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

TerranC May 12th, 2003 01:48 AM

Re: Babylon 5 Mod
 
*Posts the 3000th post for no reason, only to be kicked out of the thread*

[ May 12, 2003, 01:13: Message edited by: TerranC ]

Fyron May 12th, 2003 03:17 AM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Hehe, EVERYTHING takes awhile (compared to "normal" SEIV) due to B5 following the "proportions" model. But I kinda like the slower pace at times.
<font size="2" face="Verdana, Helvetica, sans-serif">Actually, the pace of B5 was developed around the same time that PvK was developing Proportions. So, B5 Mod is not following Proportions, they had similar ideas at the same time. It's like Newton and... umm... the other guy... that both concurrently developed calculus (and had no contact with each other).

jimbob May 12th, 2003 06:20 AM

Re: Babylon 5 Mod
 
Everyone on PBW:

Sorry, but I missed another turn over at PBW world http://forum.shrapnelgames.com/images/icons/icon9.gif I've been having some problems with the game, I've got a corrupted SEIV game (but I found my CD yesterday - oh happy joy!) which would explain all the RCE Messages I've been getting. The earliest I can fix this is tomorrow, and so that should explain why I missed Saturday's turn. I know that I owe certain individuals some trade items, and don't worry, I do intend to pay up http://forum.shrapnelgames.com/images/icons/icon12.gif , just got a little distracted by the problems at my end. Imperator Fyron: I have no intention of leaving the game or anything like that http://forum.shrapnelgames.com/images/icons/icon10.gif

cheers y'all
jimbob

Fyron May 12th, 2003 06:28 AM

Re: Babylon 5 Mod
 
Do you want the game on hold til you get your SE4 fixed?

jimbob May 13th, 2003 01:55 AM

Re: Babylon 5 Mod
 
Sigh,

yes, and unfortunately I have some seriously big problems that I just can't figure out. I deleted SEIV from my hard drive and reinstalled - still get RCEs and I get them for ALL mods that are in the SEIV directory. Then I did a complete, from scratch install to another hard drive, and STILL get RCEs in every mod (even in the unmodded game!).

Any ideas what the problem might be? Can we go APLU until this is solved... because I'm really falling behind with the whole not being able to move ships thing... Are there any known driver conflicts with ungoldified SEIV? It would really suck if I had to give my race away to someone with a working computer http://forum.shrapnelgames.com/images/icons/icon9.gif cause it's shaping up to be a really fun game.

frustratedly yours,
jimbob

pathfinder May 13th, 2003 03:48 AM

Re: Babylon 5 Mod
 
Embarrassment http://forum.shrapnelgames.com/images/icons/blush.gif

I should have gotten Rambie's permission to alter/add to the EA shipset....

The same could be said about the Vorlon also....Atomannj and Oleg...

Is it ok?

[ May 15, 2003, 03:46: Message edited by: pathfinder ]

Geryon May 14th, 2003 02:15 AM

Re: Babylon 5 Mod
 
Since I offered/requested some of these changes/additions to the sets I hope I haven't gotten you in trouble there PF. http://forum.shrapnelgames.com/image...s/confused.gif

pathfinder May 14th, 2003 02:30 AM

Re: Babylon 5 Mod
 
Naw, so far all ok's.

thorfrog May 14th, 2003 07:27 PM

Re: Babylon 5 Mod
 
Fine by me to update the graphics as long as they reflect how they are used in the show.

pathfinder May 15th, 2003 04:44 AM

Re: Babylon 5 Mod
 
Thanks Atommanj...trying to remain as close to "canon" as I can while adding neostandard ships...

Mmmmmmm...Cascor....anyone have a decent pic? They supposed to look like moles...my placeholder looks like the cat people from MOO2... Myrrshian?

[ May 15, 2003, 03:45: Message edited by: pathfinder ]

Krsqk May 15th, 2003 05:08 AM

Re: Babylon 5 Mod
 
*Warms up the dreaded Sci-Fi Cannon and targets pathfinder while awaiting new changes*

"Hey! You've got the light coming from the upper right back of that ship, and forty-seven seconds into the twelfth scene of the thirty-ninth episode (which, by the way, is the only episode to show that ship in its entirety) the light is coming from the lower left front!"

