• 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.
No, it does not and you should have noticed that by yourself while typing.

Where is the difference in the quoted procedure to CS1's procedure?
Wasn't it possible to import assets in CS1? Oh yes, it was.
Did we have to install Unity for that? No, we did not.
Was it future proof, so that it did work for years? Yes, it did.

And out of a sudden, all that isn't possible anymore?
It should be obvious that here some vital information was not given. Under the assumption that said information is available at CO at all.
And those questions (which are interesting) are best answered by the developers, not by community managers. That's why she suggested dev diaries.
 
  • 1Like
  • 1
Reactions:
And those questions (which are interesting) are best answered by the developers, not by community managers. That's why she suggested dev diaries.
No, she suggested the dev diaries because she evaded answering valid questions again.

Her "suggestion" is just another example of evading, of pushing requested answers to some unknown point of time in the future. And this time it is inexcusable as it isn't like this would be a completely new question which was never asked before. This question has been asked again and again literally since release date.
 
  • 4
  • 2Like
Reactions:
A thorough answer means I need to pick the brains of a few of our (currently very busy) programmers, but I'll look into whether this is something we can cover at some point. Perhaps a dev diary on the asset import and the challenges we faced makes sense when we add the asset pipeline.
I think doing it soon-ish would do you a lot more good, instead of after you release it in a still undetermined timeframe. People are anxious to get the asset editor, and at this point in time, the community is left entirely in the dark on why we went from "a few days after release" to "over half a year after release we can't even tell you when". In The Way Forward, we were promised more transparent communication. Start there. Tell us what you are struggling with, and maybe we can start to get some more understanding of why it is taking so very long.
 
  • 3Like
Reactions:
No, she suggested the dev diaries because she evaded answering valid questions again.

Her "suggestion" is just another example of evading, of pushing requested answers to some unknown point of time in the future. And this time it is inexcusable as it isn't like this would be a completely new question which was never asked before. This question has been asked again and again literally since release date.
The answer quoted, explains it pretty well in general manner.

I do not see if there would be any benefit if they have gone into further details of asset import issue.
It would probably just resulted in a series of posts from the self proclaimed "experts", on how easy it should be to fix. There are plenty of those already here.

At this point I am not sure what you and other posters making similar comments are truly expecting?
We have clearly seen what is the pace of work at CO. We could observe that basically from April/May 2023.
The CO themselves, in conversation with Biffa, CPP and OE, confirmed that unfortunately they won't be able to implement fixes and improvements at pace that players are expecting. That's the reality.

They are not giving precise dates, most likely because themselves they have just very vague idea when certain fixes and feature are going to be implemented.
Maybe "sometime in the future" is the only honest answer they can give.

So, let's me repeat, what are you really expecting them to do? Tell lies or invent deadlines they have no realistic chances to meet? We have already been there and nothing good have came out of it.
 
Last edited:
  • 2Like
  • 2
  • 1
Reactions:
The answer quoted, explains it pretty well in general manner.
(....)
So, let's me repeat, what are you really expecting them to do? Tell lies or invent deadlines they have no realistic chances to meet? We have already been there and nothing good have came out of it.
I can tell you what I expect of them in this particular case.

On April 18th they have promised us to improve on communication. Well, they should prove that. That means that reasonable questions should be answered in an equally meaningful way. And no, above quoted answer does NOT explain the reasons, neither in detail nor in a general manner. Why it doesn't do it, I have explained above already.

And I am not willing to let them go away with their nonsense. We as a community have given them (meanwhile) around 75 million dollars in income. We should be proud enough of ourselves to expect them reacting accordingly. We are paying their bills and wages.
Answers like the one in question right now however don't show any respect for their customers, but contempt.

I get it that you are fine with that kind of treatment. Good for you.
I (and seemingly some others too) are not fine with it. Period.
 
  • 5Like
  • 3
  • 1
Reactions:
I can tell you what I expect of them in this particular case.

