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Ootini! TC (and a few sample encyclopedia entries)


teukros
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Well I've got the world's smallest TC (the .zip is like 9 kb), I call it the Ootini! TC. I've been sitting on it for almost half a year and now I want to share it with the world. But with all of the great work being done on true Total Conversions, I hesitate to upload my modest effort to the TC area...

 

Hmmm you can't attach files to messages... :(

 

Anyway the DLLs are all the same, the pictures on the cards are all the same, the Facilities and Defenses cards are all the same, even the Major Character cards are all the same (despite temptations to alter, mutilate, and otherwise abuse Skywalker).

 

What I did was, I "tweaked" a lot of the values of the Ship, Fighter and Minor Character cards (including their encyclopedia entries) to reflect "reality", to make the Empire feel more "Imperial", and to (hopefully) make it an evenly balanced game (for two players at least).

 

Here are a few sample Encyclopedia entries:

 

 

 

Wedge Antilles

 

Wedge Antilles is a veteran of the attack that destroyed the first Death Star. Gifted and resourceful, he organized and led the celebrated Rogue Squadron, an elite X-Wing starfighter squadron whose pilots are also SpecForce agents who are as dependable on the ground as they are in the cockpit - regardless of the mission.

 

 

 

Jan Dodonna

 

General Jan Dodonna was the Alliance officer who planned the assault on the first Death Star at the Battle of Yavin. When the Alliance evacuated the base on Yavin 4, Dodonna remained behind to destroy the base and cover the retreat. Jan Dodonna is the chief designer working on the Alliance's A-Wing project.

 

 

 

The A-Wing Starfighter

 

Refined Material Cost: 15

Maintenance Cost: 15

Attack Strength (Laser Cannon): 45

Attack Strength (Ion Cannon): 0

Shield Energy: 15

Hyperdrive: Yes

 

The A-wing is a lightweight, agile and extremely fast starfighter. The A-wing carries twin, wing-mounted blaster cannon, twin concussion missile launchers, an extensive sensor package, and light armor and combat shielding. It is an ideal choice for space superiority as well as hit and fade missions.

 

 

 

The B-Wing Starfighter

 

Refined Material Cost: 21

Maintenance Cost: 24

Attack Strength (Laser Cannon): 48

Attack Strength (Ion Cannon): 72

Shield Energy: 45

Hyperdrive: Yes

 

The Slayn & Korpil B-Wing was designed by Admiral Ackbar as a new generation of heavy assault starfighter. Mounting two proton torpedo launchers and a small turbolaser, with dual blaster cannon and three ion cannon, a single B-wing can threaten a small capital starship.

 

 

 

The T.I.E. Defender

 

Refined Material Cost: 27

Maintenance Cost: 30

Attack Strength (Laser Cannon): 63

Attack Strength (Ion Cannon): 48

Shield Energy: 39

Hyperdrive: Yes

 

The T.I.E. Defender is one of the few production fighters to be equipped with both a shield generator and hyperdrive system (although it still lacks life support). The Defender mounts considerable firepower in the form of proton torpedo and twin concussion missile launchers, two ion cannon and four automatic laser cannon which can target multiple enemies at once! Maneuvering thrusters are housed in the three odd shaped panels which give the Defender maneuverability almost on the level of the Alliance's A-wing, with speed to match that of the T.I.E. Interceptor.

 

 

 

The Bulk Cruiser

 

Refined Material Cost: 30

Maintenance Cost: 30

Fighter Capacity: 0

Troop Capacity: 0

Shield Strength: 200

 

Attack Strength: Fore Aft Port Starboard

 

Turbolaser: 30 0 60 60

Ion Cannon: 0 0 0 0

Laser Cannon: 0 0 0 0

 

Bulk Cruisers were economical derivatives of Dreadnoughts which were sold on the open market and were never intended for front line duty. Rugged but very lightly armed and incapable of carrying troops or fighters, the Bulk Cruiser has until recently been one of the mainstay ships of the Alliance Fleet.

 

 

 

The Nebulon-B Frigate

 

Refined Material Cost: 34

Maintenance Cost: 35

Fighter Capacity: 2

Troop Capacity: 0

Shield Strength: 200

 

Attack Strength: Fore Aft Port Starboard

 

Turbolaser: 40 0 20 20

Ion Cannon: 0 0 0 0

Laser Cannon: 180 180 90 90

 

The 300 meter long Nebulon-B Frigate is built for the Empire by the Kuat Drive Yards. Primarily an anti-starfighter platform, its turbolasers allow it to engage small vessels and it also has the capacity for two starfighter squadrons.

