• 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.

Co_Karoliina

Developer
Oct 1, 2010
548
746
www.colossalorder.fi
Oh, now I understand what you meant about the timetables! The tabs aren't that well tutored, sorry for that. Your version looks really nice, the only thing about it would have been issues with space when there are many timetables. The tabs do basically the same thing, but I like your version too. I'll see what we can do about the camera and the road building, I'm sure both can be improved but they aren't our top priority right now. But don't worry, they are marked on the wish list so the ideas are safe and will be checked when the publishing rush is over!
 

unmerged(718970)

Corporal
1 Badges
Mar 28, 2013
37
0
  • Cities in Motion 2
Wow, did I see this right and every single suggestion / problem brought up here was answered?
I'd honestly pay double the price for the game just to show you guys how I appreciate that sort of honest and open communication.

me to man. this is how it should be done by all game companies :laugh:
 

CptBanzai

Private
18 Badges
Mar 5, 2011
16
0
  • Cities in Motion 2
  • Cities in Motion
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Prison Architect
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Stellaris: Distant Stars
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Apocalypse
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Pillars of Eternity
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • 500k Club
Some suggestions to make the game better.

1.Tutorial metro line
- Many people are facing difficulties when creating a metro line, the tutorial isnt being very specific in how to create a metro line.

2.Underground View without Roads
- In the underground view, the road are still showed on the screen its very hard and almost impossible to create a metro line because the roads are still showing in underground view thus making it hard to identify the metro track.

3. Automatic Loop tracks for Metro
- Its very hard to make a loop for the metro to turn around an automatic function would be welcome

4. Metro track colour option
- Its very hard to see if the metro track is linked together or not in underground view. Sometimes loops were not linked together because they were on different heights in underground view but its hard to see maybe add an colour option that makes it easier to see if a track is fully connected and not broken.

5.More levels for Underground view button
- it would be nice if there were more views for different heights of the underground view.

6.Improvement of the User interface
- An option to change the way the user interface shows on your screen. It's placed at the right corner and an option to change it to the top left like the old vertical user interface in CiM1 would be a nice feature and would be more user friendly, the new one takes more time to browse around to find what you are looking for.
 

huangyihe

Private
13 Badges
Jul 20, 2012
11
0
  • Cities in Motion
  • Cities in Motion 2
  • 500k Club
  • 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
  • Prison Architect
  • Cities: Skylines - Campus
After playing it for a while I think I start to realize your intention of leaving out station halls and stairwells for underground metro stations. Now having multiple lines intersecting with each other is indeed much more doable and easier, because people simply teleport and therefore no interchange overhead any more... Well, I have to say it is a compromise... But at least please make underground stations different from ground level stations, especially the lighting. I can't believe the lights in underground stations are turned off during day time... I think an island station is a must-have for underground metros, so please add it if it is in anyway possible to do.

Thanks very much for the offer to fix the underground view issue in upcoming updates! I really like the way you interact with us, and that's what convinces me of keep buying your games :)
 

unmerged(365384)

Recruit
2 Badges
Aug 17, 2011
4
0
www.nblackburn.me
  • Cities in Motion
  • Cities in Motion 2
  • ADD: Low quality vehicle models, could you improve this for higher graphic options?
  • ADD: Fake reflections, could you add real reflections for the higher graphics options?
  • ADD: DX11 support, for newer systems as it offers more features and is more optimized than DX9 (better performance if used right)
  • FIX: Water seems too blue
  • ADD: A underground view without roads as they can get in the way when getting subways to follow the roads structure.
  • ADD: UI scale for smaller resolutions would be nice.
  • FIX: Selecting smaller objects on top of larger ones can be frustrating.
  • ADD: Add a data layer for how busy stops are so you can consider spreading out the load by adding more stations.
  • BUG: Mouse scroll occasionally locks up.
  • BUG: Scrolling occasionally zooms in at closest level creating the illusion theirs only close and very far levels (Q & E still function as normal).
  • BUG: Tress can spawn in the road.
  • BUG: Shadows sometimes flicker.
  • ADD: More variation on textures and some models (asphalt, apartments, bridges, grass) making every city look similar in the end.
  • ADD: Water effects around bridge struts like what happens with islands.
  • ADD: Weather effects (could effect delays and cause accidents)?
 
