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41  Gaming / Console / PC Gaming / Re: [PC] DiRT Rally - new Codemasters racing game in Steam Early Access on: April 30, 2015, 12:40:41 AM
I picked this up this afternoon. I only was able to play for a few minutes but darn it's nice. My rig is a Intel i7 4770K 3.5GHz, 16GB RAM, GTX 780 3GB, Win7 64bit. Graphically the game defaults to Ultra and it looks fantastic. The in-car view is very detailed. The game works fine with an X360 controller with the default settings.

A patch was released this afternoon that included a fix for the co-driver audio.
42  Gaming / Console / PC Gaming / Re: Just Cause 3 on: April 28, 2015, 07:15:16 PM
Yeah, I'll probably be getting this on release, although I'll only pre-order if I can get a deal from GMG.
43  Gaming / Console / PC Gaming / Re: [PC] DiRT Rally - new Codemasters racing game in Steam Early Access on: April 27, 2015, 06:13:04 PM

Quote from: EngineNo9 on April 27, 2015, 06:08:14 PM

I was going to wait for impressions but I figured I know I'd be getting it sooner or later, so I bought it already.   icon_redface 

Whoops, I was just about to post that a number of folks are reporting that they aren't getting the co-driver audio or pace notes, so it might be better to wait a few days... but thanks for stepping up and taking one for the team thumbsup
44  Gaming / Console / PC Gaming / [PC] DiRT Rally - new Codemasters racing game in Steam Early Access on: April 27, 2015, 05:52:04 PM
DiRT Rally was released earlier today on Steam, or I guess you could say STeaM  icon_smile. It's rather a surprise apparently, both in having no mention before now and also being an Early Access, PC only right now. It looks promising, although I'll wait for more real grognard reviews.

From the store page:
Quote
Welcome to DiRT Rally - a new world of DiRT. A pure expression of rally, the pinnacle of off-road motor racing and it begins now, in Early Access, with regular free updates including new locations, new game modes and new vehicles.

DiRT Rally captures the essence of what makes rally unique – that sense of trying to remain in control of your emotions, as you hurtle along dangerous, undulating roads at breakneck speed, aiming to squeeze everything out of your car whilst knowing that one crash could irreparably harm your stage time. It’s the ultimate test of a driver’s skill, and it’s the ultimate in high risk, high reward gameplay.

Every stage will test you differently, as you feel out grip across varying surfaces and adapt your style to a range of different weather types. As the car suffers attrition you’ll need to account for mechanical damage whilst your dedicated rally team tries to keep you competitive with time-limited repairs between stages. As stages string together, each rally becomes a marathon-like test of concentration and skill, as you trust in your co-driver and your own ability to react and adapt, in order to stay competitive and chase that ever-elusive perfect run.

• DiRT RALLY AND THE COMMUNITY: The community is DiRT Rally’s co-driver and their feedback will help shape the evolution of the experience. For players joining DiRT Rally in Early Access and the road ahead, the team want their feedback. They’ll be helping to test theories and providing vital data that will help to refine DiRT Rally.
• EXPERIENCE 3 MASSIVE NEW REAL-WORLD RALLY LOCATIONS: From the start of Early Access, DiRT Rally offers three massive environments and 36 challenging stages, with more to follow. Drive them during the day - in dry, overcast, sunny, misty, wet, rainy and snowy conditions - and then take them on at night for a very different, intense experience that will challenge the elite.

• Powys, Wales - Muddy, wet gravel stages and forest runs often in the rain during the day and at night.
• Monte Carlo, Monaco – Tight, twisting, dangerous roads covered with snow and ice that wind through the Alps. Snow and mist affect visibility during the day and at night.
• Argolis, Greece – Sweeping dusty gravel stages that take their toll on even the strongest rally cars in the intense heat of the Mediterranean in the bright daylight or at night.

