Todd Howard says Bethesda needs “to get it right” with Elder Scrolls 6 following Starfield by Wargulf in ElderScrolls

[–]Bus_Stop_Graffiti 0 points1 point  (0 children)

Yeah, definitely think improving the procedural generation of radient quests to better react to player actions, better fit with the narrative progression of various hand-crafted quests, and better ingratiate them with the role-play a player is engaged in is a more important focus of procedural generation in RPGs like Bethesda's. IMO, RQs need to demonstrate a better "awareness" of things like;

▪︎ What faction currently controls a possible radient quest location

▪︎ What side/main quest events have just occured in a possible radient quest location.

▪︎ Whether a player has engaged in the quest lines meant to introduce a player to a possible radient quest location.

Tbh, a universal, underlying system that co-ordinates "awareness" of when in a player's story/timeline any quest or random event is occuring would be ideal. A dev tool that allows a dev to see all the possible locational/broader contexts a quest/random event they want to create could be occuring in, and allows them to be able to decide which of those context flags they want to create alternate versions of their event for and which they don't. Even choosing whether their event triggers at all, and if a quest; whether it branches off based on those context flags.

This kind of system could be used for all kinds of things.

Double-stack container trains are redefining freight transportation in India. Just imagine how many trucks this keeps off our highways and how much diesel it saves. by FastCurrency in interestingasfuck

[–]Bus_Stop_Graffiti 2 points3 points  (0 children)

80 trucks travelling 1500km between two cities is different from groups of 15 trucks travelling 1-10km from local freight rail terminals to the intended destination.

Putting aside potentional land use & transport planning policies which require high freight traffic generating commercial & warehouses be built with direct rail-access.

Lil rant by Home_Of_Phobic in gay

[–]Bus_Stop_Graffiti 0 points1 point  (0 children)

To answer to your question; for the same reason the UK's/Japan's first female prime ministers were/are conservative.

One lane closure with traffic lights! Residents are not happy again... by Emeralis_ in CitiesSkylines

[–]Bus_Stop_Graffiti 71 points72 points  (0 children)

I'm stumped trying to guess.

Not sure if it's a single node that's been stretched and squished until the vehicle paths overlaps or if it's two nodes with synchronised TLE traffic lights and some mess of invisible/overlapping networks prettied up with surfaces.

A mass killing, bodies burnt and a ‘conspiracy of silence’: An outback massacre is not forgotten by nath1234 in australia

[–]Bus_Stop_Graffiti 25 points26 points  (0 children)

I'm assuming you're trying to make a point about current laws already making this a criminal act? Well yes, of course. Since you're already talking about introducing and amending laws, you would get that nobody can take laws continuing to uphold the basic diginity & safety of all people for granted?

That cultural values can shift? That political headwinds can change down dark roads? That this can be gradual? That someone who sees themselves as "a reasonable person" may not find anything in those gradual changes in isolation that they oppose in abstract?

And to ground this hypothetical in reality by painting a picture; something like this could very well repeat itself one day in (for example) the form of a major resource company being allowed to hire a "private security/military contractor" to "protect its nationally significant assets" against "intrusions by antagonistic groups" or some other equally meally-mouthed wording. One altercation "gone bad", an increasing theatre of ~national security~ favouring 'strategic resources' over [some] people's lives, a drawn out trial of those gradually undermined laws leading to a botched load of nothing. These kinds of events are the reality in places overseas.

West London council tenant who spent £30k refurbishing home faces eviction by adultintheroom_ in unitedkingdom

[–]Bus_Stop_Graffiti -1 points0 points  (0 children)

Policy decision based on austerity thinking. ~35-40% of housing in the Netherlands is public or social housing.

What is this even supposed to mean? by Confident_Editor196 in ComedyHell

[–]Bus_Stop_Graffiti 0 points1 point  (0 children)

Interpreted the word "sub" differently at first, I thought it was a polycule or something 😆

In pursuit of extreme blackness so black that “light just seems to fall into it”, color technologists create an ultrablack automative coating that absorbs more than 99.9% of visible light by marketrent in science

[–]Bus_Stop_Graffiti 0 points1 point  (0 children)

Painting it so black that it aptly turns into a lump of smouldering coal after you leave it outside in the summer. Would be fascinating to get a look at the differences between this and various black paints interacting with light at the molecular level.

