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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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unmerged(344362)

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I forgot 1a: crossovers on tracks (metro and train.) Believe it or not, many trains have conductor spots on both ends of the train. At the last stop, the conductor gets out, goes to the last car, and starts back up the other way and goes on a switch to the other side of the track. No, really, I swear! I probably wouldn't be asking this if there was an easy way to plop loops at the end of tracks, but making them now is pretty clumsy, and I usually find myself wasting cash because I thought made them correctly, only find that I did something wrong, demolishing and starting again. Frustrating!!!

Basically you want the metro stations from CIM1 back... I want them back too. Maybe make them in to a DLC. Combined Metro terminals/depot, with different combinations of platforms, through stations, cross stations etc...

Another thing I'd like is for the Metro stop entrances to snap together, of even when they are spread out over different sidewalks (as they are often in real life) to be connected underground, so passengers can change metro lines without having to cross a street...
 
J

josh95459

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The ability to place more complex stations is a must as currently you can replicate even the most complex railway junctions and line layouts, but the limitations on the stations renders most designs useless and it is such a shame especially with the quad tracks as currently they are next to useless and it's far easier to just lay two normal tracks. To me it seems that reversing points, platforms on the inner quad-tracks, on the left side of single tracks and just island platforms in general for interchange stations (which look absolutely Horrible in the current game) are a necessity. These would really bring out the potential of the game even if they were prebuilt structures like in CiM1 with less flexibility but more far more usefulness (In fact a set of prebuilt tram stops for avenues/pathways would be really nice aswell).

Also this is just an idea, but if there was a type pathway/concourse road type added that could connect to stations and even bus stops with stairs that would be really really nice aswell. It would be too small for trams and would be the priority route that pedestrians take and allow us to build under/overpasses at busy roads, concourses for train stations and even our bus interchanges (which get clogged up by people crossing the road) and let us make nice scenic paths in parks. This is probably a bit out there but ALL of my interchanges get clogged up with people crossing roads to access a different platform and bus stops and the pedestrian walkways a just too big, spawn traffic lights and no one uses them anyway when you can build them.

All that said the current flexibility of the road/track system truly is a marvel and more flexible than I ever imagined!
 

unmerged(344362)

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Changing the default schedule

When starting a new route it gets a default schedule, of about a bus every 2 hours on weekday, with a few rush hour extras.
Is it possible to change this default? I'd just like to run with 1 bus every hour 24/7. Because of the long lines I usually build having seperate rush hour/off peak schedules is not needed.

The only use I have for schedules is to avoid busses bunching up. This was a problem in CIM1, and the addition of depots and schedules has made it possible to have large bus networks in CIM2, which I like. But the long round trip times do make rush hour schedules moot....

So being able to change the default would be nice...
 

giladteller

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You can quickly copy a schedule from an existing line with 1 click (see the bottom of the schedule window). In this way you only need to set your desired schedule once, and copy it to every new line you create.
 

nyah

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You can quickly copy a schedule from an existing line with 1 click (see the bottom of the schedule window). In this way you only need to set your desired schedule once, and copy it to every new line you create.

Except you need to click copy for weekday, morning, evening, weekend, and night, if you've altered the schedule for all of those. It would be helpful to be able to do it with one click.
 

jq371

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im with you... My default schedule is 1 bus every hour monring noon and night, weekends and weekdays with no rush hour, but i have to select every column and delete or amend - for each line.
i wish there were a way i could make hourly 24/7 my default and add to it later if i want to amend or reduce service capacity.
 

unmerged(723739)

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Multiplayer quick impressions and suggestions

I just tried out co-op multiplayer for the first time with a friend who's new to the game, to try to demonstrate some concepts.

First off, I was impressed with the ease of getting multiplayer started, all I had to do was invite him to my lobby through steam. No tedious mucking about with IPs or port forwarding here.

