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Re: Space Empires IV: Data/Sound/Graphic
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Star Trek Mod version 1.9.1.2 Patch
www.astempire.net |
Re: Space Empires IV: Data/Sound/Graphic
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Ultra Quadrant Mod version 0.5 beta
Ultra Quadrant mod introduces a new highly condensed system type, the Ultra system. Each ultra system is equivalent to 9 regular star systems. Ultra Quadrant Mod also allows for 255 systems, for some really immense quadrants. Up to 2295 Stellar sub-systems with 18360 planets! Caution: Ultra Quadrant Mod may cause your system to run slow. The authors of Ultra Quadrant Mod are not responsible for any damage to your system from running Ultra Quadrant Mod. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Space Empires IV: Data/Sound/Graphic
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Star Trek Mod 1.9.1.2 Full Version
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Re: Space Empires IV: Data/Sound/Graphic
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STAR TREK MOD
Version 1.9.2.2 Patch 4 Megs Released 6/20/2005 www.astempire.net Please Report Bugs To: startrekmod@astempire.net New STM v 1.9.2.2 Component Images. <font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later. Quote:
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Re: Space Empires IV: Data/Sound/Graphic
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STAR TREK MOD - (Edit = replaced spash screen with current one 6-28-2005)
Version 1.9.2.2 Full Mod (29 megs) Released 6/20/2005 www.astempire.net Please Report Bugs To: startrekmod@astempire.net Updated 1.9.2.2 Splash Screen for Full Version of Mod only. New STM v 1.9.2.2 Component Images. <font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later. |
Re: Space Empires IV: Data/Sound/Graphic
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New STM v 1.9.2.2 Component Images.
<font color="red">YOU WILL NEED THESE!</font> for Version 1.9.2.2 until the Image Mod is update to v27 or later. |
Re: Space Empires IV: Data/Sound/Graphic
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Updated Splash Screens for full version
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Mephisto
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Re: Space Empires IV: Data/Sound/Graphic *DELETED*
Post deleted by Atrocities
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Re: Space Empires IV: Data/Sound/Graphic
This sub-forum is meant only for posting custom files. Please direct all support questions to the main forum, here:
http://forum.shrapnelgames.com/forumdisplay.php?f=22 I have responded to your post in this thread: http://www.shrapnelcommunity.com/thr...?Number=366352 |
Re: Space Empires IV: Data/Sound/Graphic
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The Space Empires IV Expanded Mod Version 1.0 Released 8-12-2005 - UPDATED to Version 1.1 8-18-2005
Expanded Mod Patch 1 Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1) |
Re: Space Empires IV: Data/Sound/Graphic
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For Above Post Expanded Mod Patch 1 version 1.1
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Re: Space Empires IV: Data/Sound/Graphic
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Star Trek Mod Patch Version 1.9.2.4 (9-1-05) 5 Megs UPDATED to version 1.9.2.4.1 (Fix) 9-3-05
Star Trek Mod Full Version 1.9.2.4 (9-1-05) 29.5 Megs UPDATED to version 1.9.2.4.1 (Fix) 9-3-05 Star Trek Mod Ai/Data Files Only Version 1.9.2.4 (9-1-05) UPDATED to version 1.9.2.4.1 (Fix) 9-3-05 3.0 Megs f you downloaded the mod prior to 9/3/05 please download and install the 1.9.2.4. Fix Patch. Download HERE ) |
Re: Space Empires IV: Data/Sound/Graphic
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STM Full v1924 - UPDATED to v1.9.2.4 Fix 9-3-05
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Re: Space Empires IV: Data/Sound/Graphic
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STM Data / AI Files
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Re: Space Empires IV: Data/Sound/Graphic
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STM v1.9.2.4 Fix
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Re: Space Empires IV: Data/Sound/Graphic
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STAR TREK MOD
Version 1.9.2.6 Patch 6.4 Megs **All In Patch** (Read Below) Version 1.9.2.6 Patch 4.5 Megs - Updates from version 1.9.2.4 only. Version 1.9.2.6 Full Mod 30.0 Megs. Version 1.9.2.6 Data and AI files only. No Images. 3.5 Megs www.astempire.net Please Report Bugs To: Address listed in the Readme file. STAR TREK MOD **All In Patch** December 17th, 2005 There is an email address in the readme files to contact me if you want to report any bugs. INSTRUCTIONS 1. You must have a full version of 1.9.1.2 or later installed. (This version does NOT update versions prior to 1.9.1.2) 2. Make a copy of your current Star Trek Mod folder. 3. Rename the copy after the version such as "STM 1912" without the "" of course. 4. Unzip the Star Trek Mod up date into your Space Empires IV directory. NOTE: You will be asked to over write things, accept. Be sure to update the IMAGE MOD Component Pack to the latest version before you play. (AND CHECK OFTEN FOR UPDATES) Image Mod PREVIOUS SAVE GAMES may not work well with this version so BACK UP YOUR GAME AS INSTRUCTED prior to installation of the update. |
Re: Space Empires IV: Data/Sound/Graphic
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STM v1926 files.
