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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 25339 (Jedi)
User ID 15604
 
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News Comments > Out of the Blue
10. Navy launching fighter jets with magnets Mar 22, 2015, 02:12 Creston
 
1.5 trillion dollars later, and this is the only way they can get that piece of shit F-35 in the air!

 
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General Discussion > Cities Skyline Bluesnoobs
13. :o Mar 22, 2015, 01:59 Creston
 
This guide has now become absolutely insanely good. Where before it was more of a "hey, look at my pretty city with no traffic issues!" he now goes brutally in-depth into a lot of the systems.

I learned a lot from spending ~ 2 hours reading the whole thing. Definitely worth it if you're having traffic issues. (Or, in my case, no concept of how public transport should work.)
 
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News Comments > The Witcher 3 Day One Patch & Other Details Revealed
39. Re: The Witcher 3 Day One Patch & Other Details Revealed Mar 21, 2015, 16:40 Creston
 
Oh my God, could it be??

There are 4 difficulties (easy, medium, hard and dark) which differ in the skill of the monsters you face. Hitpoints remain the same.

Finally a dev who implemented an actual DIFFICULTY system, and not just the bog-standard "monster HP x 1.5, monster damage x 1.5" crap????

I think I may cry.
 
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News Comments > Evening Tech Bits
4. Re: Evening Tech Bits Mar 20, 2015, 17:58 Creston
 
Of course it's not going to change the world. Nobody wanted to walk around with 3D glasses on their head, so somehow people ARE going to want to walk around with basically something the size of a motorcycle helmet?

Get real. VR will be a niche too. It'll probably have a wider following, but this belief by Zuckerberg/Oculus that billions of people will interact in VR is completely insane.
 
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News Comments > Morning Consolidation
20. Re: Morning Consolidation Mar 20, 2015, 17:55 Creston
 
Linksil wrote on Mar 20, 2015, 14:43:
One thing you have to remember about The show coming out every year. The online stats/things that go with it are suppose carry over into the new game from 2015+. Maybe it was your 2014 carrying into 2015 that I was reading, but they were talking about how your team you built the year before can carry on with the new season. So basically you can't play online with your old game(1y lol) but if you buy the new one you can carry on with your old data. If they get this working right then it's not as horrible as a company just shutting down their online service.

Not so horrible other than having to fork over 60 bucks again. It'd be nice if they offered 2014 players an upgrade for 50% off.

Glad I no longer buy sports games.
 
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News Comments > Op Ed
5. Re: Op Ed Mar 20, 2015, 17:52 Creston
 
Orogogus wrote on Mar 20, 2015, 13:45:
That was Gabriel Knight 3. Which ones were mind-bending in Grim Fandango? I thought it was one of the more straightforward ones.

Oh, you're right. God I hated that damn puzzle.

Not sure specifically about the GF ones. All I know is that I was stuck for a week in one area, then stuck for a week in another and gave up. Never finished it.
 
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News Comments > Kojima to Leave Konami After The Phantom Pain?
5. Re: Kojima to Leave Konami After The Phantom Pain? Mar 20, 2015, 17:51 Creston
 
Phantom Pain was what I felt after seeing Episode 1 for the first time...  
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News Comments > Op Ed
2. Re: Op Ed Mar 20, 2015, 13:38 Creston
 
discovered that puzzles and story can indeed be magically mixed in a way to provide both kinds of pleasure

True, to a point. When the puzzles make sense and flow logically from the story, they are fun.

When they are the absolutely retarded kind, (like you sometimes find in Grim Fandango for example) that are devoid of most logic, they tend to be very annoying.

It didn't mar the experience in GF too much, but it was very irritating to want to see how the story continues and yet being stuck because you can't figure out that you need to put glue on a fucking door and have a dog run past it so its hair sticks to the glue so that you can make a fake mustache out of it... (No idea whether that one was actually in GF or not, I just remembered that particular puzzle just this moment.)

It's a very delicate balancing act, and there were times when even Lucasarts got it terribly, terribly wrong.
 
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News Comments > Cities: Skylines Soars
127. Re: Cities: Skylines Soars Mar 20, 2015, 11:24 Creston
 
Hahaha, fancy!  
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News Comments > Evening Patches
5. Re: Evening Patches Mar 20, 2015, 01:00 Creston
 
Rigs wrote on Mar 19, 2015, 23:44:
Skylines is absolutely awesome!

