Brett E

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Everything posted by Brett E

  1. Movie/TV recommendations

    Since you liked Half-Nelson I'd recommend checking out Detachment if you've not seen it.
  2. Android Games

    Xcomm, Monument Valley, Banner Saga.
  3. Elite: Dangerous (Kickstarter)

    It was changed in the Wings update I believe, bounty hunting now seems to be the most profitable venture in the game. Although possibly trading with a huge cargo capacity might edge it out.
  4. Amateur Game Making Night

    Thirded, it looks mighty fine.
  5. Elite: Dangerous (Kickstarter)

    The Nvidia competition is live now so I've been doing some rare runs out on the fringes and checking stations en-route then I thought I should probably look at the rules on the Elite forum announcement because this being Elite, they never tell you much in-game. It turns out you have to be in open play and there's effectively a player blockade of the station you have to deliver to, so even if you are lucky enough to find the station(s) selling it, you are going to have a tough time delivering it. I find this situation interesting from the outside but entirely unappealing to take part in so I'll go back to playing as normal.
  6. I have a PS2 related dilemma.

    It's not a 'solution' but I remember with my PS2 it would often fail but would always eventually succeed with repeated tries. Strangely some games took less tries than others, I guess the must have been made differently or perhaps some were dual layer? Anyway, if you have the patience it's worth a shot.
  7. Cities: Skylines

    My traffic is for once not actually that bad, I think it's because I have a decent amount of roundabouts and I'm not packing much high density together but also I'm trying to use more public transport, which brings up other issues:
  8. Cities: Skylines

    Yeah I'm sure it's not all that practical, you can just about see at the top a crisscross junction that seems to work ok though.
  9. Cities: Skylines

    That massive motorway interchange looked a bit too complicated, so I made a simpler version:
  10. Cities: Skylines

    I'm glad it's not just me doing that...
  11. Visual Art!

    Update I'm still figuring things out and interpreting the painting, which is an interesting challenge. The back and the other side cannot be seen at all for instance, so I'm having to decide what to put there entirely on my own. Also there's the smaller details, like the lights, I built a small armature and have run cables, both of which are hinted at in the painting but it's up for debate as to whether that's the intention of the artist. Then there's also things that we may (quite fairly) over look in the painting such as the practicality of the steps to the door, I'll have to figure out how to make that work. On the back I added a ladder but realised it was unreachable, so I added another fold out ladder below but the lowest rung was still at pelvis height making it a rather uncomfortable climb so I added a slide down part too: I may be over thinking some of this but it'd annoy me if I just ignored it, plus someone else would just point it out later
  12. I'd like to help out. I mostly art but also have some experience of playmaker (unity visual scripting).
  13. Cities: Skylines

    I tried the pedestrian zone-able paths, despite it saying emergency services and garbage trucks could still use it, that was not my experience but it could be that another mod is the cause there. Also the colour overlay when placing service buildings doesn't take it into account, which makes it hard to see the catchment area.
  14. Cities: Skylines

    I'd like disasters and scenarios but that sounds crazy, I don't know why anyone would want that but fair enough. When I was editing the wind turbine I noticed a fire spread variable which also surprised me too, I don't think I've ever seen it and I've had a few buildings burn down fully.
  15. Screenshots. Shots of your screen.

    I played State of Decay recently (excellent game) and the backpacks seem to be random, you put on a small or large one and it seems to just randomly select a model. So one of my dudes had this snazzy number: Good for you guy, don't conform to gender stereotypes.
  16. Cities: Skylines

    I've thought about cycling too, it would be a good way to reduce traffic, noise and pollution plus a lot of real cities have cycle lanes, so why not?
  17. Elite: Dangerous (Kickstarter)

    That's cool, I'll have to check commodities markets more often.
  18. Cool, thanks I'll try it out. Edit: Or not, it seems to be maya only, oh well
  19. Visual Art!

    I have a spare key, you're welcome to it if you want.
  20. Cities: Skylines

    I just did it, go into tools>asset editor and set pollution to 0.
  21. Elite: Dangerous (Kickstarter)

    I'm not sure exactly. I heard that you should look for systems with low security with resource extraction in metallic rings around planets. The place I was hunting had 3 sites, one was on the dark side of the planet so I avoided that one (not being able to see the massive chunks of rock can be dangerous) and one was ok but didn't seem to get anything bigger than a Cobra turn up. The good one though has Pythons, Anacondas and Imperial Clippers turn up, they're worth anything from 50-190k each. I don't know for sure though that it wasn't just weird luck that meant one was crap and one was great though. Dr Wookie or someone else could probably answer your Type 6 question better but I'll give it a stab. The Cobra can hold about half the capacity of the Type 6 and has almost as good range but it is much better at defending itself so it's a tough call. Since bounty hunting is quite profitable now, it might be better to wait a bit longer and get the Asp.
  22. Elite: Dangerous (Kickstarter)

    Dr Wookie, that Asp sounds pretty sweet. Yeah it's a general purpose ship but I was going into war zones in Lugh in a Cobra I'd quite like to get a vulture and try it out because I've not actually used a dedicated fighter but the temptation to save up for a Python is strong. Pepyri, you can make a bit more than that by bounty hunting in the right locations. Resource extraction sites are the places to go, I was at BD-15 447 last night and was making about 1 million an hour roughly. Remember though that you need a lot more than the asking price for outfitting.
  23. Cities: Skylines

    Well one solution to the initial highway problem is make you own map in the editor, that's what I've been doing, it's taken a few tries but I think I'm close to something I'm happy with. I agree, I think the game expects a bit too much from the player, doesn't really provide the tools and certainly doesn't teach you much about the right approach. There's a good discussion of the game on Three Moves Ahead and one of them said that really it's still a traffic management game. I don't want to come off as too negative though, I'm enjoying the game but I find it frustrating that at a certain point my city will descend into chaos and it's not so much that I'm bad at the game (well it's partly that), it's more that I'm not an expert on traffic theory. It brings up an interesting question of: Is it fair to expect this degree of outside knowledge in order to be proficient at the game? This person seems to be managing traffic well, I keep looking at it but can't quite replicate their success.
  24. Elite: Dangerous (Kickstarter)

    Interesting, I saw the 64 capacity cargo in the ASP and immediately wondered about the trading potential. I have a Type 6 and it only has 100 capacity (I think it can go slightly higher with some sacrifices) so I might as well sell that now. It took a little while to adjust to the ASP, the first time I took it out I misjudged a situation and almost got killed by a wing of Cobras. Now I've been taking out pythons, anacondas and imperial clippers with relative ease. That's in bounty hunting though, I'm sure in wars I'd have a bit more trouble.