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Author Topic: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15  (Read 193138 times)

Vayra

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[0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
« on: September 14, 2013, 05:31:11 AM »

god rest the theocrats, c+00 (est.) - c+196.10.17

This mod was recently split and formerly contained both Vayra's Sector and Vayra's Ship Pack. If you're looking for those, please follow the links in the previous sentence.



Download now!

REQUIRES LAZYLIB. GET IT HERE
REQUIRES MAGICLIB. GET IT HERE
WARNING: This mod contains foul language, cuss words, anarcho-communist propaganda, dubious game design choices, amateur-at-best art, incoherent java scripts, and updating it WILL break your saves!


So what's in the mod?
  • New starting options when used with Vayra's Sector, including a starting option aligned with the Kadur Remnant
  • The Kadur Remnant faction, including many new ships and weapons
  • Two new core star systems

Show Me the Ships
Spoiler
Frigates

Hyena-class Light Frigate - The Hyena has incredible speed, but only light armor and limited outfitting options. A good pursuit ship or light harasser.
Buzzard-class Frigate - The Buzzard mounts a weapon package that some would consider excessive for a frigate, but suffers from a lack of ordnance capacity with which to take advantage of it. Advanced targeting systems make it an excellent close or fire support vessel.
Camel-class Heavy Frigate - The Camel combines Destroyer-grade armor and hull strength with Frigate-level agility. Excels in an assault role, but can also hold its own in a battle line.
Dolphin-class Combat Tug - Little more than a set of Cruiser-scale engines affixed to the rear of a solid wedge of armor plating, the Dolphin has incredible survivability for a tug - even when driven full-speed into an opponent's bulkheads.

Destroyers

Falchion-class Destroyer - The Falchion is a fast and lightweight destroyer, capable of darting in to deal damage from unexpected angles with its forward-focused ballistic weaponry. Of limited use in a sustained engagement.
Targe-class Destroyer - The Targe is slow, but mounts a formidable set of ballistic batteries and can temporarily overcharge them for even more firepower. on demand Excellent in a battle line, or assaulting targets pinned down by faster craft.

Cruisers

Falcon (K) class Light Cruiser - Built from the original MPC captured long ago by the Kadur Theocracy, their version of the Falcon trades the original's sturdy shields and mixed armament for a low-tech Burn Drive and ballistic firepower.
Sirocco-class Supply Ship - The Sirocco is the primary Kadur logistics ship, carrying prodigious amounts of fuel and cargo and still mounting enough weapons to deter pirates and raiders.
Rukh-class Fast Carrier - The Rukh is fast enough to deliver strike craft wherever they're needed on the battlefield, but lacks maneuverability or offensive weapons of its own. Specialized C&C systems greatly increase the effectiveness of its fighter wings in a dogfight.
Eagle (K) class Cruiser - Akin to the Kadur Falcon, the Eagle (K) makes the same changes to the heavier Eagle chassis. Exemplary in a fast attack role, but begins to flag when surrounded or outmatched.
Sphinx-class Heavy Cruiser - The heaviest combat vessel commonly deployed by the Kadur Remnant, the Sphinx is a devastating assault ship. Capable of facing down most vessels in the sector and coming out on top, but vulnerable to flanking attacks and sustained pressure.

Capitals

Seraph-class Battlecarrier - Purpose-built to act as a force equalizer against hostile fleet carriers and battleships, the Seraph mounts anti-capital weaponry and provides anti-fighter support via its experimental Mass-Anomaly Field ship system - which notably, affects all strike craft not launched by itself or under the effects of an allied Rukh's Martyr Channel. A wise commander will field only one or two Seraphs at a time, and ensure they are deployed far from both each other and any additional friendly carriers in the battlespace.

Supercapitals
Spoiler

Caliph-class Superdreadnought - No longer available to the Kadur Remnant as the only two extant vessels of the class were lost in c.196 during the Hegemony invasion of their home system, the Caliph-class Superdreadnought was once the flagship of the Kadur Holy Fleet, a symbol of the Theocracy's power and industrial might. Bristling with armament and well-protected by thick armored belts behind a double-layer shield generator, the Caliph is - or was - capable of standing against entire enemy battlefleets and emerging triumphant.