• 14 CARS OVER 6 NEW AND CLASSIC CLASSES TO DRIVE NOW: Rally is about having the right car and DiRT Rally will have all of the right cars. At the start of Early Access, DiRT Rally delivers 14 cars and will be adding more cars over more classes in the future.
• NEW DRIVING MODEL: The physical simulation for DIRT Rally has been completely rebuilt to adequately capture how it feels to race across changing surfaces, and loose surfaces collect under the wheels during lateral sliding, creating a completely new feel to sliding around corners.
• RALLY CHAMPIONSHIPS, RALLY ASYNC & CUSTOM RALLY EVENTS: Take on a single stage and learn the calls in Custom Rally events, compete against increasingly skilled opposition in Rally Seasons or prove yourself against the entire community of players in Rally Async challenges.
• TEAM MANAGEMENT: Hire up to four engineering staff to work on your vehicle between stages. Drill down and hire them based on their contract length, wage demands, and on the insight they can offer over upgrades to the vehicles you own. Keep renewing an engineer’s contract and you’ll be able to give them perks that will help upgrade specific vehicles faster.
• UPGRADES: As you drive a vehicle in events your engineers will become more familiar with it and will research upgrades that will unlock the full potential of the car. DiRT Rally’s comprehensive upgrade system makes meaningful improvements to the car’s handling and performance to stay competitive
• TUNING: Delivering the most comprehensive tuning system ever in a DiRT game, DiRT Rally enables players to tune their cars based on weather conditions, car condition and more to ensure they can refine their setup and get the car feeling right for their driving style.
• DAMAGE & REPAIRS: Off-road racing is tough and unforgiving; competing causes vehicles to suffer wear and tear as replicated by DiRT Rally’s comprehensive mechanical damage system. Thankfully, damage can be repaired by hiring eEngineers to work in the team’s Service Area between stages. Much as in the Colin McRae Rally games, there’s a finite amount of time to repair cars between rally stages.
• PHYSICS-BASED ASSISTS: Being fast is about skill, not raw speed. Whilst DiRT Rally allows players to experience cars in their purest form it also offers a selection of real world assists, similar to those seen in race and road vehicles. Traction Control works to minimise wheel spin, ABS increases your braking ability by preventing the wheels from locking up and Stability Control keeps your car from over rotating in the corners.
45  Non-Gaming / Hardware / Software Hell / Re: New gaming computer? Where to buy? on: April 24, 2015, 02:22:00 AM

Quote from: Lee on April 24, 2015, 01:43:01 AM

I personally wouldn't buy an Alienware again. Not for that kind of money.

Mine was getting lock ups from day 1. Their support is lacking, but I figured it out myself eventually, one memory bank would become loose if the computer was moved. So I had to re-seat the modules anytime the computer was moved (which happened about 4 times over 3 years).

The case door was also prone to vibrate which was really annoying. I could play with it and get the sound to go away, but every few days the vibration would come back and I would have to mess with the door. Plus the case is a huge plastic thing that adds way too much extra bulk. It just didn't look that great outside of the lighting either.

It also had sleep issues from day 1. It seemed like it had to do with the fancy case lighting, because it would start acting odd until I would power it down. I think it was the drivers for the lights, but that is just a guess.

Not major problems by any means, but when you are paying for a high-end computer, there shouldn't be problems and support should make every effort to fix it.

Well I don't dislike Dell by any means, with Alienware, you are just getting a fancy Dell, so you get the same customer support as you would with a huge corporation. Not very personal, or helpful.

Good gosh, that's a lot of issues. I was going to comment to the previous post, saying that's a good price for those specs, but if the build quality is that iffy, it's not such a good deal.
46  Gaming / Console / PC Gaming / Re: [PC] Door Kickers on: April 20, 2015, 11:48:29 PM

Quote from: Teggy on April 20, 2015, 10:14:14 PM

I take it they didn't actually release "Door KickerZ"?

I believe that was an April Fools joke, but you can probably build it in the editor icon_biggrin
47  Gaming / Console / PC Gaming / LogicBots - Robot Puzzle Game, Steam Early Access on: April 20, 2015, 10:25:13 PM
I had LogicBots on my Wish List, so when it turned up as 25% off this week I went to the page and gave it another look. Turns out there's a demo you can download. The demo is quite nice with several hands-on tutorials and three puzzles to solve. The first puzzle was just like the tutorial and so not hard. The second one took me an hour to solve Roll Eyes, but I think that's more me than the game. The full game includes lots of puzzles plus a sandbox. There is also a level editor in the early stages.

The game is in nice shape, has plenty of features and the developer has put out a number of updates since the release on Steam last September. Apparently the sale this week is to coincide with an update that adds Steam Workshop support. You can upload and download robots from the workshop and there is one new level to download, made via the level editor.

