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Comment History  (30 - 60 of 390)
FamousSpear May 5 2015, 5:01am replied:

That's the one :D

Specfically little ones.

He also recently released a 'minecraft' inspired civ as well, I don't get the injokes with that one either as I have never played minecraft, but he has made a bunch of 'blocky' monsters, etc.

+1 vote   media: Is it a bird? Is it a Plane?
FamousSpear May 4 2015, 2:26pm says:

Another great addition by clanky

+1 vote   media: Is it a bird? Is it a Plane?
FamousSpear May 2 2015, 2:09pm says:

I am running like a vhipped Dog!

+1 vote   news: Embarassment Update
FamousSpear Apr 26 2015, 5:43pm replied:

well done!

Head over to our forum and share your thoughts, ideas and feedback.

I am chipping away at the next patch little by little!

+1 vote   download: Alpha5 (Archid Build)
FamousSpear Mar 22 2015, 11:08am replied:

when you open the compressed file (the download) using a decompresssion software (winzip/7z, etc.) you will see inside is a folder Fallout-TTW pull that onto your desktop, then place it inside your bts mod folder.

Load it via the mod launcher in civ. also apply the patch one before loading it. (same process and let it merge all requested files).


+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Mar 22 2015, 11:04am replied:

Delete old versions (do not merge)
Unzip the Download using 7z (or any other decompressor that works)
Place Fallout-TTW folder in Game Install BtS Mod Folder
Administrator Permission
should no longer be required to run the Mod.

+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Feb 26 2015, 2:33pm says:

I am Spartikenshi!

+3 votes   media: slavery
FamousSpear Feb 23 2015, 9:32am replied:

that is what our new forum at civfanatics is for

+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Feb 21 2015, 9:10pm replied:

What we really need is help with good 'specific' content ideas.

Like Dyn Traits. we have all of this great power at our fingertips now (which will hopefully grow even larger in the future) but I have no idea what to really do with it at this point, 'Specifically' what things should we effect, what names should we use, what stats should apply.

My brain is in a bit of an infromation overload and I need help with inspiration and detailed moves.

Right now I have a whole host of swirling ideas in my head, but no real focus for them.

This is where you guys can help!

+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Feb 21 2015, 9:03pm says:

hehe yeah I know the feeling.

Even worse was the Securitron Mark 2 being spawned by the barbarians right near the start of the game!

I watched the raiders get wiped out by a hoard of them, because they had nothing that could even dent them!

+1 vote   download: Alpha5 Patch1
FamousSpear Feb 21 2015, 9:01pm says:

it is in, just in a limited form.

Right now we have no really 'fallouty' traits, just the standard bts traits have been plugged into the system, and I have not yet added negative modifiers (as in you cannot lose a trait based on your actions) This however is all fairly easy to do (Just adding in xml entries) We have the capacity to do everything, now I just need the inspiration and good ideas to figure out what traits to add, along with stats, etc. as well as the gain/loss points markers for them.

We are also working on an upgraded version of this, that will have even more of the 'lost features' of the original modcomp that was never fully published.

+1 vote   news: Dynamic Leader Traits
FamousSpear Feb 20 2015, 3:56am replied:

you should come on over to civfanatics, and share your feedback of the game. We will be releasing a patch soon, once we get all the issues out of it.

+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Feb 19 2015, 3:15pm replied:

Make sure you deleted any old versions.

Make sure you put it in the main bts install mod folder, not my documents.

Make sure you didn't change the name of the mod folder.

+2 votes   mod: Fallout: Tame The Wastes
FamousSpear Feb 15 2015, 4:43pm replied:

I can't fully agree with you on the price point issue.

Ofcourse a developer can charge whatever they want, and they need to make budget and have the resources needed to make the game right.
An Early Access Developer is asking it's customers to pay them to have you work for them. (In essence)
Stress testing, Bug Hunting, granting diverse system(Computer specs) data, feedback, etc.
Bank account allowing, a developer should be giving these people a reward for their passionate support.

If you are going to charge a high price, you need to be handing them something that will not quickly induce rage from flaws(or at least make every effort to shout about these rage inducing flaws and how you fully intend to destroy them in the future), have a try before you buy policy, and a generally open and transparent dialogue, that shows you are spending their high trust in you wisely.

Otherwise your passionate fan base will become a pitch fork weilding mob!

+1 vote   feature: Surviving Early Access
FamousSpear Feb 15 2015, 3:49pm replied:

Well done!

Having a demo on offer I think is a corner stone of a good alpha sales policy. It shows a level of confidence and a desire to foster trust amongst your fan base.

+2 votes   feature: Surviving Early Access
FamousSpear Feb 15 2015, 3:33pm replied:

3) "You have loads of money, hire 1,000 new staff and give me the game tomorrow!" Making a team is hard, making an excellent team is harder, finding the best team takes a lot of time and effort. Do you want them to put all there effort into finding/training/developing new staff, or making the game. If they have a big bowl of cash, that can be encouraging because (So long as they don't just walk away and screw the gamers) it means they can take their time, make it right, and not starve or become homeless in the process. So far, I have not seem them ever not deliver, or U-Turn on a major selling point (Which I heard games like H1Z1(and many others) have done massively in the Play to win U-turn...) They just have not delivered 'yet' which is a big difference. I have not personally seen anything that makes me not believe, or distrust the development team, and their updates are usually a good read.

