Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Cities : Skylines

Keshik

Arcane
Joined
Mar 22, 2012
Messages
2,124
March 10th Release date

 

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.
Has there been any confirmation of transit options other than roads and rails? I see bus lines in the launch trailer, but no word on stuff like monorails, subways and ferries. Hopefully they use the same route planning system as Cities in Motion 2.

I'll buy this on launch. If it sucks, I'll warn you guys before I jump into highway traffic.
 

KoolNoodles

Arcane
Joined
Apr 28, 2012
Messages
3,545
A true bro.

The building/city management part looks good, the atmosphere/life part of the "simulation" looks bland(this includes models/textures). Kinda need both to make the game good.
 

Alienman

Retro-Fascist
Patron
Joined
Sep 10, 2014
Messages
17,193
Location
Mars
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.


This video has me convinced. The simulation is real this time around, yee-haaaw!

One thing worries me though, he says that they had to make compromises now that the simulation is 100% real, and the compromise is that big buildings will not have that many inhabitants. So now I wonder, will it still be in the hundreds or will it be something
weird like ten? Oh well, looks good. Now please Paradox, don't sell sixty million dlcs for this.
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
One thing worries me though, he says that they had to make compromises now that the simulation is 100% real, and the compromise is that big buildings will not have that many inhabitants. So now I wonder, will it still be in the hundreds or will it be something
weird like ten? Oh well, looks good. Now please Paradox, don't sell sixty million dlcs for this.

I hope the game can accommodate millions of people like the old Simcities. Wish they showed the rich commercial and residential skyscrapers.
It's Paradox, they just boasted selling millions of CK2 cosmetic DLC. But to be fair to them, they'll probably only sell 59 million dlcs for this.
 

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.
I hope the game can accommodate millions of people like the old Simcities. Wish they showed the rich commercial and residential skyscrapers.

inb4 "simcity.GetRoundedFudgedPopulation = function (a) { "

No fudged pops please
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
Lengthy gameplay walkthrough with the devs and Quill18:

 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
Yes! looks like you can import 3D models as custom buildings in the game. The video at 41:40 talks about it. Time to get to work...
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,883
Question:

Can simcity modding community even fuck up mods for city skylines ?
I mean i love simcity mods but that community is like fucking viper nest.

If you want to download something you will need to fucking spend shit load of time to track all dependebcies. It's like no one ever want to share anything and they all are fixated on those shitty sites from early ages of internet.

I hope simcity mod community will fuck themselves right up in ass and new people will take lead who give a shit about modding instead of fucking each other around
 

Hoaxmetal

Arcane
Joined
Jul 19, 2009
Messages
9,161
Butthurt much? Last time I played SC4 the custom building had the needed dependencies in their description and most of them are big packs anyway that are used by a lot of buildings.
 

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
Probably not even the same modding routine. We'll see how Skyline's one is. Hopefully there's an easy way to just import a .FBX file into the lot editor.
I didn't use many dependencies for my BATs for Simcity 4. Any extra files I put in the zip I uploaded anyways.
 

Zarniwoop

TESTOSTERONIC As Fuck™
Patron
Joined
Nov 29, 2010
Messages
18,733
Shadorwun: Hong Kong
I'll wait for the inevitable 30 DLC packs and bug fixes and buy the GOTY (full) version at 80% off on Steam.
 

Dead Guy

Cipher
Joined
Sep 12, 2012
Messages
281
But I will probably regret it.

5FlSRZa.jpg


I'll wait until it's confirmed that you can't cut back on funding.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,883
Butthurt much? Last time I played SC4 the custom building had the needed dependencies in their description and most of them are big packs anyway that are used by a lot of buildings.

yeah except if you want to actually seriously mod game you need like few hours to track each dependency for every single mod. And no dependecy in description also most of the times leads to dependency which has its own dependency.

Hope Skylines modders will be sane compared to SC4 ones
 

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.
In that gameplay stream I notice that everyone is running at Olympic sprinter speeds everywhere. Reminds me of a zombie movie.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
But I will probably regret it.

5FlSRZa.jpg


I'll wait until it's confirmed that you can't cut back on funding.
I D-1P'd it, so you'll definitely be hearing about that.

In that gameplay stream I notice that everyone is running at Olympic sprinter speeds everywhere. Reminds me of a zombie movie.
Prolly just game speed adjustment, like in SimCity etc. You usually want to showcase gameplay on higher speed to show the effects of actions taking place faster.
 
Joined
Jan 4, 2014
Messages
795
I think what most people want from a game lik this is a systme of rules taht're not too technical or deep. Something where, say if you want to make a city with lots of parks, you don't have to play for 30 hours messing up to figure out the right "formula" or path to go down. And yet, if you can just get what you want with minimal effort, where's the challenge? Some people play these because they want to experience that first 30 hours of messing up. Of course, most don't, so a compromise has to be made in which most will get what they want before they get too frustrated - all with just the right amount of messing up.

This reminds me of the division in survival sandbox games. Some players just like to build build build with minmal obstacles or costs. They want an artistic pursuit, not a struggle. Others like intense amounts of strugg;e and high costs to building - to encourage community building. The game maker hast o find a middleground which retains as many of them as possible.

I think the key for single player games is a modding capability. You can keep the base game gorgeous and easy to play, but allow modders to add increasingly advanced layers to it - which satisfies players looking for more strugle. But making a good modding platform is a challenge, I think. Getting that right along with he vanilla game is tough.
 
Last edited:

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
One thing worries me though, he says that they had to make compromises now that the simulation is 100% real, and the compromise is that big buildings will not have that many inhabitants. So now I wonder, will it still be in the hundreds or will it be something weird like ten?
Ten sounds about right. In CiM2, smaller buildings had something like 6 to 8 inhabitants, skyscrapers in the range of 18. They were all tracked though and went to work and home again.
Oh well, looks good. Now please Paradox, don't sell sixty million dlcs for this.
Haha, that's a good one. Of course they will.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom