Cities in Motion 2
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lolozaur




Posts: 26310

PostPosted: Tue, 14th Aug 2012 17:33    Post subject: Cities in Motion 2
GamesCom 2012: Paradox Interactive has announced Cities in Motion 2 for both PC and Mac at GamesCom 2012 in Cologne, Germany.

Building on the transit planning focus of its predecessor, Cities in Motion 2 will offer new multiplayer modes, content and co-op features and is planned for a Q2 2013 release.


Cities in Motion 2 is a transit simulation strategy game, where players are responsible for creating efficient, effective, and affordable public transportation systems for some of the world's most famous cities. By refining and implementing designs for their transit networks, ambitious urban engineers will guide their cities to growth and prosperity while upgrading and maintaining many different vehicle fleets, from buses to ferries to subways. The new title features:

• Growing, dynamic cities with picturesque day-and-night cycles, which adapt to affordable transit with new housing and commercial development
• More vehicles and design options, including roads with dedicated bus lanes and player-managed timetables for transit systems
• New multiplayer game modes, allowing players to co-design the city of their dreams -- or compete for the renown of their citizens

A Cities in Motion 2 teaser trailer has been released and can be seen below.

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Surray




Posts: 5409
Location: Europe
PostPosted: Tue, 14th Aug 2012 18:30    Post subject:
cool

first one is a pretty fun game with quite some room for improvement so we'll see where this goes.
will keep an eye on it for sure.


paradox may release buggy stuff a bit too regularly but at least they still think of the hardcore gamer which is becoming way too scarce nowadays.


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Wed, 15th Aug 2012 16:47    Post subject:
Surray did we play the same game?
The game was riddled with bugs and incompetency.

There was nothing remotely hardcore about it.
Any non-story quests were easily ignorable or you could "game" them to finish them without actually doing them, traffic management was crap, buses and trains really didn't do anything
laying a remotely useful subway meant instantly no more money problems, the city didn't respond to what the player did in any way (all development was preconfigured on dates)


intel ultra 7 265k, 64gb ram, 3070
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Surray




Posts: 5409
Location: Europe
PostPosted: Wed, 15th Aug 2012 17:08    Post subject:
you make it sound like the worst game ever Sad

it was ok and I had some fun with it, and it's not a game targeted at casual gamers as they are not interested in games such as this and many others that paradox has developed and published, that's what I meant.
I didn't play it that much though so maybe I didn't spend enough time with it to discover all it's problems.

looks like they're aiming to improve the shortcomings of the first game with the sequel so I'm looking forward to it. I like to be positive once in a while and not focus only on the negative aspects of everything.


Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Moshi




Posts: 346
Location: Slovenia
PostPosted: Thu, 16th Aug 2012 00:19    Post subject:
Yes it was an ok game with lots of room for improvement, I hope they use it.

But the game became playable only after some patches and lots of mods (more seats inside vehicles, first person camera, ...)
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Thu, 16th Aug 2012 01:22    Post subject:
Surray wrote:
you make it sound like the worst game ever Sad

it was ok and I had some fun with it, and it's not a game targeted at casual gamers as they are not interested in games such as this and many others that paradox has developed and published, that's what I meant.
I didn't play it that much though so maybe I didn't spend enough time with it to discover all it's problems.

looks like they're aiming to improve the shortcomings of the first game with the sequel so I'm looking forward to it. I like to be positive once in a while and not focus only on the negative aspects of everything.


I've got little hope for that. I was positive too, when the game first came out. From the moment the game came out there were people raising issues about traffic, and through the patches, and overly expensive DLC they never addressed it.
Things like no one passing on 2 lane roads causing massive backups or numerous other issues surrounding traffic jams like:
-big trucks trying to turn left never can, anyone gets behind them, they get jammed up
-cars stop on crosswalks during red lights means the people trying to cross them can't causing massive transfer jams
-trams seem to have a much larger traffic blocking area than the tram itself. A tram which crosses the street and stops on the other side (going away from the street) will still block traffic for 2 or 3 body lengths back. Even though there is nothing there and it's going away from the road, not waiting to cross it
-boats were just awful. They would stop a very long time ahead of when they really needed to stop if a boat was coming. Many boats stopped and could have been there and back by the time the AI boat that was coming would have reached there.

