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Author Topic: Cities: Skylines, The Sim City we all wanted! New Industry DLC!  (Read 116786 times)

Glloyd

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #630 on: January 20, 2016, 02:42:24 pm »

Can you even do that with the modding tools for the game? I thought it was just limited to simple things like adding new buildings and changing certain values. It's been a while since I've touched this game though, so they could've expanded it.

PTTG??

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #631 on: January 20, 2016, 03:10:11 pm »

Might have to hack things- like having houses send out "oxygen trucks" to pick up a weekly ration of air, but most of that should work. The diseases might be harder.
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Xgamer4

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #632 on: January 20, 2016, 03:12:59 pm »

My first thought for oxygen was to hijack the mechanisms used for water. Or just wholesale replace "water" with "oxygen".
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Cthulhu

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #633 on: January 20, 2016, 05:01:33 pm »

Why not just make a new game?
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PTTG??

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #635 on: January 21, 2016, 12:09:30 am »

Because there's more similarities than differences and I don't want to even start to figure out how to build a an agent based simulation engine from scratch.
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Majestic7

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #636 on: January 21, 2016, 12:23:36 am »

New expansion announced, brings in weather and seasons, including trouble with snow for traffic. Very Finnish expansion, just lacks booze.
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Catastrophic lolcats

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #637 on: January 21, 2016, 12:28:24 am »

Here is a link.

Not impressed at all. Looks like you get some half-baked winter mode instead of a fully fledged season mechanic and a transport upgrade that should have been in from the start. Probably going to be 15USD as well.
« Last Edit: January 21, 2016, 12:33:48 am by Catastrophic lolcats »
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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #638 on: January 21, 2016, 02:16:37 am »

...Why would anyone want to make a separate "winter" map?

This is a huge mistake, it should be an option on any/most maps. What the heck were they thinking?
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Putnam

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #639 on: January 21, 2016, 02:27:55 am »

spaghetti code

winter is coded as an agent
« Last Edit: January 21, 2016, 02:32:08 am by Putnam »
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Majestic7

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #640 on: January 21, 2016, 02:57:31 am »

Well, people don't necessarily want to play winter maps, so it makes sense that there isn't winter effects for all maps.
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Rose

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir!
« Reply #641 on: January 21, 2016, 03:48:18 am »

Yeah, but it would also make sense to have winter about 1/4 of the time, and other weather the rest of the time.
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PTTG??

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir! And Snow!
« Reply #642 on: January 23, 2016, 12:16:09 pm »

In other news, a modder finished the incomplete After Dark to add an actual traffic cycle.

http://steamcommunity.com/sharedfiles/filedetails/?id=605590542

Why did this have to be a free mod, while nonfunctional funding sliders (sliders which have no effect besides reducing land values because school budgets go down overnight) and pointless commercial specializations apparently required an entire dev team?
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MrRoboto75

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir! And Snow!
« Reply #643 on: January 23, 2016, 12:50:10 pm »

I ended up turning off the day cycle.  All the lighting wrecks my performance.
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Djohaal

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Re: Cities: Skylines, The Sim City we all wanted! Now with more Noir! And Snow!
« Reply #644 on: January 23, 2016, 03:55:56 pm »

In other news, a modder finished the incomplete After Dark to add an actual traffic cycle.

http://steamcommunity.com/sharedfiles/filedetails/?id=605590542

Why did this have to be a free mod, while nonfunctional funding sliders (sliders which have no effect besides reducing land values because school budgets go down overnight) and pointless commercial specializations apparently required an entire dev team?

Colossal Order probbably hired Notch as development strategy consultant.  :P
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.
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