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Re: Space Empires IV: Data/Sound/Graphic
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STM v1926 files
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Re: Space Empires IV: Data/Sound/Graphic
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STM v1926 Full
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Re: Space Empires IV: Data/Sound/Graphic
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Masters Mod v1.0 Released
(Updated. Fixed error in racialtraits.txt) This is a mod for the turn-based space strategy game Space Empires IV, developed by Malfador Machinations, and published by Strategy 1st. The AI is based on AI from the TDM Modpack. Requires the latest version of the Imagemod. The mod adds the following racial traits: Drone Masters Megascale Masters Stealth Masters War Masters Travel Masters Troop Masters Assimilation Masters Fighter Masters Defense Masters Resource Masters Drone Masters Your race has mastered the art of using and constructing drone units. You start will small tactical drones that you can build in large numbers. Standard drone hulls can be made incredibly powerful due to the small size of your drone components.
Your race has mastered the art of managing huge megascale construction projects. Your economy will get an early boost from the construction of space elevators, and larger ship hulls will help you as the game progresses. Persistent research into resource generation technologies will yield Arcologies and Orbital facilities, huge cities that generate a tremendous ammount of resources. You will also find the construction of ringworlds is actually within your reach during a long game... if you last that long. (had to nix space habitats and artificial planets due to technical probs)
Your race has mastered the art of stealth technology. The stealth scout hull will give you an early exploration advantage and allow you to form invisible wolfpacks to attack your opponent's logistical assets, while powerful cloaking devices will help your battlefleets later on.
Your race has mastered the art of war. You have access to high tech tracking and defense systems that will let your fleets strike at will throughout the galaxy, and render them more effective than fleets twice their size. Seeker and torpedo hardpoints will let your ships strike first and ask questions afterwards.
Your race has mastered the art of interstellar travel. Rocket Boosters and external fuel tanks will let you build one-shot colony ships, giving you an early colonization advantage. Your ships are the fastest in the galaxy, and later tech levels open up new methods of transportation that are simply beyond the understanding of your galactic counterparts. (removed Light Sail due to AI conflicts)
Your race has mastered the art of ground warfare and space-based invasions. You can start building troop units at the very start of the game, and armored drop pod components will help your invasion forces pass through the initial barrage of defensive fire. Dedicated troop transports and mobile ground command centers will help lead your troops to victory.
Your race has mastered the art of ship capture and assimilation. Built-in repair abilities will help you make those captured ships serviceable again. Specially designed weapons will allow you to capture enemy vessels from a distance, and assimilation facilities will help you break down and analyze captured technology.
Your race has mastered the art of fighter and carrier-based combat. Your tactical fighters are cheap and numerous enough to overwhelm any attackers, and the supercarrier hull can act as a mobile command center.
Your race has mastered the art of defensive thinking. Your ships are tough and use dense hull reinforcements, and the different types of shields and armor available to you will force your enemy to rethink their offensive strategy. You are also able to protect your core worlds with planetary shields.
