Jump to content
boformer

Free Content Update Details

38 posts in this topic Last Reply

Highlighted Posts

Posted:
Last Online:  
 
9 minutes ago, boformer said:

Some of these you can paint with brush, some are placeable and then there's some that are created like roads.

New possibilities for modders? Or could you always do that?

Sounds like a fantastic update, can't wait! :thumb:

Share this post


Link to post
Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    3 minutes ago, Kaputnik said:

    New possibilities for modders? Or could you always do that?

    Sounds like a fantastic update, can't wait! :thumb:

    Possibly we will be able to make dragable fences, hedges and walls ;)

    Also, I have a feeling that the quay walls could be used for sunken highways....

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    All sounds great to me! I just hope the walls are easily modable (more easy than roads, anyways) so we can get some really nice variation in them. The walls pictured don't look very nice - very utilitarian and plain. Good for an industrial area, but not a downtown waterfront.

     

    Great stuff! I'm quite surprised this is all coming in a free update!

    • Like 5

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    23 minutes ago, Ryno917 said:

    All sounds great to me! I just hope the walls are easily modable (more easy than roads, anyways) so we can get some really nice variation in them. The walls pictured don't look very nice - very utilitarian and plain. Good for an industrial area, but not a downtown waterfront.

     

    Great stuff! I'm quite surprised this is all coming in a free update!

    They said from the start that paying dlcs would be alterning with free updates. Good to see they kept their word.

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    27 minutes ago, Cool_Z said:

    They said from the start that paying dlcs would be alterning with free updates. Good to see they kept their word.

    Yep - I'm just surprised at how much they've packed into this one. I was expecting the free updates to be about half the size of this one. Good on them!

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    6 minutes ago, Ryno917 said:

    Yep - I'm just surprised at how much they've packed into this one. I was expecting the free updates to be about half the size of this one. Good on them!

    Well, the free Euro update was quite extensive as well, given it added not only a whole new biome and building set, but also a couple dozen new generic growables.

    Very excited about this upcoming update - hopefully a modder will make all new props, paths and such available in-game as well.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    The tick-tock DLC approach is also the reason I'll keep supporting CO by buying their payable DLC as long as I'm playing the game. We've gotten a relative glut of free stuff that they could've easily charged decent amounts of money for, so even if some of AD or Snowfall's trappings weren't right up my alley, they already made up for that that with the wall-to-wall buildings and now this terrain DLC.

    • Like 4

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I wonder if I'm every gonna get out of my test cities and actually play a real map. Not getting enough sleep is becoming worse now. So much to do already and now this. I feel like a huge pile of work orders was dumped on my desk.....in a very pleasant way.

     

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Yay, seawalls!  Not really digging the plain look, but it's a step forward nonetheless.  Other features are intriguing.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    Quote

    Just remember that the dirt is not simply added or removed like in the map editor, but will actually have to be moved from one place to another

    I like this idea - it brings a cost to terraforming in-game.

    Looking forward to all the props and other things, too :)

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    would be awesome if canals could transport freight

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    I like where this is going, maybe with the addition of these features, they can at some point include strip mining.  Would be rather ingenious and a first among simulations to include it. 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This all sounds great! Thanks for posting the details here, boformer.

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    This DLC is going to be very cool and I like the fact that what you remove from one area has to put somewhere else as it is in real life none of this magic disappearing earth from past city builder games..

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    6 hours ago, ghosty20 said:

    This DLC is going to be very cool and I like the fact that what you remove from one area has to put somewhere else as it is in real life none of this magic disappearing earth from past city builder games..

    When I'm doing some terraforming I always pretend the soil is quickly and efficiently loaded onto barges and shipped off to another city at lightning speed ;) But apart from some terrain/slope smoothing, I don't terraform much - I try to work as much as possible with the geography I'm dealt with, rather than trying to bend it to my will.

    Having said that, I'm pretty curious about this novel approach to terraforming and what extras it brings to the table.

    • Like 2

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    32 minutes ago, Judazzz said:

    When I'm doing some terraforming I always pretend the soil is quickly and efficiently loaded onto barges and shipped off to another city at lightning speed ;) But apart from some terrain/slope smoothing, I don't terraform much - I try to work as much as possible with the geography I'm dealt with, rather than trying to bend it to my will.

    Having said that, I'm pretty curious about this novel approach to terraforming and what extras it brings to the table.

    By the sounds of it, it has a lot of possibilities in how you can shape the land as you would in real life..  Looking at the thread this post came from someone suggested if they could use the hole they dug as a landfill which got an interesting reply from one of the devs..  Also when you think about it you could do things like they do in places like Japan where they have made man made islands for extra living space..

