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Comment History  (0 - 30 of 312)
FamousSpear 23hours 17mins ago replied:

I am going to need a bit more than that.

Steam? Non Steam?

What did you actually do?

I have Complete so that is not the issue.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jan 17 2015, 3:29pm says:

looks very classic fallout, I like it!

+3 votes   media: GUI Makeover
FamousSpear Jan 12 2015, 8:35am replied:

You need to run the game as administrator, this is the standard solution.

A handful of people say the problem persists even after running admin, I don't have an answer to this as I have never had that problem..

The next version of the mod should remove this issue as we have modified the UI code

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Jan 10 2015, 12:00pm says:

hehe, yes.... robots still work :D

+1 vote   article: OH POOP!
FamousSpear Jan 6 2015, 8:11am says:

I know right!

The good news is, when it is rebuilt, it should be an even better feature, with the ability for buildings to be boosted by local or national resources, which is nice!

+1 vote   article: OH POOP!
FamousSpear Jan 2 2015, 11:48am says:

Glad to hear you are still excited for it, sorry it has been taking me so long to get the next version done.

I just had another PM from the Mega Modder, about stuff that he could probably help me out with and it was just a whole bunch of stuff that could have been pulled from my wishlist!

Including stuff like reducing the overall size of the mod download, and a heap of performance improvements, so I really think the delay will be a blessing in the end!

+3 votes   article: Progress Report 2015!
FamousSpear Nov 28 2014, 4:59pm says:

War.... War Never Changes...

+18 votes   media: Debris....debris everywhere
FamousSpear Nov 25 2014, 7:08pm replied:

Yeah, unzipping is usually best to do to the desktop, then move it into program files. It is something to do with windows security settings, it doesn't let things 'change' stuff in program files directly.

Glad you got it to work.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Nov 25 2014, 4:56pm says:

It's a gort

+1 vote   media: Sona Destroyer
FamousSpear Nov 23 2014, 11:53pm replied:


you can also check these files to make sure the mod name matches the file path, it should do unless you have changed it, in which case change it back.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Nov 23 2014, 11:46pm replied:

that means that you have not put it in the BTS main folder. folder.

That usually means you have put it in my documents.

Because it has a custom reource folder it has to go in the main installation path, not my documents.

C:\Games\CivIV\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\K-Fallout

Something like that. Although it will be Fallout: Tame the waste, not k-fallout, that is my test build name.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Nov 23 2014, 8:31pm replied:

are you running the game as administrator? right click on your shortcut or the .exe to do it.

are you running the steam version?

and you are putting it inside the mods folder in bts install path, and not my documents?

I can't think of any other reason why it would crash...

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Nov 23 2014, 9:32am says:


Fingers crossed it won't be long for Alpha5, still having some problems with the New UI, a few days ago I discovered that the diplomacy screen is broken, so need to figure out how to fix that!

We have even more new content now. I am still chipping away at the prototype story event, and I have to fiddle with the GUI to get it looking nice, but progress continues!

+1 vote   article: Progress Report
FamousSpear Nov 22 2014, 4:03pm says:

Somebody is watching you through the view screen!!

But that's impossible!!

+2 votes   media: To Boldly Go Where No Dev Has Gone Before
FamousSpear Nov 12 2014, 6:30pm says:

I find these federation additions particley effective...

+3 votes   media: Particle Effects Showcase
FamousSpear Oct 23 2014, 8:00am says:

Intrep-bird MOD!!

+1 vote   article: STA 3 CTA Dev Diary 13
FamousSpear Oct 19 2014, 6:11am replied:

Yes, but you would have to combine them manually, which would mean recompiling the .dll after combining the source codes.

In short, it is not a simple task.

I have only included oppurtunity fire from RevDCM.

Because this mod is based on kmod AI, it is more difficult to include source code from other mods. you can see a full list of changes to the .dll of the mod at our forum page

You will see there is already a lot of stuff in it.

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Oct 16 2014, 6:52pm says:

because you did not run the game as administrator. This problem will be removed with the next release, as we have made a non-Bug UI version.

+1 vote   download: Alpha 4 PatchB
FamousSpear Oct 11 2014, 8:05pm replied:

We will hopefully be releasing Alpha5 soon. (Had a bunch of teething problems with our switch to the New UI which is causing delays) So I would love you to grab that when it comes and give feedback on how you feel it is progressing!

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Oct 5 2014, 10:24am replied:

you could also argue that the wraith were able to counter this too when they developed a jamming code for asgaard beaming. Although only briefly. I think it was when they stole the atlantis database.

+1 vote   article: Stargate Invasion Human Changelog
FamousSpear Sep 27 2014, 6:00pm says:


I shall vex and destroy all binars!!

You fell into my trap you fool muahahahaha

(I was going to actually look up and make a proper code, then I thought.... nah!..)

+1 vote   media: Robots!
FamousSpear Sep 27 2014, 11:36am replied:


The gundam is not in the mod at the moment, but I am thinking of adding it as a reward to a random event story.

+3 votes   media: Robots!
FamousSpear Sep 26 2014, 11:21am says:


I was wondering if anyone was going to try and translate the binary!

I nearly added at the end of the description. I am one of the former :D

+1 vote   media: Robots!
FamousSpear Sep 23 2014, 9:48am says:

Some of the trees is burnt!

That looked to be a really weird starting position.

It was a tiny slither of land that may or may not have been an island.

Suffice to say, if I had started there in a real game, I probably would have just restarted!

+2 votes   media: Atomic Meltdown? No Problem!
FamousSpear Sep 18 2014, 4:32pm replied:

these UI issues will hopefully resolve themselves with the next release as we have changed to a different base UI code

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Sep 4 2014, 11:21am says:

I wanna ride the giraffe!!

+8 votes   media: 3D Beast Models
FamousSpear Sep 3 2014, 10:41am says:

I am glad you guys are excited, I am too, it took forever to figure out what was going wrong with the new UI code!

There is still lots to do, there are still some glitches in the ui code that we need to figure out and fix, certain buttons not doing what they are supposed to etc, but it is a huge leap forward.

I have almost finished writing the first Story Event, and I really like it. Soon I will try coding it in and see if I get it right!

Lots of work to do before it will be releasable, but it is very exciting!

+1 vote   article: Progress Report
FamousSpear Aug 29 2014, 2:24am replied:

but we are working on a completely new version

+3 votes   mod: Sword Of Damocles: Warlords
FamousSpear Aug 20 2014, 1:11am replied:

it would also be a massive additional work load

+1 vote   mod: Star Trek: Armada 3
FamousSpear Aug 19 2014, 11:56pm replied:

no I don't think so, all Titans are now termed dreadnoughts.

The klingons are unique in that they have the 'bomb' dreadnought, and a more conventional dreadnought, as many people weren't keen on the klingons only having a mega bomb.

+2 votes   mod: Star Trek: Armada 3
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