Your race has mastered the art of gathering and refining resources. Special facilities will enhance your planet-based economy, while resource-generating space stations and Resource Ships let you generate resources without relying on colonization.
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Re: Space Empires IV: Data/Sound/Graphic
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The Space Empires IV
Expanded Mod Version 1.3 Released 1-1-2006 Expanded Mod Patch 2 Version 1.3 Released 1-1-2006 (Will update from version 1.0 & 1.1 to 1.3) Older Versions The Space Empires IV Expanded Mod Version 1.0 Released 8-12-2005 - UPDATED to Version 1.1 8-18-2005 Expanded Mod Patch 1 Version 1.1 Released 8-18-2005 (Will update 1.0 to 1.1) |
Re: Space Empires IV: Data/Sound/Graphic
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The Expanded Mod patch v1.3
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Re: Space Empires IV: Data/Sound/Graphic
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Masters Mod v1.1
Some slight updates. added defensive bonus to Drone Master drones added supply storage ability to Strategic Drones |
Re: Space Empires IV: Data/Sound/Graphic
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Masters Mod v1.2: Foundation and Masters
1.2 added Psych Masters racial trait fixed Structural Integrity Field bug
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Masters Mod v1.3: Foundation and Masters update
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1.3
added Mind Static Shield facility to Psych Masters fixed bug with Psychological Defenses that prevented the mod from loading |
Alien Eye Candy Mod
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This little mod provides a baker's dozen mugshots of pretty girls to replace the alien image graphics provided with the game. No ships, no AIs, just portraits, already formatted
in 128X128, 20X20, and 36X36 pixel size. No models violate community standards for obscenity. i.e., if you're hoping for nekkid wimmin, you're out of luck. Models were chosen not for popularity or notoriety, but because I happen to like their looks.:) Yeah, it's puerile (or adolescent, anyway), but it sure beats looking at a bunch of BEMs. -- Mal |
Re: Space Empires IV: Data/Sound/Graphic
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Masters Mod v1.5: Where No Master Has Gone Before
Numerous additions and bugfixes. The biggest additions are the new Trek Masters trait and the Federation, Borg, Klingon and Romulan races by Atrocities. See the Masters Mod readme for the complete changes. Only the Federation and Borg are optimized to use the Trek Masters trait right now (Testing AI takes a looooong time), but I plan to modify the Klingon and Romulan AI's in the next release. Trek Masters Your race has mastered the use of technology found in the Star Trek universe. In addition to normal SE4 techs, your race will be able to use powerful weapons like Phasers, Disruptors, and Photon Torpedos to help you crush your enemies, as well as efficient propulsion systems like Warp and Transwarp Drive, and Leaky Shields. * Warp Engine * Laser Cannon * Phaser * Disruptor Cannon * Warp Core * Photon Torpedo * Quantum Torpedo * Trek Shield Generator (leaky) * Multiphasic Shields (leaky) |
Masters Mod v1.51 update
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Masters Mod v1.51 update
Torpedos were way overpowered. This update reduces torpedo range and adds -20% penalty to Assimilation Torpedo. |
Re: Space Empires IV: Data/Sound/Graphic
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Corewolrds and Outposts Mod v0.1
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Masters Mod v1.6: One Small Step for Masters
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Several changes, bugfixes, and one new Master trait.