Last edited:

sdark

Private
27 Badges
Apr 2, 2013
19
0
  • Cities in Motion 2
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Campus
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • Teleglitch: Die More Edition
  • Stellaris
  • Cities: Skylines Deluxe Edition
  • Leviathan: Warships
"All vehicles seem to have headlights on all the time."
This was a choice we made, that's how headlights have to be used in Finland. It's illegal to drive without your headlights on.

Could it not have been just as easy to add in an option to the settings menu to have something like "Headlights Day/Night Cycle"?

Just a suggestion :)

Rather than not appear at all, it would be nice to be able to toggle them on and off at will. Sometimes roads are a good reference point to have. Or maube have roads slightly transparent and not selectable with any tool.

Would it not just be easier to set an alpha channel and make the roads semi-opaque? (configurable via settings menu perhaps).

A few suggestions from me (apologies if they've already been mentioned elsewhere):

- Could really use some better financial analysis reports, such as profit/loss on a per line or even a per stop/vehicle basis. All graphs I feel need to be bigger in scale to be clearer.
- Bus Line > List of stops > Could we substitute the text for unhappy customers for permanently displaying the number of people waiting to be picked up. Perhaps you could make the happiness status as a tool tip and colour the text the appropriate colour or even just pop the unhappy face icon at the end of the stop number or something.
- Schedules > Copy From > really I feel there needs to be a checkbox here to copy the entire schedule over. Gets a little tedious having to click each tab in turn and clicking the Copy From button.
- Depots > Vehicles > would be nice to have a little more detail in here, such as vehicle type and capacity when sat in the depot awaiting assignment.
- Ticket Inspectors > I think something really should be addressed about these guys, I had 6 lines running with 80 ticket inspectors and they were only catching 10% of the dodgers which, by the end of one month, saw Students dodging buying a ticket by 100% - totally unreasonable given the number of running lines and vehicles. This worked out that I had 2 inspectors for each vehicle on the network. I want to ask, can we recruit the students and sack the inspectors to stop the ticket dodgers??? Ticket Inspectors are rubbish at their jobs :p
- Notifications > I feel there should be some form of notification when something happens to the economy which may mean you're going to see a drop in turnover. I was sat wondering why all of a sudden my revenue dropped to half the normal over a few weeks to find that the economy had dropped to a recession - could've warned me it was on the decline!!
- Also, would be nice to be able to change vehicle/company colours from within the game... sometimes one just gets bored of purple and pink and wants to change to something more soothing like orange and lime green :p
- Finally (for now) the only real bone of contention with me is the ticketing system, I feel much more could have been done to simplify this and avoid to having to constantly micro-manage the pricing (I'll elaborate once I've worked it out)

Steve
 
Last edited:

unmerged(272669)

Recruit
2 Badges
Feb 22, 2011
6
0
  • Cities in Motion
  • Cities in Motion 2
I'm getting a bug with Steam Cloud synchronisation. I have savefiles created on my Windows partition: on trying to open the game on Mac, it syncs to around 40%, freezes, then fails (Steam displays the "could not synchronise with Steam Cloud" message.)

I haven't had a poke around in the savefiles to see if it might be the size causing it, but I thought it might be worth bringing to your attention. (If it could be made to work, Steam Cloud would be a massive improvement over the first game!)
 

llamawithscarf

Recruit
45 Badges
Nov 16, 2012
1
0
  • Cities in Motion 2
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis IV: Third Rome
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Common Sense
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Cities: Skylines Industries
  • Prison Architect
  • Magicka
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Cities: Skylines - After Dark
I'm not sure if you already can do this, but upgrading roads? I had a situation where one of those 4 lane wide roads with side walks that only lets vehicles use the two middle lanes. The traffic became very clogged on it so I decided to upgrade it to the version with buss lanes on the sides. But I couldn't figure out how to do this without tearing down the road, including the buss stops on it. I guess It would be nice to be able to just upgrade a stretch by either dragging a new road type over the current one, or just pressing a button that does it automatically.

Or maybe I'm just missing out on some feature that already does this? Anyway, great game so far though :)