****BLAMMO****

Timstone May 15th, 2003 07:43 PM

Re: Babylon 5 Mod
 
Hi all!

I'm back for a VERY short period. I'm heading for the next adventure in my life very soon. Fortunately it won't take that long, I'm a bit traveling sick. I would really stay much longer at home now.
First of all I owe all you guys (especially Fyron) a BIG apology. I volunteered for playing the Vree in the PBW. When the game began I couldn't forsee the huge changes my life has gone through. Let me explain.
First of all I was offered a job across the globe (Down Under to be precise), but the job included heavy traveling. So I couldn't enter the PBW anymore. Then the next change occured, I got another job, this time I was due to Chile (Latin America), I got to work on the VLT (Very Large Telescope). Only a month ago I entered my beloved home country again. All this work took it's toll on my life and friends (and my internet obligations). I feel I have to choose for my friends and family (they have seen me twice this year and only once Last year (during my worlking period)), so I officially quit the PBW.

But there's also good news. Coz all the work, I really have a renewed enthusiasm for SE IV again. I have started working on my own Version of the B5 Mod. I had some contact with our revered Val and I mentioned it to him I might do that when I got back home. Well, Last night I decided to do it. So I've begun my epic quest. I don't know how long it's going to take. I hope not that long. To make my life easier, I decided to copy as much as possible from the original B5 Mod (I'll send a message to Val first and I'd better ask everyones permission). So, I hereby ask permission of everybody who worked on the B5 Mod to use their material, file, pics and so on for use in the B5 Mod 2.0.

BTW. Work on the mod won't begin untill I'm back from Poland and the Czech Republic. It will take about two to three weeks to complete my journey.

pathfinder May 15th, 2003 11:58 PM

Re: Babylon 5 Mod
 
Hiya Timstone! Yeah, you can use/abuse any of the shipsets I made (Raiders, Gaim, Abbai) to include the AI.

Timstone May 16th, 2003 12:28 PM

Re: Babylon 5 Mod
 
Great to hear that! Da Path rulez!
But actually I only want to do the mod itself, not the races. I only want to "upgrade" the mod and undo some horrible unbalncing things. I want to make the mod modular. If you want to add a new races, you can do it in a jiffy. I standardise. If it turns out to be a faulty concept, we always have this Version. I hope my Version works out fine (not to mention doesn't take too long to make).

Timstone May 16th, 2003 05:11 PM

Re: Babylon 5 Mod
 
I realize I need to change the races too, but that's for later on, first I want the structure of the mod operational.

oleg May 16th, 2003 06:12 PM

Re: Babylon 5 Mod
 
Quote:

Originally posted by pathfinder:
Embarrassment http://forum.shrapnelgames.com/images/icons/blush.gif

I should have gotten Rambie's permission to alter/add to the EA shipset....

The same could be said about the Vorlon also....Atomannj and Oleg...

Is it ok?

<font size="2" face="Verdana, Helvetica, sans-serif">Fine with me

cybersol May 17th, 2003 03:29 AM

Re: Babylon 5 Mod
 
Wow, over 200 pages of Posts. There seems to be a lot of activity here, so I was wondering how often do updates of the B5 Mod occur?

Also, please tell me if this is the quickest way to get an up to date B5 gold mod. Download the total B5 Mod 1.49.33.zip that IF posted. Then install Pathfinder's Gold Update over that. Will that work? Thanks.

pathfinder May 17th, 2003 04:36 AM

Re: Babylon 5 Mod
 
CyberSol: Exactly http://forum.shrapnelgames.com/images/icons/icon12.gif

latest updates have been graphics (Vorlon & EA ships).

The Gold Version I did was off either the v 1.78 or 1.8 Gold so isn't TOO out of date.

Geryon May 17th, 2003 07:22 AM

Re: Babylon 5 Mod
 
PF I was playing a game and got a missing bmp error when looking at the weapons of an enemy ship (I can't remember what race). It was components/comp_855...

Is this a bmp that was mistakenly looked over or is it there and I don't have it due to an extraction error from the zip or something?

