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ShiftZero

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  1. And here goes the patchnote : Univers MACROSS (ver 0.2.0) There are a lot of changes and additions within this update and, to be honest, after his long break for personnal reasons, Cooper couldn't remember every single one of them ^^' Here are the main ones : Zentrans implementation, addition of the VF-X-4 prototype and first iteration of the folding effect (still wip), but let's go for a more detailled listing. U-N SPACY New beam FX for the mega gun of the SDF-1 Tweaked behavior and weaponry to make the SDF-1 feels easier to handle in combat (but beware this is not a battleship, under very heavy fire it may quickly become critical. Folding jumps are life savior) Modification of the deploying path for fighters and corvettes. It has less realism but more convenience. (Cooper had to choose between realism and gameplay) Targeting angle for the SDF-1 has been increase from 2° to 5° to make it fire more easily Several units have seen their combat behavior improved for more dynamic battles NEW UNITS Ship | Provider | Unit info UN-SPACY VF-X-4 | Chthonic | Advanced fighter prototype ZENTRADI Fulbtzs Berrentzs | Chthonic | Mothership (Beware that it is the only ship capable of asking for heavy reinforcement. Very slow and limited moving capability. A lot of HP but not a big firepower) Glaug | Chthonic | Armored Battle pod with multi gun Glaug power up | Chthonic | Advanced armored battle pod with multi gun and long range module (5 max) Quamzin Kravshera | Chthonic | Quamzim Kravshera with his personnal Glaug Gnerl | Chthonic | Basic Zentradi fighter pod Nousjadeul-Ger | Chthonic | Multi gun basic Battle suit Quimeliquola Queadluun-Rau: | Chthonic | Multi gun advanced Battle Suit Milia Fallyna | Chthonic | Milia with her personnal Quimeliquola Queadluun-Rau Britai Kridanik | Cooper | Britai Kridanik with his personnal Nupetiet-Vergnitzs Battleship Picket Patrol | Chthonic | Escort frigate Queadol Magdomilla Assault | Chthonic | Front module of the Queadol Magdomilla (escort destroyer) Queadol Magdomilla Main | Chthonic | Main module of the Queadol Magdomilla (missile cruiser), Able to dock with the Queadol Magdomilla Assault. Only fan-service for now. The main part of the Queadol Magdomilla is desactivated when both part are attached to each other and can't be detached. A fully operationnal version of this ship is planned for a futur update. Queadol Salan | Chthonic | Attack support cruiser. Cargo and light units repair Thuverl Salan | Chthonic | Medium-Scale Battleship Quel Quallie Theatre Scout Pod | Chthonic | Scouting heavy corvette (for now, need a little rework) Quiltra Quelamitz | Chthonic | Long range Attack Destroyer (same role and fonctionnality for both colors) Quiltra Queleual | Chthonic | Cargo capability but be careful with its light armor Regult Heavy Missile Carrier | Cooper | Multi gun heavy bomber Battle Pod Regult Light Missile Carrier | Cooper | Multi gun interceptor Battle Pod Regult Tactical | Cooper | Multi gun Battle Pod Salvage pod | Cooper | Resource collector Name is still to be defined | Cooper | Resource controler There are a lot of missiles in this mod and several units are relatively heavy in polygons (to allow cool animations) and that's why Cooper decided to reduce to one the number of unit per squadron few months ago. This said, some brief performance drops might still occur during big battles involving a lot of ships, but I will get back to this in the "Known issues" section. Balance seems good for a first encounter between U-N Spacy and Zentrans, but don't hesitate to come towards us with your opinion/suggestion about the mod to help us improving it. We are a small team and we need you to make this mod going the right way. By the way, we are still in a huge need for a motivated coder with whom we could elaborate customized scripts, maps creation/gametypes and solo campaign. So if you think you could be that person, feel free to contact us ! Known Issues New Folding effect may sporadically change its color (still wip) Sometimes opening and closing animation for the Daedalus' door might look strange Missiles may go crazy turning around because they're struggling to get the hitbox of their target (for instance, if the target is destroyed while a missile is heading to it, it losses its target and might act like a fool) Brief performance drops during heavy battles might happen It has been a while since the last update and, even if there are still some uncomplete features, we wanted to share the mod for you guys to enjoy and to try it yourself. Don't hesitate to send us some feedbacks about how you felt your games. Cooper will update more frequently during the next weeks because everything is not in place for now and few mispelling remain, but as I just said, we want you to have some fun with the mod after such a long break ^^ So, I think it's ok for now, we wish you some good times within frenetic battles and exploding stuff and we see you for the next update ! ps : One last thing, we recommand you to use Hamachi if you want to play MP games, it's very efficient to find people you want to play with.
