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[v0.43]Babylon 5 - Sins of the Younger Races {Diplomacy1.34} *UPDATE 08.12.2012*

Babylon 5 mod effort for Sins

By on August 17, 2009 4:40:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn_Ke...

Join Date 08/2008
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This is the story of the last of the Babylon 5 mod-efforts. It's goal, to prevent another failure, by creating a place to solve our problems collaboratively. Its a port of call, home away from home, for modelers, texturers, programmers and sound engineers. 

 

Babylon 5 - Sins of the Younger Races

 
Disclaimer:
The authors are not responsible for any damage that may arise from using this mod. This mod may not be sold under any circumstances. It may be downloaded, bundled with other mods as long as it does not violate the laws of the state/country you live in and this disclaimer is distributed with it. For other used please contact me personally.


Thanks to the TEAM:
2D Artist: SteinerX, Tobias Liebhart (TobiWahn_Kenobi)
Coders: Davroth, EvilTesla-RG, zRazor (Ronie Albesa), Zvezdochets, Rodney Jenkings (HotRod), Rob Cummings (NewHorizons), Tobias Liebhart
Modelers: Fileosoft, Koobalt, Timmaigh, zRazor (Ronie Albesa), Stefan May, Zvezdochets, Tobias Liebhart
Musician: Pauli Valkeejärvi (Hawkwall)
Research: Rodney Jenkins, Darvroth
PR: SteinerX
Texturers: SteinerX, TFL_BigBangTheory, Timmaigh, ZombiesRus5, Tobias Liebhart
Bughunters: Peter1x9, ZombiesRus5, Darvroth, Rob Cummings
Support: Lavo_2, boshimi336

And to
MysticAngel for the Automated Fighter docking ability

Sounds provided by: Zvezdochets

And thanks to all those modelers whose work is a inspiration and a template for creating ingame assets

If I forgot anyone, please contact me so I can give proper credit. (There seem to be so many decent people involved at the moment)

 

Update 0.431 HotFix (Requires 0.43)

https://mega.co.nz/#!sFRnDZCa!Asl6qQ3N-KkqlKnxnq541XWsbARTbGMhLjX3lcK1vdw

http://www.mediafire.com/?bvvbotkoao86uic

http://www.gamefront.com/files/22724745/sotyr_0_431_Update_rar

 

Release 0.43 Full

https://mega.co.nz/#!EIgQVLIR!EwaLA3pCL2z5xAd5fgBmqjHJPWwktwVP5jb5pWee5dM

http://www.gamefront.com/files/22720978/sotyr_0.43_Full.rar

http://www.mediafire.com/file/8djsoefyxvv7fj9/sotyr_0.43_Full.rar

http://www.filedropper.com/sotyr043full

 

Put contents into the gameInfo directory

--------------------------------------------------------------------------------------------------------------------------------------------

put the folder "b5-sotyr"

using winxp
C:\Documents and Settings\'user name'\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

using vista/windows 7
C:\Users\'username'\AppData\Local\Ironclad Games\Sins of a Solar Empire\Mods-Diplomacy v1.34

---------------------------------------------------------------------------------------------------------------------------------------------

 

PreAlpha 0.43 for Sins Diplomacy 1.34

Contents:

Races:
    Minbari
    EA
    Narn
    Centauri
    Shadows
    Vorlon
    
Models:

    General:
        Jumpgate
    
    Minbari:
        Tinashi
        Nial (Tishat)
        Flyer
        Sharlin (Sharkaan, Sharoos)
        Neroon
                
    Earth Alliance:
        Avenger Carrier
        Artemis Frigate
        Hermes Transport
        Omega Destroyer
        Hyperion
        Sagittarius Cruiser
        Starfury Aurora
        Victory Destroyer
        EA Explorer
        Apollo
        Starfury Badger *NEW*
        NOVA Dreadnought *NEW*
        Global Orbital Defense *NEW*
        Poseidon Super Carrier *NEW*
   
    Shadows:
        Ancient Battlecrab
        DeathCloud
        Scout *NEW*
        Young Battlecrab (smaller) *NEW*
        Fighter *NEW*
        Carrier *NEW*

    Narn:
        G'Quan
        BinTak
        Ka'Toc
        Dag'Kar
        Frazi
        Gorith
        
