#Region-Accurate Trains

18 messages Β· Page 1 of 1 (latest)

gentle pine
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So, I've seen that CS2 can't decide if it wants American or Eroupean stock. I mean, in what world would you see a EMD70AC next to some Eroupean passenger train? That is also hauling Eroupean flatcars? My suggestion is on Eroupean maps to use a DB class 145 as the freight locomotive, and on NA maps to use the Acela as the passenger train, and to use American wellcars on freight trains (Or other freight cars, depending on the cargo.)

Now, I'm SURE that I'm the only one that notices it, buuut when you are trying to build a NA city, it's like a sore thumb seeing a Eroupean passenger train in your Merican' station.

signal stone
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The only assets in this game that line up correctly with the regions are the trucks.

cursive bay
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Nope the dump trucks and tankers are NA in EU setting

turbid holly
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Just replace the EMD70AC with a vectron and you've got pretty generic set of stock of for both themes

proper locust
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just wait for a mod x) def not something clossal would care to sort x)

steep socket
# proper locust just wait for a mod x) def not something clossal would care to sort x)

For the asset in general that's correct, however there are things better be added/ensured by CO to enable accurate assets, especially when it comes down to overhead wires and tunnels πŸ˜‰

On C:S1 changing the wire height level was not a thing out of the box and only possible using mod tools, on tunnels on the other hand it was needed to install a complete new set of networks usually to have larger tunnel portals.

So I added this to the list of things in hope that there will be a way added to the editor whenever networks can be created/altered here too πŸ™‚

https://discord.com/channels/263634513861541888/1181238626345029663

old wedge
steep socket
# old wedge i think they should care to sort out and shouldnt rely on mods doing their job f...

I think you should orient yourself on already released titles by Colossal Order, like Cities in Motion (2) and Cities Skylines. They usually don't just add another variation of the same vehicle type if there is no valid reason whenever a third party could create it just fine out of the box.

They only create new assets if they need it for a new feature (free update or DLC, like adding a monorail network) or if they have some spare time left (like on Cities Skylines 1's farewell update https://forum.paradoxplaza.com/forum/developer-diary/hotels-retreats-dev-diary-2-free-update.1581200/).

CO basically focuses on providing a platform which is easy to expand through all different ways like DLCs, feature updates, content creator packs, free regional packs (which also may include vehicle variations developed by third party creators from within the community) or mods.

To me it's pretty fine this way as all such asset mods and packs will be available across all platforms when the time has come. If CO would start now on developing x variants for the same ai type with the same stats just for the looks they won't finish that anyway until mod support is implemented because they got all hands full to do with other stuff already .

As I also am working on assets to be released I at least can tell you that I don't feel like doing COs "job". Instead I love the opportunity to be able to create what I wish to see in the game on my own and share the results with thousands of other people around the globe - and I know many other creators which think the same way, so don't worry about "us".

signal stone
turbid holly
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It's a City Builder, not Transport Fever

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rails and trains are just secondary

steep socket
# signal stone Sure, but what's even the point of having separate themes if they aren't accurat...

Basically I wrote the point πŸ˜‰ It's to create a platform to enable such features - theme related vehicles are also actually in game (police/firetruck/ambulance/trucks), also they tested that multiple service vehicles are able to spawn (as there are two different police cars) and that car variations work for service building upgrades (taxi vs. e-taxi).

Ensuring that stuff is working allows the CCP/Regional Pack guys as well as the community to expand the platform to their liking on existing and upcoming regions.

I also think it's hard to draw the line where to stop creating just variations when you have limited resources (CO has, if I'm correct, two to three asset creators in house (already counting in "bad" peanut) who have to work on future content too because business (Paradox) asks for proper DLCs to keep development running πŸ˜‰ ). If they'd create additional trains for sure one will ask "what about busses?", after that one will add "we need EU style SUVs!" and the other one will add "there are not only choppers out there! What about racing bikes?" - the end is never the end.

However, the community will take care about this and create nice variations of all vehicles and service buildings by time πŸ™‚

dapper thorn
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They are literally making the game curated for custom assets on any devices so they don't have do it themselves; yet...

signal stone
old wedge
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welp they should do it themself as well

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im not saying add everything on earth but a good enough size so you dont need to download assets

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its not a platform like roblox its a game