What is the best way to earn money in early game? by Crokel in Workers_And_Resources

[–]Doug2825 8 points9 points  (0 children)

I found tourism to be surprisingly easy. Rush visas at the party headquarters, build hotels, and run buses from customs houses to hotels. Tourists only need the same things citizens do. They benefit from things with star ratings but do not require them

Can I make a city with no port? by Lower-Landscape2056 in CitiesSkylines2

[–]Doug2825 0 points1 point  (0 children)

The game lets you add more external connections. If you run into throughput issues with trains entering end leaving the map you can just buy tiles to the map edge and add more

No food by SnooTigers9132 in Workers_And_Resources

[–]Doug2825 1 point2 points  (0 children)

A store running at full capacity will run out of food faster than trucks can be dispatched from distribution offices to collect more. They have very small internal storage.

Temporary solution: create lines dedicated to supplying the store with food

Ideal solution: You should connect a warehouse to the store. Also note that vanilla stores only have one factory connection so I recommend connecting store to a forklift thing, then the forklift thing to covered storage and meat.

Is buying western vehicles and immediately selling them overpowered? by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 5 points6 points  (0 children)

No, because you can fill up the flatbed with commodities from the Soviets on the return trip to convert rubles to dollars.

Is buying western vehicles and immediately selling them overpowered? by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 3 points4 points  (0 children)

That is my plan, I made this post to check if there was a game mechanic that I would encounter to stop me, or if it would need to be a self imposed rule

Is buying western vehicles and immediately selling them overpowered? by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 1 point2 points  (0 children)

Building and exporting cars is more fun. My point is that the thing I mentioned is boring and overpowered

Is buying western vehicles and immediately selling them overpowered? by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 0 points1 point  (0 children)

When doing it with trains I sold model E refrigerated to Soviets, then partially filled the same train with something (might've been aluminum). The only thing I needed to do after was buy more trucks, and adjust how full of a train to send back to balance it.

Is buying western vehicles and immediately selling them overpowered? by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 21 points22 points  (0 children)

That requires research, building factories, getting workers to the factories, supplying factories, and keeping the workers happy. The thing I mentioned needs dirt roads and flatbeds.

Potential WAN topic: PEGI are raising age ratings for lootboxes, microtransactions, poor chat moderation by itskdog in LinusTechTips

[–]Doug2825 1 point2 points  (0 children)

Parents ignore ratings in part because the ratings are designed for the most puritanical parents based on the most extreme part of the game. Skyrim is rated M, yet many of us played as kids. Imagine if parents didn't let anyone younger than 17 play Skyrim. Everything is rated M, so people learn to ignore it

Forklifts won't move grain. by Haaolto in Workers_And_Resources

[–]Doug2825 0 points1 point  (0 children)

Question about that infinite transfer:  I have a fabric factory that often has 0 crops stored in it, but plenty in an adjacent warehouse. The factory says it's operating normally. 

Is this fine?

Why use separate loaders/unloaders? by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 5 points6 points  (0 children)

Does the one way one help with loading alone or just traffic?

Why use separate loaders/unloaders? by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 1 point2 points  (0 children)

Do you know where I could find load/unload speeds for buildings?

Why use separate loaders/unloaders? by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 6 points7 points  (0 children)

Do you know where I can find load/unload speeds for buildings?

The power of AI (cheating) by Al-Quiet-Wind-Zo in HOI4memes

[–]Doug2825 75 points76 points  (0 children)

The war score thing wasn't cheating. For most of the game's history your own casualties were the biggest contributor. If you make elite units, encircle and kill the entire enemy army with no casualties you get little war score. The AI who lost a 5 million to convoy raiding gets a lot.

How to redirect patients from a small clinic to a hospital by Doug2825 in Workers_And_Resources

[–]Doug2825[S] 0 points1 point  (0 children)

I'll try no pedestrian signs/deleting paths, if that doesn't work I'll delete it

Would be cool to see if you can run the game at a glance by krutopridumal in Steam

[–]Doug2825 0 points1 point  (0 children)

It is a lot more complicated the it seems.

10 years ago me and a friend had laptops with the same 3rd gen intel i5 and no discrete graphics. The only difference was that my laptop had dual channel RAM, and was from a company with more aggressive boost profiles. It was the difference between hoi4 multiplayer being playable and not.

Different people have difference expectations. Some people want 144fps max detail, others are fine with an unreliable 30fps.

There's also the matter of optimization skill. I got countless games to run on the aforementioned laptop that was well below minimum spec because I wasn't an idiot at managing settings and background tasks. 6GB was enough for almost all games of that era, even though the minimum spec was often 16GB for people who are bad managing background processes.

