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Real Name Paul   
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Signed On Dec 23, 2002, 22:32
Total Comments 25721 (Jedi)
User ID 15604
 
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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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News Comments > Morning Tech Bits
5. Re: Morning Tech Bits Mar 18, 2015, 14:57 Creston
 
LgFriess wrote on Mar 18, 2015, 09:46:
Well looks like it's finally time for a full new system build. Skylake, 390x/Nvidia equivalent, Windows 10, 21:9 monitors all hopefully being available this summer/fall.

I think I read not too long ago that Skylake was delayed until Q4 if not 2016...
 
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News Comments > Newell on Half-Life
49. Re: Newell on Half-Life Mar 18, 2015, 14:56 Creston
 
PHJF wrote on Mar 18, 2015, 13:24:
He's gotta be a direct relative to George R.R. Martin.

For that matter, have you ever seen the two of them in the same room together?
 
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News Comments > Morning Tech Bits
2. Re: Morning Tech Bits Mar 18, 2015, 11:37 Creston
 
It will actually be winter in many of those 190 countries.

*snorts water all over keyboard*

Thanks, Blue.
 
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News Comments > Newell on Half-Life
29. Re: Newell on Half-Life Mar 18, 2015, 11:35 Creston
 
Translated: "Coming soon: Dota 2 HL TC!"

 
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News Comments > Steam EU Refunds Now Available [Updated]
28. Re: Steam EU Refunds Now Available Mar 18, 2015, 11:31 Creston
 
as it sounds like part of the checkout process asks for prior consent to waive this right to finalize your purchase, so it sounds like actually playing a game ends the ability to return it.

I don't think that's what it's saying. It seems to say that they will ask you to waive the right to return during the checkout process, but such a waiver would seem to be voluntary. No idea why anyone would ever waive their right to return, but likely Valve just makes that an Opt-Out function rather than an Opt-In. (As in, it's checked by default, so you have to uncheck it. They know full well that the large majority of their customers just hit next next next next finish and never bother to read anything.)


In any case, good on the EU, and yay Valve for not doing this in the US... /SARCASM
 
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News Comments > Cities: Skylines Soars
109. Re: Cities: Skylines Soars Mar 18, 2015, 00:38 Creston
 
Interesting. I always thought foothpaths were just for decorative purposes, I didn't realize people would actually USE them. Thanks for the tips

As far as the landfills, okay, that's what I do too. Incinerators are far better than landfills.

I would leave a cemetery around, though, as apparently not all citizens want to use a crematorium. (No idea whether that's actually true or not, but that's what one of the devs said.)
 
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News Comments > Cities: Skylines Soars
107. Re: Cities: Skylines Soars Mar 18, 2015, 00:14 Creston
 
Quboid wrote on Mar 17, 2015, 23:52:
I only bother with sustainable industry - I built oil fields and my economy took a hit when they packed up. Likewise, I avoided graveyards and landfill because I don't want a problem to build up when I'm concentrating on resolving a traffic jam miles away.

You avoided landfills completely? Or you emptied your existing ones later and deleted them?

If I don't place a landfill within ~ 0.00000000000000002 seconds of unlocking Little Hamlet, everyone drowns in trash and leaves. It's like fucking Fenway Park in all my cities...
 
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News Comments > Cities: Skylines Soars
105. Re: Cities: Skylines Soars Mar 17, 2015, 23:41 Creston
 
Btw, they've now sold 500K!

Quboid, please explain about the footpaths. Do you mean you have pedestrian paths going to things like metro lines and such? Can't pedestrians automatically walk around in residential areas?

Here's where you can export your own height maps to play on. (import them into the map editor) Works like a charm. Lot of work to get the water to show up correct, though. (Read the readme included, it lists the elevated offset for the heightmap.)

This comment was edited on Mar 18, 2015, 00:12.
 
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News Comments > Evening Legal Briefs
2. Where'd all the 112 year olds come from? Mar 17, 2015, 21:18 Creston
 
Well, from 1903, obviously!
 
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News Comments > TITAN X Available
12. Re: TITAN X Available Mar 17, 2015, 21:17 Creston
 
and with double the memory

Really? Or is it "double" the memory?
 
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News Comments > Into the Black
32. Re: Into the Black Mar 17, 2015, 18:35 Creston
 
eRe4s3r wrote on Mar 17, 2015, 14:50:
And I think I could live with -40C .. but definitely not with +40C You ever experienced 100% humidity after a summer rain?

It gets above 40 degrees C (104F) fairly often here in the summer. We had 45 straight days of 100F+ in the summer of 2012. Yes, it's miserable, but you do eventually get used to it. (I'd hate to live without AC in it, though...)

