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So yeah, Cities: Skylines modding. It's gonna be a thing.

It's important to note that the lifespan of the game is going to be directly dependent on the quality of tools released by the developers. Even if it's not even that good a game, being able to tweak the Hell out of it will allow the fanbase to sand down the rough spots and greatly enhance the good parts.

It's what we did with SimCity 4, and the game's still going strong as a result. Maxis released powerful creation tools and they carried information that was used to help figure things out, enabling better tools to be created. These better tools resulted in bigger and more varied modding, and even better tools. This cycle of continual improvement has not stopped, almost 11 years in.

SimCity 2013, on the contrary, was kneecapped badly because EA-Maxis never released modding documents or tools, forcing the fanbase to figure everything out themselves. That's the important thing to note: It's one thing to say "we allow modding" and whole other to say "we enable modding", because they mean drastically different things and result in drastically different outcomes.

There's a good sign that the developers are maybe sorta kinda caring about making their game live forever:

http://www.skylinescity.com/cities-skylines-faq/#Modding

What they're proposing to release sounds similar to what Maxis released for SC4. Hopefully the "3D importer" will turn into a "Building Architect Tool".


  Edited by CaptCity  
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Agreed.

 

As an SC2013 modder, we received some help from Maxis devs such as MaxisGuillaume, but we never received modding tools or modding documents as you stated above. However, there is a modding document out now for SC2013, which can be found here [Link temporarily disabled. -CaptCtiy]

 

But that's beside the point. Here's to hoping that the Cities: Skylines devs stand behind what they say about the ease and compliance with modding.


  Edited by CaptCity  

Link disabled. Straightening something out.
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Just an uninteresting person that plays video games for your falsified amusement.

http://www.youtube.com/c/CapTon

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    I don't think it's besides the point at all! That's a great example of the fanbase coming in and filling the void left by the developer.

     

    u guyz r awesum

     

    You started from scratch, though, and that makes things harder and requires more time to reach the point you'd be at if, say, EA-Maxis did what they said they would and released tools and documentation. SC4 was at least given the BAT and LotEditor, which for all their flaws still provided an incredible boon to the community.

     

    I think the biggest, initial "lacking" that will be found in Skylines will be the building variety (Based on casual observation of gameplay). That's why I specifically hoped for a BAT, so people can start filling the void. I don't think the network will face the same kind of "need" SC4 has seen, as the developers have several pure networking building games under their belt. Then again, a city builder is much a totally different genre, so they may end up simplifying a bit much.

     

    But well, modders. That's what they're for!

     

    By the way, I can't access the file you linked to. [Link temporarily disabled. -CaptCtiy]  I know the one you speak of. The shame of it is that all the information in it should have been something EA-Maxis handed out from the start.

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    Maxis/EA actually did release quite a few tools for SC4 (back when EA wasn't as controlling and manipulative) which essentially skyrocketed modding for the game as well as sales.

     

    I've noticed the building variety as well, and I can see where you're coming from. However, I'm glad that that's one of the only things we have to worry about with this game :).

     

    And I believe Mr. CaptCity has temporarily disabled the link I have posted. I sense a rebellion of sorts coming on (just kidding :P).


    Just an uninteresting person that plays video games for your falsified amusement.

    http://www.youtube.com/c/CapTon

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    From what I gather from the forums/Reddit, the Dev diary about Modding will probably be posted on wednesday (25th). Hope we'll get some more insight then in which tools will be included with the game.

     

    Here's an update; there will be a Reddit AMA about modding (maybe in addition to the Dev diary):

    http://www.reddit.com/r/CitiesSkylines/comments/2wuvxb/developer_ama_feb_25th_main_topic_is_modding/

     


    Greetings community!

    We'll be hosting an AMA over at /r/IAmA on February 25th, the main topic will be more details about modding but other questions are of course accepted. So if you have something I've failed to answer in the sticky please bring it here!

    We go live at 18:00 CET and will feature CO CEO Mariina Hallikainen, programmer Damien Morello, artist/game designer Henri Haimakainen and myself (mostly the former 3, though).

    Prepare your questions; sharpen your metaphorical swords and get ready to be informed.

    Cheers, John

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    New Cities: Skylines CJ -

    Feel free to check out my SC4 CJ as well -

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    Thanks for the information. I'm gonna have to try my best and make it. Would like as much information as possible in terms of modding.


    Just an uninteresting person that plays video games for your falsified amusement.

    http://www.youtube.com/c/CapTon

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    I've already started modding parks, but I cannot mod buildings! Please see the link below for a description of my problem:

     

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    CO really wants to create some good road-making tools, but they weren't able to do so before launch.

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    Community Management Team Cities: Skylines Paradox Interactive

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