If you remember the old game Mindrover, this one has quite the same vibe to it. And at $15 USD, it's well worth the price if you like these kind of games.
48  Gaming / Console / PC Gaming / Re: [PC] Door Kickers on: April 20, 2015, 07:00:28 PM
Just FYI, Door Kickers is on sale this week on Steam for 50% off.
49  Non-Gaming / Hardware / Software Hell / Re: New gaming computer? Where to buy? on: April 18, 2015, 02:17:01 AM

Quote from: Blackjack on April 17, 2015, 09:53:28 PM

Can you re-post your Falcon photos? I'm just seeing IMGUR error images instead of the photos on page 1 of the thread.  icon_smile

Sorry, I deleted those from Imgur to save space. I'll try to find the originals and repost.


Nevermind, I found the photos, here they are (click image to enlarge)






50  Non-Gaming / Hardware / Software Hell / Re: New gaming computer? Where to buy? on: April 16, 2015, 09:10:32 PM
I'm fourteen months in on my Falcon-NW Talon and (knock wood) haven't had any issues so far. I'm sure that's partly because I upgraded to a full three year warranty and the universe is mocking me for spending the extra bucks. About the only help I can give, and of course it's after the fact, is that I try to never update my drivers till after they have been out for awhile. The usually small hit to performance is compensated for (in my mind) by avoiding the small but significant risk of having the one rig that has issues with the new drivers that will be patched out in a few weeks.

Regarding Blackjack's comment about the $3,000+ system that will be obsolete in three years. Yup, three grand is what I spent (actually a bit less, but I upgraded the warranty and the shipping) and I do have concerns about obsolescence. However, I'm someone who doesn't mind living with less than bleeding edge performance at some point. I figure I can upgrade my card and other components if need be. I used my last Falcon, a Mach V, as my daily gaming computer for seven years so I'm hoping to get something near to that with this one. At that point I'll be sixty-seven and... oh hell, I'll probably buy another Falcon at that time too  icon_biggrin
51  Gaming / Console / PC Gaming / Re: What are you buying this week? (4/14) on: April 13, 2015, 04:38:12 AM
Grand Theft Auto V for the PC already pre-ordered and downloaded, just waiting for the unlocking.
52  Gaming / Console / PC Gaming / Re: [PS3,360,PS4,XB1,PC] Grand Theft Auto V on: April 08, 2015, 01:46:04 PM

Quote from: Reemul on April 08, 2015, 09:16:49 AM

Yeah all the pre order deals that were cheap get you a rock star key, i pre oredered at full price just to get it on Steam, I just like the ease of steam. 60 gig pre load as well

Turns out getting the game direct from Rockstar wasn't a big deal. After using my code on the website I was prompted to download a small file (GTAV_Setup_Tool) which just initiated the download. It does install the Social Club, which I guess is Rockstar's version of the Uplay or Origin client. Of course now I'm wondering how slammed that client interface with the web is going to be on launch day. I did save 25%, I'll see how much that's worth to me if it turns out I should have gone with Steam instead  Roll Eyes
53  Gaming / Console / PC Gaming / Re: [PS3,360,PS4,XB1,PC] Grand Theft Auto V on: April 07, 2015, 05:45:42 PM
Now downloading GTA V from the Rockstar Warehouse (hmm, I thought I was getting a Steam key from Green Man Gaming,  but no matter). 60.04 GB to download, going to take a while Roll Eyes
54  Non-Gaming / Steals and Deals / Re: Steam Deals Thread: Daily, Weekly, Midweek, Weekend and all other sales! on: April 06, 2015, 02:49:08 AM

Quote from: Caine on April 06, 2015, 02:43:22 AM

sorry, missed yesterday...

04/05/15
Release Date: Oct 23, 2013



80% off. Sale price $2.99
Metacritic score - 60 Critic 70 User
Steam user score - 84% positive in 7,636 reviews


So, is it worth it now that it's 80% off, or should I steer clear and buy that half-cup of coffee instead?
55  Gaming / Console / PC Gaming / Re: [PS3,360,PS4,XB1,PC] Grand Theft Auto V on: April 04, 2015, 10:33:23 PM

Quote from: Gratch on April 04, 2015, 10:27:40 PM

Quote from: Ridah on January 14, 2015, 04:04:35 PM

I guess I'm trying to figure out how to transition from playing video games without worrying about other people, like family, being inadvertently exposed to the explicit content. When I was single it wasn't an issue, but now with my wife around (who hasn't grown up with video games like I have) it feels weird. And the idea of playing it only when no one is around, or otherwise "hiding" what I'm doing, feels awkward.

