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

Val October 26th, 2002 06:10 PM

Re: Babylon 5 Mod
 
Capt Kwok
Races with Shipsets (most complete or almost complete):

Standard Races - LNAW, Vree, Earth Alliance, Narns, Centauri, Hyach, Drazi, Pak'Ma'Ra, Minbari, Abbai, Brakiri

Ancient Races - Shadows, Vorlons

Nomadic Races - Raiders, ShagToth (Soulhunters), Lorkan

Special - Technomages

Neutrals - some have complete shipsets, but most rely on the generic set (LNAW set).

Neutral Races - Gaim, Markab, Yolu, Grome, Hurr, Abbai, Llort

Lighthorse
Everyone should state what they think, it's how this mod has developed all along. I can't tell y'all the number of times I have changed something in the mod due to a suggestion from y'all here on the forun or in E*Mail, some I didn't follow my line of thinking, but the arguments for them were good, so in it went! Just wish I could edit source code http://forum.shrapnelgames.com/images/icons/icon12.gif
Thanks for doing the Shadow Research as well, we'll compare it with the AI to see what changes we can make, so maybe PF will be surprised by his children http://forum.shrapnelgames.com/images/icons/icon12.gif Feel free to send to Dead Meat as well, I don't have a problem - unless other PBW players do.
I wouldn't say the Shadow thing out loud around those bLasted Vorlons http://forum.shrapnelgames.com/images/icons/icon12.gif

PF
Thanks for the latest AIs !!!
Also, I think the Satellites problem was one in the vehicle text file, error on my part. I can't really tell because I'm not sure which one of the 5 data folders is the original file from 1.49.32! The .33 has Ancient specific ships/sats.
And yes, the Shadows (followed closely by the Vorlons) are the most dangerous race as far as potential planet killers go.

Jimbob
Thanks again! I'm sure you can find someone to take the Minbari off your hands, the Lorkans have a shipset and are Nomadic. Only issue is they don't have any racially unique weapons. They are mostly scavengers.

pathfinder October 26th, 2002 06:43 PM

Re: Babylon 5 Mod
 
Yoo Hoo Val http://forum.shrapnelgames.com/images/icons/icon12.gif : Are the Abbai neutral or "standard" ? http://forum.shrapnelgames.com/images/icons/icon12.gif

Me getting ready to do a test of gifting planets to Shadows to see what they do, especially outside of HW system... http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 26, 2002, 17:44: Message edited by: pathfinder ]

Val October 26th, 2002 07:33 PM

Re: Babylon 5 Mod
 
I'm thinking about the Abbai being a standard race, though their Defensive nature will kinda restrict their expansion, I hope. Right now they are a Neutral race. The reason the Gaim are being left in the Neutral section is that in their racial description they are mentioned as never having established any colonies or really expanding their empire out of their home system. Due to the queens not being able to come to agreement on a new queen to represent their interests equally. I should make the Gaim a standard race, but give them the Nomadic shipset so they can fly around the galaxy, they just won't really colonize. May be an idea...

Val October 26th, 2002 08:16 PM

Re: Babylon 5 Mod
 
Timstone
Did you checout the WPOpen pic I posted? I only changed the 2 frames u mentioned, is that the effect you were looking for?

Lighthorse October 26th, 2002 08:25 PM

Re: Babylon 5 Mod
 
Thought I tried a Shadows task force of 9x Hv DD, and 3 troop transports with 250 light vehicles each again Grome home world. Grome had 56 satillites, 155 fighters, 10 x lt vehicles & 107 elite infantry with 12 wp (2x twin arrays and Combat sensor 4%) on the ground, fleet of 1x corvette, 1x frigate, 2x excort carriers(no fighters on board?), 1x ECM I Excort, 1x mine sweeper frigate, 1x destroyer mine layers and 1x Destroyer sat layer.
Grome forces were defeated in detail. Shadows lost 1x transport and damaging another transport(thus killing all the LV on board), plus 500 lt. vehicles, but third transport got in to drop 250 LV, winning by the second combat turn, then turning 7x wp's against the Grome fighters. Only three Shadows Hv DD were damaged, one at 90%. Note the Shadows vessels had no PDF for against fighters. They use their GP Molecular Slicer III at long range, scoring about 50% hits.
Grome didn't launched they mines into space, before Shadows attacked. We were at war and the task force was in the system for two turns before attacking their homeworld. The Shadows had no mine sweepers with them.
The battle for Grome world didn't Last as long, about 15 combat turns total.

