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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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kellergeist79

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It would be great if you would give us some possibilities to sort our lines and stops in the lists. Now sorting would mean delete and re-create lines... It could be done automaticly, but could also be done by hand. Both solutions would end the chaos if you have a lot of lines.

The infos above vehicles should be configurable at least in the language XML. Then it would be no problem to replace the stick line numbers with the names if you also want to use combinations of numbers and letters or just letters/names as line numbers.

Give us some possibilities to influence the colors of vehicles during a game. Now you have to do it via company colors, but you see the result later and you can't change it. Also it seems that color 1 and color 2 have diferent impact on vehicles. On some vehicles the one color is dominant, on some the other...
 

Butelka64

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

Automatically driven metro... It just takes away the feeling of a subway. Same as the "station walls" between the platforms and the tracks. I experienced that in London and Barcelona. Although DLR is fine and I like it as it is, automatic things in the Tube and Barcelona Metro are just too futuristic.

Just a thought ;) Let's get back to the topic.
 

unmerged(327448)

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Ever been on a bus in real life who stops at a particular stop and waits a few min because he is ahead of schedule? I have noticed that a lot of my routes are consistently considered late because of the traffic slowing down transit vehicle. Can we get maybe a adjustable time buffer we can set for each route that will increase what the expected stop time is for all the stops on that route, and if our bus/tram/trolly happen to be ahead of the newly buffered schedule, they can wait at their next stop until its appropriate to move on?
 
Apr 11, 2013
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The schedule can't acount for the traffic. That is up to us to solve it. The only thing that the schedule needs to acount is an average time for all the traffic lights on that line (we can't change their times) , for the stops (an average time in every stop, not something we will put there as we like) and for the turns (vehicles slow down on turns and we can't do anything about it).
 

unmerged(733534)

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Improvement requests!

The game is good, but something baffles me.

Time flows twice as fast as normal, people usually spend 4-6 hours go home or go to work. Suggest slow time down to half as it's now.

Economic chances too fast, have to deal with ticket price too often. Suggest slow this down, too. I would prefer adjusting it every two weeks.

The way people choose to use my transport system is terrible. I observed for a while, some people won't choose the fastest and nearest approach, such as "bus1-metro1-bus2". Instead, he go "bus1-metro1(opoposite direction)-metro2-metro3-bus2", and spend 5 hours on his way.
Even though, compared to the pic below, this is a minor problem.
2013-05-02_00001.jpg
People get off the metro, walk (pink line) to the bus stop(red circle), take the bus to the next stop(yellow line), and walk to the metro stop(white line), take the metro and go on. I am totally baffled with this behavior, why don't they just simply take the metro line till the destination? This needs to be fixed really soon.

Mission system is not good, I would like to see missions like: Get to B from A using any transport, change between transport lines within two or three times. Because getting everywhere connected by direct lines is not even possible.

Anyway, thanks for reeding this. Looking forward for updates!
 

unmerged(722312)

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Hi There,

I've a suggestion
I've you take a loan you have to pay it back.
But in the game you can't pay it back earlier then the duration set in the begining.
In most games and real life you can pay back more and earlier.

I hope you take it in mind when making a new update

Greetings !
 

unmerged(526885)

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Really want more CIM2 problems to solve :/

-Citizens complain over noise polluting vehicles
-Citizens complain that they can't get to their destinations e.g buslanes, no roads, traffic jams etc
-Government grants money when such things are solved
-Vehicles aren't running as frequently as they should

etc

Your reputation should correspond to solving such matters :)
 

Linoa06

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Automatically driven metro... It just takes away the feeling of a subway. Same as the "station walls" between the platforms and the tracks. I experienced that in London and Barcelona. Although DLR is fine and I like it as it is, automatic things in the Tube and Barcelona Metro are just too futuristic.

Just a thought ;) Let's get back to the topic.

Parisian line 1, opened in 1900, is fully automated and it still manages to keep its old line charm. :]

As for the "it's going too fast" - it really is. But then again, it was supposed to be twice slower before development hurried time flow up. I admit six hours trips baffle me :]
 

Person012345

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I haven't seen trams working that way in my life in any city I've been to (quite a few European capitals and lots of places in Poland), except for one time when such a mechanism was temporarily set up during a reconstruction last year of the line I frequent every day. Loops are perfectly normal for trams. I have nothing against having both ways of ending a tram line possible in-game, though - there are places when the mechanism you describe would work better than a loop, mostly due to lack of space.
We have both an electric tram and a horse tram that do precisely what the poster described (stopping at the end and reversing).
 

unmerged(447625)

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feature request: It would be helpful if the vertical position of streets and tracks could be specified in an absolute coordinate system and not only relative to the ground level below/above.
Currently I find it really difficult to place a subway bridge next to a road bridge so that both have the same elevation and/or are level across the whole length.
 

neldot

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feature request: It would be helpful if the vertical position of streets and tracks could be specified in an absolute coordinate system and not only relative to the ground level below/above.
Currently I find it really difficult to place a subway bridge next to a road bridge so that both have the same elevation and/or are level across the whole length.

I strongly second this one. The height should be visible in absolute value and not only relative to ground. With the present "relative" system in the game it's a pain to do underground lines that don't go up and down like rollercoasters.

For the same reason, absolute height is really needed in the editor too, for terrain and for roads.

Thanks CO TEAM, if you'll take in consideration this suggestion.
 

Butelka64

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The level of a road/track should be displayed in both relative and absolute values.

Also, we are still waiting for highlighting the buildings that are about to get demolished with our construction.
 

jorbje

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Second the absolute height information, along with the relative (I need that too some times).

Got an idea, maybe for CiM3 to improve road/line building even further:
Click some rough points along the path where you want to lay the road. Finnish with a double click, but the road will NOT be build yet. Now you can zoom/rotate the camera in to better be able to tweak the bends and heights, add extra points, delete points, move points in all three axes. The road changes color from red to green when it is "legal". This way it is easier to align the road to other roads (let's say the opposite driving direction on a highway), and make sure it looks nice with no "roller coaster"-effect before you click something and the road will finally be build.
 

Arko

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a few suggestions :
-add the possibilty to upgrade a depot
-add the possibility to filter coverage zone for stops by transport types
-add the details of incomes in the budget view for tickets vs subscritptions
-add a random map generator
-add the map stats (traffic density and such) to viewable as a mapmod on minimap without having them displayed on full map at the same time. minimap is really underused ATM^^