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Warkry777

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The timetable seem to need a bit more twicking, since the vehicle don't really respect the timing when they are outside the depot (ended with 4 tamways following eachother despite a 1 hour spacement).

Also is it me or, no offense for the developper, the metro is a pain to build? I mean...i spent one hour trying to build a single metro line and i can't manage to make the line matching with the depot. Besides, my line looks like a real rollercoster :p
 

unmerged(612730)

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I must say that on Ultra the game looks stunning and performs well on my I7 with GTX 670. Was kinda annoyed that, after laying out the whole circle in tutorial town with tram tracks on the avenues middle section and connecting it to my depot that I found out that you cannot place tram stops there, DUH! They have to be on the sidewalk, OMG.

Other than that, getting annoyed with ASDW, I'm really used to edge scrolling in these type of games. I guess I'll give that left ctrl mouse scroll a try. I can always remap them to the arrow keys since I don't rotate alot and I can do that with my mouse wheel anyway...
 

MarcioITA

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Was kinda annoyed that, after laying out the whole circle in tutorial town with tram tracks on the avenues middle section and connecting it to my depot that I found out that you cannot place tram stops there, DUH! They have to be on the sidewalk,

??? I've also built my tram round in the tutorial in avenues middle sections and tram stops can be placed there or at sidewalks... no problems for me (built 2 lines: clockwise and counterc.) ???
 

Wolfcoyote

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I've yet to encounter any weird bugs while playing this on my aging Mac, except for building metros, which are a necessity in the game.

Other than that, the game runs great at 720p on a four-year-old machine with half the VRAM required. No problems here except for metro building.
 

Lord Vetinari

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2. Depot > A > B > C > A (again) > Depot

Didn't know that, It's a good tip. However, since timetables are menaged by depot departures, doesn't this mean that vehicle won't follow their schedule anymore?

Anyway, the game looks great and, even if my computer is slightly below the recommended system specs, everything runs smoothly at the highest settings.
I would like som sort of visual clue if a road/track is going to destroy a building when confirmed.
 
Last edited:

squeakyazn

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Metro headaches

The rest of the game seems fine, although there were a couple of visual glitches with tram tracks not connecting at intersections, and trees becoming blocks of brown at far distances despite being on "High" settings.

Biggest peeves right now are the UI and the awful metro construction. The street grid blocks everything, and for some reason when you click on the metro tracks, you get the traffic density, but not the depth of the tracks, which would be quite helpful.

The cursor snapping to tracks in construction mode is also pretty annoying to work around, but you can learn to get around it easily (or at least fumble around to death in sandbox mode with unlimited cash).

The curving function, when building junctions, can sometimes cause tracks to "unsnap" from the merging tracks, and then you have to start all over again.

Biggest peeve, however, is depots. In the city with the ring highway around the bay and islands, I built a giant ring line and two lines snaking off of it. These very quickly became overcrowded, and with 30 minute headways all day and night, and 15 minute headways during the peak, one line needed 19 trains, and the other needed 31. However, I was allowed to purchase 31 trains, so I thought all was well. It was not so.

My metro system closed at 3-5AM. Upon arrival at the depot, there were still about 10 trains in the biggest-size metro. However, they couldn't get in because "they couldn't fit", despite the fact that they had all somehow managed to fit before. I built three additional depots, but for some reason reassigning individual trains to other depots didn't work, and neither did adding more than two depots.

Another thing - if your metro line is especially long, you do not want to do the "loop and then depot" circuit thing that doesn't treat the depot as a stop. I had a train go around because it thought it was going to make it, and then it broke down at the other terminal, deep in the city center. It never really got back up and working again, so basically there were about 20 trains in a giant jam behind it. In addition, because the tracks no longer have crossovers, it was no longer a matter of switching to another track or anything to get around it, so every train in the system was stuck behind a train in a loop terminal.

The four track setup seems kind of pointless, especially because this game has no island platforms or crossovers whatsoever, so you're almost always going to be crossing active tracks to get to an express track which has no stops on it at all.

Station placement was kind of annoying, especially with the grid in the way, but was doable.