If Dead Meat decides to drop out of the B5 campaign, may I have the Shadows, PLEEEEAAASSSEEE.

Lighthorse

[ October 26, 2002, 19:27: Message edited by: Lighthorse ]

Shadow Master October 26th, 2002 11:20 PM

Re: Babylon 5 Mod
 
I have been testing various stratagies on my computer to rate the effectiveness of the assorted techs.I have found:

Massive base mount light MSB is Very strong http://forum.shrapnelgames.com/images/icons/icon10.gif
Referneces to "sheilds" that don't exsist http://forum.shrapnelgames.com/image...s/confused.gif
Technomage capture weapon good but can't get in range without dieing http://forum.shrapnelgames.com/images/icons/icon8.gif
There is a typo in vehicle size that makes a technomage holoimaged ship over 2500 kt.(can't remeber which)

I would like to know:

Can race only techs be stolen but not researched by those who haven't selected them?(I think I know how to do this)
Will you post a SE4 classic Version(currently I have to convert the data files)

Anyway thats my 2(wheres the cent sign)

pathfinder October 26th, 2002 11:20 PM

Re: Babylon 5 Mod
 
Hmmm...I gifted 3 planets to the Shadows, all three in their homeworld system and they have NOT moved 1 colonist yet...

Val October 26th, 2002 11:34 PM

Re: Babylon 5 Mod
 
Shadow Master
Yeah, there are a few references to Shields, but they have yet to be added in. It is something that will be added in time http://forum.shrapnelgames.com/images/icons/icon7.gif Maybe in 1.49.34 or so. I also want to add the Shadow Energy Difuser and Tendrils.

Oops, 2497 tonnage for the Centauri Holoimaged Pinnace for the same cost as a 250 tonnage Pinnace. That would be pretty nasty. Thanks for the catch! I did catch another typo in the Technomage holoships that gave the wrong pic for the Drazi.

Most techs can be stolen and then you can research them further, though not all of them. One big exception are the Ancient components.

I'm a little confused at the Last bit (not the 2 cents), the mod is in the SE IV classic format, it is the Gold people that are waiting for us to convert the mod up. Or did I just totally misunderstand?

pathfinder October 27th, 2002 01:25 AM

Re: Babylon 5 Mod
 
Darn http://forum.shrapnelgames.com/images/icons/icon8.gif

Game ending RCE with the Narn. Last two games the Narn RCEs ended them http://forum.shrapnelgames.com/images/icons/icon9.gif

Sent ya the Game files Val, maybe you can figger it out. I couldn't.

Shadow Master October 27th, 2002 01:52 AM

Re: Babylon 5 Mod
 
Thats odd,
I had to eliminate references to drones!
http://forum.shrapnelgames.com/image...s/confused.gif

pathfinder October 27th, 2002 01:57 AM

Re: Babylon 5 Mod
 
Shadowmaster: That's probably because you have an old conVersion by PDF made back in June which is Gold compatible. Which means running that in pre-gold (v 1.49) will cause errors from the lines calling out drone data.

Shadow Master October 27th, 2002 03:07 AM

Re: Babylon 5 Mod
 
If thats an old Version then where is the new one?

Val October 27th, 2002 03:31 AM

Re: Babylon 5 Mod
 
PF
I'll check out the RCE tomorrow, heading out for the night http://forum.shrapnelgames.com/images/icons/icon7.gif

Shadow Master
Go to the website in my signature and you can download the various components of the mod. Alternately, you can get the mod files from the PBW website.
Also in my sig are the patches for Version 1.49.31 and 1.49.32, 1.49.33 should hopefully be uploaded by Monday (I know, I say that all the time, but I really want to make the Nomads and Raiders usable in 1.49.33 and am not completely done with them).

