???The Region Packs will be available for free on PDXMods!
Official additions to the game will come as mods?
???The Region Packs will be available for free on PDXMods!
The region packs are asset mods and not considered DLC. Colossal Order isn't even directly involved in them, as region packs are being developed as part of a contract between the creators of the region packs and Paradox (not Colossal Order). This has all been explained in previous dev posts here in the forums.???
Official additions to the game will come as mods?
It doesn't matter who created them and who did have a contract with whom.The region packs are asset mods and not considered DLC. Colossal Order isn't even directly involved in them, as region packs are being developed as part of a contract between the creators of the region packs and Paradox (not Colossal Order). This has all been explained in previous dev posts here in the forums.
Authors and contracts are the only things that matter. These region packs were made by modders and will be released as mods which mean they're not "official" and PDX isn't responsible for anything. They may be bugged or even break your savegame but the complaints have to be directed to the mod's author, not CO or PDX. Yes, PDX announced them and included them in their marketing campaign ("soon" they saidIt doesn't matter who created them and who did have a contract with whom.
As a console player at this rate I tend to agree with you. Stop stringing us along with release date after release date that gets pushed back and back for console. Just bite the bullet and tell us it won’t be released for console.I just want the product that was promised at the time I bought the game, pre-release. Is that really too much to expect after another seven months have passed? You need to stop console development entirely and concentrate on fulfilling your obligations to the people who have actually financed your development work, i.e. me and every other PC owner who trusted you. I feel cheated.
The only thing I can promise right now is buildings. We'll need the asset pipeline to be in a more final state to properly determine what needs to be done (if anything) to get other asset types working.@co_avanya
When the Asset Editor releases in Beta this fall, is the plan still that it will only support buildings?
I know that trees, cims, and vehicles were on your internal list of assets to include in the future. I'm wondering if the amount of work/time that has gone into polishing/fixing the asset import/saving pipeline has allowed for parallel development of other asset types within the editor?
Honestly this transparency is so refreshing. Rather than the sugar-coated and at times tone deaf updates which we received right after launch, I believe CO/Paradox have chosen a better path forward. Of course this does not erase the frustration of not being able to enjoy the game in its final and polished form (I hear you console players), but I hope that this is a learning experience for devs/publishers.
Not that there has to be a silver lining (and certainly not to diminish our frustrations), but perhaps this experience will lead to a more collaborative approach in fine-tuning the game, resulting in something better than originally planned.
There are likely more forks in the road ahead (no pun intended), but I hope CO continues to choose the path which regains our trust.
I am cautiously optimistic and am looking forward to the upcoming patch.
Could we, at some point, get an actual thorough answer on why the asset editor is taking so long? Like, what the actual problems are?The only thing I can promise right now is buildings. We'll need the asset pipeline to be in a more final state to properly determine what needs to be done (if anything) to get other asset types working.
I agree.Could we, at some point, get an actual thorough answer on why the asset editor is taking so long? Like, what the actual problems are?
The answer to the first question is obvious: a lack of manpower and skills.Could we, at some point, get an actual thorough answer on why the asset editor is taking so long? Like, what the actual problems are?
The answer to the first question is obvious: a lack of manpower and skills.
The actual problems which prohibit solving the first problem seem to be the design of the game as initially planned. And here it becomes a bit complicated as it seems that there was no consistent design philosophy at play.
CS2 isn't a city builder, as it lacks main ingredients of that genre, most prominently the option to fail. Or one could say it even lacks options, as one is just as good or bad as the other. That has been discussed ad nauseam now.
CS2 isn't a city painter either, as it lacks the assets (or easy access to them) and well, the infamous asset editor/importer.
There seems to have been at least at a vital point during "development" (if one really dares to call it that way) the idea to transform it into Cities:Sims. Zombies with teeth and unobedient dogs which you can "follow" when they stay at home although they should be at work.
And that is in accordance with the two other points: it is only meant to be watched (that is, if you have a RTX 4090 in your system).
Make some zones, place some roads (or not, doesn't matter) and watch the game do its thing.
In total, it seems to have been designed for a completely different audience. Nobody who loved CS1 for what it offered really is satisfied with CS2.
There is a reason why they proudly yelled "We haven't used ANYTHING from CS1!"
They wanted to have a "game" which had nothing to do with the predecessor.
And now they don't have a way back.
Could we, at some point, get an actual thorough answer on why the asset editor is taking so long? Like, what the actual problems are?
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.Could we, at some point, get an actual thorough answer on why the asset editor is taking so long? Like, what the actual problems are?