 

 

 

The Victory Star Destroyer

 

Refined Material Cost: 68

Maintenance Cost: 44

Fighter Capacity: 2

Troop Capacity: 2

Shield Strength: 200

 

Attack Strength: Fore Aft Port Starboard

 

Turbolaser: 240 0 200 200

Ion Cannon: 0 0 0 0

Laser Cannon: 0 0 0 0

 

The Victory Star Destroyer, though old, is a capable combat vessel and is an important part of the Imperial Star Fleet. The VSD was designed with planetary invasion in mind and can enter a planet's atmosphere to deliver accurate and devastating bombardments prior to the insertion of troops.

 

 

 

 

These are just samples... but that's enough for now.

 

What do you think... should I upload it to the TC area?

Edited by teukros
Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Bin Essada’s, Pellaeon’s and Pter Thanas’ diplomatic base rating lowered to 40

 

Piett’s diplomatic base rating lowered to zero

 

Jerjerrod’s diplomatic base rating (40) given to Thrawn

 

Villar’s Facility Design Research rating given to Jerjerrod

 

The Troop Training Research Rating of Tallon, Lemelisk, Covell, and Rieekan lowered to base zero, variance zero

 

Veers’s and Madine’s Troop Training Research rating lowered to base 10, variance 50

 

Wedge Antille’s Ship Design Research rating given to Jan Dodonna

 

Griff and Klev swapped stats

 

Carlist Rieekan, Piett and Covell given Espionage and Combat ratings of base 70, variance 30

 

 

Sullustan Regiment’s construction cost raised to 5, maintenance cost raised to 6

 

Imperial Stormtrooper, Mon Calamari, and Wardroid Regiment’s maintenance costs raised to 12

 

Wookie and Dark Trooper Regiment’s maintenance costs raised to 24

 

 

Alliance HQ setup:

One Alliance Fleet Regiment, two Y-Wing squadrons

One Construction Yard

One Gencore I planetary shield generator, one KDY-150 ion cannon

 

Yavin setup:

One Alliance Fleet Regiment

 

Coruscant setup:

Six Stormtrooper and six Imperial Army Regiments, nine T.I.E. Squadrons

One Construction Yard, one Training Facility, three mines, three refineries

Three Gencore Level I planetary shield generators, two LNR Series I planetary based

turbolaser batteries, two KDY-150 ion cannons

Edited by teukros
Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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                       Res.   Mat/Mnt Armor/Screens   Speed/Agility    Las /Ion /Torp 

T.I.E. Bomber           1      9/ 9      36/ 0            7/ 7          30 / 48 / 64 
T.I.E. Fighter          0      6/ 6      16/ 0            9/ 9          30 /  0 /  0 
T.I.E. Interceptor      5      9/ 9      16/ 0           10/11          48 /  0 /  0 
T.I.E. Defender        11     27/30      26/26           10/10          63 / 48 / 32 
Y-Wing Starfighter      0     12/ 9      28/14            8/ 8          30 / 48 / 64 
X-Wing Starfighter      1     15/12      20/10            8/ 9          48 /  0 / 32 
A-Wing Starfighter      4     15/15      16/10           11/11          45 /  0 /  0 
B-Wing Starfighter      6     21/24      40/30            7/ 7          48 / 72 / 64 

 

LEGEND

 

"Laser Cannon" damage is calculated as follows: Dual Blaster = 30, Quad Blaster = 48, Concussion Missiles = 15

 

"Ion cannon" damage is 24 points per Ion Gun.

 

"Torpedo" damage is 32 points for fighter-bombers and 64 points (with longer range) for bombers.

 

 

Fighters:

 

T.I.E. Fighter: Dual Blaster

T.I.E. Interceptor: Quad Blaster

A-Wing: Dual Blaster, Concussion Missiles

 

 

Fighter Bombers:

 

X-Wing: Quad Blaster, Proton Torpedoes

T.I.E. Defender: Quad Blaster, Concussion Missiles, Ion Guns (2), Proton Torpedoes

 

 

Bombers:

 

Y-Wing: Dual Blaster, Ion Guns (2), Proton Torpedoes (2 launchers)

T.I.E. Bomber: Dual Blaster, Ion Guns (2), Proton Torpedoes (2 launchers)

B-Wing: Turbolaser(!), Dual Blaster, Ion Guns (3), Proton Torpedoes (2 launchers)

(B-Wing "laser cannon" damage is 48 but with 167% normal range)

 

 

 

The “armorâ€

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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8O Why shouldn't you upload your TC ?

