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Re: Babylon 5 Mod
I just finished reading through this entire thread (what an undertaking that was) and have been following the progression of the mod. I noticed that your original idea was to make every component regenerating and up the damage scale by a factor of 10 (10!), but gave up due to a bug that negates regeneration in every component when a single component type gets wiped out. I believe the example used was when a ship equiped with, say, organic armor I and organic armor II receives enough damage to completely take out OA I (but still having OA II remaining) this would negate the regenerative capabilities of OA II.
Do I have that right? Well, I was fiddling around with the Gold demo and it seems that this bug has been fixed. I ran through several combats with mixed armor (OA I and OA II) ships to see if regeneration would continue and indeed it did. Even when reduced to a single OA I or OA II component regeneration continued normally. Now that that is said, please do not go back to the previous design! While I can see that you were trying to capture the desperate feel of a drawn out space battle, this is not the way to do it. If all a ships components are set to regenerate this completly negates the concept of after battle combat damage. Either a ship must be completely destroyed during combat or it is fully healed upon combat completion. The inability to cripple a ship would take so much away from the game that it makes me shudder to think about it. No more suicide missions to cripple the engines of the advancing Uberfleet, allowing your struggling empire the time to crank out a Last ditch resistance force as the said Uberfleet repairs itself. No more hard fought running battles to return a crippled cruiser to a repair base so that its heroic (and experienced) crew might fight on another day. These kinds of situations are just as much a part of B5 (perhaps a greater part) than the actual battles themselves (which are handled quite nicely already). Not to mention that it would completely nullify any chance of a sci-fi cross-over (and that would be a terrible shame, the Centauri have as much right to be assimilated by the Borg or crushed by the Empire as anyone else). Please do not think that I am trying to slam anyones ideas (they are good in theory) but I do enjoy B5 and would like to be able to use it in conjunction with other mods, and the standard game as well, without sacrificing other aspects of the game for the sake of prolonged combat (and since I myself wouldn't have the time or pateince to retrofit all the work that you guys would have done). I do agree that the use of repair crews and such could make things more interesting. how about a 60kt component that repairs 1,2, or 3 components at levels I, II, and III. Granted, this does seem a bit heavy but makes it comparable, though a little less efficient (as it should be, less centralised facilities and all) than the standard repair bays (and so not making a key piece of game tech obsolete - 1 repair bay = 150kt-repairs 8 components/turn, 3 repair crews = 180kt-repairs 9 companents/turn). This would allow most capital ships limited self-repair capability yet not removing the utility of a dedicated repair ship in your fleet. As you can see, I like things to be balanced overall. I hope that this can be of some use. [ 27 February 2002: Message edited by: QuarianRex ]</p> |
Re: Babylon 5 Mod
Regenerating components do not heal after a battle is over. Any that were still destroyed on the Last turn of the combat will be destroyed after the battle is over.
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Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Now that that is said, please do not go back to the previous design! While I can see that you were trying to capture the desperate feel of a drawn out space battle, this is not the way to do it. If all a ships components are set to regenerate this completly negates the concept of after battle combat damage. Either a ship must be completely destroyed during combat or it is fully healed upon combat completion. The inability to cripple a ship would take so much away from the game that it makes me shudder to think about it. <hr></blockquote>Organic armor should not be completely regenerated after combat, unless the code has changes much more...
What we expected to happen was: - During combat, repair teams can fix one light gun every 3-5 combat turns, say. - Anything still damaged at the end of combat remains destroyed - Between turns, those repair dudes could fix 2 or 3 of any component. <BETA TESTER MODE ON: Version=1.60> ... ... I now have a ship with 2/11 Organic armor III's remaining. It did regenerate the armor during combat. It did NOT regenerate between attacks from two separate ships. It did NOT regenerate after two turns of waiting. ... Mixed OA II & III repaired completely after the loss of all OA II. The order of repairs is very odd. (Not nessesarily left to right) ... Organic Armor gets to try repairs at the end of turn 30! ... Regen is independent of component family, so any OA can heal any other OA component. <BETA TESTER MODE OFF> That second-Last item might be what confused you: the unmodded OA is so freaking powerful, that most of the time it regenerates fully in one combat turn. If you waited until turn 29 to bLast the armor down to one surviving component, it would all regenerate on the stored up OA points. Looks like we can implement combat repair teams in the gold Version only. |
Re: Babylon 5 Mod
I don't think Soul Hunters should be a neutral race.
