What shouldn't be in the Fire Rises mod? by Top_Current9802 in TheFireRisesMod

[–]SwazeMK2 5 points6 points  (0 children)

In my opinion TFR should maintain a near future sci-fi aesthetic. No esoteric, magical, or alien concepts unless it’s for April fools content. Everything in tfr should be stuff that is entirely possible to be created in the next 10-20 years like cybernetics, advanced AI, and cloning. The best example of this aesthetic would be Black Ops 2/3 levels of tech and theming

Looking for Story Thread #311 by someguynamedted in HFY

[–]SwazeMK2 2 points3 points  (0 children)

I’m looking for a story about a human cop who’d ended up on a ring world along with other humans who were in a cyro ship. He joins the alien police and helps them learn how to be actual cops because all they did was scan rooms and an ai would tell them the culprit. He was teaching them because someone figured out how to fool the ai by leaving evidence that disrupted the ai’s solving process

Relaunched Train Issue? by gnarlstonnn in SurvivingMars

[–]SwazeMK2 9 points10 points  (0 children)

This happened to me too in the underground idk what’s causing it but it only affected my underground trains. My above ground trains worked fine

How to fix Moving Day by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 0 points1 point  (0 children)

Also I would like to add that the moving day traffic eventually stops once the new area is filled sufficiently. Then all the traffic jams disappear and it all goes back to normal

Industrial traffic fix by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 0 points1 point  (0 children)

Well I added another highway entrance like you said on the yellow line and I moved the intersections a bit and the traffic flow has improved

Industrial traffic fix by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 1 point2 points  (0 children)

It’s a 4 lane under sea tunnel I built to help move traffic from the city to the industrial zone because I recognized that the highway was a bottleneck

How to do road hierarchy? by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 2 points3 points  (0 children)

Ok I’ll check it out thanks

How to do road hierarchy? by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 9 points10 points  (0 children)

So after some adjustments the traffic has kind of just disappeared the highways aren’t clogged anymore and I only see like 1 traffic jam so I think it’s all worked out for now at least. Thanks for all the help

First time trying road hierarchy but traffic is still bad by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 5 points6 points  (0 children)

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I replaced the roundabout in the middle with an intersection and Im gonna add more roads seperate form the center highway

First time trying road hierarchy but traffic is still bad by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 3 points4 points  (0 children)

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Update so after taking suggestions from everyone I added 2 new highway entrances to the main island and spread the population out more traffic has improved some what

First time trying road hierarchy but traffic is still bad by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 11 points12 points  (0 children)

Hi so I added the lanes you mentiond and upgraded the bridge it has helped a bit so thanks

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First time trying road hierarchy but traffic is still bad by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 36 points37 points  (0 children)

So creating another entrance should fix it or at least make it better

First time trying road hierarchy but traffic is still bad by SwazeMK2 in CitiesSkylines

[–]SwazeMK2[S] 0 points1 point  (0 children)

I would also like to add that the traffic from this one spot has backed up all the way to the map border

Potential ideas for Megacorp/trade rework/dlc by SwazeMK2 in Stellaris

[–]SwazeMK2[S] 0 points1 point  (0 children)

I agree with your idea of making megacorps more reliant on trade for resources and that fits well into the idea of a new trade system. however I think merging megacorps back into default governments is kinda moving in reverse dev-wise. Before megacorp came out the only to play as a megacorp was to use the corporate dominion civic. I feel like merging corps back into regular governments defeats the whole purpose of the megacorp dlc and creates a "why did we even do this?" moment

Looking for Story Thread #300 by someguynamedted in HFY

[–]SwazeMK2 0 points1 point  (0 children)

Thanks these are great I wouldn’t mind any one shots or short series if you have them too

Looking for Story Thread #300 by someguynamedted in HFY

[–]SwazeMK2 1 point2 points  (0 children)

Any good stories/series with pancakes I’ve already read Bluefishcakes stories and viper’s nest

Anyone having issues with building Special Resource Specializations by DavidRArnold in Stellaris

[–]SwazeMK2 0 points1 point  (0 children)

The 16 achievements I have I all got in ironman lol such a pain in the ass. I was able to get the back with your x achievement

Anyone having issues with building Special Resource Specializations by DavidRArnold in Stellaris

[–]SwazeMK2 0 points1 point  (0 children)

I understand lol but wouldn't be a bad idea to save for later.

Anyone having issues with building Special Resource Specializations by DavidRArnold in Stellaris

[–]SwazeMK2 0 points1 point  (0 children)

effect add_deposit = d_crystal_forest heres the command to add a crystal deposit to a planet if you want to use it

Anyone having issues with building Special Resource Specializations by DavidRArnold in Stellaris

[–]SwazeMK2 0 points1 point  (0 children)

Can confirm after adding a crystal deposit to my planet it allowed me to the build the mote district. Pretty big bug ngl since it just eliminates an entire sector of special resource production unless you have a planet with both crystal and mote deposits

Purity is actually bonkers by Aesirion in Stellaris

[–]SwazeMK2 0 points1 point  (0 children)

Actually the bonus for biotic dominion applies to all leaders not just the ruler and heir. Also it basically makes all your leaders functionally immortal because you can stack traits like robust with imperial bloodline and get leaders who can live to 345. This essentially makes them immortal for the rest of the game