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Cubicle Warrior

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The main thing to fix is the dang icons not showing up for assets downloaded from Steam when in game. Basically I dont download any assets other than buildings at this point, since they just become a jumbled sea of non-existant icons. This is single-handedly ruining the mod experience for many people. No point downloading 10 intersections when I cant tell them apart in game - just a sea of duplicate icons in the road menu. Aarrgghh.

I would not go as far as saying that it ruins the game experience for me, but the *one* thing that annoys me the most is the way workshop content is presented in gameplay.

1) The lego block icons MUST go and be replaced with the correct images. If content creators have to update/refresh their assets to facilitate this, then let's have that.
2) The asset menu in-game is WOEFULLY inadequate. We need fav items to be presented in a seperate row above, we need names displayed, we need more screen estate used for the menu, at least optionally (let's have a button to max the asset list window), and most important...
3) The asset menu in-game needs a SEARCH BOX that DYNAMICALLY narrows down the list of displayed items.

Let me explain what I mean by #3. I'd like to see a text input field where I can enter a string. With each character typed in - e.g. " s m a l " - the list of displayed items is filtered. So, after entering "s" only assets which have an "s" will be displayed, after entering "s m" the string "sm" must be matched, and so on. In this example, only "park (small)" and "small roundabout" would be displayed in the asset menu after entering "s m a l", all other assets would be temporarily hidden as long as the filter is set. You can see how this could work in Prison Architect, where they have introduced a similar feature recently.

Please cf. their dev vidblog #28


....the feature is explained at 4:15. But you can just go ahead and watch the whole thing, their videos are pretty entertaining.

To clarify, I refer to the in-game asset menu, not the one accessible from the main menu.
 
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AustinPowersFas

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1) The lego block icons MUST go and be replaced with the correct images. If content creators have to update/refresh their assets to facilitate this, then let's have that.
2) The asset menu in-game is WOEFULLY inadequate. We need fav items to be presented in a seperate row above, we need names displayed, we need more screen estate used for the menu, at least optionally (let's have a button to max the asset list window), and most important...
3) The asset menu in-game needs a SEARCH BOX that DYNAMICALLY narrows down the list of displayed items.

That would be warmly welcomed.
 

Burningfeetman

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I could really use a couple of sneaky tunnel pre-release screenshots already!!!

Also, been noted elsewhere, but I'd really like to start some toll ways to help with the cost of these tunnels...
 
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TotalyMoo

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Soon enough!

And yes fixing asset icons is high prio but I won't talk about which fixes are in the update before I have a launch ready fix list :) Things have to move through QA before we're ready to promise anything.
 

Greygor69

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Soon enough!

And yes fixing asset icons is high prio but I won't talk about which fixes are in the update before I have a launch ready fix list :) Things have to move through QA before we're ready to promise anything.


Making sure you can deliver what you promise? In this day and age? That's crazy talk :)
 
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Stuaz

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Is there actually going to be a fix for the Cargo Train Terminal bug anytime soon?

He just said that they aren't commenting on what fixes are happening soon until they are definitive. The last thing they will want to do is say "Yep we are going to fix X, Y, Z" and then they say "Actually no not just yet"... I can just imagine all the moaning! :)
 

AustinPowersFas

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He just said that they aren't commenting on what fixes are happening soon until they are definitive. The last thing they will want to do is say "Yep we are going to fix X, Y, Z" and then they say "Actually no not just yet"... I can just imagine all the moaning! :)

I would prefer this, as i am one that listens to arguments and sees the big picture of things. But i understand that most ppl are just like "YOU SAID AND U NO GIVE MEH U SUXH", and therefore this is the only way to communicate.
 

woots

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Soon enough!

And yes fixing asset icons is high prio but I won't talk about which fixes are in the update before I have a launch ready fix list :) Things have to move through QA before we're ready to promise anything.

I really hope you are also going to fix the in game "asset" window to correctly manage ALL the asset we can add via mod / personal creation like i asked in the suggestion forum part. ( Since there is no fully working mod for that :( )

But still very glad to know you are working on the game to keep improove it. Impatient to know more about the upcoming update.
 

Cubicle Warrior

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And yes fixing asset icons is high prio but I won't talk about which fixes are in the update before I have a launch ready fix list :) Things have to move through QA before we're ready to promise anything.

Don't want to be a pest, and GREAT to hear about #1 on my little list https://forum.paradoxplaza.com/foru...l-progress-update.851539/page-4#post-19225333 above, but could you confirm or refuse to confirm that the way the asset lists (in game) are organized (cf. #2 of my list) is also undergoing changes in one of the next updates?

Because I'm really into this mod thing (leeching primarily), and I can only applaud how mod-able C:S is, but when you really dig all those shiny things in the workshop, finding and using them becomes annoying during gameplay.

And I'm really fond of my idea re text based dynamic search filter (cf. #3 of my list) . Of course I don't know how those menus are built, but with c# that would be a nobrainer really.
 
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auroraspirit

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Hi, I only have a small population at present in my first city however from watching other gamer videos on youtube for the month of April, I have seen a few pathing bugs however I am not sure if they have been rectified. I did notce the pathing was all over the place for ships and planes, planes and ships are going through buildings and land, quite funny however unrealistic in my opinion.

Image files for your assets and mods in game

Further expansion for monuments - Zoos and interactive beaches?

I'm a pretty hardcore city builder, I love the degree of difficulty in this game so much so this rocks all its predecessors from all other companies, it'll be hard pressed to find another game like it and the water! Just love it.

Keep up the great work and I am SOOO looking forward to further expansions.

Thank you :)
 

Miwi

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I don't get it.
Before the game release on March 10th there was an active communication between the community and the devs included TotalyMoo. As soon as game was released the communication changed to be more or less a one way communication (from community to the devs) and news from the devs dried out almost to nothing. No comments, no screen shots, no list of bugs that will be fixed, no diary, nothing.
Ok, we know that tunnels are in the pipeline. And wall-to-wall buildings with an european architecture set (?). Bug fixes ? Probably but which ones ? Ok there were two patches in the first few days but they came out only to fix a few urgent issues (and to introduce a few new issues ;-) )
Meanwhile there came up a lot of issues that have become more important and annoying when game progresses in the timeline that nobody thought of during the first euphoric days (e.g. various game limits, huge loading times, workshop mess, mod and asset quality management, game on exit crashes, cargo terminal issue, error messages in the output_log.txt and their menaing/impact on game and a lot more, just check the forum here). I didn't see almost no statement of the devs to the list of annoying things. And we have passed almost 2 months since release. I am wondering why at least small annoying bugs can't be fixed and released with smaller patches.

Then there was the announcement of how many people will work on the game in the future. If I remember correctly until summer 2015 with the full crew, and then half of the crew with work on another project. This leads to the assumption of a very slow (even slower then at the moment, and this is already slow) development, either in fixing bugs and/or creating new content (DLC's ) and new game play options (as there are e.g. in EU IV or CK II). But beside that there will be something in the future, no comment was made about what we can expect or at least in which direction new DLC's will be developed.

A more active communication from dev's side would be highly appreciated.
 
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TotalyMoo

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To not over-complicate things, I'll be short in my reply.

Smaller patches take a lot (!) of time and effort and are almost never a good idea unless there's something critical. The current issues/bugs are not pressing enough to motivate our developers losing track of the bigger picture.

We have more than enough feedback and bug reports to go on and the entire team is working hard to bring our fans both new content and a more stable base game.

Please understand that our, relative, silence means we are confident in what we're working on :)
 
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