Can you imagine them to stay put in their home system and not venturing all around Universe in hope to salvage allien souls ? In fact, they should be modded as a nomad/pirate race. Is it possible to incorporate Pirates mod into Bab5 mod ? |
Re: Babylon 5 Mod
Pirates And/Or nomads should not be very hard to add to the mod. The only difficulty comes in the large number of races/racial techs. It will be somewhat tedious, but entirely possible.
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Re: Babylon 5 Mod
I like what you are doing with the soul hunter race. But in Babylon5 they really just lay in the background. Not a bad idea as a nomad race though. That would be a good way of handling the Drahk. They are really more of an event. They are kind of like the techno-mages. Not really envolved. Now that's not a bad idea. How about a techno-mage race. Their specials will be cyber related.
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Re: Babylon 5 Mod
SJ and I had already talked about making the Drahk a pirate/nomad race and limiting the ships they build in the AI. Soul Hunters as Nomads would work pretty well, would be great if we could get them to keep their homeworld and build a "Well of Souls" facility http://forum.shrapnelgames.com/images/icons/icon7.gif Technomagi can almost be built along the line of the Space Monsters mod - having them wander about the universe http://forum.shrapnelgames.com/images/icons/icon12.gif
Edit - Also posted the new components and sounds on the webpage. QR: As SJ had said, the actual intent of increasing the values and adding the OA ability to repairable items was to give it even MORE of a desperate B5 feel, with cripled ships limping away from fights while the crews work on repairing what they can. Not all items would be OA repairable - larger more complex devices would need to be repaired at a base station still. Not sure if we are still doing this though. SJ (and anyone else interested): As above - are we going to go for the OA ability in the Gold Version? [ 28 February 2002: Message edited by: Val ]</p> |
Re: Babylon 5 Mod
B5 - and others - E*Cards
Thought y'all might enjoy a bit of humor in this otherwise serious forum http://forum.shrapnelgames.com/images/icons/icon12.gif Some of the quotes are pretty good http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Babylon 5 Mod
I blew away your transfer limit on the B5 site, but I managed to get all of the data, and some of the other stuff.
Paste this fancy link code in anywhere on your page:PS: Regarding the images; aren't a lot of those in the imagemod already? You could just link to the imagemod, and save yourself a lot of bandwidth. Saving bandwidth for modders was one of the primary reasons for creating the imagemod in the first place. http://forum.shrapnelgames.com/images/icons/icon12.gif EDIT: Codeblock was mangling the format of the entire thread [ 01 March 2002: Message edited by: Suicide Junkie ]</p> |
Re: Babylon 5 Mod
I'll post the code later today, thanks http://forum.shrapnelgames.com/images/icons/icon7.gif !
I actually planned on editting in a line under the Components/Planets portion of the mod saying that they could link to the Full Image Mod at your site, which would include all of the B5 images and MORE!! Just haven't had the chance yet. On the other side, the reason I did post them is so someone could just get the 'bare bones' if that is what they wanted - though it does have your latest Components.bmp to tease them on the new components they don't have... yet http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
Ok, added your code in my own sloppy old way... I made the mistake of using a table when I used their 'quick and easy creator' and can't figure ut how to fix where I want things in HTML.
Also, updated the Race file to v1.49.20 (added in the ShogToth -Soulhunters- fixed the SoulHunter Escort bmp size from 131x131 to 128x128 and the Vorlon Colonyship from 135x135 to 128x128) and reposted the Components v1.49.20 with the better Minbari style components. |
Re: Babylon 5 Mod
Hey, why not make the B5 page your homepage in your shrapnel profile. I'm always hunting for a link or bookmark...
Try just throwing a <font color = "#FFFFFF"> around my link table, so all the text shows up, and it should be fine http://forum.shrapnelgames.com/images/icons/icon7.gif Could you send me a PM when you change files? I can then update my mirror as appropriate. |
Re: Babylon 5 Mod
Will do on all accounts!
