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0 Clean SlateAbout jeremy12
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Installing and organizing mods
jeremy12 replied to Arg777's topic in Cities XXL Custom Content Creation
The Mod Updater will actually do this, just a fyi (for when i release it...) -
Installing and organizing mods
jeremy12 replied to Arg777's topic in Cities XXL Custom Content Creation
The Mod Updater will actually do this, just a fyi (for when i release it...) -
Here is what the sites download page is starting to look like The Website is close to being finished then the finalization of the application can start and while i finish the app i will be opening the site to everyone so the mod database can start being populated. It is important to note for Moders when you post a mod there will be a link that says "Administer Mod" this will allow you to change Everything about the mod, and to add a new Files / Versions, also by default everyone will download the latest "Release" status file you post, i am planning on making it so you can set the default but in the interest of time it will not be there at launch. you will be able to disable files and be able to disable the mod but you will not be able to delete it for that you must send in a request for removal, however disabling will hide the mod from viewing The Site (And the app) are being built with multiple games in mind. so it will support 2011 at launch After the initial launch this project is no where near done, as you may notice below you do not see Incompatibility area, there will be images indicating if a file for the mod is a .zip .patch .pak .rar etc..., there will be a change log, bug tracking for each mod if the author want to use it, and much more these will come after launch in updates to the site and application, some of it exists in the backend already, some does not. Its a Quality thing for me i dont want to put incompatibility in launch and not have it work well.... Click To Enlarge
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Hi guys just wanted to post a update since i have been so quiet recently, work on the Mod Updater is progressing well at first i tried to reach out to dirk to see if we can use the ST Exchange as a backend and after a week of waiting i did not hear from him so i am making everything from the ground up i posted my current status via a shared Google Docs File you can view at http://spreadsheets.google.com/ccc?key=0AnZtl-v6X7asdDdYc1pEdHlobEViUmRoSjBrYWduWVE&hl=en#gid=0 at this time the overall system is at 67% overall and if i would of posted this 2 days ago it would of been around 60% i am hoping to have it out last week of the month or so, depends on how much free time i have to work on it
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Originally posted by: wyllman It may be a silly question, but Does anyone know if the purchase of cities xl 2011 by focus includes the Oldest Cities XL?quote> no one knows at this time, at lunch i doubt you will get 1 with the other. unless they do a steam sale i see publishers do stuff like that all the time on there to push their new games
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I am getting cities xl, but I have a question first :)
jeremy12 replied to Red Lightning's topic in Cities XXL
Mods will work regardless of the version you can see the bonuses of Limited here http://store.steampowered.com/app/35500/ to put it all here for you it is: CITIES XLtm LIMITED EDITION contains the following additional content. Five exclusive landmarks Five exclusive maps for single-player mode: Special City Hall -
Originally posted by: veryConfused Truthfully, if we're getting a game that really is a true successor to Sim City 4, the bridges are only a really minor nuisance that I think most of us could live with. After all, there's the chance that a better looking bridge could be created to put in instead. Really from the coding side of things, this makes a bit more sense though, as it takes up less resources, by creating a model with less polys, therefore saving some on the resources that can be used in other places.quote> dead on. @easypeacy42 what do you mean simulation?, Sim City 4 is more of a simulation game whereas id call this a city builder (well until the moders get ahold of it )
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Originally posted by: mr-tom Yeah - your last photo - suspension bridge cables don't run parallel to the bridge - they're always falling from one tower or rising to the other. Re focus - meh. Same old, same old. But subways would be nice.quote> I WANT STONE BRIDGES!!!! why there is no large ave as stone/concrete i dont know.... i dont like suspension bridges all over
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The publishers site says Q4 that means in the October-December time frame so most gaming sites will list it as October. just because someone says something does not mean anything go by what it says on Focus Home Interactive's site, and the CXL 2011 product page is at http://www.focus-home.com/index.php?rub=games&gid=45 on the right it says Release date: Q4 gaming sites are also known to guess when a publisher says Q4 that tends to be a busy time because of the holidays so the smaller games (this one) they will guess Early Q4 (October/first part of Nov) because they do not want to go head to head with the big title release dates (Gears of war, Halo, World of warcraft, etc...) as those tend to come out in december and late november
