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Re: STM "Final v1.7.5" Discussion
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Re: STM "Final v1.7.5" Discussion
Starfleet Command II is only training fleets 2% per turn instead of 5% as it says in the description.
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Re: STM "Final v1.7.5" Discussion
How do you make senerios exactly I may give it a shot if someone can point me the right way
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Also, I cant find the link to the new Version on your site http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: STM "Final v1.7.5" Discussion
Atrocities:
So, what's the ETA on the PBW game? Thanks, and sorry I've been so scarce, Jim |
Re: STM "Final v1.7.5" Discussion
As to my favorite race, I have only played as the Federation. I have been playing consistently since I discovered this mod, and have played a game until the new Version has made the old game outmoded.
I have never gotten more than 200 turns in, either. If you have suggestions or requests for races or settings to test, I would be happy to comply. Great fun. |
Re: STM "Final v1.7.5" Discussion
If you thought the new mod was not going to affect games from previous mods, you will be disappointed. The engines on my shuttles have been tranformed into computer cores.
Edit: I had been playing the 1.3.4 beta Version. Hope this helps. [ November 29, 2003, 01:52: Message edited by: BadAxe ] |
Re: STM "Final v1.7.5" Discussion
Direct link to the patch http://www.astmod.com/zips/stm/STMv134Patch.zip
I will look at the federation training facilities and see what is up. I dont know why your shuttles were effected, I did not change any of the components. I will see what I can find out. Thanks guys. |
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Info for those who like to read.
================================= The Star Trek Mod Version 1.3.4 Play By Web Version By Atrocities and Captain Kwok Offical v 1.0.0 Released 7-21-2003 Version 1.3.4 Released 11-26-2003 ================================================== ====== INSTALLATION ================================================== ====== 1. Unzip stmfull***.zip to your your Space Empires Directory as you would any other mod. 2. Verify that you have a mod folder named Star Trek Mod 3. Use the Mod Launcher program to start the mod. ================================================== ===== UNINSTALL ================================================== ===== 1. Delete the folder name Star Trek Mod from your Space Emires IV directory. ================================================== ===== INFORMATION ================================================== ===== 1. This mod uses the Image Mod Pack (Not Included): A. Planets Mod - Not Included B. Components Mod - Only the New Images for this mod are included) C. Facilities Mod - Not included 2. This mod uses the Fyron Quadrant Mod Delux 2.4 - Modified & included 3. This mod uses the Fyron Ultimate Strategy Mod 1.1 4. This mod uses the Eye Candy Events file 5. This mod uses AI designed by Malfador, and members of the TDM-Mod 6. This mod uses custom ship images by William Christopher 7. This mod uses custom images by Captain Kwok 8. This mod uses custom images by Atrocities 9. This mod uses a custom button interface by General Woundwort 10. This mod uses the Colony Tech Mod by: Ed Kolis ================================================== ===== BETA TESTERS ================================================== ===== I would like to say thank you to all of the beta testers for their help and support during the beta period of the mod. (If you participated in the beta and I did not include your name, please email me at atrocities@astmod.com so that I can include it in later Versions) Captain Kwok CNC Raymond Fyron TNZ General Woundwort mottlee Suicide Junkie Mudshark Lighthorse Frank George Rollo Ruatha ================================================== ===== QUESTIONS COMMENTS OR BUG REPORTS ================================================== ===== 1. Email Atrocities at atrocities@astmod.com 2. Post a message in the Shrapnel Games Intel Forum http://www.shrapnelgames.com/cgi-bin...ubb=forum;f=23 ================================================== ==== TROUBLE SHOOTING ================================================== ==== Question: I get all kinds of errors when I