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Gogomaester

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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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Butelka64

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Am I wrong or express way are only one way? Why it's like that? Can we have expressway going in both direction?

It's basically because if you connect one road to another, it creates a break in the other one for an intersection. That's why the expressways have separate roads for both directions - it would be strange to have an intersection on an expressway, just to place exits.
 

Metropolitan

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Quick and easy thing to add to next patch

On the last step of the tutorial in which the player is asked to build a metro line. Could you just add the little advice to hit page up/page down to build elevated or below ground?

People are constantly asking how to do so on forums everywhere. And indeed it's not explained in the current tutorial.

Thanks!
 

unmerged(721366)

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For this question i startet a single thread, but now i think it's better to post it here:

Do you see a real chance of giving metro-trains the ability of moving in both directions? If depots are not possible being built in the underground-level, is it, instead, possible to implement a buffer stop-segment which can be placed at the end of a track for example? Including the possibilty of changing the rail? This would make everything so much easier to handle and even so much more realistic. Are you working on this topic or do you think its absolutely not possible to make metro-building more similar to CIM1?
 

chocory

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4 zones setting were not enough for huge map, hope we can having up to 6-8 zones on later patch/DLC.

And again, I suggest to add AI competitors into the game as improve the game experience and also realistic.
 

kellergeist79

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I would also suggest to add the posibility to extend stops:

For example: a normal bus stop can deal with two short vehicles or one long vehicle. If you like to have on some points a stop to deal with more than that, it would be nice if you could just add another stop, and the game would recognize this as a one long stop.

This would be helpful on terminal stations, where the first vehicle waits for departure, and another vehicle cannot unload its passengers until the long vehicle is gone. If the stop is an intersection to other lines, the passenger of the arriving bus could miss their other line and have to wait for the next one.

With this point vehicles waiting for departure should always be able to move forward to the first position on a stop and wait there for departure. Now if a second vehicle comes in and the first one is not away, the second vehicle will wait on his position until his departure, and not move forward and wait there, so it blocks other vehicles with passenger who want to get off.

It would be also great to be possible to classify stops as:
- normal stop (standard, as it is now)
- demand stop, vehicle only stops if someone wants to get off there or if someone is waiting for ANY line there
- only arrival
- only departure

I would not solve this by including different stops, I think it would be better to solve this with checkboxes for any stop type.
 

Tad030

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my apologies if some of these have already been mentioned.

1. it would be great if i could click on a stop and see the timetable for that stop - especially stops that are served by more than one line.
2. in-game terraforming tools would be nice. raise/lower terrain and the ability to plant trees would be fantastic.
3. smarter CiMs. for example, i have two trolley lines that use many of the same stops. in a few cases, it wouldn't matter which trolley my CiMs boarded, as they would get to the same destination regardless. yet, once CiMs are assigned to a line, it appears that they will not look for alternatives.
4. faster travel times. the amount of time it takes my trolleys and trams to travel down the lines i have created seems way too long.
5. construction cranes. i like that cities are dynamic, but it's hard to see the changes happening within the cities because buildings just pop into existence.
 

jmr00

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You have to join the track to the road first, like an intersection then continue from the intersection onwards. You can't simply cross the road in one move.
 

unmerged(726590)

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I would really like to see an update that would permit zooming to the location of the mouse pointer when the scroll wheel is used. Also an option to move the 'camera' by bumping the edge of the screen with the mouse pointer. These two 'features' are so standard in this type of game I am clueless as to HOW they were not included. Thanks.
 