Yup Nod Nod Nod



Crashes and lockups are few but annoying when they do happen. I'd say at least a quarter of my game sessions ended in a lockup and even one BSOD. But my system has been having heat issues as of late so that could be isolated to just me

I can't really judge whether it's the heat in your system (although very possible), but I've had exactly one crash in 51 hours of Skylines, and it was the very first time I closed it down. Never crashed again after that. In fact, it is incredible how stable and smooth it is. Sorry that it's giving you issues.
 
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News Comments > Cities: Skylines Soars
125. Re: Cities: Skylines Soars Mar 19, 2015, 22:46 Creston
 
Quboid wrote on Mar 19, 2015, 21:39:
Creston wrote on Mar 19, 2015, 11:54:
(I've also begun making every roundabout out of freeway pieces. Yeah, you lose the ability to zone next to it, but that roundabout is there to move traffic, not to have a giant mall created in it.)

Freeway pieces don't have pavements/sidewalks so it can be worth putting paths in by hand if you expect a lot of pedestrian traffic. The pavement path can be elevated.

That's good advice, actually. Thanks!
 
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News Comments > Cities: Skylines Soars
124. Re: Cities: Skylines Soars Mar 19, 2015, 22:45 Creston
 
Quboid wrote on Mar 19, 2015, 21:21:
Parks decreased commercial demand. No idea why that was ever a thing.

Ah, that makes sense actually. It explains why I'd always have demand up until I unlocked parks and started planting them, and suddenly no more commercial demand.

The patch today definitely fixed demand quite nicely. My city's had steady demand in the middle of the bars for the last 10K people.

I've decided to go for a big spoked wheel approach this time, with road, train, freeway outer rings. Seems to be working pretty well so far, although passenger trains really move very, very few people.
 
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News Comments > Cities: Skylines Soars
121. Re: Cities: Skylines Soars Mar 19, 2015, 16:43 Creston
 
Baristan wrote on Mar 19, 2015, 16:39:
Watch out putting too many water pumps on a river. You can end up reversing the flow, sucking sewage into the drinking supply.



LOL. Holy shit that would be terrible.

Commercial demand is really weird. The patch today definitely seems to have fixed the lack of demand I had, though, as it's now solidly in the middle of the bar, and stays there no matter how much I plant. (which makes sense, because it had been zero for roughly 15K people.)

And now they're all whining they've got nothing to sell... Sigh
 
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News Comments > Cities: Skylines Soars
119. Re: Cities: Skylines Soars Mar 19, 2015, 11:54 Creston
 
descender wrote on Mar 19, 2015, 02:50:
Creston - I got that "coffee filter" thing to work up to around 50k people, but something happened between 50-60k when I started redoing some areas of my town and it crashed down to about 20k people before it stabilized.

Of course it crashed while I was attempting to convert my city to... This... madness.

I haven't copied the exact thing verbatim (where's the fun in that?) but the main concept is alive and well in my city. One way in, One way out, split the "in's" with one way intersections through multiple levels before you actually get to a traffic light/stopsign so traffic doesn't even slow down until it's deep into the city, and the exit ramp is nested still deeper. This keeps traffic flowing in basically one direction in and through the industrial area. It's a little rough at first to get used to and plan out (and I nearly bankrupted/crashed my city doing it, turns out redistricting level3 zones is really painful for your budget if you aren't paying attention), but I've now adapted it to every sector of my city and I'm slowly re-growing (just back to about 40k now after a loooong session of fixing it).

Very interesting link, thanks. I practically had a heart attack when I saw the guy had traffic lights ON HIS FREEWAY EXIT, though. Yes, they work fine in the pictures he took, but if/when traffic expands, that will eventually overflow back onto the freeway at which point you're essentially fucked.

And yeah, I hate trying to rezone a part of a city. You grind up huge chunk of houses/industrial, but don't actually get the demand back. If you're not careful you can put yourself in a state where you have too few workers for the majority of your industry, with no demand for housing to bring new people in...