start the mod what do I do? ANSWER: Make sure you have installed the full Version of the mod and not just the patch. Question: I get an error saying that my race does not have Phased-Energy weapons. What is causing this? ANSWER: You have installed only the patch and not the full Version of the mod. The Game is substituting other races for the missing ones and is using there AI data which is not set up for the STM Question: I get errors saying that I do not have a BMP file. Why? ANSW$ER: You need to install the Image Mod Components/Facilities/Planets/Combat modules. Question: Can I modify the EMP files? ANSWER: Yes, but I would recommend that you save them under a differant name as not to currupt the orignals. If you have a quesition about this mod please email me @ startrekmod@astmod.com ================================================== ==== INFORMATION ================================================== ==== Disclaimer: The images contained in this mod were created and or developed for the game of Space Empires IV. The image creators have received no compensation what so ever for their work and the images are the respective property of their creators. Where possible a credit is given for images that were not new created for use with this mod. Space Empires IV is a registered Trade Mark of: Malfador Machinations PO Box 3972 Santa Rosa, CA 95402-3972 Email: info@malfador.com Web: http://www.malfador.com And Published by: Shrapnel Games www.shrpanelgames.com The creators of this mod have created it for the sole purpose and enjoyment of the game. No compensation has been given nor is any sought. Enjoy. |
Re: STM "Final v1.7.5" Discussion
I've experienced a few minor problems in the PBEM game we're playing. When I installed the 1.3.4 patch, a few of the Ferengi components were affected. A couple of the weapons were changed into a weapon I hadn't researched yet. A minor problem easily corrected Last turn, but I thought you might want to know
Renegade 13 |
Re: STM "Final v1.7.5" Discussion
The problem that caused this was the changing of the family names. I should have anticipated this, but since I was only play testing the Cardassans and Borg it did not effect me the way it is effecting your games. I sincerely apologize for this.
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Re: STM "Final v1.7.5" Discussion
Hmm....this is a little odd.
In Version 1.3.4, the Dominion seems to be adding colony components to their mine and satellite laying ships. This reduces the number of mine/satellite laying components they can fit on their ships, making those ships virtually useless. Thought you might wanna know. Renegade 13 |
Re: STM "Final v1.7.5" Discussion
Just My 2 cents worth based on a multi-player game that is at about turn 100:
The Federation is way too powerfull! I think the combination of the Fed Sensor array and their training facilities (which can take ships to 25% very quickly) makes them uber powerfull. Compare this to the Romulans who can only train to 12% and have no equivalent to the fed sensor array. In ships with similar level of tech this results in the Feds having a 58% advantage in combat. This makes them pretty tough to beat. I think the fed sensor arrays benefits should be much lower. (even if it gave say a 5% combat bonus it would be a usefull componet due to it's long range scanning ability) IMHO the training facilites need to be balanced out a bit. I think it is one of SE4's major failings that training is so important. Personally I would like to see the maximum levels reduced and the training speed slowed down. Also I think warrior races like the Klingons and Romulans should be able to train a bit (just a bit) higher than the Federation. Also I think the maximum trade level is too high. I know this is easily changed and I plan to for our next multi game. I think the trade level also benefits the Feds assuming you are role playing the race. A race like the Borg or Romulans doesn't have a hope of beating the feds since they would likely shun all traties. P.S. these opinions are all based on the assumption you are playing an all human game. |
Re: STM "Final v1.7.5" Discussion
This mayn have been fixed but I've noticed in my ver 1.25 multi game that our Borg AI is putting a heck of a lot of Armor on it's ships. Like 8 armour components and only 3 for weapons. Seems like too much armour to me.
