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Comment History  (0 - 30 of 413)
FamousSpear Sep 29 2015 says:

I await the authorisation process to have an exciting read!

+1 vote   media: AssetEditor Concept
FamousSpear Sep 20 2015 says:


+3 votes   media: Bird of prey
FamousSpear Aug 27 2015 says:

Yeah... Something like that! :D

At least as it contributes to the mod, I don't really want to hear your latest Mr House Robo dream...

+1 vote   news: Latest Mod News
FamousSpear Aug 25 2015 says:

A kangaroo in a cheerleading outfit...

Is that encouraging or downright disturbing?!?


+1 vote   news: Latest Mod News
FamousSpear Aug 7 2015 says:

There is currently a bug in the trait system.

It is recommended that if you use this patch, look in xml/civilizations and delete the 3 trait files before merging, this way you get the new specialists and tweaks but not the trait bug.

+1 vote   download: Pre-Alpha6 Patch
FamousSpear Aug 4 2015 replied:

Yeah it is not a perfect fix, basically there are other files that 'point' to what was removed and it is asking where they are, so to really get rid of it you have to remove all references, I just can't be botehred to do or explain that at the moment.

In that sense you could look at map size as something of a difficulty setting as well, the bigger the map the harder the game because the more barbarians that can spawn and the more wasteland there is to tame.
I am not entirely sure what you are saying about the start position?

The Goal with the start position is this:

Everyone starts in the west of the map, they start close together to allow raiding and pillaging (and the need for defense against it) of improvements as this provides a large amount of the early economy.

The level of barbarian activity is still maybe not perfect.
(I haven't had enough feedback, I really need proper playtesters to help mewith all this.)
The idea though is that the wasteland is just as big of a threat as the rival civs, and unaligned roving barbarians can destroy a faction as effectively as an organised faction in war.

So defense and security plays a much bigger role in FTTW than it does in Civ, because you are never really 'at peace' a faction can send in Deniable Operatives any time it pleases, and the Wasteland itself is full of potential threats that can overwhelm defences unless you beef up security.

So in that sense map size can be viewed as a difficulty setting as well, the larger the map the more space there is for barbs and the more wasteland there is to tame.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Aug 3 2015 replied:

Yeah this is a bug I just discovered in the last few days, it came in with the new patch.

A tag in the traits files is not working the way that it should.

I can't fix it myself as it is something that came in with the dyntraits mod.

The only fix at the moment is to just delete the traits out of the file for now. (essentially removing the new system)

You need to go into:

And delete everything between:
<!-- Civic Evolution Traits -->
<!-- Icon Reference -->

That removes all of the new civic traits and should solve the problem until I can get the traits to gain negative points properly.

For that I need the Dyntraits maker to come back around.

+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Jul 30 2015 replied:

Ok, when you installed the game you should get a desktop shortcut (A little icon you double click to run the game.)

If not you need to locate where you installed the game, locate the Civ4BeyondSword.exe then right click it and select 'create shortcut'.

You then need to find the shortcut you just made and right click that and select 'properties'.

Then in that window that will open there is a tab at the top called 'Shortcut' (it should already be selected but just in case it is not) you click that and in this tab you will see several lines.
The top 3 are:
Target type:
Target location:

In 'Target' line you need to edit the line of text to be this:
"C:\Games\Civ4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Fallout-TTW

Before it would look like this:
"C:\Games\Civ4\Beyond the Sword\Civ4BeyondSword.exe"

So you are just telling the shortcut to run the mod version of the game instead of the bts version.

You can do this for any mod you want to run from a shortcut.

Also make sure you have not renamed the mod folder name to something other than what it comes with.

Also make sure the folder is not 'double packed' which can sometimes happen after unzipping.
By that I mean make sure it is:
Beyond the Sword\Mods\Fallout-TTW
Beyond the Sword\Mods\Fallout-TTW\Fallout-TTW

So that when you open it you see a whole bunch of folders like Assets, etc.

