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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
That would be possible, but would require making separate tech areas for each engine type. And even then, you'd have to account for the different tech cost settings - on Low tech cost, if level 1 ion engines are 5000 RP, level 3 ion engines are 15000 RP, but on High, they would be 45000 RP! So you'd either have an abnormally large gap in low-tech-cost games, or an abnormally small gap in high-tech-cost games. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Sneak Peek!
Version 0.11.05: 1. Fixed - Level 1 long range scanners now have correct tech reqs. 2. Changed - HW facilities on low and medium tech start games now produce 1000 of each resource instead of 1301. 3. Changed - HW facilities are now in the Zaibatsu Infrastructure facility group, so they will appear at the end of the list in the constuction window. zaibatsu: a Japanese word for "the few families that own and control most of the industry in Japan". (Ekolis) 4. Added - Organic and Magic Monolith facilities. 5. Changed - Extended Research facilities to 5 levels. Lowered cost of Applied Research from 100k to 75k. 6. Added - Mineral Purifier, System Mineral Purifier, Gene Synthesizer, Photosynthetic Accelerator, System Photosynthetic Accelerator, Mana Channeler. 7. Changed - Added Physics as a Tech Req of Resource Manipulation. Increased their cost to 18000 of each resource. Added Organic Resource Converters and Alchemy Labs. 8. Changed - Gestation Vats and Replicant Centers are no longer a part of the Organic Manipulation tech tree. They are now general Organic Race facilities and require Cloning. 9. Changed - Cloning now requires both Biotechnology and Biosynthesis. 10. Changed - Halved effects of Replicant Centers. 11. Changed - Medical Labs are no longer a part of the Organic Manipulation tech tree. They are now general Organic Race facilities and require Immune System Advancement. 12. Added - Apothecary Centers, which are Magic equivalents of the System Hospital. 13. Added - Drug Infuser and Theatre Complex, which are Organic and Magic UPCs. 14. Added - Planetary shield generators for Organic and Magic races. 15. Added - Gravitational shield facilities for Organic and Magic races. Facilities.txt is now completed as far as the basics go! |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
This should be a sweet mod once your finsihed with it Fyron. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
More Sneak Peek Fun
Here is some more info on 0.11.05: 16. Changed - Moved basic resource facilities (Mineral Miners, Organic Farms, Radioactives Extractors, Monoliths) to the Basic Exploitation facility group so that they will always be displayed at the top of the list in the construction queue window. 17. Changed - Moved Spaceport, Resupply Depot, Resource Converter, Ultra-Recycler to Resource & Supply Mgmt. facility group. 18. Changed - Moved remaining Resource Extraction facilities to the Resource Enhancement group, which is a more appropriate name given the nature of them. 19. Changed - Removed Armor tech grid and restored old armor system. 20. Changed - Removed Projectile Weapons tech grid. 21. Added - Counter - Intelligence Experts racial trait, which causes CI projects to have an increase in effective level by one point and costs 1000 racial points. 22. Added - System Hospitals now generate between 100 and 130 research points. 23. Changed - Plague Bombs are now 80 kT and cost 10x as much as they did before. 24. Added - Gaians racial trait, which allows the race to improve the conditions of planets from the start of the game and costs 300 racial points. [ June 26, 2003, 10:48: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
0.11.05 is now released! Well... it will be uploaded in 20 min, but I am off to bed. http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron - I had a thought about those mercenary ships... check your PM
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
New Sneak Peek
Version 0.12.00: 1. Added - Intelligence Disrpution intel projects. 2. Changed - Appended the phrase "Completing the project causes all of the defensive points stored in it to be wasted." to all Counter-Intelligence project descriptions. 3. Fixed - Doubled Tonnage Structure of Physical leaky armors. 4. Fixed - Armor tech now requires Basic Armor 4 instead of 6. 5. Fixed - Heavy leaky armors can now only be placed on ships and bases. 6. Added - Organic race leaky armors. 7. Changed - Organic races no longer have ship shields. They retain facility shield generators and Planet/System Graviational Shield facilities. 8. Changed - Biokinetic Fields now costs 7500 research instead of 10000. 9. Added - Entertainment Networks, which improve happiness of a single planet by twice that of an equivalent Urban Pacification Center. 10. Changed - Applied Political Science now costs 20000 research. 11. Changed - Moved some racial tech trait theoretical techs to Racial Theoretical group. 12. Changed - Mechanoids racial tech trait now works fully for Magic races. Organic races only get the facilities. 13. Added - Hunter-Killer Homoncoli, the Magic race Version of Hunter-Killer Drones. 14. Added - Astral Harnessing tech area and Astral Sail components, which are solar sails with +2 standard movement. 15. Fixed - Roman Numberals of Reactors were off. 16. Changed - There are now 9 levels of Mana Shard Generators. [ June 27, 2003, 08:33: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
