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-   -   Babylon 5 Mod (http://forum.shrapnelgames.com/showthread.php?t=4494)

Val March 24th, 2002 10:49 PM

Re: Babylon 5 Mod
 
SJ:

Thanks and thanks again http://forum.shrapnelgames.com/images/icons/icon7.gif Fixed the 300/1250 error, noticed a few more typos throughout during game play - mostly in the molecular weapons - and fixed them as well.

I'm working on adding your new armors to the main text files now and trying to take the time to finish the EM and Gravitic stuff.

For the armor names, how about using "Poly-Crystalline" and "Re-Enforced P-C" - it's the Minbari armor types.

Val March 24th, 2002 10:59 PM

Re: Babylon 5 Mod
 
PS - I'm working on a way to make installing the mod a little easier http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron March 25th, 2002 12:04 AM

Re: Babylon 5 Mod
 
Why don't you place it all in one zip file (except maybe the ship sets)? That would be a lot easier for non-modders/newbies to handle. I can understand why you'd want the various file types to be separated, so that if only one is updates, you wouldn't have to download the whole thing again. But why not have one file that contains the latest common release Version?

Also, the links to the files on your page are direct links to the ftp server. Your password is included in them. I suggest that you fix that ASAP before some unscrupulous person decides to mess your site up.

Val March 25th, 2002 07:23 PM

Re: Babylon 5 Mod
 
IF:

Thanks! Will fix and will also post up a one shot zip.

SJ:

The armor tech areas don't include any of the new stuff - such as "Passive Armor Physics" or "Emissive Armor Manufacturing". Do you want me to just add all those tech areas with their level limits, or do you already have these available?

Suicide Junkie March 25th, 2002 07:31 PM

Re: Babylon 5 Mod
 
Oops. I've got the armor tech areas.txt, I just forgot to move it to the uploads area.

I won't get home to upload it for another 10 hours, though.
I'll put it up as soon as I get home; if you don't want to wait, go ahead and add the areas, and you can update them later.

Val March 25th, 2002 08:30 PM

Re: Babylon 5 Mod
 
SJ:

I'm not that impatient http://forum.shrapnelgames.com/images/icons/icon12.gif Besides, looks like I brought the wrong disk with me to work and I won't be able to post any of the weekend revisions either!

Had a quick question for you - the passive (emissive style) armors are meant to be available to all the races, right? What are the other armors you are working towards?

Suicide Junkie March 25th, 2002 08:44 PM

Re: Babylon 5 Mod
 
The active armors are next up in tech after passives.
They can't really be organic armor regen, since that would interfere with the combat repairs for B5 gold.
Instead, these could be given the armor ability (since they heal over any holes).
Or, they could be internalized crystalline effects, like grav deflectors and whatnot

For the ancient race armors, they would be given high-power organic armor with crystalline effects as well. Internal damage to repairable systems would turn into a One-Round stun effect, since the OA ability would heal them on the next turn.
Shadows would get more emissive/crystalline, Vorlons would get more organic.

Val March 26th, 2002 12:04 AM

Re: Babylon 5 Mod
 
Does anyone know if "Long Range Scanner - System" works for facilities? Does this just give scanning ability of everything that enters a system or ranged.

Krsqk March 26th, 2002 03:42 AM

Re: Babylon 5 Mod
 
AFAIK, it is a facility ability. I've never tried it on a component. It's used somewhere in the Psychic tech tree in unmodded SEIV. Psychic System Scanner, or something like that.

Val March 26th, 2002 04:24 AM

Re: Babylon 5 Mod
 
Thanks http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder March 26th, 2002 06:00 AM

Re: Babylon 5 Mod
 
argh *pathy holds head in hands* headache from reading about of this.

Good job so far guys!

Wish I had kept up with this earlier...a bear to find out where this one is!

If ya'll want a beta tester http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie March 26th, 2002 06:28 AM

Re: Babylon 5 Mod
 
Val: the armor techareas is there now. 8KB instead of 2KB!