The last pet peeve, and this one is really weird, is the fact that the "ideal" fare fluctuates so much. It seems to change from game hour to game hour, and I like my customers, so I would set it to just above super-cheap (and still make oodles of money from an overcrowded metro system), but I kept getting notifications that fare A was too high, and fare B was too low. In addition, the generic fare, which I believe is a combo pass for bus, tram, and metro, had a lower "ideal" price in my game than just a metro pass, which is odd.

I feel like at the very least, that grid has got to go. The game itself, despite the really annoying metro issues and the weird graphics issues, is very pretty, the bus system is great, although I still find it weird that placement is always determined by a red box, regardless of whether or not it's a great placement. The brush thing with fare zones is also kind of tricky.
 

Mvek

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Having some sound glitches (like less then 1 second pauses in sound, almost periodically even in the slow speed).

Surprises by the size of map and speed of graphics, but the graphic is much more "budget" value. Too much simple models (cities are often only a bit random put buildings, which is also made from the fact all buildings are stand alone types, not blocks like in Europe).

Missing some clouds/changes in sky (not weather itself).

Missing a bit more warm colors when sunset is coming (like with camera mod on Cim1, when you get the colors more "nice", like in real world). Now all the day the city is too "bright" (ok, I have not yet turned off gloom) and cold. Warm colors would be nice at sunset.


The system of management is great! That is one thing which will make me returning often even when I miss european feeling of cities.
 

htilden42

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First impression: maps are scary huge. I keep getting lost in them, though part of this is I have the CiM 1 maps pretty much memorised by this point.

I miss the little X crossing that metro stations had in CiM. I keep having to build these returning loops at the end of metro lines when they're underground. So underground depots would be nice.

Roads get in the way in underground mode.

Station placement is a little weird. I was surprised I can't put island stations in the middle of the 4 track segment. I suppose the one-way 2-track piece would also work. Will have to experiment.

Can't really comment on the traffic simulation. Followed a couple of white collar workers (seem to have a whole lot of these) around, but was mostly busy figuring out new metro building techniques.
 
Jan 7, 2013
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Another addition I'd like to see is a constant "height view" I'd like to be able to set the height of the track FIRST then place it. I cannot seem to find a place for this, unless I'm being stupid.

I believe you can press the PgUp/PgDwn keys straight off the bat when you first clicked the track type to use; a yellow column depicting the height will be seen, though I haven't tried it out underground yet, so perhaps that's what you're really asking for.

And speaking about metros, I got really confused just now, seeing two seemingly same track types in the "build track" menu. Turns out one of them was one-way (the doubled one, as most of you would be able to guess by now); the triple arrows aren't that well displayed. I then went on to build a 60k track through the city, placing stations... when I figured it out.

Press and hold the left Ctrl key and.... simply move your mouse.... and your map is scrolling.

It works, definitely, although admittedly it's not exactly convenient to use.
 
I waslk faster and no warnings on auto-bulldoze

Everything moves at average speed of 1km/h and slower, even at night. Come on - 7.3km trolley route with 20 stops cannot take 8 hours!! I can walk faster! What did they do with time is just horrible!
Placing bus/trolley stops removes the houses or basketball courts near the road, and does it without any prior notification or highlight.

These two issues made game basically unenjoyable. There's no point of peak hours if trolley went for 7.3km route in the morning rush hour gets stuck in the evening rush hour... What about grand trolley "around the map" tour? Impossible in 24 hours...

I've encountered this on the first campaign map... did anyone else find this disappointment?
 

rss334

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I did not think I would get to play tonight but ended up being able to. After a quick tour of the tutorial here's my first impressions, some good some bad.

Likes :
- Buses use blinkers
- No traffic collisions that I saw
- Sounds are amazing with 7.1 speakers it sounds like I'm in the middle of a city, traffic to the left of me, traffic to the right, oh yeah!
- Tunnels look and performed flawless when adding roads on step terrain
- no graphical glitches I could see (triple 28" screens 3072x768, SLI GTX 670's 4gb edition)
- Performance was excellent
- Like the look of the people, although some say they are too simple I thought they were nice. Some skinny some fat, young and old, but they are all the same height :)
- Huge Cities that constantly change it's going to be a challenge!
- I like that vehicles now have a depot, and the timetable seems like a great change so far
- The variety of buildings was great
- I like I can move some of my windows around but wish they would remember position when closed and reopened
- Frankly I see a lot of hours spent with this in the near future
- I like the new interface, I think, still getting used to it as most are but my impressions was good to fair
- It's complex and going to be a challenge to make the perfect city, makes you think