If you have any more probelms, can you PM me, as keeping track of these in comments is more work for me..

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jul 30 2015 replied:

Some people have reported difficulties with getting steam to work (the intricacies of where to put it etc.)
I don't have steam version, so I cannot directly test/solve these problems, but all with a bit of work seem to get it working.

Here is one such case:

"I put it in C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Mods instead of C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\Mods"

It is often little 'mistakes' like this that cause issues.

I obviously can't help solve these sorts of things unless people describe EXACTLY what they have done.

Many people just say:
"I have done everything right and it does not work."

Which is almost certainly not true for one reason or another because it would then work! :D

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jul 29 2015 replied:

One other thing you can try is making a shortcut for it.

Make a copy of the standard bts shortcut, right click it, then in 'properties' modify the line 'target' to look like this:

"C:\Games\Civ4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Fallout-TTW

Something else to try if you already haven't, is redownloading the mod, just incase some byte got corrupted in the download.. it is the solution to more things than you might think!

Other than that I am not sure what else you can try.. if you have it placed where it should be, you get no error messages, etc. then there is no reason why it shouldn't load..

Oh do you have a steam version of bts?

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jul 29 2015 replied:

hmm, have you tried running it a few times, do you get the first loading bar or does nothing at all happen?

If you get the loading bar how far does it get before it crashes?

Are you sure you have put it in the right place in your bts install folder in the mod folder?

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jul 20 2015 says:

Awesome, I am so excited to see an update for this, I really liked the Enclave mod, but I always got a lot of crash glitches.

I need to go try this out again sometime!

+4 votes   news: Update 1
FamousSpear Jul 1 2015 replied:

Find a map that you like, (they have lots of mapscripts at or you can take one from the standard bts map folder, then just drag and drop the map file (or copy paste to make sure you don't accidentally remove the file from th base game) into the private map folder in the Fallout:TTW mod folder.

I can't guarantee what will happen for every map script out there, but most should be ok.

Obviously maps with a lot of water/islands will be problematic as there are no boats.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jun 30 2015 replied:

You can add in any kind of map you want by adding it to the private maps folder.

I found that because there are no boats, all of the existing maps wasted so much of the screen on water, even the original pangea map script.

So I changed it to maximise land mass to give the most playing space.

The map work continues to evolve, we will add more stuff to what goes into the maps, resources, features, 'lairs', etc.

The eventual goal is to get a map that starts everyone clumped in the west and draws you across to the east with all kinds of special content and locations, but that is a long way off still.

With the most important sites and resources being guarded by the strongest enemies, requiring a big push to get the best stuff.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jun 19 2015 replied:

if you are on windows 8.1, try a few times, for some reason in randomly crashes on startup with 8.1, but once it loads it works fine, some weirdness with windows..

+1 vote   media: Is it a bird? Is it a Plane?
FamousSpear Jun 16 2015 replied:

I am not really far enough along in the design of it to worry about putting too much effort into advertising right now, there are still far too many things to get done and I am not 'entirely' happy with the mod yet, I want to get far more of the ideas in my head into it first, then I can worry about spreading the news!

Anyone else welcome to do it though!

+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Jun 15 2015 replied:

You should come over to civfanatics and join the design talk.

Master of mana had a similar thing with resources and stores.

There is a modcomp of civfantics which I have looked at a few times, but is python based and only sort of half of what it needs to be.

I do want to make a production overhaul at some point, it is just having the time with the guys on team so I can only promise it when it is done.

All of the faction and Lore content will only come in once I have the 'base game' built, a while back I had a much larger team and a lot of guys volunteering to help, but unfortunately time and their own circumstances meant they had to step back out.

That's why a lot of stuff is half done, as they were half way through when they had to leave.

We keep chipping away though.

Right now I am working on overhauling the civics system to take advantage of the New Dynamic Traits system we have, that will give 'evolving' civics that change over time and also interact with other civcs and actions, which might hopefully give a civic system that is completely different to anything else I have seen.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jun 15 2015 says:

that middle one looks amazing, walking over a dune and seeing that sparralled across the sand would be.... eerie...

