• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Gogomaester

First Lieutenant
5 Badges
Feb 23, 2011
200
0
  • 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
 
Upvote 0

kellergeist79

Second Lieutenant
27 Badges
Mar 5, 2011
109
2
  • Cities in Motion 2
  • Cities in Motion
  • Supreme Ruler: Cold War
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - Campus
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Reapers Due
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Way of Life
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
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.

As I mentioned in post 714, I came across situations quite often when this would be very usefull. I have a bus line going from a tram intersection, via a subway station then a commercial area to a suburban residential area. The demand is huge between the tram intersection and the subway station in all times, in the afternoons between the tram intersection and the commercial area, to the residential area only in the morning and in the evening. Beeing posible to create shortend sub-routes on the line would be the goal. Of course I could split the line, but CiMs don't like to change a line too often. Several parallel lines would also solve it, but now parallel lines have the disadvantage that CiMs stick to line they are waiting for and do not take a vehicle of an other line which goes to the same direction.

I hope something can be done in futere about this:
- Sub-lines with shortend trips of the same route with other frequency than the main route
- parallel lines: CiM's should be able to take the next vehicle to their destitation. This could be simply solved if the CiM's pathfinding would allow alternatives and not only one precalculated possibility (by the way this feature would directly solve the problem with different day/night networks or other special services)

Some other suggestions not concerning the ones above:
- managment of traffic lights on crossings to improve the flow of general traffic, ability to set the several light phases for each direction with optional priviliging of public transport
- Pedestrian bridges and pedestrian paths which do not generate a crossing when connected to a road and which are much smaller than now
- sorting of stops and lines in the lists should be improved. Now e.g. lines are unsorted no matter how you name them. If you rename a line number, "1" should always be the first in the list, and followed by e.g. "4", "56" and so on. If you rename "56" to "2", it should be listed after "1" and not stay still in the same position.
- Roads should be renameable, at least in the editor, but as you can build roads in the game, it should be also renameable there.
- on demand stops and only arrival stops to improve the flow and interchanges between lines
- possibility to change the arrows and directions of roads to manage the traffic flow (bus lines with no right arrow...)
- more kinds of roads, e.g. alleyways with buslines an the inner side

Thinking of DLS's I would have on the one hand a european set in mind, which contains european buildings, street signs and vehicles, on the other hand a DLC which improves the managment of track-based vehicles like trams and subways:

- possibility to build single tracks for both directions to safe money and space
- possibility to change direction without a loop, but only for (more expensive) vehicles with two driver's cabs and doors on both sides. possibility to lay switches from one track to another would be needed here.
- island platforms for vehicles with doors on two sides
- multi platforms
- combinated stations for tram and subway (or all vehicle kinds!) to allow mixed systems
- new trams and subways fitting to new features
- catenary for trams and subways, but not that thick as for the trolleys. could be laid directly with the tracks
 
Apr 10, 2013
1
0
How about a timer that starts counting since the user has bought a new vehicle. This timer could be visible in the vehicle's information window and display the time in days since purchase.
I find this very useful as, further on in the game, I'm experiencing many problems with e.g. bus lines in which the waiting passengers demand more vehicles I can barely buy so the existing lines need to get right out of the depots after they just checked in. This leads to more and more broken buses and therefore it might be helpful to have a look at how old this broken bus really is - to maybe lead to me changing the timetables. Should be possible to implement, shouldn't it?
 

unmerged(724619)

Corporal
3 Badges
Apr 10, 2013
27
0
  • Cities in Motion
  • Cities in Motion 2
  • Ship Simulator Extremes
[SUGGESTION] Non compulsory stop

Hello,

Well as I was sat down thinking last night I though maybe there should be a compulsory stop button. This means that the vehicle will not stop there unless there is passengers waiting to board or alight. Most commonly this is associated to buses, for example the bus I catch to work from Wells to Yeovil (around 30 miles) only has 4 stops where it always stops and 30+ that it will only stop at if there is someone waiting to get on. This drastically speeds up the journey and I think would be really good for suburban routes in CIM2. Although trains around here do the same, they slow down but only stop if someone is there. If we could tick and untick stops where we want vehicles to stop we could save time, money, traffic jams and improve happiness.

Thanks :)
 

unmerged(380287)

Corporal
15 Badges
Sep 18, 2011
41
0
  • A Game of Dwarves
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • East India Company Collection
  • Europa Universalis III Complete
  • Hearts of Iron III
  • Heir to the Throne
  • Magicka
  • Majesty 2
  • Semper Fi
  • Ship Simulator Extremes
  • War of the Vikings
  • Pillars of Eternity
  • Humble Paradox Bundle
Seems like a good idea to me... that's the way buses operate where I live as well (Ottawa, Canada). Even major stops, if no one's asked to get off or if there are no pasengers waiting to get on, we just zoom by.
 

Smaen

City Architect
3 Badges
Mar 13, 2011
311
0
  • Cities in Motion
  • Cities in Motion 2
  • 500k Club
[REQ] Multiplayer map-editor

Hi!
I'm currently working on a map, and so is my friend.
A feature we both want is to co-operate. It would be a lot of fun planning and building a whole map together!