Pathfinder: You can download the v1.49 files from the B5 site, and bug reports are accepted from anybody, so go right ahead with the testing.
Feel free to comment on balance issues and "realism" as well http://forum.shrapnelgames.com/images/icons/icon12.gif

Val March 26th, 2002 06:47 AM

Re: Babylon 5 Mod
 
Thanks SJ:

Unfortunately, I can't see the tempstuff/b5 folder on your imagemod again, might you E*Mail me the techareas?

I have added all the new armors to the most recent components file and will upload once I update the techareas http://forum.shrapnelgames.com/images/icons/icon7.gif .

Working on scanners/cloaks right now (not that many races have cloak/stealth ability - just Torvalus and Technomages).


Pathfinder:

As SJ said, just download and test away http://forum.shrapnelgames.com/images/icons/icon7.gif As of right now there are no AIs that use the new components, but MB is working on the basis for them right now (well, if he is sane he is actually sleeping right now). Let us know of any errors you encounter as well http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder March 26th, 2002 07:36 AM

Re: Babylon 5 Mod
 
okies, I'll set it up later today (been fooling around in DOGA for different effects http://forum.shrapnelgames.com/images/icons/icon12.gif )

and setup a special map for it.

BTW is there a 1.49 mod manager around? (the one that came with Gold is wonderful)

pathfinder March 27th, 2002 05:34 AM

Re: Babylon 5 Mod
 
Do these race-styles use the TDM-modpak or "plain" SEIV (v 1.49)?

I keep getting "can't find .emp file..." error ; I set the B5 races in their own mod folder.....

?

Fyron March 27th, 2002 05:46 AM

Re: Babylon 5 Mod
 
The mod manager that came with Gold works for 1.49 too. It hasn't been updated in a long time.

pathfinder March 27th, 2002 05:50 AM

Re: Babylon 5 Mod
 
Imperator: hehe, thanks, I tried and found it works.

pathfinder March 27th, 2002 06:10 AM

Re: Babylon 5 Mod
 
*scratches head* set up a special SEIV for B5 only and put B5 races in TDM-mod pak...still get the error. I also get it in SEIV gold...

Fyron March 27th, 2002 06:20 AM

Re: Babylon 5 Mod
 
The TDM Modpack only changes the AI files, so any vanilla AI will work in TDM, and the TDM AIs will work in vanilla SEIV.

Suicide Junkie March 27th, 2002 04:04 PM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Unfortunately, I can't see the tempstuff/b5 folder on your imagemod again, might you E*Mail me the techareas?<hr></blockquote>My server isn't always up. Since it runs under windows, and there's six of us in the house, it does go down sometimes.
If you find it down, check back a few hours later. The status light on your B5 page is for the same server, so you can tell what's going on from there.

RE email. I don't have an address to send to.

[ 27 March 2002: Message edited by: Suicide Junkie ]</p>

Val March 27th, 2002 07:16 PM

Re: Babylon 5 Mod
 
SJ:

Didn't realize that, my appologies http://forum.shrapnelgames.com/images/icons/icon7.gif . You can always E*Mail stuff to B5Mod@yahoo.com, I can send you my home address if you would prefer that though.

I had some trouble when I added the new techs to the game - would error out in the Components file somewhere in the armors. I've zipped them all together for you to look at and see what I did wrong (or for anyone else to see what is wrong).

NewArmor.zip

Pathfinder:

The empires should work with any basic mod that does not change the RacialTraits.txt file. There are different emp files for 1.49 & Gold as well http://forum.shrapnelgames.com/images/icons/icon7.gif

I'm putting everything insto a single zip for easy download of the mod, just waiting for more space from the host http://forum.shrapnelgames.com/images/icons/icon7.gif


Everyone:

Once I get the armor in I will post the newest files - which include revised sensors, stealth (only for limited races such as technomages), new race choices, weapons and jammers. Also some new component pics for the game.

Suicide Junkie March 27th, 2002 07:20 PM

Re: Babylon 5 Mod
 
Any error in particular?

I'll check it out tonight.

