English Readme
English Readme
English Readme
V1.1
Section 1 - Background
Section 2 - Additional features
Section 3 - Military Equipment
Section 4 - How to get into a relationship
Section 5 - Starting the game
Section 6 - Useful web addresses
Section 7 – Space Colony FAQs
Section 8 - Changes for the patch
Section 9 - System requirements
Section 1 – Background
2153 A.D.
Earth is no longer economically viable so the planet has been evacuated. The real money is
now in the orbital mega cities, advertising and most of all basic resource acquisition.
Every two-bit company in the galaxy is running a Lander operation, setting down on a new
planet, killing off anything endangering the profits, sucking up every resource the planet has
to offer and then moving on.
The galaxy is split into two, those who have credit and those who don’t. Those with credit live
in the luxurious orbital mega cities and are known as Spacers. Those who don’t have credit
are often tempted to carry out these dangerous resource acquisition operations and are
affectionately called Landers.
The acquisition teams are usually made up from the dregs of society, drifters, loners and
stargazers. Many of them have little to live for so chance their luck in an attempt to get rich
quick. The loss of life is high.
Space Colony follows the story of Venus Jones, a 23-year-old veteran of three outings. She
needs one more successful trip and then she is out of there, retired, set up for life, in credit.
She is praying for a nice easy six-month mining assignment, what she’s going to get is a
completely different story…
You can delete your primary or secondary job. To do this click on the small trash can icon on
the colonists panel (which appears once you have click on the colonist), a new pointer will be
shown, now click on the job you wish to remove and the job will be deleted.
Guard Duty
(Guard Duty is only available on certain levels)
Once you have selected a colonist a small picture of a space helmet will appear over the
pointer, now click outside and the colonist’s primary job will change to guard duty (space
duty). The colonist will always go to this location when they are in work time and defend
against any alien attacks.
MP3 Player
You can access the MP3 selection screen though the options, either through the main menu
(setting’s) or through the in game options (spanner icon) screen.
Select a drive or drives you wish to scan for MP3 and press the scan button (small green
arrow). A scanning for MP3’s window will appear and it will start searching for MP3 files. You
can now select the MP3’s you wish to play in the game.
You can select the files in a number of ways either by left clicking on the MP3 or using the
green arrow with a + on it to add an MP3. Or use the CTRL key to toggle the selected files on
or off. If you wish to select a group of files select one file and then hold down the SHIFT key
and select some more files further down the list and add them using the arrow and green
arrow with the + sign.
At the top right of the screen you can choose the amount of time before the next track is
played either: 10 seconds, 30 seconds or 1 minute. You can also choose to have the tracks
played randomly or in alphabetical order.
Event Warning
An explanation mark (!) appears near to the radar screen when certain events are happening.
You can click on the explanation mark (!) to go to this event.
The large force fields uses up more power and can take more damage from aliens than the
smaller force field. You can always repair the damage using the engineering repair facility.
Smaller alien’s can go under the force field whereas the airborne alien’s can go over them.
Small force fields are good for stopping bees, whereas the large force field would be better
used against the rock hoppers.
Manned Laser’s
The Manned laser’s can hit more frequently, than the automatic laser, depending on the skills
of the person using the laser and it’s much more powerful than the automatic laser.
Sentinels
Sentinels are a useful defence against flying alien’s e.g. Acid Wings. You control the
movement of the sentinel by placing Sentinel patrol markers. The Sentinel’s will move
between the markers and the Sentinel post.
These use a lot of power, but will deal out plenty of damage, which includes damage to flying
aliens, such as the Acid Wings. Make sure you are careful with their placement as they can
cause damage to your base.
Cluster Bomb
The Cluster bomb fires a bomb, which creates a powerful arch of destruction and can cause
damage to your base.
Missile Silo
The missile requires plenty of resources to build, but it allows you to target anywhere on the
map, and does damage to a large area.
Military Radar
The Military Radar gives advanced warning of incoming alien attacks, before they arrive on
the map.
The Space Defence Shield gives protection against falling lava rocks and incoming meteors.
You can click on the Space Defence Shield to show the radius, which it protects.
Choose your colonist, and then click on the heart icon. You are now on the romance panel.
Here you can either pop the question immediately (‘will you be mine’ icon) or try and improve
your overall chances by inviting them to hang out together first. Each of the 6 invitations has a
chance of success depending on the person asked. Look over the probabilities and make
your choice. If you are successful the 2 colonists will go off together and engage in their
chosen activity. You will also see that the probability of a successful relationship has
improved (you can improve this 3 times, once for each of the 3 hearts).
Note you can also improve your chances by making the 2 colonists better friends (enemies
have no chance of becoming special friends).
Finally, once they are romantically entangled, they will benefit from permanently full
happiness. Relationships don’t always last forever however in Space Colony they certainly
don’t, with some lasting only a day and others... well?
Don’t forget to use the hints and tips section available in each mission, if you get stuck in the
game. You can access them by clicking on the flashing light bulb next to the radar screen.
http://www.fireflyworlds.com
http://www.spacecolonygame.com
http://www.gathering.com/forums/viewforum.php?f=53
http://www.lordwibble.com
Section 7 – FAQs
Q. I can't work out how to build the Pharmaceutical Extractors?
A. The Pharmaceutical Extractor need’s to be built inside Bio Domes.
Q. Every time I try to scan for MP3s the game crashes to desktop?
A. You can copy your MP3s manually into the “Space Colony\fx\mp3” folder and when you
reload Space Colony they will be shown again. The default location for MP3’s is “C:\Program
Files\Firefly Studios\Space Colony\fx\mp3”.
Q. A Fatal Exception has occurred OE ….: …….. VXD + ……. the program will
terminate.
A. The following web site may help to track down the cause. http://www.all-
windows.com/win_exception.html
Q. When will there be a forum or a place to share user made campaigns?
A. Links to Fansites with downloadable maps and campaigns can be found by going to
www.lordwibble.com.
Q. Space Colony will run for a bit and become slow and choppy.
A. The following information may help you: http://support.microsoft.com/default.aspx?
kbid=815069
The following Galaxy mode missions have been updated: Abayomi, Aelfwine, Batuuli, Caerl, Ceolwulf,
Pakendorf and Von Funck.
The issue with grass not being placed around golf holes has been fixed.
Characters no longer shoot at aliens inside the base when they are mad.
The disco music is now linked to the music option and not the speech option.
If you used the F1 key to save the game, the interface would be hidden, this has been fixed.
Speech has been added when you tell a character to repair certain items.
Sometimes Colonists repeated the same set of speech, after already saying it, this has been rectified.
The issue of the mission not completing when playing an 18-hole golf course has been fixed.
Fribulan could use equipment, which required maintenance this has been fixed.
You can now assign a Colonist to a different task when they are shooting at Rodents.
The issue has been resolved with the Iron Extractor walking through the base.
Venus can't get into the Nutrient Extractor. Instead she is going around it all the time.
An issue was found which allowed colonists to train but the training availability count didn’t go down.
Removing a Sentinel after it has been built didn’t change the status of the condition.
The Fribulan tourist faced the wrong way when greeted by a colonist.
The issue with the Mechanoid suddenly freezing has been fixed.
Occasionally the green beam, which is displayed when items are being maintained, was shown across
the whole screen.
When the Anti fun league condition ran, it left behind the food chute when the restaurant had been
removed.
An issue with the Hover mine targeting weaker aliens first has been resolved.
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