Cities in Motion 2
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Ass_Issues




Posts: 295

PostPosted: Fri, 12th Apr 2013 10:35    Post subject:
yes I agree. I think the price changing so fast and often is due to happiness which is bugged I think. As you said, make a line and by the time the first vehicle makes it to the first passenger on a line that is empty yet they are mad. Here is a little trick i figured out that will help a little. After building the line. Before adding route stops, click the green dot on the upper right to shut off the route first. Add the stops, buy the vehicles, then start up the route, Reason being that once you create the route and add the first stop, the riders consider it to be good to go. So by the time the route is tied together and the first vehicle sent out, it is already late. Because the passengers dont go by how long they waited at first. Its by when the stop should happen. Then they get pissed waiting too long. And yes I agree its not working right. I read there is a bug about passengers waiting at lines that are closed. Another reason the prices change so rapidly, is bottlenecks

A bottleneck will crush your rep big time. And there is no quick fix for it either. Because you have to alter entire routes to deal with certain hot spots. So you end up overcompensating on 90% to deal with 10% Then guess what? That bottleneck moves down the line tothe next route and same deal, after a while you have stops every 30 minutes 24 7 and still problems. and ive tried to build extra lines into the problem spots, but it just brings more people to that instead of away lol. Be nice if you could build emergency back up stations that you can send direct to places to relieve pressure, so you can then make realistic and sustainable adjustments to the route times.

Most of this game is figuring out how the design wants you to do it, and not what logic would tell you should work. Metro lines are a rage inducing experience the underground view is pathetic, and as I mentioned before the view is centered from a straight top down perspective, so when you swing the camera into different angles its all wonky.
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hirschq




Posts: 478
Location: Coromodir
PostPosted: Fri, 12th Apr 2013 13:16    Post subject:
Just keep the prices low (not as low as from the very beginning), this will give you a remarkable boost for your rep and raises the usage of your line (because of the higher rep). The constantly adjusting of prices only keeps riders from comming, even you adjust them only to light green.

And yes before everybody starts with "shite game" or whatever. No I´m not happy with this. The problem is, the game is trying to give you a feedback but the current system is a PITA.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Fri, 12th Apr 2013 13:44    Post subject:
I remember in the first game the fare is supposed to be related to the economy in some vague manner.
But even with my rep rising (now over 55%) the fare still fluctuates randomly throughout the day. The problem is that in the beginning, high fares are important to get ahead. At this point I got 400k in the bank, so I can watch them less, but suddenly they'll tank hard, and it'll complain the prices are in the red. So you spend 5 minutes adjusting everything down and then by the time you've done that, half of them are turning green.

It would be nice if you could just choose a level, and have it auto-adjust to keep the prices in the white/yellow/green whatever you want. Especially since there are so many prices. Start adding zones and you've got to go through and change like 20 prices at once.

The evening/morning rushes are supposed to help you relieve pressure but traffic gets so bad, it doesn't always help.


intel ultra 7 265k, 64gb ram, 3070
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Fri, 12th Apr 2013 13:45    Post subject:
BTW there is R.G.Catalyst release for v1.15 version


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Fri, 12th Apr 2013 14:36    Post subject:
I've also got one intersection where 3 different tram lines go through..
left, right, even with no traffic, dead of the night, every so often, a tram will just get stuck there and cause like 4 lines to back up. Delete that one tram car, and every tram after it will have no issue turning.


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




Posts: 295

PostPosted: Fri, 12th Apr 2013 15:57    Post subject:
ok i figured out a big reason for rep diving so hard. If you get backed up during the day or weekdays. The night and weekend times will kick in and cause tons of people to get stuck. So Im about to adjust and see if it helps. I keep making more and more profit, but as soon as saturday hit, my rep came crashing down, even though im almost to winning the scenario, and will reguardless of rep, odd.

