Cities: Skylines II

Cities: Skylines II

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ViraCorp Jun 5, 2024 @ 5:54pm
Why is it so hard?
You would think, that in a game, that has a map that is BASED on a grid full of squares made up of 90 degree angles it would not be that hard to get the zones to line up without those weird little gaps.

I know, you can use the paths and stuff, and play with all the different toggles, but really, it should not be so hard.....

I you have a line, with two lines coming off of it t what it shows is 90 degrees, and you keep it 90 degrees, the little zone boxes should not start overlapping each other the farther out you get. on completely flat terrain no less.
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Showing 1-7 of 7 comments
Awesomes007 Jun 5, 2024 @ 6:23pm 
It is hard, but that neither explains nor justifies the breadth and depth of CO failures.
Townsendvol Jun 6, 2024 @ 12:21am 
Originally posted by Awesomes007:
It is hard, but that neither explains nor justifies the breadth and depth of CO failures.

They just really are not as good at making these types of games as we all thought. Apparently they were extremely over confident as well.
john.glossop Jun 6, 2024 @ 4:34am 
Perhaps CO has found it all too hard, as well!
Imho that's a skill issue on your part. Making working 90 degree grids without any gaps is really easy.
If you wan't those kinds of grids, try using the following set of snapping options:
Snap to zoning cell length, Snap to existing geometry, Snap to 90 degree angles. If you are feeling ambitious, the Snap to Grid option can also help.
Just learn to use the road tools properly I guess... If that doesn't work for you either then I don't know how else to help you.
Major Kudos™ Jun 7, 2024 @ 12:32pm 
The game can be a bit of a chore to learn at first. But keep at it you will learn quickly.

Stay away from mods while in beta, impossible game to learn properly if you begin in a modded playset before you have mastered the game.
ViraCorp Jun 7, 2024 @ 10:34pm 
Originally posted by vczbnmdafyuiqefhadfda:
Imho that's a skill issue on your part. Making working 90 degree grids without any gaps is really easy.
If you wan't those kinds of grids, try using the following set of snapping options:
Snap to zoning cell length, Snap to existing geometry, Snap to 90 degree angles. If you are feeling ambitious, the Snap to Grid option can also help.
Just learn to use the road tools properly I guess... If that doesn't work for you either then I don't know how else to help you.

I don't see how drawing a vertical line, and extending two horizontal lines both at 90 degree angles from the vertical line on a flat surface, and expecting the grid size to remain the same is a lack of skill.

If I take pencil and a piece of graph paper and a pencil and draw a vertical line 12 squares long, and extend a horizontal line from each end for 24 squares I expect 12 zone-able squares in between them from start to finish. Not odd gaps here an there along the path, or even only 11 zone-able squares at the end. I would get this would be the case if the game was showing that the offshoot roads were NOT at 90 degree angles.

Drawing a box with 4 90 degree angles, each road 10 squares in length and expecting a 10 x 10 zone-able area is math, not player skill.

Or even when drawing out a straight road, and all the zones are lining up, and then suddenly as you extend it a little more, it will throw in some random small gaps....
ViraCorp Jun 7, 2024 @ 10:45pm 
The more I think about it, they missed a big opportunity here, and instead of repeating the same grid style like in the first game, they could have done something like other builder games do, with drawing out a zone for Res, Com, etc with a tool like they have for drawing out the farming and industrial areas.

Even to the point of having it snap to curved roads, and allowing for non standard shapes. I realize they would have to figure out new building shapes and all, and it would be more work, but if you are going to make a new/updated game, make it better.
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Date Posted: Jun 5, 2024 @ 5:54pm
Posts: 7