Edit: make that 12 Armour, 3 weapons, plus 2 shields. [ December 01, 2003, 01:14: Message edited by: DavidG ] |
Re: STM "Final v1.7.5" Discussion
Atrocities,
Orginally posted by DavidG The Federation is way too powerfull! I think the combination of the Fed Sensor array and their training facilities (which can take ships to 25% very quickly) makes them uber powerfull. Compare this to the Romulans who can only train to 12% and have no equivalent to the fed sensor array. In ships with similar level of tech this results in the Feds having a 58% advantage in combat. This makes them pretty tough to beat. I think the fed sensor arrays benefits should be much lower. (even if it gave say a 5% combat bonus it would be a usefull componet due to it's long range scanning ability) Here my two cents worth also. Since I have been play-testing the Federation, I had noice their only advantages lays in their training, sensor array and treaties/trade where as for the other races have their own special advantages, (ie Borg organic armor, special weapons mounts for mosy of the other races vessels take outfix most of their ship classes, the Federations only have one class that special mounts work on). Take that away or weaken it those special advantages and the Federation will becomes a third rate empire, I my opinal. Its a balancing act or should it be? What should this mod be, balance equal races or reflex the special abilities each race had. Case in point, the Borg once they get rolling it should take more than one or two races to stop them and push them back. A reason to united together to fight a threat before its to late. For me I prefer the later type of mod. No its not balance, but it sure as hell reflex Star Trek. That Gentlemen is my two cents worth Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif PS Just got back from watching Timeline, good movie, doesn't follow the book perfectly, but still a good movie |
Re: STM "Final v1.7.5" Discussion
Thanks guys, I can see I have my work cut out for me.
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Re: STM "Final v1.7.5" Discussion
Many of the component and facility values are what Captain Kwok had selected for the mod long before I started working on it. I agree that an uber powerful empire that stomps on the other others is a bit unrealistic, and believe when I say I will review the Federation set up very closely now.
I alsow ant to beef up the Romulans a tad, as they are entirely to weak. But they have cloaking ability, and that can prove to be a hell of an advantage. Could you provide more info on this: Also I think the maximum trade level is too high. I know this is easily changed and I plan to for our next multi game. I think the trade level also benefits the Feds assuming you are role playing the race. A race like the Borg or Romulans doesn't have a hope of beating the feds since they would likely shun all traties. My brain in in a fog at the moment and I just can't seem to figure out what to do about equalling this out a tad, whe files to edit and such. As for the dominion using colony tech, that I think I can fix and will soon. The borg use a lot of armor that much is true, and this has been an issue for me for some time. Like I said some time ago, we are now into the tweaking phase of the mod and all of these insightful Posts help me a lot in tweaking the mod. My goal is to make the mod a very fun and addictive mod to play. Aaron has included many fixes in the next patch that will added a lot of flavor to the mod and that alone gets my blood pumping. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
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I curious, when u play tested the federation I assume you got to a point were your ships were trained to the max and had Sensor Array V, CS III and ECM III. Could any other ships even hit you? I only compared them to the Romulans and I think this result in 58% in favour of the feds. This I think would mean at a range of say 5 sectors the feds would hit 98% of the time and the Romulans 2%. Attrocities: I think the setting for maximum Trade percentage is in settings.txt IMHO 30% is too high. Of course others may disagree. 30% makes treaties extremely important. It's hard to imagine roleplaying a race like the Borg (against human opponents) and having a hope of winning since you would fall so far behind in tech and resources due to the lack of treaties. Quote:
Is this post long enough yet? Ok I'll stop now. |
Re: STM "Final v1.7.5" Discussion
I tell you, it's hard to play a game when in a few days a new patch comes out. But keep them coming, is all I say. Can I still play my older saved game, or do I have to start a new one?
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Re: STM "Final v1.7.5" Discussion
Thank you David G, that post is most helpful.
I know that playing the game with a new patch coming out every week or two is a pain in the ***, and I am sorry about that. But in order to get the mod up and running I need all the help I can get, and having it as a public beta is very helpful. 90% of all the bugs and tweaks made to the mod have been as a result of player feed back. Again I do sincerely apologize about the frequency of the patch and what these patches sometimes do to save games. This is why I am a big advocate of making a back up of my current mod files and installing the new patches to it. This way if the latest patch screws my save game, I can always play it from my original mod folder and wait for a new patch to apply tot he copied one. This next patch hopefully will be the Last one I do for a good long long time. I wanted all the info I could get and waited to release the 1.3.1 and 1.3.4 patches but had very little in put. Now I have a good idea of what needs to be done and once it is done, I hope the mod will be stable enough that both SP and MP will enjoy it for a while. So please keep the bugs, suggestion, and ideas coming. I may not use your idea in the mod, but you never know I just might. But I do review all bugs and or tweaks very seriously. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Atrocities,
Since its very unlikely that all of us could agree on who/races should have what special advantages, and we agrue maybe forever. I offer for our group a rating system that fairly rate each race's special advantage or abilities or etc. I would willing work up an excel speadsheet for all races and list of areas/advantages/abilities with a range of values. You, Atrocities can rate each races in each areas/advantages/abilities. It will take me a few days to do. What you think, Atrocities? Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: STM "Final v1.7.5" Discussion
Lighthorse, that sounds like a really good idea to me. http://forum.shrapnelgames.com/images/icons/icon7.gif When you get time and stuff. http://forum.shrapnelgames.com/images/icons/icon7.gif Thanks.