Val March 27th, 2002 09:04 PM

Re: Babylon 5 Mod
 
The first error was just a simple Ship\Base - Ship/Base mixup.

The current error is 'Can't load ... /components.txt'. I wasn't sure what was causing it at first, as I had added several things, but I narrowed it down to something in the armor components. Didn't get as far as seeing if it was a specific component or not (I was a bit tired) so I thought I'd ask y'all.

pathfinder March 27th, 2002 11:10 PM

Re: Babylon 5 Mod
 
Error message I keep getting is can't load the .emp file. This in plain vanilla 1.49. Guess I'll re-do the .emp files and make some up for the Hyach, though I couldn't find any AI for them.

Suicide Junkie March 27th, 2002 11:29 PM

Re: Babylon 5 Mod
 
That .EMP thing would be because of all the racial trait changes.

We should have said: AIs are completely compatible EXCEPT for .EMPs.
Just create some new EMPs by saving races that are randomly chosen for a game.

pathfinder March 28th, 2002 01:20 PM

Re: Babylon 5 Mod
 
Looks like all .emp files will have to be redone..

Val March 28th, 2002 05:00 PM

Re: Babylon 5 Mod
 
Yeah, all the emp files are going to need to be redone once we've finished messing with the Racial traits. I was trying to keep up with them, but it was too much of a pain - so they will be among the Last things done.

SJ:
Any luck finding the error? Nice job on Midway BTW.

Suicide Junkie March 28th, 2002 07:36 PM

Re: Babylon 5 Mod
 
Sorry, too many things going on, and I totally forgot.
I'll check up on it as soon as I get home.

Val March 28th, 2002 10:07 PM

Re: Babylon 5 Mod
 
Not a problem - I appreciated seeing Midway again http://forum.shrapnelgames.com/images/icons/icon12.gif

Suicide Junkie March 29th, 2002 12:52 AM

Re: Babylon 5 Mod
 
Found it.

Heavy Armor Class 4B:
"Tech Level Req 3 := 3"
was missing the 3 after the ":="

Val March 29th, 2002 04:50 PM

Re: Babylon 5 Mod
 
You are a debugging god http://forum.shrapnelgames.com/images/icons/icon12.gif


(Edit) What about the Tech Areas? I couldn't find anything but Inert on your server so I just duped out those ones to cover them all. What prereq techs do you want for them?

[ 29 March 2002: Message edited by: Val ]</p>

Suicide Junkie March 29th, 2002 06:37 PM

Re: Babylon 5 Mod
 
Were you looking in the ZIP, by any chance?

This is what you want.

Val March 29th, 2002 07:50 PM

Re: Babylon 5 Mod
 
In the zip and at the text file you posted as well - it was dated as the 22nd or 24th?

Val March 29th, 2002 08:41 PM

Re: Babylon 5 Mod
 
Hmm, I went back and now I can see them all!! I must be smoking something...


Have a new question for you, I'm trying to test the AI, how do I see what the I is building to know if it is working or not?

pathfinder April 2nd, 2002 01:49 AM

Re: Babylon 5 Mod
 
Is there now a password for the B5 webpage or is this an April Fool's? I can't access it now...
just wanted to see what was up..

Val April 2nd, 2002 04:53 PM

Re: Babylon 5 Mod
 
Not an April Fools joke by me at least http://forum.shrapnelgames.com/images/icons/icon12.gif As for someone else... who knows!


I am putting out a call for help - from those currently working on this mod and any lurkers that read about our progress that might be able to help. We do have volunteers to do the AI, but as of yet they have not been successful in getting the AI to build a ship - most likely because of a problem with the engines. While this mod is usable as a multiplayer mod, the goal is to have a decent AI that will provide a challenge. So the question is, can someone get the AI to build a ship using our Component.txt file? Do not worry so much about weapons or other extras, I would be happy to see an AI build a Colony Ship with engines and a reactor - and a Colony Module of course!

I have editted the data files on the PC I have been testing AI on so the engines would include 'useless' abilities, per SJ's suggestion, but have been unsuccessful (all the AI ever build are bases) and I have used the Supply ability as a flag for the Reactors (though the ship may also purchase solar pannels, but I'm all for alternate energy sources).