The Small Ship Masters racial trait makes small ships more useful throughout the game. Different small hull sizes with additional abilities will perform specialized roles better than large generic ships. Special small ship mounts will also supplement the additional hull sizes, letting you cram a hull full of electronics, enhance weapon accuracy, and increase shielding. Also fixed some major balance issues with the Assimilation Masters. 1.6 Romulans and Klingons now use Trek Masters trait reduced damage ammount of Assimilation Nanites (thanks, Pax) increased size of Assimilation Nanites to 20kT Sergetti megascale ship designs now use multiplex tracking (thanks, Wolfman77) decreased shield generation for Trek shields, and increased generation from damage Borg, Federation, klingon, and Romulan AI modified to use the new trek-style shields fixed Gaia Facility change atmosphere description (thanks, Wolfman77) changed supply % for core mounts to 1500% (thanks, Wolfman77) added Small Ship Masters racial trait Small Ship Masters Your race has mastered the development of smaller ship sizes. As your technology increases, you will gain cheaper, higher quality, more maneuverable smaller hulls that will prove to your enemies that bigger is not always better. * Fast Escort * Cheap Frigate * Stabilized Frigate * Stabilized Destroyer * Hardened Destroyer * Hardened Light Cruiser * Shielded Light Cruiser * Shielded Cruiser * Stabilized Direct Fire Mount * Miniaturized Electronics Mount * Small Geometry Shield Mount * Endurance Cruiser |
Re: Masters Mod v1.6: One Small Step for Masters
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Spoon's Fantasy Empires mod
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Data, Sounds and Graphics, Oh MY!
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Ed Kolis' Encounter at Virumque (Medium quality version; 18/36megs)
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Re: Data, Sounds and Graphics, Oh MY!
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Imagemod ComponentPack v29
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Re: Data, Sounds and Graphics, Oh MY!
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Latest imagemod facility pack (v17)
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Re: Data, Sounds and Graphics, Oh MY!
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Latest planetpack
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Masters Mod v1.7 ( May the Masters be with you )
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Here's the latest version of the Masters Mod. There have been a small handful of bug fixes, but the big news is: TWO NEW MASTERS TRAITS!
The SW Masters trait adds Star Wars tech, and the Force masters adds powerful Jedi & Sith techs, and Force powers. I've also added Atrocities's fabulous Imperial and Rebel ship sets. Their AI has been fully customized to use the new traits. ------------------------------------------------------- 1.7 (May the Masters be with you) Changed - removed Life Support Cluster from Assimilation Masters (maintenance reduction stacked-- thanks, Wolfman77) Added - maintenance reduction to Bridge Control Cluster Changed - reduced Vinculum maintenance reduction Changed - re-ordered Vinculum in the Components.txt file so the AI wouldn't use it in standard space yard ship designs Added - SW Masters racial trait Added - Force Masters racial trait Changed - increased range of Trek Laser Cannon Added - Atrocities's Imperial and Rebel races, w/ customized Masters AI -------------------------------------------------------- SW Masters Your race has mastered technology found in the Star Wars universe. Early tech levels give you access to SW-style fighters and weapons. Put down any rebellion with your Star Destroyer hulls, or dominate the end-game by researching devastating superweapons. * Turbolaser Battery * Hyperdrive * Laser Cannon * Point Defense Blaster * Light, Medium, Heavy Star Destroyer * Light, Medium, Heavy Super Star Destroyer * Concussion Missile * Proton Torpedo * Ion Cannon * Planetary Shield Generator * Superlaser * Death Star * World Devastator * Suncrusher Torpedo Force Masters Your race has mastered the study and use of the Force, and energy field generated by all living things. Fill the galaxy with fear with the powers of the Dark Side, or protect the innocent with the powers of Light. * Force Sensitive * Force Temple * Battle Meditation Chamber * Jedi Sage * Jedi Sentinel * Jedi Guardian * Jedi Master * Jedi Temple * Jedi Library * Sith Raider * Sith Assassin * Sith Warrior * Sith Lord * Sith Temple * Alter: Force Storm * Control: Force Confusion * Control: Force Conversion * Control: Drain Skills * Control: Affect Mind * Sense: Sense Planets * Sense: Sense Ships * Alter: Destroy Environment * Alter: Force Genocide * Control: Affect Population * Control: Convert Population * Alter: Force Drain * Alter: Force Defense |
Fantasy Expeditions Mod
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Here's Alpha 0.1 of Fantasy Expeditions Mod, with Orcs and Humans racial traits implemented. AI and Shipsets have not been done yet.
