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antrachton

Lt. General
2 Badges
Oct 9, 2018
1.317
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  • Cities: Skylines - Natural Disasters
  • Cities: Skylines Industries
So the roads signs, although limited, they look amazing. And it looks like there are mechanics allowing on dynamic change according to the current road rules... Maybe that would allow modders on adding more road rules or adding road signs to the existing ones that haven't got any yet.

And for some reason I have that impression that there is also Move It mod implemented, as some screnshots show buildings not quite alligned to curvy roads, instead they are placed in a straight line.

But those lights in flats and offices... during daytime... soooo bright... looks like some buildings are on fire! :D:D
 
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We will also really gonna get driverless motorcycles... that's rather scary how many accidents they will cause, leading to more traffic jams, and more police force usage on some billionaires faled fantasies ;)
 

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No this is a Alpha or Beta
Alpha motorbike or Alpha-biker?
Thought they all were terrible betas since the only thing they do is polluting environment with loud noise :D
 
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Now... off the topic as it's not concerning the screenshots in this dev diary but from the trailer published on 11.06

We have now confirmation from the maker of that town for the trailer purposes - two dollars twenty - that there is mix zoning, and also you can use both European and US theme in the same city, mixing building as you like. Most of it was done in American style as he is used to it, but he also added some European buildings here and there as they were more suitable in his view!

 
Oh and the snapping tool explained in this gif attached to the dev diary!
 

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  • DD 01 Road Tools - 4 Snapping options.gif
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Hello, have two more questions.
You could see some details through the first developer diary.
Am a streetcar fan and in CSL 1 it has already bothered me that the catenary, the streetcar is not correct over the streetcar tracks, especially noticeable when the streetcar makes tight turns, also the track guidance of the streetcar itself was not very accurate.
Question, why have these overhead lines in CSL 2 not been made better, and we at least the streetcar stay on the tracks, or as in CSL 1 again drive next to the track when the curve radius is too tight?
PS: It doesn't look any better with the trains.
Second question, the ingame trailer and the developer diaries, show the still alpha/beta material, probably because motorcycles are seen without drivers.
In addition, there are various errors in the landscape rendering, here you can see through the ground, this was especially visible in the developer diary 1, where you could see a train station with a boiler tank as a deco, further to the right of it you saw a kerb and could see the water in between.
Also the shadows in the developer book 1 looked bad at some places, that was at the traffic circle, where the streetcar tracks lead half through the traffic circle, there is a lantern on the left, which seems to float in the air, and on and next to the streetcar tracks are black dots, probably the shadow cast by the overhead line.
Again, I would appreciate an answer.
Looking forward mega to the game
 
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Some small details I noticed in the video:

Citizens chilling in the grass:
chilling citizens.png


zones are now 6 tiles deep:
6 tiles deep zones.png


Massive graveyard:
massive graveyard.png


More detailed citizens, but no faces?
more detailed citizens.png


Citizens will start to run when the crosswalk light will soon turn red:
citizens running on crosswalk.png


Buildings who can go below level 0 and even have cellar entrance:
cellar entrances.png
 
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That snapping behaviour seen in the dev diary 01 - when adding a new lane to the motorwa as a slip road - do you remember that absolutely huge pack (or a few of them) CSUR or something, and some roads made based on them later on? I could never run the game with it so never tested it. But this 1 lane snapping to each lane of the motorway when the person is just moving the coursor over it - is it gonna be possible to simply raise any lane - middle, left, right - up or even lower it down?
That sounds more and more interesting - never mind that it already made us excited.
 

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  • road rasing tool .png
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That snapping behaviour seen in the dev diary 01 - when adding a new lane to the motorwa as a slip road - do you remember that absolutely huge pack (or a few of them) CSUR or something, and some roads made based on them later on? I could never run the game with it so never tested it. But this 1 lane snapping to each lane of the motorway when the person is just moving the coursor over it - is it gonna be possible to simply raise any lane - middle, left, right - up or even lower it down?
That sounds more and more interesting - never mind that it already made us excited.
rotfl, yeah so many, I actually had to increase the memory to 64gb just to load all the themed mods
 
rotfl, yeah so many, I actually had to increase the memory to 64gb just to load all the themed mods
My 92gb didn't do anything
I assumed it was simply a botched work and unsubscribed.
 
It is incompatible with NeXT or other pack for modded segments type
i stopped using Next long before trying CSUR.
not sure what you mean by modded segments type. definitely i had workshop assets, including roads, different to CSUR, at the time when trying that mod.
not to worry - if someone can't describe their asset - and i think there no information on their pages at that time - it's only the assets creator to blame.
 
ah... that might have been the case. i most likely had that mod or anything similar, whatever was available at that time.
never found any information about any incompatibilities... and i lost an interest in it :)