If someone can get the AI to build a colony ship, then our AI volunteers can move on the make each race a specialized AI which will provide us with a rather diverse game.

Please let me know if you want to pick up this challenge and I will post the generic AI and Data files - or whatever you require to give this a shot http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks - in advance - to all who try!


In the face of possible defeat I have begun work on a new surprise for the loyal B5 Modders - a revised Map with Hyperspace sectors (just for added excitement and fun.


Anyway, I do have a new update if anyone wants me to post it. It updates a few of the Data files, some new components & sounds.

Details on Last two updates:

1.49.23 - Added races (Technomage, Sh'Lassa, Walkers, Mind Riders, Triad, B5 Ancients), along with all corresponding techs. Made Ancient techs available to only the individual Ancient Races. Added new Armors, revised Sensor Suites, Jammers, Steath Technology (Cloak and Coating), a few racial specific crew/bridges and some new component pics (Bulkheads, indvidual racial Crew Quarters, Fighter Rails, Launch Catapult and Cargo Pod) .

1.49.22 - Added explosive warheads (Fission, Fusion, AntiMatter, Gravitic-Kirshiac only), Kirishiac Kinetic Drive/warhead for ram-fighters, Ancient level fighter cockpits, weapons (Matter, Molecular, Plasma & Particle), some new component pics, more sounds. Reordered Cascor weapons so it works to that race's advantage. Removed duplicate Spinal Laser & Cobalt Warhead. Reworked Ancient engine types into: Hyperspace Tap, HyperspaceTap, BioDrives & Advanced Gravitic Drives. Fixed numbering of Shadow Molecular weapons, Interdictor PDF typo, PDF Multiphase Slicer typo, component pic on PDF Particle Beam, beam pic on Heavy Molecular Slicer, External Cargo Pod I cargo amount typo & engines per move error on Heavy Destroyer (I was shocked to see a Heavy destroyer going 22!!)

Suicide Junkie April 2nd, 2002 06:01 PM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Have a new question for you, I'm trying to test the AI, how do I see what the I is building to know if it is working or not?<hr></blockquote>I would assume you would just go to the game options menu, and set the AI to human control. Alternatively, you could turn on the design minister for a human race.

Best to ask an AI Guru, of course.

pathfinder April 3rd, 2002 03:49 AM

Re: Babylon 5 Mod
 
ATM I can't get the EA to build colony ships...no engines that will fit/work. They have to be researched. Problem 1: after researching (I prompted since that is WAY down the tech-tree) is the .bmp is missing for comp_675. Is there a compiled set of pics for these components and weapons or do I have to rename the ones I picked up (They have LP3 extension from DOGA)....


Update: Got game going (loaded components folder from my Gold setup). EA design will do engines but not the reactor (scout/escorts); therefore no supplies. I had to jumpstart the colony ships, they now have them but can go only 1 space (350 spaces for components isn't enough for colony ships atm) (1 engine-small with 1 medium reactor)

just wondering guys

your friendly beta-tester

pathfinder the losted http://forum.shrapnelgames.com/images/icons/tongue.gif

[ 03 April 2002: Message edited by: pathfinder ]</p>

Val April 3rd, 2002 06:20 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by pathfinder:
ATM I can't get the EA to build colony ships...no engines that will fit/work. They have to be researched. Problem 1: after researching (I prompted since that is WAY down the tech-tree) is the .bmp is missing for comp_675. Is there a compiled set of pics for these components and weapons or do I have to rename the ones I picked up (They have LP3 extension from DOGA)....


