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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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TsPok

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1. Switch on/off "stop area" of different kind of traffic
(e.g. when i make tram line, hide bus and metro) - or maybe simpliest version = tick visible stop area for each kind of transport.
Due to right place tram stop in area witch is covered by buses and metro is unreal!
You could do it by turning off the stops visibility for particular kind of traffic. It is on the same panel as lines, vehicle e.t.c. visibility
 

oceanhahn

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Sidewalks and Pedestrian Crossings

## SHORT VERSION
I'd like to see constructible sidewalks, because it's a pain (not to mention inelegant) having to route pedestrians along roads designed with the agility of a tram in mind.
It would solve a really aggravating glitch I've been experiencing with pedestrians encircling buses at crosswalks.
Even if we can't build sidewalks by themselves, constructible over- or underpasses would be pretty ace.


## LONG VERSION
I'm not sure if anyone has suggested this already, but it would be really nice to be able to build sidewalks by themselves, in order to help pedestrians route through complex interchanges and stations efficiently. It would also help solve a few bugs I've had to deal with, where buses get stuck in the center of 'rings' of pedestrians endlessly attempting to cross the street.

All I'm suggesting, really, is the ability to place a sidewalk in the way you would place a street or metro rail section, but simply with no roadway portion. The advantages are that lone-sidewalks would be much narrower and can be routed through denser, more tightly-developed areas (to designate proper footpaths through alleys, for instance), would be less disruptive of traffic (by not creating an intersection (or potentially, a crosswalk), there would be no need for signals or stopsigns (or in the case of a crosswalk, shorter stops or on-demand signals), and most importantly, could create elevated or underground over/underpasses, so that very busy intersections are less congested by pedestrians. Obviously, pedestrians are more agile and can cross steeper slopes and make much tighter turns than can vehicles, so these sidewalks would have greater flexibility than roadways, as well.

Currently, my biggest problem in CiM2 is with constructing large bus/metro/tram exchanges in some elegant way, using the current set of roads, in such a way that the thousands of pedestrians exchanging vehicles and modes do not impede the vehicles themselves. I've found a few stopgap solutions, but all of them involve rearranging the roads around the (sometimes unpredictable) whims of pedestrians, instead of attempting to marshal the more manoeuvrable pedestrians towards their destinations. This, to me, feels awkward.

This sounds like a petty problem, and, maybe, it is. But it's become a huge nuisance for me, and it's begun to hurt my experience with the game.
Even if the ability to build lone-sidewalks is not possible, it would probably do just to see a return of the CiM1 pedestrian overpass, in a constructible (and, since I can't remember if it worked or not in CiM1) functional form. Even raised crossings at intersections would be pretty nice.
 
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oceanhahn

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Oh, also, do you think that maybe we could be allowed to adjust the positions of subway station topside gates? Even just a little? Or at least be given some clue as to where it'll turn out? Manipulating thousands in stations and tracks in order to prevent my stations from emptying all over the middle of an expressway is crazy frustrating.

Thanks for the consideration!
 

RaphaelMart

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For me, the main problem that NEEDS URGENTLY a solution is the cim's "pathfinding". They wander like crazy through the city and the travel time graphic definitely is not reliable because of this, and maybe another statistics too. I think you could try a system like Simutrans', where people travel through the stops (there, train stations and bus stations could share the same name, workin' like a real commuting station) and they pick the line (or lines) that carry them to their destinations with the minor number of changes. Maybe it needs some adjustments to CIM2 idea, but it would already work better than this crazy system we have now.

I didn't want to seem so much picky or complainer. I LOVE the game, but pathfinding is a really shame when I look back the years and see that it was not evolved, but devolved.

Sincerely,
 
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unmerged(612326)

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Bus Stations and Tram Terminus... Bye Bye Loopy!!

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.

I agree, my tramway in Manchester, UK doesn't loop at all, I change ends at the end of each line then come back, have noticed some vehicles only have one facing cab in cim2, and maybe this wouldnt be possible for certain vehicles (yet another feature to programme in! lol) but all the same it would be a good feature!

The problem though would be that you start having to programme platforms so that they are only occupied by one vehicle and they do not manage to clutter and have vehicles getting stuck! Perhaps they could do this as a release at the same time as bus stations are released, as with most bus stations similar features would need to be programmed in to enable bays to only occupy one bus etc.

