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Re: Sitting on the fence
Ive seen the logs of some of those conversations Wikd. Obviously that doesnt bother me.
But.. I wouldnt mind a few more (please some other people) suggestions on what to do with the server. It does seem as though 2-4 player blitzs on standard Dom3 maps is getting stale. |
Re: Sitting on the fence
BUMP BUMP BUMP
Did anything happen with this thread? Do we have any numbers on what people really want? |
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Yes yes yes tho I was hoping for somemore input from other people.
Actually I did look at my sites log. I was surprised to see so much activity on some (and so little on others). One thing it spurred me to do is that I did look at the "Poke in the Eye" map again. I tried to fix the problem with indept castles being too easy to capture but my first try at it created worse problems. In any case, the zip has been updated to include the new units (some of which arent in the game yet). http://www.dom3minions.com/RandomMaps/Poke_Eye_v3.zip Until I iron out the indept castles thing I dont think I will be turning on the daily updates to it like the Dom2 version had. Recommended game settings for best AI seems to be: A) turn up supplies B) turn down resources C) for THIS map, turn down indepts altho usually you should turn that up for AIs Im guessing that higher money might also help. Not sure on special site frequency (probably turn it down). Im also not sure if AI is better with large or small Hall of Heroes (probably larger?). Gandalf Parker |
Re: Sitting on the fence
What seems to be the particular problem with your Poke in the Eye map and your fix?
Is there a particular thread - oh, you just created it now. I'll move my commentary on this to it. http://www.shrapnelcommunity.com/thr...o=&fpart=1 |
Re: Sitting on the fence
Hmm I just noticed that the AI allies are only the first 17 nations (old Dom2 code) so playing Early Age is probably best for a decent AI game
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Re: Sitting on the fence
Random Gods
This is already pretty much handled by the SemiRandom program as far AI's and solo playing. But I had a thought about it for multiplaying. When I was trying to iron out the procedures for creating a mega game I had to include the renaming. The game was fudged to handle multi gods per nation in Dom3 by naming them in the savedlords directory with numbers. _0 and _1 and _2 etc etc. But when the player uploads them it renames them to age_nation.2h so if someone had a collection of gods, then a randomly selected early_ulm_*.2h to early_ulm.2h in the games subdirectory should work. Unfortunately not for AI's, only human players. And you cannot make early_ulm_1.2h the god for early_ctis.2h and have it work. Hmm come to think of it there isnt much there. A large collection of gods and random selection for human players. Oh well, its still workable. Maybe someone else has ideas on it. |
Re: Sitting on the fence
Heres' a scary idea. People have started a weak pretender game where they've tried to design the weakest pretender possible within a certain set of rules and have that assigned to another player. So, how about an AI designed pretender?
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Hmmm maybe I will host a game where everyone turns in their pretender in SemiRandom code. Then if I can figure out a way to randomly assign those it will have a side benefit of gaining us more AI pretenders for the SemiRandom program
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I'm not quite clear as to what this "SemiRandom code" is. Would you please clarify? I'm not even sure whether its animal, vegetable, or mineral.
... I mean... mod? Coding language? something you just thought up? Some utility I haven't seen yet, although I haven't been looking for any quite yet? |
Re: Sitting on the fence
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some great province files here Special Provinces, Unique Defenders. Some examples of god files are in here.. the AI Conquers Or a heavier conversation here... SemiRandom He also has a program to help you tweak the settings on the map generator in Dom3 to some more personal prefences (sh as colors) but those are actually two different projects which he has blended in one menu lately Idea Thread for SemiRandom |
Re: Sitting on the fence
Half-assed Game idea- Assassination, Supers, Duels
Everyone needs to design an awake super-combatant. When their super dies, they lose. Any attack force must consist of their god and up to 5 national, recruitable commanders. There will be unit caps on the troop size. Say, 50 national troops. something else for Ermor. A defense force can consist of up to 10 commanders (who can be super-summons in their own right), and 100 troops, who can be summons? Its obvious I haven't thought to hard about this. But the germ of the idea is there. It's not quite a deathmatch, but close. Keeping combats small scale in intent. Maybe allow attack forces more flexibility? This would be best for less serious, smaller shorter games. A blitz. It can be fun to toy around with pretenders, and by restricting attack forces, we change the focus from conquests to specific battles. |
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Like the original poster Im trying to find my motivation to return to Dominions 3. Many of my wild ideas are in this thread. We have lots of new players. Maybe some of these ideas if they havent already been done will catch peoples eye as something they would like to see? |
Re: Sitting on the fence
I thought the idea of having nations "evolve" over time into later-era counterparts would be interesting, maybe with harder-than-normal research so it didn't seem like either the eras were flying by or by the time you got to the late age, the heavier troops were useless because you were already well into the late game. It would be especially interesting with dramatic changes, such as R'lyeh EA->MA or Sauromatia->Pythium, Marverni->Man (I assume that's what Marverni turns into), etc.
