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Deleted the cargo hubs and even switched on n' off the Intl. Airport:
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It seems to be doing something now lol
 
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A BRUSH option for the BULLDOZER please!! It's extremely tedious to delete items individually when I need a large area taken out.
You can left-click and drag with the bulldozer to select multiple items. Release the mouse button to delete all selected objects.
 
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You can left-click and drag with the bulldozer to select multiple items. Release the mouse button to delete all selected objects.
I get that, but if I want to delete an entire highway interchange, for example, I have to do multiple drags instead of a possible brush big enough for a couple swipes and done. I would then, with the brush, be able to delete roads and (whatever else) all in one go.
 
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I get that, but if I want to delete an entire highway interchange, for example, I have to do multiple drags instead of a possible brush big enough for a couple swipes and done. I would then, with the brush, be able to delete roads and (whatever else) all in one go.
I understand better what you mean now and I agree that would be a very handy ability to have.
 
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If you're seeing the traffic behave in ways that seem unintentional, please save the game with the camera looking directly at the problem intersection/vehicles and make a report on the bug forum. This is the best way for us to look into situations that may need adjusting.
I appreciate the concern and the openness to improve traffic AI and pathfinding costs, but since I only play on PS5 and GeForce Now, which for some reason someone already decided will not be included in the "everyone" of the much-vaunted "bring mods to everyone" stunt, I'm not going to buy the game until people stop reporting these issues on a daily basis. See examples on this forum, Reddit and YouTube.

This doesn't look like some random occurrence due to particular builds or rare combinations of unexpected yet legitimate in-game situations that might end up conflicting with each other, which would fall under the definition of "bug", but more like a, let's say, "faulty" AI implementation that still needs some extensive work. It looks even worse than vanilla CS1 in some cases.

I had the chance to try modded CS1 in the past, and a good part of what's being reported about traffic AI could be easily managed with TMPE and node controller, but, assuming Paradox Mods will allow something similar to TMPE to be implemented into the game, I will not have this option in CS2 anyway apparently since Paradox Mods will not come to GFN at all and the console version of Paradox Mods will not get the so-called "code mods" anyway (and upgrading my pc just to play modded CS2 is honestly not an option), so I'm stuck with the hope that traffic AI and all the other simulation-related bugs will actually be fixed at some point in the future.

I understand that having players share their game saves is the best and fastest way for you address stuff like this and help other players have a satisfying experience, but CS2 QA testing is not the best way for me to spend my time and money right now.
 
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Great start.

I would ask the devs to prioritize fixing the "walking dead" issues next (there are a bunch of "deceased" people still walking around, moving into new houses, taking taxis, etc.), as I would expect that these would have unpredictable knock-on effects for almost every system in the game.
 
Chiming in with what others have said regarding Office Zones. Post-patch, my city experienced an immediate 10x increase in office tax income at the default levels. It's being fueled by a ~3x increase in media and financial products and all going to surplus (my city is producing no software or telecom, so I have no gauge there).
 
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Just a reminder to everyone that bugs need to be reported on the bug report forum. It's helpful to get an update here, but we can't keep track of your reports in threads like this, so please make sure to report the issues you run into or contribute to existing reports on the same issue. Thank you.

 
Storage import/export is still having issues. 14k textile in a single (after patch build) hub of 15.5k capacity and they still deliver 1k textile but never export it.
2k concrete stored, but no export.
 
Just a reminder to everyone that bugs need to be reported on the bug report forum. It's helpful to get an update here, but we can't keep track of your reports in threads like this, so please make sure to report the issues you run into or contribute to existing reports on the same issue. Thank you.

I am not sure if the 80m-pilar topic is a bug or just a developer's intention, which does not seem favorable, at least to me. ;)
 
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Just a reminder to everyone that bugs need to be reported on the bug report forum. It's helpful to get an update here, but we can't keep track of your reports in threads like this, so please make sure to report the issues you run into or contribute to existing reports on the same issue. Thank you.

my issue is not really a bug, more a disagreement with a design choice tbh

as I wrote earlier the pathfinding penalty for pedestrians crossing the road without an explicit zebra crossing is too high with this patch and I never see any pedestrians "jaywalk" anymore. Personally I preferred the way it worked before this patch than it does now even though it was a little bit too extreme.

Can we get some controls to configure the penalties ourselves?

Many thanks
 
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I really don't understand why people are disagreeing with me about asking to provide me a config so I can revert a change that turned my realistic city into a dystopian police state where no one is jaywalking (something that isn't even a crime where I currently live)
 
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More pillars in elevated roads are a welcome addition! I have already seen this in action in my game a few days ago with an 88-meter elevated road having 3 pillars automatically, however, I think this is still buggy in the sense that right now it is back into having 200-meter spans before adding another pillar. (See screenshot for proof)

Hoping this gets resolved soon! :)

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I really don't understand why people are disagreeing with me
Let's be honest ... this is a computer game forum and not a place for factual debate. You could write here that you have a cat at home and people would still disagree with you (although this would be a provable fact) because they don't like cats.
 
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At least, updates are frequent. But there's still some annoying bugs when pop grows.

Roads anarchy should be available in vanilla.

Keep the good work, but this game should've been delayed...
 
More pillars in elevated roads are a welcome addition! I have already seen this in action in my game a few days ago with an 88-meter elevated road having 3 pillars automatically, however, I think this is still buggy in the sense that right now it is back into having 200-meter spans before adding another pillar. (See screenshot for proof)

Hoping this gets resolved soon! :)

View attachment 1059693
The solution are not as simple as more pillars. I think they've removed pillars because this way it's easy to cross more roads under them. What should be added is that if we want to place a road under a bridge and there is a pillar, game automatically removes the pillar and put new ones.
 
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