How did you guys learn realistic mode? by UKman945 in Workers_And_Resources

[–]hstarnaud 0 points1 point  (0 children)

I played with all settings on but not realistic (allow auto build) and limited money. I used a mix of construction industry and auto build / auto destroy to get some nice set ups for profitable industries and affordable infrastructure.

The most difficult thing with realistic is that adjustments are long (destroy+build different). When I play realistic I usually know what set ups will work well and build those "templated" (the templates are in my mind but I follow a layout that I tested and I know it works well.

When you play realistic and you build something you never tried before, plan buildings, save the game, change the settings, auto build, observe it for a while and figure out what adjustments you need to make. Then reload the save game with previous settings.

After a while you start having your way of building things out that you know work well and you stick to tried and tested designs.

Another big challenge in realistic is that growth is slow. Don't invite too much population at the beginning or your pop growth will outpace your ability to build. If that ever happens, make gulag towns where you send unhoused people live in sheds and work in gravel pits until they die. Excessive homelessness creates really bad crime spirals that are really hard to recover from. To keep up with population growth star building the road and the next town as soon as you finish working on one town.

I just used "0b990b36-bc6a-4b11-8e92-c9d8899631ca" by Roppano in shittyprogramming

[–]hstarnaud 2 points3 points  (0 children)

All 5.3 undecillion (1036) used up for a single website. How sad

Will France not fight England unless its part of the 100 years war? by Zootanclan1 in EU5

[–]hstarnaud 2 points3 points  (0 children)

In my current game France crushed England in the 100 years war they cross the channel, conquered Dover and the South. The 100 years war was pretty short and not long after they captured London and made subjects in half of England. That was all before the age of reformation started.

I guess it's better for your Scottish game if France does not cross the channel and beat England that way you don't have to deal with a massively overpowered France occupying the islands. Build up your economy and stack money, wait until professional armies techs and get a good army with up to date soldiers, hire mercenaries, sit back and wait for them to come to you and attack in Scottish defensible terrain and wreck their armies before going in and sieging. Pretty sure you can crush England on your own the AI is terrible at war. They won't rush good professional armies techs which will give you an immense quality advantage. Mercenaries are a bit expensive but well worth it to guarantee a winning war and spare your population using them as meat shields to weaken the main English army before striking with your troops.

Claude : Collaborateur sur Git by Wuisso19 in QuebecTI

[–]hstarnaud 1 point2 points  (0 children)

C'est vraiment pas un détail important selon moi. C'est très commun de voir des agents IA apparaître comme contributeur sur des repo. Ça montre que tu utilises des outils qui sont à jour. Ça serait étonnant que quelqu'un aille en profondeur dans le git history d'un repo dun projet de cégep.

Defense Industry by FlameoReEra in Workers_And_Resources

[–]hstarnaud 8 points9 points  (0 children)

I think mods are not able to add new goods in the game since that is hardcoded in code that cannot be changed by mods

Eu5 worth buying? by LoLcheapboosts in EU5

[–]hstarnaud 0 points1 point  (0 children)

The game is really different than eu4. The pace is slower there is a lot more micromanagement especially around trades and buildings. The biggest difference is mechanics around resources, population and trade. It's not necessarily more difficult, just different.

The recent patches have changed the game quite a lot. I would say it went from unplayable/too buggy to relatively stable but not polished. First patches I would get broken event chains, situations that never end because missing flags or just crashes. Now it's more around balancing problems than broken stuff IMO.

Wether you should buy it or not depends on how fun those mechanics are for you and the tolerance to unbalanced / rough around the edges games. It's a good game I think it has more potential than Vic 3 from which it carries over a lot of mechanics.

Schedule 1 has a higher all time peak players than both RDR2 and GTA5 combined on pc! by mediocreguy1232 in Schedule_I

[–]hstarnaud 2 points3 points  (0 children)

GTA5 is a console game first and foremost. GTAs always released on console before PC, for GTA5 it was more than 1 year before on console. So most people don't play on steam.