Heading to NYC for the weekend, so don't expect too much from me 'til Sunday - not that I expect any of you are on the edge of your seats waiting for me to post http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
New B5 Mod Page (WIP)
Ok, started to create another webpage at Space Ports. Thanks to IF's suggestion. Right now it is bare bones - but at least you can download the files. |
Re: Babylon 5 Mod
Val:
Have you seen Spaceports March newsletter that I posted in the Official Image Collection thread? I don't think that your site will ever actually reach the new bandwidth limits (mine only had 78 MB total in February). Spaceports is a good web host, but I don't know what's going to happen with them. They've been losing money big time in the past several months. I hope these new changes will help them to surive. With that being said, do you want any help making your web page? I noticed that you put the ad banner in the top frame. This is un-neccessary. The ad banner automatically creates its own frame at the bottom of the page, so you no longer need to add code to display it on your page. The FAQ is a bit out-dated on this issue. Oh yeah, and the reimbursements program was discontinued sometime Last year before I signed up on spaceports, so don't bother thinking you might get ad free hosting after a while from ad banner clicks. It won't happen. http://forum.shrapnelgames.com/images/icons/icon9.gif [ 04 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Babylon 5 Mod
On the OA thing:
I wound up reading up on the OA ability, after I made that post, and it seems that regeneration works a little different than I had originally thought. It seems that each regen component adds to a regen 'pool' that is later used to repair OA components after they've been destroyed. Also, the OA components stop adding to the pool when they first get destroyed. This explains OA's somewhat eratic performance in combat, as it initially seems capable of coming back from nearly anything (a ship with 5 OA III that spends 5 turns closing with the enemy would build up a regen pool of 30x5x5 turns=750, enough to repair all 5 OA's after initial destruction), yet seems to be ineffective later in combat [the pool has been used up/no (or few) components being capable ofadding to it] or during close engagements like at a warp point (no time to build up a regen pool). I tried it out and this explaination seems pretty accurate. And the chance to repair components at the end of combat may just be the final redistribution of the regen pool for turn 30. This revelation came to me courtesy of one of the contributors (Zircher perhaps?) to the Dubious strategy guide, a rather helpful, though massive (400+ pages), tome. Also, my principle objection arose because it sounded like OA was going to be added to every component, thereby ruining the more interesting aspects of Vorlon or Shadow Tech (regeneration isn't so fearsome if everyone has it). That and scaling everything up by a factor of ten (ouch). |
Re: Babylon 5 Mod
IIRC, in the latest patch (maybe only Gold), the OA will resume contributions to the pool after they have been regenerated.
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Re: Babylon 5 Mod
Interesting...
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Re: Babylon 5 Mod
IF:
No, I hadn't read it yet - going there now http://forum.shrapnelgames.com/images/icons/icon7.gif Thank you for the offer of help, and it is gladly accepted! As I said, I had just started it and am working on making it look a bit better. SJ/QR: So, are we going to use the OA on just the ancients, or all the ships? If all - should the cutoff be at light or medium weapons for younger races? |
Re: Babylon 5 Mod
Light weapons for younger races, medium for older races.
IMO, the big big guns should never be fixable in space. (add emergency supply ability of 0/1) EDIT: Wait!! How will this affect the armor? We have to multiply by 10 again, but all the components will be between 100 - 500 hitpoints, and not necessarily related to how hard they are to fix. However, given that the bigger and closer to the surface a component is, the more hitpoints/easier to hit/harder to repair, the general cases should work out. If anybody has a component that should be hard to destroy, but also moderate-hard to combat repair, it should probably not be given the combat repair ability at all. [ 05 March 2002: Message edited by: Suicide Junkie ]</p> |
Re: Babylon 5 Mod
Now the real question to everyone:
Since the OA does not work in SE IV 1.49 do we keep on course 'as is' or do we just start aiming toward gold? Also, the x10 factor will make this mod even MORE incompatable with the sci-fi x-over. |
Re: Babylon 5 Mod
We can just go on as is for now.
