Cities: Skylines - contact@rockpapershotgun.com (Adam Smith)

In an attempt to learn everything there is to know about our Game of the Month, Cities: Skylines [official site], I spoke to Colossal Order’s CEO Mariina Hallikainen until we both ran out of words. We talked about the game’s extraordinary success and what it means for the future of the 13-person company, the importance of mods, the fate of Cities in Motion, and the influence of dear departed Maxis. Along the way, there are discussions about simulations as educational tools, Colossal Order’s next project, and the importance of a good working environment and the avoidance of crunch.

Most important of all? The origin story of Chirper.>

… [visit site to read more]

Cities: Skylines

Here's your neat thing for today: according to Reddit poster ixohoxi, this work-in-progress recreation of San Francisco began with a 1:1.5 scale map of the terrain followed by a whole lot of eyeballing. Even though there are errors—"I had to take out Mission St. in SOMA," wrote ixohoxi—the layout is stunningly accurate. Even the traffic congestion, though not as severe, occurs in the same spots it does in the real SF. When I'm driving home from work today, I'll think of all the little virtual people with the same headache.

Of course, ixohoxi's effort is probably most impressive if you live in San Francisco and can admire a virtual version of your daily commute, or recognize little details, such as the solar panels in the Sunset Reservoir, but we can all appreciate how great it is to have a city builder with so much freedom. (And, obviously, the city builders who share amazing stuff, and the modders who help make it possible.)

If you're not familiar with San Francisco's streets, below is a satellite image from Google Maps followed by ixohoxi's city. You can browse the whole work-in-progress gallery here. I can't wait to see the finished city, and the inevitable recreations of every other major city in the world. Making virtual versions of real things is endlessly fun, isn't it?

Cities: Skylines

This is neat, and almost completely useless. Cimtographer is a mod for Cities: Skylines that, among other functions, lets you export your city as OSM data that can be read by open source mapping applications like JOSM.

As an example, here's my little town of Jerkhole in all its growing glory.

Arse Place is the farming district.

The mod's other function is to allow players to import real-world road networks into the game. To be honest, I tried this and it all went horribly wrong.

This is how the mod interpreted the streets and terrain of London:

To be clear, this is probably my fault for doing something catastrophically idiotic. And, outside of real-world data, there are other potential uses. For instance, you could export one Cities: Skylines city, and then import its road networks seamlessly into a new one. Etc.

Advanced features aside, just being able to export and map your city is a nice touch. You can get Cimtographer from the Steam Workshop, and will find exported data in the Cities: Skylines root folder in Steam.

Ta, r/CitiesSkylines.

Cities: Skylines - contact@rockpapershotgun.com (RPS)

A floating speech bubble appears over Videogame City, signalling that the citizens are demanding something. Clicking on it reveals the source of problem: “Not enough good city builders.” It seems all that have been built so far are poorly connected to the (road) network, too small to cater to the growing population, and otherwise stocked too poorly with what people want.

Best construct Cities: Skylines [official site]. It has huge cities, mod support and works offline, but is it doing more than simply filling a hole created by its peers? John, Alec, Adam, Pip and Graham gathered to discuss why it’s the RPS’ Game of the Month for April.

… [visit site to read more]

Cities: Skylines - contact@rockpapershotgun.com (RPS)

Did you know? Seven million games were released yesterday. Such a constant deluge can make it difficult to keep up with what’s happening right now in the world of PC games, and while RPS exists to tell you the four million games you must be playing on any given day, it’s possible you have even less> time. What if you need to pick just one game> to play?

That’s what Game Of The Month is for. On the first of each month, we’ll pick one released game to highlight for the rest of that month. It’s us saying: if you should be paying attention to one thing right now, this is it. We’ll then write about that game more throughout the rest of the month, explaining why we love it in a group verdict, interviewing the developers for insight about its creation and future, writing fun diaries that show you what it’s like to play, and more.

