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This will depend on what has been reported in the official bug reports forum or not. I can only fix issues I know about and no matter how much I try, I unfortunately can't be in every space looking for issues!
I won't give a detailed list of fixes here just yet though.
OK I just logged it. Hard to know if this was logged before, as the bug forum has 1,000s of items, and they no longer get marked as confirmed or fixed.
 
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OK I just logged it. Hard to know if this was logged before, as the bug forum has 1,000s of items, and they no longer get marked as confirmed or fixed.
Thank you! I am still investigating one other main issue, depending on time, I will see if this fix is included or whether it could make it to a future update!
 
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Any news on this? Interesting if this is still in the pipeline to fix or that attention moved to other items.
I think it's being worked on but not as a priority. It's probably one of those things (with a low priority) that they do when they have a few minutes left over in the workday to tinker at or perhaps on their own time at home. Of course I have no clue what they are actually doing, just drawing on my own experiences after working for 20 years in a corporation before I retired.
 
It's been answered, the team lead for the UK Pack has been working on a fix over the holidays-He said it wasn't just a simple fix of tweaking values. He also stated that he has a closed beta test for people to see if the changes work. There is probably more going on that needs to be fixed..like the beverage issues or issues with the city service buildings. He can't just say "Fixed it!" and put it out without feedback from testers.
 
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Do these buildings add any functionality? Because if not, then the fact that adding just an assets alone broke the system is a disaster and may say a lot about the state of C:S2 under the hood.
 
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Do these buildings add any functionality? Because if not, then the fact that adding just an assets alone broke the system is a disaster and may say a lot about the state of C:S2 under the hood.
We do know as it has been confirmed by PDX that certain buildings of the UK pack do break residential demand.
Why that is the case is (to the best of my knowledge) unknown to the public.

Either "normal" residential buildings do have some kind of inherent functionality (for what reason ever) or they can be provided with stats which are breaking something in the code of the game - which is just equally unbelievable.

In either case I foresee a ton of problems coming in case of the Asset Editor ever getting released.
 
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Any news on this? Interesting if this is still in the pipeline to fix or that attention moved to other items.
Hello!
I am back, sorry for some delay to replying, I've been needing to do work on the upcoming packs at the same time.

The main issue with the UK pack that I am still in the middle of working through is the Medium Density bugs - but it's more a question of how I best solve the issue. Generally speaking, I have the answer of the "why" the bug is happening, thanks to some investigation from Colossal Order. But with the information they were able to give me it looks like there is a fundamental design flaw in the UK pack where the creators assigned exact household numbers to each building, which is not recommended.
I am currently in the process of testing several ideas I have to fix the issue, while still trying to respect the original intent of the creators. There is also a little bit of backend investigation still happening too, which once complete will mean the fix will happen much easier for everybody.

I don't want to give an exact, or even inexact estimate on how long this will take so as not to disappoint if I can't hit that timeframe. I would rather update once with a good fix, than have to come back to the drawing board many times - though of course if that happens, then it happens and I will roll with it.

So that's where I am at. I know it's frustrating to wait, I am appreciative of everyone's patience.
 
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Generally speaking, I have the answer of the "why" the bug is happening, thanks to some investigation from Colossal Order. But with the information they were able to give me it looks like there is a fundamental design flaw in the UK pack where the creators assigned exact household numbers to each building, which is not recommended.
I am currently in the process of testing several ideas I have to fix the issue, while still trying to respect the original intent of the creators. There is also a little bit of backend investigation still happening too, which once complete will mean the fix will happen much easier for everybody.
If I am getting this right, you (or any other creator) shouldn't give a house which you intended to hold say 10 households max this number?
Which in turn would mean that the game somehow determines the max number of households dynamically, is that right?
 
If I am getting this right, you (or any other creator) shouldn't give a house which you intended to hold say 10 households max this number?
Which in turn would mean that the game somehow determines the max number of households dynamically, is that right?
That is correct. Once the asset editor releases into beta, things like the "hows" and "whys" will be put onto the wiki.
 
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On a related note...

It might be good to put those informations in the wiki right now already.
I have the strong feeling that this dynamic determination of max househould numbers already is causing quite some confusion for players who are looking at their apparently not existing demand, not knowing that the game internally handles numbers they aren't aware of.
Having these informations in the wiki right now already might give some vital insight and avoid the above mentioned confusion to some degree.

Just saying...
 
On a related note...

It might be good to put those informations in the wiki right now already.
I have the strong feeling that this dynamic determination of max househould numbers already is causing quite some confusion for players who are looking at their apparently not existing demand, not knowing that the game internally handles numbers they aren't aware of.
Having these informations in the wiki right now already might give some vital insight and avoid the above mentioned confusion to some degree.