    Centauri:
        Vorchan
        Centurion
        Liati
        
    Vorlon:
        Heavy Cruiser
        Light Cruiser
        
   
Abilities:
    Many added

Starbases:
    Basic Starbases for younger Races ( Military, Jumpgate )
    Jumpgates for EA, Narn, Centauri and Minbari
    
Research:
    EA
    Centauri
    Minbari
    Narn
    Vorlon
    Shadow
    
GUI:
    Fonts
    Intro Music
    Loadscreens
    Intro Videos
    Icons
   
Music:
    Battle music 1, 2
        & 3 *NEW*
    Quiet music 1, 2, 4, 5
   
Sounds:
    Vorchan Ion cannon

 

SOTYR manual
 

If anyone wants to contribute to this mod, please contact me. Any models, sounds, music, textures, abilities and so on are welcomed. I will however keep control of the stats (with input from the most active members/posters).

Home
https://bitbucket.org/TobiWahn_Kenobi/sotyr/wiki/Home

Screenshots
https://bitbucket.org/TobiWahn_Kenobi/sotyr/wiki/Home#!screenshots

Bug reporting over here (you need to be a member of Origo and the team, if you want to do this, please contact me)
https://bitbucket.org/TobiWahn_Kenobi/sotyr/issues?status=new&status=open
 


Old Blog with screenshots and infos maintained by SteinerX can be found here (*OUT OF DATE*)
http://babylon5ins.blogspot.com/

 

Yours TobiWahn_Kenobi

 

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May 20, 2012 5:30:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
Question: Is the researchable weapons for ships an on/off or is there finer control to tweak existing weapon stats?

It is an on/off that unlocks an additional weapon.  You can trigger additional damage for specific weapons on a specific ship using passive abilities unlocked through research though. 

buffInstantActionType "ApplyBuffToSelf"
instantActionTriggerType "AlwaysPerform"
buffType "<buff name>"

instantAction
    buffInstantActionType "ApplyBuffToTargetOnWeaponFired"
    instantActionTriggerType "OnWeaponFired"
    numWeaponClasses 2
    weaponClassForWeaponPassive "<weapon class>"
    weaponClassForWeaponPassive "<weapon class>"
    passiveWeaponEffectChance
        Level:0 1.000000
        Level:1 1.000000
        Level:2 1.000000
    buffType "<secondary buff>"
    targetFilter
        numOwnerships 1
        ownership "Enemy"
        numObjects 4
        object "CapitalShip"
        object "Frigate"
        object "PlanetModule"
        object "StarBase"
        numSpaces 1
        space "Normal"
        numConstraints 0

Using the ApplyBuffToTargetOnWeaponFired InstantActionType allows you to have buffs triggered via weapons fire.  The buff can be anything from additional damage to a single target to splash damage to disable to well, anything triggered via ability buffs.

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May 20, 2012 7:20:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@Davroth

Making weapons dependent on research does not require changes in hardpoints (and should not in our case). Changing this will have a great impact on the balance and capability of ships but will enable us to fine tune many a thing. As for 0.43, I won't do any of those. I've now adapted my Database to enable the user to specify research for weapons (for now only capships, frigates and Planetmodules)

Iis it even possible with Fighters? And how do Starbases behave if used instead of fireConstraintType "StarBaseUpgradeLevel"?

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May 20, 2012 7:46:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TobiWahn_Kenobi,
Iis it even possible with Fighters?

And how do Starbases behave if used instead of fireConstraintType "StarBaseUpgradeLevel"?

Fighters/bombers can have weaponClassForWeaponPassive based abilities. The (passive) ability is present on their carrier and is applied to a LinkedSquad. I can post up an example if you'd like.

That's just there encase the weapon in question is based off of the starbase's weapon upgrades (aka. the upgrade unlocks the weapon in question).

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May 20, 2012 8:10:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Couldn't you just make the StarBaseUpgrade itself dependent on technology?

It wouldn't make much sense to build beam emitters onto a starbase, before you know how to build beams.

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May 20, 2012 8:26:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes, Starbase upgrades can be made dependent on researches.

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May 21, 2012 3:56:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Small misunderstanding there. I know it's possible, it was a suggestion packed up in a rethorical question.

Man I should stop using such figures of speech, when there is no speech present to emphasise how it's meant by tone of voice...

Looking back, a "Why don't you " would have fitted better than a "Couldn't you " as well.