This was a really long was enjoyable to write though, so maybe someone will enjoy reading it too.

+1 vote   feature: Surviving Early Access
FamousSpear Feb 15 2015, 3:31pm replied:

HOWEVER. These issues seem to be fairly well documented, and referred to by the Devs in the (fairly regular) steam news and updates. They have a set of MASSIVE disclaimers that they plaster every where, saying this game is what it is right now. A work in progress. If you don't want to be a part of it then hold on to your money! The various future features, are regularly talked about and 'road mapped' and slowly but steadily find there way into the game.
Most of the hate seems to be of the variety of 3 things.

1) "Why have you not shot all the hackers that ruin the game!"
In this instance, don't hate the game, hate the players. They also seem to be slowly but surely working on better punkbuster-esc security.

2) "I want it now, now, now!" Some people just can't wait for things to be done. They have paid and they want their product, not wholly unreasonable (I think the price tag bites here) but they clearly warn you, repeatedly, you are buying an alpha. (I think they might even have a demo version you can try before you buy? Good practice if I didn't dream it) and the features are coming slowly but surely, but it is an ambitious type of project and I imagine not easily accompolished (there is a reason why there are so many 'survival' flops. It's a big task to get right!)

+1 vote   feature: Surviving Early Access
FamousSpear Feb 15 2015, 3:30pm replied:

Kenshi: Bought this early on in it's life span for £6. I had watched it's development for a while, and grabbed it before it went up a notch in price. (which was reasonable as they were about to put in a lot of major new content) I liked the ambition of the developer, I was satisfied that the work already done proved he was not 'blowing smoke' and it had a demo to try before you buy. It's looking to push the boundaries of the way games 'work' rejecting the idea of scripted quests, and trying to make an AI driven world that you can interact with. A peasant doesn't say "protect me from bandit quest", (Click Accept), (Spawn Bandits), (Kill Bandits), peasant says "Quest complete have a reward" instead the plan is, bandits want stuff, bandits take stuff and will be back to take some more later, you wait for them to return and save the village. The Devs Communicate well, give fairly regualr update reports, and seem to be on the verge of a massive content update. (I have no reason to doubt the sincerity of this claim).

DayZ: I put this one at the end, and give it a pinch of salt, mostly because I don't quite understand a lot of the hatred this seems to generate in many steam users! :D. I paid way more than I would normally pay for an early access game, (£20 I think) because a friend begged me to get it. From what I have gleamed about there financial situation (pretty damn good) this seems a bit of an excessive price for an early access game. Last time I played it (about 6 months ago) I wasn't massively overjoyed with it, I called it a running simulator, and the three times I got into it and got some stuff and such, bad things happened. 1) someone shot me in the back. 2) Glitchy zombie close combat saw me eaten. 3) Some kind of server glitch/reset deleted all my hard looted stuff.

+1 vote   feature: Surviving Early Access
FamousSpear Feb 15 2015, 3:29pm replied:

Project Zomboid: Now I joined this after this games dark time, where they took a lot of hate and flak because things went wrong (I think a fire or theft or something gutted the developers resources) But even now it is a great game, well worth the (I think £6) I paid for it. I also look forward to the future planned features. They communicate well and regularly, and have a strong community too. I look forward to the weekly mondoids these days.

Space Engineers: Played a free weekend with a friend, played for far too long then is sane, bought 2 copies for the price of one. Job Done. They also update regularly, (more or less weekly barring a hick up) which to me is an impressive work rate and work ethic.

Underrail: I have a soft spot for classic RPG's. I loved Fallout 1 and 2 and felt a tangible sense of misery and betrayal of F3's FPS move...
Anyway. I watched this little game (It actually seems pretty massive!) for a very long time, before grabbing it (I think I got it in a sale again for about £6) I have not got too far into it yet, but it seems pretty much a 'hot dang!' kinda game. They update reasonably regularly about once a quarter maybe, but these seem big and solid. (last one was the beginning of the month) and they communicate well on steam news.

+1 vote   feature: Surviving Early Access
FamousSpear Feb 15 2015, 3:27pm replied:

Especially if it was made a rule that All EA (I did it!! Just to be clear this is Early Access, not Electronic Arts) had to periodically go on a free weekend, to allow people to make a decision on it, that is based on the actual game, and not the words or pictures or videos of the developer. (because this can be faked and has been done often by both big companies and Early Access at various times for various reasons and is often considered acceptable practice...)

I have some really great early access games in my steam library, and have avoided some real nasties because of 'good' negative reviews.

I think we often talk about the crap too much and not enough about the 'good guys' of early access, and the kinds of attributes you should look for in a developer before 'joining their venture'.

So in that spirit here are a few of my favourite Early Access Purchases.