  2. Super cool stuff, my inner child is going crazy ^^ ...I didn't know you had those too
  3. Just a little flyby to tell you guys that the mod should be open to public again on Steam by the end of the week, according to Cooper himself. So fellow pilots, buckle up, things are going to get interesting very soon Regarding moddb, last time we talked about it, it was not off the table but not until the mod is fully done, and it could take some time. It may be faster for you to get the steam version for now. ps : like this Vajra, i'm looking forward to this era too
  4. Ah ok, no problem, now it makes more sense about why I couldn't find my post back... ^^ Regarding the fulbtzs berrentzs, I won't spoil you the surprise but all I can say is that you can expect some major changes for the next update, which shouldn't be too long to be deployed
  5. Hello there ! Hope you're doing well folks We simply wanted to give you some news for our mod, which is NOT dead at all, to reassure the few who have been suprised to not being able to access the mod anymore. Let me reassure you guys, everything is fine (in fact, it is even better than I have ever thought). Cooper managed to find this freaking misplaced coma and get the Zentradi to work properly, Chthonic provided him his exceptionnal 3d models (professionnal quality, no joke) and every units that needed to be animated are done. The trailer is almost ready too, and Cooper is working on the folding effect at the moment, so all is ok for us. If the mod is desactivated on Steam it is because we wanted to make some multiplayer games with the archive "steam-ready" and eventually find some flaws, but you got lucky until now, every single game was a real blow (we had to use Hamachi to find each other though). We know that the delay was huge and Cooper didn't feel really well about it, and as he is the kind of guy who want to find things by himself, then it took a little while...But come on people, we know you have missed us So guys, be ready during the next few weeks because Zentradis are coming....and eventually winter too... See you right there ! @Astralith : I can't see your quote man, and I can't find back my post from 07/05 :/ ...what was it about ? ps : And please don't be offended if we do not reply to all, sometimes we already stated about what is ask for and some other times we completely miss the question ^^ edit : typo
  6. This is just a placeholder for future sub-system implementation, you'll find some of those as well within the research panel control. Regarding the Valks, they automatically transform into battroids when engaged in combat, and go back to fighters (which is their defaut state) when in idle. For Gerwalk, it's the same principle but without the battroid mode.
  7. Yup ! This mod is still under way and I guess it is time for a little status report. So, let's start rough, Cooper is currently stuck with some (one or few, can't say) parameters that prevent the Zentrans from working properly, and he has to search within the files for the responsable of this. According to Cooper, it's like looking for a needle in a field of haystacks :/ He's currently working on that matter, that's why things seem in stasis for now, but hey, we won't let you without some cool stuff anyway. I made some tests myself with the early version of the animated nupetietz, and I brought back some screenshots with me. I thought it could be nice to share some of them with you During opening phase Main gun loading Main gun firing Cooper's work on the Reguld to adjust proportions Chthonic has brought some serious weight in the balance of modeling, here's few example of his high detailled Zentrans' ships work on a Prototype Ship from Macross Perfect Memory In space cool picture of the Queadol Magdomilla Rear module alone Front module alone And regarding lighter units QuelQuallie Scout Pod Quedluun-Rau I honestly thought it was an action figure at this level of details... The infamous Glaug with high range module On its feet But, there's so much more to see, i can only suggest you to check his galleries on macrossworld, there's some very impressive stuff around, like this or this I couldn't link everything I want and this post is already unreasonably long, so don't hesitate to take a look here : http://www.macrossworld.com/mwf/gallery/category/13-macross-fan-art/ You'll find every Chthonic's galleries, and be sure to have few hours you can spare... At this point, the only thing we can do is wait for Cooper to find what is wrong with the Zentrans, it may be tomorrow or it may be in 6 months (hopefully it won't) but if you know some coding god or entity, I guess it's time to sacrifice few ROMs for the sake of the mod We'll let you know when the progression is unlocked, until then, be safe and have fun ! See you soon.