Late to the party, but will just say that I agree with this sentiment 100%.  Mrs. Gratch doesn't care for violence/foul language/sex in her media to begin with, so playing something overly explicit like GTA while she's around is just...uncomfortable. 

Not to mention that I'm terrified that Little B 6.1 would suddenly walk in during the middle of a particularly, er, saucy scene.

I'm lucky on this. I have a man-cave and the Mrs tends to fall asleep early nowadays. Having played the game once through already I'll probably skip some of the more explicit cutscenes anyway.
56  Gaming / Console / PC Gaming / Re: [PS3,360,PS4,XB1,PC] Grand Theft Auto V on: April 04, 2015, 09:31:23 PM
For everyone that has already played GTAV (including me) this news probably isn't all that exciting, but if you are planning or have already ordered GTAV for the PC, you can begin preloading Grand Theft Auto V on April 7th. I guess they are really serious about releasing it on April 14th. Any bets on how big the release day patch will be?
57  Gaming / Console / PC Gaming / Re: GOG "Reclaim Your Games" initiative on: April 03, 2015, 04:04:05 AM
I do like this idea! I still have a lot of my old boxed games, however, I just wonder if they are going to be able to negotiate very many more of these. 
58  Gaming / Console / PC Gaming / Re: [PC] Galactic Civilizations III on: March 26, 2015, 08:44:01 PM
I actually bought this a while back, but I'm waiting for final release to play. I've burned myself out on several games while they were in Early Access and so didn't really get to enjoy the full experience. I played the heck out of GalCiv II and so I want to get the full GalCiv III unadulterated enjoyment. Looking forward to the final release, but please don't rush and release early, not on my account, no...  Roll Eyes
59  Gaming / Console / PC Gaming / Re: [PC] Automation - The Car Company Tycoon Game (Steam EA) on: March 25, 2015, 05:37:50 PM
I reviewed the game on the Steam store page, here's the review:

Quote
I've got sixteen hours in the game right now and so I'm ready to give some impressions. Understanding that this is an Early Alpha game and what that entails, here goes:

From the standpoint of gameplay, there's a lot to like here currently. Primarily there are the scenarios and the sandbox. The scenarios give the player various challenges that require tweaking an engine or a car to meet certain goals. It's a good way to understand not only how the game works, but also what is involved with enhancing a car or engine, not simply slapping parts together.

The sandbox is where the player can design a car and it's associated engine with technologies limited to the simulated year, starting in 1940 and continuting to the present day. To help the player "make interesting decisions" (to quote Sid Meiers) the game provides a critique of the final product in five catagories: Drivability, Sportiness, Comfort, Prestige and Safety. Additionally the player can also set his or her own goals, like keeping down costs or achieving a certain performance milestone, like a 0-62 time or top speed. There are a couple of test tracks where a sim driver (not you) drives the car and record a time which can be compared to other times. Additional test tracks are now available from fans via the forum.

In addition to the above two modes of play, there are also plentiful videos that explain pretty much every aspect of designing a car and engine. They are very well done and reasonably comprehensive. The videos play when you first try to use or tweak certain functions or features in the game, like the first time you add a turbocharger or adjust suspension. It's nice that way because you don't get the information till you need it.

The game is missing its campaign portion, but that's been well advertised here on the Store page. It's in Alpha after all. Also there are limitations to the depth of the sandbox, for instance right now you are limited to inline four and six cylinder engines plus V8 types. Also there are a good many but not comprehensive amount of starting bodies.

And there are bugs. I've come across a number of non-fatal LUA pop-ups, usually because I've been adding or deleted files outside of the game structure or been clicking the buttons to switch screens and menus too fast. Also there is a bit of a nasty bug that sometimes causes a car you create to not be saved when you exit the game. The bug has been reported and is actually pretty easy to avoid.

Graphically the game is far from cutting edge but it has all the graphic quality a player needs, there's nothing that limits what a player can do because of any limitation of the graphics.

The developers seem involved on the Steam and their own forum. And in something I can't recall seeing before, they have actually responded to pretty much all of the negative reviews, answering questions and requesting details on what troubles folks might be encountering. That's a nice thing to do, especially since as I understand there are only three of them.