I am playing the mod now and I have to say that I am getting my collective *** handed to me. http://forum.shrapnelgames.com/images/icons/icon7.gif The Ai is defenently getting better with each improvement. The latest patch from MM will also help a bunch. I can hardly wait to play a game with 20 neutrals and only 5 majors. Can you say BOTF scenario? Has any one tried their luck with the Borg Scenario yet? (A few Posts down give the link and details) |
Re: STM "Final v1.7.5" Discussion
Running as Fed in 1.3.2 when I get the tech for the "Defiant" mount yet I do not have it, any Ideas? http://forum.shrapnelgames.com/image...s/confused.gif
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I should point out that all because a ship is classified as a Destroyer or escort does not mean it has to be small.
The reverse is true for ships like battleships and dreadnoughts, they don't need to be fricking huge to be dreadnoughts or battleships. They can be smaller, much smaller in fact than say a destoyer. Over he years people have grown to accept only one perception of a ship, bigger means bigger. IE A juggernought is larger than a dreadnought. Well in this day and age of microization and such, bigger has become much smaller. So think of it in those terms, all because a ship is bigger than another escort, it can still be an escort. Please no more hate email on this. I will not be nice on the next go around people. http://forum.shrapnelgames.com/images/icons/icon8.gif |
Re: STM "Final v1.7.5" Discussion
I am in the process of uploading a Version of the mod, 1.3.4 with just data files only.
The size is less than 4 megs and is a complete Version of the mod, without all of the images and such. This is not an update, but rather a small complete Version of the mods data files for those who wish to download the ship sets and such seperately. YOU WILL need the latest Version of the image mod though, and I stronly suggest you download it and install it to your base pictures directory so that all of your mods can use it. I will post one the data file Version of the full mod is uploaded. |
Re: STM "Final v1.7.5" Discussion
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I have looked ...found it did not think along those lines do now http://forum.shrapnelgames.com/images/icons/shock.gif now to see how well it works http://forum.shrapnelgames.com/images/icons/icon7.gif [ December 03, 2003, 18:56: Message edited by: mottlee ] |
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Atrocities your 1.3.4 doesn't have the revision info in it, like the website said it should.
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Re: STM "Final v1.7.5" Discussion
Atrocities if you are still looking for a more custom look for the Star Trek mods interface I made a new Screens 1024X768 RightFiller Bitmap, which you might like. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: STM "Final v1.7.5" Discussion
Thank TNZ, I would interested in looking at it for sure.
Sorry about the revision text, but the revision text should be in all Version of the mod. I can email you one if you like. I will double check when I do the next update to be sure that the revision text is included. I have just spent the Last hour changing things and tweaking them a bit, and I have to say that after 50 turn all empires are doing exactly what they should. I am very pleased with this. Here is the latest info on the next Version. Star Trek Mod v1.3.5 (Coming Soon) 1. Changed All Training Facilities. Balanced them out and reduced % rate of training. 2. Changed Changed Borg Design file to help improve AI use. (Hopefully) 3. Changed 8472, Breen, Cardassina, Dominion, Federation, Ferengi, Klingon, Romulan, and Tholian design files slightly to improve Ai use. (Hopefully) (Thanks President-Elect Shang) 4. Changed Borg will use less armor on their ships now |
Re: STM "Final v1.7.5" Discussion
Hey before I sign off tonight and hit the sack, I wanted to let you all know that I will be addign a 22nd race to the mod as a minor race.
