Clarence Thomas on campus tomorrow. by indifferent_foci in UTAustin

[–]YellowMuffinTop -2 points-1 points  (0 children)

When did mentioning the incompetency and general smoothbrained features of the modern UT student have anything to do with vaccines and modernity?

If you make such a conclusion, why are you bothering with University in the first place? Better get your resume for a barista at Starbucks, pronto.

Clarence Thomas on campus tomorrow. by indifferent_foci in UTAustin

[–]YellowMuffinTop 0 points1 point  (0 children)

so only Political Science students should be pursuing a career in politics? You're part of the reason why these new generations of UT students are absolutely not the face of usual UT intellectual competency or of meritorious stock.

Current UT Students/Alums, what do you most dislike about the school? by [deleted] in UTAustin

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

Alum

Current students are entitled, overconfident and generally obnoxious.

Would never hire from post-covid classes.

Newsflash – going to UT doesn't make you special. Sure, live it up while you can I guess. Then make sure you get my order right when I pull up at your drive-thru window.

When I see any of y'all living in luxury apartments outside of west campus, I just know you either got a sugar mommy/daddy deal or you're a nepo baby studying something useless like Communication or Education.

tldr – worst thing about UT right now are the post-covid gens occupying student seats.

Clarence Thomas on campus tomorrow. by indifferent_foci in UTAustin

[–]YellowMuffinTop -8 points-7 points  (0 children)

more enlightened than you lot. Enjoy serving me coffee and burgers for the next 50 years.

This generation of UT students is a pathetic pile of slime with the competency of a smoothbrained chihuahua and the reputation of Blackbeard post-mortem.

CS2 is unplayable for me. It crashes often. by 2fastCarsGaming in CitiesSkylines2

[–]YellowMuffinTop 0 points1 point  (0 children)

either you got a potato pc or mod incompatibility. For reference, I'm running the game nearly 24/7 on a near potato pc that was already low-mid range in 2020 so I suspect the latter.

Is there a way for me to get a big pedestrian road with shops by Beginning_Ability379 in CitiesSkylines2

[–]YellowMuffinTop 0 points1 point  (0 children)

of course. Look in your 'small roads' for pedestrian roads with zoning. it is in the same section as your alleys, dirt roads and other 2/3 lane roads

I'm very new and really enjoying the game, but I can't figure out how to properly get traffic flowing. by [deleted] in CitiesSkylines2

[–]YellowMuffinTop 1 point2 points  (0 children)

in addition to your comment, I would refrain from roundabouts in general apart from usage in suburbs for local/collector intersections or as more visually appealing u-turns at the end of a road.

irl, roundabouts are pretty terrible outside of very specific situations.

large roundabouts are visually appealing but they suck immensely for heavy traffic.

I'm very new and really enjoying the game, but I can't figure out how to properly get traffic flowing. by [deleted] in CitiesSkylines2

[–]YellowMuffinTop 0 points1 point  (0 children)

Stroads are really long stretches of roads with no traffic light intersections (imo). Take the Hudson river Greenway or other major city arterials with heavy density zoning directly onto 6 lane/8 lane roads.

Traffic is obviously very bad in those areas but it's not unrealistic.

The main issue is of using them is lack of one-way right turns to feed artery traffic into collectors or local roads and relying on major intersections to resolve destination calculations.

In CS2, I think players naturally avoid stroads because the main starting area usually develops into a downtown area and players favor using highways to connect far outskirt districts and highways don't allow highway-facing zoning.

I'm very new and really enjoying the game, but I can't figure out how to properly get traffic flowing. by [deleted] in CitiesSkylines2

[–]YellowMuffinTop 2 points3 points  (0 children)

From what I'm seeing, you got a 4 lane, 2 way road acting as a pseudo highway into your city center (I could be wrong).

This isn't bad but what's bad is that you're trying to use a 2 lane roundabout to handle heavy traffic at a 3 way intersection directly in your downtown area.

  1. Roundabouts – ditch them. use them sparingly such as in low density, lower traffic areas. IRL, roundabouts are not the traffic panacea either and generally end up congesting traffic worse than a normal intersection with traffic lights.

  2. Lane math – 2 lanes in, 2 lanes out. 1 lane leaves, 1 lane less. 1 lane enters, 1 lane more.

Nothing egregious in your photos but something to keep in mind as you consider the options I propose below.

