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Thread: Cities XL 2012 Ideas

  1. #1
    Join Date
    Oct 2011
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    35

    Cities XL 2012 Ideas

    I have some ideas for CitiesXL second generation should have. Here is mine: Better road design (they have the ability to design urban landscape, wide, has room for trams / cars / elevated train, bicycle lanes, street trees line / lighting). Get better road design ramps (exits to fill the spaces of the city more than it should). Zoning (existing ones are impractical and zoning SimCity4 style works finest). More controls on government (taxes, approve / reject the proposed buildings / business plans, rental / city workers fighting, etc) More public transport options. Get rid of the silly agricultural area and allow players to build farms like us anywhere we want, instead of limiting it to small spots in the city lot like SimCity4.

  2. #2
    Join Date
    May 2011
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    1,582

    Re: Cities XL 2012 Ideas

    Expand or create new regional markets around the city to accommodate suburban / rural development on the outskirts of the city. Best airport / port. Advanced design in general. They have the ability to build canals, artificial lakes, or artificial islands. Sports complexes. They have the capacity to make school districts, and all types of city services. Height control. More styles of European-style architecture alone.

  3. #3
    Join Date
    Jun 2011
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    1,293

    Re: Cities XL 2012 Ideas

    I suggest you do not go overboard with our expectations this time? I do not think SC4-like features such as regions (as in a large space divided into plots of the city) is always going to do in this game, or anything on that scale. Actually, I am of the opinion that CXL suffered much, simply because of over-arching community prospect of it. Modding support things like public convey and these are realistic (mainly because we are meters and trains in 2011), but just attempt not to get any ideas, is all.

  4. #4
    Join Date
    Jul 2011
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    1,577

    Re: Cities XL 2012 Ideas

    The ability to make new spaces in the city: we are presently incomplete to 25 slots in the city (or LE 30 slots) so we can put up a maximum of 25 cities. I would like to make out a way to make new spaces in the city. Additional Regions: Next five regions which are in the original game, the remaining of the planets is unfilled. Any plans to fill it up.

  5. #5
    Join Date
    Jul 2011
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    1,503

    Re: Cities XL 2012 Ideas

    Personally, I think the biggest thing the game lacks the ability to mesh editing. Almost everything else (including the mass transport) is achievable through modding - if it would be possible to edit the mesh. So please, either bring a converter Cities XL 2011, or allow Youcef to publish what he got during the beta modding (or even both, for people who own Cities XL 2011 have a better and more meshes easily convert .3ds files).

  6. #6
    Join Date
    Jul 2011
    Posts
    1,484

    Re: Cities XL 2012 Ideas

    I need public transport (which is previously below development), more diversity of lot sizes (alpha is 4 lots by the thickness, I memorize reading this widely) on all rectangles (in its place of just squares), and modding tools (such as a build tool Architect (SC 3000/SC4-D), Urban Renewal Kit (SC2000), or building custom editor (CL: We, Monte Cristo was the best here - with the chance that the player has to influence the XML to modify the properties).

  7. #7
    Join Date
    Jul 2011
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    1,673

    Re: Cities XL 2012 Ideas

    What has not been mentioned yet is not possible: areas / buildings that conform to the topography of the terrain, multipurpose buildings, non-standard resource usage / production in some industries and businesses, and power plants that operate in other forms of fuel oil. Greater diversity of construction is always welcome and I really liked the style of some of the buildings of the city life so I'd like to see the buildings (some may be slightly modified to fit better with the rest of the buildings) in Cities XL 2011. I saw some of the more generic buildings of urban life: Edition 2008 in Cities XL (in fact, could even place the neck Fringe / Hippie and blue / All American low-density buildings in the pre-release images, I realized that they were slightly modified when I played the game).

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