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Goldiva

Second Lieutenant
Aug 22, 2014
132
0
Good to know CO is responsive to this passion. After all most Europeans are supposed to be proud of their tunnel building prowess...

Sweden built longest rail tunnel in the world at Gotthard, complete with contractor's flags
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One of things that made me hover over CiM video journals is the subway stations' underground view. So well done. And the trigger transparency layer simultaneous view of aboveground and underground traffic flow is just so amazing in the genre AND beyond. I would've jumped straight in if custom content was allowed.

I don't think underground-anything is a niche request in a city or traffic sim. Where an overpass is required, there should be a corresponding underpass option, doesn't matter if it is for pedestrians or airplane, under water or under other networks. (Okay, airplane underpass is a little extreme, but hey I'm sure it is moddable, as long as the pathfinding and mod API is in place)

And as to NAM or super transport mods... There is good and bad. Good if new transport/path-finding categories are officially supported from the start. Bad if they are not, as in the case of SC4 and CXL. As a mod/deller I appreciate the epic efforts that went into making new network mods, as a gamer I really don't want to try that hard for troubleshooting which hack caused which problem ain't my idea of fun...

The ideal for me in generating transportation variety, is thus a combination of official-produced "standards" that cover all systems from pedestrian to flight/ water/ rail types from the get-go, which could come in steps, at launch, or via DLCs or expansion packs. And then, we will mod from these stable bases with full official sanction and support.

I was thinking a Hyperloop mod would be totally awesome... Not going to grapple if it is official though... ;)

I can also see CiM being merged with C:SL in the long run; CiM players get more interesting city views and customization, C:SL players get more sophisticated network options. Regardless, I'll be happy if C:SL get officially-produced mini transport management add-ons. Built upon a solid network system foundation, of course.

I guess what is important is letting us know (as early as possible) what is and is not in the plan. There ought to be a sweet spot between what rabid gamers want and what publishers find feasible...
 

BarettaESP

Private
53 Badges
Apr 25, 2014
16
0
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Sorry for taking a while to answer! We are currently looking into tunnels after noticing they are a feature many of you love and wish to be included in the game. Originally we decided to leave out underground roads to make the road tool easier to use. Normally it conforms to terrain, except when dragging road over water, when it automatically builds a bridge. Tunnels might still be a good thing to have, so rest assured we are investigating if they could be added, but I cannot promise anything.

Thanks for the response!
Keep us posted :rolleyes:
 

cd concept

Second Lieutenant
Oct 4, 2014
187
3
Could the reason be why there not having underground road,rail etc.. Is because they could be using a different graphic idea for the land tiles in cities skylines than in cities in motion. The zoning tiles could be the reason tiles could be the reason why there using that graphic idea for the land witch excludes the thought of going underground. I think they should keep the old graphics for the land witch everyone likes find another solution for zoning buildings. If they plop down buildings and props why not building zones the way the use the brush to colour the zones anyway.