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Mayor#1

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Great update CO. since the games release I've clocked 247 hours playing this game. I'm slowly but surely getting the ins and outs of this game. I think some of the people here are right about the way European building styles are implemented. When I booted my city this morning, I was hoping to see some new buildings pop up, adding variety. But then I read the buildings had to be on European maps. I was a bit dismayed but carried on because I love this game so dang much.

I'll propose a few solutions:
  • Have some sort of primary building style options for each map. Each map has a default, but the player can override if they so choose.
  • Add policies enabling the ability to customize certain districts according to their building style
  • Create several categories to designate certain districts according to building style. European, American, Generic, Japanese, Custom, All etc.
  • Just add a separate category in the policies section for building styles. This is what could be used to change from the default building styles for the whole city if you want to.
Anyways, those are just a few of my suggestions. I hope they help.
 
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Gordon Dry

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Yesterday my intuition told me to unsubscribe from all mods and assets.

I was right.

My game launches.
I read the changelog.
I read posts.
I use my brain.

I managed it to create an asset with the new patch, with icons. Yes, I had to create them myself. Not that issue, I already got PaintShop Pro templates with many layers for my previous workaround-fixed assets. And now I got a template for the asset_tooltip.png.
And yes, I was able to load my old asset, bulldoze elevated ped paths and save it - minus 4.4 MB - finally.

But I read some posts about issues I didn't stumble upon yet:
  1. wall to wall buildings ONLY
  2. folks ask for tunnels in map editor - no reply to that - I have to check it out myself
 
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co_martsu

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Okay, I ran the game without any launch option and it worked without problems. Tho, I use only few mods, listed here:

Extended Public Transport UI
HideUI
First Person Camera
Multi Track Station Enabler

I have other mods but I generally activate them only when needed, such as the 25 tile mod I use when i am ready to advance past 9.
I think the mods that don't touch the managers are generally safe to use.

Now, after playing a bit with the asset editor, I have to make a huge complain:

it's not just that the thumbnail icons IS NOT FIXED: the problem is that seems CO think we are stupid.

CO decided to use fixed images depending on the type of building, so, instead of having that white ugly icon, we have, in example for parks, the same park image for all park we create?

This is a joke, and I cannot believe CO didn't understood that making this is a bad approach to the gamers: we love the game, but you cannot joke us.

We still need the thumbnail icons in the asset editor. There are tons of opensource software to manage jpg/png/gif files programmatically, so you can sure extract the REAL image from the snapshot.

I know, the transparent background is a problem. You have to find a solution, the simplest is just use a fixed background and get rid of transparency.

Sorry if I was a bit rude now, cause I actually fully supported the game and the devs, but I didn't expected to see such thing in a patch, where something is shown as a solution while it's obviously not true.

Would have been better to say us "hey, we need some more time for the thumbnails icons, be patience" than giving us something that's clearly a fake.

It was previously impossible to assign a custom thumbnail and info sprite to assets created in the asset editor. We added the feature so that existing assets with a thumbnail will be used by default, then when you click on the little folder icon next to the area where the info sprite and the thumbnail are displayed in the Save panel, it will open a folder containing the images used for the thumbnail button states and the info sprite. You can freely edit these images using your favourite painting software and upon refocusing to the game, these images are reloaded and will be used instead for your asset. Much like modifying images like the snapshots and everywhere else (terrain brushes, height maps and Workshop preview) the little folder icon is visible. For convenience, the game even automatically regenerates the button states of the thumbnail after modifying the default state (the one named asset_thumb.png). That pretty much covers the previous issue of using custom thumbnail and info sprite.

We are still looking into solutions for automatically generating all the images for the asset in the future, but generating these images in a way that they look good and are representative of the asset is far from trivial, so we currently only support user-made overrides.
 
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Fspiders

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Started my game as normal not realising there had been an update.

Traffic manager works fine as do all the aris mods. The only problem was the upgraded crematorium asset which disappeared and I located the vacant lots and dropped em back in before everyone died!
10 minutes later my traffic has gone ballistic and my city is broken. So I reloaded and then noticed the update! Lol. Still no 4 lane 1way :(
To be honest can't say that anything has improved in my saved cities.
 

Erocco

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Mar 9, 2015
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So what are you getting today?
  • Over 50 European style buildings
If you ask me that's a little low (if not a lot) if you want to create an entire city with the European style buildings. This means the buildings will be very repetitive even on the same city block. No wonder no screenshots were released all this time. CO didn't want to be exposed! And the screenshots they released today you can tell that the same buildings show 3 and 4 times within a couple of city blocks. Some bad decisions made here.
 
