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Gogomaester

First Lieutenant
5 Badges
Feb 23, 2011
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  • Cities in Motion
  • Cities in Motion 2
  • Magicka
  • 500k Club
  • Stellaris: Digital Anniversary Edition
As i have read almost everything about CiM 2, I would like to say just one thing, but probably it will be solvedwithout my note:

-When a sim goes from A to B and two or more lines are going there (same time), the sim should use the line, that comes first. -That would be a nice addition, because of making two lines in center with interval 5 minutes and 1 line in suburb with interval 10 minutes. (I am sorry I do not know the english word - branching?) It was in Traffic Giant too.

thanks
 
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One thing that would help us visualise how Cims are using the network, though, would be a tool similar to the one in Simcity 4: Rush Hour, where you could click on any building or road and see all the journeys that went through it..

As an option for lower difficulty levels this would be good. At higher difficulty levels you could be able to buy such data, but not for each CIM, rather macro-data for objects like houses, blocks of houses or for a particular road.

Besides all the pathfinding issues posted over this and other forums (problems with multiple lines in the same direction, not possible night- or part-time services etc), which are acording to my opinions key-issues for keeping the fun of playing up in the next months, I'd like to suggest some smaller things:

- in game changable colors for the vehicle fleet per depot: e.g. depot 1 uses yellow/white color scheme, deopt 2 red/black and so on)
- longer line descriptions (perhaps showed in the UI via popups just like the help-textes)
- better editable line numbers, so also "1E", "A", U2" would be possible as line numbers. If implementation makes problems suggestion for coding it: numbers 1xxx would be shown as Axxx, 2xxx as xxxB, configurable via XML-file
- possibility of easily sorting the lines: automaticly from 1 to 9999 and/or from A to Z or manualy by drag and drop
- exit-only stops, waiting-stops for beginning/end of a line without passenger exchange ("Betriebshaltestelle")
- multiple stops: merging two ore more stops to be handled as one stop to let more vehicles use it at the same time
- combined metro/tram-stops
- trams and trains with doors on both sides should need no loop, possibility to lay one track to be used in both directions (simple signaling needed)
 
You're misunderstanding the point, I think. If the cims were uber-realistic people, you'd be able to plot a route and have them just use it. As any programming requires some sacrifices though, such a tool would be there to answer the question "does my network function the way I expect it to?" It's a tool, not a cheat.
 
I know how you want the tool to work, I have spent a long time in SC4RH and I still have in mind how it worked. It would make the game very easy, so I'd like to make this an option you have to pay for at least in higher difficulty levels. Just like companys have to pay for surveys.
 
I don't understand what you mean by "very easy." It would let you know who was using the system and if there were any routing errors. Yes, it would make it "easier" than following Cims around for days trying to figure it out, but the game is a transport management simulation, not a follow little agents around simulation. You could always, y'know, not use it if you really wanted to make life more difficult, although I don't see why.
 
Never hide information that the player can obtain through other means, particularly if those means are very difficult or time consuming. This just creates unnecessary and boring micromanagement. I don't thinking knowing this sort of information would make CiM2 'very easy'. It will just help in planning, compared to just building (almost) blindfolded.
 
Please please island platforms make the ability to put the normal metro platform between the two track or make island platforms a separate station. This will finally make and easy express metro system rather than making a local playing that for a few weeks (game time) than destroying the whole line and making it express where express stations have to merge off from the four track section and the locals go on single track. Also can you make bus lane roads with parking spaces and normal traffic as well as exclusive. You can run express busses that way and have less congestion and no cars go in the bus lane because it is not the turning lane. It is in map editor but you have to pre build it rather than adding it while playing. Also great job on the monorail dlc. More new transit modes and vehicles is great. There is not a lot more you can as for. Hope you make a cool new mode after this like BRT or PRT. Also can you make tram platforms for metro tracks. This would make life a lot easier because you can have a tram-train/light rail with out having to make a new mode of transport just some minor enhancements and updates to the trams and you have two more modes of transport for the game. Also a dlc with LRT/tram train based vehicles dlc would be nice.
 
I have added two suggestions to my post #1015 on the previous page 52.