The proposed tram/bus interchange at Wythenshaw Manchester which looks epic!!...
https://fbcdn-sphotos-e-a.akamaihd....0x480/531093_469449479762775_1698355566_n.jpg
http://i4.manchestereveningnews.co....image_list_image_list_item_0_image-660180.jpg

Heres some pic's of the BBC's MediaCityUK Tram terminus on the Metrolink network which I drive for...
http://farm5.static.flickr.com/4146/5009300964_3d07cdf05b.jpg
http://farm9.staticflickr.com/8191/8392920242_ea2849bd65_z.jpg
http://manchesterhistory.net/manchester/outside/mediacity/mediacity20.jpg
http://farm5.staticflickr.com/4112/5082816097_30d797262d_m.jpg

As for the tram loop, they do exist!! (see below!)
http://upload.wikimedia.org/wikiped...turning_loop._-_geograph.org.uk_-_1194041.jpg

*********************
Please give us tram terminus and bus station's Colossal Order :D x
*********************
 

unmerged(276373)

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Better time table and fleet control.

As it have been suggested before, I would like to see grouping of timetables. I usually use only three to four different timetables for each map I'm playing on. It would be nice to have these as templates/group that let you edit them all by just editing the template/group. It would make the job with adjusting the timetables a lot less time consuming on big networks

Fleet control. If I'm going to change out a whole fleet in one depot, I need to manually sell each vehicle. This is time consuming, not only bc of the task itself, but also bc of the selling process wont allow for rapid key presses. If you maybe have 60 vehicles, this can take a little while. There should also be possible to buy more than 10 vehicles at a time.

That's it for now.:)
 

oceanhahn

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Going to GE90's comment, it might be nice to have a better vehicle inventory pane, instead of the interface panel. Vehicles could be put into a table instead of a list, showing their names, vehicle model, line/depot assignment, condition, and some various economic data as well, I suppose. Perhaps they could be selected in bulk and sold, reassigned, stopped, etc. this way, as well, perhaps.
 

pollux_ar

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Buildings we'd like to see on CiM 2

This is a list for the devs to consider besides landmarks, and make a DLC perhaps, with buildings . They could be from CIM1 or new to the game.

- Airport
- (Long distance) Train Station
- (Long distance) Bus terminal
- Churches
- Banks & Financial Places
- Soccer , tennis fields
- Parking lots
- Fire station
- Police station
- Post Office

This would help our cities look more realistic.
Also would love to hear from the devs when they come from vacations if it's planned.
 
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Greenslade

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Been playing a couple of days now, and it's a great game (especially for the price I paid!). I do have some requests in what I think is a decent order of achievability.

1) Bigger/Stronger brushes in the map editor
It'd be nice to be able to sweep across the map and say "I want a big river and an island here", and to smooth out edges more strongly, rather than having to scribble in major features in the landscape. In addition, a "clip" tool would be nice alongside the normalise tool, so you could set maximum/minimum heights without adjusting sea level. (a "soft knee" feature that would compress rather than hard-limit the height curves at the maximum would be good to put in here too).

2) Better rail management in automatic multi-rail metro junctions
Too often if you want to split a 4-rail express/stopping track into two branches, the middle rail won't end up in one of the branches. As a result I've had to spend a lot of time making creative workarounds, bouncing rails down to two branches of two and recombining, with unpredictable results, taking up a lot more room. It would be nice if the engine paid more attention to making a Y-junction of 4-(or 6- or :cool: way into something automatically useable without that kind of workaround.

3) Two-Way Expressways with a few auto-interchanges
I love the flexibility of being able to place individual lanes of a highway, but sometimes it would be nice to say "I want my highway to go both ways from this side of the city to this side" and just do it without having to draw the other direction back again. Obviously I don't want to take the freedom of the one-way expressways away, but this could be a useful tool, like the ability to draw both two-way and one-way metro rails. I can imagine an "auto interchange" engine would struggle to work out anything more complicated than a 4-way crossing without producing something ridiculous, but something might be achievable. Non-essential, though.

4) Ability to fade out/selectively view coverage circles
It can get really messy placing stops in even moderately busy areas.

5) Hideable/See-thru streets and/or "Focus on specific height"
Setting up complex multi-level transport systems can be a bit hit and miss, with stuff hiding behind other stuff, as others have pointed out. It would be nice to "hide all at street level," even if it left it ghosted so you could see where it was. It would also be nice to be able to see things at 12m, -30m, etc, perhaps with a kind of sliding scale, so you could "scroll" through your network and see where things were, working on the level you wanted.