 

Come on, give it a go. The more the merrier :wink:

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Ok, thanks! I just submitted it for consideration...

 

I and a friend were testing an earlier version of it last summer in a two player game (me on my computer, him on his laptop which was running XP IIRC) and it seemed fine then... because of differing skill levels it was impossible to judge how balanced it was, but my intention was always for the Empire to have a _slight_ edge... (in contrast to the huge advantage that the Alliance has in the out-of-the-box game)

 

The zip file includes documentation of all changes, except for the re-written encyclopedia entries which unfortunately I have long since lost track of. :oops:

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Man I hate Geocities....

 

it seems that Geocities filenames are case sensitive, so my submission earlier probably results in a "file not found" error. *fume*

 

Here's the direct link... I've verified that this works...

 

http://www.geocities.com/telamonian_teukros/OotiniTC.zip

 

Off to resubmit...

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Hey that's great!

8O

 

Just yesterday, I though about this: Why don't we have a Total Realism MOD for this game. Nobody tried to do it yet. And it only needs correct alterations of stats!

 

Great thing Dude! Ever tested it in multiplayer?

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I used it in a two player game with good results but I was playing against a weak player so it is hard to draw a conclusion about game balance. :wink:

 

The starfighters are much more powerful of course but they are also more expensive, and the Rebs retain an early advantage because of their superior starfighters.

 

Actually I've found the single biggest play-balance issue to be the number of troops that both sides start with, and how quickly (i.e., cheaply) new troops can be churned out... want to handicap the game for the Imperials? have them start with an extra two dozen army regiments on Coruscant! Wheee!

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Great changes to the stats and fun to play. 8)

 

The only thing i did was revert the fighters back to the normal as i found them too expensive to maintain & they were taking too long to build.

 

Seperate question you guys may be able to answer. What governs the length of time it takes to build a ship? Is it cost or maintenance?

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Construction cost defines the build time. IT was a pretty simple formula. In one basic shipyard it takes four times the construction cost to build a ship, in an advanced yard it takes twice the construction cost, IIRC.
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Thanks Darth Griffin! Glad to hear you're enjoying it!

 

When I invade and occupy a world the first thing I do (besides landing the officers and giving them an insurrection to suppress) is I move eight to twelve or so T.I.E. Fighter squadrons to that world. This provides enough of a defense so that my fleet can move on to the next system in the sector while the GenCores are being built and the Rebels are being squashed on the newly occupied world.

 

With a little bit of armor and more realistic maneuverability, T.I.E.s aren't half bad. The Reb starfighters are still superior in most ways, but hey, quantity has a quality all its own, right? ;-)

 

The problem with making the starfighters cheaper is that then they completely dominate the game. Don't be surprised if the computer builds nothing but fighters and carriers (and troop transports). I've seen it happen. 8O If anything, the starfighters are _still_ a little bit on the cheap side... they're expensive enough so that building a new squadron is a deliberate act, and not just because your shipyards have nothing better to do. But OTOH, they're still bargains.

 

Here's an example I wrote up a while ago:

 

Example: Let's say you have an Imperial TF consisting of two Victory stardestroyers (with four T.I.E. Fighter squadrons), two Nebulon-B frigates (with four T.I.E. Fighter squadrons), and four Corellian Corvettes. This is a very respectable force!! This TF would cost the Empire:

 

2x(68 mat, 44 mnt) + 2x(34 mat, 35 mnt) + 4x(14 mat, 23 mnt) + 8x( 6 mat, 6 mnt)

 

or 308 mat, 298 mnt

 

Now let's say they get jumped by a cheapo Alliance TF consisting of two carriers, seven X-Wing Starfighter squadrons and five Y-Wing Starfighter squadrons. This TF would cost the Alliance:

 

2x(32 mat, 29 mnt) + 7x(15 mat, 12 mnt) + 5x(12 mat, 9 mnt)

 

or 229 mat, 187 mnt - not that cheap after all.