  8. Hi fellow pilots ! Soooo there it is, the next update has been uploaded by Cooper few hours ago and we hope you'll take a good look at it to help us to improve the baby... We know that it has been a long road since the last update but Cooper and I are glad to announce that the mod is working again and we want to give you the opportunity to try it on your own... This said, the mod is still under "testing build" status and will not stay the same for the final release (that's what testing is for, right ?) and your feedback will be welcome to help us to improve the mod to the top, hopefully ^^ So, let us begin, here's the list of what have changed : First, the previously defined roadmap is obsolete, the mod will be under BETA status from now on and should change to 1.0 only at release. All the following units have been redone and converted to the new HomeworldRM version (2.1 ATM) U.N Spacy SDF-1 - Retextured and animation ready- Animated mega gun opening- New energy beam effect- New destroid Phalanx for defense (provided by Chthonic) ARMD Carrier - Retextured- New destroid Tomahawk for defense Armd Cruiser - Retextured- New destroid Spartan for defense (provided by Chthonic) Oberth Destroyer - Retextured VF-1A Valkyrie - Retextured and animation ready- Folding wings animation* (Gerwalk)- Retextured and animation ready- Animation fighter>gerwalk & gerwalk>fighter VF-1A Super Valkyrie (Battroid) - Retextured and animation ready- Animation fighter>battroid & battroid>fighter VF-1J (Hikaru Ichijo) - Retextured and animation ready- Animation fighter>battroid & battroid>fighter- Speed bonus VF-1J (Maximilian Jenius) - Retextured and animation ready- Animation fighter>battroid & battroid>fighter- Speed & handling bonus VF-1S (Roy Focker) - Retextured and animation ready- Animation fighter>battroid & battroid>fighter- Speed bonus + increase accuracy and damage to other allied units within 5000M area VF-1J GBP-1S "Armored" Valkyrie (provided by Chthonic) - Animation ready- Animated weaponry Ressource collector (Spider bug) Ressource controller (ES-111) Zentradi on their way, Cooper is already working on them Cooper wanted to make some tests with the steam package before going through Zentradi improvements (textures, animations, reviewed meshes etc...) and so, they are not there yet, but animations are ready and a basic A.I has been worked on and implemented. Ships have new textures, all meshes have been reviewed and new FXs have been integrated since the last update, but we won't hold you any longer, try them on your own ! http://steamcommunity.com/sharedfiles/filedetails/?id=581220784 Thank you for your feedbacks, and we expect to see more of them ! Hope you'll enjoy ! Ps : Big big thanks to Chthonic for his huge involvement into this project, your 3D models are super sexy man !
  9. Hey people, just passing by to link you some short videos to show the animations work advancement. Cooper is focusing the Gerwalk transformation ATM and now that he is used with the models new structure, he's able to make some very cool animations, but let us take a look at them. Early stage with grey model Super Valkyrie flying in-game Animation visual in-game As you can see things are rolling pretty nicely and according to Cooper, you should be able to try this cool stuff by yourself in a relatively short amount of time. Last time we talked, he was thinking of uploading his archive on Steam to let people having fun with his units, so be ready guys ...and until then, have fun anyway !
