All Cities In Motion (1&2) Catch-all

Tagging, and thanks clever id for the mods sections you got. Trying to finish the first campain so far. I'm at the 6th one of the campain, if that's what they are call. Vienna? but in the 2000 era, need to go Green.

So far, it's relaxing, and make time fly by, it's crazy.

But.. about those mission, or tasks, I do finish a few early, and it's sad they don't give you a new one right away when you are done with them... you need to wait.

Yeah, thats pretty much how I was dealing with it.

Also, today Paradox announced another DLC, "Cities in Motion: U.S. Cities".

[size=10]Details:
The expansion includes two new cities, New York (night map) and San Francisco (day map).
A new campaign and scenario missions.
5 new vehicles.
Two new transport systems: cable car (type of tram) and trolley buses (powered from overhead cables).
New buildings and landmarks (the Statue of Liberty, Empire State Building, Golden Gate Bridge and Transamerica Pyramid can be seen in the trailer).[/size]

Also, I hunted down a few mods but haven't tested them all out yet. Some of the mod links in the general mod link require a paradox account and you registering games with the forum. Description quotes are from the mod site.

Vehicles Redone Mod 1.0

[size=10]Vehicles Redone Mod significantly changes vehicle statistics (eg. capacity, speed or fuel consumption) and modifies the timeline (DLC vehicles appear when they should, vehicles do not disappear with time). The main purpose of this mod is to make the game somewhat more realistic, yet it is not meant to be an absolute realism mod.

Major changes include:
-vehicles in general can carry more passengers, are more diverse and are somewhat more profitable;
-fuel and electricity consumption is proportional to vehicle size and speed;
-newer vehicles tend to be faster, more energy-efficient, attractive and reliable compared to the old ones;
-vehicle price is dependent on all major vehicle statistics;
-articulated buses and double deckers carry significantly more passenegers than normal buses;
-Toyoka Juutai is now an electric vehicle, while Maurice Futura is now a hybrid vehicle;
-trams tend to be faster, more capable and notably more expensive than buses;
-capacity of trams and metro trains is largely dependent on the number of carriages;
-metro trains can carry significantly more passengers, tend to be faster and are much more expensive;
-waterbuses vary significantly between each other and tend to be slower;
-helicopters can carry less passengers, but are faster;
-DLC vehicles instead of being available in 1920, appear at suitable year;
-all vehicles remain available until the end of game;
-some vehicle appearance years have been tweaked.[/size]

Vehicle Realism Mod V4 .3

[size=10]Anyways, I changed almost everything, because Vehicle Realism Mod didn't respect proportionality of passagers/fuel/price, some vehicles became totally useless, (more fuel, less pass and higher price although it was not the case in the original game...)

Check the screenshot for more info.

This version also has realistic names for every vehicle except Crescenta T4 (couldn't find it)

The only proportionality change is for the 2nd monorail, it had nothing better than the first one.. was a bit silly...

Version 4.3 changes speed of helicopters, because their capacity looks actually good.[/size]

Dates Realism Mod V1.0

[size=10]As you've all seen, the dates for every vehicle in the DLC's are quite stupid (omg, they made us pay for something they didn't even finish)... having an electrical bus in 1920 really? >.<

So this mod makes things a little more normal, I tried to make the dates correspond to what they should be (real life start and living time like the other vehicles in the game)

Instructions:
1. Download the file above.
2. Put the addons folder into your base CiM directory (ex: C:\Program Files\Cities in Motion).
3. Have fun!

To uninstall it
Just delete the addons folder from your CiM directory[/size]

Line Statistics Plus 5.5 fixed3 Tested and works. Adds a few buttons in your line panel for loading the new table and color picker. It starts all 0s but updates at the end of the month and I believe the default setting is to automatically open at the end of each month. Changeable in settings.

[size=10]A new panel that shows line statistics (by table and graph) with fully customizable in-game options.

Table column list(19 total):
Average waiting passengers(text color indicates Average mood)
Carried passengers
Normal passengers
Fare dodgers(caught)
Fare dodgers
Transit Passengers
Income
Income from tickets
Income from fines
Loss
Vehicles
Stops
Energy cost
Vehicle maintenance cost
Stop maintenance cost
Wage cost
All cost
Profit
Profit per passenger

Graph type list(13 total. 60 months data):
Average waiting passengers
Carried passengers
Normal passengers
Fare dodgers(caught)
Fare dodgers
Transit Passengers
Income
Income from tickets
Income from fines
Loss
All cost
Profit
Profit per passenger

In-game options:
Panel customization:
Change hotkey of the panel, Drag anywhere to move panel, change panel height, panel background color/transparency, line button transparency.
Table customization:
show/hide column, change column order, Enable/disable text color, change row height.
Game play assistance(can be disabled):
custom-designed vehicle info box(2 styles),
mouse left on vehicle info box also select its line,
mouse right on vehicle info box to open the line's vehicles panel,
move camera to the center of the line when select a line.
And other delicate options.
All settings will be saved into file under folder "\Cities In Motion" located in user's document folder.[/size]

Edit: Some links for mods broken... I'll fix them as I have time. Basically the base url changed to http://www.cimexchange.com/.

