25 tiles now unlockable via the mod API!

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McWrisk

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I didn't see where

IAreas
int StartTileX { get; }

int StartTileY { get; }

int unlockedAreaCount { get; }

int maxAreaCount { get; }

bool IsAreaUnlocked(int x, int z);

bool CanUnlockArea(int x, int z);

int GetAreaPrice(int x, int z);

void UnlockArea(int x, int z, bool requireMoney);

IAreasExtension/AreasExtensionBase
bool OnCanUnlockArea(int x, int z, bool originalResult);

int OnGetAreaPrice(uint ore, uint oil, uint forest, uint fertility, uint water, bool road, bool train, bool ship, bool plane, float landFlatness, int originalPrice);

void OnUnlockArea(int x, int z);

Source: http://www.skylineswiki.com/Modding#IAreasExtension.2FAreasExtensionBase
 

McWrisk

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I expect because they are trying to deliver a product that works well enough on a minimum setting that it doesn't alienate potential players. But to be this forthcoming and generating and giving code to those willing to push the boundaries (literally) is a very refreshing and great experience.

I expect there will be a new minimum spec for the larger maps as modders test them. And those with those specs can chose to run. But as CO said it won't be a supported feature, but more of a compromise to those who are willing to try.
 

Arizal

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Well, I didn't expect that so soon. The game isn't out yet and is already number one in Steam and the devs are giving what a very vocal group wanted. So this (and Chirper) was the last big thing that bothered some of us. Now, let's invent new reasons to complain /seek improvements for the game!

Apparently, multiplayer is too controversial to make it (and cannot be added by a few code lines either since it isn't build in).

 

McWrisk

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Well, I didn't expect that so soon. The game isn't out yet and is already number one in Steam and the devs are giving what a very vocal group wanted. So this (and Chirper) was the last big thing that bothered some of us. Now, let's invent new reasons to complain /seek improvements for the game!

Apparently, multiplayer is too controversial to make it (and cannot be added by a few code lines either since it isn't build in).


This = Good... NO MP for CSL!

However, I am curious with all the comments and things that have been said, what features they may have purposely kept out of the release to the LiveSteam Players, so that once the game comes out it will have some of the really wanted features...? Possible maybe. :)
 

ma2412

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with this API, tiles easily get unlocked, but the main problem isn't solved with this, am i right?
(i mean all the things to do like Mariina was talking about, game crashes agents etc.)
 

shibby191

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with this API, tiles easily get unlocked, but the main problem isn't solved with this, am i right?
(i mean all the things to do like Mariina was talking about, game crashes agents etc.)

Correct. Modding the fact you can use more then 9 times is the easy part (perhaps). It's all the other parts that go with it like making sure the simulation doesn't break and obvious performance issues for most. That's where a good mod will come in if they can work on those issues.
 

GMeador

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Now, let's invent new reasons to complain /seek improvements for the game!
No kidding.
Between the bird and unlocking 9+ tiles that should take care of 90% of the complaints.
Now what are we gonna gripe about?
Maybe after the game comes out the Changers/Complainers vs Praisers ratio will change from the current 100 to 1 (but I doubt it).
 

CalPolyFan

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Well, I didn't expect that so soon. The game isn't out yet and is already number one in Steam and the devs are giving what a very vocal group wanted. So this (and Chirper) was the last big thing that bothered some of us. Now, let's invent new reasons to complain /seek improvements for the game!

Apparently, multiplayer is too controversial to make it (and cannot be added by a few code lines either since it isn't build in).



I've got a couple complaints I've had all along..


1. 4x4 max growable zone size "issue"

2. Unrealistic "tall buildings everywhere" No realistic "City Center" Effect(s)
 

eppisgood

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I've got a couple complaints I've had all along..


1. 4x4 max growable zone size "issue"

2. Unrealistic "tall buildings everywhere" No realistic "City Center" Effect(s)

For #2 I think that may have more to do with the user skill rather than game design. Appears one needs to adjust building height limits gradually in order to achieve the desired effect.
 

nervouspete

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I've got a couple complaints I've had all along..


1. 4x4 max growable zone size "issue"

2. Unrealistic "tall buildings everywhere" No realistic "City Center" Effect(s)

I noticed in a live stream that there's a tab under Districts called City Planning. It was very briefly clicked and after lunging for the pause button I noticed that there's a policy called 'Ban Hi-Rises' or some such. Hopefully that should help! Though I think percentage sliders to determine maximum proportions of multi-storied and skyscraper buildings allowed would be even better!
 

Ne0Que

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#2 is because the people you see playing it do not design their city that way. Most users are just throwing in roads and upgrade as fast as possible. This results in having high-rise building in the woods and low density buildings in city centers. I know.. its a pain to watch. And like i said earlier.. i get a little feeling of 'unfairness' or 'jealousy' since a few hours now. I see people play this game with having < 100 viewers on twitch and people posting questions about in-game stuff on forums as they apparently are able to play the game already. If there was an 'paid early access' I would say: ok. But this is just.. yeah.. unfair. You can't argue with the < 100 viewers streamers. this is a different discussion but yea i had to let it go.
 

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I expect because they are trying to deliver a product that works well enough on a minimum setting that it doesn't alienate potential players. But to be this forthcoming and generating and giving code to those willing to push the boundaries (literally) is a very refreshing and great experience.

I expect there will be a new minimum spec for the larger maps as modders test them. And those with those specs can chose to run. But as CO said it won't be a supported feature, but more of a compromise to those who are willing to try.

That 1st part is true, but the last part won't happen. There will be no "new" minimum requirement for "larger" maps, as there won't be any official "larger" maps . They've said openingly many times that they offer ZERO support for people who want to mod and try beyond the 9 tile limit they've tested and implimented. I suspect they made it easier to unlock now because of all the fuse people made. I sort of imagine it as a "ok, FINE! Now they'll see why we stopped at 9! mWha ha ha ha", he he :) As ma2412 said though, gaining access to the extra tiles is just a small part of the obstalces to over come with beyond 9. I think people will find the simulation probably falls apart or runs a muck shortly there after. Also I think people forget the very hard wall/limit of 1 million population, which I imagine you can achieve within 9 tiles with some work, so more tiles is mote if that's the case. I "believe" a dev said that was a limitation of the Unity engine more than anything.

So congrats on 25 tiles, even IF you can get them to work, you'll eventually run out of people and won't be able to expand anyway.



Maybe there is a way to make a district ban buildings over a certain height? That way you can create a CBD (Central Business District)?

Yes, they've mentioned this before that you can limit the height of buildings either city wide or thru district options.