6) Stop timetable views
I'd like to be able to click on a stop and see, not just what routes serve it, but at what times on the hour the vehicles are expected. This would enable me to stagger timetables so that routes don't clump up in certain areas.

7) More immediate information on vehicles in Depot View
"Bus 1", "Bus 2", "Bus 3" etc don't really tell me much, and clicking on individual vehicles doesn't give me much overview. I'd like to be able to see at a glance how many small/medium/large vehicles I have, how many I need, what condition they're in etc. I'll only really need to see things at the level of individual busses occasionally, the big picture is more important on a regular basis.

8) Automatically naming stops
Especially if we could get the chance to custom name streets and disricts/areas, but even if not, having a stop called "Mulholland Parkway/Primrose" would be better than a long list of "bus stop 3, bus stop 6, bus stop 71."

9) Snap to grid, more drawable shapes for roads
It would be nice to be able to snap to regular shapes and angles when drawing roads, so that you can be sure roads really are parallel. I'd also like to be able to draw a square, rectangle or circle of road or track. It would really help setting up large areas in the map editor, and circles would be great for roundabouts. (The fact that you can't close a single spline to itself makes me think circles possibly aren't doable in the current engine, but the tool could just create 2 semicircular splines instead.)

10) See trips drawn on the map
A-la "Sim City 4: Rush Hour": A tool so I can click on a Cim and see her entire journey, beginning to end, drawn out on the map, or click on a building or stop and see all the journeys to/from it. Useful for quickly visualising where people are actually going. Presumably the routes are already worked out in the engine so it's just (yeah, "just", I know I know, I'm not trying to be an asshole to the programmers!) a case of drawing them without making a mess.

11) Route finding without placing stations
Some sort of tool to quickly see "is there a route between this point and this other point on the network?"

12) Placeable sidewalks, ped under/overpasses
This is really a +1 (or +2+5+7) but making interchanges with reasonable pedestrian management is clunky and messy at the moment. It seems as if the splines aren't set up to work that small or to create non-vehicle junctions (hence the peculiarity of making a "pedestrian only" path with a stoplight and black asphalt leading up the first 8 yards.

Perhaps one thing that could tidy things up would be a choice that pops up when you intersect a pedestrian path with another network to create either a regular intersection with a crossing, or a +4m overpass or -4m underpass with stairs (obviously this would break any tram rails and trolley wires but that's fine). The ability to slope ped walkways at a steeper gradient and have the engine replace them with (again, non tram and trolley) stairs would be cool.

This feels like a tricky problem, and might need something weird like a "zero-width" network to work properly, but something to stop the messiness of pedestrian areas and interchanges would be very much appreciated.

Also, being able to set up sidewalk "plazas" to create squares and shopping areas would make for nice looking inner-city interchange locations.

(Can I just say how much I like the elegance of the "teleporter" method for setting up metro stops, too? While it might be nice to place the street level stops manually sometimes, it's great to not have to worry about station layouts. Of course if placeable sidewalks and plazas happened, it would mean we could worry about them if we wanted to, but it's nice to not have to if we don't want to. Only potential niggle with it - shouldn't the radius of coverage extend from the street-level stop rather than the metro stop itself?)

13) Green space and parks
Some more trees, flowers and benches popping up around the cities would be great. If this could be tied in with placeable sidewalks and plazas, all the better.



Lastly, some Wish List stuff =)

14) More network types
Heavy rail, high speed rail, monorails, cable cars(!).

15) Canals!
Maybe this should come under "more network types" but I'd really love to be able to draw a canal network with locks going through the city, with barges as well as water-bus access.

Very finally, thanks again for a great game, and for being the kind of company where I feel like a long list of niggles and wishes will actually get listened to! Keep releasing DLCs and I'll keep buying them :D
 
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Greenslade

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When i create a bus line, i first have to place all the stops, think out a route and then create the route.
Mostly, when i am done with placing the stops (and, for trams laying the tracks) i've kinda forgotton how i wanted the route to go.
If possible: When creating a route, not just click on an existing stop to add it to the list, but clicking on a spot along the road where there's no stop, and automatically placing (and adding) it!

+1 for this, too! =)