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This is weird.
Does anyone have an idea why, what for, and what benefits come from this approach?

If they absolutely wanted a dynamic number, then it would be easier to set a maximum and then arbitrarily decrease/increase it for some reason, but clamped to max.
I have absolutely no idea.

There are some values in the game which one would think of as "fixed". Number of flats in a house at a given level would be one of them.

The only reason I could see for their approach would be if they once had the idea of deteriorating houses only being useable to a certain degree, say on their way to being "completely abandoned" - but that is just wild speculation to forcefully find a reason for such an approach.
 
I have absolutely no idea.

There are some values in the game which one would think of as "fixed". Number of flats in a house at a given level would be one of them.

The only reason I could see for their approach would be if they once had the idea of deteriorating houses only being useable to a certain degree, say on their way to being "completely abandoned" - but that is just wild speculation to forcefully find a reason for such an approach.
let's remind ourselves about the chain of events. When placing down the UK Medium Density, there is an immediate and severe debuff where people complain about "small homes" and no one moves in. At the same time, no one wants to move into low density homes because all the "small home" medium density remain unoccupied. So low res people don't want to move in because of too many empty buildings now.
So if we are speculating, maybe setting a fixed number of households in buildings, say 10 households means that exactly 10 households must occupy at once-in a normal situation, the game has to account for deaths and moving out and such, so it can't rely on a fixed number, lest no one else moves into the flat.
It doesn't explain everything and maybe you can think of more, or reject my hypothesis entirely
either way, we'll find out more eventually.
 
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I have absolutely no idea.

There are some values in the game which one would think of as "fixed". Number of flats in a house at a given level would be one of them.

The only reason I could see for their approach would be if they once had the idea of deteriorating houses only being useable to a certain degree, say on their way to being "completely abandoned" - but that is just wild speculation to forcefully find a reason for such an approach.

Yes, that's the first thing that came to my mind. But this can still be successfully achieved by using the maximum value and then manipulating the actual value accordingly.


let's remind ourselves about the chain of events. When placing down the UK Medium Density, there is an immediate and severe debuff where people complain about "small homes" and no one moves in. At the same time, no one wants to move into low density homes because all the "small home" medium density remain unoccupied. So low res people don't want to move in because of too many empty buildings now.
So if we are speculating, maybe setting a fixed number of households in buildings, say 10 households means that exactly 10 households must occupy at once-in a normal situation, the game has to account for deaths and moving out and such, so it can't rely on a fixed number, lest no one else moves into the flat.
It doesn't explain everything and maybe you can think of more, or reject my hypothesis entirely
either way, we'll find out more eventually.
I don't know if you're right or not, but:
What exactly does this complaining about a "small house" mean? What value does it bring to the game? Will a student fail an exam because of it? Will a family give up on having another child? Will a senior die early? Will a single person move out because they can't fit six dogs in there? Honestly, looking at the successive ideas that have been introduced in this game, I sometimes find it hard to believe it and I have the impression that the designer was simply joking when outlining the framework of this "city-building" game.
 
Wait a second. A core CO developer is working on "creator" packs? What on earth is the state of this game that this is happening? Isn't the whole point of CREATOR content packs that they are created by external parties so that the core developers can work on the core game? What kind of a mess have you folks built over there?
pdx_peanut is employee of PDX, as his alias reveales. He isn't directly involved in the creation/development/maintenance/repair of the game.
 
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pdx_peanut is employee of PDX, as his alias reveales. He isn't directly involved in the creation/development/maintenance/repair of the game.
Yup I got that wrong, thanks. It still boggles me that anyone other than the CREATOR needs to be so deeply involved with the CREATOR packs but from peanut's posts it sounds like CO have created such an unmanageable beast that there's no other option.
 
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If anyone is curious about my role in the creator packs, you can read about me and how I helped manage the creation of the packs in my Dev Diary that was shared at the start of the releases of the packs:

Dev Diary: Region Packs from a Content Creator Manager’s Perspective

And just one point to make as a person who came from the modding scene in CS1 to the modding scene in CSII - CS1's editor was vastly superior to any other game's modding capabilities at the time. I remember another game at the time (back in 2015 era) that you had to write code to inject your asset into the game and it would break every update. CO came up with an elegant and easy to use asset editor. It had its own limitations and the game itself was limited by the technology of the time as you'd expect, but it was a fantastic piece of software.
CSII is vastly superior to CS1's editor - there is so much you can do without needing to write a code mod, that I don't even know how I will write about it all in detail on a wiki. That seriously keeps me up at night. I don't even have the words to express how powerful and how frankly cutting edge the abilities CO gave the in game editor is. Once it is in a more stable state (ie once we get VT and serialisation sorted) it's going to be an incredible tool to use, doing things you could only dream about in CS1.

And sure, in these early times, I have need to be around to help guide creators through the new editor, and even then there are some things we will try that may not work out and cause these demand issues in the UK pack, but there will be a fix.

I appreciate everyone who looks on these teething issues in kindness and not in anger. It makes my job more fun when I can interact with excited and interested people, and balances out any negative interactions I may be on the receiving end of.
 
