I should first say that I both love and hate this update. I like the quays and floodwalls, and the injection of a ton of new props and artifacts. But this new terrain landscaping tool and the way that the terrain has been reconfigured in order to use it, just sucks!
The argument for making a distinction between major terraforming in the map editor and limited mayoral powers of landscaping by shifting soil from one part of the map to another fails. It fails because it is too restrictive to creativity. Until now, the player could choose how much power they had to play with by using or refusing to use mods such as the default Unlock All and Unlimited Wealth mods.
It makes me wonder if the devs were influenced by the game Godus, which used almost the same principle of limited 'pushing/pulling' of each terrain level. The premise in that game was that you did have god powers to transform your world. It was designed that way for one finger manipulation of the terrain on a touch screen, not as a means to limit the power of transformation as CO are intending. The dirt/soil limited capacity was just as annoying in Godus as it is here. It serves no function other than to create more tedious labour.
By providing a terrain landscaping tool with limited functionality but without allowing the player to choose how powerful that can be applied, removes that freedom of choice. Why would I have to run through a tedious routine of shifting dirt from one part of the map to another if I was also able to use Unlimited Wealth? Even without use of the wealth mod, it isn't hard to accumulate millions of Cim$ and with those resources a mayor should be able to afford to create major changes to the terrain without having to dig and fill, dig and fill dig and fill.... ad nauseam.
Also, why on Earth wasn't the water tool implemented? This is a huge oversight, particularly when the emphasis of this update is canals! This omission forces me to use a terrain landscaping mod (http://steamcommunity.com/sharedfiles/filedetails/?id=502750307) so that I can use the water tool when and where I choose, because the terrain landscaper that was implemented into the game is incomplete.
Lastly, the way that the terrain has been reconfigured is more than annoying. I will grant that the topographical isometric is a nice touch. However, the terrain now behaves quite oddly. It's 'sticky' for want of a better description. It adheres to tunnels and attempts to pull draggable features such as roads to follow the terrain rather than remain at the elevation levels I stipulate. Quite often now I have to lay a tunnel section by section just to prevent a road/rail set at -12m from popping up to the surface if I were to try to drag it, even if along that length the surface was flat and the level distance remained -12m. This makes tunnelling which was a wonderfully easy task before, now a laborious one.
I'm sorry CO, but this feature requires a rethink.
The argument for making a distinction between major terraforming in the map editor and limited mayoral powers of landscaping by shifting soil from one part of the map to another fails. It fails because it is too restrictive to creativity. Until now, the player could choose how much power they had to play with by using or refusing to use mods such as the default Unlock All and Unlimited Wealth mods.
It makes me wonder if the devs were influenced by the game Godus, which used almost the same principle of limited 'pushing/pulling' of each terrain level. The premise in that game was that you did have god powers to transform your world. It was designed that way for one finger manipulation of the terrain on a touch screen, not as a means to limit the power of transformation as CO are intending. The dirt/soil limited capacity was just as annoying in Godus as it is here. It serves no function other than to create more tedious labour.
By providing a terrain landscaping tool with limited functionality but without allowing the player to choose how powerful that can be applied, removes that freedom of choice. Why would I have to run through a tedious routine of shifting dirt from one part of the map to another if I was also able to use Unlimited Wealth? Even without use of the wealth mod, it isn't hard to accumulate millions of Cim$ and with those resources a mayor should be able to afford to create major changes to the terrain without having to dig and fill, dig and fill dig and fill.... ad nauseam.
Also, why on Earth wasn't the water tool implemented? This is a huge oversight, particularly when the emphasis of this update is canals! This omission forces me to use a terrain landscaping mod (http://steamcommunity.com/sharedfiles/filedetails/?id=502750307) so that I can use the water tool when and where I choose, because the terrain landscaper that was implemented into the game is incomplete.
Lastly, the way that the terrain has been reconfigured is more than annoying. I will grant that the topographical isometric is a nice touch. However, the terrain now behaves quite oddly. It's 'sticky' for want of a better description. It adheres to tunnels and attempts to pull draggable features such as roads to follow the terrain rather than remain at the elevation levels I stipulate. Quite often now I have to lay a tunnel section by section just to prevent a road/rail set at -12m from popping up to the surface if I were to try to drag it, even if along that length the surface was flat and the level distance remained -12m. This makes tunnelling which was a wonderfully easy task before, now a laborious one.
I'm sorry CO, but this feature requires a rethink.
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