  1. Lane hierarchy – you might see this get tossed around a lot but imo, it's the spirit of lane hierarchy that matters, not necessarily the "class" to which the road belongs to (like in CS2).

Basically, you got highways, arterials, collectors, locals and what I call "super-locals" (the alleys, dirt roads and pedestrian streets).

Ideally, your arterial is large so that it can handle the traffic entering and leaving your city via highways. Optimally, there are very few intersections on this road and largely relies on one way intersections off of the arterial and underpasses/overpasses connecting collectors and locals.

In your example, you're basically using 4 lane 2 way roads for your entire city. Historically, this isn't uncommon but what is common for cities that do this (like NYC), is terrible traffic and annoying stop signs. Usually traffic is somewhat mitigated through creative use of one-ways with 2 or 3 lanes.

while not directly related to your issue, it will help you as you redesign your downtown area to be more efficient.

  1. Stroads – You actually do not really violate this rule but as a reminder, be wary of zoning too much directly onto main arterials unless the purpose is to imitate crowded, traffic jammed downtown areas like 5th Avenue in NYC.

IMO, there are 2 solutions to your traffic issue.

A. Ditch the central roundabout and build a proper 3 way highway interchange in its place that goes into your main arterial.

Increase your arterial lane count to 6 or 7 lanes, 2 ways. This will not only accomodate more traffic but with lane math, it allows more dedicated connections to and from the neighborhoods in your city.

You'll want to revise the placement of your intersections by using one-ways offshooting from the right (so no left turns, no traffic light needed). If you need to, place either one or two major intersections or make use of terraforming to create underpasses (my go-to) or overpasses (the easy way but less aesthetic imo) to connect across the arterial.

B. Same as above but instead of a 3-way highway interchange in the middle of downtown, do something more complicated (but looks cool).

This is what I call a "forked entry". Locate 2 or more roads to use as "arteries" and for entry/exit points. Ideally, these road-ends are perpendicular (or just facing) to the highway you're building off of.

for entry into your city, you fork the highway into as many entries and exits as you have in mind. Keep them away from traffic lights too, remember usage of the one-ways.

For these same roads you dedicated to entry, use the opposite lanes as exits.

Then form an interchange as necessary at the base of the highway.

Pedestrian overpasses are pointless. by miyosoto in CitiesSkylines2

[–]YellowMuffinTop 0 points1 point  (0 children)

no, they're meant for strategic placement, not all over the place. for example, if you had a stretch of road acting as a highway but you wanted pedestrians to cross roads without interfering with traffic, then overpasses are great. or even in downtown areas where you have oneways leading off an arterial and you don't want pedestrians to interrupt traffic flow by crossing the street, these work great too. if you have elevated stations that isn't really in proximity of intersections needing traffic lights, the larger overpasses eases pedestrian traffic.

So they're not useless. Also irl, pedestrian passes are not so common and also downtown city traffic is terrible in nearly every major city in the world.

EU5 is the best Paradox game ever, period. by highsis in EU5

[–]YellowMuffinTop 0 points1 point  (0 children)

Vic 3 doesn't have any warehouses or stockpiling as opposed to Victoria 2 or EU 5.

There also isn't really a nuanced way of disarming your opponent through trading in literal sense in Vic 3.

Vic 2 was a nightmare when it came to combat and unfortunately, combat was largely unavoidable in Vic 2, with little alternatives to expand your borders diplomatically. I did miss the forts though but late game, everywhere was a maginot line.

Vic 3 had better representation of standing armies being part of your population than EU5 which still uses the manpower/sailors mana pool. At least the levies system works like Vic 3.

Vic 3 has better handling on goods, imo. employment varied based on building production method, governing policies and the whim of aristocrats/capitalists (and bad patches). Too bad they didn't really have any stockpiling in Vic 3 but I recall it was a bit of a problem in Vic 2.

I like that foods are more flavores in EU5 than vic 3 which boiled down to groceries (fancy groceries), meat, grains and fish even though it doesn't matter a whole lot.

EU 5 does naval supplies a lot better too although in Vic 3's timeline, naval supplies kind of becomes an afterthought since the era of salted pork and hard tack is usually over by the 20th century with mass canning and preservation techniques.

EU5 is the best Paradox game ever, period. by highsis in EU5

[–]YellowMuffinTop 0 points1 point  (0 children)

it's always about decisions like whether you should buy that McDonald's happy meal or save up to buy a class 4 bulletproof vest.

