Armchair Dragoons Forums
Wargaming => The Modern World => Topic started by: Martok on June 13, 2023, 04:17:19 AM
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Dang. Just four months away.
I confess to being tempted, despite having barely played the first one. But then, I've always been a fool. :crazy2:
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Same boat - I think I have 3 hours in the first but I can see let’s play that last months and months of game time
I have workers and resources but expect this to be much more polished
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Enjoyed the first one and looking forward to this. Although my cheap self will probably wait until it goes on sale, in which case I'll be behind on about 40 DLCs :)
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Feature Highlight #1 - Road Tools:
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/road-tools
As both a gamer and lifelong "road geek", this has me automatically salivating. :D
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I like what I'm seeing. Really like that roads will also carry water and electric under them now as I usually aligned my water pipes with roads anyway.
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Feature #2: Traffic AI
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/traffic-ai
As with TCT, I'm liking what I'm seeing so far. This bit towards the beginning of the dev diary made me a little gob-smacked, however:
Pathfinding works in a different way in Cities: Skylines II than its predecessor. In Cities: Skylines pathfinding was proximity-based, meaning agents would calculate their destinations or order services by straight line distance without taking the existing road network into account.
Holy crap. Given that, I'm amazed that traffic in the current game works as well as it does. :o
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Feature #2: Traffic AI
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/traffic-ai
As with TCT, I'm liking what I'm seeing so far. This bit towards the beginning of the dev diary made me a little gob-smacked, however:
Pathfinding works in a different way in Cities: Skylines II than its predecessor. In Cities: Skylines pathfinding was proximity-based, meaning agents would calculate their destinations or order services by straight line distance without taking the existing road network into account.
Holy crap. Given that, I'm amazed that traffic in the current game works as well as it does. :o
It was one of the main reasons I stopped playing the original...nothing you did to ease traffic, aside from start again, helped to ease congestion. There was lots to love about the game, but that particular flaw was very annoying. Build and create to a certain point, then start again :waiting:
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I still have fond memories of the original Sim City.
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I played SimCity 4 on GOG, though not anytime recently. It was a fun game.
I couldn't get Cities: Skylines to run very well on my previous computer (probably due to it being a POS), and I've never really gotten around to trying it out much on my new one. CS2, however, I might actually have to grab once it's out.
I've always enjoyed creating cities and watching them grow. I used to draw them on paper as a kid (like, *all* the time ::) ), so games like these were kind of a natural extension of that hobby.
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I was a stick men battlefield drawer and submarines for some reason
Whilst I’m looking forward to CS2 I think I have my city itch scratched by workers republic I think - although it looks much fancier
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Feature Highlight #3 - Public & Cargo Transportation:
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/public-cargo-transportation
Options appear to be about what I expected, though with better UI and QoL improvements for managing them. Looks like the Transportation Overview and (especially) new Line Tool should useful in managing this a bit easier.
Whilst I’m looking forward to CS2 I think I have my city itch scratched by workers republic I think - although it looks much fancier
Yeah, that game seems to be your jam. You've definitely been having a fun time with it.
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Feature Highlight #4 - Zones & Signature Buildings:
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/zones-signature-buildings
Nice, meaty dev diary. I suspect the section on Land Value and Building Levels is going to particularly interest those who really want to get into the nuts & bolts of this game.
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Can’t wait! :bigthumb:
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Can’t wait! :bigthumb:
+1
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Feature Highlight #5 - City Services:
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/city-services-districts-policies
Curious to see how Districts and Policies will work in the sequel. Sounds like they should offer an extra degree of customization.
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Feature Highlight #5 - City Services:
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/city-services-districts-policies
Curious to see how Districts and Policies will work in the sequel. Sounds like they should offer an extra degree of customization.
I like the idea of upgrading city service buildings instead of just putting more as you expand.
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^ Same. Hopefully that will reduce micromanagement some as well.
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Feature Highlight #6 - Electricity & Water:
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/electricity-water
Sounds like it should be an interesting balancing act, as it should be.
It was also mentioned in the first dev diary, but I'm glad that laying down roads will automatically come with voltage lines underneath them. Definitely a nice QoL improvement.
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Feature Highlight #6 - Electricity & Water:
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/electricity-water
Sounds like it should be an interesting balancing act, as it should be.
It was also mentioned in the first dev diary, but I'm glad that laying down roads will automatically come with voltage lines underneath them. Definitely a nice QoL improvement.
Interesting to see the power demands spike for weather changes. Hopefully it adds to the experience of running a city and isn't gamey
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Feature Highlight #7 - Maps & Themes:
https://www.paradoxinteractive.com/games/cities-skylines-ii/features/maps-themes
TL;DR: Larger maps, and more of them. I'm definitely not gonna complain about that. :)
Interesting to see the power demands spike for weather changes. Hopefully it adds to the experience of running a city and isn't gamey
Agreed!
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Anyone pick it up? It seems to be getting luke warm reviews on steam at the moment - only 49%
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From what I’ve read it runs like a bastard even on nasa machines - there’s an article on rps from the devs saying they almost delayed because it’s not optimised and then thought fk it let’s get the Christmas market money anyway
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Yeah, I'm waiting to see what the optimization produces. My machine is within the rec specs but would probably not be playable at 4k res.
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ffs. Between this and the luke warm Starfield! What's the gaming world coming to.
I've even gone back to Fallout 4 and Cyberpunk for the moment.
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Yeah, I'm waiting to see what the optimization produces.
Same but disappointed as I've been looking forward to this.
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By all accounts by the time it’s running decent it looks like a mod for skylines 1 ☹️☹️