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#13 bp9801

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Posted 28 April 2015 - 11:43 AM

Just started playing this, far better than any Sim City to date. Easily a 9 out of 10. Nothing to complain about.

 

Agreed, ton of fun. Plenty of mods to try and get it even more fleshed out, too. One of my friends has a city over 100K, but with some congestion on the trains he's still messing with. Bunches up coming in from outside city limits.


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#14 DanTheGamer11

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Posted 29 April 2015 - 02:11 AM

I gave up on the game when I started seeing places becoming abandoned even though there was a cemetery and crematorium in front of it on a desolate street :( Wish we could set zones for buildings to operate it(don't know if there's mods for this, not really interested in mods tbh).


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#15 bp9801

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Posted 29 April 2015 - 08:51 AM

If there's no easy place for the hearses or other service vehicles to turn around on, things can sit for a while. The 4-lane street doesn't let vehicles turn around easily, since they need to find a place to make the turns. What I've done is build a 3-way or 4-way intersection, but have one of the roads be just a small blip to let service vehicles and any others make a quick turnaround.


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#16 DanTheGamer11

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Posted 29 April 2015 - 09:05 AM

I attached a pic of an area that was annoying me, lots of hearses were driving in that zone but none went to the building which went abandoned eventually :/ I thought the accessibility was okay since there was an intersection every four buildings on that road, feedback would be nice so I can avoid what causes this in future :(

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#17 bp9801

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Posted 29 April 2015 - 09:19 AM

The 4-lane road was probably blocking it from getting there. Build an intersection near the graveyard, but only extend it a small amount and then leave it. Or something like these every so often. Should help.


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#18 DanTheGamer11

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Posted 29 April 2015 - 09:57 AM

Thanks I'll try that then when the exams are done, I don't see why it wouldn't work especially when the building that rebuilt there had a dead body and a hearse came before it became abandoned :/ This death feature is annoying 


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#19 bp9801

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Posted 01 July 2015 - 11:25 PM

Patch 1.1.1b arrived, which has some nice fixes for assorted issues.


  • Added 30 new buildings (growables)
  • Added tunnels for Pedestrian path
  • Improved error handling for when a mod does unholy operations
  • Added "unsubscribe all" button in the Steam Workshop category in Content Manager
  • Fixed De-zoning areas sometimes results in zoned tiles reappearing
  • Fixed trains stuck to map borders
  • Important note: This takes a few minutes to go into effect on old saves experiencing this issue. Please let it work its magic!
  • New option panel layout
  • Auto-save option added for games
  • Graphics: visual glitches with pavement on steep slopes fixed
  • Fixed polish UI audio volume not fitting the Options panel
  • Fixed the keymapping in all languages not fitting to fit on 2 lines
  • Fixed missing info tooltips for markers (smoke, large smoke, info tooltip shot, invisible parking space and steam)
  • Fixed the "-noWorkshop" toggle to completely disable the Steam workshop integration
  • Fixed mouse wheel to scroll the build toolbar
  • Added shutter sound to snapshots in map editor
  • Fixed left and right mouse button references in all languages
  • Ability to reset keybindings to default without losing all other settings
  • Installing multiple workshop items at once should not freeze the game anymore
  • Dedicated options space for mod settings (IUserMod.OnSettingsUI(), added checkbox, button, slider and dropdown support) - http://www.skylinesw...d_Options_Panel
  • Asset editor: Added new thumbshot and infoshot tools for capturing thumbnail and infotooltip images, respectively
  • Asset editor: Automatic snapshot, thumbshot, and infoshot are taken when opening the save panel for an asset (unless the user already took them)
  • Asset editor: Save asset panel now has the ability to select which to use of available thumbnails and infotooltips
  • Asset editor: Trailer and LOD colors show correctly in the editor when editing color variations
  • Asset editor: Removed color variation property from trees since it is not used by the game
  • Asset editor: Optimizations on saving/loading custom assets
  • Asset editor: Fixed a bug where creating several new assets during the same session would get the same ID, resulting in e.g. snapshots going to the same folder
  • Asset editor: Fixed additional polygons sometimes appearing in the models when scaling and/or rotating models
  • Asset editor: Scaling the model larger no longer makes it vanish from the preview camera
  • Asset editor: Overriding only some of the lod textures (e.g. assetname_lod_d) now works again without having to override any of the others
  • Asset Editor: Railtracks now available in Intersection editor
  • Asset Editor: Loading an asset does not reset the previously entered description
  • Asset Editor: Level 2 specialized industrial buildings can now be imported and edited
  • Design: Now possible to see what all future milestones unlock
  • RUS/GER: Fixed the "View on steam workshop" text cut-off in Content Manager.
  • Fixed trucks stop and wait outside cargo train station, blocking traffic
  • Added population info in the load panel for new save games

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#20 DanTheGamer11

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Posted 02 July 2015 - 04:08 AM

Auto save is nice, might start playing it again to see the new buildings. I read that they will be talking about an expansion or something at gamescon


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#21 bp9801

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Posted 02 July 2015 - 08:44 AM

Yeah, expansions, both free and paid, are on the docket for Gamescom next month. Full interview with CEO Mariina Hallikainen can be found here.

 

TR: Will you be releasing DLC for the game any time soon?
 
MH: We'll have a big expansion and release both free and paid updates, all of which we'll be revealing at Gamescom.

 

One of the updates from the end of May or thereabouts added in a few European-style maps and buildings, so the buildings are right next to each other with no gaps. Only works on the heavy zones and not light, but they look sweet.


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#22 DanTheGamer11

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Posted 02 July 2015 - 09:07 AM

cool


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#23 bp9801

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Posted 06 August 2015 - 12:35 PM

 

After Dark expansion announced!

 

Main features:
 
Day and Night Cycle: Day and night changes in the city and affects citizen schedules. Traffic is visibly slower at night and some zoned areas do not work with full efficiency, further easing the traffic. Service vehicles move around as usual. A free update for all users.
 
Leisure specialization: Commercial areas can specialize in leisure activities. Leisure areas are especially active during the night, but work like regular commercial areas during the day. 
 
Beach specialization: Commercial areas such as beach bars and restaurants, small marina and fishing tours on the shoreline can specialize in beach activities.
 
Expanded City Services: Criminals will now be taken to Prison from Police buildings. Taxi service will help citizens and tourists travel around the city. Cargo hubs are harbors that accept cargo trains straight to the terminal. International airport is a huge airport, allowing much more traffic than the previous airport. It has a metro station attached to it. Bus terminal allows citizens to transfer to other bus lines in the terminal building. 
 
New transportation options: Bikes and dedicated bike lanes and bike ways let citizens opt for a faster alternative to walking. Bus lanes can be used to help the public transportation run smoother.

 

 

No word on when, but hopefully get that soon. The day/night cycle is a free update for everyone, while the other features will be added in with the purchase of the expansion. Should be in the $5 to $10 range, as most of Paradox's other expansions for Crusader Kings II and the like are priced that way.


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#24 DanTheGamer11

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Posted 06 August 2015 - 01:41 PM

Sounds nice, looking forward to the beach bit :D


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