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Cities : Skylines

Grif

Learned
Joined
Nov 4, 2016
Messages
231
...emergency vehicle overtaking...

:russiastronk:

Important feature.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,666
Location
Roanoke, VA
Grab the Codex by the pussy
While Skylines has been in sore need of disasters/challenges for ages (the lack of challenge was pretty much everyone's chief complaint about the game), I'm disappointed that they haven't added the most realistic and challenging disaster of all: Democratic political leadership.

Someone should make a mod.
 

ChasinTheTrane

Literate
Joined
Mar 2, 2017
Messages
34
While Skylines has been in sore need of disasters/challenges for ages (the lack of challenge was pretty much everyone's chief complaint about the game), I'm disappointed that they haven't added the most realistic and challenging disaster of all: Democratic political leadership.

Someone should make a mod.
That would be a dream come true for me. I'm more into managing the city than I am about building it. Some sort of collab with the Democracy series would make for a super interesting game.
 

Stokowski

Arcane
Joined
Nov 23, 2011
Messages
4,582
Location
Gehenna
Nah, just noted it in a couple of introductory let's play type things on YouTube. Looked different enough to be interesting, but not yet investigated further.
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,394
the game needs a total rework of traffic ai, not some flying baloons.

Curiously, SimCity 4 had problems with the traffic ai. So much, in fact, you needed to mod it. Heh, one would think an updated city builder would handle the simulation aspects a little bit better.
 

Stokowski

Arcane
Joined
Nov 23, 2011
Messages
4,582
Location
Gehenna
In a way, in does. I mean the underlying A->B pathfinder is infinitely better than the borked algorithm at the heart of SimCity 4. But its ability to successfully understand and incorporate multi-lane roading, or speed differences between vehicles, is nearly nonexistent. So on the global sense it works so much better than pre-NAM SC4, but the processing of "local" detail - which I guess has some reasonably hefty computational overhead - is so lacking.
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,394
In a way, in does. I mean the underlying A->B pathfinder is infinitely better than the borked algorithm at the heart of SimCity 4. But its ability to successfully understand and incorporate multi-lane roading, or speed differences between vehicles, is nearly nonexistent. So on the global sense it works so much better than pre-NAM SC4, but the processing of "local" detail - which I guess has some reasonably hefty computational overhead - is so lacking.

Good explanation, thank you. :salute:
 

Mazisky

Magister
Joined
Mar 8, 2015
Messages
2,082
Location
Rome, IT
Last Sim city may be a bad game but it still looks better than this, tbh. Cities skyline looks flat
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
In a way, in does. I mean the underlying A->B pathfinder is infinitely better than the borked algorithm at the heart of SimCity 4. But its ability to successfully understand and incorporate multi-lane roading, or speed differences between vehicles, is nearly nonexistent. So on the global sense it works so much better than pre-NAM SC4, but the processing of "local" detail - which I guess has some reasonably hefty computational overhead - is so lacking.
In principle, some modders have said for a while already that they have some ideas how to improve traffic behavior in the game on a more basic level than the mods that are currently available. The same is true for some of the limits. However, these modders basically wait till CO decides that they are done with the game and won't push any further updates, which means that modders can finally work with a stable code base (like in SC4). Lots of improvements that are possible are not really pushed by modders as every game update tends to break existing mods at the moment, and it would be worse with mods that directly interact with even more game code.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
Joined
Apr 21, 2006
Messages
27,562
Location
Tampon Bay
I really always thought that would be a nice use for these bland and boring city builders. I mean there is a point when you get tired of your city, and there is Dresden 1945 DLC
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
Wake me up when there is carpet bombing DLC.
The disasters in the Natural Disasters DLC are actually quite devastating. They can easily destroy a whole city.

I'm more miffed that they are too lazy to articulate the cable car cabins properly.

35en6hT.jpg


I guess it gets people close to each other.

FHySfkT.png
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
Here's a video about what they actually add in this DLC. The YouTuber may be a bit over-enthusiastic, but at least he manages to make a half-way concise video about the whole thing.



Release is tomorrow.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
they took all the mods everyone already used and added them in the dlc. classic paradox :lol:

at least I won't have to wait for road architect, anarchy, traffic manager and transit extension to update before I get it.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
20170520194022_1.jpg

this interchange cost me 150k and an hour to make...
and i don't even have a train station up yet.

also
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
Every time I think about picking this up I see the mountain of DLC and say fuck no.
 

Mr. Pink

Travelling Gourmand, Crab Specialist
Joined
Jan 9, 2015
Messages
3,044
PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Steve gets a Kidney but I don't even get a tag.
Every time I think about picking this up I see the mountain of DLC and say fuck no.
almost every single thing you can do in the DLC can be done via mods that everyone uses anyways. the only thing mods haven't been able to do is disasters and night time mechanics, both of which aren't really important at all (i play with permanent daylight on).

After Dark:

Leasure and Tourist specialization - not replaceable, useful to some
Expanded city services - generally useful AI improvements

Natural Disasters:
Disasters - superfluous, sometimes even annoying. not replaceable
Scenarios - nobody uses these
Radio - open a youtube tab in the background.

Snowfall:
snow and temperature mechanics - superfluous unless you really want to play finland simulator. not replaceable
trams - ok i guess. there are mod versions of trams that work fine too

Mass Transit:
Ferries, blimps, cablecars and monorails - somewhat gimmicky, a robust elevated rail system already exists in the network mod
traffic UI improvements - basically taken from popular mods but implemented somewhat worse
new road types - taken from network mod.

the only DLC worth buying is AD and MT.
 
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