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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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slornie

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(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?)
+1! This is also true for waterbus piers where having the catchment area centred on the actual pier means most of the time at least half of the catchment area is only useful for fish. While retaining the teleporter system I would like to see manual placement (or at least manual relocation) for the roadside transporters. I have (currently) two proposals for how this might work:

1) When building metro or waterbus stops you place the transporter pod first at the location you want, and then place the actual stop (on the track or at the waterside) - which must be within the catchment area of the transporter pod. OR Build the stop at whichever location and then place the transporter at the desired location while ensuring the actual stop remains within the catchment area.

2) Separate the construction of stops and transporter pods, allowing them to be built and connected separately (they would also need different lists in the main GUI so you can keep track of them). Example: Build a metro station, and then separately build a transporter. Before passengers can enter or exit the station you need to connect it to one or more transporters. The station/pod's information panel would have a new button at the top (e.g. a pin) which would act similar to the route creation tool - have a "string" running from the starting station/pod to the cursor and when the user clicks on another stop/pod create a connection. Connect station platforms with others directly (interchange) or have a station connected to lots of transporters (multiple entrances). When a stop/pod is selected you would have a tab listing all the connected stops/pods and see all of the connections displayed over the map like those string diagrams that cop shows have:

w640-ef5a925ded1b089a8c628a307c6f8804.jpg
 

Stagua

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Just another idea - stops "Edit name" field should be longer, now it has about 12 symbols, I think, it should be more than 24.
Having an ability to name streets and buildings would be great too.
 

unmerged(276373)

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About the catchment area, It should be focused around the station itself IMO. But I think it could be affected by manually placed teleporters/entrances.
As you see in real life, walking inside a metro complex, is not as bad as walking at the street level.
To say it simple, I don't think the teleporters should be used for extending the cathcment area.
 

DrunkenJim

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Hi,

I don't mean to hijack this thread, but this is related. If you deem it mods please delete.

There should be a way of upgrading a road, it seems very bizarre to have to delete a 3 lane road, then build a completely new 3 lane road but with a bus lane, also there should be a way of adding multiple bus lanes in 1 direction, or 2 lane roads with bus lanes only in 1 direction.

if you know what i mean....

cheers,

Jim

This post was moved from tech support to the suggestions thread //giladteller
 
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zibu

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Agreed!
 

Gersio90

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Hello, I would like to have more variety of brushes in the map editor.
Specifically: 1) Brush gray (cement, such as sidewalks) and 2) Brush with tiles (you can create square)

Thanks

Edit: also yellow (sand, beach ...)
 
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mackintosh

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I'd really like some articulated buses, which are conspicuously absent from the game, with the exception of that one, futuristic looking, ugly thing. There are so many nice ones out there from the likes of Solaris, Van Hool, MAN, Mercedes, New Flyer, etc., surely there are enough to make a whole DLC worth ;)
 

MrFixxiT

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I opened a new thread (here) for this, but I guess it's good to post it in this thread as well.
I would really appreciate some in game help for colorblind people. Some good suggestions would be:
- The overlays on the map (zones, buildings most important). Some colors are hard to distinguish for me. Maybe we can have some alternative color layouts or customizable colors or something. For me the greens and yellows are too close together. (yes really :))
- The ticket prices have a couple of issues: light blue/grey and green/yellow. A very good suggestion from the other thread are small icons next to the prices to show if the prices are low or high and how low or high. (smileys, arrows up-down that grow longer as the prices are too high/low)

Thank you.
 

unmerged(794751)

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Hello!
Sorry for my English, I’ll try to be briefly.
I set 10% of day length. In this case the tram takes 1h 15m to go 50km before its condition decreases to 50% and it needs for maintenance. This means, that every 1h 15m the tram has to go to depot. If, for example, tram’s route is 25km long, it can pass it only twice. Of course, it is unrealistic, because real tram can work at least 12h without service.
But the problem is more complicated. Player has to start routes close to depots and avoid “zero ways”, when tram goes empty long way from depot to 1st stop.
There is very simple solution. Adjustable intension of breakdowns in rules editor is needed.
 

oceanhahn

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A purely aesthetic feature I missed from CiM1 was seeing an escalator connecting elevated or underground stations to sidewalks, and seeing supports for metro tracks as they passed over roads. It would be nice if there was something in CiM2 that placed metro supports and stairwells to sidewalks, or at least the supports.