    And maybe one could make realistic looking terraced land for housing and farms, and as some are hoping for making sunken roads and so on will have to wait and see what this DLC will do when they release it..

    On another note one of the funny/sad things was of all the posts in that thread there was one sad sack that was being negative about this free DLC..

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 3/15/2016 at 4:34 PM, boformer said:

     

    Everything about this sounds great :)

    Realistic terraforming, canals, quays, sea-walls, rocks, ruins, draggable walls, a better park menu...

    It better not screw over save files....again.

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     
    19 hours ago, TekindusT said:

    And how many assets/mods will be updated after this DLC is released? I don't want to start yet another city from scratch after each update.

    Assets should still work, as well as simple mods using the official stable API.

    All mods going beyond that (TM, T++, Rush Hour, Precision Engineering, Fine Road Heights) may need an update.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Well this should silence the majority of naysayers. Sounds like an excellent set of new toys for the toolkit that will enhance gameplay considerably and all for free! What other studio does this? Really looking forward to this expansion. It also means that I can delete a whole bunch of assets I've currently subscribed to. Fingers crossed mods will be updated quickly where necessary with limited disruption (still recovering from Snowfall). Thanks to everyone at CO. 

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    18 hours ago, boformer said:

    Assets should still work, as well as simple mods using the official stable API.

    All mods going beyond that (TM, T++, Rush Hour, Precision Engineering, Fine Road Heights) may need an update.

    Is there any way to disable the update?
    Fine road Heights is the single most crucial and essential mod there is to this game and it's not only incompatible with each new DLC or expansion pack but also with each new major patch, and I'm sick of waiting days and days for the fixes.

    (Sorry for negativity, i'm just incredibly frustrated at this, as I know some day, it will stop being compatible all together and i'm stuck with those demonically bad vanilla slopes)

    • Like 1

    Share this post


    Link to post
    Share on other sites
  • Original Poster
  • Posted:
    Last Online:  
     

    Set Steam into offline mode.

    • Like 1

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     
    On 18/3/2016 at 1:26 PM, idcaf said:

    (Sorry for negativity, i'm just incredibly frustrated at this, as I know some day, it will stop being compatible all together and i'm stuck with those demonically bad vanilla slopes)

    It will actually be the opposite, someday big big game updates wills top and most of the mods will stay compatible for good. :thumb:

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Patch notes in newest word of the week: https://forum.paradoxplaza.com/forum/index.php?threads/co-word-of-the-week-4-12-2016-patch-notes-1-4-0-f3.915105/

    Also: Vanilla fine road heights?

    Quote

    We have gotten a lot of requests about the road elevation being too steep. Therefore the roads, paths, tunnels and tracks now have a new button in the Option panel where you can select snapping and straight or curve type. The button has 3 states and can be used to cycle through 3 preset heights for the elevation step when using page up and page down. This will give a little bit more precision to laying those roads. Placing of the dams should also get slightly easier with the terrain topography visible in the build view.

     