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lightrail

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Some things I'd like to see:

Interface:
1. Information about each bus type, not just the name, things like it's capacity - it is so hard to know which vehicle is which
2. Ability to sort all vehicles from a single panel by age, etc.
3. ability to sort all routes from a single panel by profit, over-crowding, running late - averages over the last week. This is important as I'd like to see which routes are doing the worst so I can focus on cutting service or changing the route structure.
4. ability to click on a stop and see the schedule for the buses at that stop (the estimated time that is generated from the depot)
5. A way to see more than one schedule at a time on the screen
6. Ability to see the schedule and the stops at the same time - it is hard work trying to figure out when a vehicle arrives at a given stop as the departure is in the schedule, but the time to the stop you want to know about is from the "add stop" window. We need this all together in one place.
7. A way to visual overcrowding over the last week - maybe an data layer showing red segments that are really corwded, etc
8. Ability to locate the teleporter for the metro and boats and to place more than one - or preferable get rid of it and replace with the pedestrian walkways below. As it is now, it locates the entrance on the closest road, which might be a freeway.
9. Underground view - ability to see through roads and the grid - also the walls of the tunnels make it hard to see the trains.
10. If possible, some code to stop people waiting for vehicles when the line isn't running - such as overnight or on a Sunday - go use another line or go home - but don't stand there getting mad at me. Maybe the line can be "closed" when there is more than "x" hours between buses?
11. Start the line editing with the line closed and the "add stop" already highlighted - and make it more obvious the "add Stop" button is active - it is hard to tell currently.
12. Highlight the stops and the route when a line dialog is open - or have the option to do so.
13. Trolley buses should be able to use lanes on either side of the lane over which the overhead is located - this happens when the trolley's pull into a stop on a parking lane road, so the engine can handle it - and it looks great too btw.
14. Adjust the balance of time and speed of vehicles. I accept is abstract - but I usually play it on the second speed - this speed with the 48 minute day would be perfect - with ability to run it slower (96 min day running at current slow speed) for when you want to see things a bit more.
15 A few more time interval options, like 20, 10 min and 5 minutes.

Assets:
1. Pedestrian walkways that have stairs and are smaller and don't create intersection when joining a road - so we can build overpasses for example or connections to tram stops.
2. Tram stops on metro tracks
3. Bus and tram loops or stations - a place where several buses can pull up as a passenger transfer - not sure if the engine can handle this but if it can, high on my list.
4. Metro and tram reversing track - a tail track that a tram or metro can go onto and reverse direction - maybe a hack of the depot - a depot that can hold one vehicle but has no structure and will need to work underground too.
5. Fix the 4-track to 2 track one-way interface - currently it only connects to the outside track, but when connecting two track one-way to 4 track it will connect to both tracks in the same direction.
6. More vehicles - especially North American - DLC is fine, but I'd like some Vancouver 40ft and 60ft trolley buses, Vancouver SeaBus, Edmonton LRVs, Toronto streetcars, 40ft and 60ft buses , some more metro trains and all of the historic trams and buses in CIM1 ported over.
7. Centre Island platforms and Spanish solution platforms
 

unmerged(424960)

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One simple thing: the ability to choose where the teleport exit - especially for metros - are built. The automatic creation usually is fine, but maybe sometimes you would like to build some kind of hub, with underground tram or overground buses for example and it would be nice if we had the possibility to choose where cims should exit metro platform.
Obviously, there should be a space range, so that we can't build the exit too far from the platforms.
 

unmerged(156413)

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1. It would be nice if we could easily see how many vehicles of a given size are currently stationed in a depot. I usually run between two and four lines from each depot, each relying on a mix of small, medium and large vehicles. Having to click through all 16 vehicles makes it very tedious to find out if the correct amount of each vehicle is currently available.
2. When clicking on a vehicle serving a line it would be great to somehow see how late it currently is. Would make it much easier to find the right spots in the network that need some optimization.
 

kellergeist79

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Once again some more ideas concerning timetables:

The more I play, the more I feel that i would like to have more "individual" tabs. But adding more tabs would not be very usable, so I would suggest to leace the other tabs like they are and to redesign the individual tab. As you would proceed in all tabs like you do now, in a redesign individual tab you should be able to type in individual times in the timetable directly, with or without the suffixes S, M or L for the vehicle type. This would make the timetable completly flexible, and still usable.