I've been checking out certain aspects of advanced research ingame and I was curious if there are some things still unfinished or if I just am missing something while playing. I've noticed things like Hyperspace studies, telepath studies, cloaking, molecular and gravitic weapons, EA specific weapons such as EA advanced matter and Plasma, etc but researching these things apparently doens't do anything. Are these just incomplete or am I not researching the correct stuff to make these work?

I also haven't a clue how to research Jump Gates or Jump Engines, I've never seen any listing for them are there other things I have to research before seeing these on my list?

I'm having a ball with the mod btw. The only thing that kinda annoys me is that the species usually don't act according to their cultures and psychology, but I think that's more of a problem with the game itself not the mod. I got the Dilgar as psychotic berserkers and they always ally themselves to me while the honorable artisan Vorlons usually go psycho and declaring war for no reason lol.

[ May 17, 2003, 06:24: Message edited by: Geryon ]

Timstone May 17th, 2003 08:15 AM

Re: Babylon 5 Mod
 
CyberSol: Nice avatar! What the heck is it?

P.S. I'll leave for Poland and the Czech Republic in three days. Tuesday is my Last day here.

pathfinder May 17th, 2003 02:05 PM

Re: Babylon 5 Mod
 
Geryon: No, probably need a different components file(s). I'll check and see if I have it and if so, zip and post it. The MOD uses a number of additional pictures.

Update: I don't have it either, sooooooo......irritating..

855 is the Hyach Stealth Cloak. Wonder what the heck that looks like?

On the techs: Some techs are race specific and not documented unless you take the time to look at the components.txt file in the data folder. Guess that would be something for a to-do list...Also some techs simply have not been developed (eg EA Mega weapons).

On the Dilgar....Guess I could get them to be a bit bit more nasty...probably have to look at either the TDM Xi'Chung and/or Rage anger and/or politics files to how those values are done. I have had a very difficult time figuring those out and usually get permission to plagerize another race's files.

[ May 17, 2003, 16:52: Message edited by: pathfinder ]

Geryon May 18th, 2003 12:35 AM

Re: Babylon 5 Mod
 
PF on the demeanors/cultures don't really bother with that unless you really want to. I was merely making an observation and pointing out how it's kinda ironic that I had made the Dilgar as psychos yet were extremely friendly and the Vorlons who are serene artisans when apecrap on me shortly after first contact. Again, just an observation.

I suspected as much about the tech lists. I am fully aware this is still a WIP. It isn't really that important, I was only curious and making sure that I wasn't missing out some techs I needed to research ingame.

What I am still curious about is if you know if there's any actual hyperspace, jump tech or telepathic tech active in the game so far. I've only managed to get around using the standard warp points connecting the systems and a friend apparently told me you can either build Jump Gates or have jump engines that will allow longer range travel? The telepathic stuff I'm just curious in case I need it to fight the Shadows http://forum.shrapnelgames.com/images/icons/icon12.gif

About the cloak...hmm, I have no idea what that should look like, then again I have no idea what any kind of cloak should look like http://forum.shrapnelgames.com/images/icons/tongue.gif

AGoetz May 18th, 2003 01:09 AM

Re: Babylon 5 Mod
 
re Jump components

Jump Gate 1 (100 LY range)
requires Jump Gate Construction 1 (requires Hyperspace Studies 3),
Propulsion 10,
Fusion Utilization, 4
(Jump Gates 2-5 (200LY-500LY) just require more Jump Gate Construction research)

Jump Drive 1 (50 LY range)
requires Jump Drive Construction 1 (requires Hypespace Studies 4)
There are no upgrades for the Jump Drive.

A Jump Drive requires 100 space so can fit on most ships, a Jump Gate requires 4995 space and is intended to go on a Jump Gate Hull (requires Ship Construction 14 and Jump Gate Construction 1)

pathfinder May 18th, 2003 02:32 AM

Re: Babylon 5 Mod
 
Like AGoetz says...the tech is there but WAY down the road http://forum.shrapnelgames.com/images/icons/icon12.gif

The EA I know can get the psych warfare stuff, not sure about the other races...