The host just loads up his map, and invite the other player, that can join and leave at any time.

Would this be possible to add in a future patch?

-Småen
 

ggjono

First Lieutenant
14 Badges
Apr 5, 2013
278
19
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Ship Simulator Extremes
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
i also agree with this as long as it can be implimented so the bus knows that people also want to get off because busses hardly stop for unoccupied stops as its a waste of time unless they go into a specific bus stop area to wait around if they are early which happens more than you would imagine
 

unmerged(280105)

Recruit
1 Badges
Mar 6, 2011
1
0
  • Cities in Motion 2
small UI improvement suggestions, some "Bugs" and wishes...

Hi,
my multiplayer buddy and I found out some possibilities for small improvements to the user interface that would make CiM2-life much easier. Addtionaly there are three small "bugs" and some whishes probably not to be fulfilled :p

"Bugs" – or I'd better call them incorrectnesses:
1 – The remaining time to pay back a loan is just truncated at the comma. For a 2-week-loan of 10k € the remaining time is already 1 week when you still have to pay back 9999,99 €. One digit after the comma would be much more correct.
2 – When having the 1st stop at the end of the line before the depot, all passengers get off, although they want to travel further with this vehicle (unrealistic). When trying to get back in, the vehicle leaves too early when it transported a large number of people because not all are "officially registered" at the station when the "doors close". Only people already wainting at that station get in safely.
3 – When a vehicle has to wait at a stop i.e. until the timetable says to leave the doors are still open (good). But the problem is: people do net get in because the official door closing time lays in the past. This is especially annoying in combination with bug 2.

Suggestions:

top1 – Display the vehicle capacity in the depot vehicle list, even if it is in the depot or there is a message concerning unhappy passengers etc. To have an overview of the available vehicle types I have to open all windows and compare.
top2 – If a person is clicked to analyze it's journey it would be useful to display the arrows for start and end of the route right from the beginning. Again it needs to open several other windows...
top3 – A hotkey to enable/disable all lines. Clicking these tiny button for all lines/vehicle types is annoying.
top4 – Display the percentage of capacity utilization of a line. The average passenger count is nice but pretty useless as long as I don't know how much capacity I have.

Wishful thinking (I know some have been mentioned before):
1 – Limit waiting time at first stop to the time it would take to bring the vehicle back to the depot and to first stop. Sometimes my subways wait 1h regularly and block the railway although the depot is just seconds away (I'm not sure if this could be a bug, too!?)
2 – A comparison table for all lines with passenger numbers, percentage of capacity utilization, finances etc. and the possibility to look back in time graphically (probably too much work for CO, maybe as a mod?)
3 – Pay back loans early (you never know what future brings ;)
4 – Anti Aliasing is horrible. Either edges have steps of meters in real size and shadows are flickering like hell or everything is so blurred that I cannot read the line numbers etc. anymore. Manually adjusting the AA and AF settings by driver force has no better working option (ATI Radeon HD 4870, newest driver).

I hope you guys find some of my remarks interesting and maybe some small tweak can be still implemented... :rolleyes:

cheers
erh-hu
 
Last edited:

unmerged(721820)

Private
1 Badges
Apr 4, 2013
10
0
  • Cities in Motion 2
Please pay attention to ! Some proposals for the updated version .

According to the new version of the updated


Proposal No.1:(with regard to:When constructing roads in map editor allow automatic removal of overlapping buildings)Change the optional,Optional non-overlapping,This will make me more easily plan the city,

Proposal No.2 :Too few pedestrians on the city,The proposed increase in the number of pedestrians

Proposal No.3 :The proposed increase in the building to attract people,such as CIM 1 inside of the market

Proposal No.4 :increase the ground graphical style,Such as the construction of a park,And so that pedestrians can walk on it,alike CIM 1 。
CIM 1 's Ground graphical reference to FIG:
1.jpg
 

douglasrac

General
25 Badges
Feb 23, 2011
2.249
68
  • Cities in Motion 2
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Cities in Motion
  • Magicka
  • Cities: Skylines - Campus
  • Prison Architect
  • Cities: Skylines Industries
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Stellaris Sign-up
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2
  • Magicka: Wizard Wars Founder Wizard
  • 500k Club
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Cities: Skylines
Last edited:

Svip

Unpaid Ulm PR employee
81 Badges
Sep 6, 2009
2.947
234
  • Victoria 2: Heart of Darkness
  • Heir to the Throne
  • Europa Universalis IV: Cossacks
  • March of the Eagles
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Stellaris
  • Victoria 2: A House Divided
  • Hearts of Iron III
  • Rome: Vae Victis
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2 A House Divided Beta
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Sons of Abraham
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • For The Glory
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • A Game of Dwarves
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Crusader Kings III
  • Europa Universalis III Complete
because the internet speed in Iran is 6 kb/s and i cant download it through steam.i need a download link with resume ability

Which Steam also has. It is just done automatic.