Update: Got game going (loaded components folder from my Gold setup). EA design will do engines but not the reactor (scout/escorts); therefore no supplies. I had to jumpstart the colony ships, they now have them but can go only 1 space (350 spaces for components isn't enough for colony ships atm) (1 engine-small with 1 medium reactor)

just wondering guys

your friendly beta-tester

pathfinder the losted http://forum.shrapnelgames.com/images/icons/tongue.gif

[ 03 April 2002: Message edited by: pathfinder ]
<hr></blockquote>

You found the DoGA Version of the components? Man, you must have had to dig quite a bit to find them http://forum.shrapnelgames.com/images/icons/icon12.gif All of the components (with a few exceptions that have yet to be submitted to SJ) can be found in the Image Mod that SJ has been dilegently working on http://forum.shrapnelgames.com/images/icons/icon7.gif

Thank you for helping out with the testing, I'm actually considering scrapping the engines and starting over again from scratch to see if the AI can use the new set.

Just want to double check - you actually got the AI to build a ship with the engines but no reactor? In Version 1.49?

Val April 3rd, 2002 06:20 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by pathfinder:
ATM I can't get the EA to build colony ships...no engines that will fit/work. They have to be researched. Problem 1: after researching (I prompted since that is WAY down the tech-tree) is the .bmp is missing for comp_675. Is there a compiled set of pics for these components and weapons or do I have to rename the ones I picked up (They have LP3 extension from DOGA)....


Update: Got game going (loaded components folder from my Gold setup). EA design will do engines but not the reactor (scout/escorts); therefore no supplies. I had to jumpstart the colony ships, they now have them but can go only 1 space (350 spaces for components isn't enough for colony ships atm) (1 engine-small with 1 medium reactor)

just wondering guys

your friendly beta-tester

pathfinder the losted http://forum.shrapnelgames.com/images/icons/tongue.gif

[ 03 April 2002: Message edited by: pathfinder ]
<hr></blockquote>

You found the DoGA Version of the components? Man, you must have had to dig quite a bit to find them http://forum.shrapnelgames.com/images/icons/icon12.gif All of the components (with a few exceptions that have yet to be submitted to SJ) can be found in the Image Mod that SJ has been dilegently working on http://forum.shrapnelgames.com/images/icons/icon7.gif

Thank you for helping out with the testing, I'm actually considering scrapping the engines and starting over again from scratch to see if the AI can use the new set.

Just want to double check - you actually got the AI to build a ship with the engines but no reactor? In Version 1.49?

Val April 3rd, 2002 06:38 AM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Suicide Junkie:
I would assume you would just go to the game options menu, and set the AI to human control. Alternatively, you could turn on the design minister for a human race.

Best to ask an AI Guru, of course.
<hr></blockquote>


SJ:

I don't see that option in the menu (the one you get when you hit the escape key) - then again maybe I am blind http://forum.shrapnelgames.com/images/icons/icon12.gif

Where did you see that option?

pathfinder April 3rd, 2002 06:54 AM

Re: Babylon 5 Mod
 
Yup, the EA did, for the escorts/scouts. The Narn are acting strange (what else is new http://forum.shrapnelgames.com/images/icons/icon12.gif ). They have 3 light fission reactors with 1500 storage and however many light engines to go 2 spaces but refuse to go further than 2 spaces, even though they have plenty of storage/energy left....

Oh and yes v 1.49 unmodded (except for the B5 stuff).

Basically there seems to be a problem with engine/reactor size proportionate to ship size or there is a problem with engine output. Not sure which or maybe both...

[ 03 April 2002: Message edited by: pathfinder ]

[ 03 April 2002: Message edited by: pathfinder ]</p>

Val April 3rd, 2002 07:11 AM

Re: Babylon 5 Mod
 
Which AI are you using? How long did it take them to get to that point? Any other races showing signs of intellegent life http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder April 3rd, 2002 07:43 AM

Re: Babylon 5 Mod
 
Only the EA and I am NOT 100% positive they did it, cause they sure aren't repeating it (I may have done it when messing with sizes of engines/reactors to something to fit)....been a long night looking at what was going on....sorry if i caused any hopes/concern.

Only testing the EA & Narn atm.

