[Mayhem] Star Wars for Mayhem (Experimental)
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Re: [Mayhem] Star Wars for Mayhem (Experimental)
https://www.moddb.com/mods/mayhem/downl ... m-graphics <-- the files named optional can be renumbered. my theory being somethin funky might be resolved for now at least, disabling fog, or trails, etc.
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- Posts: 21
- Joined: Wed, 2. Dec 15, 09:07
Re: [Mayhem] Star Wars for Mayhem (Experimental)
For the life of me I can't get this to work, I have everything installed correctly (Mayhem's latest update works fine) but as soon as I put this mod in there, it goes kaput. I can't figure out what the hell the deal is.
Any help would be appreciated.
Any help would be appreciated.
- XenonArchitect7
- Posts: 110
- Joined: Fri, 5. Jul 19, 07:19
Re: [Mayhem] Star Wars for Mayhem (Experimental)
Is it crashing once you start a new game? Mid-way through an existing saved game? Or are you not making it to the menu at all? Did you follow the included install instructions?RenegadeKraken wrote: ↑Wed, 9. Oct 19, 08:37For the life of me I can't get this to work, I have everything installed correctly (Mayhem's latest update works fine) but as soon as I put this mod in there, it goes kaput. I can't figure out what the hell the deal is.
Any help would be appreciated.
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- Posts: 21
- Joined: Wed, 2. Dec 15, 09:07
Re: [Mayhem] Star Wars for Mayhem (Experimental)
I followed the instructions to the absolute letter. LU runs fine, mayhem mod runs, then the second I add on SW Mayhem it crashes on startup.
Here is how I install it:
Install a fresh X3 without the bonus pack, with the non steam .exe and ensure you drag it out and put it somewhere else
Install LU, base mod, update, soundtrack, GUI, run it to test
Install Mayhem, base mod, graphics mod (should be 10 for the base/11 for the graphics (plus whatever optional files you want), then install the soundtrack
Then install the SW Mayhem mod made by Xenon, there’s 8 files in there numbered 1-4, renumber them to whatever is next in line
For instance 10 - Mayhem base 11 - Mayhem Graphics (Optional graphics you don’t have to add any, or up to 3) 12-15 Mayhem Star Wars
Here is how I install it:
Install a fresh X3 without the bonus pack, with the non steam .exe and ensure you drag it out and put it somewhere else
Install LU, base mod, update, soundtrack, GUI, run it to test
Install Mayhem, base mod, graphics mod (should be 10 for the base/11 for the graphics (plus whatever optional files you want), then install the soundtrack
Then install the SW Mayhem mod made by Xenon, there’s 8 files in there numbered 1-4, renumber them to whatever is next in line
For instance 10 - Mayhem base 11 - Mayhem Graphics (Optional graphics you don’t have to add any, or up to 3) 12-15 Mayhem Star Wars
- XenonArchitect7
- Posts: 110
- Joined: Fri, 5. Jul 19, 07:19
Re: [Mayhem] Star Wars for Mayhem (Experimental)
Well that seems to be correct... And you made sure they went in "addon", right? And you kept them in the same order?
I'm not sure what it could be then, especially if Mayhem runs fine...
I'm not sure what it could be then, especially if Mayhem runs fine...
Re: [Mayhem] Star Wars for Mayhem (Experimental)
Observation:
SW ships tend to have less docking ports than Mayhem's more dedicated carriers. But at the same time more SW ships have hangars to begin with.
Mayhem battlegroups spawn their fighters per carrier. More carriers leads to a certain degree of fighter spam. Battlegroups are stronger than base Mayhem and i suspect this to be one reason performance being slightly worse.
On default you might want to lower minimum and maximum fighters per battlegroup carrier in Mayhem's customization file 9972-L044.xml.
Currently it's minimum 10 and max 20. Something like 7/14 should bring it closer to default Mayhem ship counts.
SW ships tend to have less docking ports than Mayhem's more dedicated carriers. But at the same time more SW ships have hangars to begin with.
Mayhem battlegroups spawn their fighters per carrier. More carriers leads to a certain degree of fighter spam. Battlegroups are stronger than base Mayhem and i suspect this to be one reason performance being slightly worse.
