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Okay, we probably got burned out by some other City-Builder games, whether than was them not supporting multi-core or because of broken systems, so let's see what ideas we want Colossal Order to bring to the table.
- Something I would like, which is probably gonna be there as it is in CiM2 is Steam Workshop Support for user-generated content. Will help add diversity.
- Also, a nice water system that can be polluted by sewage if organised poorly or if the sewage is not taken care of.
- Random Map Generation. Was in CiM2, so hoping it is here too.
Unity 5 wouldn't really change anything. Unity already supports making a 64 bits binary and have been for a long time. It's the Unity Editor itself (developer side) that will start supporting 64 bits but that's not useful in any way for the players.
Too bad you won't go for 64bits as this could help modders looking to makes things really huge.
Anyway, as long as it runs on my computer, that's already a good thing.
Unity 5 wouldn't really change anything. Unity already supports making a 64 bits binary and have been for a long time. It's the Unity Editor itself (developer side) that will start supporting 64 bits but that's not useful in any way for the players.
We're making a 32 bits binary for the game (that will most certainly only be supported for 64 bits systems) because it would take a very long time to make two different binaries. We'd rather spend that time making the game better since 4Gigs of RAM is really enough for the game to run smoothly.
Why does it take so much extra time for you to build 64bit binaries? Are you missing buildmachines or tools? Most software can build 32bit and 64bit from the same code.
I still think that would better exist 3 densities for the buildings. Or exist some form to avoid that in an area do not will be built a skyscraper?? Like filters or labels...
Will the game include ZOO, Amusement park, Aqua/Water park, Golf course (I mean projects with large area) or it will be possible to create them by modders ???
I still think that would better exist 3 densities for the buildings. Or exist some form to avoid that in an area do not will be built a skyscraper?? Like filters or labels...
For example, when drawing a two lane highway, I would use the tree lane highway for a short distance before a junction to make proper slip roads. I wished that tool was in game rather than the set choices we had when actually playing.
Yep, I've found this useful in CiM2 on highways, to add that extra on/off lane to aid traffic flow. In a more urban setting, with smaller roads, it would be nice to be able to have asynchronous roads - for example on a 2:2 road you could add an extra lane for a stretch immediately before a junction/crossroads to distribute traffic, but retain the two lanes away from the junction in the other direction (so 2:3).
Why does it take so much extra time for you to build 64bit binaries? Are you missing buildmachines or tools? Most software can build 32bit and 64bit from the same code.
Another wish; I'd like you to keep an eye to the future. There may indeed be PC limitations now, and this may restrict you in what you can deliver CO. Note however that people, lots of them, still play SC4 more than a decade on. Build it scalable if you can, and modular too so you can add in hyper traffic management, other micro specialisations etc. If you get it right, people will play with these toys for a decade.
YES! This right here! Please don't focus on what machines can run the game now. Take advantage on new graphical features and 64bit, and 4-8 core support. Games like these are future proof if done correctly!
By reading the forums, people are asking for a lot of things. Parodox feel free to delay the game or raise the price, we just want the best city builder.
seconded! CiM1 they were much better, more detailed.
if you decide to make those modular metro stations, that would be awesome, you know: putting single pieces together to get individual and complex metro sttions.
I know, c:sl is not about city traffic in first place, but it would be so sweet having that option...
YES! This right here! Please don't focus on what machines can run the game now. Take advantage on new graphical features and 64bit, and 4-8 core support. Games like these are future proof if done correctly!
By reading the forums, people are asking for a lot of things. Parodox feel free to delay the game or raise the price, we just want the best city builder.
One of the minor limitations in some SimCity games is the mostly fixed radius and shape of the range of public services buildings (police, fire, health). As a result, there would sometimes be gaps and overlapping sections in the radii for the buildings.
I thought it might be interesting to be able to change the shape, but not the overall area, of the radius of a service building, so you don't have overlaps and gaps like that. Perhaps it could be possible to drag and distort the shape of the radius in some way.
I think radiuses are very superfluous and I didn't like the radius system, even in Cities in Motion.
A radius is a hard limit, but that shoudln't be there. Everything has an influence, but with distance, the influence decreases. So a Bus stop, that is far away, is less attractive that the bus stop just around the corner, but even if its far away, it's there, and should be observed. Pathfinding should only be calculated by travel time, not shit like "is the station in the radius whithin this station".