What I did not like or could be improved.
- Seems a little grainy or not as sharp as I had hoped. The colors are the brown side, which kind of kills any of the bright colors in the game. All settings on highest.
- At first I had a hard time laying tram tracks but as I got used to them it became easier. This was both a good and bad thing as at first I thought it was a bug then realized it was user error then realized what a challenge it's going to be to with the bigger streets to actually close a loop! Can't wait.
- I had mixed feelings on the loading screen, but hey it's a loading screen. I thought loading screens in CIM1 were great.
- I agree the vehicles do take a while to complete a loop, but I guess it makes sense with the new timetable. Maybe the intent is don't build your loops so big, the cities are much bigger now we can't expect to play CIM1 style!

Bugs
Map Editor - Could not delete large trees, but all other objects deleted
 

ofptim

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Everything moves at average speed of 1km/h and slower, even at night. Come on - 7.3km trolley route with 20 stops cannot take 8 hours!! I can walk faster! What did they do with time is just horrible!
Placing bus/trolley stops removes the houses or basketball courts near the road, and does it without any prior notification or highlight.

These two issues made game basically unenjoyable. There's no point of peak hours if trolley went for 7.3km route in the morning rush hour gets stuck in the evening rush hour... What about grand trolley "around the map" tour? Impossible in 24 hours...

I've encountered this on the first campaign map... did anyone else find this disappointment?

Indeed, i also reported it a few pages back in this topic. Because Time moves so fast, the complete idea of rush hour is completely useless. To make it clear what i mean, if a bus leaves the depot when rush hour starts, rush hour is already over when the bus arives at the 2nd, 3rd or 4th bus stop... so yeah it's completely useless, or what do I miss?
 

Rick D

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Someone else has already posted these but I'll mention it as well.

Roads get in the way when trying to build underground, its hard to continue building a metro line from where you left off if it ends under a road.
Metro station entrances are not connected to the actual stations, people just disappear into the entrance and then appear on the platform, I didn't know teleportation had been invented yet :p
 

MouldyK

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Indeed, i also reported it a few pages back in this topic. Because Time moves so fast, the complete idea of rush hour is completely useless. To make it clear what i mean, if a bus leaves the depot when rush hour starts, rush hour is already over when the bus arrives at the 2nd, 3rd or 4th bus stop... so yeah it's completely useless, or what do I miss?

Yeah, maybe they could up the speed of all the vehicles in the game? That way it will still be a 48 minute day, but it just means that traffic and lines move faster.

Maybe not Sim City fast, but still, faster than it is now or things just move so slow. :/


This could require a lot of balancing, but I feel it might be needed for the timetable.

Someone else has already posted these but I'll mention it as well.

Roads get in the way when trying to build underground, its hard to continue building a metro line from where you left off if it ends under a road.
Metro station entrances are not connected to the actual stations, people just disappear into the entrance and then appear on the platform, I didn't know teleportation had been invented yet :p

Yes! Can we maybe have an option to turn roads off when underground as it is hard to attach things on occassions.
 

aaffonso

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Yes, 1km/h is so wrong, same for buses and trams. 5 km route takes 6 hours. In general the game is great and I'm enjoying but some navigation and UI aspects are annoying. I'd list some here:

- I hardly can see where I am on the little navigation map.

- When a line is selected it isn't highlighted as it was in CiM1.

- No names in avenues and no option to name them or label neighbourhoods. This would make life easier in such big maps.

And one more suggestion:

- I wouldn't mind to see those attractive old style buildings from CiM1 added to these new CiM2 modern style city.
 

Rick D

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Got another few after playing for a bit longer.

- Trains should be able to reverse at stations and go back along a dual track line, having to create loopbacks on an elevated railway in a city is pretty much impossible
- Train Depots should be drive in / drive out (have an entrance at both ends) so that a loop doesn't have to enter a depot at the same place it leaves from
- Something does need to be done about the vehicle speed / time ratio, however I don't think speeding up the vehicles will help, as they will then move too fast to be able to see them. Maybe slowing time down would help and have a 3 day week ie. 2 weekdays to one weekend day (I havent played long enough to see how many days there are in a week yet