On default you might want to lower minimum and maximum fighters per battlegroup carrier in Mayhem's customization file 9972-L044.xml.
Currently it's minimum 10 and max 20. Something like 7/14 should bring it closer to default Mayhem ship counts.
- XenonArchitect7
- Posts: 110
- Joined: Fri, 5. Jul 19, 07:19
Re: [Mayhem] Star Wars for Mayhem (Experimental)
The idea was that Star Wars capitals are much more combat-capable than X3's M1s in general, so they shouldn't be able to carry as many fighters.
I agree that the fighters aren't properly balanced (way too powerful right now), and that's a good temporary solution with reducing the fighters per battlegroup. Eventually I will get around to the much-needed balance overhauls, but I don't think that will be until after a while. Thanks for testing it out and for your feedback!
I agree that the fighters aren't properly balanced (way too powerful right now), and that's a good temporary solution with reducing the fighters per battlegroup. Eventually I will get around to the much-needed balance overhauls, but I don't think that will be until after a while. Thanks for testing it out and for your feedback!
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- Joined: Sat, 26. Oct 19, 07:33
Re: [Mayhem] Star Wars for Mayhem (Experimental)
In what location do you put the text files?
Re: [Mayhem] Star Wars for Mayhem (Experimental)
I think your ship file might've adjusted the compatible weapon loadout for OWP's. I cannot outfit large platforms with Gamma Ray Cannons anymore. I remember Joubarbe expanding OWP armament choice compared to standart LU and that's probably where the cause lies. The GRC was among the cheapest options at the time, that's why i chose it. OWP's i built in vanilla Mayhem still have their GRC's equipped, so it's no big deal. But it would be great if you could look into it in the future, because the change could've affected other lasers he previously added too.
- XenonArchitect7
- Posts: 110
- Joined: Fri, 5. Jul 19, 07:19
Re: [Mayhem] Star Wars for Mayhem (Experimental)
Good catch, I recall only appending my SW ships to the end of Mayhem's file, but it might have been an old file or something. I'll compare the OWP weapon compatibility when I get around to doing that massive balance fix that this mod badly needs, along with introducing all the new SWLU content, since this has fallen quite far behind at this point. I probably won't happen this year though.
Actually, I think the OWP weapon compatibility is due to a TCockpits.txt issue, since they don't have main guns. You have to change TCockpits.txt in order to change which guns an OWP can use, and my TCockpits.txt file only has entries for SW ships. The rest is carried over from LU. I'll be sure to use Mayhem's TCockpits.txt as a starting point next time around, so I don't accidentally change anything.
Actually, I think the OWP weapon compatibility is due to a TCockpits.txt issue, since they don't have main guns. You have to change TCockpits.txt in order to change which guns an OWP can use, and my TCockpits.txt file only has entries for SW ships. The rest is carried over from LU. I'll be sure to use Mayhem's TCockpits.txt as a starting point next time around, so I don't accidentally change anything.
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Re: [Mayhem] Star Wars for Mayhem (Experimental)
I only see Mayhem version 2.9.13 available, is there a location where 2.9.12 is still available? I really want to try this but either I’m doing something wrong or this mod is not compatible with the latest version of Mayhem.
Re: [Mayhem] Star Wars for Mayhem (Experimental)
If you do everything according to instructions, the mod should work.
https://drive.google.com/drive/folders/ ... Jwif2NfFV9
https://drive.google.com/drive/folders/ ... Jwif2NfFV9
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- Posts: 228
- Joined: Fri, 29. Jul 11, 20:58
Re: [Mayhem] Star Wars for Mayhem (Experimental)
I love this mod! Thank you. I saw a nice update on the LU version this month, any chance on an update for Mayhem? Also, is it possible for me to edit a file to remove the cockpit views to make it like Mayhem? The cockpits are really cool, but I enjoy watching the universe more than looking at the ship.