Some of the components need to be touched up because they have a white background that obscures mount and quantity information, but I'll work on that as soon as I can figure out how to without messing up the images themselves. Racial Trait - Humans Humans have good armor and are dominant in pole ranged combat with the knight and spearman. However, they have few specialist or magical units, with only the weak crew conversion of the Priest. In addition, their best units have higher than normal minerals costs. Racial Trait - Orcs Orcs have huge potential and huge problems. Other than the shaman and elephant, every Orcish warrior has a dramatic built-in penalty to accuracy making orcs the biggest whiffers of all. However, they dominate at melee with the well-armored and high damage Brute and (later)Berserker. In addition, they have special expedition sizes to represent their hordeish behavior and they have some very inexpensive warriors. |
Re: Fantasy Expeditions Mod
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Alpha 0.2 of Fantasy Expeditions Mod
Change Log 0.2 Racial Trait - Elves Elves are accurate and long ranged archers and skilled in druidic magic, but their long lifespans mean hundreds of years of training for each Elven warrior. Reflecting this and their high quality equipment, Elves are very expensive warriors to train and use. In addition, Elves are lacking in expertise in melee combat, with the Elven Fencer being their only melee unit. Human Shipset Partially Completed -- Commonly used vehicle sizes have fantasy themed pictures now, for the Human shipset. The race portrait is still the Terran one, however, and only ships and bases have been done so far. Heroism Made Removeable -- For a non-heroic game, Heroism is removeable which will prevent anyone from having access to the Hero, Legend, Myth and Divine mounts. 0.1 Racial Trait - Humans Humans have good armor and are dominant in pole ranged combat with the knight and spearman. However, they have few specialist or magical units, with only the weak crew conversion of the Priest. In addition, their best units have higher than normal minerals costs. Racial Trait - Orcs Orcs have huge potential and huge problems. Other than the shaman and elephant, every Orcish warrior has a dramatic built-in penalty to accuracy making orcs the biggest whiffers of all. However, they dominate at melee with the well-armored and high damage Brute and (later)Berserker. In addition, they have special expedition sizes to represent their hordeish behavior and they have some very inexpensive warriors. |
Carrier Battles - v1.5 with Images
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This is for really new players who don't know about the imagemod packs.
(28 megs) |
Ages of Space Empires (Space Age preview)
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This is the first preview release of the Ages of Space Empires mod. I'm releasing the Space Age Preview to show off and test Space Age gameplay.
No AI has been written yet. Weapons start off relatively weak. Ships with gun batteries perform better in fleets. Ramming should become a significant tactic once you research Armor, and boarding should be come another significant tactic once you research Troops. I need your opinions on: - Weapon balance (gun batteries and missiles should be balanced on the low end, while boarding and ramming should be much more effective) - Resource Production (should be rather low, with remote mining being more effective than ground facilities) - Colonial Expansion (should be slow and difficult to establish large off-world colonies) - Ship Construction Rates (Orbital Space Yards should be more effective than ground-based ones) - Troop Invasions (It should be more effective to invade homeworlds and large colonies than to glass them with bombs) |
Re: Space Empires IV: Data/Sound/Graphic
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The Star Trek Mod Version 1.9.4.2 Deluxe
(29 megs) The year is 2400.00 and the galaxy awaits exploration. Who could have ever imagine the wonders and horrors to come. Where peaceful exploration and diplomacy fail, conquest begins. Immerse yourself in the role of leader of a Star Trek Race. Explore the technology, build ships, and colonize the galaxy as you battle against other star trek races for absolute power. 1. This mod is designed for long term play therefore do not expect a fast paced game by turn 30 as the AI is designed to expand and research at a moderate pace. 2. The Star Trek Mod must follow the rules and physics of Space Empires IV. Therefore do not expect the mod to be pure Star Trek in any form. Although we have tried to make the mod as star trek as possible, some things such as warp drive and what not will not be like they are in the Star Trek universe. 3. Read the INSTALLATION and Before You Play documents before you play the mod. They Contains a helpful information. |
Re: Space Empires IV: Data/Sound/Graphic
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Star Trek Mod Version 1.9.4.2.1 - The Federation Fix.