So, do I recommend this game? With the qualifications that it is in Early Access, rough around the edges and not having all the planned final content, I can say that I do recommend this game.
60  Gaming / Console / PC Gaming / Re: [PC] Automation - The Car Company Tycoon Game (Steam EA) on: March 25, 2015, 02:04:04 AM
So I'm still having fun with the game, thirteen hours complete. I've been trying some of the scenarios but mostly I'm in the Sandbox, making up cars. I started like the game does in 1940 and have made a model or two at five year increments. Below is my 1965 Tyler Virgina muscle car.

(click image to enlarge)

Update: This is an image of all my cars in the Sandbox mode:
(click image to enlarge)
61  Gaming / Console / PC Gaming / Re: [PC] Automation - The Car Company Tycoon Game (Steam EA) on: March 23, 2015, 06:28:04 PM
Well, as someone who eagerly watches every episode of How It's Made: Dream Cars (by the way, I watch them on TV, not YouTube), it was just a matter of time before I got this game, so I picked it up this morning Roll Eyes.

It's in Early Access, but it's been being worked on for a couple of years and parts of it are very polished (pun intended). There are tons of in-game tutorial videos (which btw can be turned off) so for you younger folks who have never rebuilt a carburetor or replaced a head gasket, you can learn all the details of how a car is constructed. The car designs go from 1940 to present day, so there are a lot of options. Seriously, lots of options.

The car designer and the engine designer are pretty complete, although I'm sure there's going to be a lot of tweaking done. What is still in the very early stages is the tycoon portion of the game, how to turn it into something with a campaign and goals. However, there's still a lot to play with right now. Remember the game "The Movies"? There was a tycoon portion to that game as well, but many folks (including myself) just wanted to make movies and so did just that. Automation has that same ability.

I'm in my first pass through the game right now, designing a 1940 four door upscale saloon car, the Washington Presidential. I'll post more about it as I build:


By the way, the game does fully support UK and USA players as well as those in the more metric oriented areas:


And there is a test track for your cars. At this time you cannot drive your own car there, but it is driven by someone who I am guess wears white driving coveralls based upon what the track looks like:
62  Gaming / Console / PC Gaming / [PC] Automation - The Car Company Tycoon Game (Steam EA) on: March 23, 2015, 03:27:39 PM
I was bored and doing the Steam "Explore Your Queue" thing when I came across Automation - The Car Company Tycoon Game. At first blush I thought "Well, just another tycoon business game" but it's not. In this game you get to design a car. And not just some cosmetic stuff, you actually design a lot of the construction, like type of brake, number of pistons, number of valves per cylinder, spring rates, etc, etc. The retired engineer in me went all uber-geeky and I almost smacked the buy button right away till I reminded myself that it was only released eleven days ago to Early Access.

I suggest you watch the second video from the left on the store page (also available direct from YouTube here), it gives the best overview of how you go about designing the car. What is really impressive (to me) is that just like in real design work that as you make design decisions later in the design process you go back and assess how those later decisions have altered your earlier initial design and now you need to tweak and adjust to balance cost, performance, safety and reliability.

Here are some screenies:









There's a demo right on the top of the game's website. What you download is a launcher and when it is installed and fired up it downloads an update, which is about 765 MB, which is the real demo I assume.

You can look through the various menus and screens and design the body of the car (you need to choose 1997 as the year, since it's the only one that there's a body for). You can't build an engine but you can look at the screens and go through the tutorials.

There are also scenarios to try out in the demo, where you have to design an engine to match certain requirements, like it has to have a minimum power output while not exceeding certain noise limit or be able to run on cheaper gas. There's no single right solution, but if you're lost you can go to their wiki for help.
63  Gaming / Console / PC Gaming / Re: [PC/PS4/XB1]Rainbow 6: Siege on: March 22, 2015, 09:23:40 PM

Quote from: Soulchilde on March 22, 2015, 04:23:56 PM

Closed Alpha Video  probably will be pulled down soon

I got to see it before they pulled it. Looked good, although I hope there's a decent single player game there as I've rather outgrown multiplayer.
64  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 20, 2015, 03:30:39 AM
I've got 52 hours on the game so far and I seem to be (happily) spending a lot of it playing around with mods. The latest one is Ground Level Camera - Keymapping! which as it says, allows you to view the world from ground level. It just silly fun, but there's a lot to see:


I've added it to my Cities: Skylines Mods I Like and Use collection. I've also edited the collection to remove a couple of mods that duplicate other ones and sorted it alphabetically. I wish I could do that in game!
65  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 10:43:56 PM
I just saw something weird and I figure you guys might have a better handle on it. I accidentally dropped an elementary school in the middle of an industrial area... and I got green smiley faces from all the buildings saywhat. Am I supposed to be placing them there too, just for the happiness benefit? I wouldn't think so.
66  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 03:34:47 PM

Quote from: Caine on March 19, 2015, 03:24:47 PM

Cims also have a pretty short lifespan.  I didn't really notice it until seeing someone made a mod for it.

