• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Butelka64

Major
13 Badges
Nov 29, 2012
580
3
  • Cities in Motion 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Crusader Kings II
Actually the capacity of the depot doesn't need to be modded. It is SERVICE capacity, so that's the amount of the vehicles that can be serviced at a time. It doesn't mean any limit to the amount of vehicles stored there actually.
 

coldo121

Private
3 Badges
Apr 1, 2011
18
0
  • Cities in Motion
  • Cities in Motion 2
  • 500k Club
Actually the capacity of the depot doesn't need to be modded. It is SERVICE capacity, so that's the amount of the vehicles that can be serviced at a time. It doesn't mean any limit to the amount of vehicles stored there actually.

The thing with that though is that cities the size of the ones in CiM2 would have bus depots with high capacities. If you have a depot with 100 buses, around 85-90% of them will be out on the road during daylight hours. The rest will be either sitting unused awaiting peak times and/or be in the workshops being repaired.

At night though, you'd probably find that around 60-70 percent of that 100 will be in the depot as night buses would use less vehicles than daytime routes. The only way to stop buses queueing in the game is to have unrealistic frequencies on the night buses which means lots of buses running around empty wasting money.

If anything, it would be good if you could "add" a depot next to an existing depot in the game where it would become one larger depot instead of a seperate depot with it's own lines.
 

Butelka64

Major
13 Badges
Nov 29, 2012
580
3
  • Cities in Motion 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Cities: Skylines - Campus
  • Crusader Kings II
If you are lacking space in a large depot, you might consider making "waiting platforms" for your buses, using the one way bus-only roads :p Always some kind of a visual trick.
 

Dagon1

Being my own personal Karl Marx
130 Badges
Jun 5, 2008
281
440
  • Hearts of Iron II: Armageddon
  • Hearts of Iron III
  • Europa Universalis III
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Hearts of Iron IV: Colonel
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis III: Collection
  • Stellaris: Digital Anniversary Edition
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • 500k Club
  • Crusader Kings II: Horse Lords
  • Tyranny: Gold Edition
  • Magicka 2: Ice, Death and Fury
  • Crusader Kings II: Conclave
  • Age of Wonders III
  • Stellaris: Leviathans Story Pack
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Jade Dragon
  • Tyranny: Archon Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Apocalypse
  • Crusader Kings II: Rajas of India
  • Victoria 3 Sign Up
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • BATTLETECH - Digital Deluxe Edition
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Tyranny - Bastards Wound
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Tyranny - Tales from the Tiers
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Victoria 2
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
Right now it is smart to have no night schedule, since the passengers dont care if it is night. They still stand around waiting for transportation. -.-
 
Last edited:

unmerged(483155)

Recruit
11 Badges
Apr 25, 2012
6
0
  • A Game of Dwarves
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Europa Universalis IV
  • Hearts of Iron III
  • Victoria 2: A House Divided
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines Deluxe Edition
At this time you can' change it, but the modding tools will be released as a free update in a few weeks and allow you to create your own rule sets. They have the option to modify depot capacities.

I know of a possible working solution, but I would rather not share it due to the EULA and such. :unsure:

Are the mod tools going to be limited to just the XML files? or are any of the other juicy bits in the Unity asset packages going to be opened up for modifying?

Really enjoying the game so far! Very impressed with what you guys have built so far and I am looking forward to more :)
 

stevebone

Captain
20 Badges
Feb 11, 2011
421
1
  • Cities in Motion 2
  • Cities: Skylines Deluxe Edition
  • Heir to the Throne
  • Divine Wind
  • Europa Universalis III Complete
  • Cities in Motion
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
At this time you can' change it, but the modding tools will be released as a free update in a few weeks and allow you to create your own rule sets. They have the option to modify depot capacities.

Thanks for the good news! Can't wait for that :)
 

XanosEU

Second Lieutenant
43 Badges
Jul 4, 2011
155
21
www.alexandernaehring.eu
  • Cities in Motion 2
  • Cities in Motion
  • Age of Wonders III
  • Victoria 3 Sign Up
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Imperator: Rome
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Cities: Skylines - After Dark
  • Crusader Kings II
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
At this time you can' change it, but the modding tools will be released as a free update in a few weeks and allow you to create your own rule sets. They have the option to modify depot capacities.
6 months now - still waiting for modding tools.
Meanwhile, anybody found out a way to mod depot size?
What are you waiting for? They announced rulesets to change the depot capacity, they gave us rulesets to change the depot capacity.So yes, there is a way to "mod" the size.
Just to be sure: You have to be on the newest version (or at least the version where rulesets where implemented the first time (I think it was version 1.2.1)).
depot_capacity.jpg
 
Last edited:

kensternation

First Lieutenant
1 Badges
Sep 28, 2011
232
2
  • Cities in Motion 2
Right now it is smart to have no night schedule, since the passengers dont care if it is night. They still stand around waiting for transportation. -.-

... and there are no plans to fix the issue of scheduling.

Also, while it is not modding you CAN use the ruleset to modify how many vehicles a depot can handle. tools-->ruleset editor--->All Transport types (unless there is a specific type of depot you want to modify).

I know it does not help when creating your own maps etc, but it at least gets you going in the game.
Remember it is a percentage, so 500% would allow 5 times as many vehicles as the default and 1,000% would allow 10 times.
 

ggjono

First Lieutenant
14 Badges
Apr 5, 2013
278
19
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Ship Simulator Extremes
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
At this time you can' change it, but the modding tools will be released as a free update in a few weeks and allow you to create your own rule sets. They have the option to modify depot capacities.
modding tools to create what though ; D just rule sets or capacities or to create vehicles and buildings?
 

Borgscan

Sergeant
13 Badges
Aug 27, 2011
74
0
  • Cities in Motion
  • Cities in Motion 2
  • Cities: Skylines
  • 500k Club
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Galaxy Edition
I don't have a link but it was stated not long after 'modding tools' was announced that actual modding tools were too difficult to create because of the limitations and complexity of the Unity engine (I know this from my own experience with Unity). That's why there are rule sets instead and there probably won't ever be modding tools for CIM 2.
 

eis_os

Major
3 Badges
Mar 2, 2011
609
1
www.bytetransfer.de
  • Cities in Motion
  • Cities in Motion 2
  • 500k Club
Wasn't that quote about the ruleset editor?

My Problem with creating modding tools, no one will stop someone changing the DLC id. Making the whole DLC selling pointless for CIM2 and even the whole Unity 3/4 eco system. On the other hand I don't play Cities in Motion 2 enough so the investment to develop a safe way for CIM2 is justified. Loading own dll into the Unity Engine via own created bundle file, then directly change the game code. Again the same problem, the whole DLC and Steam online system is easier to circumvent then loading/creating a user made model :(