> Color gradient gives more life to the city, but I think it's a bit too light at
> top and the gradient could be slower (I mean to get less lighter as it goes
> up).
Noted.
> The new economics are much better, but it got too easy.
Now, would you say it is easier because the balancing is not quite
there yet or is the lack of challenge inherit in the rules themselves?
In other words, is the easiness fixable by just adjusting the game
play constants or do the rules themselves need to be changed?
> I can't repause the game. Once I put on play I can't pause again, it keeps
> playing even if pause is activated.
This will be fixed in a patch sooner than next release. For now, just
use the faster speed as the bug seems to only affect the normal speed
setting. Going from fastest to pause works.
> No Mouse Left Click-Drag when bulldoze or dezone tool is activated.
This was a design decision. The problem is that Synekism doesn't have
any mass deletion tools yet. The only way to clear a patch of
lots/roads is to go crazy with the bulldozer tool as if you were using
an eraser. If view dragging worked with the deletion tools you would
only be able to delete a single building/lot/road at a time, per
click, which is brutal. Once there are some better alternatives I
might make dragging possible in these modes. For now, use the arrow
keys or ASDW to move the view around.
> And a last one (probably due to disabled tool validation) which looks like a
> bug for now but could be a feature later :
> -Buildings overlapping roads, and/or other buildings. For now it doesn't
> look right but with a texture that looks like an arch or a tunnel with a
> transparent part inside right over the road to let it seen through, it could
> look just beautiful. Pretty much like what's called "transit enable lots" on
> Simtropolis. And if it merge with another building it's not a problem really
> because it happens heaps in real life.
Ya, this is the drawback of not having validation in place. It is up
to you to keep your city sane and not overlap everything together. At
the same time, it is your option. You can also turn validation on
temporarily with F3 + V. Now, I won't try to make overlapped buildings
and roads look right. I'm working on fixing validation so it's
actually useful. The end goal is to have proper tool validation on all
the time. I only disabled it because it just doesn't work right now
properly.
> And, I noticed that it gets much harder (nearly impossible) to get very tall
> buildings as we used to. I am doing it wrong or is it really harder to get
> them ? Actually it's seems it's a feature since 4.6, so, is there a way to
> get them easily ?
So the building height is now directly dependent on it's lot size by
area. The larger the lot the taller the building can be. This was
mostly implemented to fix the stupidly tall buildings on tiny lots
problem pre-0.4.6 but also as a realism technique. So right now there
is little you can do to have much taller buildings. You can experiment
with the lot tool to get funky lots that are larger than normal but
not by much. The goal, however, is to be able to directly control the
size of lots when you plot them as well as merge lots already placed
in which case you'll be able to achieve taller buildings.
> I'd like to talk about one last thing. Textures ! Textures ! Textures ! I
> wanna !!!! I want to ask you if it's planned for soon, if you lack of ideas
> about it, how you think about this ? Because I think that ground base lots
> and buildings roofs texture could be easy to incorporate them soon, and will
> open the door for side buildings dynamic procedural texturing (I'm looking
> forward for the day Synekism will have that feature) which make will make
> the game totally unique.
There's quite a few components I want to get right and stable before I
move on to building-looking-buildings. So to answer briefly, no,
textures are not planned for soon. There might be some texture work on
the terrain but the buildings will not get textures for some time.
Sorry.