I was wondering about this too. Maybe it's because they walk so fast!
67  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 03:09:29 PM

Quote from: TiLT on March 19, 2015, 06:15:12 AM

Quote from: Lee on March 19, 2015, 05:53:41 AM

It would be impressive, if there were pillars.  Tongue

Yeah, it kind of loses its charm when it's essentially cheating.

In a single player game it's not cheating, it's playing style.
68  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 05:49:35 AM

Quote from: TiLT on March 19, 2015, 05:24:08 AM

Quote from: jztemple2 on March 19, 2015, 02:27:47 AM

OK, this is really cool, I didn't realize that the TransportLineColorMod mod mentioned above not only colored the transportation lines if you brought up the Public Transport view, but it also in-game changes the color of the vehicles as well:[/img]

That's part of the base game. Buses have the same color as their route.

Well, my buses were all the same color until I installed this mod, so I'm giving the mod the credit slywink. All my bus lines in the Public Transit view were the same color too, so I guess that's why.

I saw somebody call this type of pics Road Porn. I don't know about that, but they make me happy icon_biggrin. Created using the NoPillar mod:
69  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 02:27:47 AM
OK, this is really cool, I didn't realize that the TransportLineColorMod mod mentioned above not only colored the transportation lines if you brought up the Public Transport view, but it also in-game changes the color of the vehicles as well:

70  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 19, 2015, 02:15:03 AM
I tried the Chirpy Banner, mentioned above, and it does work. It replaces the Chirper with a scrolling banner. Used in conjunction with ChirpFilter it cuts down on the messages and keeps them unobtrusively on the top of the screen.

And this is something I whipped up with the assist of the NoPillars mod. I'm just assuming that really, really strong stressed concrete I'm using can support itself over vast distances! icon_cool
71  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 18, 2015, 10:45:45 PM
And there's also Chirpy Banner, although I haven't tried it yet.
Quote
Replaces Chirpy with a scrolling marquee style banner along the top
72  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 18, 2015, 10:41:29 PM

Quote from: wonderpug on March 18, 2015, 10:12:23 PM

I don't suppose you've seen a mod that changes Chirpy to just give straight useful information instead of trying to be cutesy/annoying with wording?  Ideally, I'd want Chirpy messages to display in the corner, not have an annoying sound, and just say "Cims are happy about low crime rates" instead of "goin' on vacation and leaving my door unlocked so you can water my plants!"

Two of the mods in my collection do pretty much what you want.

Chirper Position Changer/Mover allows you to put Chirpy anywhere on the screen. I put mine down in the bottom left on the menu:




Also there's ChirpFIlter. It filters out the non-relevant messages. It's not perfect, but it's better.
Quote
Filters non-informative chirps from chirper. No more chirps about lost wallets and vacations. The mod only filters the games original messages, so mods that insert custom chirps won't be affected.

The mod also filters messages from Chirp Banner by brittanny.

Due to the high amount of these “random” chirps, the mod may not filter all of them. I will add & update the mod as I come across them.

DISCLAIMER: The mod only works on english version of the game.
73  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 18, 2015, 10:00:13 PM
OK, it's time for another edition of Mods I Like (The whole collection is viewable at Cities: Skylines Mods I Like and Use).

Infinite Oil And Ore
Just wish this had come out before I depleted all the oil on my map  icon_frown
Quote
Causes Oil and Ore production buildings to never run out of resources.

Stopping them from extracting the resources would stop them from producing anything, so instead of doing that, this mod creates a steady supply of extra resources under the extracting buildings to keep them running.

Info View Buttons Enabler
Not really all that important later in the game, but at the beginning it's useful, especially on your second and subsequent cities.
Quote
All info view buttons are always enabled

TransportLineColorMod
This one is nicer than the one I previously posted about because you don't have to manually select different colors for the lines.
Quote
Automatically assigns random color for all created transport lines.