Geryon May 18th, 2003 02:35 AM

Re: Babylon 5 Mod
 
Thanks for the info AGoetz. I had researched hyperspace studies up to the first level but since it said none under expected results I stopped; same as telepathic studies, molecular weapons (I had hoped for the Omega-X Light Molecular Slicer), EA Advanced matter and plasma weapons, etc. Thanks again http://forum.shrapnelgames.com/images/icons/icon7.gif

DigitalBlakAngel May 18th, 2003 05:09 AM

Re: Babylon 5 Mod
 
Has anyone heard a date when the B% mod will be out for SE4 gold.

pathfinder May 18th, 2003 05:10 AM

Re: Babylon 5 Mod
 
Molecular weapons (current in components): Yolu & Minbari neutron lasers, Shadows Molecular slicer. If/when Drakk are setup, they'll have them. Didn't know the EA had them too...Update: Ah, I see the Shadow Omega had both molecular slicers and an advanced pulse weapon (AoG B5 Wars).

BlackAngel: I put out a Version in February. a few pages back are the links. Too tired atm to put them up...

[ May 18, 2003, 11:25: Message edited by: pathfinder ]

Timstone May 18th, 2003 02:47 PM

Re: Babylon 5 Mod
 
A little question.
I have a family tree with the name "Medical" in the Compnents list and in the Facilities list. Is that possible, does the program accept it?

pathfinder May 18th, 2003 03:30 PM

Re: Babylon 5 Mod
 
Timstone: Not sure. I know "regular" SEIV does...can't remember for sure but would think it would be [ossible as one can develop bio weapons (Plague missiles)...

Timstone May 18th, 2003 03:37 PM

Re: Babylon 5 Mod
 
Weel, I don't feel like testing, so I'll alter it in "Population Support" in the Facilities list.
Thanks! "I follow da Path!" Sorry, couldn't resist. http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder May 18th, 2003 03:56 PM

Re: Babylon 5 Mod
 
Hehe...you have fun in Poland and Czechoslavakia.

Timstone May 18th, 2003 08:11 PM

Re: Babylon 5 Mod
 
Thanks, btw. nowadays it's The Czech Republic. Slovakia is another country.

But I'll be here untill tuesday, I'm not away yet. And besides I'll be back soon.

Work on the restructure commences without many problems, surprisingly...

pathfinder May 18th, 2003 10:34 PM

Re: Babylon 5 Mod
 
All: Anyone know if the Yolu had anything but light molecular weapons (light fusion cannon)?

Geryon May 19th, 2003 12:18 AM

Re: Babylon 5 Mod
 
Yup the EA was given light molecular weapons by the Shadows to put on their Omega-Xs (Shadow Omega), they appeared in the series as a blueish beam. In the episodes they appeared, they didn't fire pulses but I suppose they might have updated their pulse technology as well.

How hard would it be to incorporate the Omega-X weapons to the mod at this point?

On the Yolu I have no idea. They were never closely featured in the series if at all and unfortunately AoG closed down before I was able to get any League supplements.

pathfinder May 19th, 2003 12:30 AM

Re: Babylon 5 Mod
 
Yeah, the League supplements I have to not have the Yolu listed. As for the EA...probably not TOO hard to add, Light Molecular slicers only? Also what is the advanced EA Plasma called (guess I could look it up http://forum.shrapnelgames.com/images/icons/icon12.gif )

My guess is to give the Yolu medium and heavy molecular (fusion lasers?) but if anyone objects just say so and they won't be added.

[ May 18, 2003, 23:31: Message edited by: pathfinder ]

pathfinder May 19th, 2003 12:50 AM

Re: Babylon 5 Mod
 
Question (SJ, IF, ???): A number of plasma weapons in the component.txt file of the B5 mod START at high levels (> 5). How would the AI handle research if 1/2 or more of the tech weapons are missing?

Update: Nevermind, got my answer in another thread.

[ May 19, 2003, 00:00: Message edited by: pathfinder ]

Geryon May 19th, 2003 01:16 AM

Re: Babylon 5 Mod
 
The Plasma weapons depend on who you're going with. AoG lists the most advanced Plasma weapon as the Heavy Plasma cannon, Tim Earls who was the technical director for B5 listed there is a Trans-phased plasma cannon which is the main pulse cannon in the Warlock and the heaviest pulse cannon in the EA. Hope that helps... http://forum.shrapnelgames.com/images/icons/icon7.gif

pathfinder May 19th, 2003 01:23 AM

Re: Babylon 5 Mod
 
A pulsing plasma weapon? hmmm...interesting...

heavy only or light thru heavy?