By request, I will be adding the Orion Syndicate. I would like to add a pirate trait to the mod, but that would require adding new facilities and components as well. And that would really mess up peoples games. (Unless I added them to the end??) Any way, while I kick the idea around about adding a specific racial trait for Pirates I would love to hear some feed back and suggestion for this race if I do make a racial trait for them. What would be five good components, five good weapons, and five good facilities? What do they specialize in, ie cloaking, boarding, movement, armor, etc? I honestly do not know what would work with them so I truly need your feed back. Thanks. EDIT: Also I will need a good racial portrait for the race, and a good idea of what their ship coloring should be like. Thanks gain. [ December 04, 2003, 07:22: Message edited by: Atrocities ] |
Re: STM "Final v1.7.5" Discussion
I don’t know much about the Orion’s, but what I do know is that they are raiders. It would seem to me that they should have stronger boarding parties. Maybe second in strength, next to the Borg.
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Re: STM "Final v1.7.5" Discussion
Atrocities,
Here some ideas for the Orion Syndicate, To assist them in capturing other commerce, They should have a beam weapon that disable vessel engines, Increase their scanner range, planetary cloaks to hide their bases and planetary shields too, I don't think their had any cloaking devises for they ships. Provide them with special spying/intelligence bonuses, excellent boarding abilities, maybe having boarders on shuttles, normal type beam weapons, a big minus when interacting with other races, They ship classes shouldn't be larger than a cruiser, so to off set that disadvantage their should have some special weapon mounts for their smaller ship classes. Allow them to build a single cloaked faculities that would be a refueling and repair base on an astorid, would also cloaked any docked ships. Is that possible to do with SE4? Lighthorse http://forum.shrapnelgames.com/images/icons/icon6.gif |
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Both of you have excellent ideas. Thank you.
Does any one know where I can steal a planetary cloaking system from? |
Re: STM "Final v1.7.5" Discussion
Planetary cloaking system? As in, a facility? Some people have claimed it sort of works, as long as you save and reload the game after building it. But, the bug(s) with them seem to have been fixed in the latest beta patch.
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They are all the same... just add cloaking abilities to a facility. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: STM "Final v1.7.5" Discussion
Thank you Imperator Fyron.
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Well since TOS is the only 'real' Trek the Orions should use standard phasers for weapons and have very fast ships. They should get self destruct devices from turn one and put them on all ships.
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Re: STM "Final v1.7.5" Discussion
Well this is info on my current test game.
I am playing as the Dominion. I have set up my empire to be more construction oriented, and have used the Zealot Culture to the end. Race: Dominion Federation Ferengi Cardassian Klingon romulan 4 Neutral Game Settings: 1 planet start, Good Start 5k racial points No events Tech level low Tech Cost low Medium Bonus By turn 50 the Romulans were in the lead followed by the Klingons, Federation, Cardassians, Ferengi, then I. I have had a tough go of it. I was able to get out and claim severl ideal worlds early on, but then I encountered the Klingons. I glassed one of their worlds for good measure then withdrew my scout ship. The Klingons responded promptly by destroying my ship and declaring war upon me. I then discovered the Cardassians and attempted to glass on of their worlds. It failed. Within two or three turns they declared war upon me as well. I encoutered one Neutral then, and aside from loosing my ship, we are now military allies. I discovered a second Neutal and we have had a cold war going ever since. The Romulans were discovered most recently and for a good long while did nothing to me. Then without warning they glassed one of my planets and have been running raids against another. They have shared colonized two systems with me and are currently at war with me. The Klingon have glassed two of my worlds, one several times, and have oblitered most of my fleets. The Cardassians and I are more evently matched and I have been able to repell