Source code available at https://github.com/tuopppi/TransportLineColorMod


Demand Master
Not 100% sure how useful this is, but considering the issues with the parks versus commercial demand, maybe it will be good for you icon_wink
Quote
RCI Demand Controler

Features:
View Current RCI Demand
Adjust RCI Demand
Fix RCI Demand Value

Source Code : https://github.com/kagami3421/Skylines_DemandMaster

NoPillars
Maybe not for the purists out there, but can come in handy for those really intricate road routing instances.
Quote
FUNCTIONALITY:

- Build elevated railroad, roads, and pedestrian paths without pillars
- Build elevated roads that use the railroad pillars instead of the clunky concrete ones
- Disable collision detection while building roads
- Build railroad tracks in the asset editor


IN GAME:

This mod adds two buttons in the bottom left.

Click the button that says "Pillars" to switch to "Floating". Newly built elevated roads, railroad tracks, and pedestrian paths will now float in the air without any apparent support. Click the button again to switch to "Pillars (Side)". In this mode, elevated roads use the pillar model of elevated railroad tracks instead of their normal one. Click the button a third time to switch back to the defaults.

Click the button that says "Collide" to switch to "Overlap". Roads and other connections can now be built even if they collide with an existing object. Click the button again to switch back to the default mode.

74  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 18, 2015, 03:40:55 AM
Since I've been posting about mods, I thought I'd also create a Steam Workshop Collection that lists all the mods I've tested and use, although I might not use them all the item. The collection is Cities: Skylines Mods I Like and Use. I'm assuming people can access it, please let me know if you can't. And if you find any mods you think that are interesting that I don't have listed, post about them and I'll give them a look and add them to my collection if I like them.
75  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 09:15:23 PM
And one more, this is a nine minute video following a box truck all over the city

Cities: Skylines Ride-along 05 - Box Truck Bonanza
76  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 06:24:43 PM
Alright, finally got around to making some videos! These are ride-alongs with various conveyances; a freight trucker, a log carrier, a garbage truck and a train. No mods in use except HideUI, which I used so I could hide the UI without having to move the mouse. I down-scaled the videos to 720p so they wouldn't take forever to load.

Cities: Skylines Ride-along 01 - Just Passing Through

Cities: Skylines Ride-along 02 - Garbage Pickup

Cities: Skylines Ride-along 03 - Going Back to the Forest

Cities: Skylines Ride-along 04 - Take the T Train!


77  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 05:10:50 PM
Today's interesting mods:

Pause on load
It ought to be standard in the game, but for now we have a mod for it.
Quote
Pauses the game when starting a new map or loading into one

Transport Lines Manager 0.2β
Quote
A shortcut to manage all city's public transports lines. It's a beta version, so may have a lot of bugs.

Official thread for discussion: http://forum.simcitybrasil.net.br/viewtopic.php?f=138&t=5444&p=110122#p110122
PT-BR and EN

How does this work

When you click on the button in the top left corner and a window will open. Each button is a line of the public transport of the city:

- B lines are buses lines
- T lines are train lines
- M lines are metro/subway lines

The number after the letter is the internal line number of the line in game. This cannot be modified by now...
The background color is the line color.

Known bugs:

- When you load a new city inside game, the button not work anymore.

And it looks like this in game. When you click the button of each transport line it opens the associated info window for that line.


City Statistics Easy Access
Quote
Adds a button to the UI for simpler access to the City Statistics graphs.

KNOWN ISSUE: Closing the graph does not unpause the game automatically. Pausing functionality should not otherwise be disrupted.

Source can be found here: https://github.com/Alakaiser/Cities-Skylines-Stat-Button/blob/master/City%20Statistics%20Button/StatButton.cs

Most of it you can already find easily, but I commented the hell out of it. I tend to get lost if I don't. Cheers!

Update 3/16/15: Button should display properly for 16:10 aspect ratios.

Each item is individually selectable and the y axis scales dynamically.

78  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 03:59:59 PM

Quote from: Caine on March 17, 2015, 03:51:10 PM

Still early on, so I play at low speed so I can be more reactive to changes.  How big is that city you have JZ?

Let's see...


And my happiness factors. Darn residential actually went down a point recently, while commercial finally rose a point. 