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Gilga

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It was previously impossible to assign a custom thumbnail and info sprite to assets created in the asset editor. We added the feature so that existing assets with a thumbnail will be used by default, then when you click on the little folder icon next to the area where the info sprite and the thumbnail are displayed in the Save panel, it will open a folder containing the images used for the thumbnail button states and the info sprite. You can freely edit these images using your favourite painting software and upon refocusing to the game, these images are reloaded and will be used instead for your asset. Much like modifying images like the snapshots and everywhere else (terrain brushes, height maps and Workshop preview) the little folder icon is visible. For convenience, the game even automatically regenerates the button states of the thumbnail after modifying the default state (the one named asset_thumb.png). That pretty much covers the previous issue of using custom thumbnail and info sprite.

We are still looking into solutions for automatically generating all the images for the asset in the future, but generating these images in a way that they look good and are representative of the asset is far from trivial, so we currently only support user-made overrides.

I understand your point of view, but tell me: what is the difference in looking a menu with tons of white ugly icons and tons of the same image, even if not ugly? The point is that if I have 50 parks all will be listed with the same icon. Even if the icons represent Sharon Stone, it will not help me (apart of my eyes, ofc :) ) to choose the park, as I need to move the mouse and scroll over to all the (same) icons to find the one i want.

I'm sure everyone playing the game and doing assets asked for an actual, real icon to be shown. Otherwise your fix is totally useless.

I have done some asset and I have done the icons for them. Okay, now I don't need to use a ghost model and i can just overwrite the default files, but still, going into photoshop, resizing and making the transparent background is really tedious, and need some (little, to be honest, but still need some) expertise with graphic applications.

Anyway, I hope you can do it automatically, because most probably, a lot of people will do the icons for the first, second or third time, then they will stop.

Sorry if I was a bit rude, but this is something that prevent me to download assets from the wrokshop (i only have 3-4 assets, the rest are mine).

Thank you for your answer.
 
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Brawler

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Waited a whole month for left hand drive and cargo train stations to be fixed to play game. Loaded up save game and they're still broken. Demolished and added again to see if it would make a difference, no joy. sigh.
 

pippu

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Feb 24, 2015
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Concerning plopping each building individually, this isn't really the design intention of Cities: Skylines as the game is meant to be a simulator. Although I definitely understand the joy that comes from carefully designing each city block to perfection, it's probably not something that CO is going to design the game around. Many players have said that this type of gameplay was unenjoyable in other city builders (like Cities XL for example), so we are basing this off of feedback.
I still don't understand why we can't have both, plobbable and zonable, everyone would be happy... It just destroys the game, we have very limited control over the buildings we build.
 
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Khopa

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Tunnels are awesome and the new buildings are great, but as many people here, i really expected the european buildings to be a district policy...
I probably won't buy any upcoming "theme DLC" if i can't mix the themes in my cities using district policies. Cities with only these european buildings will rapidly turn boring ! I haven't looked at your code architecture, but this really doesn't sound harder than creating new theme for maps to implement !

I'm kind of a game developer myself and i'm really sorry cause i hate reading the kind of review i just wrote, but truth must be spoken to make this game even more awesome. Sorry again, if it sounds like i'm yet another spoiled child :p

Keep up the great work ! ( i will probably buy all the DLC in the future if building themes becomes a district policy ;) )
 
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atomicsoda

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Are the European building both low and high density. I am playing on one of the new european maps and don't seem to have the new buildings showing up. only low density zoning for now.
 
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Keltia_Vikinga

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Tunnels look great in the game
but i haven't got time to play today, only checked a bit
I haven't seen EU buildings yet - I thought new maps would be part of the content :) but i didn't guess the link between them and EU buildings ...I think is wrong decision from CO and agree with most folks here anf there, on that matter...
 
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Joey H

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"The European style buildings are a map theme, meaning you will need to play a map in the European biome in order to see them."

You´re kiddin me, right? You mean to tell me that you made those 72 buildings and then restrict it to one single (awful again) theme? Or did I just get that wrong?






I'm not exactly stupid, but I can say that I don't even know how to play a European biome
 

Joey H

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I'm trying to get some information here, I am glad that they listed two switches at the top of the screen that we need to play in order to disable are mods, however even though I am computer illiterate I do not know how to use those switches to launch the game. Do I need to go into the icon for the game itself and add them somehow like the old Sim City 4 custom resolution trick?

I normally start the game through Steam, is there some way to go into the Steam client to add these switches.

I can't update the game nor play it until I know how to do this so I can get the patch. Can anyone help?

...And as stated in a reply to another post how do I play a European buy them so I can try the new European buildings? It would have been nice if they would have just been generally available to the game.
 

NZSimplicity

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I'm trying to get some information here, I am glad that they listed two switches at the top of the screen that we need to play in order to disable are mods, however even though I am computer illiterate I do not know how to use those switches to launch the game. Do I need to go into the icon for the game itself and add them somehow like the old Sim City 4 custom resolution trick?

Go here :) - https://forum.paradoxplaza.com/foru...-solve-menu-lag-incompatible-mod-list.856732/ - that tells you
 
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