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Real Name Paul   
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Nickname Creston
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Signed On Dec 23, 2002, 22:32
Total Comments 25294 (Jedi)
User ID 15604
 
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News Comments > Out of the Blue
14. Your government in action Mar 16, 2015, 12:39 Creston
 
From Cali is out of water:

Second, the implementation of the Sustainable Groundwater Management Act of 2014 should be accelerated. The law requires the formation of numerous, regional groundwater sustainability agencies by 2017. Then each agency must adopt a plan by 2022 and “achieve sustainability” 20 years after that.


Yeah, that seems like a good plan. Basically it's: "Let's add more people to the government payroll, then see what happens!"

Well done, fellas.
 
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News Comments > Cities: Skylines Soars
78. Re: Cities: Skylines Soars Mar 16, 2015, 12:31 Creston
 
descender wrote on Mar 16, 2015, 11:02:
I've kind of stalled out at around 30k people on my first city, which is also where I learned that you run out of natural resources like Oil... surprise, your Oil power plants are no longer running! Bzzzzt.

I think if you delete your oil industry, the oil power plants will go back to importing oil from The Outside.
 
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News Comments > Cities: Skylines Soars
76. Re: Cities: Skylines Soars Mar 16, 2015, 02:03 Creston
 
The only thing really annoying me in game is the seemingly random occurrence of traffic lights.

Example: Make a 2 lane one-way (2L1W) roundabout, and it will be stop signs only on every exit. Make that same roundabout a 6 lane one way one, and it'll have traffic lights at every single intersection.

2 lane one way lanes interacting with 2 lane one way lanes will be stop signs. Do 2L1W against 6L1W lanes, it's traffic lights. 6L1W against 6L1W, it's traffic lights.

Do a mostly 2L1W city section, but put one 6 lane boulevard in the middle (NOT one way), and it's stop signs, even though there it would make more sense for it to be traffic lights.

But then the game throws up something fun for me today. I'd designed a series of consecutive exits/on-ramps off a parallel highway leading into 6 lane boulevards. Though it was finnicky, I finally managed it so that I could interact both an on-ramp, an exit and a second exit which came from the other side, all three onto the starting point of the 6 lane boulevard, and it did it without traffic lights. (The way to do that was to first build it, it would get traffic lights, then delete the 6 lane boulevard, then recreate it, and it recreated it without traffic lights.)

Randomly in the middle of the game, suddenly all the traffic stops using those roads (after literally having worked just fine for years in-game), and I notice a "road end" icon on all three of the intersections.

Try as I might, I could NOT recreate the freaking dual-exit+on-ramp onto 6 lane boulevard without it creating traffic lights. I had to redesign the whole thing to where both exits first merged with one another and then joined the boulevard to get it back to working without traffic lights.

It's SO frustrating how random it seems. Traffic lights should be a designer's choice, not a freaking roll of the dice.
 
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News Comments > Cities: Skylines Soars
75. Re: Cities: Skylines Soars Mar 16, 2015, 01:50 Creston
 
Quboid wrote on Mar 16, 2015, 00:48:
Go to the public transport overlay. This shows the same overlay as the public transport tools, but rather than add routes/infrastructure you can select any bus, metro or train line and change how it looks.

The vehicles also change colour. I was wondering WTF those purple lorries were doing driving around my residential area until the penny dropped

Aha! I knew there had to be an easier way. Thanks!
 
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News Comments > Steam Top 10
12. Re: Steam Top 10 Mar 15, 2015, 19:42 Creston
 
Oh, and GO CITIES SKYLINES! WOOOOO! SELL ON, YOU CRAZY SUMBITCH!
 
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News Comments > Steam Top 10
11. Re: Steam Top 10 Mar 15, 2015, 19:41 Creston
 
Wallshadows wrote on Mar 15, 2015, 14:40:
Is it recommended even for someone who hasn't played a city builder since SimCity 3 and could never make sustainable cities beyond a handful of buildings?

I think the big question to ask is whether you had fun playing SC3. I find Cities Skylines to have quite a bit more Thinking Required(tm) than any of the Sim City games, especially because bad traffic solutions will absolutely cripple everything.

I'm now on my 7th city, and I've yet to have one pass 40K (my current one seems to be doing well though, it's @ 28K and rising steadily). But I actually have a lot of fun starting over and implementing new ideas (which are not necessarily better ones.)

I heartily recommend it, but if you didn't really have much fun playing SC, then I doubt you'd have much fun playing this.

On the flipside, if you don't feel like fucking with the difficult parts yourself, just download a save from the workshop and you can basically get just about anything you want.
 