Shadow Master October 27th, 2002 04:14 AM

Re: Babylon 5 Mod
 
Thanks for the info

Why don't you change the link instead of having visiters redirected?

jimbob October 27th, 2002 05:40 AM

Re: Babylon 5 Mod
 
Val,

I've got a ton of nomad stuff for you.
I'll email it to you if you'll send me an address (private message me?). It's just too big for P.M.ing

Edit:
Quote:

Lorkans have a shipset and are Nomadic. Only issue is they don't have any racially unique weapons. They are mostly scavengers.
<font size="2" face="Verdana, Helvetica, sans-serif">I was actually joking about dropping the Minbari, but now that I think about it... When you say they mostly scavenge, will I/they be able to use any tech tree stuff we capture and keep researching it from the point of capture (except of course the ancient stuff)???

-jimbob

[ October 27, 2002, 03:44: Message edited by: jimbob ]

Dead Meat October 27th, 2002 06:15 AM

Re: Babylon 5 Mod
 
Lighthorse: Will do on the R&D. I havn't been able to get a lot of free time for testing the Shadows as i would of liked. But sense i'm off all next week, I plan on playing with the mod alot. As for droping out and you taking over the Shadows....well lets just say you'd have to shoot me out an air lock and keep me from climing back in again. http://forum.shrapnelgames.com/images/icons/icon12.gif

Lighthorse October 27th, 2002 07:48 AM

Re: Babylon 5 Mod
 
Dead Meat,

I'm at turn 207, and research item 96.
I tried to focus on Shadow's molecular weapons, intelligence projects, to name a few.
I'm thinking about ending this game soon. Will write up the research list for both Val and you.

Only kidding about taking over the Shadows, we Narns know our place in the galaxy.

Lighthorse http://forum.shrapnelgames.com/images/icons/icon7.gif

Lighthorse October 27th, 2002 08:35 AM

Re: Babylon 5 Mod
 
Pathfinder, I emailed you a word file on Shadow research, please forward it on to Val.

Dead Meat, I emailed a word file on Shadow research to your hotmail address.

Lighthorse

Timstone October 27th, 2002 12:12 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by Val:
Timstone
Did you checout the WPOpen pic I posted? I only changed the 2 frames u mentioned, is that the effect you were looking for?

<font size="2" face="Verdana, Helvetica, sans-serif">Oh, sorry, I didn't see it, where did you post it?

Sorry, been more busy with homework. There are some finals coming up again. But friday is the Last one. The week after that is a week of freedom! Jippie! Time to work on the mod again.

[ October 27, 2002, 10:14: Message edited by: Timstone ]

pathfinder October 27th, 2002 12:54 PM

Re: Babylon 5 Mod
 
Lighthorse: Done.

pathfinder October 27th, 2002 06:48 PM

Re: Babylon 5 Mod
 
Fixed errors in Technomage and Shagtoth AI_Research files

1035737202.zip

Lighthorse October 27th, 2002 06:53 PM

Re: Babylon 5 Mod
 
Refractive Armor (Primary) 868.bmp couldn't open its picture or read the description.

Lighthorse

pathfinder October 27th, 2002 08:11 PM

Re: Babylon 5 Mod
 
Lighthorse: Which Version of the components folder do you have? The one I have has that .bmp...

but doesn't have the one for the Minbari Scanner Jammer http://forum.shrapnelgames.com/images/icons/icon12.gif

IIRC Val is adding a lot of the missing component pics to the upcoming Version's component folder

[ October 27, 2002, 20:15: Message edited by: pathfinder ]

Lighthorse October 27th, 2002 11:04 PM

Re: Babylon 5 Mod
 
Pathfinder,

I think it was 1.49.32.
What was funny, was that it stated BMP number, like there should have been a picture, but there was nothing.
Beyond me.............?????

Lighthorse

pathfinder October 27th, 2002 11:31 PM

Re: Babylon 5 Mod
 
Lemme check my current game, the Minbari just got refractive armor to research

I don't have any problem with the .bmp displaying.

Check the pictues/components folder for that file . bet ya don't have it...which means that folder is outdated. I'd just wait until Val Posts the new stuff as I am sure that is going to be updated..