Respectfully, CO has used the "we're too busy" mantra for so long at this point it has lost all meaning. We're a month out from "Looking ahead, we also want to make immediate and meaningful changes in the way we approach the game’s development and our communication with you." Realistically, it doesn't seem like anything has changed. Nearly every communication is "we're to busy" or "in the future" or "if we have time." That's not meaningful. At this point the very busy programmers had all the time leading up to the launch and seven plus months since launch to address this issue. They continue to fail.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.
Respectfully, CO has used the "we're too busy" mantra for so long at this point it has lost all meaning. We're a month out from "Looking ahead, we also want to make immediate and meaningful changes in the way we approach the game’s development and our communication with you." Realistically, it doesn't seem like anything has changed. Nearly every communication is "we're to busy" or "in the future" or "if we have time." That's not meaningful. At this point the very busy programmers had all the time leading up to the launch and seven plus months since launch to address this issue. They continue to fail.
Perhaps the programmers time might be better suited writing up a dev blog about what's going on and see if there are some smart folks within the community that might be able to offer a fresh perspective or some different ideas, because so far the status quo hasn't been successful. Why not try something different and meaningfully communicate to your customers what the problem is rather than just saying it's broken.
I am sorry but this answer again leaves me speechless.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.
Respectfully, CO has used the "we're too busy" mantra for so long at this point it has lost all meaning. We're a month out from "Looking ahead, we also want to make immediate and meaningful changes in the way we approach the game’s development and our communication with you." Realistically, it doesn't seem like anything has changed. Nearly every communication is "we're to busy" or "in the future" or "if we have time." That's not meaningful. At this point the very busy programmers had all the time leading up to the launch and seven plus months since launch to address this issue. They continue to fail.
Perhaps the programmers time might be better suited writing up a dev blog about what's going on and see if there are some smart folks within the community that might be able to offer a fresh perspective or some different ideas, because so far the status quo hasn't been successful. Why not try something different and meaningfully communicate to your customers what the problem is rather than just saying it's broken.
I am sorry but this answer again leaves me speechless.
You don't know what the problem is?
Nobody expects you (or any other person communicating with the public) to dive into programming details. But you make it sound like your company isn't really aware of the problems at some kind of general level.
You are confronted with this kind of questions since release, since SEVEN months!
I really don't get it.
Edit: Since release we only get answers like "we will tell you more in the future", "unfortunately xyz will be late", "we have heard you", "we will try to improve, promised".
Evasive all the time, not really tackling the questions. And not really building trust of which you have lost so much already.
Let your programmers do their thing, but you really have to rethink your communication strategy as patience is running thin on the customers side.
I think you need to work on your reading comprehension. Someone linked the answer a few posts before youI am sorry but this answer again leaves me speechless.
You don't know what the problem is?
Nobody expects you (or any other person communicating with the public) to dive into programming details. But you make it sound like your company isn't really aware of the problems at some kind of general level.
You are confronted with this kind of questions since release, since SEVEN months!
I really don't get it.
Edit: Since release we only get answers like "we will tell you more in the future", "unfortunately xyz will be late", "we have heard you", "we will try to improve, promised".
Evasive all the time, not really tackling the questions. And not really building trust of which you have lost so much already.
Let your programmers do their thing, but you really have to rethink your communication strategy as patience is running thin on the customers side.
The short explanation is that the Editor needs to import and package asset files in a way that does not require having Unity installed and access to the project itself, and the file format needs to be future-proof so assets created with the Editor are functional down the line too. As the Region Packs are to be released on Paradox Mods, they need this before they can released, while we can directly implement assets for DLCs.
While working on the asset import and saving, we've encountered some frustrating technical issues, that have caused the work to take significantly longer than we had expected.
No, it does not and you should have noticed that by yourself while typing.I think you need to work on your reading comprehension. Someone linked the answer a few posts before you
Does that clear things up?
As a programmer myself, the idea of a programmer ever having time is hilarious.Respectfully, CO has used the "we're too busy" mantra for so long at this point it has lost all meaning. We're a month out from "Looking ahead, we also want to make immediate and meaningful changes in the way we approach the game’s development and our communication with you." Realistically, it doesn't seem like anything has changed. Nearly every communication is "we're to busy" or "in the future" or "if we have time." That's not meaningful. At this point the very busy programmers had all the time leading up to the launch and seven plus months since launch to address this issue. They continue to fail.
Perhaps the programmers time might be better suited writing up a dev blog about what's going on and see if there are some smart folks within the community that might be able to offer a fresh perspective or some different ideas, because so far the status quo hasn't been successful. Why not try something different and meaningfully communicate to your customers what the problem is rather than just saying it's broken.