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News Comments > Cities: Skylines Soars
71. Re: Cities: Skylines Soars Mar 15, 2015, 19:37 Creston
 
Dacron wrote on Mar 15, 2015, 13:48:
Really wish you could see the way the ground contours in subway mode. Too many times my beautifully planned line gets all jerky/bends the wrong way instead of making a nice, round connection. The ground interferes and forces a left banking turn that ends up making the connection a right angle where it connects rather than being smooth.

I agree, it could use quite a bit of work. Btw, for those of you who don't know, if you draw multiple bus lines, select one of the busses that runs that line, and then you can rename it AND recolor the line. Makes it MUCH easier to see where your bus coverage is good and where it's weak.

Sadly, this does not seem to work with subways, so I just draw one line that hits all the stations. It works fine, but it's a very inelegant solution.
 
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General Discussion > Cities Skyline Bluesnoobs
6. Re: Cities Skyline Bluesnoobs Mar 15, 2015, 19:34 Creston
 
I've actually just had to deal with that in one of my own cities, where ~ 90% of my industry got abandoned, demand cratered for about a year, and it's only finally begun to get back up to usual.

I think it happens when you educate your citizens too much. People with a high school / university education don't want to work in filthy industry, and while there can be a little overlap, the majority of people simply won't work in industry once they reach a certain education level.

The fix I've found is to build a separate housing area (ie, a Projects) where you provide all the facilities as usual, except for NO EDUCATION whatsoever. While this doesn't keep all the smart people out of this area, it does guarantee that the uneducated people that move in tend to stay uneducated, thus guaranteeing a steady influx of unschooled workers for your crappy industries.

(Btw, it's perfectly fine to eventually just let shitty industry die out and put everyone in offices, if you prefer. But if you do that, you can't really make use of the resources on the map.)
 
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News Comments > Valve on Improving Steam Customer Service
32. Re: Valve on Improving Steam Customer Service Mar 14, 2015, 22:57 Creston
 
CJ_Parker wrote on Mar 14, 2015, 18:55:
because the first incarnations of Steam were the biggest pile of shit code ever shat out by any developer and that includes Derek Smart.


 
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News Comments > Cities: Skylines Soars
68. Re: Cities: Skylines Soars Mar 14, 2015, 22:49 Creston
 
jdreyer wrote on Mar 14, 2015, 20:28:
What is that list? Hours played in the past week?

No, that's people actually playing at that particular moment and I believe highest number of people playing in the last 24 hours.
 
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News Comments > Valve on Improving Steam Customer Service
5. Re: Valve on Improving Steam Customer Service Mar 14, 2015, 15:18 Creston
 
"The more important thing is that we don't feel like our customer service support is where it needs to be right now,"

RIGHT NOW? Your customer support has been fucking terrible for over a fucking DECADE. Thanks for waking the fuck up.
 
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News Comments > Cities: Skylines Soars
60. Re: Cities: Skylines Soars Mar 14, 2015, 12:28 Creston
 
This is currently an issue for me. Population has been stagnant for about two years @ 30Kish. Not sure what's causing it.  
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News Comments > Cities: Skylines Soars
59. Re: Cities: Skylines Soars Mar 14, 2015, 12:18 Creston
 
eRe4s3r wrote on Mar 14, 2015, 10:50:
If this game uses the same kind of traffic simulation as Sim Cities 5 then there is a *really* easy way to not get grid locked (This is how it worked in Cities in Motion too)

(snipped the rest)

It works mostly this way in C:S, though the question of when an intersection gets traffic lights and when it doesn't does seem to be a bit fiddly. Obviously one way lane into one way lane doesn't get a traffic light, but it seems kind of strange that sometimes I'll feed multiple 2 lane one ways into another 2 lane one way and it's fine, but when I feed those 2 lane one ways into a 6 lane one way, they get traffic lights at every intersection. Not sure if that's a bug or if I'm just missing something.

Imo so far, the big key to not getting too gridlocked is freeways. Freeways EVERYWHERE. And roundabouts, but you have to be careful with how small you make them. The default roundabouts are absolutely MASSIVE (like the size of an entire city block), but it seems that if you make them much smaller than that, traffic simply doesn't flow very well over it. (which is sorta realistic.)

The one thing I dislike about roundabouts is that currently, they give way to traffic from the right, which isn't how good roundabouts work. The roundabout should always have right of way, otherwise the whole thing just gridlocks and it becomes worse than an intersection.

Also, here's a sneaky thing (which could be considered glitchy, but whatever): A freeway ramp allows for much higher speeds than a normal road, so you can make one way roads with them that allow for excellent flow of traffic. Only downside is that you can't build on them, but if it's a road that you weren't planning on building on anyway, it definitely helps traffic flow.
 
