• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Hannodb

Major
11 Badges
Dec 10, 2014
702
91
  • Cities in Motion
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Cities: Skylines - Campus
It seems like whenever something is not according to someone's liking, the response is: "Don't worry, we'll just mod it".

I hate to be the one who throw cold water on people's expectations, but better now than later: Modding is not all encompassing magic wand.

I would imagine that if you want to mod the logical rules of the game (ie, how traffic responds), then I imagine you'll need to interface with the functions that is exposed by the code. That means that CO had to put some thought into what is exposed to the modding community and how, which takes time and effort. As a result, there will - of necessity - be a limitation to what you'll be able to mod. CO said that they will make this game mod friendly. That does not mean everything will be mod-able right down to the very last detail. It only means that they tried to make it easier to mod those features which they thought people most likely would want to mod.

I don't know the extend of the modding capabilities of this game, it might be actually quite extensive. I'm just saying this to reduce the amount of post-release hate that will necessarily result from unrealistic expectations.
 
Last edited:
Nine times out of 10 when people day "don't worry they'll mod it" it's because they're either experienced, or know someone who is. In this day and age, it's not that complicated to code on javascript and C#, the very basics of the Unity Engine.

I actually had this mindset when SC2013 came out, that the modding community wouldn't be able to fix the monstrosity that was its release, and what do you know, two years after the game's release, it's had Project Orion, Project Akar, Uni-Directional Networks, and a series of transportation mods, that were all believed impossible, by EA/Maxis standards. It's usually the lack of certain features that urges people to mod the game. Honestly, with the size of the CO development team, adding everything we wanted to the game would push the release date towards the end of 2015 or early 2016, and would discourage a vast majority of the modding opportunities.

Don't expect mods on opening day, of course. Modding is a dish best served cold, if you know what I mean.
 
I don't know the extend of the modding capabilities of this game, it might be actually quite extensive. I'm just saying this to reduce the amount of post-release hate that will necessarily result from unrealistic expectations.

From everything I have read so far, it looks like the upcoming (tomorrow?) developer diary will be about modding. I really hope that they describe very detailed what is possible and what not.
 
Nine times out of 10 when people day "don't worry they'll mod it" it's because they're either experienced, or know someone who is. In this day and age, it's not that complicated to code on javascript and C#, the very basics of the Unity Engine.

I actually had this mindset when SC2013 came out, that the modding community wouldn't be able to fix the monstrosity that was its release, and what do you know, two years after the game's release, it's had Project Orion, Project Akar, Uni-Directional Networks, and a series of transportation mods, that were all believed impossible, by EA/Maxis standards. It's usually the lack of certain features that urges people to mod the game. Honestly, with the size of the CO development team, adding everything we wanted to the game would push the release date towards the end of 2015 or early 2016, and would discourage a vast majority of the modding opportunities.

Don't expect mods on opening day, of course. Modding is a dish best served cold, if you know what I mean.

That might well be the case, I've never done modding before, but I am a computer developer using C#, so it's based on that experience that I posted this.
 
It seems like whenever something is not according to someone's liking, the response is: "Don't worry, we'll just mod it".

I hate to be the one who throw cold water on people's expectations, but better now than later: Modding is not all encompassing magic wand.

I would imagine that if you want to mod the logical rules of the game (ie, how traffic responds), then I imagine you'll need to interface with the functions that is exposed by the code. That means that CO had to put some thought into what is exposed to the modding community and how, which takes time and effort. As a result, there will - of necessity - be a limitation to what you'll be able to mod. CO said that they will make this game mod friendly. That does not mean everything will be mod-able right down to the very last detail. It only means that they tried to make it easier to mod those features which they thought people most likely would want to mod.

I don't know the extend of the modding capabilities of this game, it might be actually quite extensive. I'm just saying this to reduce the amount of post-release hate that will necessarily result from unrealistic expectations.


I agree, i don't know why everybody rely on mods so much.....i rely on the devs instead (because of optimisation issue)

look at kerbal space program, it fails to reach its super destined objectives by letting too much modders do the best juob than the devs themselves, and often the mods are just horribly optimized.