+1 vote   feature: Surviving Early Access
FamousSpear Feb 15 2015, 3:25pm replied:

I think now that Early Access (still can't abbreviate it!) has had some time to become both a monster and a gem, we the consumers need to practice the 'buyer beware' mentality and develop together 'best practice' of how and when and why to back an early access game, andhelp educate each other on the 'tricks and traps' that can used to make somethng look better than it is.

Steam does actually provide some really great tools like free weekends and the like. To help shoppers see if a game is really worth it. Space Engineers got me with this, me and a friend played for nearly 24 hours straight!

(I don't know how they work from the usage side, how you become eligible and such, whether it is a developer choice, steam choice, or a bit of both, or what amount of resources it takes to do it.)

But I for one would love to see it used more.

+1 vote   feature: Surviving Early Access
FamousSpear Feb 15 2015, 3:24pm says:

In General I think things like Early Access (I can never say EA because I think Electronic Arts!)

Are a really great idea of the internet age, that have allowed some great games to see the light of day that would probably have never existed otherwise.

It really is a communal venture though, those that have been burned need to tell people their stories, developers need to work to maintain the trust of their communities by keeping a dialogue with them. (Even just statements like we are really struggling at the moment but we have not given up) and maintaining transparency with finances and such.

There will be criminals and shiesters (morally if not legally) that abuse the system, but sadly that's life, but we don't give up on 'good society' because of criminals and conmen.

+1 vote   feature: Surviving Early Access
FamousSpear Feb 14 2015, 7:44pm says:

I have no great love for F3 and NV, FPS was a total betrayal of a franchise and game legend...(In my opinion)

I have however been reading a lot of wikis and such about every faction from F1 to NV, to try and get as much knowledge about them as possible, to inspire how they will work.

So the more people interest me in these factions, and help out, the faster we will get them designed and implemented.

Right now though there is a lot more code that I want to implement.

Not to mention all the content I have to design and implement from the current new code!

For example one thing I want is ability to have faction specific civics, that will replace some of the generic civics for each civ. making them even more unique.

That is just the tip of the iceberg!

+1 vote   download: Alpha5 (Archid Build)
FamousSpear Feb 14 2015, 7:40pm says:


ah yes, the code has been completely rebuilt.

You have to install from scratch, and make sure the new folder is the name that it comes with.

Fallout-TTW otherwisse it does not work.

Should have mentioned that.

I have so many people bugging me to add the legion or Mr House.

My plan is this:

Right now the factions are almost identical (apart from a few concepts I have played around with along the way) So adding a new faction at this point would just be purely cosmetic, and complicate things down the line.

I want to make the generic base game first. (As in implementing all the codes and gameplay systems.) Then when we have a generic system that is balanced and working, we can start to figure out how each faction will change this system, the strengths and weaknesses of each group. Then when I have that done for the current factions, I can add House and Caesar much more easily, because by then I will have a set of rules that I can follow.

At civfanatics, we also have threads dedicated to each faction, for people to make suggestions and help plan how they should work and be unique.

+1 vote   download: Alpha5 (Archid Build)
FamousSpear Feb 13 2015, 9:55pm says:

no worries, one benefit of civfanatics is that I am more likely to see it.

This sounds like you placed the mod in your my documents mod folder, rather than your main (BtS) install mod folder.

Either that or our solution to no longer require admin permission was not successful (I can't accurately check this one because I am not sure if my admin. access is actually on or off for the game!!)

That however usually has a different error/problem.

The primary theme issue comes from not installing in the main install mod folder, because of the custom theme/resources, the HUD colour and graphics. It can't work properly from my documents. (dunno why)

+1 vote   download: Alpha5 (Archid Build)
FamousSpear Feb 13 2015, 6:57pm says:

thankyou, I have been playing and really enjoying this build (normally I can't get much beyond the start of the classic era because there is so much I want to make better) i have been having a real blast with the close starts of civs and the chaos that comes from it.

We've notched up a few bugs and fixes, and I some ideas for new content, that will all get bundled up in a patch eventually. But all in all it is going really strong!

+1 vote   download: Alpha5 (Archid Build)
FamousSpear Feb 13 2015, 6:54pm replied:

hooray, be sure to check out the talk on our forums and make your voice heard too!

+1 vote   mod: Fallout: Tame The Wastes
FamousSpear Feb 12 2015, 8:25pm says:

Player feed back is also essential to getting the pace, balance and content just right.

we have so many questions that can only be answered by hearing player feedback to how it feels and plays for them.

+2 votes   download: Alpha5 (Archid Build)
FamousSpear Feb 12 2015, 8:23pm says:

Discussion and debate always motivate and inspire me, to not only come up with the new ideas, but also get on and implement them in game.

Also it helps me to get all the plans, ideas and thought out that I already have that get lost in the jumble of trying to get content coded in!

So get over there and help us out!

+2 votes   download: Alpha5 (Archid Build)
FamousSpear Feb 12 2015, 8:16pm says:


Come join us at civfanatics and get involved in the discussion!

I am currently building up a patch todo list to fix some of the bugs we have found, but there is lots of content to debate, suggest and consider!

+2 votes   download: Alpha5 (Archid Build)
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