The city I'm doing now just has one grid with the 14K generating coffee filter in it, and about 10K people, and now I'm leaving that alone and building my actual city in the other grids. Once I've got 50K up there, I'll bulldoze the shit out of the coffee filter and redo it. Or maybe I'll just leave it, make it one giant zone and call it Cleveland...



City feeder - Create exit ramps with the "3L highway" pieces, not the exit/service ramp pieces. After ~2 segments (adjust for traffic density) convert directly to 6W1L and have the two ramps meet in a reverse-Y intersection (2 full segments of 6L1W seems to be needed just before the intersection so you don't have problems with lane switching). This alternates your incoming traffic via 12 lanes which is basically more than enough to clear the highway ramps and get the trucks into the city cleanly.

Hmmm, I can see it working in those gifs, but again, I'm wary of those traffic lights on the freeway exit ramp. Also, this is something he made after a major, MAJOR overhaul, since it's all 6 lane boulevards he's using. The cost of that industrial zone is probably 200K to make and 3K in maintenance a week. Nothing wrong with that, but you can't do it straight from the start, obviously. I was hoping the coffee filter thing could be upgraded as it expands. (To be honest, I've gotten it working again after some judicious footpathing, thanks to Quboid and Seph for explaining that. It's crazy how many people will just walk 10 miles to work!)


As for the 6 lane exits, when a single exit lane isn't enough, I tend to just ram freeway straight into the city. Ie, use normal freeway pieces for exit ramps. But I'll switch it around and see if the 6 lane pieces are faster/handle more traffic.

(I've also begun making every roundabout out of freeway pieces. Yeah, you lose the ability to zone next to it, but that roundabout is there to move traffic, not to have a giant mall created in it.)

I need to take some screenshots of what I've built at this point, it's nearly impossible to explain correctly :p

Please do

I have noticed that revamping the highways/ramps is basically a necessity. For starters, they are too close together and I do a lot of left-lane entrancing. Doing exit right-lane followed by entrance left-lane (or vice versa, obviously) seems to be the fastest method to handling highway ramps that I've found so far. If you exit/entrance in the same lane you will run into problems because the drivers seem to change lanes 50 miles before their destination in this game.

I didn't think about left lane entrancing, as I wasn't sure if it'd work or not. Thanks for the tip!

My favorite new thing for freeway overpasses/exits is the raised roundabout with inner merge lanes. I'd post a screenshot but the thread on reddit seems to be dead. (Or more likely, reddit's shitty servers conked out again.)

Stealing the concepts for these feeder/exit ramps I just linked has helped me tremendously. Unfortunately I seem to need to fudge them almost every time, so the time I've spent creating these things in the asset editor has been kind of a waste. I can create a complete highway junction in mere minutes now though, horay for practice.

Haha, that's so true. My first raised roundabout over a curved highway took me like an hour and a half to build before it looked good. Now I just grab the freeform tool and 30 seconds later, BAM!

It'd be nice if we could do those in the asset manager and then just plop them down, but the assets need dynamic support adjustments or road connecting for that. Right now they're just way too rigid to be of much use. I've got probably 15 different, GORGEOUS overpasses that I downloaded, and I basically never use them because they never fit. Or there's one tiny little sloped section and you get the "Slope too steep!" error. REALLY? There's a road going 47 degrees up a hill not 50 feet away, but this 4/10 of an inch height difference would break the freeway overpass? Okay... Angry

OK, maybe I'll actually sleep tonight. Maybe.

Sleep?? MOAR FREEWAYS! MOOOOAAARRRR!
 
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News Comments > Out of the Blue
21. Re: Out of the Blue Mar 19, 2015, 01:16 Creston
 
xXBatmanXx wrote on Mar 18, 2015, 17:10:
Need some input Bluesers.

I have:

"1---Currently Playing" (pretty self-explanatory)
"A---Games to Replay" (Games I've already played but want to play again)
"B---To Be Played" (Games I haven't yet played. It's getting smaller...)
"X---Completely Finished" (Games I've finished and don't really want to replay.)
"Y---Boring" (Games I've not finished because they were boring.)
"Z---Packaged Crap" (Stuff I got in bundles that I really have no intention of ever playing.)
"Games" (The default one, where Steam throws all my new shiz. Once I've downloaded and backed them up, I put them in the appropriate category, which will either be "to be played" or "Currently playing.")