I also thought it might be interesting to have one's era change by the season. So as R'lyeh, one season you could be happily playing with your Aboleths, and the next they could all be insane and trying to summon Cthulhu. The next, you could be summoning non-insane Illithids (or still stuck tryingn to summon Cthulhu). Come to think of it, what if every season (or six months, or year) players were randomly assigned to different nations? You could be happily elephant-rushing as Caelum and the next turn you could be Kailasa, on the opposite end of said rush. Or someone in a completely different area, even. All sorts of things could vary by the season, actually. Your order-3 society could turn into an effective turmoil-3 nation at the whim of the seasons. Do they even have to have the same effects? Your drain-3 could one day grant you +5% resources, +15% supplies and -14% gold. Not that randomly changing values would be a good idea . . . perhaps increasing/decreasing effect based on season? Say, in winter, growth 3 would be effectively growth 1, but order 3 would be effectively order 4. Am I even making any sense? |
Re: Sitting on the fence
Ive pondered an arrangement like that. It would be an extensive download and install so it would need to be a really desirable scenario. It would end up using all of the tricks of the game.
A link to start the game with the right map and the right settings such as postexec command, stats command, log command, and a mod. An executable to run each time the game processed a turn to check and see if its time for a change and then swap the files. An executable to modify the mod file so it can be hot-swapped in. And I still have to test if map image can be hot-swapped like a mod file can. That would allow some neat things also. |
Re: Sitting on the fence
Im not sure if this has been added to this "game variants" thread.
Some of the "hidden command switches" came up in another thread and it reminded me of a game variant. With use of --superhost and --comptrn it is possible for players to see the turn files of the AI players. Tourist Game A large game. Maybe on a maximum map. It could be all of an age with the extra nation slots (71 thru 94) filled in with modded nations. Or maybe a SingleAge game with all three eras in it. Two games wold run on the server. One named SuperHost which processes the turns continually. And then the post.sh could copy the turn files to the Tourist game which would run as a direct-connect server so that anyone can connect and view the turn files. Better Spies a version of the same game but with players and AIs. Since the player files would be password protected no one should be able to see their turns. But anyone, including the players, can view the AIs actions so it would amount to "better spying". The nicety would be in allowing other players to see the internal workings of a large MP game. (before anyone asks, the AI turns are only viewable. You cannot change the AIs actions) Watchers Game I had originally considered a Watcher game using the Watcher mod. But allowing tourist view of the ENTIRE game from one file didnt seem like something I create a game around. Im not sure that we could get enough players who were so confident that they would be willing to play in a no-secrets game of that type. |
Re: Sitting on the fence
A head-slapper comment was made by Squirrelloid in another thread.
In the event of a game using duped nations, the limit on how many nations can have the same national spell can be avoided. Since only that nation would be in the game then national spells can be declared as non-national. The conversation got fun around the idea of a Monkey Madness Game of up to 90 nations all playing duplicate versions of Markata. Totally balanced. One huge game of Stealths vs Swarms strategies. |
Re: Sitting on the fence
I have really hoped someone could build an auction app, which would then hand off to an pretender verify.
so basically, just like dominions has a host mode where you wait and connect to a nation... Players would be listed on the left, and across the top the nations they are bidding on. ..........Niefl..TC...Mictlan....Sauro....Kailasa Squirrel..30.....5.....24.........20.......0 Chris..................25..................5 Dr.P......35...........05.........21.......0 Baalz.....20...........07.........25.......0 So, for example, in this instance, if everyone was happy with the bidding, the following would occur Squirrel wins TC and pays 5 pts Chris wins mictlan and pays 25 Dr P wins niefle and pays 35 Baalz wins sauro and pays 25 so this would get written to some records, and when they submit pretenders, they must have the bid number of points remaining (unused..) |
Re: Sitting on the fence
I like idea about bidding for nation, which can be open or closed, in one iteration or through many, using just forum.
