Modding support was intended to be available at launch, but the challenges of building the new game's technical base, amid many other technical issues, pushed it back, along with console releases.
They sold an edition that came with a bunch of DLC included, so they're gonna ship DLC. Its not like Paradox is super worried about the reception at this point: if they were they wouldn't have launched the game in the state it was in.Wow, despite the poor launch, Paradox went full steam ahead with DLC so soon? These games that become fully featured only through dozens of additional DLC can die in a fire. It creates a huge headache for devs too, who are forced to isolate DLC features, not knowing which the player has, or risk the headache-inducing experience of handling all permutations of installed DLC.
Colossal Order / Paradox did actually delay work on the DLC by a couple of months in order to focus on trying to fix some of the bigger issues. The Beaches DLC was part of the more expensive version of the game, so players who were expecting to use it months ago were probably getting restless.Wow, despite the poor launch, Paradox went full steam ahead with DLC so soon? Paradox's habit of making games fully featured only after dozens of additional DLC can die in a fire.
The first couple of patches seemed to make significant improvement. I haven't had any problems running it although I've only built a city up to 100,000 pop. I'm running a 4070ti, i5-13600K, 32GB.How's the performance? Still absolute shit? Frankly, until it works well...don't know why they bother with anything else. However, Paradox loves putting out pigs and slapping all sorts of DLC lipstick on it.
I've found mods to be transformative, in many cases. The single-creator game Banished, for instance, an early village-builder, has a ton of mods that change it dramatically. And, of course, the poster child for modding is probably Skyrim, which you can easily spend more time modding than playing.Mods don't make games better, just different. There are some exceptions, but they are indeed exceptions.
I think a very great deal of the problem was the team being foolish enough to trust Unity.I'm in the group that has put the game aside and hope that next year it will be in the shape it should have been when released. It will be interesting if we get a postmortem a few years down the line illustrating how development and release went off the rails and squandered all the goodwill CO built up with CS1.
One could argue that better is just a subset of different, and also subjective.Mods don't make games better, just different. There are some exceptions, but they are indeed exceptions.
On my Ryzen 7 5800H + Radeon RX 6600M, it slows down to a crawl at 500k pop.The first couple of patches seemed to make significant improvement. I haven't had any problems running it although I've only built a city up to 100,000 pop. I'm running a 4070ti, i5-13600K, 32GB.
However I feel the quality of graphics is not up to the standards I would expect for a 2024 game, and as mentioned above, the simulation side still seems to be weak. Traffic is better than CS1 but still does odd things.
I'm in the group that has put the game aside and hope that next year it will be in the shape it should have been when released. It will be interesting if we get a postmortem a few years down the line illustrating how development and release went off the rails and squandered all the goodwill CO built up with CS1.
When Ars interviewed Colossal Order CEO Mariina Hallikainen in December, she said that modding support was the thing she was most looking forward to arriving. ... "[W]e can't wait to have the support out there, so we can have the modding community 'fully unleashed,'" Hallikainen said then.
Its not like Paradox is super worried about the reception at this point: if they were they wouldn't have launched the game in the state it was in.
Mods don't make games better, just different. There are some exceptions, but they are indeed exceptions.
Not in this case. The game is currently broken once you get to a certain point. Specifically the issue is with land values and because of this many people are giving up on the game.Mods don't make games better, just different. There are some exceptions, but they are indeed exceptions.
This has actually been fixed in the game for a couple months at least. They've been working on performance bugs since releaseHoping for a mod to remove rendering individual teeth.
CO's decision to use the road network to transmit land value was, in my opinion, an odd choice. I would have expected some sort of internal beacon-type spread, like they used for the 'internet service'.Not in this case. The game is currently broken once you get to a certain point. Specifically the issue is with land values and because of this many people are giving up on the game.
The author of Land Value Overhaul mod said:Not in this case. The game is currently broken once you get to a certain point. Specifically the issue is with land values and because of this many people are giving up on the game.
So it's probably fixed now.Game version 1.1.0 has rewritten the land value mechanism. Now the land value is determined only by city services. Since the very mechanism that this mod aims to improve no longer exists, this mod will not be updated.
This DLC is available now. It's not a pre-order.They are pre-selling DLC that is the even available yet? I don't think I've ever seen that before.
That's like putting down a deposit to a builder for an off-plan housing unit
Sales must be horrible.
Eh? Speak for yourself I guess. I view mods very very differently.Mods don't make games better, just different. There are some exceptions, but they are indeed exceptions.
Wow, despite the poor launch
Paradox went full steam ahead with DLC so soon? Paradox's habit of making games fully featured only after dozens of additional DLC can die in a fire.
It creates a huge headache for devs too, who are forced to isolate DLC features, not knowing which the player has, or risk the headache-inducing experience of handling all permutations of installed DLC.
Yeah my understanding is Paradox overruled CO and had them switch to DLC development. However take that with a grain of salt.Wow, despite the poor launch, Paradox went full steam ahead with DLC so soon? Paradox's habit of making games fully featured only after dozens of additional DLC can die in a fire.
It creates a huge headache for devs too, who are forced to isolate DLC features, not knowing which the player has, or risk the headache-inducing experience of handling all permutations of installed DLC.
To my understanding, the devs wanted to keep their resources focused on fixing the backend issues and bug/performance fixes.Not really - DLC should just be content. All of the actual programming is usually identical no matter what DLCs you have.
My view on games these days is that anything worth pre-ordering will still be worth buying a week after launch. That's saved me from quite a few bad purchases because once its in gamer's hands they can't hide problems.
To my understanding, the devs wanted to keep their resources focused on fixing the backend issues and bug/performance fixes.
The Shift to DLC was unwanted as it'd take awhile development resources from those focuses.
They do when they're quality of life and ease of access mods that give tools beyond the base games capability. I think you're mistaking the quality of available mods from the availability of mods.Mods don't make games better, just different. There are some exceptions, but they are indeed exceptions.
That's.. not how it works? While yes the content team needs something to do, they can be adding assets to the base game. Which... was part of the needed work as many of the assets were improperly made, causing some of the performance issues (remember that 110,000 vertex log pile?)Those wouldn't be the same team of people. The content team isn't going to sit around doing nothing while someone else works on the game engine.