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16.07.2024:
- Roads and tracks can hardly be placed smooth at hilly areas.
It has gotten better but often my results look like that there is room for improvement.
- Ramps of bridges can only be done with a kink.
- Lack of junctions for tunnels and bridges.
tbc.
- modifying terrain around buildings can make building partially levitate or make a road wonky or even partially buried
- no single lane bridges (in addition to bridge junctions)
- refuel station search is lacking (a truck starts looking for a gas station right after it passes by a gas station, a train starts looking for a refuel station *after* leaving a station)
- can't easily view a vehicle's planned path
- road congestion overlay should be a standard feature, not a hidden CHEAT option
- more CHEAT options - stop rain/snow, refuel a vehicle
- there are many hidden CHEAT options - make them into visible buttons and checkboxes
17.07.2024
20.07.2024
26.07.2024
Correction:
- Vehicles should have the centre of their rear axles on the road/path splines, not their front
After more observation the issue appears to be that the rear axle is positioned on the spline but not aligned with it, causing it to sometimes move sideways. The position of the front of the vehicle should not be determined by the spline at that distance away, but rather the rear axle spline direction should be used as the rotational alignment of the vehicle. The impact of this on multi-segment vehicles would probably make this a significant effort change, rather than a "defect".27.07.2024
The following is mostly aimed at new players that i think need more ingame information/help.
One of the most annoying missing thingss are there are a lack of ingame information about how things work and are supposed to be setup.
Example your water system need to be setup like this
- water well - pump - water cleaning to 99% - water pump - city
But that is not obvious so players build it like "water well -city" and then it dosent work for them, and dont know you need to clean the water to 99% pure for your citizens.
There is also no information about water pressure.
I am just saying even with hundreds of houres i am still learning how to play the game and have made many mistakes since i cannot look up how the game is supposed to work.
it have sometimes been frustrating.
Other things that players dont understand is how much heating you need in an area, how many power connections/load.
other issues is the power transformer that let you prioritize the power.
There is no information about it.
I think the ingame wiki need to be updated so the players can read more about everything.
Other issues that most player run into are... how do i repair a ship/plane/rail/tram ect.
General
- Heating plants sometime place themselves in a way where it is impossible to build undergroung pipes right away and player needs to add a short piece of overground pipe to bring it to the ground
- some buildings in the game doesn´t make sense in terms of cost/benefit approach, aka why waste money and people on them? This is for wastewater treatment plants, the hazardous waste cleaning facility and specialised separation plants alike.
- despite having highways with 2 lanes, hardly any vehicles are using left lane. Worst case - a vehicle breaks in the right lane and NOONE is overtaking it/going around it
- "piece of infrastructure" burns quite a lot, despite not having a reason for it due to materials (staircase to pedestrian bridge, road gates, open water inlet, ...). These should have fires banned.
- there is no way of airlifting fuel automatically, closest thing to it is an "airbridge" with 2 helicopters, lots of fuel trucks, DO at receiving end and manual filling of vehicles at start. Impressive stuff, but still not 100% automatable (unlike with rail wagons).
- lack of DO for planes/helis to supply remote outposts without need for dozens of parking spots for lines
- RDO doesn´t care about full theoretical accesebility for electric trains (or any trains, in fact) before sending one out on a journey.
- paths, unlike FCs, cannot be constructed from a building directly, which leads to need of ugly dirt connections and too-small-to-build-with-machinery paths on both sides sometimes
- big RCO trains (EDK300) can drain supplies to a point they are not able to dispose of them when coming back from jobs (especially in 4pieces and small RCO office) due to lack of storage space; external warehouse is necessary
Line logics
- you cannot assign a gas station as a place for vehicle to refuel (would be nice especially with trains)
- you cannot assign a depot as a source vehicle for a line (aka "go pickup there and bring it back").
- "unload x% of passengers" should unload then based on fullness of the bus, not based on vehicle capacity
Specific buildings
- small clinic has just 1 ambulance, at least 2 would be nice for it to work better
- small police station should not require heat, so it can be placed in industrial areas similarly to small fire station
- CO24 is way too big for what it provides, turning it into CO32 on the same footprint and a graphic rework would surely help
UI suckiness
- inability to shortcut RCO buildings to assign tracklaying without need for manual assignment
- throughclicks through windows to readjust/delete jobs/settings of different thing I don´t even see
- when opening a building by clicking and cursor was placed in the "right" spot, it readjusts anything it stayed on without player noticing. Quite annoying sometimes (for example setting sentences in court this way to 18 years is quite easy)
That´s all for now, 29.08.2024
There is no automatic way to produce a large set of replacement vehicles.
In production a single vehicle (road, rail, air, water) can be produced “infinitely”.
A fleet of different vehicles can only be produced once.