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General Discussion > Cities Skyline Bluesnoobs
4. Re: Cities Skyline Bluesnoobs Mar 14, 2015, 02:28 Creston
 
Power gets transferred from building to building on its own. So ten houses in a row where the first house is powered, all ten will have power. Essentially every thing that's powered has a bubble around it that sticks out a few grid squares, and if that bubble hits another building that needs power, it'll envelop that building and extend the bubble. The bubble is visible when you open the electricity panel.

So you really only need to draw power lines to stuff that's more than ~ 6 grid squares away from something else. (for example, the bubble can't cross a double freeway, though it'll cross every other road.)

While it may be tempting to just plonk a windmill down next to something that's far away and needs power (water inlets and drains are good examples), it's actually a lot cheaper to just pull power lines to it.

Note that once your city expands, the bubble will take over from your power lines in certain places, and you can then safely bulldoze those power lines without causing your city to blackout.

Really about the only thing that can be tricky is that it may be tempting to lay out a new grid for zoning and to immediately put down like 500 by 500 grid squares with zones, only to then watch the people randomly plop down buildings all around the area and thus being without power since they are too far away from each other. Then you have to pull power lines towards them, and the power lines break up the zones you put down. It's better to see where your bubble or power lines connect, and then slowly zone from that connection point and wait for the zones to get built, so the bubble can grow accordingly.

As for power generation, I tend to go 1 wind turbine (cuz they're cheap to put down) for the initial start, maybe a 2nd one, then several coal plants in a row. I don't typically bother with oil plants, as by the time they become available you can also put down the advanced wind turbine which seems to be the most efficient in Cost/MW as long as you have huge wind areas (dark spots on the placement map) so they can generate 20MW. Then once your money really starts coming in you'll want to put down like 4 or 5 Incinerators to deal with the garbage, and that's another 60 MW of power.

 
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News Comments > Cities: Skylines Soars
41. Re: Cities: Skylines Soars Mar 14, 2015, 00:15 Creston
 
Sepharo wrote on Mar 14, 2015, 00:09:
I left everything at default for taxes and funding, only use wind turbines, build stuff as soon as it's available, and still have plenty of money... So while Creston has some very good tips I don't think you should have to do that

To be honest, it varies massively per city and how you build. The first two cities I built, I had no money issues whatsoever, but in the third I was struggling to break even until I had 6000 people. There is undoubtedly some stuff going on under the hood with regards to the relation between industry and commercial (as commercial requires industry to make its products, and then be able to get them in a reasonably quick amount of time) and how badly gridlocked you get at the start. I haven't quite figured that out yet.

IF you are struggling with money, however, those tips will help out.
 
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General Discussion > Cities Skyline Bluesnoobs
2. Re: Cities Skyline Bluesnoobs Mar 14, 2015, 00:09 Creston
 
I'll repost this here:

Nighthawk wrote on Mar 13, 2015, 21:07:
I picked it up because I like city building games, but I suck at them, so I haven't done well.
The game is decent and fun though...will be more once I figure out how to stabilize my finances.

Here are a few tips:

- Set taxes to 13% for everything. This will lower demand by a little, but it's more than offset by the massively increased revenue (it's thousands of Euros a week). 13% is the sweet spot. Everyone starts bitching at 14%.

- At the start, when you've just built a new building, lower its budget to ~ 60% or so. Healthcare you can easily lower to 50%. You don't need 8 ambulances driving around to pick up 1 sick person. Just keep an eye on the important things (power and water), because they will pretty quickly need adjusting. Most other stuff can easily be left at 60% until you're at about 5000 people, and then just shift them back up by ~ 10% for every 1000 extra people or so.

- Don't build something the second it becomes available. For example, don't plonk down a police station right when it's there. Wait until it becomes absolutely necessary, THEN pay for it. This is especially true for the cemetery, which you won't need for a LONG time after it becomes available. People will tell you when someone is dead, THEN you build one.

- In the same vein, don't build roads you don't need. It's nice to put down that 14km long 6 lane one-way boulevard so you know where you're planning to expand to, but every cell of that road costs like half a buck a week. It adds up quick. If you really MUST draw roads in advance to help with your planning, put down a shitty gravel road.

- Stay FARRRRRRRRRRRRRRRRRRRRRRRRR away from policies at the start. It may look cheap, but they can cost massive amounts of money (in my Seattle game, activating the "stay in school!" policy cost me like 2000 Euros a week in income...) You can worry about these things when you're making 15K a week.

