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dysonraf

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Everything posted by dysonraf

  1. While you wait for any official replies I will try and answer some of your questions. 1) My experience of Paradox is for DLCs they are generally digital updates only which I cant see changing in all honesty 2) I have seen quotes that modding will be opened up further as game progresses but to what extent 3) You must have at least ONE outside connection to ths rest of the world. Be it sea land or air. You can obviously mod a map to your liking prior to playing. You can also delete all highways in the tiles you play in if you dont like their placement 4) yes - at start of city tick the left hand drive box and you have it 5) this is a common requested feature. If not officially I expect this to be modded 6) you can set district policies to limit high rises and can obviously set low density tiles down too. No historical preservation yet but a popular request again 7) you can build rail network down first although placement of stations must be placed on a road so can take some trial and error to match up with tracks. Hopefully this will change i think this is something they are looking at and have made some tweaks since release. Needs more work though I hope this is of some use. One thing i have been impressed with however is CO willingness to embrace community requests and be transparent about what they are or are not doing. For a vanilla game I haven't had so much fun in ages on a city builder. Last thing - a future road map is going to be published very soon giving an indication of what we are going to get.
  2. My thoughts on Game

    I would suggest you watch some Lets Play videos. These should answer your many questions of what can and cant be done as well as give you tips. I personally like quill18 and skye but there are many others
  3. Is anyone pumped for this release?

    I hate sounding like a fan boy but i cant wait now. To think the base game seems to offer so much yet the potential is huge. Roll on 10th!
  4. Questions about Steam

    You can buy steam codes from other outlets but ultimately will need steam to install. I personally love steam and it has revolutionised PC game buying. For the good i may add. You also dont need to be online with steam to play the game if that was an issue
  5. Is anyone pumped for this release?

    This. One of the few things i really enjoyed in SC13.
  6. Is anyone pumped for this release?

    Just curious about this, since most people say that SC13's agent system wasn't very good. I mean, personally I think the idea was good, but not how it played out. I'd love to hear your opinion about it, and what you'd like Cities: Skylines simulation to be like =) And yes, let's be honest, there will be bugs. But they shall be squashed!!! I'm also at a loss as to how SC13 agent system is better. Obviously i havent played CSL yet but SC13 was by now means great. For a start their agent system was inherently broken as each sim went home to a different house at night and to a different job each day. CSL have consistent job and home I believe. SC13 has some features I think CSL would benefit from but imho agent system is not one
  7. Azure can you tell us if CO are implementing any changes/adjustments based on some of the recent feedback received before release? Not additions, DLC kind of stuff, just tweaks. I'm thinking particularly of bias towards green energy & purple pollution on ground as a couple of examples.
  8. I have watched Quill and Arumba. One small point is that wind farms seem to be the most efficient type of energy in terms of cost. Now this isnt really true in real life. Big dirty coal plants for example need to be a legitimate choice. Space isnt an issue like SC13 so for me wind should be considerably more expensive per MW or wind power should fluctuate a lot more according to weather. This will make it something to think about. Cheap dirty reliable energy or clean expensive and fluctuating supply... Game looks great though. Some more building/vehicle variation would be good too although this may be addressed on release version? I also want to add I echo the points of BlitzPackage above but I think CO are probably aware of these future 'wants' already. Id like to add more resources to it including oil coal water table etc. Another observation from lets plays that has been mentioned to is merging lanes and on/off ramps without need for traffic lights everywhere. Azure maybe you can ckarify CO position on this as it is a often requested feature. Is this something to be looked at or are other things higher up priority list? Again, great looking game and everyone associated should be proud. Making one comparison to SC13 its nice to see the straightjacket of one tile limitation of that game removed. 2 tiles suddenly look huge. 9 tiles... Wow cant wait
  9. For The Love Of Chirper