most of their current attacks, but they did manage to glass four of my colony worlds before I had a fleet in play to protect the systems. I now have a good sized fleet in one key system, and two smaller fleets quarding warp points into two other systems. I have been forced backed by the Klingons, very aggressive buggers. I was able to repel their Last attack but it cost me dearly. They are using the cloaking device very effectively to breech my systems defenses and attack my colony worlds. I have had to deploy ships to two warp points, each equiped with an Atrociites class Battle Cruiser with hyperoptics II. This is my only way of detecting them. I have fortified most of my planets, but even with fortifications I have lost worlds to both the Romulans and the klingons. I am now at turn 100 and have on going skirmishes with the Cardassians. I am using intel projects to my advantage, but the other empires are catching on and are now deploying very nasty intel projects against me. I cannot wait for the next patch so my counter intel bonus will work. The top players as of turn 100 are: Federation Romulan klingon ME (Dominion) Cardassian Ferengi NEUTRALS I have not yet encountered the Federation or the Ferengi. I will save this game and have it available for download upon request. (I am running 1.3.5 but you should still be able to run it with older Version I think.) I know one thing that this mod does do, that is it takes out the 200 quick turn win and draws out the game play a lot longer than standard SEIV. |
Re: STM "Final v1.7.5" Discussion
Atrocities,
Could not download turn 15 STM. Received this error message: File not found The requested URL was not found on this server. Lighthorse |
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http://www.astmod.com/games/stm/gamefile/stm15.zip |
Re: STM "Final v1.7.5" Discussion
BUGGER! I shall look into this right now. Thanks.
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Tis Fixed. Thanks again guys, I will double check this from now on. I was in a hurry to watch BSG and dropped the ball.
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Re: STM "Final v1.7.5" Discussion
1.3.2 Fed..Large transport is 600 ton same as med one, I looked but could not find it to change it
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Re: STM "Final v1.7.5" Discussion
Thank you for reporting the bug. It was fixed in 1.3.4
12. Changed Federation Large Transport Tonnage from 600 to 800 (Was the same as medium) http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: STM "Final v1.7.5" Discussion
Here is the latest info on the next Version (1.3.5)
Star Trek Mod v1.3.5 1. Changed All Training Facilities. Balanced them out and reduced % rate of training. 2. Changed Changed Borg Design file to help improve AI use. (Hopefully) 3. Changed 8472, Breen, Cardassina, Dominion, Federation, Ferengi, Klingon, Romulan, and Tholian design files slightly to improve Ai use. (Hopefully) (Thanks President-Elect Shang) 4. Changed Borg will use less armor on their ships now 5. Changed Tech Area Stellar Harnessing max level from 6 to 3. 6. Fixed Tech level requirement for Utopia Planitia Shipyard. Can now be constructed (Thank you Stunk) 7. Changed Ai ship design file to improve Ai use. 8. Added Pirate Trait to Racial traits 9. Added Pirate Race to TechArea 10. Added Pirate Facilities 11. Added Pirate Components 12. Added Pirate Race "Orions" to races 13 Added 2k, 3k, 5k emp files for the Orions 15. Added Pirate Captain Component to the Components (Comp_1248) 16 Updated Comp_BMP 17 Added Pirate ships to the VehicleSize file 18. Added Info on the FQM abbreviations. (WPL, WPM, WPH = Warp Point Light- Medium- Heavy) 19. Updated Component/Weapons lists 20. Updated Splash Screen 21. Changed Removed the Star-Unstable ability from Structural Integrity Field I - V, it was not needed 22. Changed Medical Technology I - III & Gestation Vats I - III from Applied Political Science to Medical Technology 23 Changed Name of Getation Vats I - III to Population Growth Facility I - III 24. Fixed Error in Mineral Miner Facility III 25. Fixed Error in level requirment for 8472 Planetary Bioelectric Field II 26. Added Race Tech Flow charts 27. Fixed Spelling error of Borg Fussion Cube 28. Fixed Wrong Roman Numberal In Breen Military Acadmey II 29. Fixed Spelling error in Klingon Prisoner Camps I - III 30. Fixed Spelling error in Slave Labor Camp I - III 31. Fixed Spelling error in Pirate Space Dock I - III 32. Fixed Description error for Tholian Training Center II |
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