This update will address both the quick start Federation error and the error when the Federation is randomly generated by the AI. If you haven't downloaded the full 29 meg version before Sept 23, 3am, then no worries. Go ahead and download it, it won't need to be updated. If you have already downloaded it prior to this date and time, then simply download the Federation Fix and install it as directed above. |
Re: Space Empires IV: Data/Sound/Graphic
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Star Trek Mod UPDATE
Version 1.9.4.2.2 Please install as directed This version will update Star Trek Mod v1.9.4.2 to the Star Trek Mod v1.9.4.2.2 NOTE - Use this version if you wish to continue playing your saved games. This version should not affect saved games. ==================== INSTALLATION Version 1.9.4.2.2 ==================== 1. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod. 2. - Click YES or OK when asked to over write any files. 3. - Use the Mod Launcher program to start the mod. ------------------------------------------------------------ Star Trek Mod UPDATE Version 1.9.5 (This version WILL effect saved games and should be installed as directed below!) This version will update Star Trek Mod v1.9.4.2 and later, to Star Trek Mod v1.9.5 NOTE This version WILL effect saved games! ==================== INSTALLATION Version 1.9.5 ==================== 1. - Make a copy of your Star Trek Mod 1942 folder 2. - Change the name of the copy to Star Trek Mod 195 3. - Unzip STM***Patch.zip to your your Space Empires Directory as you would any other mod. 4. - Click YES or OK when asked to over write any files. 5. - Use the Mod Launcher program to start the mod. |
Re: Space Empires IV: Data/Sound/Graphic
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For Above post. (version 1.9.5 patch)
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Re: Space Empires IV: Data/Sound/Graphic
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Star Trek Mod version 1.9.5.1 - 0.35 megs.
Note: When Updating please apply the 1.9.5 update prior to this update as this update doesn't contain any updates prior to 1.9.5. - Thanks. STM v1.9.5.1 This update fixes a few minor bugs. Star Trek Mod v1.9.5.1 1. - Fixed - Remote Mining Mount now works correctly for Large Remote Mining ship. 2. - Fixed - War Base now has access to Shield Mounts. 3. - Fixed - Spacing error in IntelProject file. All races now have access to intel projects. |
Re: Space Empires IV: Data/Sound/Graphic
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Version 1.9.5.1 Full - 29 megs
This is the full version of the mod. Please read installation instructions before installing. Please read Before you Play and other documents before you play. |
Re: Space Empires IV: Data/Sound/Graphic
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Star Trek Mod version 1.9.5.2 Update Patch - 2.5 megs
Star Trek Mod v1.9.5.2 1. - Fixed - Space Yard Mount should now correctly scale the Space Yard component. 2. - Fixed - Resource Gathering Mount will no longer show up as a stock mount 3. - Fixed - Family numbers for Remote Mining mount for Bases are now correct 4. - Fixed - Description spelling error for System Control Complex 5. - Fixed - Description spelling error for many of the Assualt Troop Components. |
Re: Space Empires IV: Data/Sound/Graphic
hello to all, my first post in this forum, im also new in SE4, and im impressed how such "old" game is soo cool http://forum.shrapnelgames.com/images/smilies/smile.gif, anyway i want to ask a question , "Damage Points To Kill One Population " variable dont affect the ground combat and the invasions??, i want to increase it to a value of arround 700-1000 to make more desirable the invasions instead of bombings (and also because bombings in real live arent so effective against population), of course some weapons should be increased in damage (like neutron bombs)
BTW im planning a SE4 mod based on Master of Orion 3, but also changing some gameplay features, i just hope i will finish it someday http://forum.shrapnelgames.com/images/smilies/smirk.gif regards to all |
Re: Space Empires IV: Data/Sound/Graphic
Welcome to the forums.
No it doesn't affect ground combat so you can increase it as you wanted. The main forum is generally the place to post modding questions etc., as this forum is reserved for uploading files etc. http://forum.shrapnelgames.com/image...ies/tongue.gif |
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