[ October 27, 2002, 22:22: Message edited by: pathfinder ]

Val October 28th, 2002 12:51 AM

Re: Babylon 5 Mod
 
Shadow Master
Heh, never realized the link changed! Fixed now, thanks!!

Jimbob
Send it to B5Mod@yahoo.com http://forum.shrapnelgames.com/images/icons/icon7.gif
Yeah, you could scavenge and reverse engineer stuff ('cept ancients). Other than that you are limited to the general stuff everyone gets.
I think Rambie's friend was interested in playing the Minbari, so that would work out fine.

Timstone
Never appologize for taking care of real life priorities, that stuff always has to come first!
Finals already though? Isn't it just mid-semester?!?!?
I posted it a few pages back, here is the link again:
WPOpen.zip

Lighthorse
I figured out why you might not have those pics (as I actually don't have them on my laptop either). They are part of the Image Mod SJ put together. I had forgotten to include them in our mod, oops! I'll repost them in the next patch.

PF
Yes, got some new comp pics coming, just for y'all!

AGoetz October 28th, 2002 02:27 AM

Re: Babylon 5 Mod
 
If you make the Gaim Nomadic, just what that mean? I presume that they still start with a world, but cannot colonize? Can they still capture worlds? What, if any, advantages does that give them. Resources can be bought in by remote mining but research and intelligence need planetary facilites to my knowledge.

Couldn't a lack of expansion just be modelled under a scarity of compatible worlds - Hydrogen atmospheres aren't the most common under this mod.

pathfinder October 28th, 2002 02:54 AM

Re: Babylon 5 Mod
 
Yikes!

Centaury heavy array is one mean mofo! The plasma accelerator can do heavy damage but has a range of only 1 (so far); decent jump gate/warp point assult in a battlecruiser but....Narn and Shadows molecular weapons out range it, as does EA ballistics and pulse/laser weapons.

Hehe, finding out the hard way playing the Minbari....my borders are like seives with the Raiders, Narn and centauri pouring through http://forum.shrapnelgames.com/images/icons/icon12.gif and the Brakiri being pests http://forum.shrapnelgames.com/images/icons/icon12.gif

One thing I see is that each race (except for maybe neutrals and those with no specific race-weapons/tech) will require different tactics/strategy, especially without "natural merchants" ability/trait.

Val" The AI_designcreation I made for the Technomages don't work---ship names/types/classes aren't matching http://forum.shrapnelgames.com/images/icons/icon12.gif

and Oops...me always tweaking and fiddling, hard to say if I have EXACTLY 1.49.32 meself http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/shock.gif

[ October 28, 2002, 01:00: Message edited by: pathfinder ]

Val October 28th, 2002 03:39 AM

Re: Babylon 5 Mod
 
Ageotz
The only reason I was thinking of making the Gaim Nomadic in the AI (not for the PBW) is that in the background info for the Gaim they never colonized outside of their homeworld, though they have been active in the galaxy. If I leave them as Neutrals they are stuck in their home system, if I let them be standard, they will settle the galaxy. By making them Nomadic, they get to be active in the galaxy, but (for the most part) will be limited to their homeworld.

PF
The Technomage ship designs won't work as they pretty much only have 1 ship (plus the holo Versions) and they have a sub sized sat to boot http://forum.shrapnelgames.com/images/icons/icon12.gif
The Heavy Array is nasty, if you can get up close and personal!!
Ya, each race will need individualized tactics and such, in due time http://forum.shrapnelgames.com/images/icons/icon7.gif

For .33 I have included component pics for:
594 - Pulsar Mine
595 - Quad Pulsar
549 - Molecular Disruptor
550 - Molecular Pulsar
854 - Scanner Jammer
867 to 869 - Refractive Armors

pathfinder October 28th, 2002 03:55 AM

Re: Babylon 5 Mod
 
Val: Hehe, yeah, I kinda cheated and made a pinnace for the Magi, just so they can go around harrassing http://forum.shrapnelgames.com/images/icons/icon12.gif

Looks like gravitic mines aren't worth a flip, gonna have to re-do the Brakiri AI_designcreation a bit http://forum.shrapnelgames.com/images/icons/icon12.gif

[ October 28, 2002, 01:56: Message edited by: pathfinder ]

pathfinder October 28th, 2002 04:12 AM

Re: Babylon 5 Mod
 
&*^%$ Narn with another RCE....methinks maybe too many of something (units?) in sector...not sure though (they are #1 in the game with a gazillion carriers & fighters)

AGoetz October 28th, 2002 05:15 AM

Re: Babylon 5 Mod
 
Every game that I've had go on long enough has ended in a RCE. The only cure I've found (and it certainly doesn't always work) is switch control every so often and scrap/fire-on large number of the AI's ships - not exactly fair to them.

