Safe to start a new game before the patch release?

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Langolier

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Sep 26, 2014
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According to the update from Moo he said around a month for the patch and that was almost around a month ago.. My question is with this game altering patch which will include tunnels and early western style architecture break my shit if I start a new game now? I play heavily with mods, what about if I disable them?
 

MarkJohnson

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If you wanna play, then play. Don't worry about the future. If it breaks, it breaks, it will most likely get updated to the patch eventually. Then just start another city while patches are being applied for the old.

It's like buying a new computer. If you need one now, buy it. Don't wait for new technology. ! gen separation isn't significant, plus any new ground breaking tech will take a half dozen years to be implemented thoroughly.

Just do it!
 

Pyoro

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I'd read between the lines, unfortunately he only wrote one ... :/

;) MarkJohnson is right, though. After the patch only means it's before the next one, or if not that before the next mod updates, new buildings, whatever. You'll have to wait for years if you want to be really sure nothing new comes along while playing a save ^^
 
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Cropper

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Just FYI, for those of you playing with mods, many could break after a new patch is applied. If they are critical mods to you, you will need to wait for the authors to fix them again before they become usable.
 

Langolier

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Sep 26, 2014
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Cheers for the replies.

The only mods that are essential for me are the "fine road heights" and "no pillars" mods. I can live without all of the others. I was hoping these would actually be incorporated into the main game but I'll have to wait and see. Otherwise I'll wait for the creators to update before I get into it seriously again.
 

Sanshy

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If your cities are broken at each new patch then the game will die quickly as the vast majority of players are just playing with love their cities and always wanna upgrade them.
I personally play the same town since the beginning and I have no interest to start a new one all the time... For this kind of crap I play ipad fast game.

Bear this in mind.
 

TotalyMoo

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We do our best to QA for the bigger mods, but it's impossible to make it work flawlessly with everything.

Currently investigating if there's a good way for us to make the transition between versions easier for the modders :)
 
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Greygor69

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We do our best to QA for the bigger mods, but it's impossible to make it work flawlessly with everything.

Currently investigating if there's a good way for us to make the transition between versions easier for the modders :)


That would be nice, but with the range and variety of Mods I wish you good luck (and the Modders as well), it's almost inevitable that something will break.
 

Mr Maison

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I think all modders need to think about the upcoming update. We don't know what's going to change in the code going forward. With SC4 we knew the developers were not coming back home so modders could hack away and whatever was made is not bothered by any official updates. In this case, the developers are actively changing things. I would think it's common sense to be prepared for changes to the code so not to go too deep with modding just yet.
 

KnightHawkTFC

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We do our best to QA for the bigger mods, but it's impossible to make it work flawlessly with everything.

Currently investigating if there's a good way for us to make the transition between versions easier for the modders :)
Releasing it first for a ~week (or more if needed) via steam's optional beta system is a good idea even if you feel everything is good to go for release. Gives modders and their users at least a chance to investigate if their mods work and provides a window of opportunity to get started on any changes that might be required. If you wanted to do it even earlier than that you could probably contact those top dogs privately (yeah like you need more work!) with a non-public access code.

Amplitude Studios used to do that with Endless Space & Legends, where they created a separate product\install on steam that was basically a running test\beta branch that they would publish too at points in time so select modders and a couple forum vip's (along with their own qa folks) could use it for testing different selectable branches, made testing much easier and avoided any risk with constantly \rollback\forward their mainline installs, not sure that's practical in the case of CSL though given the sheer number of modders.
 
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Tuscan

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If your cities are broken at each new patch then the game will die quickly as the vast majority of players are just playing with love their cities and always wanna upgrade them.
I personally play the same town since the beginning and I have no interest to start a new one all the time... For this kind of crap I play ipad fast game.

Bear this in mind.

I'm in the development industry myself, and I feel for the devs. If you have an application with 1000s of fan made extensions you can't expect the devs to cater for every single possible variable. If you want a rainbow then you've got to put up with the rain. The developers should ensure that mod authors are informed of the changes in upcoming patches, but at the end of the day the responsibility falls upon the mod author to ensure that their mod works with the latest patch.

My advise to gamers is to only download popular mods from authors you trust to keep the mod up-to-date. If you are going around adding mods left right and centre, be prepared for the consequences.
 
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