+2 votes   news: Dev Log: Ruins
FamousSpear Jun 14 2015 replied:

I haven't really played C2C, I tried it once but couldn't get into it.

So my question to you would be, what are the best ideas/features that you would want to see be a part of FTTW from C2C?

Be specific and sparing, if you say all of it then it will just never happen as I don't have the time or the skill of a big team, the guys that I work with are great, but they don't have a lot of time to give.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jun 14 2015 replied:

I doubt the C2C guys would have the time to work with me on this, I have a few guys that work with me when they have the time and we introduce new things, it all just takes time and I don't have the energy to do anything quickly. There is still a lot that I want to do with the mod, it is far from the idea that I have in my head.

I had not noticed the issue with auto-obseleting units, Would I be right in guessing that it is things like metal armour to combat armour that is the issue?

When you say auto delete, I am guessing you mean from the buildable units on the city screen list?

When able I will see if we can disable it, or find some way to keep 'important' units active in situations where you don't have the needed supplies.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jun 10 2015 replied:

especially when it is mildly radioactive

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jun 7 2015 replied:

because linking cities with resources is much more powerful in FTTW, bonuses boost productivity per bonus, so you get a lot more than just the bts sytem of having a resource for prereqs, you get repeated boosts to all outputs.

it also represents the difficulty of building and maintainin routes in the wasteland, and keeping them secure along with the caravans and travellers that use them.

I thought about reducing it a few times, but whenever I played it, it seemed to fit properly, so I kept leaving it as it was.

The idea is that it forces to make choices, add improvements or connect resources, it takes time to fully develop your lands.

It also makes it more important to protect key tiles from being pillaged by barbs or DOps.

+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Jun 4 2015 replied:

I think Bts auto obsoletes units that are no longer of any value or reason to build instead of a later version, but as far as I know it is a rare occurence..

What ones are obsoleting? What are they being replaced with? Why do you want the old ones still?

In the words of Johnny 5 'Need Input!'

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear May 26 2015 replied:

Yeah I just tried to load it from my shortcut, and it took three tries.

So making the shortcut certainly speeds up the attempts.

I don't know if it will cause probelms with steam though.. I have the ancient CD of Glorious Antiquiety, So I cannot test it for steam.. sorry

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear May 26 2015 replied:

I hope it won't take you more than a few tries, the other thing to try is making a shortcut that loads the mod directly.

To do it, make a shortcut of the BtS .exe then right click it and select properties and in the box called 'Target'
Change it so it reads:

"C:\Games\Civ4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Fallout-TTW

The bit in "" is obviously your location, so leave that the way you had it. I just put it there so you know how to right the 'Mod' bit.

That helped me get 'less' crashes from it.

I don't know why it is, but I have had it with other mods and even the base game on 8.1... very annoying.. not a fan! :D

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear May 25 2015 replied:

are you on windows 8? I found it started doing this when I upgraded, about 1 in 3 times.

I think it is a windows 8 stupidity, as it never happened until I 'upgraded' my windows from 7

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear May 25 2015 replied:

What did you do wrong? How did you fix it?

Just incase someone else makes the same mistake.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear May 23 2015 replied:

You are going to need to give me more information, otherwise it could be a number of things... fails how? What did you do with it?

+1 vote   download: Alpha 5 Full Release
FamousSpear May 18 2015 replied:

python should no longer be required, as religions are now handled in the .dll

you have to set it in the favourite religion in the leaderhead file.

adding a trait for the civ in the traitinfo file.

Can't think of any others, but I haven't added a civ in the new version, so I don't actually know for certain yet.

+1 vote   news: Alpha 5 (Full Release)
FamousSpear May 17 2015 replied:

if you want to update all the necessary files to add a new civ, I will merge it in.

There just won't be much too the civ, until we get to that stage in the development.

+1 vote   news: Alpha 5 (Full Release)
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