in a damn DLC.... When you think 10 years old game had the day/night cycle.....
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on August 07, 2015, 02:43:57 PM
Did you read the article Arthur? ::)

Quote
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.

So stuff like the nightclubs is DLC, night update itself is free.

On a somewhat related note I actually bought a copy of CS (i.e. on disc) a while back when it was on sale here locally. Still have to unwrap the case though.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on August 07, 2015, 03:23:12 PM
A bit lame they add the night in a damn DLC.... When you think 10 years old game had the day/night cycle.....

As vortext says the night mode is free as they consider it an essential part of the game, beaches on the other hand we have to pay for   :(
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CasperVg on August 07, 2015, 03:46:49 PM
Honestly the nightlights look a bit dull and disappointing. Looks like the residents hung some beige semi-transparent sheets of paper on their windows. It looks okay from a distance, but up close it's not great. The same kind of goes for the whole graphic aspect of CS though. Everything looks really nice and smooth and naturally grown/engineered from distance/in zoomed out shots, but when zoomed in the lack of detail in the models really shows. That's probably the price we'll have to pay (at least for the next few years) for the full 3D aspect. The average computer today can't handle much more than that probably.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Kitsune on August 07, 2015, 04:25:54 PM
.. however the game is slowly heading into the right direction, and the update will add a much needed feature -cars will actually get out of the way for a siren now.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Pat on August 07, 2015, 05:28:42 PM
CS looks nice and would love to try it out
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: APSMS on August 07, 2015, 11:18:50 PM
Honestly the nightlights look a bit dull and disappointing. Looks like the residents hung some beige semi-transparent sheets of paper on their windows. It looks okay from a distance, but up close it's not great.
This is true, but think of how SimCity 4 nightlights looked when the game came out. They were pretty lousy, simply light maps pasted over the building models, or something to that effect.

Now we have advanced lighting and things like DarkNite to spruce it up, and wow what a difference it makes. Perhaps C:S will never get quite that far due to the computational limits of a full-3D engine, but I suspect that if the files and processes are made available to modders, some improvements can be made over the next few years that will allow the game's appearance to be more lifelike and detailed.

At the very least, I am hopeful with Paradox Interactive's attitude toward the community and their apparent willingness to make as much of the game available to modders as possible. I get the impression that they try, which is more than what we seemed to get from EA/Maxis when SC2013 came out (though to be frank I have neither game, C:S or SC2013).
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CasperVg on August 08, 2015, 01:05:37 AM
Hmm, you're right. It's easy to forget sometimes how much 10+ years of modding improved SC4. And yes, it's quite amazing to see the modding possibilities that Paradox/Collosal allow. It's virtually limitless and that's great. I must admit I enjoy playing C:S with mods like Traffic++, etc. a lot :)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: JoeST on August 08, 2015, 02:26:17 AM
I've also been very much enjoying C:S in the last few weeks, been having a lot of fun playing the vanilla game and have tried a few of the current selection of mods but there's none that are really *necessary* for me yet. TBH I'm hoping for eventually some AI mods which take over things like planning and structuring mass transit routes, because currently that's just a total pain and effort. It'd be nice to be able to see traffic levels in underground pipes (more obviously?) and more options for roads and such, along with some way of tweaking currently in-place overpass columns without having to redraw the whole thing, what with the columns getting unnecessarily in the way of other things. Also being able to upgrade road-sizes on one side only, so as to protect whatever is on the other side from being demolished. Over all though the game is very enjoyable and I'm pretty addicted tbh XD
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: mgb204 on August 08, 2015, 07:09:25 AM
I think the most important part of this is that CO recognised the desire for a proper night mode and have then made this a priority update which will be free for all. It would have been very easy to charge for such an update knowing how popular this feature was, potentially fragmenting the user base. Equally they could have stuck to their original argument that this was simply not considered a high priority for making the game fun.

So despite any quality niggles when it's released, what we now have is proper night time support for all users at a reasonably early stage in the games life, this is the groundwork to ensure good compatibility and quality can be realised in the future. This is one of those things that the later you leave it, the harder it is to get most content compatible, so for me it's a big :thumbsup: for listening to the community and adding this hugely requested feature so soon.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CasperVg on August 22, 2015, 03:03:39 AM
Having quite a bit of fun building a city on this custom map:

(http://i.imgur.com/Rtm99fV.jpg)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: catty on August 22, 2015, 06:37:28 AM
 &apls  looks really good and a very realistic and natural layout   :thumbsup:
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: manga rivotra on August 22, 2015, 06:51:07 AM
This is an amazing picture  &apls
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on August 22, 2015, 08:45:44 AM
Beautiful!

Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Pat on August 23, 2015, 02:05:20 AM
Oooh wow that is stunning!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: carlfatal on August 23, 2015, 03:15:05 AM
Wonderful overview!  &apls
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: CasperVg on August 24, 2015, 11:50:55 AM
A different shot from that city, showing the transit hub..

(http://caspervg.net/imgdrop/uploads/vbd1abb44185aa2d1aa579d9be3e925b)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Vizoria on August 24, 2015, 02:37:30 PM
Nice, very nice!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on August 24, 2015, 02:57:49 PM
Keep them coming SC4D! Been waiting for you guys to work your magic on this game.

Yes, I'm looking at you David.  ;)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: dedgren on November 07, 2015, 04:31:02 PM
Quote
I'm just going to close my eyes for six months and check in with C:S again then.  I can do fun things with it, especially in the area of roads, but the game is 5% worthwhile and 95% potential right now.  I think the community and the developer, given some time, will sort that situation out.

In the meantime, I'm thinking that it is a timewaster.  A beautiful one, and clearly "the next big thing," but it's just not there for me yet, in that it only has a small fraction of the richness that is SC4.  Scale is just one of the major problems right now.  Six months from now my guess is that a lot of this sort of stuff will be addressed.

OK, I said that on March 30th.  And then I cheated.  I didn't wait six months.  I waited five.

I'll move my worthwhile/potential assessment to 80% worthwhile and unlimited potential.  That's because of a) developer attitude and b) moddability.  I've remarked elsewhere that Colossal Order might not have realized how wide it opened this game up to the custom content community.  There are incredible things being done.

So I've started a city journal.  You can take a look at it here [linkie] (http://community.simtropolis.com/journals/journal/5422-twin-rivers-region-jessamine/" target="_blank") if you would want to.  Yes, it is at Simtropolis.  What does that mean?  Nothing, as far as I am concerned.  To me, SC4D is and will always be an SC4 site.  If there is truly some interest in having me port posts over here, feel free to let me know, but I don't want to just butt in as if I would feel some sense of entitlement.  Please do comment wherever you wind up seeing it, though.  I miss hanging around with so many good friends.

Back to the March post- I said that C:S is "clearly the next big thing."  If anything, I am even more convinced of that now.  The next six months to a year will tell the story.  If upcoming updates continue to add good new content and expand the game's scope and depth, Cities: Skylines is SC4Next, end of story.  If those updates, though, start breaking important mods with regularity and just seem calculated to churn the game for a few more bucks in profit, that will not be a good thing.

So we'll see.  Things are looking pretty good right now, though.


David
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Jespernilsson on November 07, 2015, 05:00:40 PM
Oh God he's creating a journal for C:SL!  &hlp

David I'll never forget reading through that massive 3RR thread. I'll be watching your new journal with great joy!
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: Girafe on November 08, 2015, 05:46:51 AM
First I am glad you are back with an MD :)

Regarding the fact that it s on ST and not here. I don t see any issue. ST has done the choice to expand to other city builders. This choice was not (yet) done here. I think if there is a demand for that, the board will look at opening new sections. Moreover I think you will reach an higher audience there for C:S. So this choice has sense.

I checked a little bit C:S, there was many points I liked like the freedom for the ways. But these crappy textures and poor 3D made me stay on SC4. But I strongely believe that something nice can be done with medium poly 3D and harder work on the textures...

As you said, let s see what will happen in the future.
Wish you good luck with this project  ;)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: SuperMessi on November 08, 2015, 06:35:00 AM
First I am glad you are back with an MD :)

Regarding the fact that it s on ST and not here. I don t see any issue. ST has done the choice to expand to other city builders. This choice was not (yet) done here. I think if there is a demand for that, the board will look at opening new sections. Moreover I think you will reach an higher audience there for C:S. So this choice has sense.

I checked a little bit C:S, there was many points I liked like the freedom for the ways. But these crappy textures and poor 3D made me stay on SC4. But I strongely believe that something nice can be done with medium poly 3D and harder work on the textures...

As you said, let s see what will happen in the future.
Wish you good luck with this project  ;)

Well I tend to agree with you, but I also have to say that the graphics have become a little bit better as time passes.
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: BlasterNT on November 25, 2015, 09:16:36 AM
With all the custom assets, mods, and patches, this game is starting to seriously catch up in terms of graphics:

(http://images.akamai.steamusercontent.com/ugc/401180847183066341/83A23FEE7A42FA934DEB11560E1B6E3BB464DB70/)
Title: Re: Official Paradox Interactive - Cities: Skylines Discussion
Post by: vortext on November 25, 2015, 10:38:21 AM
That looks splendid indeed.  &apls

And I've to admit I've seen some seriously awesome pictures on reddit as well. Though the dinky toy cars are still a bit off putting. That and the lack of seasonal flora. .  ::)