Here is the copy of the update:

- it would be nice to see the alter ego of a player as a part of the population of a city (player owns 'John Smith Transport Company', on the map he can find a person called 'John Smith' which lives at a private house and has to get to company's office every weekday, and to any other place at the week end, just like others on the map); and it would be nice if a player could choose a destination for his alter ego;

- different multiplayer arrangement: a separate server application, which could operate while minimized (any player at any time can join/leave the server; at least one client is needed for the game to go on (just like minecraft, for instance); it is easier for a multiplayer game to make it happen (at least in co-op mode).
 
Hi,

Could you, please, add an option for infinite money on co-op? My friend and I are having an unnecessary hard time, trying to start on a workshop map with $100k. We're just looking for fun, building roads, planning towns, etc. Rulesets help a bit, but not enough. They don't have an option to modify the costs of landmarks, roads and bulldozing. Thanks!
 
Here's an idea:
Editing building data in the map editor or adding it in the ruleset. So, for example, making a skyscraper have more workplaces etc. Also things like changing the class structure of buildings, converting certain building types to hotels, others to pure blue collar etc.

Also the ability to change the color of buildings in the map editor. Right now you have to scroll through probably hundreds of thousands of color schemes, so in reality you never get the same color. It would be nice if there was a tool to manually pick colors, so we could make matching buildings.
 
I have placed only three posts in this thread (#1012, #1014 and #1015), and the developers have replied to them, so I hope they will notice this (possibly last) one feedback to CIM2.

:excl: Note, that the following could also be applied to Cities: Skylines.

The main reason of creating this post is a huge demand for a simple sketching tool that Cities in Motion 2 needs so much. I have created a simple video which would help me to explain what I call 'a sketching tool' (please, don't get confused with a'real time strategy game' on the video, just imagine a similar ability to place these polyline markers over CIM2 map as you keep planning the road network or transport network in your mind before you start to actually place objects/routes): CIM2 needs such a sketching mode. Don't you get upset when losing in your mind a design of your network after rotating a map? The purpose of such polyline markers is only to visualize on CIM2 map a player's design (roads network, transport network) so it is much more easier and FUN to start placing objects/routes according to the sketched plan. A player should be able to toggle visibility of such markers (similar to the existing 'underground view'). Also note that these polyline markers should be editable.

I haven't played CIM2 coop multiplayer, but I think this sketching ability will help in cooperation a lot.

I would pay for a (not expensive) CIM2 DLC, which will add such a sketching mode to the game.

The second suggestion in this post is not in such a huge demand for me, as 'the sketching mode', but I really would like it to appear in the game: there should be an ecological reason why a player should replace buses with electrical transport eventually. Just imagine: as you started with the cheapest transportation (buses), after, for instance, 8 in-game weeks the city starts to get some pollution from 200+ buses. It will affect on your company's reputation, so you realize there is a need to spend your earnings to replace buses with electrical transport network.

Also I want SUPERCAPACITOR ELECTRIC BUSES to appear in the game!!! (sample #1, sample #2)

I think CIM2 is cool enough for additional DLC, don't bury it too soon.

Cheers!

PS. How can I create a map of a real city if there is no a TV-tower in CIM2 assets?!!! :)
 
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1) I think it would be nice if can be changed logic of schedules, I think it can be better when people will travel USING schedules, because I know about only FEW lines on real world that run ALL DAY and night, normally they run cca between 4:30 am and midnight. I tried to make some day lines and some night lines, but all people in my cities USE those lines even though they ARE NOT in operation (night line during day/ day line during night). Can be this thing changed so people will travel ONLY when that line is in operation? I think this will make game more realistic. Very few lines are profitable during night and this can help to have more profits.
2) About depots: I think it should be more realistic if used ONLY for repairing vehicles, I mean that bus/tram/metro/other will go from 1 terminus to another and back, and then will not return to depot but will travel again. That vehicle will ride to depot only if damaged or if there do not have to be more vehicles (night, midday,...).
3) And BONUS part that does not have to be in game, but will be great: some vehicles of one line will not ride all that line, but will terminate at some place player marks as another terminus. And then he must set times of schedules for vehicles to ride back using regular interval. That will be usefull for vehicles on all terminal stops as well (for example: I set schedule for one terminus, then for another where vehicles go back, and others if some end earlier).
I know you are very busy writing Cities:Skylines, so I think you can do this improvements (if you will like them and you will want to set them to the game) after releasing Cities:Skylines, when you will have enough time :).
 
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