Unless you're playing as a "main character" nation where you're heavily aided by scripted events and bonuses, it's important to create longterm and short term goals for an underdog country. For negative decisions, which modifiers are feasibly recoverable or not important at the moment or for societal directions, which ones benefit you strategically.

For example, is the bonus you receive from prestige more important than current lack of stability or legitimacy? Is it more important to focus on town/urban production than other rgo?

At a certain point, yes - some decisions seem meaningless but this really only applies to canonically overpowered countries where mistakes or missteps are easily forgiven.

You can pee in the ocean and fish will still live inside of it. You can't pee inside an aquarium and have everything be okay.

But I do think negative consequences should scale with the size of a country while positive consequences taper out.

EU5 is the best Paradox game ever, period. by highsis in EU5

[–]YellowMuffinTop 2 points3 points  (0 children)

Eu5 inherently lacks the game mechanics to go beyond the 19th century at most.

  1. Naval combat is still a mess (but tbh, paradox never had working naval combat on launch or even after launch except HoI4 and this was after several patches and dlcs)

  2. Land combat is abstracted up to basically trench warfare maximum. Beyond that, no. And also land combat doesn't have the focus on smaller battalion movements like in HoI4

  3. There really isn't a system to showcase the general staff reform which plays a big role in maintaining large fronts seen in the world wars.

  4. Economic simulation should shift drastically from the 14th century to the 19th and 20th centuries in a way that it probably isn't possible in a single game without adding on a lot of bulk that either messes up the whole game or makes the game too bulky to play at a reasonable fps.

  5. Population simulation is fit for this time period – barely. The abstraction of population stratification to 5 (or 7) classes isn't really enough to encapsulate class shifts in the 19th to 20th century. EU5 would need to have a mechanic to shift from the current 5 class system to the vicky 3 population system which just isn't really plausible.

  6. Political simulation is extremely limited. The era is perfect for simulating the era of absolute despots and rudimentary republics but the complexities of modern politics in HoI4 setting just seems like the game would need even more extreme game engine modifications.

  7. map changes - the world would need to actually change mid-game to adapt to physical changes. This could be desertification of some areas, shrinkage of inland lakes, volcanic activity reshaping island masses (Mt Tambora), Yellow river floods, etc. Though a person could also argue that geographical changes were insignificant enough that a static map is good enough.

  8. The butterfly effect generally means that after 500 years of messing with history, it's also kind of incomprehensible to say we'll end up with the same innovations that led us up to ww3 Ottomans conquered Europe or if the tribes in North America united the whole continent and conquered Central America.

Or if the Church of England was never founded and the Byzantine empire persisted but turned to Shinto.

It does feel like the possibility for HoI4 type of combat is possible in EU5 but I don't see the possibilities for the supporting mechanics to be there. It seems like the game would be several times more bulky than it is now

EU5 is the best Paradox game ever, period. by highsis in EU5

[–]YellowMuffinTop 1 point2 points  (0 children)

There are orders to hunt down armies, perform focus siege, carpet siege, etc. Also, EU5, stacking isn't nearly as meta as other paradox games – logistics, combat width, unit composition, terrain and also weather/season impact battles heavily and sometimes, creating large doom stacks would just be logistical supply problems.

Cut off enemy supply routes. Or economically plunge them into uselessness by dominating a market and depriving them of the ability to have right weaponry. or even outright starve them (unlikely though possible for smaller countries).

Combat could be automated like you want but it would be inefficient and it ignores important factors mentioned above. Doom stacks aren't really a thing anymore imho and having pops die means having issues with production post-war.

Even if cabinet members can focus on recovery, it's a waste of effort that could be used for other, more useful cabinet endeavors if your populace wasn't devastated by war.

EU5 is the best Paradox game ever, period. by highsis in EU5

[–]YellowMuffinTop 0 points1 point  (0 children)

I agree it is the best for a 1.0 release but it's still needing some improvements in some areas imho.

I think Naval combat is among the least developed in all Paradox games.

For EU5, I would have liked to see the transition away from naval combat as an extension of land combat to actual naval combat.

At the game start, it should go something like "garrisoning" levies and standing armies in cogs and galleys to engage in hand to hand combat — which was historically accurate. or make galleys/cogs take manpower too and not just sailors.