Another point: I would be happy to be able to define altering routes for the lines, in order to better react to the different needs during the day. The goal would be to be able to change the line's route a bit e.g. for evenings to replace other lines, or to back up a route with a higher frequency during rush hours, but only on the main relation of the line (shortened services). This could be done by the possibility to add additional routes for the line after you have created the main line, and then made this alternative routes selectable for the different timetable tabs, so each tab could have it's own route. Of course the Cims should be aware of this, but there also would be a possibility if they aren't: e.g. if the main route goes from A via B, C and D to E and they want to E but the bus goes to F via B, C and D, they would take the bus to D and then wait for the next vehicle to E.

Both suggestions would not change anything for someone who would not need such services in his city. But especially the shortend services on rush hours are very common.
 

unmerged(272921)

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Okay something I've noticed while playing is that the ticket prices change constantly - like sometimes multiple times in a single day (or rather the "desired" ticket price).

What would be great is if you could preset a colour coding for all your tickets, and the system would maintain that ticket pricing across all the levels if you chose to use it. I usually have all my tickets as gold, and if the system could maintain this I wouldn't have to constantly go in there multiple times in a single day to change pricing (often with hundreds of clicks of the mouse to reduce / increase the pricing to the desired level).

Otherwise - LOVE the game.
 

rabidbadger

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Okay something I've noticed while playing is that the ticket prices change constantly - like sometimes multiple times in a single day (or rather the "desired" ticket price).

What would be great is if you could preset a colour coding for all your tickets, and the system would maintain that ticket pricing across all the levels if you chose to use it. I usually have all my tickets as gold, and if the system could maintain this I wouldn't have to constantly go in there multiple times in a single day to change pricing (often with hundreds of clicks of the mouse to reduce / increase the pricing to the desired level).

Otherwise - LOVE the game.

I came to post this same suggestion. I'd like to be able to leave all of my ticket prices in neutral (white). Having to open the panel every few minutes to raise and lower prices isn't really adding anything to the game for me, and instead is distracting me from focusing on my lines/network. It's just whack-a-mole to get the prices back to where I'd like them. I appreciate the feature, but there is too much manual input required (click a bunch of up/down arrows).
 

OldRod

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1. As a Windows user, I need the buttons of closing a window for all panels in game.
2. There’re too many stars in the night sky. I never saw so many.:)
 
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unmerged(725903)

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Hi, I didn't knew where to post this, so, here it is...

I think I might have found a bug in the game. I had 4 pricing zones established but at one point I wanted to change one of them since that zone developed and I wanted to charge an extra zone there. What happened was that since then, all the passengers exit the 1st(Or 2nd, I can't really recall) metro station inside the old zone I had created(But changed back afterwards, hoping it would solve the issue, which it didn't). The next 4 or 5 stations remain completely empty, but only on the "ascending" direction, the other way around, it works fine. Al tough it seems like the demand is the same(Since there is absolutely no way that station has demand for >90 people exiting on it), people don't exit in the proper stations. Sometimes 1 passenger remains, which exits right on the next stop.

Have I been clear about my issue? The savegame is bugged, at the time I tried saving and reloading the game but nothing, it's all the same. I may also add that that zone was a desert island before I started building roads on it, but it grew so quickly I had to put a metro line going there.

I also think the limit for pricing should be higher. I'm at a max of 500.00 for all-zone metro subscription with dark green color, for example!

Another thing that should be addressed is the economy growth/recession. It's always the same pattern, over and over again(At least on the map that I'm playing), it grows, than falls into a deep recession, then grows back even more again, then it falls into a very deep recession. Over and over again(It also seems like the fluctuation is becoming more extreme, it started with 5%/-5%, then 15, 20 and finally reaching almost +30/-30%. Other than that, the pattern is exactly the same...

I'd really like to see these questions addressed, other than this and some already reported bugs, the game is awesome. Sure it lacks one thing or another, but still awesome for its price.