I know, I know.
It's a really petty request.
But I've built metros down the center of divided highways before, only to discover later that I have a five-kilometer length of railway that is hovering against gravity, twelve meters over an eight-lane expressway.
It's not a big deal, but it really takes me out of the thing sometimes. :/
 
Mar 1, 2013
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Not sure if this has been suggested, but the workplaces of leisure sites and office's don't make sense.
-A walmart, twice the size of a "big" non-skyscraper office building, has no workplaces at all. This makes it very hard to get a unemployment rate lower then 10% in user made maps.
-Offices (non skyscrapers) aren't scaled right when it comes to workplaces, a small building has like 30 workplaces while the big corner building (twice/three times its size) has 40 workplaces. And light industry buildings, which are flat, have 50+ workplaces.

Both issues are strange in my opinion and because of this the businessman unemployment is a lot higher then white and blue collar. Hopefully this can be noted and fixed in the future! :)
 

unmerged(532145)

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- request fix the AI of looped bus line long waiting time for each bus
- When first bus stopped at station and second bus arrive and stopped, then the first bus go and third bus arrive, the third bus will never fill in the stopping space from first bus, lead all the bus behind queue up long and long, suggest when first bus leave, second bus move front or let any other rear bus fill the front slot ;

OR, if the AI can't fix, add an option for max wait time for each bus stop


- provide multi stop bus terminal for prevent all bus queue up in the same terminal
- button on bus for skip the wait of station manually
- selection for each station unload only/ full load only/ half load only
- display the profit of each vehicle
- improve AI that all road vehnicle can go ahead any other vehicle which stopped in front of it using another lane under same direction road
 
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unmerged(314950)

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I would like to see:

More Double Decker and Bendy Buses or Duplicate Stern-Berger Guide and some trolleys to non Trolley Buses.

Display Line Profits in one graph instead of individually

Trolley Buses to use own path

Metro not to loop at the end of the track.

Buses to have Stop overlay for 1 bus only.

Don't give up on the old CIM engine
 

pyndec

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Not sure if this has been suggested, but the workplaces of leisure sites and office's don't make sense.
-A walmart, twice the size of a "big" non-skyscraper office building, has no workplaces at all. This makes it very hard to get a unemployment rate lower then 10% in user made maps.
-Offices (non skyscrapers) aren't scaled right when it comes to workplaces, a small building has like 30 workplaces while the big corner building (twice/three times its size) has 40 workplaces. And light industry buildings, which are flat, have 50+ workplaces.

Both issues are strange in my opinion and because of this the businessman unemployment is a lot higher then white and blue collar. Hopefully this can be noted and fixed in the future! :)

Agree 100% with this. This is the by far the biggest annoyance for me in CIM2. This also applies to houses, how detached houses can have 5 homes while some large city center buildings also only have 5 homes.
 

mikeking3280

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Currently replacing the old road need to be removed and then re-covered with new roads. I hope that the future can be achieved in the game does not require removal of the old road can be directly converted to the new road features.

For example, use the mouse to click a road, it will pop up a tool window, inside it has all road types. You just choose what you want the road, it can automatically replace a piece of road before you choose.
 

Dragonlord1888

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What I really miss in this game are individual cities. I miss churches, cathedrals, townhalls, non player placed landmarks, centralstations, airports, harbours etc. I would love it too, if the european style cities would come back to CiM2.

Why not expanding the tourist part? Harbours, airports and trainstations generate tourists. Your task is, to carry them to hotels and landmarks. Why not create a line between landmarks and hotels with some historic vehicels as sightseeing factor?