The largest force I've had in one sector - one planet (homeworld), 10 bases (all construction), ~60 Battlecruisers, each carrying 6 medium fighters. I'd gathered all the BattleCruisers together for training (Military Outpost) and Fleet Assignment (about 12 fleets left that sector to go various Jump Points)

pathfinder October 28th, 2002 05:26 AM

Re: Babylon 5 Mod
 
AGoetz: Yeah, either the Narn had too many of something in a sector OR Level 8 Engines (Ultra-efficient fusion engine?) may have caused it...hard to tell. I changed to controlling both Minabri & Narn and turned off design minister, went several turns, turned it back on (full AI control) and bam, RCE.

AGoetz October 28th, 2002 06:00 AM

Re: Babylon 5 Mod
 
Propulsion tech is one that I value far more highly than the AI does. Quite often I'll have Advanced Anti-Matter engines while the AI's ships are crawling along on Standard Fusion at best - even with AI bonuses set on high.

Of course, I'm also much more expanistic than the AI - I'll look at the scores and see that I've got say 12 sectors - and the leading AI is on to it's 4th ...

[ October 28, 2002, 04:04: Message edited by: AGoetz ]

Timstone October 28th, 2002 10:46 AM

Re: Babylon 5 Mod
 
Val: WOW! Thanks for tweaking the pics! They're great! Hmm... I wish I could do things like that. I mean, I have fortes in other areas, but this is neat.
Oh, and I know it's just mid semester, but I didn't know the proper name for those tests.
I'll get right to the closing sequence.

Val October 28th, 2002 06:18 PM

Re: Babylon 5 Mod
 
RCEs been killing me as of late too. Had that issue in the early AI, got rid of it, now it is back again. We'll figure it out!! Pretty sure it is in design and units.

Timstone
Glad you approve, but all I did was take your work and expand it out into the frame. It's not really too hard, especially since you had 99% of the work already done. Do you have PSP or Photoshop?
We usually call them Midterms. I just thought maybe y'all were on a different schedule over yonder.

Timstone October 28th, 2002 10:31 PM

Re: Babylon 5 Mod
 
Photoshop? PSP (PaintShop Pro???)? Nah, good old paintbrush. And of course some screen capture programs I borrowed from my dad. He's crazy about editing movies, so he has some good programs I could use for this purpose.

Nomor October 28th, 2002 10:47 PM

Re: Babylon 5 Mod
 
Many hands make light work... if .33 gets posted today we can all help track down the nasty RCE's
http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

[ October 28, 2002, 20:48: Message edited by: Nomor ]

Val October 28th, 2002 10:59 PM

Re: Babylon 5 Mod
 
I'll take that as a gentle hint http://forum.shrapnelgames.com/images/icons/icon12.gif

pathfinder October 29th, 2002 05:16 AM

Re: Babylon 5 Mod
 
One thing of note on the Shadows and Vorlons: They simply will not colonize, even if planets are gifted. They used to, even after the Version that made them trade or invade to get planets. Unless I have something screwy in the AI...

Vorlons in my current test of the Brakiri have not even so much as put out satellites.

AGoetz October 29th, 2002 06:19 AM

Re: Babylon 5 Mod
 
The Last time I started up the Vorlons, I don't think it listed Satellites on their select unit to design screen. Will have to check later.

Q : Will the Unique Techs Great Machine and Unique Ship Class lead to anything in .33?