Same for a 'radius' for firefighter houses for example. The firefighter just need more time to houses that are far away, but just because it's outside of a radius it gets ignored, is very stupid. If two firefigther stations are near by and a fire is breaking out, even the firefigthers from the other side of the town can help to put out the fire, if no fire elsewhere is burning.
Another example for sound pollution or everything else. The effect decreases with distance, and not because a radius says so.
I didn't like the radius, its just simpler and dumber, and it kills a lot of realistic potential that a game has.
You can build in a radius, but only for visualisation, not with a real effect.
It bothers me in Cities in Motion 2, that there are radiuses. Upcoming Train Fever is using a path finding algorithm without any radiuses, the game is radius free. And it works great. It's a little bit confusing at the beginning, but after someone explained how the game works, its so easy to build a transport network and I love it, because you can builde like YOU want, and not like some radiuses want. Radiuses in CiM2 leads to some very very very strange changing behavior and you always have to plan and think where to place a stop, so that specials stops don't overlap just because of the dumb behavior of CiMs. Travel Time is the main point, nothing else. No advertisement for Train Fever; it's advertisement for a radius free Cities:Skyline!
I can only support an idea with travel time having higher priority than radius for stations; but police and fire department should have radius based on travel time to be appeared on roads when we click on PD and FD: i.e. green streets are covered by that department.
I think radiuses are very superfluous and I didn't like the radius system, even in Cities in Motion.
A radius is a hard limit, but that shoudln't be there. Everything has an influence, but with distance, the influence decreases. So a Bus stop, that is far away, is less attractive that the bus stop just around the corner, but even if its far away, it's there, and should be observed. Pathfinding should only be calculated by travel time, not shit like "is the station in the radius whithin this station".
Same for a 'radius' for firefighter houses for example. The firefighter just need more time to houses that are far away, but just because it's outside of a radius it gets ignored, is very stupid. If two firefigther stations are near by and a fire is breaking out, even the firefigthers from the other side of the town can help to put out the fire, if no fire elsewhere is burning.
Another example for sound pollution or everything else. The effect decreases with distance, and not because a radius says so.
I didn't like the radius, its just simpler and dumber, and it kills a lot or realistic potential that a game has.
You can build in a radius, but only for visualisation, not with a real effect.
It bothers me in Cities in Motion 2, that there are radiuses. Upcoming Train Fever is using a path finding algorithm without any radiuses, the game is radius free. And it works great. It's a little bit confusing at the beginning, but after someone explained how the game works, its so easy to build a transport network and I love it, because you can builde like YOU want, and not like some radiuses want. Radiuses in CiM2 leads to some very very very strange changing behavior and you always have to plan and think where to place a stop, so that specials stops don't overlap just because of the dumb behavior of CiMs. Travel Time is the main point, nothing else. No advertisement for Train Fever; it's advertisement for a radius free Cities:Skyline!
I can only support an idea with travel time having higher priority than radius for stations; but police and fire department should have radius based on travel time to be appeared on roads when we click on PD and FD: i.e. green streets are covered by that department.
There are more than one way to do that.
I can imagine a system with colors. If I have not a single firefighter house in the city, and I click on the overlay, every house is marked red. If I build a firefighter house, everything in a near direction is marked green. But with distance, the green gets more pale, until it changes to pale blue, and goes to dark blue. Every house in the city now is 'connected' to a firefighter, but it's not effective, only the houses around are saved effectifly. So you have to build more, to decrease the blue and increase the green parts.
With that system you don't have a hard radius, but a powerful visualisation and a centive to build multiple ff houses around the city.
I think the big thing I'd like to see modding/expansion wise is to have the ability to add new lane types/transport types at a later date.
If we consider a lane to be a spline along which an agent can work out a path, and each transport type is essentially a flag or a variable that says a tram or a pedestrian or a car can route down it, it's a system onto which you can add lots of stuff later.
I'd rather CO not necessarily spend so much time figuring out things like trams and trolleys and monorails upfront, as long as there's the capacity for either official or community-created mods to increase transport types after release.
I think from what I've read in the AMA this fits with the mindset of how the devs want to develop it - systems first, more content later.