The problem is that you don't have any expert programmers in your team... in Unity the import of assets is already coded, it takes a few days, maybe less.
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Our main goal is to be able to share all creations equally between platforms. While there will have to be limits on consoles (storage, code mods), giving players on all platforms access to PDXMods is the main reason.
Hi, you have to check this to see only Code mode.Hello, I am one of those players that enjoy the Paradox mod system as much as Steam but please allow a code mod only category because at the moment they are mixed up with hundreds of asset mods and it becomes frustrating to look for code mods only.
We have absolutely no intentions of abandoning Cities: Skylines II. Colossal Order was founded with the dream of creating city-building games and our team is very passionate about realising the potential Cities: Skylines II has. It's been a bumpy road but that won't stop us. Secondly, while we have partnered with Paradox Interactive for our games, we remain an independent company with no intentions of shutting down.
Hi, you have to check this to see only Code mode.
For me, on the other hand, there is a lack of more categories that would sort the mods more depending on the functions they introduce (e.g. policies, traffic).
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Come on, that's not what they said or implied. They just said that they do not have the intention of shutting down. And they imply that, even if Paradox drop them, they'll continue. That quite different from saying that they don't need them.I have been on this forum for a long time. Let me tell you a story. It happened many moons ago. There was a small-ish dev studio. They partnered with PDX and produced a first "AA" game with them. They continued to work with PDX on a sequel. They were very ambitious for their sequel and had a grand vision. Sadly, they could not deliver. The game was a mess at release, and the customers were displeased. The devs had worked so hard and were so brilliant, yet no one understood how good their work was. They lashed out at their customers, at their publishers. This was not a pretty sight. They got dropped by their publisher. However, they were very clever people; they would make their own game, and they needed no one! They released mobile-like games for a few years; they were so brilliant, they would be successful, and with the money they would earn, they would release another sequel! It never happened. To this day, they never made another game of the scale they could make with their publisher's backing.
The studio was Kerberos. The game was Swords of the Star 2. If I were the developer, I would have tried to show respect for my customers and my publisher.
This response is not pretty, and it does not reassure me as a customer. On the contrary, it is a very problematic attitude that, given what we have seen before, doesn't give much hope for the future of the game.
Assets since not supported yet, are actual code mode. Hence why they are listed under that category. Guessing "Assets" and all will come by once the editor releases.I know but the code mod tag also includes assets which it should not.
That's why I asked them to be separate.
When I am looking for code mods I don't want the list to be bloated and ruined by hundreds of veichles or buildings models, those should have an "asset" tag and be separate.
Code mods tag should show gameplay mods only.
Hello City Builders,
We wanted to take a moment to update you on the status of our upcoming releases. We know many of you are excited for new content, and we want to be transparent about where things currently stand.
The two Creator Packs — Modern Architecture and Urban Promenades — have been completed by their creators. While the Economy Patch, Detailers Patch, and Decorations Patch are all part of our commitment to improving the base game, we are well aware that the Asset Editor is one of the most crucial remaining features in fulfilling our promise to make mods fully available in-game. To ensure we don’t split our focus, we’ve made the decision to push the release of the Creator Packs to Q4. This will also affect the upcoming release of Bridges & Ports Expansion that will instead come in Q2 2025. We will continue dedicating our efforts to the base game before shifting focus to paid content. Our goal is to ensure the community is satisfied with the state of the game, and once we’ve achieved that, we’ll be excited to release these amazing packs to you!
/The Cities Team
For those interested, here is an update from Colossal Order and what they are currently dedicating their focus to:
90% of the mods is categorized as a code, for example almost every radiostation.Hello, I am one of those players that enjoy the Paradox mod system as much as Steam but please allow a code mod only category because at the moment they are mixed up with hundreds of asset mods and it becomes frustrating to look for code mods only.
The game is in the state it is and they see how much we are not happy with it. So let's not criticize them for communication.
