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What do you want me to work on in April?

What do you want me to work on in April?  

79 members have voted

  1. 1. What do you want me to work on in April?



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  • Original Poster
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    Now that was unexpected. Seems like larger growables are low-priority.

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    I voted for larger growables, and it was the highest at the time I voted, but it looks like things have changed since then :P Personally I'm all for the growables, it might even provide some personal motivation to do some simple big big growable offices and stuff. Thew low-rise type of thing you often get in mid-sized cities. Much more exciting than fences and hedges. But then the fences and hedges would be great for farms and the like.

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    I also very want  larger growables, but really want to change the default quays. I don't understand why CO did not do it with a fence(railing) and a walkway.

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    I want all of them nao nao NAO but I'm a greedy bastard :P 

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    The reason I did not vote for larger growables is because it will take a long time before we get enough variety in content to make them really worth it, if we ever will. With the ploppable RICO mod, it's almost not necessary anymore.

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  • Original Poster
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    6 minutes ago, Ryno917 said:

    The reason I did not vote for larger growables is because it will take a long time before we get enough variety in content to make them really worth it, if we ever will. With the ploppable RICO mod, it's almost not necessary anymore.

    For me the Ploppable RICO mod is still a cheat. It doesn't make sense to plop half of your city manually.

    I will probably concentrate on Network Skins first

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    I voted asset retextures, looks like i'll be waiting a while now! not that it matters - any of those  would be awesome. i was curious though, what YOU wanted to work on in april?

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    Sorry, I guess I'm one of the people who spoiled the party and voted "draggable fences etc.". However, that's in no way a strong opinion, and I'm fine with whatever you are doing. In the end, you have to have some fun while doing that to keep you motivated.

    2 hours ago, AJ3D said:

    Do you have any constructive feedback you would be willing to offer on how to make the RICO mod less of a cheat?

    I'm of the firm conviction that there is no cheating in a single-player game (whom do you cheat?). That aside, the simulation aspect in this game is that weak that it does not really matter in any way. Someone on the Paradox forums just showed that you can build a 150k inhabitants city with only residential and office zones. Without commercial or industrial areas, there's no traffic and there are no problems to solve anymore. The people live on air and work from home, so public transport is also superfluous. Which, ironically, means that all difficulties you may encounter in the game arise because you tried to fix some assumed issue that, in reality, does not exist. Or in short: I don't think ploppable RICO is a problem, as an interconnected RCI system is absent from this game.

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  • Original Poster
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    17 minutes ago, Turjan said:

    as an interconnected RCI system is absent from this game.

    Right now it is absent, but who knows what the future brings ;)

    3 hours ago, AJ3D said:

    Do you have any constructive feedback you would be willing to offer on how to make the RICO mod less of a cheat?

    Maintenance cost would probably be an extra challenge, custom milestones would also be great. The general problem is that it removes the whole growable mechanic. You can just plop a building of any level, and residents will move into your city.

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    3 hours ago, AJ3D said:

    Do you have any constructive feedback you would be willing to offer on how to make the RICO mod less of a cheat?

    I've implemented or cut whatever you've suggested from the mod, so I'm happy for any more feedback your willing to offer.

    The mod is meant more for the super large buildings, like huge office towers, housing blocks, and giant factories. The sort of things you would only place a few of in your city, and would require a player to design their road networks around. Its not a replacement for large growables.

    Right now, construction cost is the only barrier, but I do eventually want to implement more factors that would make it more challenging to plop the high level assets. There are things like milestones, abandonment, maintenance cost, and of course leveling that could be used.

    Anyways, sorry to hijack your thread. :( I'm excited to see whatever you come up with in April!

    It's just the nature of the mod. Doesn't have anything to do with how you implemented it IMO. If the game was more challenging budgetwise, it'd be less of a cheat.
    I Always consider your buildings public housing projects. :P

    Than again, the lvling system isn't very challenging aswell at the moment, so it matters very little, That's why IMO larger zones & growables are more important, because it would mean replacing or extending the lvl up mechanic (so 2 x 2x4, can become 1 4x4 etc.).

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    I was actually torn between larger growables and draggable fences. I think I voted for larger zones but I really want to make custom walls in the meantime while you finish the others :D ...but then Network Skins.....I really can't choose. They're all equally awesome in my book.

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    The top 3 choices atm are also my top 3, so I'm happy. Larger growables will be awesome, but I can wait a bit longer for that as we have RICO and it will take a while to fill up the larger zones with new buildings. Network skins and dragable fences would give me more freedom to customize my city here and now. :)

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    7 hours ago, Avanya said:

    The top 3 choices atm are also my top 3, so I'm happy. Larger growables will be awesome, but I can wait a bit longer for that as we have RICO and it will take a while to fill up the larger zones with new buildings. Network skins and dragable fences would give me more freedom to customize my city here and now. :)

    OR we get larger growable zones now, giving us more time to make buildings to fill them up :thumb:

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    I have no idea how long it'll take to get larger growable zones and related programming up, or when that work will start again, but perhaps we can start working on buildings for that now, and either same them up, or release them as ploppables or ploppable RICOs in the meantime, so if/when larger growables/zones is finished, there will be a number of assets already available to use with it.