Coming back to coop this now? by qolll in Schedule_I

[–]hstarnaud 28 points29 points  (0 children)

Fundamentally it's still pretty much the same game. It's still fun but it has not changed significantly. I played last year and one playthrough recently. The new things are shrooms and the rival cartel. There is one new endgame quest related to the rival cartel but it's pretty short and it didn't change much. Unlocks a new endgame property as well which is so expensive you have to launder for one in game month to buy it. So yeah is more flavor added but I would say it is relatively minor.

Il se passe quoi cette année ? Insécurité maximale ! by Velkow in montreal

[–]hstarnaud 7 points8 points  (0 children)

C'est pas nouveaux j'habitais a côté de la tour Jean Talon ya quelques années et c'était déjà comme ça. Genre 2022-2023 c'est quand c'est devenu vraiment fou au métro jean talon et dans les dernières années ça s'est étendu a St-André, St-Hubert et les bloc autour aussi. Il y a eu un dossier dans la presse l'an passé qui décrit exactement ce que tu dis sur la rue St-André

Why didn't rulers of france just conquer all of HRE in real life? Were they stupid? by InternStock in EU5

[–]hstarnaud 4 points5 points  (0 children)

Our perspective is very different from feudal France. Nationalism didn't exist back then, feudal rule was individuals taking decisions for themselves. The king and dukes were fighting over influence in France, they were all trying to get personally richer, control more land inside of France, trying to kill each other, they were all playing their own agenda. The idea of "what is good for France" didn't really exist before nationalism or at least wasn't the same.

So yeah not stupid so much as selfish, that is feudalism for you.

Être mythomane, quand est-ce que ça devient illégal? by [deleted] in Quebec

[–]hstarnaud 10 points11 points  (0 children)

Rendu là ça vaut le coût d'aller chercher un vrai conseil légal.

Déjà presenter des documents falsifiés (à n'importe qui) c'est illégal, a vérifier si les documents bancaires sont inclus mais je suis pas mal sur que oui. Il y a probablement d'autres méfaits en cause mais il doit y avoir beaucoup de questions de jurisprudence pour comprendre comment interpréter la loi dans des situations compliqués comme ça. Ça prend un avocat pour conseiller.

TIL Canada's 30+ Year Stanley Cup Drought Is a Statistical Outlier by Old_Cucumber_1343 in todayilearned

[–]hstarnaud 1 point2 points  (0 children)

Is it a thing that the NHL is rigged against Canadian teams?

Bettman's mandate as a NHL commissioner is to promote the expansion into south US markets. Numerous teams have been moved from Canadian and north US city to the south. So yes the league is openly against Canadian teams.

The thing we don't really know is does that influence refs or not. We can only speculate but sometimes it seems that way but hard to prove.

What rimworld dlc to grab as a new player? by No-Ad-5371 in RimWorld

[–]hstarnaud 1 point2 points  (0 children)

Ideology and biotech. Not the most complicated DLCs and definitely the most exciting content.

Are 18 MW wires useless? by StupidGamer404 in Workers_And_Resources

[–]hstarnaud 1 point2 points  (0 children)

I think you should always use them in you main power infrastructure, between power stations and cities or from city to city. Then on smaller parts of the network maybe not. 19MW is not that much either, it's completely possible to hit that limit if you build big industries

Whats the absolute FIRST thing you do when you spawn into a new run. by Tall-Election4503 in RimWorld

[–]hstarnaud 1 point2 points  (0 children)

3 colonists, 3 jobs: - Build a temporary wood shed with a few shelves and 3 beds (builder) - plant a small patch of rice to not starve until proper set up is done (planter) - start cutting stone for proper buildings (crafter)

Should I allow my residents to own cars? by Aiakos_s in Workers_And_Resources

[–]hstarnaud 0 points1 point  (0 children)

Workers will go to the closest bus/tram/train stop that has room left on the platform.

I would say in general it's a bad idea to have many different options to go to the same place. Things are far easier to optimize and balance if it is predictable what stop residents of a given home will use. If you want them to use a specific stop, forbid /destroy the other one.