Like I bid 1 for Saurom Gandalf Parker 2 Someone else 3.. At the same time we , at the same forum, bid on other nations, so it will be quite a log fast growing bidding thread for the game. Also it wold be nice to have a game which allows you to play any nation regardless of other people choices. For example - you choose your nation, Hinnom, for example, and there can be several Hinnoms. The idea is good to motivate more players to join megagame. This idea of Civil War is cool, btw. I'd join. The idea of allowing to play different people the same nations would help CBM author and parents to balance the game better. But bidding itself makes game more balanced automatically. After hard bargaining for Hinnom and Niefelheim, the nation will be inflated to the level of less popular nations in game. I think the idea is really cool, and also will help to find players for megagames - which is not that easy now. The question is only in pretender points design control. |
Re: Sitting on the fence
If the game host was not playing (eg, Pasha in the RAND games he runs), he could review all the pretender files to verify. Of course, this requires someone want to host the game and *not* play.
--------- Bidding would work best in a non-forum environment if its going to be active, such as IRC or other chat client. Its too tedious to bid via forum post if you need to potentially do a lot of it. Perhaps first everyone submits a blind bid set to the organizer, who then announces the bid set after all bids are received, and then a regular auction occurs in which players can increase their bids if they like. Some rule for what happens if you win multiple nations should be instituted - I can see choosing the nation of your choice, or being obligated to take the nation you won on which you bid the most points. |
Re: Sitting on the fence
Well, I like an app to do the bidding, and or a way to verify.
But I would be willing to not play and verify pretenders. Actually, verifying wouldn't be tooooo difficult. catgod already has a line that says points remaining. So essentially we're looking for a version of catgod that can do one thing for us.. c:\catgod early_arco_pretender 26 which basically would output a true or false on whether the arco pretender submitted had 26 points remaining. |
Re: Sitting on the fence
Ive worked with ProcMail in managing the latest game of "Newbies and Vets"
It should be fairly easy to setup an email box on my server then process emails. Such as YARPbids@dom3minions.com Incoming emails would be processed for From: Subject: Body: Something like To: YARPbids@dom3minions.com From: gandalf@example.net Subject: game=YARP Hinnom=30 Man=50 Ctis=10 This could be processed into just a display page with all email addresses being displayed underneath the nations. YARP ................................Hinnom......Man... .Ctis gandalf@example.net....30.........50........10 Any email with a new game= would create a new page. A webform would be simpler but awfully anonymous which could run into problems. I could do either method and it would quickly lead to a very impressive bidding page. Thats because my efforts are dirty and ugly and quickly make someone else do a much better version. :) As to the catgod thing it would be very simple (at least on linux) to catgod all the files in the game directory and pipe it thru a grep (grab) for just the points left line so thats all that would display from each file. |
Re: Sitting on the fence
Wow.. I'm interested...
Gandalf wouldn't awk be a better choice? |
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http://forum.shrapnelgames.com/showthread.php?t=44786 |
Re: Sitting on the fence
Dominions Mafia:
16/20 players, 4 teams of 4/5. But 1 player on each team is secretly a mole, and on Team Mole. The 3/4 real team members win if their team is victorious; the mole wins if Team Mole is. Each player knows who is on their team, and the moles know who the other moles are, but the lineups of the other teams are secret. |
Re: Sitting on the fence
I just had an interesting game idea that I want to get down before I forget it. Ballbarians wonderful God Editor program is meant to facilitate creating better AI gods for use by the SemiRand program. It does not create a mod, but instead uses commands which can be added to any map in order to create a scenario type game. It allows the players to build a pretender using ANY units in the game, set any scales, grant equipment, and add up all of the points involved.