Just saying...
The calculation done is not directly going to inform the general player about anything. I think it would add to more confusion with people wondering "what am I looking at and why does it affect me" because ultimately it won't make sense to anyone not creating assets.
As for anyone who are making assets at the moment, they shouldn't be because there is too much about what is in the current editor that is not meant to be used until the asset editor releases.
When the time comes, I will make sure it is on the wiki in a good enough spot that people see and understand it if they go looking to learn about asset creation.
 
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The calculation done is not directly going to inform the general player about anything. I think it would add to more confusion with people wondering "what am I looking at and why does it affect me" because ultimately it won't make sense to anyone not creating assets.
Acknowledging that I don't have the full information about the code I nevertheless have to disagree here.

CS2 in its core like any other managerial game is a game about optimization.
You NEED the full set of information available to achieve that goal of optimization.

Keeping information hidden from the player will only cause misunderstandings, and in consequence frustration on the player side.

This may - and I am giving this as a hint - even cause the need to revise the respective parts of the code. Maybe you might want to change it or at least insert some additional functionality to display the numbers currently computed and dealt with by the code.

You really have to let players know what is going on.
Even more so as I assume similar calculations going on for all other kinds of assets like commercial, industrial, special buildings, you name it.
 
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Acknowledging that I don't have the full information about the code I nevertheless have to disagree here.

CS2 in its core like any other managerial game is a game about optimization.
You NEED the full set of information available to achieve that goal of optimization.

Keeping information hidden from the player will only cause misunderstandings, and in consequence frustration on the player side.

This may - and I am giving this as a hint - even cause the need to revise the respective parts of the code. Maybe you might want to change it or at least insert some additional functionality to display the numbers currently computed and dealt with by the code.

You really have to let players know what is going on.
Even more so as I assume similar calculations going on for all other kinds of assets like commercial, industrial, special buildings, you name it.
I think you are fundamentally misunderstanding the information we are talking about here.
The information is only and specifically "how to set up a custom asset so it works with the game" not "how does the game calculate demand". You may want the latter information, but that's not what we are talking about here.

I am just making this clear so you know that what I am not going to put on the wiki right now, is something specifically about how to get custom assets working, and the specific reason it's not going on the wiki right now is because it's only to do with asset creation and nothing to do with how to play the game.
It would be something like "make sure you don't do X on the asset you are making otherwise you will break the game" which out of any context of asset creation, will make zero sense to anyone else.
 
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I think you are fundamentally misunderstanding the information we are talking about here.
The information is only and specifically "how to set up a custom asset so it works with the game" not "how does the game calculate demand". You may want the latter information, but that's not what we are talking about here.
Thanks for clarification. Much appreciated.

Nevertheless, I think my former statement is still valid but I acknowledge I may not have made it clear enough.
It was more meant as a general remark as I am seeing you as a part of the CO/PDX conglomerate we as players are dealing with. And I for my person have the strong feeling that players are lacking all kind of information regarding the game.
That's the reason why I emphasized the need for having access to all relevant information.

As you are literally the only one still communicating with the player base (thanks for that, btw) I wanted to "misuse" :) you as a means to transport my view about said informations into your companies.

But yes, I agree that there is a difference between informing people what to do and what not to make assets work in general and the ingame information about the currently processed numbers.

Thanks again for your responses and information given.
 
Thanks for clarification. Much appreciated.

Nevertheless, I think my former statement is still valid but I acknowledge I may not have made it clear enough.
It was more meant as a general remark as I am seeing you as a part of the CO/PDX conglomerate we as players are dealing with. And I for my person have the strong feeling that players are lacking all kind of information regarding the game.
That's the reason why I emphasized the need for having access to all relevant information.

As you are literally the only one still communicating with the player base (thanks for that, btw) I wanted to "misuse" :) you as a means to transport my view about said informations into your companies.

But yes, I agree that there is a difference between informing people what to do and what not to make assets work in general and the ingame information about the currently processed numbers.

Thanks again for your responses and information given.
I appreciate your sentiments!
I would still encourage you to put any suggestions as a post in the Suggestions Forum and bugs in the Bug Reports Forum. Both are still looked at and used by us. While I can have a conversation with you, there are still limits to my own personal workload and responsibilities that prevent me spending time making reports myself, especially when I know there are other people dedicated to recording those things in the appropriate channels.

I'll be back in this particular thread if I have any meaningful updates about the UK pack issues, or if not hopefully just have it fixed and updated soon!
 
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If I am getting this right, you (or any other creator) shouldn't give a house which you intended to hold say 10 households max this number?
Which in turn would mean that the game somehow determines the max number of households dynamically, is that right?
This is weird.
Does anyone have an idea why, what for, and what benefits come from this approach?

If they absolutely wanted a dynamic number, then it would be easier to set a maximum and then arbitrarily decrease/increase it for some reason, but clamped to max.
 
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