Fyron October 29th, 2002 09:49 AM

Re: Babylon 5 Mod
 
A heavy or massive mounted Shadow Planet Killer X gives a RCE. http://forum.shrapnelgames.com/images/icons/icon12.gif

Val October 29th, 2002 01:17 PM

Re: Babylon 5 Mod
 
AGoetz
Great Macnine will give a massive WP and Planetary Gun that will pretty much knock one ship out of existance every 5 turns.
Unique ship type hasn't happened yet, but it will give some new Ships (big surprise there) that will have built in abilities.

PF
I may have taken care of the problem in .33, so give what little hair you have left a rest (reference to you pulling your hair out over AI).

IF
Probably has something to do with upper end damage limits. What is the highest value it can get?

.33 News
Having some trouble with the Nomadic facilities, once it picks what it should at startup I will upload it.

Everything Done so far for .33:

1.49.33 - Made change to settings for combat modifier. Changed all Gas Giants to new size Groups to represent Orbital Colonies (Mid Range, Massive & Enormous), they have smaller facility and population allowances, but are more easy to research. Added Colony Pics for all the various types. Added new ruins tech (Universal Colonizer) and components for the Great Machine (Planetary Gun and WP). Added more Intel and Events. Revised Reactors for all classes. Added new Derelict ships to planet pack. Added updated AI. Added new WPOpen pic. Reworked combat adjustments for ships and fighters, added Vorlon Personal Transport and added Scanner Jammers to Ancient Ships. Added new Raider/Nomad components. Added new Ship Types (Nomadic, Minbari, Markab, Raider). Made some changes in which weapons can be put on WPs. Modified recycle rate and sizes of Fighter mounted ballistics to better represent the limited payloads. Fixed Technomage Centauri Holoimaged Pinnace typo. Added new Nomad components, changed Nomadic ships to have combo LS/CQ - LS requirement now for Resource gathering. Added new Component Pics. Added basic Nomadic, Raider and Ancient Facilities.

[ October 29, 2002, 12:06: Message edited by: Val ]

Timstone October 29th, 2002 03:43 PM

Re: Babylon 5 Mod
 
How about a conclusion on the Vree shipset? Is it going to be finished any time soon? Just curious.

Val October 29th, 2002 04:58 PM

Re: Babylon 5 Mod
 
Care to remind me what's missing?

Suicide Junkie October 29th, 2002 05:07 PM

Re: Babylon 5 Mod
 
Quote:

Great Macnine will give a massive WP and Planetary Gun that will pretty much knock one ship out of existance every 5 turns.
<font size="2" face="Verdana, Helvetica, sans-serif">How much range?
You could give it 20 range, and then add a mount to boost that to whatever the size of the combat map is, along with an accuracy bonus http://forum.shrapnelgames.com/images/icons/icon12.gif

Val October 29th, 2002 05:14 PM

Re: Babylon 5 Mod
 
It's range 20. What is the limit of the map?

Timstone October 29th, 2002 05:29 PM

Re: Babylon 5 Mod
 
Okay, here goes, the missing thingies in the Vree shipset.
Baseship-----------------------Heavy Fighter
Battle Station-----------------Heavy Infantry
Destroyer----------------------Heavy Vehicle
Dreadnought--------------------Huge Satellite
Fast Courier-------------------Infantry
Heavy Baseship-----------------Large Satellite
Heavy Destroyer----------------Large WP.
Large Repair Tug---------------Light Infantry
Large Transport----------------Light Vehicle
Planetkiller-------------------Medium Fighter
Relay Station------------------Medium Satellite
Small Repair Tug---------------Medium Vehicle
Small Transport----------------Medium WP.
Space Station------------------Small Satellite
Starbase-----------------------Small WP.
Stellar Manipulator Barge------Super Heavy Vehicle
Super Dreadnought
War Station

Quite a list, don't you think?

[ October 29, 2002, 15:31: Message edited by: Timstone ]

Suicide Junkie October 29th, 2002 05:39 PM

Re: Babylon 5 Mod
 
IIRC, the map is at least 50 squares across. You can test that by starting any simulation, and using the rangefinder on the ship that starts directly across from you.

[ October 29, 2002, 15:39: Message edited by: Suicide Junkie ]

Timstone October 29th, 2002 05:49 PM

Re: Babylon 5 Mod
 
Val: Can the closing sequence of the Jumpgate contain less than 20 frames?


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