OK here is the game idea. Allow players to create any god they want up to specific points. Not restricted to the usual god list. Not restricted by the usual wake, asleep, imprisoned method of extra points. Use a total warfare style map. Maybe one of the Arena style maps, or the Full World map. Or maybe just do it one-on-one with a really tiny dueling map or the Battle Sim map. They can send it to the person running the game who can use the GodEditor to check the points. Turn off cheat detection, add them to the map, start the game. Its not really my type of game but you have to admit, it would be different. :) And might generate some good god-builds for inclusion in SemiRand. |
Re: Sitting on the fence
Since the thread is unearthed....
Solitare PBEM challanges players are given same nation/pretender/map who can beat the ai in the fewest turns maps and start locations are identical but choose your own nation /pretender blitz. As above but who can win in the shortest time ( not turns) ssj |
Re: Sitting on the fence
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There is also a variation of having the same nations battle each other. Such as Ulm vs Ulm, or 12 nations in a game which are totally the same. Im not sure why it would be pbem, especially with a blitz, but I guess that would work depending on the server. |
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PBEM would be to keep people from redoing turns (though that could be another variant). I agree the SP blitz game would be best done on a server like yours for "unambiguous" timing of each games. -ssj |
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Would also be easier to manage some of the other variants. Such as "Musical Chairs" (last turn in is always deleted and goes stale). |
Re: Sitting on the fence
Some updates and held-aside ideas that I need to give up now:
A) The Tower Maps have been used now in half a dozen games, and they seem to be well received. Or as well as any map. It does make for a different game. Harder to gang up in early game, less micromanagement, the F1 menu is much easier to use. Its not very "realistic" but its good for some games. B) There are now a number of different DungeonMaster mods available. My initial one (Watcher), then other variations such as DungeonMaster or the Debug mod or Pantokrator. If you havent seen the discussions this allows for a game where one person oversees and manages aspects of the game for the whole time that its running. It allows for in-game reward/punishment systems, NPC nations, and adding new "random" events to the game. B.1) A variant is to use the DM mod to wish immediately for an arena. The game is designed as "All Pretenders to the Arena Please". Its a one-turn game but an interesting idea that shouldnt be forgotten. C) A new feature has been added (by scripting) where a host can close off the option for players to turn themselves AI. This is handy for enforcing a rule such as "no going AI for the first 50 turns" and forcing the search for substitutes. It is also possible to pre-check gods for mod-compatability. D) Remember that the mod switch is fixed. It is much easier to include all mods in games. That includes modded nations. Some of those are prime for use as AI opponents. Designing an AI into a game can make it much more viable as an opponent than the vanilla AIs you remember tutoring against. The scenario options are still broken for download/solo play but very workable for server games. Lets put the hated banned nations back into a few games as the goal of the game. How about resurrect my Dom2 scenario. LA Ermor in the corner almost entirely surrounded by water. Surrounded and allied closely with Rlyeh and Atlantis. "D.A.R.E. the Deadly Atlantis Ryleh Ermor alliance." Or the Pangaean map with all 3 Pangaeas and 2 Oceanias AIs allied. "The nations of Man have proven harmful to the world. Now you shall face Global Swarming!". Or two of Amos mods using the christian flavored one with angels and the satanic one with demons. Put them at top and bottom of a map, boosted AIs with settings to make them move toward each other. Then put all the players in between. "pagans, heathens, and idols. Give up your petty grievances and unite to survive" E) There are also some very fun mods that add more-more-more to the game. More pretenders, more heroes, more magic sites, more summons, more spells, more nations. How about a really large game with as many of those as you can dig up (someone better at using the mod merging tool maybe) F) The ultimate ally game. Let each player have 2 or 3 nations at once in order to closely ally them (and lets pretend it doesnt happen sometimes anyway). For more fun, use SingleAgeComplete mod so that they can even play with all 3 versions of the same nation if they want to. G) Having the Independents operate with AI is a fun variant. Set it so that the white flags are able to choose a pretender, build, expand, move armies around. Ouch. H) One of Kristoffers mods to limit magic to level 4 or level 6 I) A game with NO GODS. Just armies and magic. Or maybe even just armies. J) Variation on the "All Gods to the Arena" game but doesnt need the DM mod. A game where the map is designed so that everyone can meet instantly. Pretender and starting armies deciding the game right away. Or maybe giving a turn or two to modify the starting army slight but agreeing on when everyone will meet in the middle. |
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E would really be a lot better once the patch comes out. Just to make sure you can squeeze in as many things as possible. And I think the pretender arena matches would be much more fun if you had, say, all spells up to level 6 set to level 0, to add a bit more variety. You could maybe add in a few turns to build some small amount of gear... or not.