    Quote
    1.4.0-f3
    • Landscaping tools - Tools to edit terrain heights (Shift, Level, Smooth, Slopes), 3 brush sizes and 3 strengths are available in the option bar.
    • Paths - Paths were moved from Decorations to Landscaping Paths
    • Trees - Trees were moved from the Props Decorations group to Landscaping Trees
    • Rocks - Added rocks objects
    • Water Structures - contains Floodwalls, Quays and Canals
    • Decoration service renamed to Parks&Plazas
    • Parks - The Standard parks
    • Plazas - The Plazas style parks
    • Others parks - The parks which don't belong in the 2 categories above
    • Tourism & Leisure - After Dark DLC only, contains all the park assets from After Dark
    • Winter Parks - Snowfall DLC only, contains all the park assets from Snowfall and only shows if you are in a Winter map
    • New categories for Unique Buildings
    • The Environment panel of the Map editor now contains several terrain props such as ruined/abandoned buildings and rocks.
    • The roads, paths, tunnels and tracks now have a new button in the Option panel where you can select snapping and straight or curve type. The button has 3 states and can be used to cycle through 3 preset heights for the elevation step when using page up and page down.
    • New steam achievements implemented
    • Default maps updated with new environment props
    • Dam placement shows terrain topography
    • Blurry cliff textures improved
    • Fixed: Expansion 2: Text: SPA/FRE/RUS : In-Game: Line color will overlap the Line Name in the Public Transport - Lines detail window.
    • Fixed: PDX Accounts creation lacks countries (Montenegro added).
    • Fixed: Suggestion: Expansion 2: UI: The Lines Detail panel could be easier to access.
    • Fixed: Suggestion: Expansion 2: UI: The total number of transport lines could be added in the Lines Detail panel.
    • Fixed: Asset Editor: You can have two rows of Roads buttons at the same time
    • Fixed: Main Menu: Tools: Mouse wheel scroll does not work in the "map theme" selection screen. (Fixed also in theme selections.)
    • Fixed: Expansion 1: Design: The Prisoners and Cyclists statistics are displayed in the City Statistic even if the After Dark expansion has not been purchased.
    • Fixed: Expansion 2: Public Transport Lines can only be sorted in one direction
    • Fixed: Expansion: Design: Vehicles coming out of Cargo Hubs have incorrect path causing looping and traffic issues.
    • Fixed: Theme Editor: Changing the water normal for a theme does not get saved
    • Fixed: Faulty transition when connecting bicycle path to pavement path
    • Fixed: Expansion 2: Theme Editor: Grass color offset values doesn't get updated on the map immediately
    • Fixed: Expansion 2: It is difficult to understand the impact of Heating on the budget
    • Fixed: Expansion 2: Pathfinding: Sometimes, snow plows and road maintenance vehicles do not complete their work shift and disappear.
    • Fixed: Expansion 2: "Unsubscribe all" and "disable all" are missing a letter in 1600x900 resolution
    • Fixed: Keybinding strings under the Theme Editor tab are unlocalized
    • Fixed: Strings regarding themes in New Game and Load Game menus are unlocalized
    • Fixed: Text in Asset Editor tab of the Keymapping menu is cut-off in several languages
    • Fixed: Several entries in Keymapping \ Asset Editor are unlocalized
    • Fixed: Expansion 2: Snowfall map names in the New Game menu are unlocalized in Korean
    • Fixed: Expansion 2: Water & Sewage tooltip in Budget menu does not mention Heating.
    • Fixed: "Last updated" text overlaps button in several languages in the Content Manager
    • Fixed: The "Included in x styles" text does not get updated when switching language settings
    • Fixed: LOC: POL: The "Households" text in a district's Info Panel is overlapping with the Population graph.
    • Fixed: LOC: ALL: Map Editor: Import and Export Heightmap not localized.
    • Fixed: Expansion 2: Some of the new Snowfall props aren't localised in the Asset Editor
    • Fixed: Expansion 1: "2x3_Nightclub01" has wrong sort of names
    • Fixed: German language - 'Reset Configuration' button is inconsistent (big letters) with other buttons
    • Fixed: Gameplay option "dynamic weather" is translated wrong to German
    • Fixed: LOC: FRE/POR/RUS/POL/GER: Text: The warning message when changing resolutions is cut-off.
    • Fixed: Several non-winter maps in the New Games panel are not localised in any language except English
    • Modding: Added few serializers for some data types to go into CRPs (DepotAI.SpawnPoint, PropInfo.Effect, BuildingInfo.SubInfo, PropInfo.ParkingSpace, PropInfo.SpecialPlace)
    • Modding: Improved error handling for mods causing exceptions during the ILoading interface callbacks and consequently disabling other mods
    • Modding: Added profiling ability for custom content loading (using the --enabled-dev-ui toggle, Show loading profile and Show custom content)
     

     

    • Like 3

    Share this post


    Link to post
    Share on other sites
    Posted:
    Last Online:  
     

    Canals look to be a versatile addition and I love the way those seawalls are as easily drawable as a regular road. Trying to load up a save without -noworkshop enabled for the first time, wish me luck!

     

    e: no dice!

    Share this post


    Link to post
    Share on other sites

    Sign In or register to comment...

    To comment in reply, you must be a community member

    Sign In  

    Already have an account? Sign in here.

    Sign In Now

    Create an Account  

    Sign up to join our friendly community. It's easy!  

    Register a New Account


    ×

    Thank You for the Continued Support!

    Simtropolis depends on donations to fund site maintenance costs.
    Without your support, we just would not be in our 24th year online!  You really help make this a great community. *:thumb:

    But we still need your support to stay online. If you're able to, please consider a donation to help us stay up and running. This helps sustain a platform where we can share our community creations for years to come.

    Make a Donation, Get a Gift!

    Expand your city with the best from the Simtropolis Exchange.
    Make a Donation and get one or all three discs today!

    STEX Collections

    By way of a "Thank You" gift, we'd like to send you our STEX Collector's DVD. It's some of the best buildings, lots, maps and mods collected for you over the years. Check out the STEX Collections for more info.

    Each donation helps keep Simtropolis online, open and free!

    Thank you for reading and enjoy the site!

    More About STEX Collections