Edit. Yeah that help a lot and will be even more effective on a new build beings I know to watch out for it. 3rd scenario. Right in the middle of connecting 2 hubs separated by rural, and it just ended. They need to get the level of tedium down quite a bit. Messing with each and every time line for every line gets outright painfull. I know there is a copy from function, but it only works per each time zone, so its more or less the same clicks as doing it manually.
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Sin317
Banned



Posts: 24322
Location: Geneva
PostPosted: Fri, 12th Apr 2013 17:39    Post subject:
this game needs a lot of bug fixes etc. before i am going to waste any more time on it. Its sim city AI all over again.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Sat, 13th Apr 2013 02:15    Post subject:
If this was a higher profile game, it would be simcity all over again.
At least the game launches, but if this had as many people trying to play it, I think you'd see a very high level of backlash over it.


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Ass_Issues




Posts: 295

PostPosted: Sat, 13th Apr 2013 18:04    Post subject:
came up with a plan. Start the game,pause, borrow 200,000 go into massive debt. Build metro line in a big loop around the core of the city. By Teusday morning you will be making positive income. and rep will be climing. Seems anything but metro kills the rep, unless its very small ares tying into the metro.
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prudislav
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Posts: 29148
Location: The land of beer and porn
PostPosted: Sat, 13th Apr 2013 18:10    Post subject:
RLD is which version?
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Ass_Issues




Posts: 295

PostPosted: Sat, 13th Apr 2013 19:29    Post subject:
prudislav wrote:
RLD is which version?

1.1.4
there is a small patch out after this release. Mostly multiplayer issues. And Im hearing there is another patch coming end of this week. Seems the developers are in constant contact with customers, and are going to keep working on the game for the for seeable future.
Its a fun game to a point. But you really have to force your way through a break in period.
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Sun, 14th Apr 2013 03:14    Post subject:
it's not really necessary to flood metros if you can be patient.
 Spoiler:
 


This is the second map you get, tiny towns or something.
I started with a double circular loop on the left, and then ran a loop into the industrial park.
Then I added a double loop on the right in the residential area, and then connected them with a point to point run to the industrial area. No more than 2 lines per depot, all lines going back to the depot, no infinite loop, that seems broken.

All lines are 1 hour time, including night, weekend is 1:30 time.
I then added a tram line to connect some high population area to the main bus route, and then also put 2 circular loops of trolleys through the high population area. I also made the two cities two different zones.

Keeping a very close eye on ticket prices, I'm making 17k. I can work my way up to metros. Rep is also rising, slowly.

The game has potential, but as usual the execution is not good from this studio.


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




Posts: 295

PostPosted: Sun, 14th Apr 2013 04:17    Post subject:
well the loan system is broken, so there is no penalty to borrowing say 300 grand and putting in the metro right away. Even at 195% interest, it decreased my profits by 0. In fact profits soared up to 350k per week lol. As not to ruin it for those that give a shit.

 Spoiler:
 
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Sun, 14th Apr 2013 04:44    Post subject:
Metro was just as OP in the first one. People struggled desperately to make money with bus and trams, and they really couldn't. In this one, It seems a bit easier to make money with bus and trams, but the metro is still really over powered. I already have a metro in my first city. You get sent back to that one right away, by the end of the second go at that city, I was making 400k+/week

After another hour doing bus/tram on this second city I'm at 50k/hour.
Getting up to to the level where I can pay for my own metro with no loan.

But the metro is still broken..no multiple stations like last time, the whole crossover track thing is just a kick in the teeth, and the depot requirement for them is crap.

and here is a great question..wtf does a pedestrian road need to create an intersection in a car road?

and "cannot build in water" is some generic error message for unable to build a metro track..even if it's on ground..
I was building this big loop.. and it said it was too long. So stopped it short and planned to add to the end to finish it off.. can't do it. Doesn't matter where I click on the track, above or below ground I can't add anything to it or even connect to it. and since it's once huge long line, if I delete it, it deletes the whole thing (I might normally stick a branch somewhere to allow me to delete just part, but I can't add anything) even if I start off the track and try to connect to the big piece.

Woo just blew half my bank making that line too.