Amos' demon nation would make for a pretty fierce boosted AI. It'd be better as a boosted human due to practically all magic being blood, but that's one of the best existing nations for the AI to play. |
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Note from another forum which should be put here for posterity in case it hasnt been mentioned here already....
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And one from a completely different sites IRC chat: Quote:
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Interesting thread, is there a mod for playing the same Nation more than once?
Liked that idea. |
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I have been thinking about 8 player map little bit like the old teather of war map. There would be 4 spheres with something like 20 provinces each. Two players start from the same sphere. Then there would be two spheres with something like 30 to 40 provinces. The 4 winners from small spheres would move to the bigger ones. And you probably guessed it already but there would be one big sphere where the remaining two would go for it in the end. Player would not be allowed to move to the next sphere before his opponent is defeated. Maybe there should be two connection points between the spheres. This kind of map would make bit different game where fast kills would be rewarded. It might benefit the bless nations more but i guess it would not be too big problem. It would be like rush game where turtling is only going to kill you. There would also be no dogpiles involved. Strenght of the independents should probably be set to 9. It would be possible to make 16 player version too.
I would be really interested in game like this :D Dominions total war :D |
Re: Sitting on the fence
OK just putting this here for general scrutiny since this seems the place for it to be archived.
A conversation about a "Tourist" game developed. Having two games running. One is the game with the players. The other is where copies of the game files are placed by the post.sh each turn. In the second game anyone would be allowed to pick up and view the files just to watch the game in progress. The two-address system would insure that the tourists could not accidentally change anything since those files would not be the ones used for turn hosting. BUT an interesting side conversation developed. Creating a maximumly huge game on a maximumly huge map (if I remember right that is 95 nations on a 1495 province map which would basically be only a "medium" game). NO nation would actually be owned by anyone. Possibly a large portion of the nations would start out AI but the general concept is that the players would be locked out of going AI. Anyone could pick up any nation at any time and do turns. The interest was that some people felt they would love to do the early expanding. Others were interested in mid game, and others in late game with research accomplished. Some wanted to do a turn or two of a majorly expanded nation while others wanted to try and save one that is dying. Everyone seemed interested in the idea of doing a few turns, getting bored, dropping it, and coming back later to do it or maybe a different nation. No quilt or pressure if you did or didnt do a turn but a game worth watching and doing something once in awhile. Not sure what to call it. Smorgasbord? Anyway, it would be different. If anyone is willing to run such a game I am willing to host it. |
Re: Sitting on the fence
What happens when 2 players want the same nation for the same turn?
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There would need to be somekind of list that would work with "first comer first served" mentality. I would be more worried about those turns/nations that nobody wants to play. Stalling is not an option.
Those tourist games would be great. Think about championship tournament where players would go 1on1 and the whole community would watch. Think about players like Baalz, Wraithlord or mr. Parker going at each other with full speed :D All the masters at action... Now that would be something to see :) And to speculate in the forums ;) |
Re: Sitting on the fence
It wouldnt be a serious game. At least Im not picturing it as one.
And if its all-nations then that is 68? different nations in the game. That can go up to 95 if we included some large package of modded nations. I dont think anyone is expecting all of those to be active all the time. And as I said, only some people are really interested in early game. And those might fallout by mid game as "too much micromanagement". Im also thinking it would be best to use the SemiRand god builds just so there is no bickering about what someone did for a build. That way if anyone feels that a god build was particularly unuseful for that nation we can just suggest that they submit a better one to be included in SemiRand. One big problem I see is that we might want it to be two games to allow the "just curious" to pick up files WITHOUT a chance of changing them. At least until the choices in the Options menu get fixed for that, and maybe the 'e' key disappears. Or maybe only accept turn files sent by email for the hosting. That would block accidental changes and insure that only the more serious people are doing turns. |
Re: Sitting on the fence
OK another result of conversation.