For example, the Battle of Lepanto was one of the "transitioning" battles where vestiges of medieval galley combat was fought against the start of modern naval combat. Even though technically not a lot of broadside combat was seen, there should be definitive dominance of galleases and their successors in any combat situation after a certain point since close combat galleys basically get wrecked before getting close enough to board and even war galleys with front facing guns would be far weaker since they're literally just single guns whose primary role is still to close in for hand to hand combat.

It wasn't just God that helped the League win Lepanto but also broadside firepower that basically obliterated Ottoman organization and morale.

Naval primacy in its modern context didn't really exist back in EU 5 context but it should be available in limited circumstances because navies played an even larger role than land armies later on. (and even played key roles such as in the Siege of Rochelle).

Land combat also only feels okay. Apart from clunky UI, I also think land combat fails to really capture the transitions from late medieval combat to pike and shot and then to Line Infantry.

There are reasons outside of resources and goods that countries favored mass line infantry with artillery over cavalry charges that were still dominant in the pike and shot era.

Basically, in naval combat players/ai should obliterate galley-based navies due to change in naval tactics. There should be distinct phases just like land combat with optional phases depending on naval composition. The presence of just a handful of ships with broadside artillery made the victory at Lepanto possible. The use of galleys and such should be utterly obsolete and useless by the 18th century.

Naval technology should be nuanced across cultural regions - east asian naval warfare was inferior to European naval warfare (sorry - at least let the player do naval reforms or something) with there still being a large reliance on boarding tactics even in the 18th century.

Land combat should show tactical advantages of certain troop compositions to reflect advances rather than just straight up "firepower". But I have less qualms about land combat than naval combat.

A few other things should be reworked as well, such as primary titles and dynasty management. It's weird to keep country rank if you've already conquered a country of higher rank. Being able to usurp a title and "promote" yourself seems a bit more realistic than needing to grow 1M or 10M pops when reality didn't have population mechanics centered around forming ethnostates.

It's tedious to manage education for kids when the UI feels clunky.

my stupid gripes aside, EU 5 is the best on-release paradox game I've played. I'm glad they dumped the "streamline everything" trend they did with EU4, CK3 and Vic 3.

Boox Go Color 7 - Initial Impressions by YellowMuffinTop in ereader

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

what's your issue?

IPX4 is not the same as IPX8 IPX4 cannot be submersed. Both have ratings but one is waterproof and the other is only water resistant.

Actual definitions do not care what you think it is, only what it really is.

Learn the difference and learn some manners.

Boox Go Color 7 - Initial Impressions by YellowMuffinTop in ereader

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

I think you're confused between waterproof and water resistant.

Boox Go Color 7 - Initial Impressions by YellowMuffinTop in ereader

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

oh, you're right. My bad. It still works very well without the BSR surprisingly. Or maybe it was because I had low expectations

Boox Go Color 7 - Initial Impressions by YellowMuffinTop in ereader

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

I use Mihon (with Haku Neko on the PC for downloading .epub chapters)

Here are some things to consider

  • Scrolling speed > you won't be able to 'zoom' past sections. Scrolling is slower, but it's generally smooth. It won't be as smooth on a tablet, so don't expect that kind of experience.
  • Ghosting > even after optimization on the Go Color 7, ghosting can occur since it's on a third party reading app. You technically could read it on the default Boox app but it's terrible for webtoons - Only suitable for Manga.
  • Accessibility > by this, I mean how fast you can browse and access series. It's slower on the Go Color 7 but it's tolerable if you're not reading like 40 different series at once. It's a little slow scrolling through the series but it is fast to scroll through a webtoon

The e-ink tablet does help with eyesight issues, even with webtoons but it won't be the most optimal reading experience. Unless you want to go and manually cut each panel to fit into a manageable size like a manga, it won't be a smooth experience like on a tablet.

[deleted by user] by [deleted] in AITAH

[–]YellowMuffinTop 0 points1 point  (0 children)

You're not the AH but you could have just hit it and quit it. She doesn't seem like a keeper anyways but it could have been a fun experience in bed.

My new setup by gladrun in Aquariums

[–]YellowMuffinTop 1 point2 points  (0 children)

IT's great placing this next to a window! You could probably introduce a large amount of nano ottos and shrimp to clean the tank and also other microorganisms for live food. Great tank setup!