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




Posts: 295

PostPosted: Sun, 14th Apr 2013 05:11    Post subject:
yup got that bug too. when you try to connect to a line after its set, as to not delete the entire line, says cant build on water. I will make a save just for the metro construction and save often during. One wrong click and you are ruined
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Sun, 14th Apr 2013 05:12    Post subject:
The first map I never really had this problem, but this second one seems bugged. I made a shorter line, and no matter what I do, I can't put a little loop at the end. or even attach anything else to the end of it. Even when I was building the shorter loop I couldn't get it to loop back on itself.

and how stupid is it that you can raise the metro depot..but the track doesn't raise??? wtf is the point of building a 20m high metro depot..if the tracks are still on the ground.

I ended up building the metro above ground.. just couldn't get it to work underground..broke..but it's busy.. magic floating metro FTW!

I really don't know how it is they managed to make this game look worse than the first..
The first one had great stations.. they looked like stations..now you just place a ticket booth and it magically puts a ground level entrance somewhere and people are magically transported between them..even when your metro station is ground level..


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Ass_Issues




Posts: 295

PostPosted: Sun, 14th Apr 2013 13:37    Post subject:
yeah I found a way around that bug but its a PITA. I finally managedt make the connection. It seems on the island section if you divide the connection at all, it wont let you reconnect to it. So beginning from the island Deopot, and one line till it crosses to the mainland area. Over there its fine, you can piece it together as designed. But once you loop back to the island for the reconnection, it has to be a one shot deal, or you are fucked. You can single click and make turns and what not, but if you double click and set the track before its back at the depot you are screwed.
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Lathieza




Posts: 7146
Location: NL
PostPosted: Sun, 14th Apr 2013 13:55    Post subject:
Okay i agree the game has flaws but the problems you guys describe when building metro lines are hillarious. Just build them underground and let some tracks come up outside the city for you service depot. It really isnt that hard.


Empty again Sad
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Sun, 14th Apr 2013 14:34    Post subject:
Lathieza wrote:
Okay i agree the game has flaws but the problems you guys describe when building metro lines are hillarious. Just build them underground and let some tracks come up outside the city for you service depot. It really isnt that hard.


I was building them underground..
They just wouldn't function on the tiny town map. If i tried to connect a loop or stop it and add more later it just wouldn't happen underground. I had to bring it above ground to make it work.

First map never had that problem so I know how to do it.


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Ass_Issues




Posts: 295

PostPosted: Sun, 14th Apr 2013 15:27    Post subject:
yeah man its a bug on that map in one large area it thinks its water. And btw On the return trip to city 1 I went full retard borrowed 1 million. Placed 3 metro lines. Unpaused and by 24 hours game time I was rich and beat the scenario. Didnt even get a chance to see how traffic panned out over time, I mean my god wtf is going on?
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Ass_Issues




Posts: 295

PostPosted: Tue, 16th Apr 2013 17:50    Post subject:
OK I beat the campaign. The south city was "hard" to start going. As in it took a lot of time to recoup the initial loan. But just time nothing more. There was massive issues with my network, but no penalty for it. I zoom in to the highway area and literally see thousands of people walking. Showing vehicle was full, or took to long. As a result these people after missing one stop decide to walk to the other end of the city without seeking any other method along the way. Like Ill deny you that 1 dollar bus fare and walk 20 miles instead. I mean come on. So its too casual too seek problem areas and deal with them. Either do it or dont, doesnt effect the end results. Yes rep takes a hit, but never once was there a requirement to keep rep up to win, or even more important, lose. You would have to put more effort into forcing the game to make the mission end at a loss than it is to win it.

Goals are too easy to reach. Every mission were you return to a city ends in 15 minutes or less real time. One ended immediatly, because i had already reached the goal WTF?

It was fun as far as tinckering around with stuff, and It has the you can always do something better factor. But human nature leads you to be like water, taking the easiest path, which is too easy in this case.

Needs more feedback about problem areas, and more penalty for those problems. Although a can understand if there is rage induced if hours are spent building networks doomed to fail, because you cant see in the future.

More feedback about how large groups end up at just certain stops would be nice.