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If anyone is curious about my role in the creator packs, you can read about me and how I helped manage the creation of the packs in my Dev Diary that was shared at the start of the releases of the packs:

Dev Diary: Region Packs from a Content Creator Manager’s Perspective

And just one point to make as a person who came from the modding scene in CS1 to the modding scene in CSII - CS1's editor was vastly superior to any other game's modding capabilities at the time. I remember another game at the time (back in 2015 era) that you had to write code to inject your asset into the game and it would break every update. CO came up with an elegant and easy to use asset editor. It had its own limitations and the game itself was limited by the technology of the time as you'd expect, but it was a fantastic piece of software.
CSII is vastly superior to CS1's editor - there is so much you can do without needing to write a code mod, that I don't even know how I will write about it all in detail on a wiki. That seriously keeps me up at night. I don't even have the words to express how powerful and how frankly cutting edge the abilities CO gave the in game editor is. Once it is in a more stable state (ie once we get VT and serialisation sorted) it's going to be an incredible tool to use, doing things you could only dream about in CS1.

And sure, in these early times, I have need to be around to help guide creators through the new editor, and even then there are some things we will try that may not work out and cause these demand issues in the UK pack, but there will be a fix.

I appreciate everyone who looks on these teething issues in kindness and not in anger. It makes my job more fun when I can interact with excited and interested people, and balances out any negative interactions I may be on the receiving end of.
This post has got me super excited. This asset editor sounds like a real weapon. Thank you for posting this
 
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If anyone is curious about my role in the creator packs, you can read about me and how I helped manage the creation of the packs in my Dev Diary that was shared at the start of the releases of the packs:

Dev Diary: Region Packs from a Content Creator Manager’s Perspective

And just one point to make as a person who came from the modding scene in CS1 to the modding scene in CSII - CS1's editor was vastly superior to any other game's modding capabilities at the time. I remember another game at the time (back in 2015 era) that you had to write code to inject your asset into the game and it would break every update. CO came up with an elegant and easy to use asset editor. It had its own limitations and the game itself was limited by the technology of the time as you'd expect, but it was a fantastic piece of software.
CSII is vastly superior to CS1's editor - there is so much you can do without needing to write a code mod, that I don't even know how I will write about it all in detail on a wiki. That seriously keeps me up at night. I don't even have the words to express how powerful and how frankly cutting edge the abilities CO gave the in game editor is. Once it is in a more stable state (ie once we get VT and serialisation sorted) it's going to be an incredible tool to use, doing things you could only dream about in CS1.

And sure, in these early times, I have need to be around to help guide creators through the new editor, and even then there are some things we will try that may not work out and cause these demand issues in the UK pack, but there will be a fix.

I appreciate everyone who looks on these teething issues in kindness and not in anger. It makes my job more fun when I can interact with excited and interested people, and balances out any negative interactions I may be on the receiving end of.
I found this video on youtube of someone having access to the asset editor, is it real?
 
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I found this video on youtube of someone having access to the asset editor, is it real?
A half truth I guess-you can import your own models into the editor but they can't be shared, only stored locally-since the editor isn't ready for prime time, it's probably not too useful for anyone except testing models right now.
 
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I found this video on youtube of someone having access to the asset editor, is it real?
You're quite obsessed by this video. ;) It's is totally useless. You don't see anything but a custom building anybody can do then in the current editor then import in its OWN game, but not share. The reason we can't have custom assets on PDXMods is precisely because modders can't share them. So even if it's real, all this video is telling us is: "the asset editor exists". Thanks, that's what we've been told for 15 months now.
 
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Hey guys, I understand that you don't enjoy the bugs in this mod, but let's face it it, it's free. I it is messed up, don't use it. Lets's focus on the base game features for our complaints. There are several mods, u-tubes etc that help you fix stuff from coding errors to old graphics DLLs, but all of this is off topic..
 
Hey guys, I understand that you don't enjoy the bugs in this mod, but let's face it it, it's free. I it is messed up, don't use it. Lets's focus on the base game features for our complaints. There are several mods, u-tubes etc that help you fix stuff from coding errors to old graphics DLLs, but all of this is off topic..
Yeah but this ain't your typical situation. What you say about avoiding mods that are broken is true, but in this particular case, the company selling the game has made a big marketing push with these "official" mods and labelled them as "official." The company itself has pushed usage of these official mods -- indeed, since the asset editor is still MIA, *only* the devs could make these official mods a reality, since they had to utilize a special workaround to add assets to the mods.

So, ya know, it'd be nice if the company would ensure that these official mods work. But then, the same could and should be said of the base game, though here we are over a year later...
 
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Yeah but this ain't your typical situation. What you say about avoiding mods that are broken is true, but in this particular case, the company selling the game has made a big marketing push with these "official" mods and labelled them as "official." The company itself has pushed usage of these official mods -- indeed, since the asset editor is still MIA, *only* the devs could make these official mods a reality, since they had to utilize a special workaround to add assets to the mods.

So, ya know, it'd be nice if the company would ensure that these official mods work. But then, the same could and should be said of the base game, though here we are over a year later...
That's a reasonable opinion to hold. The base game itself has a list of shortcomings, some of which (oddly) are almost fixed by mods, but I think that the devs don't have the time to read though the mod codes, so (sadly) some mods, such as economy fixes, have to be rebuilt at each patch. Maybe I should post a separate thread listing those mods that should be scanned, so that many players have a more enjoyable game? Though: I don't know of any good fix to the missing criminals, tourists, animations etc. Anyway, hopefully the region packs get fixed soon.
 
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