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Anyhoo... no, I don't consider this game is about agent management at all.
I could care less about the Cims or traffic to be honest. They're just sprites that work according to C:S rules to provide a semblance of a 'living' city. I have learnt the rules and game mechanic and can apply them so that I can manage Cim growth and development as well as traffic just fine. Almost to a point where I hardly give them a thought.
No, for me, this game is more of a creative outlet. I enjoy building aesthetically pleasing cities. I enjoy engineering challenges. For example, I find it fun in designing a map and building a city on it. Whether that city is 60k pop or 600k pop isn't as important to me as how it looks and feels.
Feel free to ask CO directly at the Paradox forum.
Modders will tell you, if they could have changed it, they would have by now ;)
Feel free to ask the best modders directly.
I wouldn't hold your breath though in either case.
Also, this game uses the Unity game engine to program, and it seems to have 16-bit data arrays. 16-bit means each array holds only 64k data, which is the citizen limit. So it can't be raised, and a second array must be created to add more, which would be too difficult to add, i.e. not cost effective.
Also, data arrays are used to put a lot of different data into an array, so you use less room, and useful for multi-threaded programming. so if you mod the vehicle limit of 16k to 64k, or even just a little higher, it would cause other data to max out prematurely and crash the whole game.
But once you near both the 64k citizen limit and 16k vehicle limit, the Unity game engine craps out anyway. In fact. the goal of this game is more about controlling the agent population and not managing them. i.e. lower your agent usage, not manipulate roads and mass-transit (to a certain degree that is.)
TL:DR
So modders deemed it just too difficult to mod, then remod every patch. Plus the constant crashes of other data maxing out prematurely.
Yes hard coded, but it involves not a single line but multiple lines from multiple sources.
Technically speaking, CO defined a const value MAX_VEHICLE_COUNT=16384 to express the limit of vehicles, which is used in numerous places. For CO, they may simply let MAX_VEHICLE_COUNT higher to allow more vehicles, but for modders who only have a compiled dll, there's no way to modify all at once, since the const MAX_VEHICLE_COUNT become ordinary 16384s everywhere after compilation. So modders will need to gather all the 16384s of CSL, for each consider whether it used to be MAX_VEHICLE_COUNT, and then modify.
That's really tiring, and as is mentioned above, needs to be checked after every patch.
Thank you for confirming thta. I have been deleting schools, placing hadron colider, saw my education go up, influx go down, employment go down, city ♥♥♥♥♥♥ up. i really hate putting in hours to make a beautiful city only to destroy certain parts, like healthcare, deathcare, schoools and garbage services, modding them to crap, only to stay ahead of agentlimit.
now at 700kpop, with decent aesthetic, reallly nice infra, worked 300 hours on it. Roads still filled but almost empty anyway when you think of what it actually is. This is a hard dealbreaker for me, although i cannot stop beacuse this is the best citysim, i am very disappointed
i would buy that DLC, i really would
is this dude onto something? Any modders out there want to try? Make our day!
I have totally same opinion as yours.
Normally, I use 81 tiles all to make huge city, but public transport users are only 5~10K, it's very stupid.
I really hope this limit problem would be improved someday.