Over all its a nice game to mess around with, but as far as a gaming challenge it falls short.
There is good potential with it though, so how far it evolves well just have to see. But as far as my involvement goes at this point, is im done with it unless some major game play changes are made, and I hope they are made id like to give it another chance. It could be a really great game, but more work is needed.
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scaramonga




Posts: 9800

PostPosted: Thu, 2nd May 2013 17:25    Post subject:
Patch notes 1.2.1

New features:

New feature: Scenario editor
New feature: Ruleset editor
New feature: Support for sharing files in Steam Workshop (Steam Workshop available next week)

Fixed bugs:

Fixed bug: Passenger circling around a stop forever
Fixed bug: Citizens do weird interchanges in specific locations (With old saves reactivate the lines to get it fixed)
Fixed bug: Tram jammed at intersection
Fixed bug: Blue ticket price color is too close to background color
Fixed bug: Kicked player can write chat messages to other players
Fixed bug: Too long chat message causes problems
Fixed bug: Wrong camera angle when starting map editor if previously used editor camera mode
Fixed bug: Rear lights don't work in trolleybus "Pavlov Krushova"
Fixed bug: Error message about division by zero when map contains exactly 2 km long road segments
Fixed bug: Company logo has wrong colors on MAC
Fixed bug: Screen stays white at startup if there is no network connection but steam is not in offline mode

Improvements:

Improvement: Timetable precision changed from 15 minutes to 5 minutes
Improvement: Number edit controls get faster when holding up/down button long
Improvement: Show icon in tooltip when using bulldozer
Improvement: Travel time estimate adjusted
Improvement: Route time estimate more accurate
Improvement: Line deletion with bulldozer has confirmation
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crossmr




Posts: 2966
Location: United Kingdom
PostPosted: Fri, 3rd May 2013 01:40    Post subject:
More or less what I've come to expect from them.
They fix some superficial bugs without actually getting at core issues with the game. They give the appearance of actually caring but in reality, they don't want to actually make the game better for the customer.


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Ass_Issues




Posts: 295

PostPosted: Fri, 3rd May 2013 06:59    Post subject:
well actually the developers are very active in the forums, and respond to any valid suggestions. If you add that in with the last patch.
1.1.6

-New feature: Edge mouse scrolling (Can be turned on from the control settings)
-New feature: Quicksave shortcut (Default: F5)
-New feature: Display number of transported passengers for lines, stops and vehicles

-Fixed bug: Citizens don't use the closest stop when interchanging lines (With old saves reactivate the lines to get it fixed)
-Fixed bug: Sometimes ticket price panel suggest you have lower generic prices than vehicle specific prices
-Fixed bug: Spacebar repeats last button click
-Fixed bug: Missing text when a trying to kick a player out of the game
-Fixed bug: Height tools in mapeditor decrease framerate until mouse button is released
-Fixed bug: If timetable has multiple departures at the same time, only one vehicle is dispatched
-Fixed bug: Stops can change number when editing road under them
-Fixed bug: At some locations placing a stop bulldozes adjacent building
-Fixed bug: After line is modified citizens can use wrong stops (even waypoints) until line is paused and reactived
-Fixed bug: Number of waiting passengers at stop turn negative when line is deleted
-Fixed bug: If mouse zoom is disabled, camera movement is slow until you use keyboard to zoom
-Fixed bug: Broken file in the cloud causes empty load game window

-Improvement: Minimap viewport frustum indicator clearer
-Improvement: Underground view display the grid with thinner lines
-Improvement: Green ticket price colors are more easily distinguished
-Improvement: When constructing roads in map editor allow automatic removal of overlapping buildings

Though I havent tried the campaign again. Ive been goofing around with a blank custom map, and going to try to fill the entire space with nothing but sidewalk, trams and metro. lol. So far its going well, I cant play with unlimited money though, just no reason to play like that, so it will be some time before its done. All sidewalks means no stoplights or any other option but to walk or ride my system. mwahahah.

I guess with the custom rulesets, and the soon to be released mod tools, they want to see what the community can do with it.
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Fugen




Posts: 2219

PostPosted: Mon, 7th Jul 2014 20:21    Post subject:
Cities.in.Motion.2.v1.6.3.Incl.11.DLCs.Cracked-3DM


chill out man, life is beautifull...
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