- XenonArchitect7
- Posts: 110
- Joined: Fri, 5. Jul 19, 07:19
Re: [Mayhem] Star Wars for Mayhem (Experimental)
Not to worry, updating this has been on my to-do list after SWLU 1.2.7. This mod is like 3 or 4 entire versions behind my main mod at this point. And it uses LU ship balance, which kind of breaks Mayhem II since everything is overpowered. I'm going to re-do the ship balance from scratch and make them fit properly into Mayhem II this time. And it will come with a lot of new ships, improved models, and fixes that have accumulated over time in my main mod. Just give me a month or two.
I totally agree with you, I don't like the cockpits either! When I first released SWLU, the backlash for not having cockpits was immediate and universal. So I begrudgingly worked to port them from PSCO1 and other sources. I can easily have an alternate file that can be switched out, similarly to how Joubarbe has his extra graphics options as separate cat/dat files you can include.
I don't know when Mayhem III is coming, but it sounds super ambitious and quite a ways off. This Star Wars mod, even after being updated, will most certainly break in Mayhem III when that day comes in the future.
I totally agree with you, I don't like the cockpits either! When I first released SWLU, the backlash for not having cockpits was immediate and universal. So I begrudgingly worked to port them from PSCO1 and other sources. I can easily have an alternate file that can be switched out, similarly to how Joubarbe has his extra graphics options as separate cat/dat files you can include.
I don't know when Mayhem III is coming, but it sounds super ambitious and quite a ways off. This Star Wars mod, even after being updated, will most certainly break in Mayhem III when that day comes in the future.
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Re: [Mayhem] Star Wars for Mayhem (Experimental)
Glad to hear it! Everything you mentioned sounds great and worth the wait. I know recently in the Mayhem thread it was mentioned that shields are the most important balancing feature. If I may, what are your thoughts on that?
Oi, thus goes the insanity of the internet. Having separate cat/dat files would be fantastic. Besides, then you could play the "correct" way too.XenonArchitect7 wrote: ↑Sat, 18. Jan 20, 04:47
I totally agree with you, I don't like the cockpits either! When I first released SWLU, the backlash for not having cockpits was immediate and universal. So I begrudgingly worked to port them from PSCO1 and other sources. I can easily have an alternate file that can be switched out, similarly to how Joubarbe has his extra graphics options as separate cat/dat files you can include.
Honestly, I believe Mayhem II is almost perfect for what it is. Don't get me wrong, I'm super excited for Mayhem III. But if you can get a good update to your SW mod before working on Mayhem III, I think Mayhem II SW will be a great self-contained install to keep for a long time.XenonArchitect7 wrote: ↑Sat, 18. Jan 20, 04:47
I don't know when Mayhem III is coming, but it sounds super ambitious and quite a ways off. This Star Wars mod, even after being updated, will most certainly break in Mayhem III when that day comes in the future.
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- Posts: 62
- Joined: Mon, 13. Jan 14, 15:33
Re: [Mayhem] Star Wars for Mayhem (Experimental)
I'm just running SWLU at the moment, not SW Mayhem, but I thought others might like the modified Rainmeter skin I'm using.
The fact that my Rainmeter skin was still showing traditional X3 faction names was bugging me, so I modified it to show the SWLU faction names as well. I had to widen it a bit, other than that the only changes were to some spacing variable definitions at the top of the file and then each "Text" field for each notoriety field.
I've tried to attach/insert a shot of the skin, but the forum doesn't seem to like links to google photos or onedrive.
Here's my code for the top of the file down to the "[Seperator2]" line that denotes the ship count section:
The fact that my Rainmeter skin was still showing traditional X3 faction names was bugging me, so I modified it to show the SWLU faction names as well. I had to widen it a bit, other than that the only changes were to some spacing variable definitions at the top of the file and then each "Text" field for each notoriety field.
I've tried to attach/insert a shot of the skin, but the forum doesn't seem to like links to google photos or onedrive.
