Search found 27 matches
- Wed Mar 14, 2012 8:28 am
- Forum: Support
- Topic: Problem with 4720
- Replies: 6
- Views: 623
Re: Problem with 4720
Ive done what you said and I still have two (that ive found, might be more, hope not) that are not rotating, the save file is attached. 1. Mebsuta system (below Penrose) Mebsuta III - Large Inferno 2. Gamab system (on screen right of Mebsuta) Gamab IV - Gas Giant Gamab III in the same system is a Ga...
- Tue Mar 13, 2012 9:14 pm
- Forum: Support
- Topic: Problem with 4720
- Replies: 6
- Views: 623
Re: Problem with 4720
Not sure where I got the 2.6 from, It was a clean install off the link on the Wiki page. I have nothing else that uses Python, Only when I read the posts on here did I realise it might my version Of Python that might be wonky. Any word on the rotation of the planets / Gas giants? I was reading about...
- Tue Mar 13, 2012 12:16 pm
- Forum: Support
- Topic: Problem with 4720
- Replies: 6
- Views: 623
Problem with 4720
WinXP 32bit Seem to have a problem with 4720. Game is at turn 21. If you end the turn and carry on either turn 22 or 23 it will say that FO has a problem and needs to shut down and there is a problem with boost_signals-vc100-mt-1_47.dll Ive put the save on Mediafire, let me know when youve got it (f...
- Mon Feb 13, 2012 9:26 pm
- Forum: Support
- Topic: Mineral Special Problem
- Replies: 8
- Views: 899
Mineral Special Problem
FO ver: 0.4 [SVN4635] MSVC 2010 I spent hours trying to find the outpost module, ended up posting on here to find it. Colonised a huge tundra in the same system for the purpose of building a decent shipyard, terraformed and then turned the terran into a gaia planet ... Right, planet and shipyard don...
- Mon Feb 13, 2012 12:28 am
- Forum: Support
- Topic: Outpost Module?
- Replies: 2
- Views: 697
Re: Outpost Module?
Thank you for the quick reply. It would be nice if Ship Parts and Hulls pedia entries contained a list of the techs that unlocked them, though it's probably not set up so that this would be too easy to implement. What would also be a great help is the pedia entries were color coded, so if i clicked ...
- Sun Feb 12, 2012 11:06 pm
- Forum: Support
- Topic: Outpost Module?
- Replies: 2
- Views: 697
Outpost Module?
FO ver: 0.4 [SVN4635] MSVC 2010 Ive looked everywhere in the tech tree and cant find the outpost module? Looked in the Pedia under 'ship design' and found the outpost ship and outpost base clicked on the entry and it states an oupost module is needed, I then checked in Design and both the outpost sh...
- Sun Jan 15, 2012 1:09 am
- Forum: Audio
- Topic: New Game Music
- Replies: 2
- Views: 8490
Re: New Game Music
Was hoping i wouldn't get into hot water but if this is incorrect then please delete the post. I was hoping that i could post this as a MOD, just wanted to say thanks for FO, i use these tracks (and about 100+ others on a playlist i use in all the 4x i play) and made the track to use in FO for mysel...
- Sun Jan 15, 2012 12:42 am
- Forum: Audio
- Topic: New Game Music
- Replies: 2
- Views: 8490
New Game Music
This is a mix of free tracks from http://www.last.fm/ Ive listened to the game music carefully and tried to make this piece fit, treat the one that came in the install of FO as track one and this as a new track from the same album :mrgreen: None of the tracks are mine, all i have done is download th...
- Tue Nov 30, 2010 12:18 pm
- Forum: Other Game Design
- Topic: Question ...
- Replies: 7
- Views: 659
Re: Question ...
Bigjoe5, with no disrespect, I dont think you read my post properly. :wink: I realise there is a single production screen, what 4x hasn't? :D My idea was to automate the process for buildings not ships etc, have a screen that the player only has to vist when new tech becomes available, the slots wou...
- Fri Nov 26, 2010 8:36 am
- Forum: Other Game Design
- Topic: Question ...
- Replies: 7
- Views: 659
Re: Question ...
Thats a shame, building strategy was always fun but as i said a bit fiddly hence the idea.
Was hoping you would have a colony screen like MOO2, not the workings just the scan of the colony buildings.
Thanks
Darkspire
Was hoping you would have a colony screen like MOO2, not the workings just the scan of the colony buildings.
Thanks
Darkspire
- Thu Nov 25, 2010 11:54 pm
- Forum: Other Game Design
- Topic: Question ...
- Replies: 7
- Views: 659
Re: Question ...
The most tedious part of any 4x is the placing of buildings in each colony IMHO. If you had a screen that took into account a planets quality,listed it in value slots from, arguments sake, 1 to 100 then by placing say, habitat improvement on a 10 value slot anything 10 and below would build it. Obvi...
- Thu Nov 25, 2010 11:15 am
- Forum: Other Game Design
- Topic: Question ...
- Replies: 7
- Views: 659
Question ...
Ive read your rules and am still a little unclear, "micromanagement = evil " , i agree with. I have an idea for a governor that seems to fit with: "The player should spend his time making interesting and significant decisions: i.e. not making slight tweaks to a huge number of variable...