Repeat a manual defined job chain in the factory in a loop. A finished job type will be added to the end if a loop button is selected.
- It should be more clear why something is not working. There are indications, like when a train/bus lines is interrupted (pointing at the exact esclamation mark point), but they are not consistent enough, more feedback in general would help on 'unavailable' options
- Lack of junctions for tunnels, bridges, and underways passages
- transport ribbon crossings
- If unpaved dirt road raises brown dust and smoke (a beautiful detail/effect, IMO) when used by trucks, then also gravel ones should. Perhaps less and greish smoke, only when the road is dry.
- No DO for ships. Makes anything other than a strict export/import line nonviable. It works for Helicopters (CO), should work for ships!
- Seasonality for heating plants. A real big waste of labor and resources to keep the heating plat working in July, since I am not going to try and manually turn on every heating plant in October.
- Workers will go to factories that have no resources. For example, having an ore refinery next to a mine, workers will path to whatever is open regardless if there's nothing to do there.
- Sorting vehicles doesn't have an efficiency filter. I get that the variety sells and a lot of players want their nostalgia for a childhood in the Soviet era. But why have the variety of dozen of personal vehicles if I cant see fuel efficiency?
- Aircraft and ships seem to never use mechanics. If I place a Airplane parking next to a mechanic, I still see aircraft at +90% ware and tare. Same for boats, they never path to a port with a repair shop nearby.
A way to import containers automatically would be nice for container ships and trains. Maybe base this off the new vehicle selection option in the line/schedule menu?
It seems that the tutorial promts are moving the camera and disregard if you are currently using brush based tools (like deletion). I was in a process of deleting something, then the game decided to show me something on another part of the map, which resulted in me deleting a straight line through my city up to that point
-Time flow is too fast when you are in realistic mode and everything took a lot of time to build. Either the time flow can be slowed down or we need earlier start dates like 1940/1950.
-it's difficult to see how big a pipe is, especially when is built.
-There should be a way to "upgrade" pipes.
-You cannot use a waste water truck to empty a sewage tank.
-It's very difficult to see the slope of a pipe, especially when you are building it under a rough terrain.
-The UI doesn't give you informations about problems of a building unless you click on it, this is very problematic for new players (like me), when they forget to connect the specific building to electricity, water o waste water and they discover the problem when it's too late
-The distribution office UI doesn't give any information when something is wrong with the routes and it can be tricky to troubleshot.
-The UI buttons are all greyed out, making difficult to see, for example, the buildings. It shoud be the opposite, where it's greyed out only the thing you have selected. This is problematic for new players, who don't know where to find the buildings.
-Same as above but for the sidebar.
-Workers will go to construction sites when there are no resources, wasting their turn
-The UI for the management of jobs is very clunky and require too much micromanagement, there should be a centralized setting for that
-The game need more and better tooltips and maybe a system with nested tooltips, like the new paradox's games (CK3, Victoria 3).
-The notifications UI on the right corner is very clunky and difficult to navigate.
-Unused and unpowered building can catch fire, it's a pain in the ass when you are building a new city and you huge hospital burned down leaving you with 1000t of debris to clean up.
-The big shopping center has only one factory connection, while two of the smaller ones have more factory connections.
-Some of the truck stations have only one way road connection. It's too little and often causes a traffic jam in highly congested areas.
-The bus station with 2000 people capacity has ONE (AND ONLY ONE) road connection while most of the smaller ones have 2 road connections
-Trucks can transport only ONE type of resource.
-lack of junctions for tunnels & bridges (it's disastrous for road/rail planning)
-bridges cannot be stacked on each others
-basically impossible to build an efficient transport network which allows multiple transfers
-inefficient bridge & trolley road building (too much phases, some phases' resources should be stacked at the Cons. site) & tunnel building (lack of road tunnel building heavy equipment & lack of railway tunnel brick building equipment)
-repair stations should automatically reach end stations within in their service range, or that buses & trolleys should automatically go to the station
20.07.2024
- I agree, but it is still hard to manage on the long run, I hope there's a better visualization of the settings of each station
18.08.2024
-the transportation system still has huge defuncts - passengers still cannot go to transfer station when local facilities are crowded(when passenger board off at a station, if certain facilities are overcrowded, they will still head to the facility instead of transfer to another station or keep on board, station divert tool based percentage does not seem to work)
-no elevated platforms except metro platforms
-why can't the workers help road building? can they? (when not picked up by a CO bus)
-automatic naming system is confusing, especially when used on lines and for Cons. sites
-no underwater pipeline support (underwater pump, and accordingly underwater electricity substation)
-no island generator, no realism support for island start as well, though workshop helps
12.08.2024
-no copy/paste for the direction of pedestrians for res/transportation