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gsxdsm

Second Lieutenant
1 Badges
Jan 29, 2015
115
16
  • Cities: Skylines - After Dark
http://www.reddit.com/r/CitiesSkylines/comments/2x7i2n/project_25/


Problem: CS maps have 25 total tiles (5x5). In the stock game you start with 1 tile and can unlock up to 8 additional tiles, for a total of 9. This is huge, and is what CO is safe offering to customers.
However, the total map is 25 tiles (5x5). For players with very robust systems, we'd like to unlock ALL of the tiles on a map to build on. Comments from devs indicate that this is doable, but not trivial - involving deep changes to the internal game structure.

Solution: Announcing Project 25, a mod effort that will attempt to unlock all 25 tiles for building, in a stable way.

Plan: We will start at launch investigating what it takes to unlock all 25 tiles. We will coordinate via reddit and official forums about our progress and will release this to the community ASAP.

We have already been given some VERY valuable info from the devs:

Long answer short: very. Short answer less short: unlocking additional map tiles is not just about increasing the number of tiles available. There is need to deal with the unlocking logic, the indexing, the area limitations, calculating the available resources and most likely many other things I am not thinking about right now. Some of these systems are part of the core foundation of the game and rely on very specific data structures, many of which are not intuitive nor logical in favour of performances. So unlocking more tiles would require to hijack some of those systems to replace them by your own which will deal with the criterias above. So while theoretically possible, in practise it will require some reverse engineering, a bulletproof patience and some pretty intense modding swag. :) On the bright side, it only takes one to figure it out.

Our first step will be to gather information on what limits we hit and what areas need modification.
It appears that our mods run in the process space of the game. Therefore we should be able to use C# reflection (https://msdn.microsoft.com/en-us/library/ms173183.aspx[1] ) to introspect the game objects and figure how things work. In addition we have access to the Unity assembly, so we can script Unity ( http://docs.unity3d.com/ScriptReference/[2] ).

We can do this! Who is in?
 
Plan: We will start at launch investigating what it takes to unlock all 25 tiles. We will coordinate via reddit and official forums about our progress and will release this to the community ASAP.

I applaud your enthusiasm but I really hope you will get to enjoy Cities: Skylines at least for a couple of hours :)

I'm sure you can do it! Even if we don't officially support this we will try to answer any questions you may have.
 
I applaud your enthusiasm but I really hope you will get to enjoy Cities: Skylines at least for a couple of hours :)

I'm sure you can do it! Even if we don't officially support this we will try to answer any questions you may have.

Yeah, that's what I was thinking. I think they need some time to enjoy the game first. Don't get into modding straight away!
 
Once the game is released and the modding API is available, I recommend starting a github repo for this project. It'll make it much easier to coordinate the effort. (I'm a full time C#/.Net dev and am looking forward to modding/hacking C:S)
 
I applaud your enthusiasm but I really hope you will get to enjoy Cities: Skylines at least for a couple of hours :)

I'm sure you can do it! Even if we don't officially support this we will try to answer any questions you may have.

You rock! Yes, that will probably be the hardest part - balancing dev vs. playing the game! The fun part is that to REALLY test the mod, you gotta play the game like 24/7 and get a massive city. So I think it's a win win !