Only that this is a forum of players who want to participate in co-creating the game. If you want a refund, you'll probably have to go to court. "It is what it is" means we are not happy about the state of the game but still wanting to get this title to another level if the devs want to cooperate. For me? I would also like a refund of $90 and would not buy UE again. But I bought it blindly and I live with the consequences of my decisions. I do not intend to go to court because it is just a game and it would be very difficult to prove that I actually lost something. The only one game I play, but it still fills my entertainment time, and that is only a small % of my life. I'm here to help make this game better and have some influence on its development. Not many developers communicate with players at all.They've said they're not sorry about the state the game is in and how they marketed it though! The CEO has straight out said since release that:
"It is what it is" isn't an excuse you can use when you told us that the game was good enough for us to spend $90 on what is effectively an unlabeled early access beta that has seen one major, substantive patch (Economy 2.0) in the span of almost a year while relying on modders to fill in the gaps for everything else and at the same time failing to have a process for some of the most important mods to a CS game, assets, to actually be put into the game! Why was an engine chosen that had such apparently massive issues with asset import?
- Cities: Skylines II is a next-gen title, and naturally, it demands certain hardware requirements. With that said, while our team has worked tirelessly to deliver the best experience possible, we have not achieved the benchmark we targeted.
In light of this, we still think for the long-term of the project, releasing now is the best way forward. We are proud of the unique gameplay and features in Cities: Skylines II, and we genuinely believe that it offers a great experience that you will enjoy. https://forum.paradoxplaza.com/foru...d-performance-for-cities-skylines-ii.1601865/ (This was only a week before release, mind you)- "We are not sorry to have released the game and we are proud to have overcome multiple issues during development, that was the most challenging we've ever faced." https://forum.paradoxplaza.com/forum/developer-diary/co-word-of-the-week-13.1624532/post-29414602
- "When it comes to the gameplay and simulation we set goals for the game and we have reached those goals. Surely there are issues that we're looking into and fixing bugs, but the overall gameplay experience is what we aimed for. Cities: Skylines II is the better game compared to the first one. If you dislike the simulation, this game just might not be for you. " https://forum.paradoxplaza.com/forum/developer-diary/co-word-of-the-week-5.1613651/post-29292760
Hi, you have to check this to see only Code mode.
For me, on the other hand, there is a lack of more categories that would sort the mods more depending on the functions they introduce (e.g. policies, traffic).
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I mean that's just not true. The publisher has the option to issue a refund at any time. Even a partial refund! Creative Assembly literally did just that with Total War Pharaoh last year! I blame CO for the state of the game, but it's PDX's fault for not just marketing that game in a way that was misleading but also not taking accountability for the state of the game by doing the bare minimum like CA did. That's a valid thing to call out.If you want a refund, you'll probably have to go to court.
I didn't buy it blindly though. I bought it on the representations of CO and PDX, both on this forum and through their misleading marketing that even Marinna has admitted the game did not live up to. This isn't okay and I'm tired of having to pretend that it is.But I bought it blindly and I live with the consequences of my decisions.
I don’t care, quite honestly, about your intentions. When I paid $90 for an ultimate edition pack, I intended to receive the content I paid for in the timeframe given. You’ve delayed these ultimate edition packs multiple times. We want refunds for the difference of the base game and the ultimate content.Our main goal is to be able to share all creations equally between platforms. While there will have to be limits on consoles (storage, code mods), giving players on all platforms access to PDXMods is the main reason.
There is also the ability to fully control our own platform and customize it to both what the game and the community need/want. This is a HUGE improvement from having to wrangle with the unpliable workshop, which has a non-ideal backend.
In hindsight, we should have been more clear about what this meant. It would involve diverting the attention from developing the Asset Editor and the base game to focus on implementing the Creator Packs. This is where we think the time is better spent focusing on fulfilling the top priorities for the community as a whole.
We do still intend to keep our promise to the Ulitmate Edition owners of providing 3 Creator Packs and 3 Radio Stations on top of the original content promised.