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May 21, 2012 5:02:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I know that this is possible as well, it was just a question of "is the engine going bust if I specify "Research" as fireConstraintType or not? I know it does not make much sense.

As for fighters - is it possible or not to have their weapons enabled through research? It should be but fighters are somewhat special.

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May 21, 2012 10:56:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Does this mod come with its own intro movies?

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May 22, 2012 4:49:19 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

MYSTfanatic,

Sadly no. We haven't had the time to craft an intro movie and if we did we'd be quite a bit further along with the mod. As it stands we are still in an Alpha build adding content.

Darvroth

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May 22, 2012 4:52:45 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

All,

I'm looking for possible ideas to use as ship or structure abilities for the 6 major races. The Narn and Centauri in particular are devoid of abilities at the moment though all the races have plenty of holes yet to fill. Please post to the forum and if they seem to fit a need and can be shoehorned into the game engine we'll give it a go though it may take awhile as I'm only averaging about one ability a week at the moment.

Darvroth

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May 22, 2012 4:55:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
Does this mod come with its own intro movies?

Not really. I did a cheap logo movie but no real intro as of yet. It just shows a picture of a render (using the ingame models), and we have a credits movie (which is a static screen), thats it. First and foremost we need this mod to advance a bit further. If you want to make an intro or know someone who does I'd gladly help to make it come into life, supplying the models and such.

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May 22, 2012 5:02:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
I'm looking for possible ideas to use as ship or structure abilities for the 6 major races. The Narn and Centauri in particular are devoid of abilities

Probably not very imaginative, and haven't played as Narn or Centauri for a while but here goes...

Could the "Mass Drivers" tech unlock a cap ship ability of the same name? It would be impressive if the "meteoroid control" effect for the Advent starbase could be re-worked so that cap ships fired a hunk of rock at the planet's surface.

I may have found uses for "Couro Prido" and "Thenta Makur".

The former though applied (in the series) to troop invasions of the surface, and as the Centauri have a siege bonus with Mass Drivers, then a second siege bonus seems a bit OTT.

I suppose you could bend it's purpose for fleet combat, eg give a Centauri frigate/cruiser the Cielo's Embolden ability or the Advent's "Amplify Energy Aura" to provide a weapons boost to nearby friendly ships, eg something along the lines of "Couro Prido :- Elite officers execute the Empire's finest combat tactics...".

Thenta Makur could be an ability a bit like Subversion (Antorak Marauder), but instead of sabotage it could lower allegiance/resource income of the targeted planet, eg "Thenta Makur : leading members of the planet's government are assassinated resulting in political disarray". This drop in allegiance + cultural presence of your hostile fleet + your culture may cause the planet to revolt.

Possibly re-work Advent Martyrdom for a Narn scout/light frigate and call it "End the cycle of pain", when such a vessel is heavily damaged it rams a hostile ship, may be give it additional damage if it hits a Centauri capital ship (if possible) as those would be what an embittered Narn would really want to get.

Slightly off-topic, but with the Rebellion around the corner, I'm wondering if some of the TEC Rebel's tech could be re-worked & applied to the Narns, eg Truce Amongst Rogues, etc.

It would give the Narn an early advantage to expand, and would fit in with their less scrupulous dealings with the Raiders - does anyone want buy a Centauri ion cannon?

 

 

 

 

 

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May 22, 2012 5:39:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

NewHorizons,

We've already included the Centauri mass driver. I'll have to play with Couro Prido and Thenta Makur but both sound reasonable. Some EA capital ships already have a ram ability...I'll need to discuss with TobiWahn to see if a similar approach can be generated for select Narn frigates. The Narn did on occassion ram so it is possible but will need to be discussed.

As to Rebellion, we have big plans for most of the younger races but it is a lot of work and we are still struggling to add basic content. As planned 0.43 will be a major content push and 0.44 will be a post Rebellion expansion and compatibility upgrade.

Darvroth

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May 22, 2012 6:35:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I still have the Centauri scout (Covran i believe) on my to do list. Life has just been kicking the snot out of me.

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May 23, 2012 6:16:56 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
As to Rebellion, we have big plans for most of the younger races but it is a lot of work and we are still struggling to add basic content. As planned 0.43 will be a major content push and 0.44 will be a post Rebellion expansion and compatibility upgrade.

