Spawn vehicles with even intervals on a line?

  • 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.
Feb 10, 2011
3
0
Hi!
I tried the Cities in Motion beta, which was pretty fun. But I think that the game misses a really big feature - the ability to spawn vehicles on a line with regular intervals between them. For an example if I have a busline, I want to be able to spawn buses on it, without having to wait between the spawns to give them some distance between one another. However, if I have a line in the current beta version, they all spawn next to each other on the line. This leads to that a small amount of people gets on the buses that are last in the row, and I get unhappy people at all stations, because it takes so long time until the bus caravan reaches them.
Please fix this until the release of the game. =)
 
Feb 10, 2011
3
0
Nice to see that I'm not the only one to experience this. :) It was really fun to spend money on setting out bus stops, buying busses, building some lines. But then it all fall apart when all people got sad (because my lines where so long), so I had to spend a lot of time to give the busses the right positions on the line. I hope they fix it.
 

delra

Master of Orion
34 Badges
Jan 27, 2008
26.138
543
  • Europa Universalis IV
  • Victoria 2
Maybe it'll be different when private motoring bug is fixed. Vehicles won't be allowed to just blitz between stops, they will be stuck in traffic everywhere and thus won't be able to cut the distance to the vehicle in front of them so bunching together might take longer than now.

Either way, just restart all your lines every year or so to restore spacing. You have to check them for profits anyway.
 

delra

Master of Orion
34 Badges
Jan 27, 2008
26.138
543
  • Europa Universalis IV
  • Victoria 2
There also could be a button to "wait till full". Let's say there's a high-speed train connecting airport with the hotel in the city centre, you'd rather not have it run half-epty either direction wasting energy.
 

Zarine

Field Marshal
134 Badges
Feb 28, 2007
4.830
684
  • Europa Universalis IV: Res Publica
  • Gettysburg
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis III Complete
  • For the Motherland
  • Victoria: Revolutions
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler: Cold War
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Sword of Islam
  • Arsenal of Democracy
  • Hearts of Iron II: Armageddon
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • A Game of Dwarves
  • Commander: Conquest of the Americas
  • Darkest Hour
  • East India Company Collection
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
you'd rather not have it run half-epty either direction wasting energy.

Are you sure that in CiM the vehicles don't use energy when they are not moving ?
Because I had some buses always on the run and one making tons of load/unload and they pay the same amount for energy.

About the spacing, yesterday I saw a Gebbiz saying that "Player vehicles are also spaced much better now."
 

delra

Master of Orion
34 Badges
Jan 27, 2008
26.138
543
  • Europa Universalis IV
  • Victoria 2
They are always moving in the game so it's impossible to see if they use fuel when stopped. It's a feature request so I don't expect to see it till an add-on or CiM2 anyway. Just saying it wouldn't be a bad idea. :)
 

unmerged(18239)

Lt.-Colonel of Guerillas
Jul 14, 2003
7.814
1
Visit site
According to a statement of CO, such a feature is actually not in production but will be taken into consideration.

Their prioritys are elsewhere at the moment.

From the version I use for my AAR it looks like they have changed vehicle. When introducing multiple vehicles on a line they won't all start at the same point. Wait, let me show you:

[video=youtube;tzpL6iUC_3M]http://www.youtube.com/watch?v=tzpL6iUC_3M[/video]​
 

City Builder

Colonel
30 Badges
Jun 20, 2008
806
12
  • Hearts of Iron II: Armageddon
  • Warlock: Master of the Arcane
  • Supreme Ruler: Cold War
  • Sword of the Stars II
  • Sword of the Stars
  • Sengoku
  • Semper Fi
  • Europa Universalis: Rome
  • Majesty 2
  • Magicka
  • Leviathan: Warships
  • Impire
  • Hearts of Iron III
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II
  • Cities in Motion 2
  • Cities in Motion
  • A Game of Dwarves
  • Hearts of Iron IV Sign-up
  • Europa Universalis III Complete
  • Pride of Nations
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Rome: Vae Victis
  • Victoria 2
  • Supreme Ruler 2020
  • Europa Universalis III Complete
  • Cities: Skylines
Wait a sec... So we have basically a traffic simulator game but we don't have the ability to insert schedules into the routes?

Wouldn't being able to schedule the routes thus level out the vehicles? Much like a real life bus route if the bus arrives too early at a stop it sits and waits, if traffic is heavy and they are behind, they try to make up time in any way that they can.
 

Riffraffselbow

Sergeant
17 Badges
Apr 24, 2009
76
8
  • Deus Vult
  • Europa Universalis IV
  • Hearts of Iron III
  • Magicka
  • Ship Simulator Extremes
  • Crusader Kings II
  • Pillars of Eternity
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Prison Architect
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Age of Wonders III
  • Cities: Skylines - After Dark
  • Cities: Skylines
  • 500k Club
  • Victoria 2
Let's hope it's implemented nice (I personally would favorize if the vehicles wait at a end stop or special 'waiting stops' to get the perfect distance (km devided with vehicles = best distance in my opinion)).

Any traffic engineer would tell you that's a very naive solution; a better solution would be to approximate actual time, taking into account traffic loads etc. I don't know about you, but my hub station can have vehicles waiting for a good bit, and spacing them based purely on distance wouldn't help much.
 

Ne0Que

Second Lieutenant
9 Badges
Feb 14, 2011
174
51
www.citymania.info
  • Cities in Motion 2
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Surviving Mars: First Colony Edition
If a time schedule / calculator is not included in the release version of this game. I think that this will be a top priority for modders to make. The community can write it's own mods by extracting the archives and edit script files. I've also seen a 'addon' script that allows people to put scripts in c:/user/<name>/documents/cities in motion/scripts/*.script. Ive read many times that devs didn't support this, but why is it in the script then ? :p