  10. Hey everyone, here again to share the last news about our beloved mod ^^ So, now that Cooper received his new screen, he took back his place at the command center and started to work on the mod again. It was a long process to adapt the units after the HWRM 2.0 patch, and there's plenty of them remaining to be redone (and he has done some new units in the same time). But, the SDF-1 is very near to its final state and Cooper is currently finalizing animations and fixing some minor issues he encountered in the process. But I guess you'll have a better overview of what I'm talking about with some visuals. So here it goes ! Here you'll see the animated folding wings for the Valk (yep, cooper figured that out too ) Main gun animation there you'll have the SDF-1 firing with mega canon and finally, a little video/trailer for fun ^^ See you folks
  11. Good question, it's a topic we already discussed with Cooper, and even if we think it could be a very nice touch, we need to be sure that it won't impact the allocated resources too much. With several dozens of units alongside with capital ships firing and exploding, we wouldn't want to add this type of effect that could negatively impact performances. We might add a rotating radar on the defender, eventually, but some tests still remain to be done before Cooper could make any decision. Maybe we may allow them to spin when the player is not in a combat situation and make them stop when engaged to dedicate all the resources to the battle, can't say for certain but a sort of "always ON" mode seems pretty unlikely to me... still, we might be surprised ^^
  12. @Astralith Hey ! Sorry for the delay, kind of busy these last few weeks. To answer your question, yes, the SDF-1 from DYRL is planned to be part of the mod, although we still have to define how it will. If it will be an upgrade from the original ship, that would mean a model switching, or another one through the shipyard, we don't know right now, but it will be included. As you noticed, the mod had been on pause for a while but Cooper get a new screen recently and is currently redoing the ARMD for HWRM 2.0 compatibility, here's some pictures of the beast ^^ We also heard some good stuff from Chthonic last week, things might become pretty interesting in a (relatively ^^) short while 'till then, have fun guys, see you around ! EDIT : Just wanted to add some screenshots and the advancement for the Tomahawk In game - Defender + Tomahawk ready to defend their carrier Closer view : Another one, set for the downside defence of the ship I also have several pictures of the SDF-1 "rev 2.0" but since it remains some polishing work to make upon, I didn't want to ruin the surprise ^^ Have a nice WE folks !
  13. @Astralith Thanks, I'll transmit. But I don't want to worry people too much, there's nothing dramatic. It's just a very common "job location changing" story, but when it's not expected, it brings the mess in your life very fast. And I also don't want to talk about Cooper's life too much, if he wants to do so, he will. Anyway, I'm pretty sure he will appreciate the kind words @ NZEOD Yes, some formations combinations can lead to an impossibility for the main gun to fire it's true, and with this "circling" strategy, you keep your units away from the Zents' big gun but you prevent yourself from using yours. This said, that brings the epicness of battles to another scale... (btw, I'm still dying to see your super cool valks pictures ^^) Oh, I forgot but we might have a little something for you guys. Not the big deal but it might help to fight the waiting, hopefully See you guys !
  14. @Astralith We discussed about this with Cooper few months ago, to know if we would upload a version of the mod on ModDB once the 1.0 is done. If this is doable, we might do so in the future, but as Sastrei said on another forum, Homeworld Remastered is only available on Steam (ver. 1.3) and the mod won't work with any previous version. It might be easier to install steam and wait for a nice promo (my HWRM barely cost me 10 euros) but if you don't want to, it could take a long time before you see the mod elsewhere than steam. Moreover, Cooper is facing a rough time due to unexpected events in life (we all know that) and so the mod is on halt for now, but be reassured, we talked last week about it and he will definitely return to the mod as soon as he can. He has already done a lot regarding the units revamp with HODOR and animations are already on their ways, he just needs some more time and we are totally against the idea of letting this mod to sink We'll be back soon, Wish you guys a nice rest of the week !
  15. The main gun does fire but it's kinda tricky because this action is not controlled by player but computer, and so it has to respond to few conditions to be able to fire. First of all, the SDF-1 must be perfectly aligned to its target (for a small amount of time, don't know the exact value), so if your target is moving too much there is no way to fire the main gun on it (except for slight movement such as capital ships do) and the other condition, and not the least, the line of sight has to be clear for the main gun to be able to shot...and knowing the high number of units usually fighting around, it's easy to imagine why the shot is cancelled. That's why Cooper want to manage this with a clickable button by player to activate the main gun, it would allow us to add a red layer or something to indicate that the main gun cannot fire for whatever reason. I've also had the case where I could hear the sound of the gun and not able to see the beam itself, but I'm pretty sure it came from my rig which was already struggling to calculate the huge battle ^^'
  16. Hi all, Here we go again for our (not) weekly status report and sadly we don't have that much to say. Things have been drastically slowed down while we have to wait for the next patch to really evaluate the actual impact on what have been done already. And most of Cooper's work is not even noticeable in game because it is related to objects' internal structure, so for players, everything should look the same...but not entirely... Here's what we intend to do with these modifications, we couldn't leave you with only "not-so-good" news after all ^^ We will be back soon for more, with another video to help us to fight the waiting...hopefully. We wish every one is enjoying Spring & Sun, have fun and see you soon !