On April 18th they have promised us to improve on communication. Well, they should prove that. That means that reasonable questions should be answered in an equally meaningful way. And no, above quoted answer does NOT explain the reasons, neither in detail nor in a general manner. Why it doesn't do it, I have explained above already.
I have seen your explanation and do not find much logic behind. Why do you compare CS1 asset import with CS2 asset import?
Why do you assume that they should be the same or similar?
We know that CS2 assets are much more complex. To an extent that one of the modders (KingLeo, I believe) said that they are not going to make assets for CS2 because it is too complex process and requires some extra coding.
We do not know how CS2 handles the assets when compared to CS1, but why assume it is the same as in CS2.
CS1 is CS1.
CS2 is CS2, the devs themselves said that they have built it from scratch.
The questions you wanted to be answered, do not make sense in the first place.

Then, let's go even further.
Let's say we get very, very detailed explanation about what is the problem.
How is this going to help anyone of us?
Really, what difference it would make?
Would it somehow miraculously solve the problem?
I do not think so. Most likely it would probably just cause more confusion and backlash. Most people wouldn't understand much about it, the rest would critique CO that they cannot sort out "such a simple issue" in timely fashion.

I'll be honest, I see your post and similar ones as just rants of angry and unhappy customers.
I understand that, there are plenty of reasons to be angry and disappointed with CS2 launch and its current state.
At the same time I believe it is much better to focus on providing constructive feedback than just venting emotions.

ps. Myself I would really like to read a blog about what went wrong about Asset Import, to satisfy my own curiosity. At the same time I can clearly see how difficult it would be to write such blog in a way that average player could properly understand what are the problems and why they are so difficult to overcome.
 
  • 4Like
Reactions:
I think you need to work on your reading comprehension. Someone linked the answer a few posts before you

I'll copy paste the answer here (from avanya)


Now if you want to know the details, the developers would need to provide it themselves, maybe in the form of dev diaries. Does that clear things up?


But in your opinion, is it possible that the developers noticed this insurmountable bug only a few days after launch? This bug has existed for who knows how long, but they still haven't been able to fix it!

Who said region packs would be available soon after launch? Did I say it?

Who said content creator packs would be available these days? Did I say it?

How long does it take to insert animations of ambulances helping with stretchers, firefighters with water pumps, boys playing basketball, etc. into the game?

How can we give credibility and trust now?

Here there is lack of correctness and inadequacy. We can't make fun of our intelligence...
 
  • 4Like
Reactions:
But in your opinion, is it possible that the developers noticed this insurmountable bug only a few days after launch?
Of course! Not necessarily the bug, but the fact that a feature is not working as expected and it needs a lot more time to complete. I was in such project myself a couple years ago (not a video game though) and it was due to lack of communication between developers and stakeholders. Thankfully we improved our communication and were able to catch up half a year later.

Here there is lack of correctness and inadequacy
Sure, I just don't see how making assumptions and accusations can help.
 
  • 1Like
Reactions:
Of course! Not necessarily the bug, but the fact that a feature is not working as expected and it needs a lot more time to complete. I was in such project myself a couple years ago (not a video game though) and it was due to lack of communication between developers and stakeholders. Thankfully we improved our communication and were able to catch up half a year later.


Sure, I just don't see how making assumptions and accusations can help.
You too are making assumptions and they're pretty bold. The map editor and the code mods editor were missing at release and are still in beta 7 months later. Still you want to believe the asset editor was near completion in october 2024 when it was announced ("soon", they said) and was only postponed because they discovered some days after the launch it wasn't working? They don't even know when we'll have cars, cims, trees, roads.

My assumption, contrary to yours: at launch, the editor (there's only one all-purpose editor in CS II) was in early alpha or maybe just planned.
 
  • 5Like
Reactions:
Sure, I just don't see how making assumptions and accusations can help.

