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aj1304

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It's here!!! Go forth my fleet.

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Tuscan

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It's great we now have a decent selection of buses that probably should have been available in the original game. But 10 years ago someone would have created a mod for something like this, and contributed it to the gaming community.. these days we pay via DLC, and the overall price of an originally well priced game gradually sneaks up. Sorry I don't mean to sound negative, it's just it annoys me a little.
 

immi

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really annoying. those lazy modders. go work faster, give me free stuff. duh :p

besides, the fact that the developers try to sell you additional content in form of DLCs has nothing to do with whether an active modding scene exists or not. see CiM1 for example.
There are certainly some valid points that can be made against Paradox' DLC policies(pricing?!), but complaining that you are used to get additional content for free via mods isn't really a valid argument.
 

Senap

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Unfortunately it seems the difficulty of modding this game will kill it prematurely, unless some of the brilliant modders manage to come up with something. CiM1 seems to be doing well thanks to modding.
 

Tuscan

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Well i'm not really complaining because I want "free stuff", and i'm not trying to pick on Colossal Order in particular, more i'm concerned that the entire gaming industry seems to be shifting away from "mod-friendly" gaming, so that devs and publishers can maximise profits from DLC's instead, and it's getting worse and worse by the year. Look at SimCity 4 for example, it's still much alive 10 years on, with a massive (and still growing) library of content that has drastically improved the original game, and that's thanks to mod-friendliness and an energetic modding community. I have even contributed a little myself.

It's just a shame Colossal Order have jumped on the DLC bandwagon, rather than tried to encourage modding like CiM1, because I think a community of talented modders could work wonders on this game. That's all my point is really.
 

jmr00

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I would love to be able to reskin vehicles, and because of the current modding limitations it stops me from doing so. It was one of the best things about cim1. Having mods it wouldn't change whether I buy dlcs or not, but would enhance the game greatly.
 

immi

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It's just a shame Colossal Order have jumped on the DLC bandwagon, rather than tried to encourage modding like CiM1, because I think a community of talented modders could work wonders on this game. That's all my point is really.
you are missing my point. CO already "jumped on the DLC bandwagon" in CiM1 _and_ did their best to support modding. Crusader KingsII, another Paradox title, has more DLCs than I can count and nonetheless a fantastic modding scene. DLC and modding are not mutually exclusive.
While it is absolutly true that neglecting the modding possibilites was a grave error by CO when designing the game (and I really hope that critic was received by the devs), I don't think you can blame them for trying to sell DLCs.

btw my guess is, they probably didn't even know how difficult it is to mod the Unity engine. They probably just hoped somebody would figure it out, same as in CiM1.
But the format used by Unity to save the game assets is so much more complex & unsuited for user content ...
 

vonhaubitz

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Well i'm not really complaining because I want "free stuff", and i'm not trying to pick on Colossal Order in particular, more i'm concerned that the entire gaming industry seems to be shifting away from "mod-friendly" gaming, so that devs and publishers can maximise profits from DLC's instead, and it's getting worse and worse by the year. Look at SimCity 4 for example, it's still much alive 10 years on, with a massive (and still growing) library of content that has drastically improved the original game, and that's thanks to mod-friendliness and an energetic modding community. I have even contributed a little myself.

It's just a shame Colossal Order have jumped on the DLC bandwagon, rather than tried to encourage modding like CiM1, because I think a community of talented modders could work wonders on this game. That's all my point is really.
Well, it might be the case that they need to earn some money since it is an enterprise that does not come for free. And the game was quite cheap and the DLCs are as well.
 

co_martsu

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btw my guess is, they probably didn't even know how difficult it is to mod the Unity engine. They probably just hoped somebody would figure it out, same as in CiM1.
But the format used by Unity to save the game assets is so much more complex & unsuited for user content ...

Indeed :(
 

unmerged(276373)

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btw my guess is, they probably didn't even know how difficult it is to mod the Unity engine. They probably just hoped somebody would figure it out, same as in CiM1.
But the format used by Unity to save the game assets is so much more complex & unsuited for user content ...
I have no clue how modding or programming works, so sorry if this comes out as rude.
If the devs manage to make content, what makes it so hard for the modding guys to do it?
 

immi

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the format of the game assets is intimately linked to the actual game code(ie not only pure data, but also the layout of various code objects - for programmers, think: serialization).
It's easy to do it in Unity, because obviously Unity already provides the means to assemble these asset bundles. (which is why you spent money on it ;) ) Thus CO has only to click on "Build project" or something like that, et voila.
But we modders dont have access to Unity Pro nor the games source code. So we have to write our own tools and tediously replicate the various references to the game code that is embedded in each game asset.

plus the game engine is obviously more advanced than in CiM1. more features = more complex -> doesnt help ;)

dunno if that explanation makes things clearer ...
 

Co_Karoliina

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We have tried to work around this problem with the rule set editor and map editor, and I think we did a fairly good job with those :) Unity sadly isn't as moddable as the engine of the first Cities in Motion, but we hope the good things that came with it, like a lot bigger map size and dynamic cities, will make up for some of the inconvenience!
 

mediziner

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There is a Game called Rescue 2013 wich is also written with Unity (also from a finnish developer Team ;) )and has a seperate modding tool, to integrate user created vehicles into the game. I knew it would take some time and there are more important things at the moment, but it would be nice if there will be an official Interface to load custom buildings and vehicles into the game. Maybe also over a XML file or something similar.
 
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