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Cities : Skylines

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,723
Shadorwun: Hong Kong
Goddamn commies. Cities are the most capitalistical thing possible.

I had tried to break the rules of the game, and ended up with a broken city.
Yeah, it's all fun and games in a simulated city but you maniacs try to break the rules of the game in real life too.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Goddamn commies. Cities are the most capitalistical thing possible.

Yeah, it's all fun and games in a simulated city but you maniacs try to break the rules of the game in real life too.
Oh, god, fucking THIS.

Green + socialist parties designing modern cities is just a horror show.
 

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,123
http://www.eurogamer.net/articles/2015-08-20-cities-skylines-after-dark-release-date-price-detailed

Cities Skylines gains day-and-night cycles and new nighttime services in its upcoming expansion After Dark.

jpg

The add-on launches 24th September for PC, Mac and Linux priced $14.99 (UK cost TBA).

Developer Colossal Order's popular city-building simulation also adds taxis, prisons, bike lanes, beachfront properties and more.

City citizens will go out less at night and roads will be quieter, meaning that you could choose to send service vehicles around then.

But crime will also increase, so police will have to be mobilised in greater numbers. A new nighttime budget will let you prioritise funds for nocturnal activities.

"Taking the cities from daytime to night is not as simple as one might think," lead designer Karoliina Korppoo explained in a new post on the game's official forum.

"While the change from day to night is visually stunning, there's much more going on under the hood. Each and every building in the game received a new texture layer to have the windows light up nicely.

"In addition there are new lighted signs, neon signs and other lights to make the city look interesting during the night. The sun rises and sets, painting the sky with bright colours, you can see the moon and stars move across the night sky."
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,568
Codex 2013
Nice, sounds like it will add some depth. That's precisely what the game needs. The base game was a bit shallow and had very limited enjoyment because of it.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,723
Shadorwun: Hong Kong
No, what it needs is a complete rework of the traffic logic and removal of the shitty limits. And moar skyscrapers.
 

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,123
To add more depth into gameplay, After Dark has some of the old city services expanded and tweaked. Mostly these modifications were based on user feedback and on things that we noticed the users were doing but were not handled as elegantly as possible by the game.

HX8JKh0.jpg


Police
Crime logic has been completely redesigned. We noticed at some point that crime rate always stayed very low and it was almost impossible to get it to rise. This was caused by crime sate being linked with citizen happiness. Basically before many citizens were unhappy enough to turn to crime, they moved out of the city or got sick due to low health resulting from the conditions causing the low happiness. This did not seem like a fun feature, as crime did not really create any meaningful choices for players, it just meant placing a few police stations. With the new crime logic it is possible for the crime rate to rise easier and fluctuate more. There are actual crimes happening, which police have to respond to, and capture the criminal. This is where the biggest new change comes in: the criminals need to be transported to Prisons to serve their sentence.

A whole new addition are the Prisons. Police cars can hold a few criminals, but have to return to police stations and HQ's when they become full. Criminals are unloaded into holding cells in the police buildings. As the police in Skylines is never wrong or corrupted, the Prisons send out vans to carry the criminals to immediately start serving their sentences. How handy is that? Sentences are 15 game weeks long, with some getting out a bit earlier due to good conduct, and others staying a little bit longer. If a prison is demolished, the prisoners are released early and might not behave well.

sF4sqB6.jpg


Public transport
Public transport has gotten new buildings with new combinations of functions. Players with many bus lines might have noticed that sometimes allowing citizens to change lines can be tricky when there are many lines stopping close to each other. The stops should be close to have only a short way for the passengers to walk, but far enough so buses can move unhindered and traffic doesn't get blocked by the buses. The solution for this is the brand new Bus Station! The stations has many platforms for buses to stop at. Passengers can change lines inside the buildings so they don't have to cross any streets and won't affect traffic. Simple and easy, and lessens the effect bus line changing areas have on the traffic, allowing for a better flow.

Cargo hub
For cargo, there's a cargo hub. Previously players who wanted to export large quantities of goods often used trains to carry the goods to harbors and let ships take the goods away. This resulted in the roads between the cargo train stations and harbors being VERY busy. The cargo hubs allows trains to arrive straight to the harbor to unload, so there's no need to have the constant truck traffic between the station and the harbor.

Taxi cabs
What is something that all big cities have but Skylines was missing? Taxi cabs! The taxi service is an new service that allows tourists and citizens to order taxis to take them to their destination. Basically taxis work a lot like private cars, but with difference of taxis residing in a depot and using stands to wait for new customers. Taxis especially help tourists to get around the city easier and thus make them stay longer in the city, generating more tax income.

International airport
Last but definitely not the least is the international airport. Fans asked for a larger airport, so here it finally is! Not only is it the largest building in the whole game, it also has a hidden surprise: an integrated metro station. No more long lines of cars or crowds walking to public transportation stops next to the airport, you can offer your citizens an easy way to arrive and depart the airport by connecting the built-in metro station to a metro network.

We spent a long time pondering on what buildings would provide the most enjoyment for players and offers easier, nicer ways of doing things that players were already doing. We hope you like what we came up with!

E0xFVh7.jpg

https://forum.paradoxplaza.com/foru...rk-dev-diary-3-expanded-city-services.880137/
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
Any examples? Curious.
[Redacted city name] that I live in right now has been essentially destroying the practice of "green wave" traffic toward/out of the city center. In theory, you get a "green wave" when you're driving at 40km/h, in practice, that never works because, you know, no leeway, plus something's off with their programming anyway. This puts the city into a permanent and unnecessary traffic jam in the mornings and afternoons, a situation previously unseen. Which increases emissions that the glorious city planners are fighting against.

Additional lulz arise from the city planners designing the city center around being dominated by pedestrian and public transport access. Which conveniently is also the area where most major business representations are. Plus lots of shops and shopping centers. Which basically drives the value for said companies down and will eventually leave an empty city center, all in the name of a greener, more eco- and human-friendly city center. Plus more dumbfuck proposals on their slate.

After which, of course, more police will need to be present there because, you know, reasons.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,873
Remember people. This fucking runs on Unity engine, fucking amazing work they did:

h2NWTJo.png
 

baturinsky

Arcane
Joined
Apr 21, 2013
Messages
5,537
Location
Russia
Goddamn commies. Cities are the most capitalistical thing possible.

Yeah, it's all fun and games in a simulated city but you maniacs try to break the rules of the game in real life too.

We deny your reality and substitute our own.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
To be fair, I'm sure you can have a commie city as well.

It's just that people designing cities and people in charge of theories behind this shit are infinitely retarded.

Oh yeah and then it's voted on by greens.

Checkmate, citizens.
 
Joined
Dec 19, 2007
Messages
4,338
Location
Bureaukratistan

I don't understand what this guy thinks should happen anyway. The roads would erode and become unusable by any kind of non-pedestrian traffic, which wouldn't run for long anyway without refined fuel, spare parts and such. The buildings would become dangerous and filthy to live in, the power plants would stop working, so would the plumbing... Since the city produces nothing but humans and food for the humans it would have to either degenerate into a pre-industrial society or trade the only thing it produces, that is slaves, for things necessary to run a modern city.
 

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,123
Been a while since I played, I like the smog rather than the weird blue earth for pollution. Cities do look better at night too
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
Updated my custom asset for night mode:
3515slu.jpg


4kxnde.jpg


Might do more tweaking. Not really fun clicking on hundreds on individual windows in the illumination map to turn lights on or off. Wanna make a couple more local buildings but too damn lazy so far.
 

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