Search found 27 matches

by Darkspire
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...
by Darkspire
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...
by Darkspire
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...
by Darkspire
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...
by Darkspire
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 ...
by Darkspire
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...
by Darkspire
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...
by Darkspire
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...
by Darkspire
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...
by Darkspire
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
by 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...
by Darkspire
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...