I don't know that -40 C would ever be something a human body could get used to. I prefer being cold to hot as well, but to a certain point. - 40 is just agonizing.
 
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News Comments > Into the Black
31. Re: Into the Black Mar 17, 2015, 18:31 Creston
 
Bodolza wrote on Mar 17, 2015, 12:41:
Both F and C are base-10.

I was referring to the non-use of the metric system in the US, not specifically Fahrenheit.

 
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News Comments > Cities: Skylines Soars
103. Re: Cities: Skylines Soars Mar 17, 2015, 18:15 Creston
 
descender wrote on Mar 17, 2015, 13:48:
I don't know exactly how long his particular example would continue to work. I had to rebuild parts of it to fit my situation and eventually used larger roads than he did. Seems to work well at larger volumes if you use highway pieces to perform the split.

It worked on a proof of concept I did earlier, I should try just plonking one down in my 60K city to see how it does.

The problem usually arises from the first traffic light (and their inability to make a right turn to a one way road from the left lane... come on!) so I am making everything one way on my main artery (with offshoots) to the middle of the city, and then allow 2-way traffic on the other side.

I REALLY hope they will patch it so we can decide where to put traffic lights ourselves.


I'm not seeing that much because I'm probably overdoing the public services.

Once you have one of everything, don't bother with more for awhile. It doesn't matter if your city is far larger than the spheres of influence, it'll still work.
 
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News Comments > Cities: Skylines Soars
102. Re: Cities: Skylines Soars Mar 17, 2015, 18:12 Creston
 
Dacron wrote on Mar 17, 2015, 13:34:
So I need industrial to harvest the commodity and Commercial to distribute... Residential is not needed in zone (but could help with supplying closer workers if it is) and can't be converted to specialized industry correct?

In the actual zone itself, you only have to put the industry. The commercial district can be somewhere else completely, as the game will just ship the stuff around with trucks anyway. Same goes for the residential (don't put that in with the industrial, your people WILL get sick )

So keep industrial as specialization production until offices are available to reduce pollution / traffic?

Correct. It's a slow process, though, as both Forestry and Agricultural can only be placed in specific areas, so your expansion will be more costly and slower.

On the flipside, however, both forestry and agri are sustainable, ie, it doesn't use up the product. That's my big issue with ore and oil, you'll plant some industry on top of them and a game year later it's gone...

 
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News Comments > Gone Gold - Pillars of Eternity
7. Re: Gone Gold - Pillars of Eternity Mar 17, 2015, 13:23 Creston
 
Verno wrote on Mar 17, 2015, 13:14:
Awesome, finally something I kickstarted pays off.

You don't think SR Dragonfall paid off?
 
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News Comments > Cities: Skylines Soars
99. Re: Cities: Skylines Soars Mar 17, 2015, 13:21 Creston
 
Dacron wrote on Mar 17, 2015, 12:54:
Do you need zone specifics for setting up district specialties?

Yeah, you need to draw a district, and then mark the district as being that particular type (ore, oil, forest or agriculture.) Or is that not what you meant?

If you set a forestry district, do you need industrial, commercial or residential to profit off the resource?

The forestry district creates the specialized shops necessary to create products, but you will need commercial districts to actually sell the products. They can export some of them, but not all.
 
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News Comments > Gone Gold - Pillars of Eternity
2. Re: Gone Gold - Pillars of Eternity Mar 17, 2015, 12:40 Creston
 
Wooooo, congrats Obsidian! I'm looking forward to playing it!  
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News Comments > Into the Black
25. Re: Into the Black Mar 17, 2015, 12:30 Creston
 
ItBurn wrote on Mar 17, 2015, 12:01:
I wouldn't say we're a base 10 species. That's indeed the base that most people are familiar with when doing maths though. There are strong arguments for base 12.

I concur that there are some good arguments for base-12/duodecimal, but I don't think you can explain those arguments to a child. Every child has to learn rudimentary counting and math skills by using his/her fingers. That gets you set in base-10 math, and from then on it's just easier to keep using that.

Yes, mathematicians go "You can teach this to a child! It makes so much more sense! Just use 4 fingers and 3 parts per finger!"

Yeah, good luck explaining that to a 2 or 3 year old.

I also don't hold to the idea that "base 12 is just as easy to calculate in!" Sure, in small amounts it is. I can figure out how many quarters or halves or thirds there are in 2 dozen pretty quickly.

Now, quick. How many thirds are there in 24 dozen? How many quarters in 258 dozen?

In base ten, it's just a shift of the decimal point. How many centimeters in 258 meters? 25800.



This comment was edited on Mar 17, 2015, 12:39.
 
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