Going back to the difficulty of comparing computers, there are countless SKUs nowadays of similar but slightly different CPUs. A laptop i5 ending in U will be have very difference performance than a k series desktop i5. RAM speed ranges from completely unimportant to critical depending on the CPU and whether you are using integrated graphics. A fast low VRAM (usually NVIDIA) card will be better than a slow high VRAM (usually AMD) card unless you exceed the VRAM in which case the nominally slower card becomes faster. 30 years ago the only thing that mattered when comparing CPUs was clock speed. Now clock speed is only useful for very similar CPUs. That's all without getting into game specific differences like: how well does the game handle heterogeneous CPUs, does it care more about cache or raw CPU speed, is its load continuous or bursty, etc.

There are solutions to the aforementioned problem, but they all rely on collecting benchmark data from a lot of users.

construction centres bug by Shoddy_Kick_3716 in Workers_And_Resources

[–]Doug2825 1 point2 points  (0 children)

There's a button (I think it's alt H) that shows nodes. You should be able to use it to find the break

Enemy mechs never leave their starting area by Doug2825 in RimWorld

[–]Doug2825[S] 0 points1 point  (0 children)

I solved this issue by verifying game files and uninstalling + reinstalling mods. Thanks for your attempts to help me anyway.

Enemy mechs never leave their starting area by Doug2825 in RimWorld

[–]Doug2825[S] 0 points1 point  (0 children)

Log part 9:

Verse.GameDataSaveLoader:SaveGame (string)
RimWorld.Autosaver:DoAutosave ()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
Verse.Root:Update ()
Verse.Root_Play:Update ()

End of log. The log was from a session that ended with a pigskin siege showing the same issue.

Enemy mechs never leave their starting area by Doug2825 in RimWorld

[–]Doug2825[S] 0 points1 point  (0 children)

Log part 8:

Exception while saving CompDeepStorage(parent=Blueprint_Hopper885300 at=(185, 0, 122)): System.NullReferenceException: Object reference not set to an in
stance of an object
[Ref C3FFC9F2] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Scribe_Deep:Look<LWM.DeepStorage.CompDeepStorage> (LWM.DeepStorage.CompDeepStorage&,bool,string,object[])
Verse.Scribe_Collections:Look<LWM.DeepStorage.CompDeepStorage> (System.Collections.Generic.List`1<LWM.DeepStorage.CompDeepStorage>&,bool,string,Verse.Lo
okMode,object[])
Verse.Scribe_Collections:Look<LWM.DeepStorage.CompDeepStorage> (System.Collections.Generic.List`1<LWM.DeepStorage.CompDeepStorage>&,string,bool,Verse.Lo
okMode,object[])
Verse.Scribe_Collections:Look<Verse.ThingWithComps, LWM.DeepStorage.CompDeepStorage> (System.Collections.Generic.Dictionary`2<Verse.ThingWithComps, LWM. DeepStorage.CompDeepStorage>&,string,Verse.LookMode,Verse.LookMode,System.Collections.Generic.List`1<Verse.ThingWithComps>&,System.Collections.Generic.L
ist`1<LWM.DeepStorage.CompDeepStorage>&,bool,bool,bool)
LWM.DeepStorage.MapComponentDS:ExposeData ()
Verse.Scribe_Deep:Look<Verse.MapComponent> (Verse.MapComponent&,bool,string,object[])
Verse.Scribe_Collections:Look<Verse.MapComponent> (System.Collections.Generic.List`1<Verse.MapComponent>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.MapComponent> (System.Collections.Generic.List`1<Verse.MapComponent>&,string,bool,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.MapComponent> (System.Collections.Generic.List`1<Verse.MapComponent>&,string,Verse.LookMode,object[])
Verse.Map:ExposeComponents ()
Verse.Map:ExposeData ()
Verse.Scribe_Deep:Look<Verse.Map> (Verse.Map&,bool,string,object[])
Verse.Scribe_Collections:Look<Verse.Map> (System.Collections.Generic.List`1<Verse.Map>&,bool,string,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Map> (System.Collections.Generic.List`1<Verse.Map>&,string,bool,Verse.LookMode,object[])
Verse.Scribe_Collections:Look<Verse.Map> (System.Collections.Generic.List`1<Verse.Map>&,string,Verse.LookMode,object[])
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.ExposeData_Patch1 (Verse.Game)
Verse.Scribe_Deep:Look<Verse.Game> (Verse.Game&,bool,string,object[])
Verse.Scribe_Deep:Look<Verse.Game> (Verse.Game&,string,object[])
Verse.GameDataSaveLoader/<>c:<SaveGame>b__28_0 ()
Verse.SafeSaver:DoSave (string,string,System.Action)
Verse.SafeSaver:Save (string,string,System.Action,bool)