 

And I think it is pretty clear that the Empire could expect victory... I would expect the Empire to lose one of its VSDs or up to three of its escorts, but only at the cost of the entire Rebel force. The Empire will make that trade.

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Teukros could you please email me the stats for the revised star fighters . I would just reinstall the TC but i have changed a load of the cards etc as well.

 

Thanks again

 

Email > webmaster@diplomats-empire.com

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I'm playing a game as the Empire and last night I fought a Grusomely Humongous battle where the Empire had a 9:1 superiority in starfighters, making the outcome a forgone conclusion. I'm a little perplexed as to why the computer didn't build more carriers and starfighters... hmmm maybe the starfighters do cost too much...

 

I have the "Traitor" program so I might experiment with lowering the MAT costs. After all, it is probably a lot faster, easier and CHEAPER to slap together 150 T.I.E. Interceptors than it is to build an Imperial Star Destroyer!

 

At the same time, however, the pilots required for those 12.5 squadrons would be a very precious resource indeed.

 

So even if I do lower the MAT costs, I'm thinking that the MNT costs should be doubled (or even tripled)! If doubled, two individual T.I.E. Defenders would require support services, ground crew and supply trains comparable to one Imperial Galleon, which actually strikes me as reasonable...

 

The main point being, if MNT is high enough, it would be a crude but effective way of forcing the two sides to build things other than carriers and starfighters.

 

EDIT: Of course the problem with reducing the MAT costs of the starfighters, as per my example above, is that it is then too quick and easy to replace losses... Oh well I set out to make a TC for a realistic two player game, I understand that PTESB is a very good single-player experience. 8) I might still increase the MNT costs though...

 

In all of my above ramblings, I should have noted that my TC doubles the turbolaser ratings of most ships.

 

EDIT: Considering that all of the Alliance starfighters have hyperdrives anyway, I wonder what would happen if I stripped Alliance carriers of their laser cannon but made them cost 1 MAT and 1 MNT... hmmm...

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Traitor program is great :D

 

Ok early findings for the TC: -

 

(please understand that these are just my thoughts on the TC. These may differ from person to person.)


  • 1). There is too much variance on the research abilities of the Empire members. - I found that the the research missions failed too many times. After changing the stats to base 75 with 25 variance this was overcome.
     
    2). Too few diplomats on Empire side. - From a personal point i dont want to take control of every planet by military might, which i was being forced to do. A couple of more diplomats sorted this out.
     
    3). AI when left in control of troops only builds Fleet Regiments. - After returning the stats to the original this was overcome.
     
    4). The game is progressing way too slowly. - Day 400 and Nothing has happened at all. - Not sure why but it is going really slowly. No sign of the AI rebels at all.

 

Other than that the game is now more realistic. The fighters are taking longer to produce, but are much better in combat. Fleets move well and the character changes as a whole are much better (if a bit hard to remember at first :) )

 

First impressions are that this TC has some nice improvements. Its got my vote and i will be using it (slightly altered on character cards) for the foreseable future.

 

Great mod 8)

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  • 1). There is too much variance on the research abilities of the Empire members. - I found that the the research missions failed too many times. After changing the stats to base 75 with 25 variance this was overcome.
     
    2). Too few diplomats on Empire side. - From a personal point i dont want to take control of every planet by military might, which i was being forced to do. A couple of more diplomats sorted this out.
     
    3). AI when left in control of troops only builds Fleet Regiments. - After returning the stats to the original this was overcome.
     
    4). The game is progressing way too slowly. - Day 400 and Nothing has happened at all. - Not sure why but it is going really slowly. No sign of the AI rebels at all.

Glad to hear you're enjoying it! Thanks for the feedback!

 

1) If you're talking about troop training research then that was intended (I want it to take a long time). If you're talking about ship or facility research then there is no reason for that. I swapped the numbers around a bit (Villar's facility research rating given to Jerjerrod for example) but they're the same numbers....

 

2) Imperial Diplomacy is an oxymoron and the Empire has that great provoke and suppress tactic which allows them to get every planet down to a garrison of one or none in record time (something the diplomacy minded Alliance is not nearly as good at).

