• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

sims1

Private
3 Badges
Feb 24, 2011
12
0
  • Cities in Motion
  • Cities in Motion 2
  • 500k Club
AI such as traffic lights, the players in the game to build roads, bus terminus

cim2.jpg

[video]http://asia.gamespot.com/events/gamescom-2012/video.html?sid=6392237&category=highlights[/video]
 
Last edited:
CIM2 is in Pre-Alpha, so very early stage in development. We'll be letting you know more about the features as they are actually in the game ;)
 
Wow, this looks amazing!!!
The roads are much more variable in design (and hopefully texture) and appart from the obvious Alpha bugs only a few things stick out. The lack of way points and it seems to be that each vehicle has to return to the depot before being used again, which I really hope isn't the case especially for trains (could be interesting to see a fuel-distance for buses thing). Two things that weren't shown that I'm really hoping is that the rails for trains have the same complexity as the road system (single, double, quadruple and maybe electrified...) and at the end you can see the train has to make a loop, now that won't stay obviously but please, please make trams reversible like they do in real life.
For an alpha however this is awesome, and I can't wait to see the other new features to be implemented.
 
The game, even in Pre-Alpha looks very good!

Positives:
Dynamic cities, with houses etc popping up - though maybe have some construction sites and "construction time" before the buildings appear
Lots of choices of roads and ways of "building up" your city
Day/Night Cycles
The graphics look great!
You are able to build in a 3D environment able to place stations/roads any way you want

Questions:
Im hoping that bridge options are available for roads, so that you can build a road bridge over a rail line for instance (or indeed leave it as a level crossing)
Im interested to see wether "set built" cities will be possible - so that you can have cities such as the existing CiM1 within the game.

The only minor issue (though it won't stop me buying it!) is the lack of a timeline for vehicles - I like the changes in vehicles when playing over a long game and would love some "historical" vehicles rather than just modern ones. I am wondering how new vehicles may be unlocked or new vehicles are added. I think that having transport over the ages will allow for a greater variety of scenarios for instance. Maybe you have to meet targets (transport so many passengers, open so many lines, have a positive rating) to unlock newer vehicles? Or could 1 day = 1 year to allow a timeline? Or could scenarios be set at different times with a different vehicle mix?
 
I have to say this I know I would miss the waterbuses if we lost those. Sometimes if I've had problems or delays on my cross river buses and Metro then a ferry has been a nice way to ease some of the pressure off the rest of the network.

The helicopters wouldn't be missed really since they would always end up queuing on my system if I charged a low fare. So if we were to replace helicopters could we have a park and ride system or the option of player dispatched taxi's instead? Those would be a nice way to compliment the metro and existing tram and bus services especially at busy times or during the night.

Plus you could earn some extra money by charging a premium rate fare for a cab which then means you could plow the money back into the rest of your transport network.
 
Anyone notice this video yet?

[video=youtube_share;89v8F7SpB1A]http://youtu.be/89v8F7SpB1A[/video]

From what I can make out in this one, you can see "Oneway Streets" and "Single Track Tram lines"