The derelict hull of the KHS-002 'Born of Heaven' can still be seen in the Mirage-Truth system, its cavernous holds and expansive crew decks turned into what is effectively a refugee camp for the few living Kadurans who managed to escape the poisoning of their planet or death at the hands of the invasion fleet. Rumors that the other craft, the KHS-001 'Hand of God', escaped destruction and survives to strike devastating hit-and-fade attacks against the Hegemony are doubtless exaggerated; nothing more than the tall tales of fringe madmen and drug-addled deep space explorers.
[close]
[close]

Show Me the Guns
Spoiler
Tactical Weapons
Kadur weapons have been designed and developed over the last 200 cycles specifically for use against their principle enemies: The Domain and its successors; the Hegemony and Luddic Church. Extreme-range kinetics harry enemies as they close and generally carry enough impact to chip away at armor if not caught on shields. Meanwhile, shorter-ranged high explosive weapons with high damage per shot provide an effective way to take advantage of openings and crack heavy armor which can then be exploited by support weapons such as missiles and rapid-fire mass drivers. Poor muzzle velocity or accuracy at range are common downsides to their weapons, limiting their effectiveness against small craft and more agile ship designs.
Sling ADS Pod - Low-tech, low-cost, and low-maintenance defensive rocket pod equipped with internal systems allowing it to be installed in standard ballistic mounts. Provides flux-free if generally ineffective PD coverage, and requires manual override for anti-ship use.
Jezail Flechette Driver - Long-range kinetic mass driver with high accuracy but limited damage potential.
Volley Driver - Excellent knife-fighting weapon, overpowering enemy shield generators with bursts of light kinetic rounds. Lacks anti-missile targeting unless installed as an upgrade.
Frag Splintergun - Potent defensive cannon, firing unstable crystalline shards in a wide burst to destroy incoming missiles.
Burst Fission CIWS - Fires microscale fission-reactive shells, devastating strike craft and frigate-scale armor. Fire rate drops dramatically in prolonged engagements.
Multirail Assault Driver - Rapid-fire mass driver for short-to-mid-range combat. Fills a cone of space with extremely fast-moving fragmentary projectiles.
Heavy Jezail Battery - Extreme-range kinetic mass driver with moderately high per-shot damage. Suffers from significant loss of accuracy with prolonged fire.
Fission Strike Cannon - Close-range strike cannon firing fission-reactive shells - miniaturized nuclear weapons - with high damage potential. Can be double-tapped at the risk of causing a jam.
LR Fission Rifle - Longer-ranged upgrade of the Fission Strike Gun, firing a larger shell from a single extended barrel to increase range, damage, accuracy, and velocity. More expensive, less efficient, and suffers a significantly higher chance of jamming when double-tapped.
Gyrojet Driver - Low-velocity linear motor firing kinetic-kill rockets which accelerate to stupendous speeds at range. Excellent low-accuracy bombard weapon.
Crystalline Splintergun - Fires unstable crystal shards with limited magnetic-resonance tracking ability. Splinters impale hull and armor on solid hits and react with each other for additional damage the more of them are stuck in the target. Minimally effective versus shields.

Missiles
As the Kadur generally rely on heavy cannon as strike weapons to break armor and finish damaged targets, their missiles are relegated to more of a mid-to-long-range support role. Agile SRMs provide the much-needed ability to swat fighter craft from outside of typically forward-focused gun arcs, and VLRMSs give fire support vessels some High Explosive punch to back up their kinetic drivers.
Janissary SRM-4 - Short-range missile, viable against frigate- and fighter-scale armor. Multi-volley ready rack fed by autoloader for extended combats.
Jericho VLRMS - Long-ranged missile with powerful engine and moderate tracking capability, available in all mount sizes. Multi-volley ready rack fed by autoloader for extended combats, with fire rate decreasing significantly once ready rack is exhausted.
Crystalline Splinter Torpedo - Single-mount torpedo carrying 14 unstable crystal shards akin to those fired by the Splintergun. Devastating in combination with that weapon or each other. Minimally effective versus shields.