Once we want to go Gold, it won't be too hard to 10x the stuff. Also, the crossover dosen't have to have the exact same B5 stuff. This should be a relatively minor effect in combat, though a very cool one, and it wouldn't upset the game balance. |
Re: Babylon 5 Mod
Ok, business as usual - the weapons should be easy to identify as all Light weapons have Light in research field now.
When we do go Gold, shouldn't the Vorlon and Shadow ships be able to regen anything - since their ships are biomechanic/living organisms? |
Re: Babylon 5 Mod
Ok, business as usual - the weapons should be easy to identify as all Light weapons have Light in research field now.
When we do go Gold, shouldn't the Vorlon and Shadow ships be able to regen anything - since their ships are biomechanic/living organisms? |
Re: Babylon 5 Mod
Ok, business as usual - the weapons should be easy to identify as all Light weapons have Light in research field now.
When we do go Gold, shouldn't the Vorlon and Shadow ships be able to regen anything - since their ships are biomechanic/living organisms? |
Re: Babylon 5 Mod
Vorlon/Shadows could regenerate almost anything outside of combat.
The in-combat repairs should be restricted to simple structures, similar to the young races, except that their regeneration is faster, and harder to disable, and the ability extends into their armor. |
Re: Babylon 5 Mod
Okeydoke.
Also, fixed the Spaceports page - stupid mistake, had it referring to my C: drive for files (insert sound of hand smacking head). At least I have the mirror looking good (under downloads). Spaceports B5 Webpage |
Re: Babylon 5 Mod
I'm just wondering if you actually have to scale everything up by a factor of ten. If only 1 pt of OA is going to be added to any given component (with the exception of repair crews) the actual OA rating probably wouldn't go over 20 (and rarely even approach it).
Most of a ships space is taken up by armor/shield generators and the biggest guns that you can cram onboard. These components, as I understand it, won't be give OA (except for Vorlon/Shadow armor). So the regen ability should be fairly self-limiting. Even with 20 small components (somewhat excessive) of 10 structure each it would take 10 turns to repair them all (longer actually, since destroyed components would not be contributing to repair until they themselves were restored). The addition of repair teams capable of adding an extra 5/10/15/whatever points to the pool (perhaps adjusted to the size of the ship, etc.) would allow a slow but steady rate of repair to key systems. Granted, this somewhat lessens the impact of repair crews on ships (a given component may be capable of repairing another once or even twice in a combat, depending on size) but still gives them a vital role as they allow that comparatively fat weapon system to come back Online in time for a few more shots. And all this accomplished without multiplying everything by ten. |
Re: Babylon 5 Mod
I'll defer to SJ on this one - he has researched it to the point of OA Master.
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Re: Babylon 5 Mod
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Now that that is said, please do not go back to the previous design! While I can see that you were trying to capture the desperate feel of a drawn out space battle, this is not the way to do it. If all a ships components are set to regenerate this completly negates the concept of after battle combat damage.... <hr></blockquote>This is why we were going to multiply by 10 http://forum.shrapnelgames.com/images/icons/icon12.gif
There are 3 combat sensor packages, 3 ECM packages, 1 multiplex, 10 lifesupport/crewquaters, bridge, aux.con. Already we've reached 19 combat-repairable components. Repairing one component per combat turn is way too fast, especially since repair teams haven't been added to the picture yet (and don't forget the storage of points before taking damage). We were planning on one minor component per 3 combat turns, with basic damage control teams in place. You would have to order the components in your design by priority (since the first components added to a design tend to be the first ones to be OA healed). If your ship was to be soundly thwacked, it should take many combat turns to restore one lifesupport, seal the air leaks in one crew quarters, and put out fires in your auxiliary control center. Alternatively, you could scrape together parts for your PDCs and a small laser if your race likes to die in a blaze of glory. |
Re: Babylon 5 Mod
Val:
No problem. What would you like help with? Edit: I know, I can make a Cascading Style Sheet for you. It is a text file that contains formatting information (mostly font-related stuff) that can be called on with class="x" tags in <p>, <div>, <a>, etc. tags. Saves some typing (or copying) of <font> tags over and over again. [ 06 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Babylon 5 Mod
Could use some help with the look and the overall design. Would the cascading style work with the frames easily?