- While civil service buildings have a radius, they do work outside of the radius too, so don't feel as if you need to have perfectly overlapping spheres of fire and police protection, as you don't. A cop WILL travel far outside his sphere of influence. The only time this becomes an issue is if your city is totally gridlocked, because then they can't travel to get there in time either.

- Don't worry about green power and all the other fancy stuff. Buy the cheap, dirty, efficient shit. You can replace it with pretty solar power plants etc later.

- Finally, take out the loans when they become available. However, when the second loan becomes available, take it and immediately pay off the first with it. The second loan is a lot cheaper in weekly payments.

Money really isn't too much of an issue in this game if you just go by those simple tips (really, the big one is just raise taxes to 13%. Everything else is ancillary.)

If you have any questions, let us know.

This comment was edited on Mar 14, 2015, 00:17.
 
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News Comments > Cities: Skylines Soars
39. Re: Cities: Skylines Soars Mar 14, 2015, 00:06 Creston
 
Nighthawk wrote on Mar 13, 2015, 21:07:
I picked it up because I like city building games, but I suck at them, so I haven't done well.
The game is decent and fun though...will be more once I figure out how to stabilize my finances.

Here are a few tips:

- Set taxes to 13% for everything. This will lower demand by a little, but it's more than offset by the massively increased revenue (it's thousands of Euros a week). 13% is the sweet spot. Everyone starts bitching at 14%.

- At the start, when you've just built a new building, lower its budget to ~ 60% or so. Healthcare you can easily lower to 50%. You don't need 8 ambulances driving around to pick up 1 sick person. Just keep an eye on the important things (power and water), because they will pretty quickly need adjusting. Most other stuff can easily be left at 60% until you're at about 5000 people, and then just shift them back up by ~ 10% for every 1000 extra people or so.

- Don't build something the second it becomes available. For example, don't plonk down a police station right when it's there. Wait until it becomes absolutely necessary, THEN pay for it. This is especially true for the cemetery, which you won't need for a LONG time after it becomes available. People will tell you when someone is dead, THEN you build one.

- In the same vein, don't build roads you don't need. It's nice to put down that 14km long 6 lane one-way boulevard so you know where you're planning to expand to, but every cell of that road costs like half a buck a week. It adds up quick. If you really MUST draw roads in advance to help with your planning, put down a shitty gravel road.


- Stay FARRRRRRRRRRRRRRRRRRRRRRRRR away from policies at the start. It may look cheap, but they can cost massive amounts of money (in my Seattle game, activating the "stay in school!" policy cost me like 2000 Euros a week in income...) You can worry about these things when you're making 15K a week.

- While civil service buildings have a radius, they do work outside of the radius too, so don't feel as if you need to have perfectly overlapping spheres of fire and police protection, as you don't. A cop WILL travel far outside his sphere of influence. The only time this becomes an issue is if your city is totally gridlocked, because then they can't travel to get there in time either.

- Don't worry about green power and all the other fancy stuff. Buy the cheap, dirty, efficient shit. You can replace it with pretty solar power plants etc later.

- Finally, take out the loans when they become available. However, when the second loan becomes available, take it and immediately pay off the first with it. The second loan is a lot cheaper in weekly payments.

Money really isn't too much of an issue in this game if you just go by those simple tips (really, the big one is just raise taxes to 13%. Everything else is ancillary.)

If you have any questions, let us know.

This comment was edited on Mar 14, 2015, 00:17.
 
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News Comments > Cities: Skylines Soars
20. Re: Cities: Skylines Soars Mar 13, 2015, 18:44 Creston
 
jdreyer wrote on Mar 13, 2015, 17:55:
As awful as Simcity was, it still sold more than 2M copies.

Not in the first day. It also had roughly 50 times the budget this did.

Give it time, I think C:S may overtake that 2M.
 
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News Comments > Cities: Skylines Soars
19. Re: Cities: Skylines Soars Mar 13, 2015, 18:41 Creston
 
harlock wrote on Mar 13, 2015, 17:15:
just wait till you get to 75K+ ... and the highway routing...

So far, my version of Seattle has probably got 20+ highway intersections. It's getting pretty crazy.


ASeven wrote on Mar 13, 2015, 17:17:
But Creston... you can't be having fun, you're not using the power of the cloud to power the game!!!

Oh shits! What will I do?

*continues playing offline.*

Btw, EA, my city is now 8 squares, 5 of which are getting pretty full, and guess what? Oh, that's right, it still runs like smooth silk on my machine.


 
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News Comments > Cities: Skylines Soars
9. Re: Cities: Skylines Soars Mar 13, 2015, 17:14 Creston
 
SpectralMeat wrote on Mar 13, 2015, 16:48:
Cities: Skylines mod completely recreates GTAV's Los Santos

o_O






 
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