Here's my code for the top of the file down to the "[Seperator2]" line that denotes the ship count section:
Code: Select all
[Variables]
@include=\UserVariables.inc
@include2=#@#Language\#Language#.inc
AllW= 370
AllH= 690
IndentSpace=8
IndentTop1=80
IndentNotoriety1=165
IndentPropertyCount1=100
IndentPropertyCount2=270
@includeFrameVariables=#@#\FrameVariables.inc
Credits=""
TradeRank_Percent=""
TradeRank_Title=""
FightRank_Percent=""
FightRank_Title=""
FLC=""
PlayTime=""
RealTime=""
Notoriety_Percent_Argon = ""
Notoriety_Title_Argon = ""
Notoriety_Percent_Boron = ""
Notoriety_Title_Boron = ""
Notoriety_Percent_Paranid = ""
Notoriety_Title_Paranid = ""
Notoriety_Percent_Split = ""
Notoriety_Title_Split = ""
Notoriety_Percent_Paranid = ""
Notoriety_Title_Paranid = ""
Notoriety_Percent_Teladi = ""
Notoriety_Title_Teladi = ""
Notoriety_Percent_Goner = ""
Notoriety_Title_Goner = ""
Notoriety_Percent_Terran = ""
Notoriety_Title_Terran = ""
Notoriety_Percent_ATF = ""
Notoriety_Title_ATF = ""
Notoriety_Percent_Pirates = ""
Notoriety_Title_Pirates = ""
Notoriety_Percent_Yaki = ""
Notoriety_Title_Yaki = ""
Property_Count_M5 = ""
Property_Count_M4 = ""
Property_Count_M3 = ""
Property_Count_M6 = ""
Property_Count_M8 = ""
Property_Count_M7 = ""
Property_Count_TM = ""
Property_Count_M1 = ""
Property_Count_M2 = ""
Property_Count_TS = ""
Property_Count_TP= ""
Property_Count_TL = ""
Property_Count_Station = ""
Property_Count_Satellite = ""
[Rainmeter]
Update=1000
Blur=#Blur#
BlurRegion=1,0,0,#AllW#,#AllH#
[Metadata]
Name=TiMe
Author=VClouds
License=Creative Commons Attribution-Non-Commercial-Share Alike 3.0
[styleTitle]
StringAlign=Left
StringCase=UPPER
StringStyle=Normal
StringEffect=BORDER
FontEffectColor=255,255,255,60
FontColor=#colorTitleText#
FontFace=#fontName#
FontSize=#textSize#
AntiAlias=1
[styleLeftText]
StringAlign=LEFT
StringCase=NONE
StringStyle=Normal
StringEffect=SHADOW
FontEffectColor=0,0,0,50
FontColor=#colorText#
FontFace=#fontName#
FontSize=#textSize2#
AntiAlias=1
[styleRightText]
StringAlign=RIGHT
StringCase=NONE
StringStyle=Normal
StringEffect=SHADOW
FontEffectColor=0,0,0,50
FontColor=#colorText#
FontFace=#fontName#
FontSize=#textSize2#
AntiAlias=1
[MeasureLuaScript]
Measure=Script
ScriptFile="#CURRENTPATH#X3.lua"
FileToRead="C:\Users\Dodds\Documents\Egosoft\X3AP\log09004.txt"
UpdateDivider=1
@includeFrameMeters=#@#\FrameMeters.inc
;METERS==============================================
[MeterCreditsLabel]
Meter=String
MeterStyle=styleRightText
Text="Credits:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=#Top#
[MeterCredits]
Meter=String
MeterStyle=styleLeftText
Text=#Credits#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=#Top#
[MeterTradeRankLabel]
Meter=String
MeterStyle=styleRightText
Text="Trade Rank:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R
[MeterTradeRank]
Meter=String
MeterStyle=styleLeftText
Text="#TradeRank_Percent#% #TradeRank_Title#"
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r
[MeterFightRankLabel]
Meter=String
MeterStyle=styleRightText
Text="Fight Rank:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R
[MeterFightRank]
Meter=String
MeterStyle=styleLeftText
Text=#FightRank_Percent#% #FightRank_Title#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r
[FLCLabel]
Meter=String
MeterStyle=styleRightText
Text="F.L.C.:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R
[MeterFLC]
Meter=String
MeterStyle=styleLeftText
Text=#FLC#%
NumOfDecimals=3
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r
[PlayTimeLabel]
Meter=String
MeterStyle=styleRightText
Text="Play Time:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R
[MeterPlayTime]
Meter=String
MeterStyle=styleLeftText
Text=#PlayTime#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r
[RealTimeLabel]
Meter=String
MeterStyle=styleRightText
Text="Real Time:"
X=(#Left#+#IndentTop1#-#IndentSpace#)
Y=R
[MeterRealTime]
Meter=String
MeterStyle=styleLeftText
Text=#RealTime#
DynamicVariables=1
X=(#Left#+#IndentTop1#)
Y=r
[Seperator1]
Meter=image
MeterStyle=styleSeperator
GradientAngle=0
X=#Left#
Y=#SpacingSeperator#R
W=#InsideW#
H=1
[MeterNotorietyArgonIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Argon.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyArgonLabel]
Meter=String
MeterStyle=styleRightText
Text="Rebel(Argon):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyArgon]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Argon#% #Notoriety_Title_Argon#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyBoronIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Boron.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyBoronLabel]
Meter=String
MeterStyle=styleRightText