More Sneak Peek Goodness
Version 0.12.00: 17. Fixed - Organic and Magic Races now have Psychic and Temporal Combat Sensor enhancements. 18. Added - Organic and Magic Versions of Tachyon Scanners and Hyper Optics. Gravitic Sensors remain the exclusive domain of Physical Races. 19. Changed - Hyper Optics now require a level in Physics, Bioenergetics or Divination. 20. Removed - Organic manipulation trait has been removed. 21. Changed - Magic shields are now leaky. 22. Changed - Megafluxer now generates 300 shields and regenerates 30. Well, it seems as if the basics of Components.txt is now completed save playtesting and random new ideas, and of course the weapons. The mod is moving right along! |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have not heard any suggestions/complaints in here for a while... has everyone lost interest, or what? http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You want a complaint/question? OK. When will it be ready? http://forum.shrapnelgames.com/images/icons/icon7.gif
Oh yeah, did i mention that i want it to be playable in SP too http://forum.shrapnelgames.com/images/icons/icon7.gif That's about it for now. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
More Sneak Peek Goodness
Version 0.12.00: 23. Fixed - Finished changes to population modifiers in Settings.txt. 24. Changed - Engines now provide penalties or bonuses to "ECM", ranging from -4 to +10. 25. Fixed - There are now Magic Propulsion Experts engines. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
There has been a minor web site redesign. Check it out!
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Still More Sneak Peek Goodness
26. Changed - Hospitals and Medical Labs now say that they cure level X plagues instead of prevent them, which is a more accurate description of what they really do (cure the plague after one turn of damage). 27. Changed - Plague Bomb descriptions now include an average population killed per turn in their descriptions. 28. Changed - Weapon Mounts now have technology requirements. 29. Added - Telekinetic Mount, Clairsentient Mount, Fate Mount. 30. Fixed - Maximum vehicle size for ship and base mounts increased from 1500 to 3000. 31. Changed - The description of Neutron Cannon (SS) now states that it kills "security teams" instead of "security stations." 32. Fixed - Descriptions of unique ruins are now set up appropriately. 33. Fixed - New Adamant unique ruins techs readded to StellarAbilityTypes.txt. 34. Fixed - Descriptions and pictures of Class X Plague Spore intel missions are now correct. 35. Added - Level 2-5 plagues can now break out on planets as a result of random events. [ June 30, 2003, 22:18: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
"29. Added - Telekinetic Mount, Clairsentient Mount, Fate Mount."
These mounts are basically better Versions of a standard mount. Telekinetic Mount is an improved Heavy Mount, the other two are Accuracy Mounts. Can anyone think of other racial tech traits that it would make sense to have a mount for? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
re: 12 - you misspelled "Homunculi" (I think)
re: 24 - Remember not to split the engines into different component families, otherwise players could add one of each (positive) type of engine and get huge bonuses http://forum.shrapnelgames.com/images/icons/icon10.gif re: 32 - so now shouldn't they be Neutron Cannon (ST)? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Re:Re:12-I think it may be Heamonculi
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
"re: 12 - you misspelled "Homunculi" (I think)"
I pluralized "homonculus" (or is it "homonculous"?). I will check the spelling later, but I am fairly certain I spelled it correctly. And no Kodos, that is not at all what I was making. http://forum.shrapnelgames.com/images/icons/icon12.gif "re: 24 - Remember not to split the engines into different component families, otherwise players could add one of each (positive) type of engine and get huge bonuses" They are all in one family, so it is not a problem. http://forum.shrapnelgames.com/images/icons/icon12.gif "re: 32 - so now shouldn't they be Neutron Cannon (ST)?" No, as they still destroy Security Station components. It is just aesthetic; how do you "kill" a station? The station technically remains intact, but the security personnel die, so you get the effect of the SS being destroyed. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Bonuses from different component families stack. This is why ECM, Stealth Armor and Scattering Armor stack. So, yes. Long Range Scanners give a CS bonus, ranging from IIRC 2-15 or something like that.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I have started an Empire Setup guide for Adamant Mod. It can be viewed here:
http://galileo.spaceports.com/~kazha...ire_Setup.html What do you think? Is more stuff needed? Could it be organized more effeciently? Other comments/suggestions? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Version 0.12.00 of Adamant Mod has been released. And boy, is it a whopper! Check out the History file for a list of the latest updates!
