Question: the map editor will not let me use new buildings, why?
Buy the new DLC and I see no problems the new campaign.
Buy the new DLC and I see no problems the new campaign.
European buildings can only be built in European maps. This way, both building sets will not be mixed together by the dynamic city growth.Question: the map editor will not let me use new buildings, why?
Buy the new DLC and I see no problems the new campaign.
Thank you Colossal Order for the magnificent buildings! I am very glad, that we are now able to bring a lot more charme to our future map-projects.
Indeed, the maps included in this dlc are a bit of boring, but the important stuff, the buildings themself, are quite great! The price is also okay.
I absolutely do not understand the negative attitude of some players. The european buildings were requested a lot. Now they are released, and again there are many who complain about what they got.
Please CO, continue with the good work. On the one hand, creating new content stuff, and on the other hand, solving the bugs which still make problems.
I am looking forward for further releases!
I bought the base game because it's a nice sandbox simulation. For a larger add-on priced at 13€ I expect new gameplay and new features, not just new art and a few more hastily thrown together missions to show it off.
Anyone of the fans can make a new map. And new scenarios campaigns in a game I played 100+ hours but actually never saw any fun in spending a single hour inside any scenarios or campaigns? Sorry.
This DLC adds nothing to the game that I am interested in. That is my opinion, you are free to have yours and I'm happy you can enjoy this DLC, but I cannot.
Though simply being able to manually place ANY building within the editor would be most welcome.
I bought the base game because it's a nice sandbox simulation. For a larger add-on priced at 13€ I expect new gameplay and new features, not just new art and a few more hastily thrown together missions to show it off.
Anyone of the fans can make a new map. And new scenarios campaigns in a game I played 100+ hours but actually never saw any fun in spending a single hour inside any scenarios or campaigns? Sorry.
This DLC adds nothing to the game that I am interested in. That is my opinion, you are free to have yours and I'm happy you can enjoy this DLC, but I cannot.
The maps are roughly built together and quite uninspired, i agree. But i didn't expect anything more, because the original default cities were the same lifeless stuff.
The european buildings were one of the most requested features at all.. and the new possibilities in map-making are quite phenomenal. The building set itself is easily worth 13 euro.
I have just spent just a huge amount of work in an european map, which you can see here - and i absolutely love the new european flavour. Complaining about 13 euro is a bit exaggerated in my opinion.
How I see it, there are no technical limitations*. Only the decision of not using more buildings in one map. Even as "modder" it is possible to combine the two sets.Unfortunately I'm afraid the different building sets will not be mixed together due to technical limitations.
There are no technical limitations*. Even as "modder" it is possible to combine the two sets. Why lie to us?
Just tell us the truth - that you don't want to combine the sets (for any reason).
Although there would have been many possibilities to solve it in an other (even better) way, it is perfectly okay to keep the two sets separated from my point of view.
*maybe the minimum specifications would have been increased a little bit. However, compared to the whole game the additional hardware requirement for a few buildings is marginal.
To make it clear: I know that the limitation will not be changed and I -personally- have no problem with this.
I am allowed to ask again what changed with 1.6.1 at the Engine Level and if you plan to change the size of the traffic lights and road textures?
You could improve the game right now.
Just explain, how your pathfinding works. This would improve gameplay so much, as we could design our networks according those guidelines and possible avoid vehicle hopping and unwanted line-changes. It could enable us to plan our transport-networks in terms of needed capacity.
What are the factors, that effects the pathfinding. Is it vehicle_type, quality and price as I assume while following the discussions in the forums.
If this is the case, what is the order of the factors, what is the most important one. How does a change effect the pathfinding.
If the factors are as I assume, what price difference is acceptable.
Example:
I have a two lines having the same target. One line is a metro and the other a tram. If I assume right, a cim would rather take the metro than the tram if both have the same quality level and the costs are the same.
But the open questions are:
What price difference a cim would accept if both have the same quality?
How does the quality of the vehicles compares with the price sentiveness of the cim's - meaning if the metro has a 10% better quality than the tram, then how much more a cim would be willing to pay?
Other example:
If I have two lines with the same target and both are trams with equal quality, cims seems to change lines nearly on every stop. How much is the minimum difference between the quality of the vehicles within one same vehicle type to avoid this line hopping? So if line one should be the main one and has trams with a quality of 90% - what quality should the trams on the other lines have to get cims to move once to the main line and stay there?
To make it clear - I'm not yelling about the pathfinding and I'm not suggesting changes - I simply want to understand how it works to take the way it works into account when designing networks to improve game fun.
@CO is it likeley to get an answer to this. Would be very kind.
I do like making maps with CiM2, and I understand why the two sets of buildings cannot coexist in the same map.
What I don't like is having to redo a lot of work I have already done once. Should I have invested a lot of time in drawing a map of, say, Stockholm, Zurich or Milan, it would bug me no end having to redo the work in order to be able to place European-style buildings in them.
Had I already placed North-American style buildings in them, OK, I can see that the codes for them might not be understood if the underlying building style is European. Alternatively, the dimensions for a building code may be different, creating havoc with the relative placement of streets, buildings and so on.
But if no buildings have yet been placed in a map, how hard can it be to change the code from North American to European style? I understand that the building style specification is in something called the header. Why not give users the capability of changing something this simple?