Maybe this could be EA Mega + advanced EA Plasma (have to see if I have to add that tech)...maybe like fuser or ranged fuser of Pak/Ma/Ra??

[ May 19, 2003, 00:27: Message edited by: pathfinder ]

Geryon May 19th, 2003 01:28 AM

Re: Babylon 5 Mod
 
All Plasma weapons are pulse weapons, they all fire in bursts of pulses or single shots I mean. Yeah they have them light through heavy. I'm not sure however if plasma and trans-phased plasma are different. Perhaps the trans-phased plasma weapons have longer range, better fire rate and are stronger than normal plasma?

[ May 19, 2003, 00:34: Message edited by: Geryon ]

pathfinder May 19th, 2003 01:37 AM

Re: Babylon 5 Mod
 
Hehe, guess, once I get back from Cincinnati I can make a new EA plasma weapon tech. They already have plasma available, just need to add this as maybe EA advanced plasma (better range & damage...similar IMHO to ranged fuser of Pak'Ma'Ra---simply 'cause it'll be easier for me to add http://forum.shrapnelgames.com/images/icons/icon12.gif )

[ May 19, 2003, 00:38: Message edited by: pathfinder ]

Geryon May 19th, 2003 01:44 AM

Re: Babylon 5 Mod
 
That's cool. It'll be nice to see some advanced plasma weapons and maybe those molecular slicers http://forum.shrapnelgames.com/images/icons/icon12.gif

Enjoy your trip.

Nomor May 19th, 2003 02:07 AM

Re: Babylon 5 Mod
 
Has anyone done anything with the Drakh? http://forum.shrapnelgames.com/image...s/rolleyes.gif

I have a history text that can be added to the Drakh_AI_General.txt and a race bmp but nothing else yet. http://forum.shrapnelgames.com/images/icons/icon9.gif

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

[ May 19, 2003, 01:14: Message edited by: Nomor ]

pathfinder May 19th, 2003 02:12 AM

Re: Babylon 5 Mod
 
Nomor: Not yet but I guess I could do something maybe in 2-3 weeks from now. Going to Cincinnati for 1-2 weeks. Probably grab a shipset from someone and just add the few known ships from DOGA based on the pics available to it.

There is some Drakh tech in the components file and in the techarea.txt file (and of course create their various AI_files).

[ May 19, 2003, 01:17: Message edited by: pathfinder ]

Nomor May 19th, 2003 02:36 AM

Re: Babylon 5 Mod
 
Thanks PF. Have sent you the Race portrait to look at.

Like? http://forum.shrapnelgames.com/images/icons/icon10.gif

pathfinder May 19th, 2003 03:18 AM

Re: Babylon 5 Mod
 
Yup, sure do...

Hmmm...used SJ's tech-grid thingy to whip up a new EA plasma weapon (trans-phase plasma cannon). Looks ok but not sure about the range/damage increases.

[ May 19, 2003, 02:20: Message edited by: pathfinder ]

Geryon May 19th, 2003 05:28 AM

Re: Babylon 5 Mod
 
Sounds good, man you sure work fast. I suppose the damage and range should be closer to the heaviest pulse cannons though not quite since Plasma weapons get weaker as they travel through the coldness of space...unlike the particle based pulse cannons. However you can make the plasma weapons stronger than the other pulse cannons as a trade off. You can either use other heavy pulse cannons that have longer ranges or the plasma cannons that have lesser range but are much more damaging.

pathfinder May 19th, 2003 07:17 AM

Re: Babylon 5 Mod
 
Geryon: Hehe, just used the Pak'Ma'Ra Fuser as a template...may be a bit strong *shrug*

Timstone May 19th, 2003 09:19 AM

Re: Babylon 5 Mod
 
Because I'm busy with the B5 Mod 2.0, the weapons section must also be restructured. But I wondered how I would do that.
I previously suggested to standardise all the races (give them a set number of weapons available to them beside the general techs), but now I think it might not be entirely what we want. The mod is about two things: many, many, many weapons and as true as can be to the serie. The many weapons issue can be taken care of, not that difficult. But true to the serie is a little bit harder to satisfy. One race appears quite regularly in the serie and the other only a few shots, fortunately we have the AoG books to draw inspiration from. But the most important thing is to balance it all. Every race must have an equal chance to kick butt. Now there can be a race with 500 weapons and another with only 10. Not very cool.
So, any suggestions about how to solve this? Hope you guys have some ideas.