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Might as well post some recent mod history:
Version 0.12.01: 1. Added - Improbability Drive, Intergalactic Expressway events. 2. Fixed - Healing Temple II and III are now in the Religious facility group instead of Population Support. 3. Fixed - Radioactives Alchemy Labs are now Mana Crystal Alchemy Labs. 4. Changed - A lot of facilities use new graphics from Planet Pack 1.10 of the Image Mod. 5. Changed - Reworked Psionic Ship/Fleet Training Facilities to fit with the new Adamant training model. They train at +1% per turn over the non-Psionic equivalent. 6. Changed - Magic race Entertainment Network is now Temple District. 7. Changed - Magic race Theatre Complex is now Theatre District. 8. Fixed - Crop Rotation I and II now require Organics Farming instead of Organics Extraction. 9. Changed - Remote Miners can now be placed on Small Satellites. 10. Changed - Energy Dampeners now have 5 levels instead of 3, and they range from Crystalline Weapons 2-6 instead of 6-8. 11. Changed - Mental Flailers now have high organic costs and have 5 levels instead of 3, ranging from Psionic Weapons 2-6 instead of 1-3. 12. Changed - Repulsor Beams now have some range attenuation, and have 5 levels instead of 3. 13. Changed - Tractor beams now have range equal to the square of the "damage" (distance pulled), and have 4 levels instead of 3. They now get 5, 10, 20, 40 bonus to hit. 14. Fixed - Corrected description of Xentronium Armor tech area. 15. Added - Ancient Energy Dampener tech area and components, which are weakened ancient ruins Versions of the Crystalline Energy Dampeners. 16. Added - Hints about what techs are needed for useful results from ancient ruins technologies. 17. Changed - Massive Ionic Disperser and Massive Shield Depleter now require Xenoarchaeology 1. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I added a new Sneak Peak page on the mod web site.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
just wanted to ask a q, and dont hurt me if this has been asked but, is this mod purely for PBW or can it be played in singleplayer
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Its for both, but the AI isnt all that good yet if I remember correctly
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Currently, the AI is incapable of doing simple things like design colony ships. http://forum.shrapnelgames.com/images/icons/icon12.gif If someone wants to volunteer to help with the AI, there will be AI support. I currently have no desire to touch the AI files.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Minor technical glitch. All fixed up now.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
IF: mind sharing what the problem was? I have had problems with some of the races building colony ships in my B5 varient mods and would love to hear what you have done to solve that. In return, I will share my own limited AI expertise with your mod (which I will download when I get to work tomorrow).
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
They do not have the correct number of required engines (I think it was two too many), so they will not design them.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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I think it may have had something to do with the shft from expansion to infrastructure AI states in my case (and thus never the need to have a colonizer). I am still trying to track down exactly how/why Ai states shift. Still, I will keep an eye on this thread and the mod and see where I can help. The mod sounds pretty good - a real break from the SE4 mod standard. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fyron - A while ago, I volunteered to adapt my Verdurans to the Adamant mod. I had forgotten, though, about Adamant being neo-standard. I haven't made the Verdurans neo-standard compatible, and I probably won't be making them compatible any time soon, so they really won't work for your mod. Sorry about that. http://forum.shrapnelgames.com/images/icons/blush.gif
I would still be willing to put together an AI for one of the races, though, and I thought the Zanarii might be interesting. I would use your speech file, and mod them to whatever play style you think is appropriate. Would you like me to go ahead and build an AI for them (or, alternatively, one of the others)? [ August 04, 2003, 21:18: Message edited by: Chronon ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
It is Neo-Standard compatible, but not required. All vehicle sizes use a stock image as the secondary, so if any images it wants to use are not there, it will have a backup. http://forum.shrapnelgames.com/images/icons/icon7.gif In fact, Adamant calls for a lot more ship sizes than the Neo-Standard has, but will likely never be made for any sets (as there are a lot of them http://forum.shrapnelgames.com/images/icons/icon12.gif ).
