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Cpack

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Oh Yes....and I definitely hope they include essential mechanics/ functions from the most common and basic mods (like 81 tiles, landscaping tools, move.it, TM:pE a.s.o) from the beginning to avoid a mod chaos.
 

anton95

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Now modders don't have to worry. But I hope that the 2nd part will be better optimized, because the first part is honestly hard to play
That’s more up to CO than the engine. Most of the code dealing with calculating the simulation was probably entirely custom by CO. Just a switch to UE wouldn’t have meant any improvement there.
Knowing that CO released 2 games already based on Unity (CiM2 and CS) they likely had a lot of time customizing the engine for their needs now, while with UE they’d have to start all over again. I think for the performance of CS2 it’s actually better that they continue with Unity in this case.
 

EtcDgn

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What About:
  • Mac M Arm processors support.
  • Mac Multi monitor support.
  • iPad M Arm processor support.
  • iPad Pencil Support.
  • Move around city by pressing space, like illustrator / photoshop.
  • Multi platform multiplayer.
  • Offline only mode.
  • Apple Magic Trackpad gestures support.
 
  • 4Haha
  • 1
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Fediuld76

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I hope we would be able to add bit more life into the game this time.
 

Olexandr Pena

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That’s more up to CO than the engine. Most of the code dealing with calculating the simulation was probably entirely custom by CO. Just a switch to UE wouldn’t have meant any improvement there.
Well, if we have a population of 100k in terms of achievements, then they must have improved something. If I'm not mistaken, in the first part after 60k, serious problems already begin. But such a small improvement in 8 years, I hope that 100k is not the limit for a comfortable game
 

TheRomanRuler

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Guys...

Please stay with DirectX 11 for the windows version, do /not/ mandate DX12.
That way even diehard W7 holdouts like me, who detest what MS has done with User32 since W8, can play it.
You will earn my undying gratitude and <3

Other than that, evolving seasons in our cities would be rather nifty :)
If the rumor of UnrealE5 is true, it should be possible to use "layers" to implement it.

Best Regards
/ Neo
As long as they don't hold back any perfomance gains that we could get. I believe Vulkan could be a solution?
 

Hobbel1968

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Hopefully we will have an AI 3D model builder, so we can shape real environments and buikdings easy .
and an integrated selector that we can tag our mods more easy .
Now it is difficult to manage if you have over 1000's.
 

Olexandr Pena

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Hopefully we will have an AI 3D model builder, so we can shape real environments and buikdings easy .
and an integrated selector that we can tag our mods more easy .
Now it is difficult to manage if you have over 1000's.
What do you have inside your PC that you play with 1000 mods?
 

PIYO-TARO

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Mar 7, 2023
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Several years have passed since "TransportFever 2" was released, and just before the paid update release date, I happened to learn about the announcement of "CS2" in an article on a news site.
I haven't bought DLC for "CS" in a while.

I have enjoyed "CS" as a foreign-made traffic game since the "Traffic Giant" and "Cities Motion" generations.
However, now that gameplay is viewed on video streaming sites, "CS" has become established in Japan as a genre of video streaming. While I was watching videos of "CS" games that made full use of mods such as TMPE, my interest shifted to the "TransportFever" series.

When I saw the "CS2" trailer video this time, I wanted a game that instructs AI to "city plan" instead of arranging "assets" to create a city.