Val April 3rd, 2002 08:07 AM

Re: Babylon 5 Mod
 
I found that if I predesign ships then the ministers will buiild them (no fooling you say). But, as you said, it is getting late and my brain is addled. Will work on this more tomorrow (yawn). Try to keep track of any edits you make to the mod files (esp the AI and components) so we can try to repeat any success you have had. So far I have seen the AI in my test game build bases, but no ships as of yet. I have tried to lower the min speed for some vessels to 1. I think I will edit the fission engines tomorrow (or is that today??) and see if that works. Else I will try to add a new engine type and see if the AI will use it!

Thanks again http://forum.shrapnelgames.com/images/icons/icon7.gif Go get some sleep.

pathfinder April 3rd, 2002 01:19 PM

Re: Babylon 5 Mod
 
The EA are bulding the colony ships I have designed for the them but I modified ship and fission engine size so that I had enough space to make something that could go more than 1-2 spaces before returning for supplies. I'll detail those changes tonite. BLasted Narn still won't build anything nor will the population transports go farther than whatever "speed" is indicated (atm 2, so they only go 2 spaces). Their escorts, once designed and built, will go until supplies become an issue, then they return---as is normal.

[ 03 April 2002: Message edited by: pathfinder ]</p>

Suicide Junkie April 3rd, 2002 04:55 PM

Re: Babylon 5 Mod
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I don't see that option in the menu (the one you get when you hit the escape key) - then again maybe I am blind <hr></blockquote>
The top-left button with the checklist icon, that gives you the option to quit.
It also has an option labelled Players. Press that, and uncheck the computer control.

Val April 3rd, 2002 09:10 PM

Re: Babylon 5 Mod
 
SJ:

Thanks, will look at it tonight http://forum.shrapnelgames.com/images/icons/icon7.gif

Pathfinder:

I think I'm going to change the engines and reactors tonight and see if AI will build them. Let me know the details on what you managed to get the AI to do.

Thanks!

pathfinder April 4th, 2002 01:06 AM

Re: Babylon 5 Mod
 
Val: these are my documented changes:

Colony ship size: from 300 to 400
Colony Component: from 200 to 150
Medium Transport: from 600-700
medium fission engines II thru V: 60 to 30
medium fission engines I: 60-20

with these changes I was able to at least get the EA to build and use these two ships. They also with even just 1 sector/space per turn would send escorts/scouts out to 1/2 mark on supplies. Same with the colony ships.

The Narn however, would sit in sector until I sent a colony ship to next sector, then the escorts/scouts would do the explore bit. The colony ships and transports would sit and only go out the max number of 1 turn movement even with loads of supplies.

Neither would do their own designs. The EA at least would use/build whatever design I made available.

One note: My first attempts were to use the small reactors and engines. This meant I had to use something like 8 small engines just to get a movement value of 1 in a colony ship. This may simulate a small engine pushing the large mass of a colony ship or medium transport. Means VERY slow going for these ships until medium reactors/engines researched. Also when used in a colony ship medium reactor/engine combo means 1 movement point per medium engine, not the "advertised" 7 per engine. In a small ship like an escort the movement value per engine is 7 as advertised.

It took 16 small engines to power a Narn Corvette 1 movement unit.

Also pic/bmp for repeater gun 1 missing from ship design menu/screen after being researched.

Hope this helps!

[ 03 April 2002: Message edited by: pathfinder ]

[ 03 April 2002: Message edited by: pathfinder ]

[ 03 April 2002: Message edited by: pathfinder ]

[ 03 April 2002: Message edited by: pathfinder ]

[ 03 April 2002: Message edited by: pathfinder ]

[ 03 April 2002: Message edited by: pathfinder ]</p>

pathfinder April 4th, 2002 02:13 AM

Re: Babylon 5 Mod
 
*bangs head on desk*

Seems the Narn will now build colony ships and upgrade Corvettes..... maybe I was dreaming or blind Last night...I did spend most of my time checking the EA but still I DID look at them....

Edit: seems this, on recelection, occured after I designed and Ice Planet colony ship.

still have a problem (perceived) with them not using population transports.

also tiny fission engine 1 pic/bmp not showing in design screen.

[ 04 April 2002: Message edited by: pathfinder ]

[ 04 April 2002: Message edited by: pathfinder ]</p>


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