As for the 1, A, B, X, Y, Z, that's because Steam won't let you fucking rename a category, and I had a few mishaps in trying to organize the order in which the categories appeared, so I had to start a new bullet point list twice. And I refuse to delete an entire category just to recreate it with the right name, and then have to re-add 150 games to it.

I'm glad there's finally some organization to it, but for fuck's sake, Valve, is it that hard to allow me to rename the things? Can't one of you wheel your desk over to the "make Steam more useful" corner and work like ten fucking minutes on it?

 
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News Comments > Newell on Half-Life
76. Re: Newell on Half-Life Mar 19, 2015, 01:08 Creston
 
PHJF wrote on Mar 19, 2015, 00:05:
Dude, games before dames.

Hmm, I dunno, dude. I saw pics of some dames once on the internet, and they looked pretty fun...
 
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General Discussion > Cities Skyline Bluesnoobs
10. No subject Mar 19, 2015, 01:05 Creston
 
Kosumo wrote on Mar 16, 2015, 18:32:
About to start with mass transport (trains and the likes) any pointers?

Build it early, and build a LOT of it. But be careful that you don't make all the bus lines stop at the same stops. They will block traffic if they have to wait for one another, and it'll cause monstrous traffic jams. (I had one snarl go roughly 5 miles back on the highway...)

Also, make pedestrian walkways between your residential and work areas. Apparently cims are more than happy to walk 8 miles to work, and every one of them that walks is one fewer that takes a car.

Here's a cool little traffic guide.

He doesn't really give much in-depth info, but the pics are cool and can give some pointers.

 
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News Comments > Cities: Skylines Soars
117. Re: Cities: Skylines Soars Mar 18, 2015, 22:45 Creston
 
Cool little guide about traffic. (and dear God, look at that city... Drool )  
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News Comments > Cities: Skylines Soars
113. Re: Cities: Skylines Soars Mar 18, 2015, 16:48 Creston
 
Sepharo wrote on Mar 18, 2015, 01:29:
Yeah depending on how you lay your roads out the paths can be a big deal. If a guy can cut over the block or highway to get to work or the store then he doesn't have to drive all the way around. I've seen them walk a pretty long distance too, but you have to make sure it connects to a road or park. No landing the paths in center grassy areas that are otherwise surrounded by homes or they won't get used.

So essentially put footpaths through the middle of your residential sectors? I tend to do grids, so if I put a path through the middle of it, with a metro station at the border, maybe I can get people to walk... I'm going to give that a try. Thanks for the tips!
 
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News Comments > Cities: Skylines Soars
112. Re: Cities: Skylines Soars Mar 18, 2015, 16:47 Creston
 
Verno wrote on Mar 18, 2015, 16:31:
Any beginner tips before I dive in tonight?

I'd go with my finance tips posted earlier. They aren't strictly necessary, but they will make it a lot easier to weather the early parts of the game.

Traffic management is your absolute #1 priority. Without it, your city will simply start failing at 6-10K people and go into a long downward spiral from there. The coffee filter method posted below works pretty well, but it really is only effective until 10-15K or so. After that, traffic just swamps it.

One way roads are very helpful for managing traffic, but there seems to be a bug with the 6L1W road, in that it always creates traffic lights at every junction, no matter what. (whereas the 2L1W road does not, you can get it to just do stop signs almost everywhere.)

I'm honestly starting to think that the best way to build a large city is to create a small area somewhere, get it to 10K people or so, then use that finance base to start over elsewhere. Just leave the little city by itself, and build the real city on the next square or so. No matter what I try, I can never get that initial 10K thing to integrate well, it just gets drowned in traffic no matter what. Industry really creates way too much traffic in this game, imo. So I think you need to get to 7.5K to unlock offices, and then just do residential / offices / commercial in an 80-15-5 ratio or so in a different area.

Of course, right now there seems to be a bit of a bug with commercial demand, in that it just completely disappears for years and years on end. I think they're working on a patch for that. So any new area might not work because you can't get shops in the area for people to buy stuff at.

Just muck about for awhile. If you run into massive issues, just let us know, and we can probably figure out what's going on. (The game can do some strange stuff sometimes, but there's always an underlying reason for it, I've found.)


 
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