Text="New Rebuplic(Boron):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyBoron]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Boron#% #Notoriety_Title_Boron#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyParanidIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Paranid.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyParanidLabel]
Meter=String
MeterStyle=styleRightText
Text="Separatist(Paranid):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyParanid]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Paranid#% #Notoriety_Title_Paranid#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietySplitIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Split.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietySplitLabel]
Meter=String
MeterStyle=styleRightText
Text="Mandalorian(Split):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietySplit]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Split#% #Notoriety_Title_Split#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyParanidIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Paranid.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyParanidLabel]
Meter=String
MeterStyle=styleRightText
Text="Separatist(Paranid):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyParanid]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Paranid#% #Notoriety_Title_Paranid#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyTeladiIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Teladi.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyTeladiLabel]
Meter=String
MeterStyle=styleRightText
Text="Republic(Teladi):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyTeladi]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Teladi#% #Notoriety_Title_Teladi#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyGonerIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Goner.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyGonerLabel]
Meter=String
MeterStyle=styleRightText
Text="Resistance(Goner):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyGoner]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Goner#% #Notoriety_Title_Goner#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyTerranIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Terran.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyTerranLabel]
Meter=String
MeterStyle=styleRightText
Text="Empire(Terran):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyTerran]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Terran#% #Notoriety_Title_Terran#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyATFIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\ATF.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyATFLabel]
Meter=String
MeterStyle=styleRightText
Text="Remnant(ATF):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyATF]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_ATF#% #Notoriety_Title_ATF#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyPiratesIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Pirates.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyPiratesLabel]
Meter=String
MeterStyle=styleRightText
Text="Pirates:"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyPirates]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Pirates#% #Notoriety_Title_Pirates#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
[MeterNotorietyYakiIcon]
Meter=IMAGE
ImageName=#@#Images\X3\Icons\Yaki.png
X=#Left#
y=15R
W=20
H=20
[MeterNotorietyYakiLabel]
Meter=String
MeterStyle=styleRightText
Text="Sith(Yaki):"
X=(#Left#+#IndentNotoriety1#-#IndentSpace#)
Y=2r
[MeterNotorietyYaki]
Meter=String
MeterStyle=styleLeftText
Text=#Notoriety_Percent_Yaki#% #Notoriety_Title_Yaki#
DynamicVariables=1
X=(#Left#+#IndentNotoriety1#)
Y=r
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- Posts: 228
- Joined: Fri, 29. Jul 11, 20:58
Re: [Mayhem] Star Wars for Mayhem (Experimental)
Heyo! I'm sitting here in COVID lockdown daily checking this and the Mayhem 3 thread for updates. Started a new Mayhem 2 playthrough last week. This time I am trying to be more efficient with things after watching Darth Fiscus youtube videos. The problem is I like to have the best of everything instead of prioritizing ships which represent good value to make a bigger fleet for the same resources. Hope all is well with everyone during these difficult times. Stay safe.
Re: [Mayhem] Star Wars for Mayhem (Experimental)
hi the link for A-5 doesnt work anymore ,is this project cancelled ? love all the litcube work ! ill keep playing that SWLU if this project is no longer being worked on ?
kind regards
Bob
kind regards
Bob