I already own this game on Gamersgate and I just got my code from taking Paradox's survey. If you didn't take the survey and want a code for Gamersgate for the vanilla game (no expansions), then PM me and it's yours.

If anyone feels like they'd rather pass on free or want the pack with expansions, Amazon has the Cities in Motion Collection and the Cities in Motion: U.S. Cities DLC (among other things) on sale ($12 & $1.80 respectively) April 5-15, 2012.

EDIT: Please ignore me; I was blind.

Or stupid.

Probably both.

Hmmm... I got my code and the game doesn't seem to launch. I see the Developer splash screens and then nothing. If I click I get a "This program has failed to respond." message from windows.

Rezzy wrote:

Hmmm... I got my code and the game doesn't seem to launch. I see the Developer splash screens and then nothing. If I click I get a "This program has failed to respond." message from windows. :(

Seems like a bunch of reviews at Amazon have similar issues.

Don't know how to help you as my GamersGate version works fine. Wonder if it's something in Amazon's download.

garion333 wrote:

Don't know how to help you as my GamersGate version works fine. Wonder if it's something in Amazon's download.

This is the GamersGate version. I deleted the configuration file as recommended on their forums and I got a language selection prompt and then the same crash.

Rezzy wrote:
garion333 wrote:

Don't know how to help you as my GamersGate version works fine. Wonder if it's something in Amazon's download.

This is the GamersGate version. I deleted the configuration file as recommended on their forums and I got a language selection prompt and then the same crash.

Rezzy, I have the GG version as well (same free code), and haven't had any issues. I'm using Nvidia 296.10 drivers on Win7-64.

Have you tried closing down background apps, A/V, etc? Maybe you could also try launching it in windowed mode.

Jeff-66 wrote:

Rezzy, I have the GG version as well (same free code), and haven't had any issues. I'm using Nvidia 296.10 drivers on Win7-64.

Have you tried closing down background apps, A/V, etc? Maybe you could also try launching it in windowed mode.

Win7-64 , AMD Catalyst 12.3 (Dual 6950s)
And I just killed everything and set everything to minimum and FFS it works. Ugh... now to slowly start enabling things to see where the conflict happens. Sometimes being a member of the PC Gaming Master Race is a bit of a chore!

Edit: Full Screen mode 1920x1200@32bit seems to be the culprit.
EDIT2: Hmm... and it seems to be conflicting with the Zune software. After running the program the Zune window blanks and doesn't recover.
EDIT3: Game locked up after I completed and activated my first bus line in the tutorial. Losing desire to fight this. SubEDIT: HA! The screen is locked up during the in-game Tutorial Prompt: "Hooray, it's working!" Irony++

I also have a code that I'd be willing to give to someone that's genuinely interested in the game. I couldn't find the "game giveaway/coupon" thread...

PSA:

New DLC, St. Petersburg.

Also, Daily Deal on Steam is Cities in Motion and DLC (excluding the new St. Petersburg) for 75% off.

I know, it looks good, but I've fallen behind on actually playing the game.

Not much to go by, but multiplayer? My biggest takeaway is that I'm sad I've neglected CIM as much as I have.

I'm hoping that these aren't static cities, but things that are created over time. A Sim City, but you only control the roads et al.

garion333 wrote:

I'm hoping that these aren't static cities, but things that are created over time. A Sim City, but you only control the roads et al.

The first one was marketed that way, but in reality the new buildings were just scripted to come in over time, if you hadn't already built there. I hope they remedy that (and several other things) in the sequel.

I really wanted to like this game, but what I wanted was a Transport Tycoon for the 10's, and what I got was a puzzle game where there were 'solutions'. So I went back to playing OpenTT and never played Cities again. Which seemed a shame.

Yonder wrote:
garion333 wrote:

I'm hoping that these aren't static cities, but things that are created over time. A Sim City, but you only control the roads et al.

The first one was marketed that way, but in reality the new buildings were just scripted to come in over time, if you hadn't already built there. I hope they remedy that (and several other things) in the sequel.

Yeah, that's why I'm hoping it's for real this time and not based on real cities at all.

So, apparently Cities in Motion 2 just came out today, and at the very reasonable price of $20. (It's on Steam). I'm not sure whether it warrants it's on thread, but since this one is so short I think that a rename of this one may suffice.

I haven't picked it up yet, but I probably will put some time in this weekend. The main bullet points seem to be Multiplayer modes (?! Cooperative and competitive) and dynamic cities which it looks like we were talking about above.

It also boasts a day/night cycle and time tables, which makes me think that we'll actually be handling which routes get vehicles every hour, or every half hour, or every 10 minutes during rush hour, etc, etc.

I saw that as well. I really wanted to pick it up, but between the amount of time I still feel I should put into the CiM1 and the pile of games I have yet to play I decided to abstain. With that being said, the price point is pretty much where it needs to be for me to impulse buy this after hearing some praise from someone (Yonder?)

I'll update the OP/Title ASAP.

I bought it, I loved the first one.