    They have recently announced chirper noise can be turned off and i think pop ups stopped (click on it instead when you want to read it). It cant be moved on screen or removed as yet. Progress bar on bottom is the days progressing. Each full bar being one day
  10. I'd also love to know some more about hotels and casinos. Are they in the game at launch and if so are they spawned or ploppables? How do they work? If not in game are they on the agenda? Thanks
  11. We see a lengthy thread about day/night cycles about every week over on the Paradox forums. I'm curious to know what a lot of Simtropolis users think about it though. Why do you consider a day/night cycle to be a "core" feature? How high or low of a priority would you say adding a day/night system is post-release? How would you implement a day/night cycle? How would a day/night cycle work with aging citizens? 1) I think its a core feature as it gives more immersion in your city making it feel like time is really ticking by. Also the city can look so much better at night (thinking casino lights, emergency services lighting up the roads and buildings etc) 2) As another said until we see the game its hard to tell but i would put it just after tunnels and sorting farms, seaports and airport sizes. And lot sizes for big industrial buildings and shops. 3) Clock ticks seperate to day night cycle. One day night cycle could be 100 days in game for example (otherwise sims would never get old) and each would have the 9-5 rush hours for those jobs that need it. 4) as above the days change seperate to day night cycle. That happens already as a day takes 10 seconds at slow speed (?) but clearly sims do not travel there and back to work in that time.
  12. Ive read most of the posts on Paradox forums for months now in anticipation. I believe CO have stated that a) airports can be modded and b) they know they are small but said they didnt have resources to spend making more realistic ones and instead focused on mechanics. The same goes for small farms and seaports. Im fairly hopeful CO will fix these themselves overtime but in meantime modders might beat them to it! Tunnels are expected to be released as a free DLC fairly soon after release. I dont know if they specify if this includes rail?
  13. easy way to save?

    If you switch to another city in region I think it saves then
  14. Theme parks?

    Apparently some theme park code has been found by modders so its likely to appear in future. I cant recall the source though sorry
  15. With regards server issues. Im in uk and have never been unable to log in except during planned downtime. No cheetah speed but I actually enjoy watching in slow time anyhow. Llama speed is fast enough. No cities lost but had 2-3 city rollbacks from 50 hours of play. Each rollback lost between 5-60 minutes play as I only play short bursts.
  16. How good is this game?

    I personally prefer this to SC4. SC4 has more options as this one is in vanilla without any expansions yet. Sc2013 does have its fair share of bugs which are being ironed out on an almost daily basis. I have 40 hours in and thoroughly enjoy it and have experienced no server issues. I'm sure there are a lot of Sc4 players who might disagree but its a matter of taste and what you want out of a game. The new one isnt really a city builder anymore but its great fun in other ways.
  17. Reading the first ten 'negative' ratings on this page its interesting to see maybe one has actually played the launch game. I take this rating with a pinch of salt... The critics rating of 82/100 seems far more reliable based on my playing of the betas. Good but not great.
  18. They are certainly not basing a review off 20 minutes or zero playtime as a lot of the users are...
  19. When people start reviewing this game based on the actual gameplay I'll take it on board. So long as people are rating it 1* because they couldnt log straight away/hate origin/hate EA etc I wont. Its interesting to see that on metacritic its rated at 82/100 by the critics (people who are taking an objective view) yet is given 2.0/10 by users, many of which havent actually played it. http://www.metacritic.com/game/pc/simcity Unfortunately its a sign of the times that popular online games all seem to struggle to some extent on launch until servers are optimized correctly. I'll reserve my judgement once the hysteria is over and servers are sorted.
  20. Discussion about City Tile Size

    LOL... Quality post to lighten thd tone
  21. Simtropolis YouTuve video just been posted... At least according to SimCity twitter page!
  22. SimCity: Regions

    I love the idea of a small quaint town in this game. Complete under utilizing of a tile but great fun to watch
  23. I really dont get the issue with always online. For console gamers its becoming the norm and pc not far behind. If it prevents piracy thus pumping money back into developers and publishers im all for it. And online is always more fun than single player in my book
  24. Dont want to buy Digital deluxe?

    Zavvi often post prior to release to ensure release day delivery however its not guaranteed. Ive had copies prior to release but the codes wont activate until launch day
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