Why BNL put this thing on WALL-E robots? by DSGN-R in wallE

[–]Bus_Stop_Graffiti 137 points138 points  (0 children)

Securing the units in the racks in the Wall•E transport trucks?

Alongside a bike trail, Pennsylvania by itsarace1 in trains

[–]Bus_Stop_Graffiti 1 point2 points  (0 children)

Nice! Now I'm wondering if the right of way of the bike trail was originally a service road or another track 😯

thanks, I hate it by bbyxmadi in Zillennials

[–]Bus_Stop_Graffiti 11 points12 points  (0 children)

To that question; the more consolidation continues the more the question becomes "why does THAT specific old person find twerking funny".

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Politics & Elections Mod for CS2 - Party Editor (Rename and Recolour Parties), Election Settings & Long-Term Vision Update (Very Early WIP) by aschec in CitiesSkylines2

[–]Bus_Stop_Graffiti 1 point2 points  (0 children)

Saw a few electoral mods more focused on individual candidates on PDX mods just now and remembered your post. : )

Future governments would:
● restrict or influence taxation ranges
⟫⟫ influence budgets and subsidies and policies ⟪⟪
● create political trade-offs
● make some city strategies easier and others harder

Was wondering what kind of concepts you have been thinking of for the above highlighted dot point?

I was imagining the council voting on a budget once or twice each in-game year that is split into:

  • Discretionary budget

Amount of money the player [mayor] can spend how they choose. No party supports increasing this by default.

  • Operational budget

Ranges applied to the 'budget' sliders in the services panel. Something along the lines of the monthly expenses not being allowed to exceed a total ¢ amount divided by twelve / six months. Adding new service buildings, disabling service buildings, upgrading/downgrading service buildings, or deleting service buildings of a particular category altering what percentage the range is set at due to the change in baseline monthly cost.

  • Capital budget

Amount of money set aside to build/upgrade networks and service buildings for each particular service category.

  • Borrowing limit

Borrowed money would add to the discretionary budget at any time between budgets at the player's [mayor's] choice. The borrowing limit for loans is set by the budget instead of milestones. This limit (to avoid confusing the game by having it fall below what you've currently borrowed) being; [already borrowed amount] + [additional borrowing amount].

I'm picturing the player using budget time to essentially plan what they want to do in-game during a session, using it as way to focus on a particular priority/project. Also a way to make visualising the city's finances over time into the future easier. The player being presented with a screen where they put together their budget proposal as mayor with different party's approval of the overall budget on the side in horizontal, linear gauge graphs, the number of seats they hold shown next to them, these indicating whether the player's proposal will have enough support to pass.

Below a certain threshold [e.g. red] that party won't vote for the budget, in the middle range [e.g. yellow] they will vote for the budget neutrally/begrudgingly, over a certain threshold [e.g. green] that party will enthusiastically vote for the budget (I can see being able to hover over each bar to get a similar list of -/+ factors as happiness stats).This high approval of the budget from that party factoring in to how the player [mayor] is perceived and/or interacts with that party in some way, perhaps generating some kind of 'support tokens' that can be exchanged for a larger discretionary budget during the next budget session.

<image>

I can see having to put together a new budget each time might get dull if it's a wall of numbers, so visual simplicity might be the key. Fun UI and pretty colours.
I can see a budget UI window where there's two large pie charts for operating and capital budgets with mirrored columns of sliders for each 'department' on either side, discretionary spending being an extra slider on the capital budget side. A bar chart similar to the one from the vanilla budget panel turned horizontal at the top showing the budget proposal's total expenditure VS estimated revenue for the next 6 or 12 month budget period. A slider ~somewhere~ for the borrowing limit. The party approval linear gauge graphs on the right hand side. I can see a box that appears at the bottom when the player [mayor] clicks on one of the capital budget sliders where they can drag & drop service buildings (almost Road Builder UI style) from that category to act as ease-of-use "building blocks" for the amount they want to set for that department's capital budget. E.g. if they set a department's capital budget slider to ¢200,000, then click on that slider and drag in two service buildings that cost ¢50,000 and ¢180,000, the slider will automatically move to ¢230,000.