Large Weapons
Kadur large-mount weapons are hyper-specialized in their role, that being crushing enemy capital ships, stations, and particularly lumbering cruisers. They take Kadur weapon design philosophy to its logical extreme, dealing incredible damage with projectiles so slow or widely spread that they can be avoided with ease by anything smaller than a cruiser.
Jahannam Siege Cannon - Fires bursts of kiloton-scale fission shells, dealing extreme damage. Combination of low muzzle velocity and poor accuracy prevents effective use against small or agile targets.
Joachim Graviton Sweeper - Sweeps large volume of space with graviton-warping energy beam. Spikes target's hard flux and causes disabling EMP arcs when impacting shields, but has little effect against armor.
Jinn LRT - Armored torpedo massing nearly as much as a frigate, and boasting similar resistance to damage along with a basic tracking package. Nearly limitless fuel supply, but distinctly underpowered engine.
[close]

Kadur faction information:
Born from the unlikely alliance of two traditionally opposed colonies who banded together during the Collapse to seize their independence from the Domain of Man; the cult-colonies of the Kadur Theocracy were once a great power in the Persean Sector with their own native shipbuilding industry and a powerful spaceborne navy. But now the theocrats are no more -- murdered along with millions of the Kadur people in a brutal conflict which saw the garden world Oasis, the jewel of the Mirage system, seized by the Hegemony and Kadur itself devastated by a Planet Killer-class virus bomb. Now the Kadur Remnant skulk the fringes of the sector in a captured Domain-era orbital fortress and the derelict wreckage of their once-great fleet, fighting a desperate battle for the continued survival of their people.

The faith shared by all Kadur people is still deeply ingrained in every part of their culture, but where the Theocracy was inflexible and hierarchical, the Remnant is decentralized and fluid. Their shared beliefs have grown less dogmatic; focused more now on the connection between individuals forged through mutual hardship, and less on the divine right to power claimed in years past by their religious leaders. The Kadur people remain staunchly independent isolationists, regarding other factions with at best a wary suspicion born from centuries of mutual distrust, but have begun to make some diplomatic connections with other political players in the sector who are hostile to the Hegemony.


More backstory here.

The Kadur Theocracy's fleet doctrine was heavily focused on long-range gunline bombardment, faring best when the enemy is kept at arm's length where the Kadur ships can safely catch shots with their otherwise inefficient shields and return fire with their long-range batteries, backing off to vent flux between volleys. However, since the fall of Kadur itself some warriors of the Kadur Remnant have adopted more aggressive tactics, quickly closing the distance to their enemies and overpowering them with close-range firepower before their weak shields and lack of maneuverability can be exploited.
 
Despite sturdy construction and armor, Kadur vessels don't have the durability to stand in the line of fire, and while their focused drive units provide excellent straight-line speed they certainly don't have the mobility to get themselves out of trouble. They do excel at chasing down fleeing enemies or dashing in to open a gap in enemy lines -- as long as they're careful not to misjudge their opponent's strength and overextend.

To summarize:
Faction strengths:
  • High straight-line speed
  • High alpha strike damage on non-missile weapons
  • Long-ranged kinetic ballistics
  • High hull strength and armor
  • Good forward-facing firepower
  • Damn the torpedoes, full speed ahead

Faction weaknesses:
  • Inefficient and generally front-fixed shields
  • Terrible maneuverability
  • Little access to energy weapons and "Strike"/"Finisher" missiles
  • Exposed engines and few rear-facing mounts
  • Reliance on armor over shields causes the Kadur to fare poorly in sustained engagements
  • Extremely vulnerable to agile, flanking enemies or overextending

This mod is compatible with utilities, faction mods, ship/weapon packs, Nexerelin, and other non-Total Conversion content mods, and does not require Vayra's Sector, though it does integrate with Vayra's Sector to add additional content when enabled alongside it.

