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eis_os

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Reddit:

Question:
Uchuu said:
As Cities Skylines follows Cities in Motion, how extensive will the transit infrastructure options be? E.g. dirt roads, streets, roads, one-way roads, avenues, highways, underground/elevated roads, trains, subways, monorails, maglev, ferries, helipads, various sized airports, etc…

Reply:
KaroliinaK said:
The only ones we don't currently have from your list are underground roads, monorails, maglec, helicopters and airport sizes, so I think we have a pretty nice amount of options! The different road types are very flexible and work for different things, I made a gorgeous and well working roundabout yesterday using the highway road type.
 

Mav12

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Isn't that currently? who said the wont add that stuff later in development or in a free patch?
 

slornie

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I could be wrong, but since CiM2 style underground tunnels are Actual, and so require "real" lighting, which means a lot of very expensive (resource-intensive) light cones. Could be the same reason for lack of night option for C:SL. If that's a problem, a temp workaround is hard-coding tunnels as shadow-casting but non-shadow-receiving objects. Just a guess anyway.
Would static tunnel lighting (which would predominantly only need rendering when you're in underground mode and not showing buildings and stuff) be any more resource heavy than all of the road traffic currently driving around with headlights on?
 

Goldiva

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Would static tunnel lighting (which would predominantly only need rendering when you're in underground mode and not showing buildings and stuff) be any more resource heavy than all of the road traffic currently driving around with headlights on?

My impression of CiM2 headlights is they're just cones that don't lit anything, no self shadow, don't cast shadows. So technically not a lighting item. They're also uniform in shape, possibly "instances" or clones. Relatively cheap.

CiM2 tunnel lighting could be made of actual light cones (expensive) or flat textures that simulate the look of being lit (non-lighting, cheap). If it's the latter, then non-inclusion of tunnels is likely not a resource cost issue. My guess would then be graphics dept work load related to underground view. Again, just guestimating.
 

Junna

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But, surely, if the tunnels resource consumption was a problem - there's no real reason to render any actual dynamic lights, just make it static. Anything is good as long as there are underground roads. Functionality above appearance, I say.
 

unmerged(402727)

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But, surely, if the tunnels resource consumption was a problem - there's no real reason to render any actual dynamic lights, just make it static. Anything is good as long as there are underground roads. Functionality above appearance, I say.

I agree. I am more than willing to compromise on appearances if we could get functionality -- or even allowing confirmation that the engine will work in such a way that allows modders to add the option of building a road that goes underground.
 

Num1hendrickfan

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As I feared, this is only the start, first no night/day cycle, now no tunnels.

There's nowhere specific that states no tunnels, just no underground roads. If the road building system is anything similar to what was included in CIM2 I would hedge my bets tunnels will be possible ( to traverse both mountains and bodies if water ).
Now an underground road system that can hook up to buildings is probably being referred to as not included, and I'm presuming is what is meant by no underground road system.
 

Bipin

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When in doubt, leave it to the modders. Chances are we'll be able to whip something up. ;) Sim City 4's NAM is a testament to the ingenuity of these people; if we all want something that badly, it will surely get done one way or another.
 

TotalyMoo

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Sim City 4's NAM is a testament to the ingenuity of these people; if we all want something that badly, it will surely get done one way or another.

Something you want to go further into explaining? :)
 

eis_os

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Only it is very unlikely to add new complete features in the game after release.
At least for CO:

CIM1: Stop upgrade, Monorails (cheated, they were /replaced Trams and used a weird mix of Tram and Metro internally. )

CIM2: Metro with variable sizes, Monorails (again a bit cheated, recycling metro a reason no underground monorail is possible)

I can only guess but the Monorail was planed already when releasing.
Sitenote: CSL will surely get a Monorail :D
 

Greenslade

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It depends how much of a "new feature" different transport networks need to be.

If the engine is programmed fairly generally, a "lane" or a "rail" is just a path down which some transport agent can travel, and you could technically add as many of those as would be allowed by the flags you used to define road types. "Allow bicycles, allow pedestrians, etc." All you'd need to do there is make a new lane type, say "allow monorail," make the monorail transport type and attach the assets.

It depends how hard coded the existing subsets of transportation infrastructure are.
 

Bipin

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Something you want to go further into explaining? :)

Essentially, with large number of Sim City 4 players being interested in CSL, and a good portion of them being proficient with coding, modding and so forth (at least several NAM members have an interest in CSL) it is likely that they would posses the skills to create a NAM equivalent for CSL should it be required. If anyone can find a way to create tunnels and the like before they are made officially, chances are these great people would play a role in that.
 

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Essentially, with large number of Sim City 4 players being interested in CSL, and a good portion of them being proficient with coding, modding and so forth (at least several NAM members have an interest in CSL) it is likely that they would posses the skills to create a NAM equivalent for CSL should it be required. If anyone can find a way to create tunnels and the like before they are made officially, chances are these great people would play a role in that.

Haha, I was more talking about this "NAM" you keep mentioning. What is it? :)
 

matlockman

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Haha, I was more talking about this "NAM" you keep mentioning. What is it? :)
Network Addon Mod.

Added on-road trams, light rail, roundabouts, a heap more versatility in the road system, curved highway pieces, fixed some pathfinding errors for vehicles, added hole digging lots (which could then make tunnels under parts of a city), also added a whole lot more "transferring" from one system to another (tram-to-subway, tram-to-monorail, etc), and introduced super-high monorail (which could go over elevated highways that normal monorails couldn't. And I shouldn't forget Real Highways (which I never use). There's a lot more but I can't remember.

It is basically the most important mod for SC4 and the first one I install. Makes the transport side of Simcity4 a helluva lot more interesting, especially with trams.
 

TotalyMoo

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Network Addon Mod.

Added on-road trams, light rail, roundabouts, a heap more versatility in the road system, curved highway pieces, fixed some pathfinding errors for vehicles, added hole digging lots (which could then make tunnels under parts of a city), also added a whole lot more "transferring" from one system to another (tram-to-subway, tram-to-monorail, etc), and introduced super-high monorail (which could go over elevated highways that normal monorails couldn't. And I shouldn't forget Real Highways (which I never use). There's a lot more but I can't remember.

It is basically the most important mod for SC4 and the first one I install. Makes the transport side of Simcity4 a helluva lot more interesting, especially with trams.

Ooo, sounds like a great mod! I know this might be strange to hear from the people working with the game, but let's be realistic, we won't be able to add all the stuff you want even if we set back the release several years. There's just way too many features and variations of such that could fit in the game. So I really look forward to seeing our modders start patching up and filling out the holes, especially with great mod packages like NAM seems to be.