A) Team games are great. No worries about back stabbing. Long involved battle plans. Sharing resources. A loss to one of the team isnt such a downer if balanced by a gain. B) Team games suck! Micromanagement. Lack of coordination. No real feel of winning. Some people cant team, all they do is play solo with a permanent NAP. Well lots more was said on both sides. But one of MY points was that I often see teams not being selected to make best use of pros/cons to fill in gaps and boost abilities. Game concept: One Man Teams Someone else might have done this in the past and I apologize for not remembering if you did. But the thought is for 1-player teams. Each player selects 3 nations that they play. Using the SingleAgeComplete mod might allow more variety. This might give people an idea of how to merge nations abilities and coordinate for future team games. It might also be fun to have a large map with start locations set. Then give 3 start points close together to each player and allow them to place their nations as they see fit. |
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For those who loved the "no score graphs" games because it boosted the need to use scouts and information spells, the newly fixed "no nation info" should be checked out. At first glance it seems to make knowing anything about another nations pretender also require scouting it out.
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I realize I come to this thread a couple days late.
This "Tourist" thing Gandalf & others mention: it sounds like a great idea for someone like me. Never done a MP; couldn't give the time commitment. But if you could somehow drop in & out of a MP, and play some turns without having to worry about mucking someone's pet nation up, that would be great! |
Re: Sitting on the fence
Thats the idea.
But UNTIL someone tries one, keep your eye out in the MP game threads for requests to permmanently sub. Or someone saying they are planning to go AI. Players will greatly appreciate if you step in. Sometimes people drop out with a dozen provinces and sizable armies but they know that the other guys are going to stomp them. Just stepping in and being more active than the AI would be appreciated. And you will get to look at advanced spells, equipment, and see some fantastic battles (as you go under). Provide them an honorable death. No guilt, and a ready made excuse for getting totally stomped on. But it can be fun when you dont have to blame yourself for it. And who knows, you might even come up with a surprise. |
Re: Sitting on the fence
On an unrelated note, Abysia in the MP game "Kindanoob" is about to go under and we're about to turn them AI on the upcoming turn.
We wouldn't mind offering 1st hand VIP seating to Abysia's fall :o. |
Re: Sitting on the fence
A "Musical Chairs" game has finally been tried (on another forum) and is doing well. Thisis where the last person to upload their turn is automatically set "stale". One thing of note is that the last person to turn intheir turn usually gets to be the first person on the next turn so its rarely the same person multiple times in a row.
Also Im not sure if this has been mentioned but here is an interesting thread about creating a Dom3 game based on the "Survivor" TV shows. http://forum.shrapnelgames.com/showthread.php?p=730681 |
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Myself and a couple of others have been playing a human vs AI's game. Some things about this style of game has already been learned. From this a set of challenge .map files could be made where teams of humans beat the AI as fast as they can. Or if they can...
The ease of this is that Gandalf could easily host the games as he does these games and the server could log the finish date and players names for the high score table. Also, as sansanjuan said here, it could be done for SP games. Again, hosted by GP so to have the high score table. I assume that GP's server's games are hack proof? Sorry if asking too much of ya GP but you did suggest I post this here ;) |
Re: Sitting on the fence
Not a problem. Thats what the Dom3Minions server is for. It is specifically NOT menu driven in order to try and get people to challenge me with "can we get this" ideas.
Im just amazed I didnt think of it. Ive seen discussions about creating "ladder" games where everyone plays the same map on the same settings. Usually in a 1-on-1 duel so that the "top dog" could be rated. And I have of course been in every discussion about AIs and scenario games. But I hadnt considered the idea of teams playing the same scenario against each other but separately. Im also thinking that it shouldnt be too hard to create a webpage for the game which splits the screen (frames?) and shows both of the games score files next to each other at the same time. |
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But seriously, "try to win" scenario's sound fun. |
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