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sekorulez

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I tried to create an overview of all the wishes currently expressed in these forums. Please lett me know if anything is missing or is beeing misrepresented. For the bug overview see http://forum.paradoxplaza.com/forum/showthread.php?686340-Bug-overview.

Map editor/Maps
- Tool persistence
If I have the one way road selected, and then switch to terrain tools, when I switch back to build roads it should still have one way roads selected.
http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order

- Improved bulldoze.
Often times we need to make corrections. We should be able to hold down CTRL or something to temporarily have the bulldoze tool. Less switching back and forth that way.
Sometime you also like to bulldoze a section. Perhaps bulldoze could also be a brush, not a single item select.

http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order

- Multiple intersections with one click.
If I am building one road and it crosses multiple other roads I should be able to do it with one click and automatically create an intersection at each one. Doing it one at a time is time consuming.
http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order

- Improved manual building placement
It would be nice to be place new building snapped to the road without the need to rotate them. Off course this needs to be optional zo you can choose to use this option or not, keeping the flexibility we have right now.
http://forum.paradoxplaza.com/forum/showthread.php?684335-Editor-features-!

- Improved building generation
The generating buildings option is very usefull. It’s eliminates the need the set every building on by one. However recreating real cities is impossible.It would ben ice to at least select regions of industry, houses, offices, of a mix to minic the real city (or for inmaginary cities mimic your own creativity).
http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order
http://forum.paradoxplaza.com/forum/showthread.php?684335-Editor-features-!

- More texture variation
http://forum.paradoxplaza.com/forum/showthread.php?684335-Editor-features-!

- More building variation
Also missing airports, train stations, theme parks (aka the normal hot stops to help you get started)
http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order
http://forum.paradoxplaza.com/forum/showthread.php?680350-The-Perfect-Game-A-Positive-Critique
http://forum.paradoxplaza.com/forum/showthread.php?684363-Lack-of-building-diversity

- Setting building inhabitants
http://forum.paradoxplaza.com/forum...Multiplayer-quick-impressions-and-suggestions

- Adjustable water levels
http://forum.paradoxplaza.com/forum...Multiplayer-quick-impressions-and-suggestions

- Oneven lane roads
The abilty to have a different ammount of lines in one direction then the other is msised.
http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order

- Fences
http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order

- Pedestrian walkways
Let us choose whether we want an road crossing or not when attaching a walkway to a street. And please, make them available in smaller width. Fixing this would also give us the ability to do elevated / submerged road crossings.
Also the need of stair is part of this whish

http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order
http://forum.paradoxplaza.com/forum/showthread.php?682068-Idea-sharing-Introduce-new-type-footpath
http://forum.paradoxplaza.com/forum...-of-issues-with-CiM2-some-ideas-for-solutions
Status: CO shown interest

- Replace road
Change a piece of road by a different piece of same width. Tof or instane replace a road with 2 lanes by a road with 1 lane and 1 buslane.
Also changing the one way direction easily would ben ice.
Important both in the editor and ingame.

http://forum.paradoxplaza.com/forum/showthread.php?686217-Removing-driving-option-for-CIMs
http://forum.paradoxplaza.com/forum/showthread.php?684502-Express-road-issues-in-Map-editor

- More intersection variation
Right now al intersections get traffic lights. Except if it’s a fork in the road with only on direction. Hover not every intersection in my neighbourhood has trafic lights. As most of them don’t.
Allow to use traffic ligts, give way signs, stop signs, etc... to give more variation. An intersection with trafic light should work faster is cases of low traffic.
Also it’s nice to be able to change the right of way as it should be handeld differently on a round about. On the roundabout the traffic on the round about has the right of way, not the traffic approaching it.

http://forum.paradoxplaza.com/forum...-Limitations-An-open-letter-to-Colossal-Order
http://forum.paradoxplaza.com/forum/showthread.php?681226-Dictate-quot-right-of-way-quot
http://forum.paradoxplaza.com/forum/showthread.php?683808-Traffic-Lights

Gameplay
- Copy the whole timetable not on section

- More vehicle variation
More variation to support play style and strategies would be nice.
http://forum.paradoxplaza.com/forum...-of-issues-with-CiM2-some-ideas-for-solutions

- Campaign victory cuts gameplay
The cutoff when finished a scenario is to abrupt. Perhaps there is nicer way to tell you have won.
http://forum.paradoxplaza.com/forum/showthread.php?684673-cut-off-much

- Improved realic campaign goals
http://forum.paradoxplaza.com/forum...2-Objective-already-completed-before-I-got-it

- Change vehicle color, company name and logo in game
http://forum.paradoxplaza.com/forum...hange-the-colors-of-vehicles-in-existing-game
http://forum.paradoxplaza.com/forum/showthread.php?686270-Improvement-requests!

- Visibly shown buildings or objects that get destroyed by action
Visibly shown buildings or objects that get destroyed by action like building a road. Right now you would have to look at the building cost to see. I would be nicer to have the buildings that will get destroyed light up, for instance in red. So there is a more visual confirmation of what your building/changing.