 

3) Hmmm are you sure you didn't change the Fleet Regiments? I'm pretty sure I left the army and fleet regiments of both sides unaltered. Computer still loves to raise Wookiee Regiments though, despite my raising the maintenance through the roof (Wookies have to eat a lot, you know :) )

 

4) Nothing by day 400 is unusually slow, but yeah, I've noticed that too. It's kind of strange because that's the way that I play, so the computer is mirroring my play style. 8O But the computer also seems to be holding its Corellian Corvettes in reserve a lot more than it usually does, which is inexplicable.

 

On the other hand, when the Alliance does get around to it, expect a big battle.

 

 

Other thoughts/ideas:

 

As I already mentioned I might increase starfighter maintenance.

 

I might reduce the armor of the starfighters by 2-4 points. I was looking at the XWA stats last night and they're all wonky. T.I.E. Fighters with armor of 9 and B-Wings with armor+shields of 160? 8O8O And the Y-Wing is a lot more maneuverable than it is in XWA. My numbers for the lasers and shields are (kind of) based on the original Rebellion numbers, with some basic armor being added for all starfighters. It's entirely possible I overdid it with the armor, but on the other hand, in "A New Hope" armor seemed to be a lot more important than deflector screens, with deflector screens giving you, at best, a chance of deflecting damage but no dependable protection at all.

 

For some time now I've been pondering decreasing the Corellian Corvette's hull from 500 to 400 (and increasing the Gunboat's MAT cost), but I hesitate because of the effect this would have on the AI (and I don't really have the time to use Traitor to be all scientific about it).

 

And I might, someday, start to play with cards. I would like to find a Imperial-looking Neb-B card (talking about the visual appearance only). And if I could find or make Dreadnought and Corellian Corvette cards which somehow appeared "neutral", that would be great (there is no need for there to be two Dreadnought cards in the game). I would like to replace the Alliance Dreadnought with a realistic MC-40 (making the "neutral" Dreadnought buildable by both sides), and maybe the Empire should be able to build Golans as well (I would probably eliminate the Bulk Transport to make room for the Golan, sorry Rebels).

Put an overpowered Solar Ionization Reactor in between two cheap-ass engines and a couple of laser cannon, put a chair with a rudimentary flight control and targeting computer on top, and surround the (unpressurized!) pilot with enough armor plate so he doesn't fry in a tenth of a second... riiiiiiiiight
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Now thats a big fleet 8O

 

Using the Traitor program so far the rebels (AI) are mainly building Assault Frigates :?

 

The troop build issue was something i forgot to change before i installed the TC so it stayed the same . doh!

 

As for the Nebulon B... I use this one > Nebulon B With this graphics card > Nebulon-BCB

 

I used the model importer program (the Neb B is in rsc format :) )and replaced the Star Galleon with the new card. Then i copied the stats for the Rebel Nebulon B and increased the Construction & Maintenance costs by 10 for the Imperial ship. I also increase the weapons power by 10, but left the range the same. I figured the Imperial Neb B would be the superior vessel as the Imps had more ship yards and more research staff. With this in mind i gave the Imerial Neb B a research level one below the rebel version.

 

On the same score i also got rid of the Victory 2 as i personaly hate the ship. Now ihave a Golan 3 Defence Platform (Cant move due to the battlestation hack). Gives the Rebels something to worry about when they drop by Coruscant for the first time :lol: I have toyed with the idea of allowing the rebels the oportunity of building the Golan 3's, but in keeping with the Star Wars 'reality' i cant see as they would have had the resources to build one.

 

Still playing the original game though. Dont get much time so may take a while. Will keep you updated on the outcome :)

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As a secondary thought i would not like the starfighter maintenance to be increased. As it is i am a little concerned that the Tie Defender costs more than the Corellian corvette & Gunship to produce. With the Defender having lower laser stats.

 

As it stands, in a head to head battle a squadron of B-Wings Vs Lancer Frigate has the cheaper Lancer easily destroying the B-Wings as its shields are massively bigger & it has more laser power.

 

Just a thought.... Would a squadron of six starfighters really cost more than a Lancer frigate?

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To amke it more clear how good i am at this game, i have only just started to take control in a battle situation. I always used to let the AI take control. Now i have started to use the way points and manouvres to bring the correct weaposn to bear. So far i just send in half of the fighters to battle, the rest on protection duty. If someone could send me a basic battle guide, or point me in the right direction of an existing one, i would be grateful.

Gets a bit infuriating at times when i try and get my ISD to broadside a moncal only to have it fly past without firing a single shot :evil:

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