And the premise that we will be able to help the city grow, that was a plus for the second one.

Tho, the feel of the game so far for me is toned down from the previous version.

You can't even move your screen by moving your mouse on the edge of your screen... :S That's just basic movement for the camera.

There must be more to it, but so far, I'll take it slowly, as if there is more to come into the second version.

The internet seems to be silent on the sequel... Has anyone played it yet? (I haven't)

Not yet, though I have bought it. I'm hoping to have some time to put in this weekend.

So far, 2-3 hours in, I'm thinking this release to be a beta.

I can't move the camera with my mouse with the ledge of my screen like those type of games do.

I don't understand why the depot must me the beginning and the END of a line. Why doesn't your vehicules go in when they need repair only? When a vehicule is in the depot, the route seems broken, as no one stays in the vehicule to continue the route. So you must go to the first stop, then go to the depot.

And so far, the tutorial doesn't tell you how to install metro station. Are they over Lang or under? And how do I go under land to build that network?

Manach

I found this vid

while looking for something to help me decide whether to buy CIM2 (I've got the first one).

It appears that the answer to your question is as follows

You can set up a line so that the vehicle only returns to the depot at the end of a shift, not every time - just click on all the stops on your route, then on the first stop, then the depot. Not really intuitive, but still...

I'm not at all impressed with the sequel. Try, just try, to build a metro. The interface is ridiculous.

I really liked CIM1, but I already deleted this one off my disk.

edit: I meant an underground metro, aka a subway. The above-ground interface maps with streets, but the below-ground interface will go literally anywhere. The rails are extremely expensive, and if you get them wrong, even a little bit, deleting them will delete the _entire thing_, no matter how long it was. I started out at 100K, and ended up at 25K and with no tunnels, just by trying to delete the end segment of a long tunnel I'd drawn. And you can't put down above-ground stations until the below-ground rails are in place, but you can't really tell where you're going to be able to put your stations when you're doing your digging.

I don't remember the CIM1 subway system too clearly, but I was able to make it work without any real issues. This one, good freaking luck.

From memory, the subway system in CIM 1 wasn't exactly user-friendly either. I remember struggling mightily matching the levels underground with it in the tutorial, then vowing to never build one in game unless forced to.

I watched the video, which is meant to be a basic tutorial, and decided that it's far too complicated for its own good. I bought CIM 1 because I was hankering for a return of Transport Tycoon, and instead got a puzzle game. The second one looks like it's decided that what is really needed is mind-numbing levels of complexity and an unhelpful interface. Maybe in the Steam sale, but not yet for me, even at £15.

I've put about 5 hours into the game so far, and I actually like it a lot, it doesn't feel like a beta to me, though a little bit more polish in a couple areas would be nice. It fixes many of the original flaws and has impressed me in that way. I haven't really been playing for long enough to see what new flaws this one has brought onto the table.

As a word of warning there is no autosave, and I did get a single crash (just now actually) so I lost about half an hour of work.

Manach wrote:

When a vehicule is in the depot, the route seems broken, as no one stays in the vehicule to continue the route.

Are you sure that the route was broken, instead of it not being time for another bus to head out on the route? Is your average route duration shorter than your trip interval?

On to more thoughts:
The first thing that I noticed is that the maps are way bigger now. I don't know if some of the last CIM1 DLC maps were this large, but the earlier ones were much smaller. You can paint zones on the map to help manage it. Passengers buy tickets for single lines, or single/multi-zone tickets. For the zone passes you also sell monthly versions.

The next thing I noticed is that you can build streets! This is incredibly appreciated, as several times in the last game some small unfortunate intersection would just demolish traffic for you. Not only can you make streets, but you have LOTS of options. Roads, 1-way roads(!), Avenues, multiple lane numbers, bus lanes (!), sidewalks. There are even pedesrian walkways. The only thing the game is missing that I would possibly want is bike lanes. You can also lay down these roads on multiple levels, much easier than SC4 or CitiesXL, I was able to set up some nice overpasses really easily, and the first Campaign city offers some nice examples of overpasses and tunnels used to good effect. The only missing thing here is no underground layer. You seem to only be able to see the tunnels while you are laying them out, which may make modifying them later impossible. I haven't tried out Subways very much yet, but Malor's criticism seems well founded. I ended construction under ground, and then could not see how I could possibly select the track to start working off of it again. I have no idea how I'm going to make intersections in the subways later on.

Luckily, traffic has been tuned down so much (Maybe too much?) that metro stations are no longer the necessities they were before. For now I have been happily using trams and buses and haven't missed Metros. Hopefully by the time I want them either a tutorial will be out showing me what I'm missing or it will be patched.

Also, speaking of Trams, you now lay their lines down on specific lanes, which is really cool. You can choose whether to put them in the lane with the buses, or the lane with the cars for instance, when they are not on the avenue. You can also put tram lines on pedestrian pathways.

There's an underground layer to the map, I've viewed it. Have not laid out tunnels, but the map layer itself exists.

This definitely seems detail oriented, however. I'm currently working a small part of the initial campaign city (not the tutorial one) to test out bus route timing and other things.