-
Content Count
13 -
Joined
-
Last Visited
Content Type
Profiles
Forums
Omnibus
News
Features
Downloads
City Journals
Calendar
Gallery
Everything posted by BlasterNT
-
Have CO lost touch with what players want?
BlasterNT replied to barcasam7's topic in Cities: Skylines General Discussion
Wowee I haven't posted here in a long time. So sorry for the rant. But I just wanted to say as someone who's just gotten into modding the game and is a software/game developer IRL, while there are lots of valid complaints about the vanilla game, nearly all of them are moot when you consider how well CO has laid out the underlying game platform and how moddable it is. As a modder, you have access and control over basically every level of this game's code. Take the agent simulation for example--as valid as its flaws are, that's what makes it relatively trivial for a mod like Rush Hour to alter cim schedules (which are actually pretty nuanced in the base game--they go to work, go home, go to the doctor if needed, go to school if needed, go shopping and clubbing, and even go and play at parks!) based on time of day (when the initial release didn't even have the concept of time of day!), and to add completely new mechanics like limited city events (which super fun from a traffic engineering perspective, and also why I think people are attracted to disasters--it's all about seeing how well your city can tolerate extremes). It's what allows emergent behavior in even the base game--if you draw a more efficient path to train station platforms for example, cims will go ahead and use that more efficient path. This also means that things you'd think would be difficult to implement--like a ferry system, or cargo airplanes, or a logistics distribution system, aren't--to make ferrys, you just change ship paths so that they connect to other docks on the map, and the agents will figure out the rest automatically. From a technical perspective, it also means mods are waay more inter operable with each other. Practically everything about the simulation can be fixed by mods, right now. The Traffic President AI is much more realistic (and can be made even better still), Rush hour gives more nuance to the day to day simulation, realistic population and consumption does what it says, and climate control seasonally adjusts the temperature and gives more realistic weather. That's why I also like the direction CO is going with its expansions--they all add simulation nuance that would be difficult to implement as a mod (usually heavily graphical, or changes the behavior of 3rd party assets)--like a day-night cycle and uniform reactions by buildings, agents, and vehicles, to it, or in natural disasters, the mechanics of forest fires and vehicles reacting to water or hurricanes (yes, they are a part of natural disasters). It'd be great if they could address some of the simulation issues (like traffic) in a more performance friendly way, but it's not actually necessary. Even the mods CSL has now are pretty limited in scope compared with what's possible. Most mods so far focus on pretty low-hanging fruit, and don't impact gameplay much. But mods like Rainfall, which adds a complete rainwater management system to the game, show what's possible (it's great. cars reroute to avoid flooded roads, and all those suburban ponds and drainage systems actually ~work~. And beyond that, again, you can change basically any part of the game's underlying code, meaning that even difficult things like object limits are ultimately surpassable. The reason you don't see so many mods doing these things right now is because the game is still being actively maintained by CO (oh what a terrible problem to have), and patches tend to break these mods more often (there was an airplane simulator for example, but it didn't get maintained), and because the game itself is only 1.5 years old. Let's not forget how long it took for NAM and CAM to come out, and how fundamentally limited they still are, because of the flaws in the platform--you'll never be able to simulate accurate public transit in SC4 for example, because the game isn't agent-based. The only major complaint I have about the game's simulation platform itself is the combination of wealth levels and density levels, and the zoning plot limits, and the shitty implementation of agriculture. But even these are ultimately changable. The point is--things like advanced airport mechanics are completely possible if you're willing to put in the time and effort to implement it (and thanks to CO's design decisions, are laughably easy compared to modding SC4). I'm sorry but demanding this level of detail in the base game when the devs are a 12-person team (and don't forget this is their first time making a city simulator), and complaining when they don't do it, but the door for you to do it is completely open is ridiculous. I get that years of understanding the limitations of SC4 has maybe conditioned people to what is and isn't possible, but this is nowhere close to SC4 in terms of customization. Think Kerbal Space Program or Minecraft, instead. Most of the problems brought up in this thread are ultimately addressable with modding--region play can be done, bigger zones can be done, yes a functional airport and air cargo and logistics system can be done--whatever. That's also just from the simulation perspective. It's also pretty easy to create custom UIs and better gameplay tools. Things like prop line tool, adding building search to the ui, changing up the ui entirely, precision engineering (snap to angles!) make the game great to play even when heavily modded. There are no puzzle pieces in CSL. So I think we have CO to thank for making a pretty great and flexible simulation platform, while keeping it open to any level of customization. And it'll probably age well too, since there's multithreading support. I bet you're not going to see as modifiable of a city simulation platform like CSL for a long time. One final point--it's so much easier to do all this modding too! All you need are the standard unity devtools (mono, or visual studio), and a decompiler, and C# is a pretty friendly language (non-stupid java), and in general the game's code is pretty sane and object oriented. Plus, the game can reload mods and assets while ingame! No more tweaking an exemplar and relaunching the game ridiculousness. Sorry for the rant! -
-
Battlefront Zanapolis | SciFi BAT plant
BlasterNT replied to 2ch.net simplayer's topic in SC4 City Journals
Companies: BlastCorp BlasTech Quasar INC -
Vista does NOT require 1 gig of memory!! I have 512 mb and Aero Glass enabled and everything runs VERY smoothly EDIT: also, you can buy home prenium acedemic for only $64 if you are a student of the parent of one of a teacher
-
-
-
-
Battlefront Zanapolis | SciFi BAT plant
BlasterNT replied to 2ch.net simplayer's topic in SC4 City Journals
really? in your second chapter, I saw a kanzform with a udi pointer -
Battlefront Zanapolis | SciFi BAT plant
BlasterNT replied to 2ch.net simplayer's topic in SC4 City Journals
sorry if someone has already asked you, but can I download your udi veichles? like the kanzform aquaunit1 -
-
-
Waterfalls - are they possible ???
BlasterNT replied to delboysim's topic in SC4 Modding - Open Discussion
Ello, just to let you know a tut on creating waterfalls: https://www.sc4devotion.com/index.php?option=com_smf&Itemid=35&topic=46.0 -