- More control over the drive time schedule
Customer statisfaction is partially based of the driver ariving on time. On long routes it’s hard get this right because it’s calculated by the system which can not take into account al the possible delays there are on a route. More control over de drive time schedule would allow to calculate in certain reaccuring delays. Also this would allow to make a more accurate schedule as a generic caluclation could never take into account al the details that influence the actial driving time.
http://forum.paradoxplaza.com/forum/showthread.php?684541-Guide-To-Costumer-Satisfaction
http://forum.paradoxplaza.com/forum/showthread.php?681945-1-km-h

- Cim should use first possible line
When there are 2 lines along the same number of stops. The Cim will wait for the line it has chosen. Even if an other line going to the same designation stop comes first.
http://forum.paradoxplaza.com/forum...Multiplayer-quick-impressions-and-suggestions
http://forum.paradoxplaza.com/forum/showthread.php?627288-CIM2-requests-and-suggestions

- Use the same stop twice
http://forum.paradoxplaza.com/forum...Multiplayer-quick-impressions-and-suggestions

- Trams and metro’s reverse at end station
Trams and metro’s usually have two driving cabins. One on each side.This is because they ca drive both ways. Right now we need to build some sort of loop, which can be a hastle sometimes. It would ben nice to have an option for these vechile type to reverse (changing lines of course), just as they already do in a depot.
http://forum.paradoxplaza.com/forum...Multiplayer-quick-impressions-and-suggestions
http://forum.paradoxplaza.com/forum/showthread.php?680350-The-Perfect-Game-A-Positive-Critique
http://forum.paradoxplaza.com/forum/showthread.php?680083-Compiled-list-of-UI-issues

- The ability to sell advertising space on your vehicles for money.
http://forum.paradoxplaza.com/forum...Multiplayer-quick-impressions-and-suggestions

- Metro’s in the city
Trams can run on metro tracks. But the other way arround is not possible. Therfore is not possible to drive a metro trough the streets. This could a nice option, making to two systems interchangeble.
http://forum.paradoxplaza.com/forum...Multiplayer-quick-impressions-and-suggestions

- The ability to set some stops as set-down only or pick-up only.
http://forum.paradoxplaza.com/forum...Multiplayer-quick-impressions-and-suggestions

- Changing the default schedule

- Mutiple entry points to metro station
http://forum.paradoxplaza.com/forum/showthread.php?685002-Suggestion-More-entrances-for-metro-stops

- Driver camera view
http://forum.paradoxplaza.com/forum...ver-s-seat-Make-the-camera-follow-the-vehicle

- Use more than one depot
being able to either use more than one depot per line, or to manually set stops other than the first one as "control points", so that you can depots can dispatch vehicle there at the proper time. The whole point is that, unlike real life, in CIM2 you can't control the return trip.
http://forum.paradoxplaza.com/forum...7-Suggestion-use-more-than-one-depot-per-line
http://forum.paradoxplaza.com/forum...t-schedule-waypoints-quot-an-idea.&highlight=

- Make a station load or unload only
One feature request I keep forgetting to post about is marking a station as "unload" only and the other way around. This would be useful when making terminals and could help ease the problem of having a queue at the first/end station in a loop due to one vehicle waiting for its departure (which could be hours for some lines), not allowing other vehicles to unload.

Multiplayer
- Dedicated servers
http://forum.paradoxplaza.com/forum/showthread.php?685336-Question-regarding-multiplayer

- Join a running game
http://forum.paradoxplaza.com/forum/showthread.php?685336-Question-regarding-multiplayer

- Ping an other player
I'm posting is the lack of being able to point at anything, or really any tools to see what the other person is doing. I'd like a "Ping" option to be able to highlight a part of the minimap / world so I can, say, point at a road/intersection and not have to try to describe the location of everything.
http://forum.paradoxplaza.com/forum...uggestions&p=15385922&viewfull=1#post15385922
 
Last edited:

sekorulez

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Great you liked it.

I'm still hoping more people would respond to get a complete overview. And hope CO would inform on which point they are working on. Hopefully this helps the information flow. Giving more insight to both developers and gamers

@func_door could you also tell on what thread I can find that...then I can link that to.
 

djw2000

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You also missed off a long hoped-for request for island platforms on 4-track metro sections, in order to allow fast and slow trains to stop in the same place, as well as cross-overs between tracks. There is also the bug that, if a track diverges from a 4-track section, the right hand track will invariably branch off, rather than being a junction.
 

sekorulez

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@djw2000 could you please add a link to where this is discussed. So I could read about it and refer to it. Searching on this forum is very dificult, almost impossible.
 

Lord Vetinari

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Another feature asked quite frequently: being able to either use more than one depot per line, or to manually set stops other than the first one as "control points", so that you can depots can dispatch vehicle there at the proper time. The whole point is that, unlike real life, in CIM2 you can't control the return trip.