  17. I did...and I so shouldn't have. I've been staring at impressively detailed pictures for hours (some were totally bluffing) and I, of course, "forgot" to do all I had to...But now I have plenty of amazing desktop backgrounds ^^
  18. I'd be very glad, thanks. I've made some research yesterday to find those Hasegawa models, but it's always interesting to see what people can create with them (especially the paint scheme used). Since I got my hands into the mod, I've discovered so much cool stuff I had no idea about. Chthonic showed me some pictures in which the valks looked so real, that was freaking awesome and Cooper owns many very cool action figures as well, and now, because of you guys, I kinda like that stuff ! ^^
  19. I bet you're right ! Let's just assume that these areas are evacuated in case of attack, but we have reports mentioning that some roller coaster enthusiasts would have refused to leave from time to time... ^^ On a side note, I just notice in your signature that you own 4 different versions of my favorite Valkyrie (VF-0) and if you have some links where I might be able to admire those babes, it would be very nice...
  20. Hi everyone, here again to share a little heads-up about the mod advancement ! So, after a little bad news regarding our already existing units compatibility with the imminent patch to be deployed by Gearbox during next weeks (month?), we had to change our aiming shoulder (don't even know if it has a meaning in English but you got the idea ^^). So, Cooper need to get used with a new 3D modeling software (HODOR) and it will ask some time for him to "tame the beast". That's fortunate we saved a lot of this precious time few weeks ago, thanks to some of you guys. That mainly means that we cannot expect the next update before 2 to 3 weeks according to Cooper. BUT (yes, there is a bright side ^^), since he can't alienate himself by doing always the same stuff, he decided, in parallel of practicing HODOR, to focus SDF-1 finalization once and for all. If things go as intended, next time we see that ship in game, it will be fully re textured with main gun animation ready. Here's some picture of the on-going re texturing work : I personally believe those are very sexy and detailed textures and I can't wait to see the overhaul visual of the thing, the shining windows idea is a nice touch too. Every capital ships should go through that process at term, and I'm pretty sure that kind of "used-metal" effect will be awesome on an entire fleet ! None of these are finished though, some glow effect and other texturing processes are remaining to be applied but it already looks good if you ask me ^^ That was your humble reporter broadcasting live from the U.N Spacy Factories Complex of Titan and now, get back to Earth ! See you guys
  21. Greetings Macross' Citizen ! After a little while breathing fresh air, here we are back on track and warmed up, then we thought it was time for a little situation report So, as I mentioned on the mod page, Cooper is creating the 3d model for the Flemenmik Nousjadeul-Ger Battle Suit and it's almost ready to get marked on our "stuff done" list. He also modified the main canon beam for both motherships, he's still working on it AFAIK. Here's a little screenshot to give you an idea of the modifications (particles added and odd lightning removed). You certainly figured that was the main gun from the Saajuk and we wanted something closer to the serie. So, let's give back to the Saajuk what belongs to the Saajuk ^^ Another good news is around the corner, work on animations has begun and we decided to create some sort of visual report to show you how it is progressing, so you'll find another link with our very first video devlog (kind of ). Inside there is the SDF-1 main cannon being animated from different angles. Hope you will find the initiative to be an interesting one. Also, I wanted to apologize to NZEOD because, in the middle of the rush, I totally forgot to answer your question regarding voices for Meltran...So to make it short, we will use some of the voices recorded in the series, but don't expect to much, we couldn't replace every lines from the game, only those that are related to a specific situation (like "reporting" or "attack"). These lines are easy to find from the series. But now, if we needed something like "too many collectors here, expect delay", we would have to record it ourselves...and to make it right, we would need the assistance of semi-professional voice actors or at least people who can do it well. So, yes Meltran will have some customized voices but not all of them and we still have to discuss with the team about how we are going to manage this. @Mommar I assume you already know the A.I matter has been taken care of, but thank you for asking...Too bad I awake almost 2 months later So now I just have to wish a good end of the WE and go back to my quarters, See you guys !