Hehe, thats news to me! What big plans do we have for rebellion? I have non so far, except the graphical update.

If you refer to the option of having two sides per race, I still say maybe in the distant future, but first finish the basic races before we add additional ones (even if they only differ in research and a ship or two)

Quoting Darvroth,
We've already included the Centauri mass driver. I'll have to play with Couro Prido and Thenta Makur but both sound reasonable. Some EA capital ships already have a ram ability...I'll need to discuss with TobiWahn to see if a similar approach can be generated for select Narn frigates. The Narn did on occassion ram so it is possible but will need to be discussed.

We can put the ram ability wherever we deem useful, but I'd rather had more unique abilities than the same for every ship.

Quoting boshimi336,
I still have the Centauri scout (Covran i believe) on my to do list. Life has just been kicking the snot out of me.

Ahh, another ship. That would be very nice! Including texture and UV. Optimised UV with no overlapping of polygons except for identical parts (and accounting for the post process of baking AO into the texture)?

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May 23, 2012 6:17:38 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
I may have found uses for "Couro Prido" and "Thenta Makur".

I like that, I've always wanted to include the Thenta Makur.

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May 23, 2012 1:42:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TobiWahn_Kenobi,
I like that, I've always wanted to include the Thenta Makur.

... price of Death Blossoms & pain-givers soars on the interstellar black market.

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May 23, 2012 3:53:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
... price of Death Blossoms & pain-givers soars on the interstellar black market.

Where can I buy one? I'd have a few applications for a paingiver. Politicians come to mind

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May 23, 2012 4:00:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TobiWahn_Kenobi,
Hehe, thats news to me! What big plans do we have for rebellion? I have non so far, except the graphical update.

Ha, ha, ha... made my sides hurt. The devil of execution is of course always in the details...

Darvroth

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May 23, 2012 4:34:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

TobiWahn,

I think I can do either of two approaches to the Narn Thenta Makur. The first is to have a tech grant an influence projection to the Narn trade stations (think Psi influence cannon) that would decrease the influence in a station by a set amount. Ideally the relations to that faction would be a consideration in the targeting but it could either be random or a dedicated expensive structure with a long cool down.

The second way would be a ship ability that would decrease a capital ship level or xp (which would be a stand in for the assassination of a senior officer).

Thoughts?

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May 23, 2012 5:26:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm not sure Sins capability for tripartite diplomacy, but it would be nice if the Narns had a tech+envoy ability to negotiate between two other factions, eg In the Beginning : G'kar's attempt to broker peace between Earth Alliance and the Minbari Federation.

Possibly could be implemented if your Narn faction has two allies that don't have a cease-fire with each other, you send envoys to both which then use an ability which increases the relationship between your two allies.

If they form a cease fire with each other, your faction gets an increase in relationship.

Could be quite useful for creating alliances against powerful races such as the Shadows.

 

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May 23, 2012 8:38:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Darvroth,
The second way would be a ship ability that would decrease a capital ship level or xp (which would be a stand in for the assassination of a senior officer).

Would really love that!! Doing this to a titan-class ship in rebellion would be hell

Quoting Darvroth,
I think I can do either of two approaches to the Narn Thenta Makur. The first is to have a tech grant an influence projection to the Narn trade stations (think Psi influence cannon) that would decrease the influence in a station by a set amount. Ideally the relations to that faction would be a consideration in the targeting but it could either be random or a dedicated expensive structure with a long cool down.

Don't think that would be good. The Narn assassins guild has no direct influence, it is a mere tool used by the wealthy to dispose of their enemies.

Quoting NewHorizons,
I'm not sure Sins capability for tripartite diplomacy, but it would be nice if the Narns had a tech+envoy ability to negotiate between two other factions, eg In the Beginning : G'kar's attempt to broker peace between Earth Alliance and the Minbari Federation.

Possibly could be implemented if your Narn faction has two allies that don't have a cease-fire with each other, you send envoys to both which then use an ability which increases the relationship between your two allies.

If they form a cease fire with each other, your faction gets an increase in relationship.

Could be quite useful for creating alliances against powerful races such as the Shadows.

Don't think this is possible. Nice idea though.

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May 23, 2012 10:00:22 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting TobiWahn_Kenobi,
Ahh, another ship. That would be very nice! Including texture and UV. Optimised UV with no overlapping of polygons except for identical parts (and accounting for the post process of baking AO into the texture)?