SJ: When we do go to the x10, should repair crews get a higher level of OA to help represent increased repair ability, or just allow them ship repair for between fights? |
Re: Babylon 5 Mod
Until we use Gold, all the OA ability is useless for combat repairs.
Only once we go x10 in Gold, should we add the OA ability. For now the repair crews can only realistically repair between strategic turns. 1.49: OA useless for combat repair: Gold: OA too powerful Gold x10: Now, we can add OA to Repair Crews/Damage Control Teams. Q: Should we separate "Repair Crew" from "Damage Control Team"? IE: one repairs during combat only, the other repairs more effectively outside of combat. |
Re: Babylon 5 Mod
Seperating the DCT & RC sounds good.
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Re: Babylon 5 Mod
Val:
Yes, Cascading Style Sheets work well with frames. For an extreme example, my site has 19 frames and it uses CSS with no problems. To call for the CSS, you have to add a line of code between the <head> and </head> tags of each html file, which will look something like this: <link rel=stylesheet href="yourstylesheet.css" type="text/css"> Could you email me all 8 or so of the html files that the site is currently using? It's a pain to try and sort out which goes where by using "view source" or "save as" in IE. My email address is in my profile. I noticed that you had all of your html files saved as ".htm" instead of ".html". It doesn't really matter, but ".html" is technically the standard file extension. If you don't want to change it, then no problem. Do you have any ideas on how you want the site to look? |
Re: Babylon 5 Mod
E*Mailing files now - you can reply to that address, but it would be better to reply to b5mod@yahoo.com as the one I sent it from is my work address.
I'm actually playing around in PSP7 trying to make a B5 style console for the game and would probably like to use that. I'm also planning on adding a page that will have all the races in DLable format with seperate columns at the end for SE IV 1.49/ SE IV 1.49-B5Mod/ SE IVG/ SE IVG-B5Mod AI/empire files. Would like the overall feel to be as if you were using BabCom/B5 computer system. |
Re: Babylon 5 Mod
You can use relative hyperlinks, such as "header.htm", instead of things like "http://galileo.spaceports.com/~b5mod/header.htm". It makes it much easier to work on the pages on your computer than if they keep trying to load up stuff from the internet. Also, this makes it really easy if you ever happen to move your page to a different host (I've moved my site at least 4 times). At least for my purposes, I am going to change them.
Edit: Are the sizes of all the frames set to how you want them to be, or are they subject to change soon? [ 07 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Babylon 5 Mod
[uncloak]
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>1.49: OA useless for combat repair: Gold: OA too powerful Gold x10: Now, we can add OA to Repair Crews/Damage Control Teams.<hr></blockquote> Is there still the goal of integrating the B5 and Sci-Fi Mods? If so, how will x10 affect this endevour? With even more hopeful anticipation, I ask how will this affect a possible B5/Sci-Fi/p&N combined mod? <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Q: Should we separate "Repair Crew" from "Damage Control Team"? IE: one repairs during combat only, the other repairs more effectively outside of combat.<hr></blockquote> Yes! -jimbob [/decloak] [ 07 March 2002: Message edited by: jimbob ] [ 07 March 2002: Message edited by: jimbob ]</p> |
Re: Babylon 5 Mod
Val:
Am I correct in assuming that you want the base font for the web site to be "Comic Sans MS"? You've used it in a lot of places already. Edit: I sent you an email with the CSS and such. [ 07 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Babylon 5 Mod
"quote:
-------------------------------------------------------------------------------- Q: Should we separate "Repair Crew" from "Damage Control Team"? IE: one repairs during combat only, the other repairs more effectively outside of combat. -------------------------------------------------------------------------------- Yes! -jimbob" I agree. "The difficult we do immediately; the impossible requires a shipyard." (or repair yard in this case) Phoenix-D |
Re: Babylon 5 Mod
Yeah, splitting the two seems like the best idea http://forum.shrapnelgames.com/images/icons/icon7.gif