My suggestion here: http://forum.paradoxplaza.com/forum...7-Suggestion-use-more-than-one-depot-per-line
Also discussed here: http://forum.paradoxplaza.com/forum...t-schedule-waypoints-quot-an-idea.&highlight=

And I remember another copule of thread on the same topic, but I can't find them now.
 

Senap

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One feature request I keep forgetting to post about is marking a station as "unload" only and the other way around. This would be useful when making terminals and could help ease the problem of having a queue at the first/end station in a loop due to one vehicle waiting for its departure (which could be hours for some lines), not allowing other vehicles to unload.
 

sekorulez

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thx for the sugestions, I added them
 

sekorulez

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does anybody have additions or requests?

What issues has the most priority do you think?
 

gsandi

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The game is already by far the best simulation of urban transit on the market. To make it truly great, however, here is my prioritized list of improvements - and yes, I'd be willing to pay for them (within reason):

1. Stub terminuses for trams and metros.
2. Railway stations - both stub (like the mainline stations in London and Paris) and pass-through (like the Hauptbahnhof in Berlin).
3. Railway lines and highways/expressways running beyond the edge of the map, to transport people in and out of the city.
4. Airports, if possible with airplanes taking off and landing.
5. Distinctive public buildings and monuments, to make the cities more believable. Parliament building, city hall, major and minor churches, towers, several types of bridges. Such buildings are landmarks, and should not be subject to automated up- (or down-)grading.
6. Modding tools, so that the community can create improvements when Paradox does not have the time and manpower to do it.
 

kellergeist79

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I would add to the list:

Enhanced timetables:
- more custom options when the given tabs are used up and you need more specific departures. The best way would be to change the custom tab in that way, that you can type in as many individual times as you like. The other tabs would stay as they are.
- Ability to shorten the routes for selected departures: here you could pick up the last stop for this from a menu, after the vehicle has arrived there it would either go straight to the depot (shortest possible way), stop 1 or to another stop of the route to go back. It would be very usefull in rush hours or in the evenings.
- in line view possibility to select stops where a vehicle has to wait for departure if it is too early. Does only make sense if we can adjust the times between the stops manually.

Depots:
- in game color customization for vehicles could be adjusted in the depot to allow different colors for different lines.
- ability to set the lowest vehicle condition for starting vehicles to take off vehicles with low condition from (looped) lines and exchange them with high condition vehicles to avoid break downs. It would be up to the player whether to risk breakdowns or not.
- better handling of vehicle capacity classes on looped lines: for departures where a specific capacity is set up in the timetable, a vehicle of this class should be sent out on route and others shound go back to depot. Only if there are no vehicles of the set up class in the depot, vehicles with other classes should stay on route. Actually this does not really work on looped lines (depot - A - B - C - A - depot)

Stops:
- service-only stops with no passenger exchange, usefull for end stops. Not only for busses and trams, also for metro
- exit-only stops
- on-demand stops
- Ability to expand stops to allow more vehicles to exchange passengers at the same time. Could be implemented easily by ust adding a second (or even third) stop just behind and dealing with these connected stops as one big stop.
- If a vehice is waiting for its departure and another one just left the stop, it should be able to move forward to the first stop position and keep on waiting there.
- Metro entry points (the "toiletts") should be moveable, but of course only in a radius that makes sence.
- Middle-platforms for trams and metro, double-middle platforms for metro or mixed metro/tram-stops. With this, vehicles would be needed with doors on both sides.

Path finding/Cim behaviour:
- Higher priority for direct trips would minimize sensless interchanges
- Timetable awareness: if there is no scheduled departure of a line in the next time (e.g. next 4 hours at 100% speed, one hour at 25% speed etc), the line won't be taken into account for the calculation of the cim's route. With this improvement special night networks and special rush hour services would be possible

Statistics and lists:
- possibility to sort stops, lines, vehicles in the lists. Now e.g. if you have more than 10 lines for a vehicle type, you have to search, they are not sorted at all, even not by numbers...

This, and other mentioned things in the first post would make Cim2 out of a good game a perfect game. Even with all the additional details it would still be playable for casual gamers too.

Edit: wow, didn't think that it would be that long as I was writting;-)
 

Carajp

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I really, really agree with changing the road type. In a city with shocking cross-bridge traffic jams it took forever and cost a fortune to knock down and rebuild the bridge just to add bus lanes*. I mean, it's only repainting a road! I very often want to add bus lanes, or change one-way streets to two-way or vice versa. It's so much hassle I usually don't bother.

(*The cars seemed to mostly ignore that the new lanes were bus lanes actually, so I didn't get a whole lot further....)
 

K-4U

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What i really liked in CIM 1 was that you had an overview of all the lines, including how much money they were making.
Also, at the end of a year, you would receive an overview of your lines, also stating which was the most profitable and the least profitable. I kinda miss that now.