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Originally posted by: barcasam7 Looks really good so far and I think the game is in good hands, but as IntoxNation said is they need to focus on modding. Modding for me made sim city 4 from being a good game to becoming an amazing game. This game has so much potential with mods just look at the recent mod's coming out. Fingers cross the mods do get implemented into the game. Cheers Samquote> I am going to guess and say that the current mod system will work (i doubt MC had time to re program their data file compression format) all that Focus needs to do is provide us with the tools or a list of tools needed to make models so we can add them to the game and on that note i am going to guess that a lot of the smaller mods will work with 2011 (No Pollution, Water anywhere, Bigger Landscaping)
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FYI... This is the publisher that sells the game through steam Looks like the game is coming out this year, the release date is set to Q4 (last 3 months of the year) The Press Release (www.focus-home.com/index.php) 2010-06-25 FOCUS HOME INTERACTIVE ANNOUNCES CITIES XL 2011 With this press release, we'd like to inform you that Focus Home Interactive acquired Cities XL and the current developments of the game. This fall, Focus will launch Cities XL 2011, an enriched version which will meet all the expectations of City Builder's fans. "It's important not to leave Cities XL without a future, declares Cedric Lagarrigue, CEO of Focus Home Interactive. Though the game may not have reached the ambitious objectives set forth by Monte Cristo, it has been successful in Europe and via online platforms. There's a community that's developed around the game, hopes and expectations that we cannot leave without a future. We are convinced that the game must make its mark and become a reference as promised during the pre-release announcements of the original 2009 game. We will therefore release Cities XL 2011 in October and will do so with the intent to please those who bought the earlier version. Moreover, we are working on a special offer for the game's release which we will soon reveal. As for the other City Builder and management game fans, Cities XL 2011's content, options, and features should give them great satisfaction." - See the first images of Cities XL 2011 - Download the images (4.54MB) - The official website of Cities XL About Cities XL 2011 : With Cities XL 2011, build and develop gigantic cities on realistic 3D maps, thanks to an incredible collection counting more than 700 buildings and unique structures. You are the virtual mayor and as such, you will need to find the right balance between economic development for your city, public transportation, housing, social services, leisure activities and even special events in town. Realism has been pushed a little bit deeper with larger cities, more realistic and more sophisticated than ever before! Widen your horizon! Cities XL 2011 pushes its limits further: hundreds of new buildings and structures appear for a total of more than 700 constructions, leading the way for new building and combinations options never seen before in a City Builder. Many new maps are also available, for a total of 45 buildable maps. City management will offer the full experience thanks to the addition of public transportation (subway, bus) which will decongest downtown traffic while lowering pollution levels and increasing the population's satisfaction. A more elaborated tax system will let all apprentice mayors adjust personal and local business taxes. A new commercial user interface will permit trade between cities in single player mode if a player decides to develop several cities. Thanks to these big novelties and to a lot of inspired improvements, Cities XL 2011 truly reaches a whole new dimension to please all City Builders’ fans quote>
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Originally posted by: GlobexCo Anyway, I wish the "mod updater" can be finished soon - it's really important! quote> For some reason i sense a nudge nudge here
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Originally posted by: GlobexCo Compile a "map manager", a user-friendly program to edit lua files and manage custom maps. quote> tell me how you want it to function / laid out and it shall be.... MS paint with some boxes and lables i can take it from there.
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Balancing Economy & Resources
jeremy12 replied to Stewy13's topic in Cities XXL Custom Content Creation
Originally posted by: mr-tom Excellent. It could use one more function. With installed mods (or those queued to install) it should have a red, amber or green (or tick, question mark and cross, etc) to show whether the mods are compatible. Tick - known and tested. Cross - known not to play nicely together. Amber - nobody's checked. Maybe something to highlight dependencies. There was a good mod manager for oblivion that did this very well. Thoughts? P.S. Would be happy to lend a hand checking compatibilities. quote> my thoughts exactly, of course it would grow over time with more and more features all that would not be Version 1. -
Balancing Economy & Resources
jeremy12 replied to Stewy13's topic in Cities XXL Custom Content Creation
Originally posted by: mr-tom We could link them to something that advertises new mods or updates to existing ones. Anything like that. quote> That line got me thinking about how we find new mods or updates to mods... as the billboards cannot be changed without applying a new .patch file, and obviously we cant use CXL built in updater.... Soooo that leads me to this concept Program...