  22. Hello, Trailer resupply ! Have a nice WE ! edit : re-uploaded version
  23. Hello everyone, as promised, here's the 0.1.11 update with a lot of changes and content ! BE AWARE THAT THIS MOD IS UNDER TEST PHASE ! There are still a lot of things to tweak and improve, so try to be indulgent, and if you have to be critical, at least try to do so in a constructive way. We are updating to let you enjoy the mod and to give you the opportunity to follow this project alongside our team. Speaking of which, we want to thank all the helpful people we've met so far, who kick the hell out of our agenda by saving us a lot of time. So thank you guys for providing your precious advices, your super material from the former mods (3D models and files) and the most of all, your own free time Krnt Cdr Fokker (Former crew member from Hw2 DYRL mod) Chthonic (Former crew member from Hw2 DYRL mod) Shadow3393 (Former crew member from Hw2 DYRL mod) Lybra (Former crew member from Hw1 Macross mod) Thank you again, you guys rock!! ----------------------------------Technical infos---------------------------------------------- **********Cooper's rig & settings************ i5-4670K 3,40 GHz, RAM 8,00 Go Windows 10 professionnel 64bit Video Card: Nvidia GeForce GTX 660 (ASUS Direct CU II OC) Motherboard: ASUS Z87-A Graphic settings: Résolution : 1920x1080 antialias: x16 Texture quality : 9 limite texture: 4096 lightining : Enhanced Battle scars: Enhanced Battle scar limit : all ship Depth Bias : ON motion blur : OFF (headache machine) bloom HDR: ON rayon HDR: enhanced Depth of field : Always (c'est trop cool ce truc) UI effects : Enhanced With that config, cooper may suffer few slight performance losses, but not the big deal and, moreover, he forgets to close other programs from time to time. On my side, I've experienced FPS drops only when a lot of units are firing together, it seems to be a CPU issue, but we have to dig into it. *********ShiftZero's rig & settings************ FX-4100+ (@3.8Ghz), RAM 8.00 Go (@1600) Win 7 sp1 64bits R9 280 (Sapphire Radeon R9 280 Dual X with Boost - 3 Go) Asus M5A78L/USB3 Graphic settings : Resolution : 1680x1050 Anti-aliasing : x4 Texture quality : 9 Limite texture: 8192 Lightining : Enhanced Battle scars: Enhanced Battle scar limit : Capital ship Depth Bias : ON Motion blur : OFF Bloom HDR: ON Rayon HDR : Enhanced Depth of field : OFF UI effects : Enhanced ------------------------------------Update 0.1.11---------------------------------------------- =====General====== - Functional A.I prototype implementation. (Coded and provided by Krnt) - 95% of the existing models have been optimized, a few are remaining but we are approaching the end of the tunnel - New Sound and visual effects for better immersion (Some were supplied by Cdr Fokker) - General adjustements regarding specific units durability and Damage Per Second rate - Modification of the unit cap and arrival of all new unique units with special features =====U.N.SPACY===== BE WARNED ! Health points for SDF-1 have been greatly decreased but its DPS has been increased to compensate. - Map view sensors have been decreased for both motherships - Valkyries and SDF-1 models are ready for the NEAR TO COME transformations. I repeat "NEAR TO COME", not implemented yet. - VF-1J Super Valkyrie has been temporarily retired for maintenance operations, She'll be back with the DYRL update. - Added various new units: * Glamor ES-11RC (Modified Cat's Eye to fit the need of ressource controller) * VF-1A Super Valkyrie (heavy bomber weapon config.) * VF-1A Gerwalk AMM-1 * VF-1A Gerwalk RMS-1 - Lt Hikaru Ichijô and his VF-1J Super Valkyrie in Battroïd mode (unique unit with ability) - The Oberth Destroyer's skin has been enhanced and its maximum range has been increased - QF-3000E Ghost tweaking to make it more like an average bomber - Increased HP and behavior improvements for ARMD battlecruiser =====Zentradi===== - Anti-Air defense has been added to all following ships * Ressource controller * Nupetiet Vergnitzs * Picket Patrol * Quiltra Quelamitz * Quiltra Queleual * Thurvel Salan - Added ressource collector (revamped model from the Hw2 mod DYRL) - Added ressouce controller (revamped model from the Hw2 mod DYRL) - Added 3 new variants of Regult * Tactical * Light missile carrier * Heavy missile carrier - Quiltra Quelamitz (Destroyer) implementation (it's an old model, but no worries, it's already on the revamp list) - Skin enhancement for the Quimeliquola Queadluun-Rau Battle Suit - Milia Fallyna's Queadluun-Rau Battle Suit added (unique Ace unit) - Improved behavior and re-adjusted durability for the Thurvel-Salan Class Battleship. We might have forgotten some stuff, but who knows, maybe we intended to... See you around and have fun !
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