Comments and constructive criticism encouraged.

Changelog: (note: changelog is updated "live", thus the topmost entry will usually be WIP/unreleased. The latest release will always be the one linked to from the OP.)
Spoiler
3.0.3
- fixed accidental dependency on Vayra's Sector... d'oh

3.0.2
- fixed crash when starting as Kadur Remnant in Nexerelin

3.0.1
- split the damn mod into three separate mods god DAMN it
[close]
« Last Edit: August 17, 2019, 01:07:45 AM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Sabaton

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #1 on: September 14, 2013, 05:37:28 AM »

 Nice to see a new moder around here, was getting kinda dull with all the old stuff, I like your ships thou I think they could use a more complex paint job than just that tapioca vibe all over them.
 Edit: perhaps some stripes or a banner, or symbols to go along with their blind faith.
« Last Edit: September 14, 2013, 05:41:44 AM by Sabaton »
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Vayra

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #2 on: September 14, 2013, 05:38:48 AM »

But I like tapioca ;...;

I was considering adding some colored accents, though. Maybe in a purple or blue.

edit: That's a job for tomorrow though. While I was working on getting this thing together it somehow turned 5:45 AM. Goodnight, internet.
« Last Edit: September 14, 2013, 05:43:34 AM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Sproginator

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #3 on: September 14, 2013, 05:47:43 AM »

Nice to see some fresh talent!

Will play your mod soon, nice sprites though hehe
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Gotcha!

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #4 on: September 14, 2013, 05:52:52 AM »

Very, very nice! Kitbashes they might be, but in my opinion they are very well done. Most look very unique.
I also see no problem with the colour. Suits them fine. :)
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Silver Silence

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #5 on: September 14, 2013, 11:30:27 AM »

These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.
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Cycerin

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #6 on: September 14, 2013, 11:42:07 AM »

I like the gold paintjobs a lot! Reminds me of the Amarr.
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Uomoz

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #7 on: September 14, 2013, 11:51:40 AM »

They look good, a little bit symilar to Valkyrians maybe?
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theSONY

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #8 on: September 14, 2013, 12:29:21 PM »

In my opinion behemoth doesn't seems to fit to the rest of the ships design
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Vayra

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #9 on: September 14, 2013, 01:10:07 PM »

These are some pretty nice bashes. Not just "an Onslaught without the wings" bashes or Eagles within Eagles within Eagles within a Conquest.

Hah, thank you. To be fair though, most of them are Falcons within Falcons within Falcons under an Atlas.  ;)

I like the gold paintjobs a lot! Reminds me of the Amarr.

Thank you! I never really played EVE for more than a week, but the Amarr remain one of my immediate inspirations whenever I think about anything good-looking in space. Upon looking them up again, I guess they have some conceptual similarities too, which is kind of cool.

They look good, a little bit symilar to Valkyrians maybe?

Thanks! I think this might have been unavoidable due to us both mainly kitbashing big triangular ships out of Falcon/Eagle parts. It is something I've noticed though, and I'm going to try to push the design a little further away from them.

In my opinion behemoth doesn't seems to fit to the rest of the ships design

The Behemoth is the ship I'm least happy with the sprite for, so that's something I plan on working on. Good to know others see it too and I haven't just gone crazy staring at these images for hours. Any suggestions for how to fix it? So far I've come up with that it needs bigger engines, and a sort of more gradual curve to the rear corners so it's a little less sharp-edged at the back.
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

SainnQ

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #10 on: September 14, 2013, 02:07:36 PM »

I like the gold paintjobs a lot! Reminds me of the Amarr.

You slave driver.