Hmmmmmm, I'd say that after having paid a lot of money for the EU, after months and months of declarations not respected, deadlines not respected, changes to the schedule, only 1 DLC which objectively was one of the worst in the history of videogames and many other negative things...Yes, we can make all the assumptions we want, as certainty should come from facts, facts which unfortunately do not exist!


Then if you are happy to pay to be made fun of, happy for the continuous postponements of previously declared releases, happy for a few patches here and there with dubious improvements...Happy you, lucky you, I throw up my hands and give up.
 
  • 4Like
  • 1
Reactions:
You too are making assumptions and they're pretty bold. The map editor and the code mods editor were missing at release and are still in beta 7 months later. Still you want to believe the asset editor was near completion in october 2024 when it was announced ("soon", they said) and was only postponed because they discovered some days after the launch it wasn't working? They don't even know when we'll have cars, cims, trees, roads.

My assumption, contrary to yours: at launch, the editor (there's only one all-purpose editor in CS II) was in early alpha or maybe just planned.
What assumptions did I make? Someone asked me if it's possible for developers to miss something obvious close to launch date. And I answered yes, it is a possibility, based on my experience. I didn't say anything about asset editor. I don't work for CO, how would I know?

As a software developer myself, I never made any assumptions about something that I'm not a part of. I know that every project has its own unique requirements and challenges, and the best people to explain them are the ones working on them.
 
  • 1
  • 1Like
Reactions:
No, it does not and you should have noticed that by yourself while typing.

Where is the difference in the quoted procedure to CS1's procedure?
Wasn't it possible to import assets in CS1? Oh yes, it was.
Did we have to install Unity for that? No, we did not.
Was it future proof, so that it did work for years? Yes, it did.

And out of a sudden, all that isn't possible anymore?
It should be obvious that here some vital information was not given. Under the assumption that said information is available at CO at all.

+1

I can't imagine how CO created this game without an working tools. After all, creating good tools at the initial stage of production makes work incredibly easier and faster. Every programmer will tell that the choosing and using right tools are essential.
Here it looks like everything was done the other way around. Hence, it is not surprising that the game looks how it looks.
 
  • 2Like
Reactions:
But in your opinion, is it possible that the developers noticed this insurmountable bug only a few days after launch? This bug has existed for who knows how long, but they still haven't been able to fix it!

Who said region packs would be available soon after launch? Did I say it?

Who said content creator packs would be available these days? Did I say it?

How long does it take to insert animations of ambulances helping with stretchers, firefighters with water pumps, boys playing basketball, etc. into the game?

How can we give credibility and trust now?

Here there is lack of correctness and inadequacy. We can't make fun of our intelligence...

These are valid questions. I think, Paradox, released a lot of that communication.

This may have been an instance of miscommunication or over-optimistic projections on one or both sides. they’ve acknowledged that.

It doesn’t matter at this point. I just want it fixed. I think many of us simply want it fixed. I know I’m itching to download all 8 region packs and making my office a sauna!


If I’m interpreting your words right, you’re frustrated and so am I. I wish CO/PDX were more confident about the time these technical issues will take to address.

The most confident stance they’ve taken to date is that the Asset Editor will be ready for beta by summer/late summer. They’ve never been so specific in the past. Let’s hope that remains feasible and maybe we’ll be surprised with wonderful new additions to PDX Mods this fall.

Imagine releasing before it’s actually ready and then breaking every asset because they had to make some type of change? I’m sure that’s being considered too.
 
  • 3Like
Reactions:
No comms is an attempt to avoid legal action. They didn't deliver what was promised and committing to timelines now would only add fuel to possible legal action.

I'm amazed how diligently CO follows labour laws but not consumer protection laws. Shows the character of the company.

