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Greenslade

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Jul 16, 2013
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So, something I've been thinking of WRT the "road" network system in CIM2. This may be something more appropriate to CIM3 than as an update to CIM2, though.

From what I can tell, here's how I gather the system works. Each piece of the network is a spline. That spline contains a number of lanes, which allow certain kinds of traffic down them in certain directions. At a junction, where a spline is linked, the system works out which lanes "match" and allows agents to transition from one to the other.

From what I can tell, there's nothing fundamental in the program that would prevent us being able to make a "custom" set of lanes to apply to any given road. So, for example, rather than picking an "avenue", we could create a road with two bus lanes and one regular traffic lane, or a road with unequal numbers of lanes going each way. I may be wrong on this.

What I think would be interesting, however, would be to be able to mix and match all kinds of networks, including height differences. So you could have an "avenue" with metro tracks down the centre at a -4m offset, for example. This may well be outside the scope of the engine as currently implemented.

Where it would get really interesting is at junctions. Having the ability to design intersections of any kind would be a real advantage. For example, the thing I see requested a lot on here (including by me) is the ability to take a tram line running down the centre of an avenue and make it go under or above a crossroads intersection. At present this is doable but clunky. Similarly with pedestrian under/overpasses, although those could be implemented with a "teleporter" based system like metro and waterbus stations under the present system anyway. Creating turn lanes, deciding on stop signs or traffic lights, all these things would be of benefit.

Being able to dig down into the network and create more variation in custom road layouts, enabling things like multi-lane bus systems, "3D" junctions where one (or more) lanes can rise above or sink below the others, splitting lanes to create turn lanes, would make a lot of things more doable and would make the system neater.

As I say, I appreciate this may be more CIM3 than CIM2, but I do think that level of additional control would be appreciated by many.
 
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What I think would be interesting, however, would be to be able to mix and match all kinds of networks, including height differences. So you could have an "avenue" with metro tracks down the centre at a -4m offset, for example.

I like this idea, and it will make it possible for elevated tracks and roads to have supports.
 
Advanced Road Building

The ability to custom set the number of lanes in each direction is a thing that I would really appreciate.
I would like to see a more modular building mode.
My idea would be, that (besides keeping the current building mode) a new mode can be implemented:
At first one can build streets with custom number of lanes in each direction. The option could be similar to the one in the editor: slider for number of lanes (in each direction) and check-boxes for side-walks (and central reserves).
When the road is built, special lines like bus-lanes or parking spots could be built on top of the road just like tram tracks. So it would be possible to build bus-lanes in just one direction, or for example several bus-lanes at adjacent lines. I think that this should be possible to implement (as far as I can say - and how I would have programmed the road system).
I attached pictures at the bottom for better understanding :)
The killer option would be to custom set junctions, like defining which lane can go in which direction (also defined the same way like when building tram tracks). This would give a much better influence on the traffic situation. Junctions with high traffic could be optimized. But I understand that this might be a little hard to implement.

advanced_road_building_1.jpg
advanced_road_building_2.jpg
 
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The ability to custom set the number of lanes in each direction is a thing that I would really appreciate.
I would like to see a more modular building mode.
My idea would be, that (besides keeping the current building mode) a new mode can be implemented. At first one can build streets with custom number of lanes in each direction. The option could be similar to the one in the editor: slider for number of lanes (in each direction) and check-boxes for side-walks (and central reserves).
When the road is build, special lines like bus-lanes or parking spots could be built on top of the road just like tram tracks. So it would be possible to build bus-lanes in just one direction, or for example several bus-lanes at adjacent lines. I think that this should be possible to implement (as far as I can say - and how I would have programmed the road system).
I attached pictures for better understanding :)

advanced_road_building_1.jpg
advanced_road_building_2.jpg


The killer option would be to custom set junctions, like defining which lane can go in which direction (also defined the same way like when building tram tracks). This would give a much better influence on the traffic situation. Junctions with high traffic could be optimized. But I understand that this might be a little hard to implement.
Good thinking hey I Like that .. And an addition of parking lots to also choose on which direction
 
I have to admit I couldn't resist playing (in both ways) with CIM2, the engine could handle much more, but it is nearly impossible to modify CIM2 bundles.

This is a zero lane pedestrian "road" epic hack, means it's quite small:
ZeroLanePedestrain.jpg

The generally structure of CIM2 isn't violated, and a quick test shows my passengers still like to use that road :)
 
No, it's a modification of the Roads.bundle (modifying, adding new menu entry by cloning). I think I screwed the card editor because the internals of the tool mode settings don't like zero roads and therefor the default is now zero. (Multiplayer, Steam updates get upset a swell)

It's currently not possible to create my own bundles by my low level tools.
So I still have to say, I can't release anything, sorry :(

Maybe some CO Devs will see it and decide to implement it :)

-edit-
Screenshot with different angle and a connect to normal pedestrian road
http://www.citiesinmotion.net/index.php?page=RGalleryImageWrapper&itemID=3468&type=page
 
Atleast you showed us you can "get through" Unity engine and make it modifiable. I'm following your thread at citiesinmotion.net for a long time and I hope you'll finish the modding tools along with immi even when you don't play CiM2 that often ;).
 
It shows how much is possible, if the devs just want to do something about the proposed ideas. If eis_os can do something like this by low level hacking in his free-time, it should be pretty easy to just implement a normal walkway for pedestrians for the developers, who have access to all the source-code and get paid for working on this game ;) Just saying.

Of course I'm still looking forward to the day when some of the stuff mentioned here in this thread (on the whole forum of course) will be added by the devs... :)
 
Ok, looks like I fixed the Map Editor in some Form, the default is zero you can't select but is the default when starting the editor, this would need a modification of the Game dll (easy doable), but you can select 1, 2 dual and ingame 0, 1, 2 dual with only bundle modification.

The big Problem, new scratch bundle won't be loaded currently by the engine with a big warning I should recompile the bundle, the version is to old it tells me, not sure why because editing an existent bundle works quite well and it uses the same versions number in header.

OT: I tried adding a tram stop to metro station as well but it can't be build anymore. Looks like some build/collision code doesn't like a dual station, or uses the stop types to determine how a station got build :(

Sum up, changing some stats seems to start working, creating a new bundle with my own tool won't work as Unity 4.2 refuses to load them.