By the way, I play at the slowest speed, but then I'm pretty much snooping around my cities all the time, checking on the traffic, seeing where there can be more growth, that kind of thing.
79  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 05:15:10 AM
Well, empirically I've demonstrated to myself that somethings going on. I added a bunch of parks to my commercial areas to make them a bit happier and my RCI indicator went down for commercial to near the bottom, but then it wasn't that much up off the bottom. I deleted the parks and the commercial demand went up, but not that much. And the land value for some of my commercial buildings tanked, so now I'm really confused retard. My hope is that they will remove parks from any RCI calculations for commercial and instead just accept that the player pays the price in having non-revenue generating land.

In other news I now have 42 hours in the game, which I'd had for six and a half days icon_eek. I don't think I've put in that many hours in the first week a game has come out  icon_biggrin

I decided to relax a bit and so I followed one of my lumber trucks driving from my forestry industry to making a delivery at the other end of the map. It's a lot of fun.

(click image to enlarge)
(click image to enlarge)
(click image to enlarge)
(click image to enlarge)

80  Gaming / Console / PC Gaming / Re: [PC]Cities: Skylines on: March 17, 2015, 02:48:03 AM
I saw a mention on the Cities Skylines Nation site that a patch is in work:

Quote
Today Paradox released a update on what to expect in the first patch! Even though it was a very smooth launch, there are naturally several issues that has come up in this first week after launch. They didn't give any promises that all these will be fixed, but at least we got details on what is being prioritized highest. Also, Cities Skylines has now sold over 500 000 copies!

[​IMG]

The widest and most pressing issues, which is getting the most attention at CO/PDX, is the following:

    Black screen on start-up
    Grey Load/New Game button
    Save issues (corrupted saves, saves not saving, cloud not working properly)
    Poor performance on high end computers (mostly Linux)

If you are having other issues, makes sure to check the Known Issues list here.

They are also keeping a close eye on discussions on gameplay related issues, like for example:

    Commercial demand possibly being "killed" by parks and rec.
    Potential traffic AI issues/improvements
    Cause/effect for workers getting to their jobs

They did specify that if those issues are related to bugs, they will fix them, but if they are design decisions from CO that players disagree with, it will just be taken into consideration.

The first patch is expected to be released in the very near future. Stay tuned!

And to finish it off, Cities Skylines has now sold over 500 000 copies! Amazing!

And in another post, the known issues list:
Quote
What are the known issues and bugs - how do I fix them? (Living list, will update as we progress)

    If you have no shadows no matter what graphic options you set, launch the game with "-force-d3d9" parameter and it might solve the issue (thanks to Vantezzle for reporting this)
    Mac user and your menu screen is just a bunch of flat textures? Disable steam overlay to fix!
    Play/Load Game is greyed out? Check this thread for info. Additional potential fix here.
    Game crashes on load or shortly after you stop playing? Make sure your GPU reaches minimum specs!
    Low performance on gaming laptops? Ensure you're using the right GPU, see this thread for how to.
    Black screen on startup? See this thread for proposed solutions, more solutions posted here.
    Some users on OSX Yosemite experience a strange dark screen, reasons are hitherto unknown - we are aware of this issue.
    16:9, 16:10, 21:9 and 4:3 ratios are supported. This can result in black borders when playing with a TV. To use a custom resolution, launch the game from the command line. Some UI clipping can occur if the game is played with a non-supported resolution.
    Trophy icon on saved games means they have achievements enabled. Saves that use or have used mods do not have achievements enabled.
    Space Elevator is highlighted in the Public Transport Info View, but it's missing a line in the legend to tell of how many people use it.
    Splash screens cannot be skipped with a mouse click.
    On Windows the default fullscreen mode is borderless window which means that some third-party features such as G-Sync don't activate. You can start the game in exclusive fullscreen mode if you force it to use DirectX9 instead of DirectX11 by adding -force-d3d9 as a launch parameter. However, there seems to be problems with 4K resolution when using DirectX9.
    All texts do not update "on the fly" when language is changed from the options. The game requires restart to update the texts.
    Ships can cross dams and go through low bridges.
    Planes can fly through tall buildings.
    VERY steep cliffs in the map editor can make textures break open.
    On OSX, some hardware have trouble with the Steam overlay in game. If the textures disappear when the overlay shows up, just disable the Steam overlay from the game properties in the Steam client until we work out a patch.
    Asset Editor: some assets such as public transport can be imported and customized, however, they will currently not be functional if placed in the game.
    Asset Editor: It is not possible to assign thumbnails for intersections and parks at the moment.
    There is no easy way to Update an existing item you have previously uploaded on the Steam Workshop at the time being.
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