Jamorobo May 19th, 2003 06:42 PM

Re: Babylon 5 Mod
 
Hi all i'm back after an age and a half.

Well a question first off:

I know there is a Gold Version as well as plain Se4 but which is now being developed, are all of the improvements going to be in Plain se4 then Gold at a later date as it was or is it just gold now.

It's just that i ain't updated by Plain se4 B5 mod since the start of January and i was wondering if i should download the Gold Version (don't worry i don't need directions to the Gold Version, i have looked back a few pages http://forum.shrapnelgames.com/images/icons/icon7.gif )

Right now on to me explaining things:

The Pulse weapons take up too much kt at the mo, Val admitted this (it was a mistake on his part whilst typing it) and yet after me badgering him for 6 months still nout has been done.

Also pulse weapons are not as good as they should be as EA changed their laser wielding capital ships for Pulse cannon ships as they had a longer range even though they do a little less damage. Hense the warlock EA destroyer using Pulse weapons. At the moment in the mod Laser weapons fire further and do more damage than pulse weapons. so a complete reversal!

It's good Plasma weapons are getting an overhaul as there pretty much pointless at the moment being out ranged by other weapons even though you can fit alot on one ship.

Geryon May 19th, 2003 11:14 PM

Re: Babylon 5 Mod
 
Welcome back Jamorobo, to help answer some of your questions:

As far as I know we are working on the Gold Version of the mod, I am uncertain if PF and Val (when he returns) will plan to import any new additions/changes from the Gold to the standard Version.

The pulse cannons are a bit heavy in tonnage I agree. As to the weapons efficiency, here's what I can tell you. Lasers are correct in having longer range and more damage, most EA ships carry lasers in one form or another.

Originally, the EA relied on plasma and matter weapons such as Rail Guns at the time of the Dilgar Invasion. The Dilgar were the first to develop particle pulse weapons which the EA and others retrofitted into their own technology while other major powers such as the Centauri and Narns already had them. Plasma weapons are stronger than particle weapons but only at closer ranges due to the coldness of space which diminish plasma's heat as it travels.

Laser weapons were developed by the Narns from reverse engineered Centauri weapons and later sold to the EA during the Minbari War.

There are several EA ships which still use plasma weapons such as the Olympus and the Hyperion's smaller turrets (the large batteries in the front are particle). Most ships have been rearmed with the particle pulse weapons such as the Warlock, Nova and Omega. Still Lasers are used in abundance as a standard weapon in the EA.

The Omega and Hyperion both contain the X-Ray Heavy Laser (the Omega combining it with the pulse cannons on the same turret). The Warlock however uses the same Heavy pulse cannons as the Nova, adds missiles and torpedoes, reincorporated the Rail Gun and has the 2 forward huge Particle Cannon beams.

Basically Plasma weapons have more strength but are short range, particle weapons have longer range but are a bit weaker while lasers have both the benefit of range and strength.

The strongest weapon the EA has fielded though was the Light Molecular Slicer derived from the standard Shadow Molecular Slicer. This weapon was given to the EA by the Shadows to originally be mounted on the Warlock which was the original ship intended to have the hybrid shadow armor, when Clark panicked as he was losing the Civil War, both the hybrid armor and the Light Molecular Slicers were adapted onto new Omega hulls and rushed into service. This was a blue beam as opposed to the X-Ray laser which is red. The LMS has further range, more damage than standard lasers and it didn't require practically any recharge time as the Omega-X's just let them rip and didn't need to stop, recharge and then fire again like other lasers. It was suspected that the tech for these weapons were destroyed by the Shadows after Clark lost the war but in the series Crusade it was planned to be revealed that EA special black ops had in fact successfully adapted EA shadow armor and the molecular weapons, which would appear in a ship often referred to as the EA/Shadow Hybrid. So it is also believable that the EA still has Light Molecular Slicers in its inventory and might even have been fitted into later models of the Warlock as originally intended.

[ May 19, 2003, 22:26: Message edited by: Geryon ]


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