I would not be opposed at all to you making a Zanar'ri AI for Adamant. If you could, please keep a log of all changes you make to get AIs to work in Adamant, so that I (and others) can have an easier time of adapting AIs to the mod. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
IF, I don't mind helping with this Mod rather than the B5 mod if you'd like.
Considering what I'm trained to do it might be best if I proof read weapons and components to check they are sensible. I really hate the way large centari ballistic torps fired from ships can target everything except seekers, but the small ones when fired from fighters can only target ships http://forum.shrapnelgames.com/images/icons/icon7.gif However if you have some other ideas for what you want me to do then I am happy to go with it. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I didn't really mean to steal you from the B5 Mod. http://forum.shrapnelgames.com/images/icons/icon12.gif
It all depends on how much time you want to put into it, really. Most of the mod is done at this point. It is weapons and images that are what is left. I am fine with you doing as little or as much as you want to do. http://forum.shrapnelgames.com/images/icons/icon12.gif Here are some ideas: I want the base weapon firing rate to be 2 instead of 1, to create the possibility of "machine gun" weapons that fire really fast (rate 1), relative to the other weapons. http://forum.shrapnelgames.com/images/icons/icon12.gif I was thining of having "heavy" Versions of a lot of weapons that are slower to fire, have bonuses to range, damage, +10 to hit, and the first three range values are 0 damage, to create blind spots. I might also have "medium" weapons that are in between "light" and "heavy" in damage, range, etc., but have no bonus to hit and only the first damage value a 0, for a small blind spot. Do you think you could come up with plausible weapons for the Organic Races? They need about as many as are in the stock game (could be less, more, whatever; they need a variety available). All of the current weapons (save racials like Temporal) will be Physical Race Only. These would preferably not be copies of the stock weapons with organic names, as that would be really boring (and I plan on replacing a lot of stock weapons with custom ones anyways). Or if you do not really want to do organic weapons, perhaps you could try to adapt the weapons from this game to SE4: http://www.wizards.com/alternity/files/Warships.pdf for the Physical Races. I am thinking that projectile type weapons will have high damage, but 1/2 or 1/4 dmg to shields (depending on the weapon), and that "laser" weapons will have low damage but 2x or 4x to shields (depending on the weapon). Both Groups would definitely be researchable to the end game, with the idea that you pick if you want your race to specialize in one or the other, or just do average in both areas for less power but more versatility. Do you have any specific ideas on how Physical, Organic and Magic weapons can be differentiated? Such as general trends that all Physical weapons follow that Organic and Magic ones do not. If you want to "proofread" stuff, go ahead and post any suggestions/comments you have. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Oh, and if there is anything else you would like to specifically help out on, feel free to suggest it. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Since I'll probably have to play hot seat against myself (no AIs to play at this point), I might as well do the Zanar'ri as well. Did you have any specific characteristics in mind for them? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Hmm... definitely a Physical race. They would have super combat skills, Rock Hydrogen HW type, perhaps Master Strategists and Master Tacticians, Hardy Industrialists.