Where's my Hurricane.
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Darloth

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #11 on: September 14, 2013, 02:20:47 PM »

Fun playing with this mod so far, but I have a few minor bugs to report:

First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less :)
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the time :)

The second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets.  Looks cool, but very broken.
Observe:
Spoiler
[close]



Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex.  (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out.  Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot :)
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Talkie Toaster

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #12 on: September 14, 2013, 02:40:10 PM »

Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they  trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.
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Vayra

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Re: [0.6a] Kadur Theocracy v1.0
« Reply #13 on: September 14, 2013, 02:41:17 PM »

Fun playing with this mod so far, but I have a few minor bugs to report:

First, the Jackal class frigate seems to have really expensive logistic stats - light destroyer level, instead of teeny scout frigate:
Supplies per day = 3 - It has 1 gun and it's almost as weak as a Shadowyards Seski - 1 per day or even 0.75 per day would probably be better?
Supplies to fully repair = 150 - You can fully repair a Falchion for less :)
Repair rate = 10% - seems reasonable given how much of it is just a big engine.
Deployment cost = 40% - Way too high. consider 15%, like the Hyena?
CR Deterioration = 0.5% - same
Everything else looks okay, though I'd consider upping the fuel per LY - this thing goes to 11, it's not going to be at full thrust much of the time :)

The second bug, rather a bit more serious:
Every time I load my save, this mod seems to regenerate its system, which results in a LOT of overlapping systems, and a LOT of Kadur fleets.  Looks cool, but very broken.
Observe:
Spoiler
[close]



Entirely unrelated, I have concerns that the Vulture may be a bit too useful - I realize that 0.5 flight decks is not an easy possibility, but have you considered adding some code that reduces the number of reinforcements it can launch? It's a tiny little thing and yet it can support as many fighters just as quickly as most cruisers, while travelling at burn 8. Sadly I have no good suggestions for how to remedy this without something complex.  (That said, the Rukh goes 7 - but at least it costs a bucketload of fuel and supplies while doing so.)
Idea: Maybe turn the peak deployment time for the Vulture way down, to say.... 60 seconds? I'm unsure if carriers can still service fighters when their CR hits 0% - let's find out.  Either way this would provide a limiting factor as to why two or three of these shouldn't be used instead of any other carrier ever.
...
Hey, did you perhaps mistakenly swap the logistics statline of the Vulture and the Jackal? That would explain a lot :)


Thanks for the feedback! The Jackal is actually intended to be that hard to maintain -- It's super high-technology compared to most of the other ships in the fleet and I thought the ridiculous repair profile would be a good way to balance its speed rather than giving it short legs and forcing a superfast scout ship to travel with a slow tanker escort. I'll consider dropping the supplies per day and maybe the full repair cost, too, and maybe increasing the fuel/LY a little to compensate. I don't think I'll lower the deployment cost much though; it's meant to be used in more of a fleet support role to chase down fast fleeing ships or jump on control points in the beginning of a battle.

For the Vulture, I have a few ideas. I was considering making it a little slower and more lightly armored so it could be easily caught and killed by Hounds and other fast frigates -- right now it's the same speed as one, being built on the same chassis, but I could see the flight deck slowing it down a little. I also might redesign it entirely in the future to fit with the overall aesthetic a little better.

As for generating the system over and over again, well, that's bad.  :o I'll look into that, I think it might be being caused by the new ModPlugin system?

edit:
Great mod, I'm not entirely sure about the short phase jump system on the larger ships though- in cruiser battles they trigger it, ending up facing the wrong way and waste a bunch of time rotating back to face the front line.
Thanks! Functional AI for that system is on my to-do list, for now I'm thinking of just disabling it for the AI.

New version here, implementing slight Vulture and Jackal changes and hopefully fixing the bug that caused it to generate the system every time a game is loaded.
« Last Edit: September 14, 2013, 03:27:23 PM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

hobojoe694

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Idea
« Reply #14 on: September 14, 2013, 10:09:49 PM »

Really do enjoy this mod. Seeing the way the faction has its ships, There could be a possibility for a capital ship sized ship of the Behemoth, you know with a really big gun... cause yea that *** is sexy. Just a suggestion ofcourse. It's awesome already :P
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