What did somewhat frustrate me and the main reason I'm posting is the lack of being able to point at anything, or really any tools to see what the other person is doing. I'd like a "Ping" option to be able to highlight a part of the minimap / world so I can, say, point at a road/intersection and not have to try to describe the location of everything. (two blocks east and one block north from the intersection of these two avenues... no THESE avenues!) It would also be really nice if I could see the "viewport" of everyone on my team in the minimap so I can see what they're looking at generally, and they can see what I'm looking at. "Console" messages like "Player 2 updated the timetable for tram line 4" would be a welcome bonus, but is generally not as important as simply being able to easily point to something.
 

Butelka64

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I suggested some tools for cooperative and teamplay multiplayer modes pretty early, in this post: http://forum.paradoxplaza.com/forum...er-diary-4&p=14896559&viewfull=1#post14896559 (the second half of it). It seems that the devs didn't spot it, but anyway, I will be glad if these features, may I quote, get introduced in a future patch.

We need to let the players focus on cooperation and competition (and both of them at once), while making it easy to show things to each other - thus we need to be able to make strategy plans to share with our partners, and the ability to point something on the map to let our partners and/or competitors (depending on the situation) see what we are talking about. For example, let's say I have spotted one of my cooperatives running into trouble with his bus line. He doesn't know what's going on, so he asks me to explain it. I mark a point on the map and explain the problem occuring there, but still he doesn't know how to fix it. Then I think a little, and make a plan, marking several things on the map (arrows, symbols, labels and stuff) to show him how would I do the job. He takes my idea, rearranges his line and makes much more money. Another example situation can be, that I am playing competitive against some other players, and I see that somebody has blocked my and his own vehicles and hasn't noticed that. I mark that point on the map to show him what's going on.
 

giosal

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Please add the support for non-Latin/non-Cyrillic characters to the font that game uses, it's only 10-15 minutes per alphabet if you do it manually...

For the moment, I can confirm that game has problems with Georgian and Korean.
 

wakko2k

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A way to add walkpaths on a roads without having to build a new road connecting to it would be nice. Also be able to upgrade a road to a bigger road of the same type without having to destroy it would be nice too. Or be able to change a two laned one way road to a two laned regular road without having to destroy the road.
 

Butelka64

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Another important thing about the multiplayer!

We should be given the ability to join games "on the fly" like in OpenTTD, so we don't have to make a new lobby, but the game pauses and the person that wants to join downloads the map and game state from the host. And if one wants to host a private lobby - no problem, make it private in the lobby settings so that the host has to allow or deny a person from joining (with a dialog box).

Also, there HAVE TO BE dedicated servers with a special "tool" to do that, listed on Steam. I'd run a server on my second PC all the time. I have some experience running multiplayer servers, so CO - if you have any doubts, don't hesistate to PM me ;)
 

jorbje

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A way to add walkpaths on a roads without having to build a new road connecting to it would be nice. Also be able to upgrade a road to a bigger road of the same type without having to destroy it would be nice too. Or be able to change a two laned one way road to a two laned regular road without having to destroy the road.

YES YES YES. Or downgrade.
 

unmerged(722052)

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First of all, I'd like to say that I love this game, I'm racking up "Tick tock" achievements and I'm glad to see that a lot of issues from CiM 1 have been resolved.

That said, I'd like an option to turn off the economic fluctuations. Having an economy go from a +50% boom to a -50% bust and then back to a +50% boom over the course of a month is just silly. It only adds unstability regarding private car usage, seems to worsen the inaccuracy of the weekly cash flow estimate, and forces on you the pointless task of adjusting prices and wages up and down constantly.
 

Anderson Xeyed

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Here in Sao Paulo, you can see the Metro changes the its at the end of some Stations, say... at Luz Staton, the Yellow Line you can see the train go at the end of that line, then switch its head light and change to the Line to Butanta "end Stop".:blush:

All og this is done automatically, as there are no drivers inside at both end of the train.