By the way, I am fairly certain that dummy abilities will have to be added to a lot of components to get the AI to use them correctly (such as Armor). So, a standard system should be worked out. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Okay, that sounds good for the Zanr'ri. I'll have to wait until the weapons are finished before getting started (otherwise I'd have to change all the weapons families). I'll check in here from time to time to see how that is going.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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BTW, I like the "blind spot" idea, but since there's no way to get the combat AI to engage at a specific range, I'm not sure how it would work with "optimal firing range" - would it actually try to get in the right range to fire, or would it just close to point blank and not be able to hit anything? Quote:
[ August 05, 2003, 04:47: Message edited by: Ed Kolis ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Anyway I need a template for a "standard" weapon to base it off, and also some idea on how the AI will manage battles between ships with melee range weapons and ships with short range blindspots (that could be a potential problem). The main thing will be a standard weapon idea, so we can see how to balance damage per ton, range, damage per turn (especially important with leaky armour since big rare hits work better) and such like. I would like to create a whole range of weapons that are actually useful, rather than have a couple of lines which are great and all the rest being worthless which is so often the case. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
For damage/kT, keep them at similar levels to the weapons already in the mod in relation to location on the tech tree.
Leaky Armor does not require big hits. Small hits that do not destroy any armor just combine their damage with the next hit, so you get the same effect. It is Leaky Shields where the big hits are more effective than lots of small ones. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
For very small damage hits, (on the order of half the hitpoints of a single armor/internal component) leaky shields will absorb more than their intended percentage of the damage.
For high damage hits (greater than the crystalline ability or total shield generation amount), then the shields will absorb less than thier intended percentage of the damage. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Submitted for your consideration, two sets of buttons for the Adamant Mod's specialty races...
Magic Main Buttons Organic Main Buttons |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Those are very cool. http://forum.shrapnelgames.com/images/icons/icon7.gif Consider them included.
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
FMMonty:
Any progress or ideas you want to run by me or anything? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Since the PBEM test is getting into gear, I thought I'd take a look at the latest Version of Adamant... well looky here, another long list of issues! http://forum.shrapnelgames.com/images/icons/icon10.gif
Why do magic races get a Temple District? Isn't that religious? Perhaps the facility should be renamed... Also see Altars of Healing, Keepers of the Faith... Fyron, how did you ever manage to find out all those new racial trait abilities? I've never seen a mod with a racial trait that increases repair rate or minerals storage before... Isn't it confusing for Magic races to call their Cruisers Frigates when there's a smaller Physical ship size called a Frigate? Shouldn't ICBM's built-in standard movement ability be displayed in-game? The organic mercenary ships still have the old names (Bio Destroyer, etc.) and there is a Mercenary Corvette even though there is no hull called a Corvette The psionic disciplines don't seem to be implemented... I was wondering what Metacreation was but I couldn't find it anywhere except in TechArea.txt and RacialTraits.txt; could you tell us which racial traits aren't implemented so we don't pick them and wonder where stuff is? http://forum.shrapnelgames.com/images/icons/icon12.gif "Regeneration" is misspelled in the description of the Inherent Regeneration trait What's the difference between Riot Gear and Troop Cockpit, other than the fact that Riot Gear can't go on mechanized troops? Why does the Basic Bridge have 11 hitpoints while the standard bridge only has 10? It's not just a typo, it appears with the Neural Cores and Spelljammer Helms too... How about if the different crew quarters levels provided maintenance bonuses and penalties? You know, you're more likely to take care of the ship when you're taken care of yourself http://forum.shrapnelgames.com/images/icons/icon10.gif How can the Religious Talisman be placed on satellites or drones? Iron armor is as strong as titanium? What ever happened to magical races getting weak armor and strong shields? Now everything's pretty much the same only you have 3 copies of everything http://forum.shrapnelgames.com/images/icons/icon9.gif Emissive Armor III is in the general group Advanced Armor Engineering while the other Emissive Armors are in just plain Armor... and what's with those absurd tech requirements?!? level 60 of Advanced Armor?!? Why are there cloaking devices for mines if mines get built-in level 10 cloaks? Point defense weapons don't list their to-hit bonuses (and weren't you one of the ones saying those bonuses were too high? http://forum.shrapnelgames.com/images/icons/icon12.gif ) The Neutron Cannon (BP) is kind of useless since the Neutron Cannon (SS) will already take out Boarding Parties - since the Boarding Parties have the boarding Defense ability as well as attack! I have an idea for plague bombs... give them a huge minus to hit, representing the chance of the plague spreading! Maybe even multiple levels of plague bombs with different chances of infection... |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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The group thing is a typo, probably resulting from hasty find-replace methods. http://forum.shrapnelgames.com/images/icons/icon12.gif Quote:
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