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    On 3/27/2016 at 8:09 PM, boformer said:

    I think I know the answer.

    Ya I was wondering if I was seeing the same poll results as you, as it didn't seem obvious to me, lol. No matter what you pick, I think the community will be thankful =)


    Community Management Team Cities: Skylines Paradox Interactive

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  • Original Poster
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    I also want to make a giant laser chirpy alien attack mod for the chirpy contest. No idea if people will be thankful :D

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    1 hour ago, boldlybuilding said:

    I have no idea how long it'll take to get larger growable zones and related programming up, or when that work will start again, but perhaps we can start working on buildings for that now, and either same them up, or release them as ploppables or ploppable RICOs in the meantime, so if/when larger growables/zones is finished, there will be a number of assets already available to use with it.

    That was exactly my thought too. They can work with RICO now, even if they're intented to be growables in the future. :)


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    53 minutes ago, Masissar said:

    Hi, what about The Elite Plaza Business Center, in Yerevan, Armenia?

    April 24, 2016, the 101st year of remembrance of the beginning of the Armenian Genocide is coming up. Maybe the Armenian Genocide Memorial Complex in Yerevan?

    I think Boformer means mods, in the sense of things that alter or add to the game or other mechanics, not so much custom assets. If you mean for growable buildings, those would be too unique-looking, best suited for ploppables or ploppable RICO.

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    21 minutes ago, boldlybuilding said:

    I think Boformer means mods, in the sense of things that alter or add to the game or other mechanics, not so much custom assets. If you mean for growable buildings, those would be too unique-looking, best suited for ploppables or ploppable RICO.

    Oh, I didn't really understand.

    In that case, can we have draggable walls so I can make America great again? :P 

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    AbRwXde.pngcCW5PL5.png

      :party: City Journal Coming Soon  :party:

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    23 hours ago, boformer said:

    Right now it is absent, but who knows what the future brings ;)

    Maintenance cost would probably be an extra challenge, custom milestones would also be great. The general problem is that it removes the whole growable mechanic. You can just plop a building of any level, and residents will move into your city.

    If there were more in-game feedbacks for asset-neighborhood mis-match, that'd help.  I've had L3 RICO assets give me "low land value" zots.  Of course, they can't abandon.  Maybe if they suffered from

    • higher crime - juicy targets!
    • higher fire risk: for the insurance money!  
    • noise: it's too nice and popular
    • negative happiness modifiers within small radius: social friction from inequality

    But, as these types of negative modifiers would all be creator-determined, it's up to the players to balance their games. Cheaty asset's gonna cheat.  Maybe RICO needs more in-game player control, to set levels and densities for the jobs?

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    3 hours ago, ethansprang said:

    If there were more in-game feedbacks for asset-neighborhood mis-match, that'd help.  I've had L3 RICO assets give me "low land value" zots.  Of course, they can't abandon.  Maybe if they suffered from

    • higher crime - juicy targets!
    • higher fire risk: for the insurance money!  
    • noise: it's too nice and popular
    • negative happiness modifiers within small radius: social friction from inequality

    But, as these types of negative modifiers would all be creator-determined, it's up to the players to balance their games. Cheaty asset's gonna cheat.  Maybe RICO needs more in-game player control, to set levels and densities for the jobs?

    It doesn't help that with the exception of AJ3D's own housing projects, all compatible assets buildings I've played with so far (the various car dealers and Walmart, the recent industrial assets) have the maximum wealth level, L3, whereas L2 would be more realistic (and less prone to bitching about missing services).

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  • Original Poster
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    LOL, I made it. One night without sleep :)

    Yy7zEFL.jpg

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    21 hours ago, Judazzz said:

    It doesn't help that with the exception of AJ3D's own housing projects, all compatible assets buildings I've played with so far (the various car dealers and Walmart, the recent industrial assets) have the maximum wealth level, L3, whereas L2 would be more realistic (and less prone to bitching about missing services).

    Yeah... and it's not like there's a shortage of "Highly Educated" jobs in my cities.  

    26 minutes ago, boformer said:

    LOL, I made it. One night without sleep :)

    Yy7zEFL.jpg

    Now, can we get this as a TF2 promo to replace the Balloonicorn?  Pyro would set everything on fire for that.

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  • Original Poster
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    This monster really sets everything on fire. It was quite complicated to make the AI. It even shoots little laser "balls".

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    You know Finland is a cold place, do you? :P

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