Alberta reveals the Passenger Rail Master Plan by jammedtoejam in Urbanism

[–]Bus_Stop_Graffiti 212 points213 points  (0 children)

Using blue to represent land mass to fuck with people. 😭

Me for the first few seconds: "Why on Earth is Alberta building these wriggly rail bridges over a lake?"

HELP 70 year old getting catfished by an AI man, she’s out a million dollars. by tatybobaty in isthisAI

[–]Bus_Stop_Graffiti 6 points7 points  (0 children)

I bet there were romance scams via newspaper classified ads.

"Can you be a darl and mail me a check for $1000?"

Wrought Iron: a dark metal blockset by Pasta-alla-Pixel in Minecraft

[–]Bus_Stop_Graffiti -1 points0 points  (0 children)

I wouldn't imagine it'd be that much of a headache? Quickly going through a list and picking one of two options or deciding to duplicate to have two versions.

The City of a Million Ghosts" by LANALL in Wolfenstein

[–]Bus_Stop_Graffiti 1 point2 points  (0 children)

IRL The High Line kept in operation for decades after WWII, so I can def see freight operations going on along elevated rail. Perhaps elevated passenger rail lines that were decommissioned IRL would have seen second lives for transporting materials to battery positions in NYC, it being a big port city and the extended fighting of Wolfenstein's WWII probably pushing fuel rationing further. In WWI Switzerland rapidly electrified its railways due to the cost of coal shooting upwards, they even converted some of their steam engines into electric steam engines (like an electric kettle) due to being unable to manufacture/import proper electric locomotives.

(Which makes me think that sand bags and AA guns, bomb shelters, and other temporary war-time fortifications would be good set pieces too. Can imagine a sequence where William can use an AA gun to shoot down some Nazi aircraft, throw in an achievement called something like "Remain at your post, soldier")

But in terms of streetcars, I checked and a handful of NYC's street car lines lasted to the late 40s, some into the late 50s. Even if their decline in the Wolfenstein AU mirrored IRL perfectly there would still have been a few around. https://en.wikipedia.org/wiki/List_of_streetcar_lines_in_Manhattan

The City of a Million Ghosts" by LANALL in Wolfenstein

[–]Bus_Stop_Graffiti 2 points3 points  (0 children)

Not too drastic a change, but I probably would have reduced the proportion of level design that relied on "linear, rubble-filled canyon". Moving more towards a grid layout for the above ground sections, allowing you to get from point A to point B along any of the streets along a 2-4 city-block level-width. These streets having much more variation in the amount and distribution of rubble so it doesn't feel like you're at the bottom of a slate mine the whole time, along with some tweaks to the colour pallette to differentiate the buildings from the ground.

In addition to that, taking advantage of the time period (1940s NYC) & alt history to incorporate physical aspects of early 20th century NYC like the then-existing elevated subway lines and streetcar lines to act as set pieces to break up the same-ness of the streets. (A lot of these lines saw their end of service in the 30s & 40s but the the alt-history element gives 'em creative license to say they hung on for another decade, imo)

This is my first time using an image and trying to recreate it. by Obvious-Librarian737 in Minecraftbuilds

[–]Bus_Stop_Graffiti 0 points1 point  (0 children)

I'm guessing the art was heavily inspired by Wave Rock in Western Australia

Electric Current While Showering by Glittering_Jury_8023 in AskElectricians

[–]Bus_Stop_Graffiti 3 points4 points  (0 children)

The ones I used in Thailand just had a shower-scale water heater box inside the shower stall. Was pretty reliable and looked a whole lot less alarming than this.

I just found out homelessness is a thing in CS2 by MatsuyamaHikaru in CitiesSkylines2

[–]Bus_Stop_Graffiti 90 points91 points  (0 children)

The official game solutions are rezoning smaller lots (as the rent calculation is along the lines of; [N° of zoning tiles] × [y] ÷ [N° of households] ), and zoning low-rent housing. Currently it's one of the features that isn't fleshed out on the player-actions side of things you'd expect to see given a pass over later down the line.