Beyond that the gameplay itself had so many issues.
The whole residential/work mix just made any kind of planning pointless. Normally in a game like this, you'd have a residential area and you'd run transit into the work area. But in this game all the residential and work areas just bled together and were on top of one another so all you could really do was slap down half a dozen metro stations and then you had instant massive cash. Every map basically played the same.

There was such a great route building system, but you couldn't build routes like you'd build an actual bus route. If you put that many stops on it, it'd never function well. Buses quickly became full, broke down, etc The only useful bus routes out there were generally point to point or maybe 3 stops at most.

City development was meaningless. If you served an area well with transit, nothing really happened. Most people couldn't even really see a difference in traffic levels. There was no extra development or anything like that. All changes to the city were coded to trigger on various dates.

I tried to like this game, I played through it, got most of the DLC, tried all the maps, etc. but it just disappointed me again and again. I participated in the official forums, and it was clear the developers had absolutely no interest in listening to the players.

The game had potential, they completely wasted it.


intel ultra 7 265k, 64gb ram, 3070
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Fri, 28th Dec 2012 14:43    Post subject:
http://forum.paradoxplaza.com/forum/content.php?1228-Cities-in-Motion-2-%96-Planning-the-levels-%96-Developer-diary-3

About map sizes.... if they truly get that big maps, it's going to be quite cool. Especially if they then have maps which contain multiple cities.

Now just add in dynamic growth based on the transportation efficiency...


Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Sat, 29th Dec 2012 01:09    Post subject:
Quote:
Now just add in dynamic growth based on the transportation efficiency...

And competent traffic patterns, and competent planning, and competent programming..etc.etc..


intel ultra 7 265k, 64gb ram, 3070
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mtj




Posts: 2315
Location: Austria / Finland
PostPosted: Sat, 29th Dec 2012 01:58    Post subject:
Oh, actually the dynamic growth will be in game.

(I assume the traffic patterns would be improved anyway)


Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
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lolozaur




Posts: 26310

PostPosted: Mon, 28th Jan 2013 18:48    Post subject:
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MannyK




Posts: 1405
Location: Brazil
PostPosted: Thu, 14th Feb 2013 20:19    Post subject:
The biggest problem with the 1st one was the traffic.

You could have 100 lines of buses/trams/etc and the city would still be fucking JAMMED
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Fri, 15th Feb 2013 01:36    Post subject:
the other problem was that if you set up a bus route like you'd set up a normal bus route in real life with frequent stops it would just break down. The passenger counts were so low that you could easily fill a bus on one stop and all subsequent stops wouldn't get anyone. It was much better to run point to point bus stops, maybe 3 at most.


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Smikis.




Posts: 1994

PostPosted: Fri, 15th Feb 2013 02:15    Post subject:
lets be honest here, first one was unplayable there is no way around that fact
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Moshi




Posts: 346
Location: Slovenia
PostPosted: Fri, 15th Feb 2013 11:24    Post subject:
Unplayable?

I spet around 100 hours playing it, lots of that time was extended by some wonderful mods, though.

It certianly had flaws but it could provide you with fun as well.
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VonMisk




Posts: 9467
Location: Hatredland
PostPosted: Fri, 15th Feb 2013 12:16    Post subject:
crossmr wrote:
the other problem was that if you set up a bus route like you'd set up a normal bus route in real life with frequent stops it would just break down. The passenger counts were so low that you could easily fill a bus on one stop and all subsequent stops wouldn't get anyone. It was much better to run point to point bus stops, maybe 3 at most.


Oh! So I know now what software they use in Warsaw's public transport department to simulate and create bus and tram routes.


sar·​casm | \ ˈsär-ˌka-zəm \
1: a sharp and often satirical or ironic utterance designed to cut or give pain
2a: a mode of satirical wit depending for its effect on bitter, caustic, and often ironic language that is usually directed against an individual
b: the use or language of sarcasm
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