 

Currently my initial ambitions are to master Wings3D and complete a model to start. I have modeling experience but only in SolidWorks & Catia. One step at a time.

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May 24, 2012 3:30:46 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If the league ever becomes it's own race, giving the Brakiri ships the ability to generate income (like the Vasari Loyalist capships) would sound like a good idea, since the Avioki is mainly a large trading vessel coopted for battle. Maybe coopting the "colony pods" ability of the Vasari starbase as a levelup ability for Avioki.

For the Shadows you could try to make a version of the jumppoint disruption that was seen in "The long twilight struggle". The battlecrab could hit the target with a short-lived debuff that destroyes (or severaly damages, if outright destruction is too overpowered) it, if it tries to jump.

The Vorlons, having manimpulated the younger races to see them as something akin to gods, could have a version of the Advent superweapon to represent their manipulations. You could argue that a Vorlon is going to the planet and shows his "true" (i.e. angelic - which isn't true at all) form, thus converting the onlookers to the Vorlons side.

Would it be possible to change the TEC armistice ability to apply only to pirates and neutrals? If yes, this could be used to represent the Narns willingness to cooperate with pretty much anyone who can afford it. Maybe add in some earned money while the ability is active (dependent on how many neutral ships are in it's radius).

As for the Narn ramming: The only Narn I remember doing that on TV was a fighter. Maybe a version of the TECs magnetice that let's your own fighters crash into the enemy ship, rather than the enemies?

The Humans, if they still are in need of abilities, could get the "bonehead manouver" which allows them to blow up a jumpgate, creating a large and devestating explosion, damaging friend and foe alike.

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May 24, 2012 5:00:26 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting boshimi336,
Currently my initial ambitions are to master Wings3D and complete a model to start. I have modeling experience but only in SolidWorks & Catia. One step at a time.

Ahh, yes. That was me going over the top again Take your time. We got plenty to do so no hurry for the corvan

Quoting -Norbert-,
If the league ever becomes it's own race, giving the Brakiri ships the ability to generate income (like the Vasari Loyalist capships) would sound like a good idea, since the Avioki is mainly a large trading vessel coopted for battle. Maybe coopting the "colony pods" ability of the Vasari starbase as a levelup ability for Avioki.

Nice idea, but for now I do not intend to make the league. Lets see if it is still playable with 6 different races when completed, then we can look into adding more content.

Quoting -Norbert-,
For the Shadows you could try to make a version of the jumppoint disruption that was seen in "The long twilight struggle". The battlecrab could hit the target with a short-lived debuff that destroyes (or severaly damages, if outright destruction is too overpowered) it, if it tries to jump.

If it is possible to limit this ability to ships that are about to phasejump that would be cool. Outright destroying is out of the question though, but lots of damage would do the job (destroy small to medium ships, cripple large ones).

Still, the shadow Battlecrabs beam is deadly enough, so I'm not sure that his would give any sort of advantage.

Quoting -Norbert-,
The Vorlons, having manimpulated the younger races to see them as something akin to gods, could have a version of the Advent superweapon to represent their manipulations. You could argue that a Vorlon is going to the planet and shows his "true" (i.e. angelic - which isn't true at all) form, thus converting the onlookers to the Vorlons side.

Nice thought.

Quoting -Norbert-,
Would it be possible to change the TEC armistice ability to apply only to pirates and neutrals? If yes, this could be used to represent the Narns willingness to cooperate with pretty much anyone who can afford it. Maybe add in some earned money while the ability is active (dependent on how many neutral ships are in it's radius).

The idea is not bad, but I really hate the armistice ability.

Quoting -Norbert-,
As for the Narn ramming: The only Narn I remember doing that on TV was a fighter. Maybe a version of the TECs magnetice that let's your own fighters crash into the enemy ship, rather than the enemies?

Even if possible I'm not sure it would be worth the fighter. The damage would need to be lots more than the fighter weapons could dish out or ignore shields and mitigation to have a benefit.

Quoting -Norbert-,
The Humans, if they still are in need of abilities, could get the "bonehead manouver" which allows them to blow up a jumpgate, creating a large and devestating explosion, damaging friend and foe alike.

Need to be evaluated. Doing such a thing should be difficult and have long recharge time.

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