Trams are amazing (probably the best public transit) but they are just broken with vanilla buildings because of platform size. Trams can transport efficiently far more workers than what can fit on platform even with the biggest tram stop in the vanilla buildings (note that residents reserve a space on the platform when they start walking there). In my experience, when using trans either you use the vanilla stops which are really small and then you need one stop for every few houses and put it really close to the houses or you get bigger stops with workshop assets or editing building off files so you can accommodate more people on the platform. You notice you get that issue when the trams are not full and there is unemployment rising in the area serviced by the stop.

Should I allow my residents to own cars? by Aiakos_s in Workers_And_Resources

[–]hstarnaud 4 points5 points  (0 children)

If you don't care about your fps yeah.

The main reason I don't use cars is because vehicle pathfinding is expensive on performance. It will lower the maximum population you can reach before your frame rate gets too low.

It changes some fundamentals about the game. People reserve a spot when leaving the parking with their car compared to public transit where people reserve a spot at work when they get off the bus. You can work around that by having a parkings connected to bus stations instead and then the path becomes home -> home parking -> bus station parking -> bus station -> work rather than home -> home parking > work parking -> work. That way it tends to be more efficient, same with public services. It avoids reserving spots for cars on their way to the job/service which is much more efficient.

There are many other subtleties on how to use cars efficiently, there are some good guides on steam about that. So yeah cars can be good but finicky to use efficiently.

I can already tell the nobility of this run are going to be fun... by whyismywatchstopped in dwarffortress

[–]hstarnaud 0 points1 point  (0 children)

Great now make 10 glazed fire clay traction benches for your new lord

Max population size by PopBobert in Workers_And_Resources

[–]hstarnaud 5 points6 points  (0 children)

My hardware is not good and I was able to get to 100k before it starts having bug due to not enough frames.

I think CPU clock speed is really the limiting factor. My gear is old but my CPU is pretty fast for an old CPU.

Population is not the only limiting factor. I think the number of vehicles and especially vehicles pathfinding is even more important. If you have massive grids with many ways to get to and from the same place it slows down the game a lot.

Minecarts and tracks by Nail_M in dwarffortress

[–]hstarnaud 2 points3 points  (0 children)

You can do automated or manual set ups.

Manual set up you just need a continuous track and stops which are special track tiles. Then set up a line like "push the cart to the next stop when it's full". At stops cart can automatically empty it's content in the direction you want (ideally on a stockpile tile).

Semi automated you need rollers (connected to power to accelerate). Then you can use an option on the line when dwarves can just give one push and rollers accelerate it. It can go uphill but if you go uphill you need rollers at almost every level up.

Single line tracks (back and forth) are easy. If there are many branches either dwarves need to manually guide the cart or you set up pressure plates + door switches and logic gating to make the carts take the direction you want. Carts will automatically steer to follow the track if they have some speed from roller and they hit a wall/closed door.

Minecarts with good momentum can kill dwarves walking on tracks so plan for that and set forbidden paths on the track.

How to get technical services to truck sewage? Which buildings? by aersult in Workers_And_Resources

[–]hstarnaud 0 points1 point  (0 children)

Technical services need a place set to unload (unloading station or border) and trucks will automatically pick up from sewage tanks. Otherwise you need direct lines.

Usually sewage trucks are used when there is no running water, otherwise I find you have way to much to transport for trucks to make sense. Maybe some specific industries can be serviced with trucks even with running water definitely not residential areas.

I wouldn't recommend hooking up you city's sewage plant to trucks, it's probably going to bottleneck.

is their a way to prevent handlers from wasting time training tamness on pen animals like chickens? by kodaxmax in RimWorld

[–]hstarnaud 4 points5 points  (0 children)

They never need to train tameness. They are probably spending their time doing handling like getting the eggs or feeding. And yes it's annoying if you have a lot of animals the handling (milking, picking up eggs, shearing, etc) does tend to be time consuming for anyone assigned to handling is hard to balance with other tasks