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96 posts in this topic
By Bad Peanut
so I've been waiting for sub buildings to become native so I could finally finish off Flinders Street Station (from Melbourne) here's a quick WIP look - probably will release sometime soonish - maybe next week.
Let me know what you guys think!
Thank you to all the people who help make this game possible! Colossal Order, Paradox Interactive and all the Cities Skylines fans who made the community what it is today! I was going through a very dark time in my life and if it wasn't for this game I would probably still be in a hell hole of a life wishing I was dead. You gave me that faith in myself again and I'm eternally grateful! Bless your Lives with Love and Great Friendships! Nothing Is Impossible, for in that word you have "Im Possible". Start Living with Love and your Highest Dreams Now!
So, with the addition of blimps to the new expansion, I made a real scale Graf Zeppelin. It's my first time with a vehicle and weird stuff is happening.
First, vanilla motors seem to be in the model and I don't know how to remove them (also the lateral screens, but they are hide inside the model, so is not a problem).
Second, my motors don't spin as they should, only two of the four rotate, and they do it in the direction of wheels...
Any idea on how to solve this?
By Tim The Terrible
The expansion, titled “Mass Transit,” will bring new forms of transportation to the game, allowing mayor-players to offer in-game citizens new ways to get across town by land, sea, and air. With new transit service buildings, mass transit hubs where lines can exchange passengers, new scenarios, new landmarks, and new road types, Mass Transit will provide veteran players of Cities: Skylines with more choices and options to personalize their cities than ever before.
Mass Transit will feature:
Sick Transit, Glorious Money: Add a wealth of new transit options to your city, and add wealth to your city’s income! Let your citizens get across town in ferries, blimps, cable cars, and monorails! Orderly Hub, Bub: New mass transit hubs can bring all of your services together, letting citizens change rail lines in one building, or hop from the bus onto the ferry, or even find their way through a sprawling monorail-train-metro station. Become a Roads Scholar: Explore a set of new challenge scenarios focused on solving traffic problems and adding new transit systems. New road types, bridges and canals adds variety to your city, and new ways to solve its challenges. Become an expert in traffic flow, and then use that knowledge to improve your city! New Hats for Chirper: NEW. HATS. FOR CHIRPER. (and also new unique buildings, policies and achievements. But HATS!)
Per usual, the new expansion will arrive together with a free update to the base game upon release. This free update adds mod-inspired features to traffic management, such as an extended public transport budget, emergency vehicle overtaking and more road features. The patch will also include the much-requested ability to name roads.
I'm really happy that the Asset Editor got some improvements. Most importantly, it seems to be much more stable now! I can do things now without crashing that would have crashed me 100% of the time previously. I can even use the Asset Editor without unsubbing to my 1000+ assets and 30+ mods. Previously, this was unthinkable. It's still sluggish, but it's actually use-able. In -noWorkshop mode, I can do "New Asset" after importing an asset without crashing, which I could never do previously.
We also have some new options in the building stats window, particularly a dropdown list of monument templates (and one called "always unlocked" that doesn't have silly requirements) instead of the binary "use monument template" button that we had previously.
And ofc now we can mod citizens. I'm really looking forward to some new folk to populate my world. Is anybody working on any new cims yet?
Are there more changes that I haven't noticed?
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