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Cities: Skylines II [video]

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Re: Cities: Skylines II [video]

#71

My main gripe with the original game was that it wasn't possible to create walkable or cyclable cities. The only way to build anything is to have a road (as in, a road with lots of cars). So mechanically your cities are car centric, which isn't qui the cities I'd like to build. As far as I can tell, there are no bicycles in that trailer which leaves me little hope. I'm sure someone will reply about whatever mod that…

Even beyond the aesthetic problem with the cities being car centric by default is the lack of realistic parking issues. I don't know about mods and DLC but in the original you can get by with designs that would be totally unreasonable in reality because they would require massive underground parking to look how they do.

Re: Cities: Skylines II [video]

#72
post #49

There's so much to learn from how CS1 was built and supported mods. But it's hard to tell from the trailer what kind of technical changes have been made. The rendering looks really nice. Is it URP, HDRP, their own pipeline? Unity has had an ECS framework under development for almost 5 years now, which could be a great fit for what this game is. Or maybe Colossal Order has engineered something similar, like Photon did…

"Under development" is the operating word here, DOTS is very much still strongly experimental. The development workflow is chaotic and best practices unclear, somehow even more so than the regular workflow. And even more errors now crash the editor.

DOTS is no longer experimental as of 2023; it is now a version 1.0 that can be used in production, though it is still under active development.

Best practices are still being figured out, but since ECS is all about performance, best practices can be measured objectively.

Re: Cities: Skylines II [video]

#74
post #71

My main gripe with the original game was that it wasn't possible to create walkable or cyclable cities. The only way to build anything is to have a road (as in, a road with lots of cars). So mechanically your cities are car centric, which isn't qui the cities I'd like to build. As far as I can tell, there are no bicycles in that trailer which leaves me little hope. I'm sure someone will reply about whatever mod that…

Even beyond the aesthetic problem with the cities being car centric by default is the lack of realistic parking issues. I don't know about mods and DLC but in the original you can get by with designs that would be totally unreasonable in reality because they would require massive underground parking to look how they do.

I played this game extensively, and you can enable "realistic parking" in the traffic manager mod, which assigns parking requirements to buildings (visible with the traffic overlay). You can also disable the auto despawning of cars, which means you have to build parking lots for them (either with mods or the handful of vanilla parking lots).

There's also DLC which provide a lot more walkability options, including bikes (and bike lanes) and the Plazas and Promenades DLC which has pedestrian only versions of the normal roads.

Re: Cities: Skylines II [video]

#75

Does it have the concepts slums, shantytowns and such organic urban sprawl or is it all perfectly maintained blocks?

I routinely built slums in CS.

It's mostly decorative, but you can add some functional slum elements like nearby pollution, bad/no schools, etc.

Re: Cities: Skylines II [video]

#76
post #49

Earlier quoted context omitted.

"Under development" is the operating word here, DOTS is very much still strongly experimental. The development workflow is chaotic and best practices unclear, somehow even more so than the regular workflow. And even more errors now crash the editor.

DOTS is no longer experimental as of 2023; it is now a version 1.0 that can be used in production, though it is still under active development. Best practices are still being figured out, but since ECS is all about performance, best practices can be measured objectively.

I mean, it is indeed labeled as not experimental, but even the documentation does not show the up-to-date usage of the ECS APIs.

Re: Cities: Skylines II [video]

#77
post #7

Will this just include all the dlc from cs1? Aside from the qol mods the community created c:s feels like basically a complete game. I’m interested to know what they’re adding.

This is a an unrealistic thing to expect or ask for. The new game uses a different art style, significantly alters the mechanics and uses the latest version of Unity, as opposed to Unity 5 from 2015. If they included every single DLC, they'd have to: - Recreate or significantly update all of the assets they've created over the past 8 years. This would be a huge amount of work. - Not alter any game mechanics, because…

I’m not sure it’s that unrealistic. The trailer shows off a LOT of features carrying over from CS1. Some stuff might be cut, sure, but they aren’t swapping engines so the breaking changes might not be as significant as one might expect.

Re: Cities: Skylines II [video]

#78
No bicycling lanes? No bus lanes? No pedestrian zones? No electric vehicles? No solar cells on the roofs? No windfarms? No public transport? No subways? And of course no simulation of the traffic noise caused by cars and factories for inhabitants...

It seems like in this game you can only repeat all the city building problems of the past. If you want to build a city of the future, this unfortunately is not your game.

Re: Cities: Skylines II [video]

#79

My main gripe with the original game was that it wasn't possible to create walkable or cyclable cities. The only way to build anything is to have a road (as in, a road with lots of cars). So mechanically your cities are car centric, which isn't qui the cities I'd like to build. As far as I can tell, there are no bicycles in that trailer which leaves me little hope. I'm sure someone will reply about whatever mod that…

This has been my frustration as well.

I purchased it for Switch. I enjoy the game, but find it very hard to lay out a city since everything needed a street.

Re: Cities: Skylines II [video]

#80

Earlier quoted context omitted.

This is a an unrealistic thing to expect or ask for. The new game uses a different art style, significantly alters the mechanics and uses the latest version of Unity, as opposed to Unity 5 from 2015. If they included every single DLC, they'd have to: - Recreate or significantly update all of the assets they've created over the past 8 years. This would be a huge amount of work. - Not alter any game mechanics, because…

I’m not sure it’s that unrealistic. The trailer shows off a LOT of features carrying over from CS1. Some stuff might be cut, sure, but they aren’t swapping engines so the breaking changes might not be as significant as one might expect.

Asking it to include the most significant changes isn't unrealistic, but to include "all" the DLC is.

It wouldn't even really make sense, for example the Snowfall DLC only had permanently snowy maps, no snow was added to existing maps or maps from other DLC. CS2 will have dynamic seasons and climate. So asking for the Snowfall DLC in CS2 is asking for a feature regression.

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