First up, Cities: Skylines [official site].

… [visit site to read more]

Cities: Skylines - contact@rockpapershotgun.com (Graham Smith)

There’s already been a Cities: Skylines [official site] mod that lets you wander your streets from a low, ‘first-person’ style camera, but what about doing it with a friend? Reddit user ‘Fr0sZ’ posted a video today of his work-in-progress Cities Skylines multiplayer mod, in which each player is represented in the world as a pedestrian avatar and able to walk around. See below.

… [visit site to read more]

Cities: Skylines

"A first look at my multiplayer mod," creator 'Fr0sZ' says of the video above. "Now I just need to figure out what to do with it." It's a work-in-progress attempt to implement a multiplayer first-person mode into Cities: Skylines. As you can see in the video, each player gets a crude avatar that shows their position in the world.

Cities: Skylines is proving admirably flexible as a modding platform. I'd be happy enough just walking the streets with a friend; showing them the sights of my town, Little Jerkhole. But who knows? At this rate we'll one day be looking at Grand Theft Skylines.

To keep track of the mod, head over to its Reddit thread on r/CitiesSkylinesModding. Its maker is taking ideas for where to go next. For more Cities: Skylines modding, check out our round-up of the best mods, maps and assets.

Cities: Skylines - TotalyMoo|twitch/pugsieandmoo
Greetings Chirpies!

Our post-launch adventure continues as Colossal Order bravely trek down the gritty path of fixing bugs and solving issues. Today we are excited to bring you another (mainly) bug-fixing focused patch.

As we're rolling out the update via steam it might take up to two hours, or so, for it to go live everywhere. Please re-start your steam or verify the game cache if the game does not automatically download the patch.

You can see which version number you're running in the lower right corner of the main menu, if you're not sure that you've gotten it.

Please take all patch related discussion to this thread:
http://steamcommunity.com/app/255710/discussions/0/611701999523878038/

1.0.7b - Patch Notes
  • Warning added when enabling a mod
  • Save to cloud box now remain checked if the loading was performed from a cloud save
  • Japanese garden for everyone
  • Added command line parameter "-limitfps x" to set a target fps
  • Mac/Linux: Fixed custom assets not loading due to an invalid PNG format.
  • Mac: Removed menu bar & docks in fullscreen mode
  • Asset Editor: the default size of assets created from templates now matches the template size if loading props
  • Asset Editor: fixed a case where the default textures may get corrupted and require to restart the game
  • Asset Editor: already placed props can now be moved around and rotated in place (respectively using the left and right mouse click) when no tools are selected
  • Asset Editor: fixed cases where LODs may not rotate with the building in the import panel
  • Steam workshop: Steam fixed the workshop not being showing when in offline mode in the latest Steam client release (24 Mar)
  • Locale: added LOADING text
  • Misc: fixed a case where command line arguments may conflict
  • Misc: removed an invalid key binding option
  • Misc: Added screenshot shortcuts to rebindable input (default is F12 for normal screenshot and shift+F12 for hi-res screenshot, also local screenshots now go to gameUserFolder/Screenshots) Steam screenshot feature is untouched and still the preferred method to take screenshots
  • Misc: Info views panel added to the Escape chain so the last Escape press will close the info views now
  • Misc: Save map does not show builtin and workshop maps any longer
  • UI: Fixed arrows sprites not showing feedback when interacted with
  • UI: Fixed color picker color not displaying in the right color space
  • No more duplicate name error for identical names coming from different packages
  • Paths can not be built inside elevated roads anymore
  • Elevated roads can now be upgraded or changed direction if one-ways
  • .ccs files displayed in red can now be selected in the load panel when trying to recover a failed save (when a save fails and attempt to
  • preserve itself generating a .ccs file)
  • french localization improved
  • general audio improvements (should help address the sound stuttering issue with some sound cards)

Once again we'd like to thank everyone who has taken their time to assist us in tracking and eliminating our technical issues. You're awesome.

The rest of you... well you're pretty darn cool too!

Regards,
The Cities: Skylines Team
Cities: Skylines - TotalyMoo
Greetings Chirpies!

Our post-launch adventure continues as Colossal Order bravely trek down the gritty path of fixing bugs and solving issues. Today we are excited to bring you another (mainly) bug-fixing focused patch.

As we're rolling out the update via steam it might take up to two hours, or so, for it to go live everywhere. Please re-start your steam or verify the game cache if the game does not automatically download the patch.

You can see which version number you're running in the lower right corner of the main menu, if you're not sure that you've gotten it.

Please take all patch related discussion to this thread:
http://steamcommunity.com/app/255710/discussions/0/611701999523878038/

1.0.7b - Patch Notes
  • Warning added when enabling a mod
  • Save to cloud box now remain checked if the loading was performed from a cloud save
  • Japanese garden for everyone
  • Added command line parameter "-limitfps x" to set a target fps
  • Mac/Linux: Fixed custom assets not loading due to an invalid PNG format.
  • Mac: Removed menu bar & docks in fullscreen mode
  • Asset Editor: the default size of assets created from templates now matches the template size if loading props
  • Asset Editor: fixed a case where the default textures may get corrupted and require to restart the game
  • Asset Editor: already placed props can now be moved around and rotated in place (respectively using the left and right mouse click) when no tools are selected
  • Asset Editor: fixed cases where LODs may not rotate with the building in the import panel
  • Steam workshop: Steam fixed the workshop not being showing when in offline mode in the latest Steam client release (24 Mar)
  • Locale: added LOADING text
  • Misc: fixed a case where command line arguments may conflict
  • Misc: removed an invalid key binding option
  • Misc: Added screenshot shortcuts to rebindable input (default is F12 for normal screenshot and shift+F12 for hi-res screenshot, also local screenshots now go to gameUserFolder/Screenshots) Steam screenshot feature is untouched and still the preferred method to take screenshots
  • Misc: Info views panel added to the Escape chain so the last Escape press will close the info views now
  • Misc: Save map does not show builtin and workshop maps any longer
  • UI: Fixed arrows sprites not showing feedback when interacted with
  • UI: Fixed color picker color not displaying in the right color space
  • No more duplicate name error for identical names coming from different packages
  • Paths can not be built inside elevated roads anymore
  • Elevated roads can now be upgraded or changed direction if one-ways
  • .ccs files displayed in red can now be selected in the load panel when trying to recover a failed save (when a save fails and attempt to
  • preserve itself generating a .ccs file)
  • french localization improved
  • general audio improvements (should help address the sound stuttering issue with some sound cards)

Once again we'd like to thank everyone who has taken their time to assist us in tracking and eliminating our technical issues. You're awesome.

The rest of you... well you're pretty darn cool too!

Regards,
The Cities: Skylines Team
Cities: Skylines - contact@rockpapershotgun.com (Alec Meer)

Mirror's Edge mod = best mod

It’s crazy how big publishers seem so fearful of mods, given how they’ve a proven track record for keeping a game popular. Skyrim still generates regular news stories due to its thriving mod community, and I’m pretty sure Paradox’s rapturously-received townbuilder Cities: Skylines is going to do similar. To take a look at its Steam Workshop library of community creations is to disappear down a rabbit hole of tinkering, as hundreds of players seek to finetune the cities of their dreams. Compare this to be walled garden of SimCity and it’s clear to see why citybuilder fans have taken Skylines to heart.

Any claim to have made a definitive Best Of compilation is an insane one, given the speed at which new creations arrive, and due to the high subjectivity involved. An authetically-shaped Australian football pitch is probably a Godsend to someone, for instance, whereas something that automatically bulldozes abandoned or burned-out buildings was what made me rub my lazy hands with glee. But, for now, here are just a few selected highlights to be getting on with. Please do suggest more below. … [visit site to read more]

...