The x10 shouldn't effect the Sci-Fi crossover as we are going to finish out the 1.49 Version which should be fully compatable, then move it into Gold with the OA and x10 (SJ - please correct me if I am wrong). Also, wanted to try to collect Gold AI for any of the existing B5 races - anybody working on converting any of these? IF: I would actually like to use a more B5 looking text, but the PC I was on didn't have anything I liked, maybe I'll dl something. Yeah, change the links to whatever you think is more efficient, I defer to your superior knowledge in this area http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Babylon 5 Mod
Val:
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>I would actually like to use a more B5 looking text, but the PC I was on didn't have anything I liked, maybe I'll dl something.<hr></blockquote> I downloaded a bunch of B5 fonts a long time ago. I'll email them to you. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Yeah, change the links to whatever you think is more efficient, I defer to your superior knowledge in this area http://forum.shrapnelgames.com/images/icons/icon12.gif <hr></blockquote> About this "superior" knowledge, its more experience than anything else. I've been blundering my way through html for the past few years, and I have finally reached the point where I know what I am doing. http://forum.shrapnelgames.com/images/icons/icon12.gif You should have seen the mess that my first web page was. I made the mistake of making it in MS Word. That was a bad experience. http://forum.shrapnelgames.com/images/icons/icon12.gif What I really need to do now is to blunder my way through PHP. That will be a cool lanquage to learn. And on another note, would you like some good B5 hyperlinks? I've got a number of them. [ 07 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Babylon 5 Mod
Thanks for the Fonts - I'll grab them later today http://forum.shrapnelgames.com/images/icons/icon7.gif
More good B5 links would be welcome, also - if you want to put in a banner to your page instead of just text that would be great! Anyone else want a banner linking their page (rather than the boring text)? |
Re: Babylon 5 Mod
Guess what??!?
I have some weapons FINALLY done http://forum.shrapnelgames.com/images/icons/icon7.gif Weapons.zip Included are the AntiMatter and Ballistic weapons (mostly Vree and Drazi/Earth Alliance techs unless captured). Also included are two new component pics (not yet submitted to SJs mod) and an excel sheet with rough estimates on all the rest of the weapons. (Edit: I think I'll try to hit Particle and Laser weapons next as they cover almost all the races. Was working on ElectroMagnetic and Gravitic (Vorlon/Streib/Minbari and Brakiri/Kirishiac mostly). ) Having some minor troubles - such as the game not automatically giving a new race the proper colony module - any ideas what might be causing it? [ 08 March 2002: Message edited by: Val ]</p> |
Re: Babylon 5 Mod
Have you added any new colony components? That tends to cause problems.
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Re: Babylon 5 Mod
I think I might have made the jumpgate a colony comp - so that I could require the jump gate ship to be used for either the gate - or as a really really really big colony ship that goes super super slow. But it did work at first, it only appears to have stopped once I added the weapons...
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Re: Babylon 5 Mod
Is the Jumpgate listed after the normal colony modules? That will cause startup problems. If you put the Jumpgate before the colony modules, then everything will work normally (except the AI wont ever use the Jumpgate to make a colony, which is probably for the best).
Edit: On the history page of your web site, the highest Version is listed as "1.46.20" instead of "1.49.20". [ 09 March 2002: Message edited by: Imperator Fyron ]</p> |
Re: Babylon 5 Mod
All:
Ok, newest additions - added Laser and Ion weapons (though I only had 4 ion weapons). Also includes the earlier update with the Ballistic and AntiMatter weapons. Fixed some spelling errors and typos. More component pics added - including a few updates of older pics that were a little unclear. Update2.zip SJ: There seems to be a problem with the Structural Support Components, they all appear right off the bat. Also, at the highest level they are 0 space and I can put dozens on the ship - is that the way it should be? IF: I fixed the jumpgate thing by changing it from a colony module and requirement to a cargo component and requirement - though it actually doesn't take any cargo space. I'll fix the web stuff Monday. |
Re: Babylon 5 Mod
Okay, here are the newest sounds as well (figured you might need them to get the full effect http://forum.shrapnelgames.com/images/icons/icon12.gif ):
B5ModSounds.zip |
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