From my end you can write off any DLC sales. For any one that supports mediocre service such as this, you deserve the mediocre future you are enabling
 
  • 8Like
  • 1
Reactions:
What assumptions did I make? Someone asked me if it's possible for developers to miss something obvious close to launch date. And I answered yes, it is a possibility, based on my experience. I didn't say anything about asset editor. I don't work for CO, how would I know?
No, raf8655 asked you if you thought CO's developers could have noticed THIS insurmountable bug only a few days after launch. We're talking about CS II's editor, not some virtual situation. So they were near ready to launch the asset editor, fully functional, et suddenly it's "oh, instead of a couple of weeks to polish it, we just just discovered we needed a whole year of development because it doesn't work!" Talking about assumptions, how about CO's assumption we're gullible?
 
  • 3Like
  • 1
Reactions:
The most confident stance they’ve taken to date is that the Asset Editor will be ready for beta by summer/late summer. They’ve never been so specific in the past.
Yes, they were specific several times in the past (if you can call a quarter a specific date) and anyway it's already old news:

we cannot confirm if it will be ready for the first patch after summer, so no promises just yet, but we are doing everything we can to make it so.

The previous statement, a month before this one, was:

We are working very hard to have it out in a patch before summer.

I can tell you what the next one will be (and I dearly hope I'm plain wrong): "we're working very hard, hoping to bring you the asset editor this winter". Rince, repeat.
 
  • 7Like
  • 1
Reactions:
No, it does not and you should have noticed that by yourself while typing.

Where is the difference in the quoted procedure to CS1's procedure?
Wasn't it possible to import assets in CS1? Oh yes, it was.
Did we have to install Unity for that? No, we did not.
Was it future proof, so that it did work for years? Yes, it did.

And out of a sudden, all that isn't possible anymore?
It should be obvious that here some vital information was not given. Under the assumption that said information is available at CO at all.
Cities: Skylines II uses a variation of the standard PBR pipeline (with metallic/glossiness), while Cities: Skylines uses specular. We've also added a bunch of new texture maps that allow for more color variation control and emissive textures. For any asset creators, you can find more details on the official wiki. Furthermore Cities: Skylines uses an older version of Unity, which changed significantly from Unity 5.6 that Cities: Skylines is using to the modern version we're using today for Cities: Skylines II.

The editor we built for Cities: Skylines or the solutions we used for it would not work with Cities: Skylines II and would not be able to import the textures we're using for assets in Cities: Skylines II.
 
Cities: Skylines II uses a variation of the standard PBR pipeline (with metallic/glossiness), while Cities: Skylines uses specular. We've also added a bunch of new texture maps that allow for more color variation control and emissive textures. For any asset creators, you can find more details on the official wiki. Furthermore Cities: Skylines uses an older version of Unity, which changed significantly from Unity 5.6 that Cities: Skylines is using to the modern version we're using today for Cities: Skylines II.

The editor we built for Cities: Skylines or the solutions we used for it would not work with Cities: Skylines II and would not be able to import the textures we're using for assets in Cities: Skylines II.

Great, ok, new system, it's fine to use it...

The problem, however, always remains the same: how can it be possible that from before the launch until today and who knows how much longer the solution to this has not yet been found?
What specifically does it mean to "make progress" in solving this problem?
 
  • 4Like
  • 2
  • 2
Reactions:
The problem, however, always remains the same: how can it be possible that from before the launch until today and who knows how much longer the solution to this has not yet been found?
Scientists have straight up cured diseases, but that doesn't necessarily mean the cure for cancer is around the corner.

A development team building an entirely new game from scratch, with similar, yet not the same toolset, with different asset types, ran into issues. It happens in software development. Considering the other issues the game has needed to be addressed first, it doesn't surprise me at all that asset importing was way down on the priority list.

Would you rather the team try and squash gameplay bugs and stability issues or work on asset importing so that a few modders can add more building skins to a game that doesn't work at all?

I don't know about you, but I'd rather they spent their time on gameplay fixes than modding.
 
Last edited:
  • 3
  • 1Like
Reactions: