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[MOD] EAW: Open Conflict

Page: 2 of 5
 Adonnay
03-01-2006, 6:20 AM
#51
Okay... I changed some scales to better match your list above (especially the nebulon B was far too large). Now it looks kinda odd for this relatively small ship to have aprox. the same firepower as the Acclamator.

I've made the capital ship shields massive... but with a hardly noticeable recharge value. This way smaller vessels also have a chance to take the shield down - it just takes a while. Open to testing though...

-> Version 005 (http://www.adonnai.de/eaw/Adonnay_eaw_005.zip)
 Daft_Vader
03-01-2006, 7:37 AM
#52
Wow this sounds like a great mod!!!!

I was wodering if you might be able to do something or if it would be possible to do something....

Could you perhaps add more colors to the Skirmish options or make it so that you don't have to choose a color at all. I do't really like my Star Destroyers with these speed stripes :)

Also, when ships spawn, ships of the same type sometimes have the same names assigned to them

Thanks in advance,
Gian
 reptile1
03-01-2006, 8:19 AM
#53
I Cannont build Mon Calґs in GC conquest mode.
 Adonnay
03-01-2006, 9:47 AM
#54
Are you sure you're on the right planet? Is your starbase large enough?
Even if you are at tech level 5 already you still have to steal them for quite a price.
 mandead
03-01-2006, 9:47 AM
#55
Couple of points from when we were discussing this last night (apologies if they've been fixed in your v0.5, 'cus I've yet to test it).

1, You don't seem to have recharge timers on some special abilities. For Kyle I could use his two special abilities all the time. That should be easy to fix.

2, I think you need to make some additions to the MasterTextFile and put them in your zip. I like a polished game, that's all. The Tie-Advanced X-1 was never
mass produced (it was Vader's prototype) - so rename it the Tie Avenger (the model that was mass produced) and give it a new string with a new description. This is fairly easy to do if you know how to edit the .DAT file. The same needs doing for Mara, Kyle - and if he is being added in a VSD - the Emperor., as currently they have no (proper) descriptions.

3, Also, the text files have a few errors (which aren't your fault, obviously). For example, they say the ISD carried 10 fighter and 5 bomber, whereas they actually carry - if I remember correctly - 8 and 4 respectively. I've fixed this so they do indeed carry 10 and 5. If you have MSN I can send you my MasterTextFile (I've edited/corrected quite a bit of stuff, though it is a work in progress) over MSN or something, and you can have a look for yourself and edit things accordlingly.

Finally, I'm glad you beefed up the capital ships. Great idea! ;)

Thanks so much for this mod, it's a great community project and does so much for the game :) Your work is appreciated.
 Adonnay
03-01-2006, 9:50 AM
#56
@Daft Vader... well the colors are in there for a reason... to seperate not only enemies from friends (that shouldn't be too hard) but to seperate you friendlies from your own units (2 vs 2). I can however make one color "colorless" if you say so... so that at least your ships are not "speed striped" *g*

The names are in a simple text file in your "GameData/Data" directory... you can add a few if you want ;)
 mandead
03-01-2006, 9:55 AM
#57
@Daft Vader... well the colors are in there for a reason... to seperate not only enemies from friends (that shouldn't be too hard) but to seperate you friendlies from your own units (2 vs 2). I can however make one color "colorless" if you say so... so that at least your ships are not "speed striped" *g*

The names are in a simple text file in your "GameData/Data" directory... you can add a few if you want ;)

Do you mean "Marauder_Missile_Cruiser.txt", etc.?

If so, you've misunderstood my post :)
 Daft_Vader
03-01-2006, 9:56 AM
#58
HI Adonnay

Thanks for the prompt reply do you know what I would need to change to be able to select colorless?

I would really appreciate your advice...
 Adonnay
03-01-2006, 10:00 AM
#59
@mandead: The naming thing was meant for Daft_Vader... he was asking for more ship names ;)
The special ability for some units were intentionally left unlimited. They always have a downside to it and so I think it should be up to the user to chose them carefully and at the right time. They have to be tweaked a little though I agree.

About the textfile... well... I haven't even started about polishing it ;) But you're right... that's on my list as well. There's quite a few descriptions I have to change/add.

So much to do ;)

PS: I do have MSN... at least I had it once
 mandead
03-01-2006, 10:10 AM
#60
Ah right, then it is I who misunderstood. Apologies :)

BTW, when you get round to doing the MasterTextFile:

Victory Cruiser = Victory Star Destroyer
Venator Cruiser = Venator Star Destroyer
Acclamator Cruiser = Acclamator Assault Ship
Pirate Fighter = Rihxyrk Fighter
Pirate Frigate = Action VI Transport (is debatable due to its generic design. Some have called it the Action IV, but I opted for the VI for some reason.)

I've also edited the descriptions of the Nebulon-B, Acclamator, VSD, ISD, Venator, Home One, The Accuser, and one or two other things.

I've not really touched any ground-related stuff, but I might at some point. And as I say, a new string will need to be added for the TIE Avengers the Empire get, as well as for the MC80 Cruiser as you've now given the Rebels two kinds of Mon Calamari, the MC80 (it is the MC80, right?) and the Liberty-class.

Finally, I think you should give all the special abilities proper timers and whatnot :)

Hope some of that helped!
 mandead
03-01-2006, 10:13 AM
#61
Okay... I changed some scales to better match your list above (especially the nebulon B was far too large). Now it looks kinda odd for this relatively small ship to have aprox. the same firepower as the Acclamator.

I've made the capital ship shields massive... but with a hardly noticeable recharge value. This way smaller vessels also have a chance to take the shield down - it just takes a while. Open to testing though...

-> Version 005 (http://www.adonnai.de/eaw/Adonnay_eaw_005.zip)

So now the Victory is thrice the length of the Nebulon-B? Ace! :)
 Adonnay
03-01-2006, 10:14 AM
#62
Well right now I'm trying to find the tool to edit the .dat files to begin with *g*

Any hints?

Why do you think all abilities should have timers? The X-Wings S-Foils don't have timers either, nor the Corellian Gunships power to engines ability. It's okay as long as it doesn't get too powerful. Open for debate ;)
 mandead
03-01-2006, 10:20 AM
#63
lol I forgot about those *embarassed smilie from MSN*

RE: .DAT editor - http://eawnexus.com/tools.php#7) :)

And you're right - I forgot about those examples. I suppose I am thinking more along the lines of uber weapons like the proton beam and concentrate file.

Engines/Shields shouldn't have any timers (so you can change this on all ships that have such abilities) - but I rekon the lure ability should have a timer, say - 20 or 30 seconds?

I make the Proton Beam have a 10-second attack timer (so it does lots of damage) but to balance it, give it a 1 minute timer.

Seeing as only Piett has it, it's not a balance issue, so it's fine :)
 Adonnay
03-01-2006, 10:25 AM
#64
Thanks for the link... I'll start editing the .dat file then... help apreciated. Are you native english speaker? I don't want to disgrace myself with poorly written descriptions *g*
 Jan Gaarni
03-01-2006, 10:28 AM
#65
The Pirat Frigate is debatable if it even is part of the Action series.
While it looks fairly similar to the ships in the series we know (IV, V, and VI as far as I know anyway), it isn't quite the same looking ship.
 mandead
03-01-2006, 10:28 AM
#66
Wow this sounds like a great mod!!!!

I was wodering if you might be able to do something or if it would be possible to do something....

Could you perhaps add more colors to the Skirmish options or make it so that you don't have to choose a color at all. I do't really like my Star Destroyers with these speed stripes :)

Also, when ships spawn, ships of the same type sometimes have the same names assigned to them

Thanks in advance,
Gian

What's your e-mail address mate? I have a massive list for each of the ship types that have unique names. I'll send you it :)
 mandead
03-01-2006, 10:30 AM
#67
The Pirat Frigate is debatable if it even is part of the Action series.
While it looks fairly similar to the ships in the series we know (IV, V, and VI as far as I know anyway), it isn't quite the same looking ship.

Very true, but 'till a universally accepted alternative is used, I stick with Action VI Transport ;)
 Daft_Vader
03-01-2006, 10:31 AM
#68
PM'd you

THanks!!!
 mandead
03-01-2006, 10:32 AM
#69
Thanks for the link... I'll start editing the .dat file then... help apreciated. Are you native english speaker? I don't want to disgrace myself with poorly written descriptions *g*

No problem, I like helping you modding types ;)

And yes, I am. My English is very good, so don't offend me with badass grammre or poor speeling.
 Adonnay
03-01-2006, 10:36 AM
#70
Then why don't you just start up your MSN so we don't have to get on everyone's nerves here with updating this thread every 2 minutes ;)
 mandead
03-01-2006, 10:41 AM
#71
Good idea ;)

I take it you've added me?

I just need to reboot my PC 'cus my MSN 8 beta decided to update itself earlier and tells me that I need to, so see you later.

Adieu.
 Tal Odo-ki
03-01-2006, 1:11 PM
#72
Okay... I changed some scales to better match your list above (especially the nebulon B was far too large). Now it looks kinda odd for this relatively small ship to have aprox. the same firepower as the Acclamator.
Stats from the SWRPG:

Nebulon-B
12 Turbolasers (@4d10x5 ea.)
12 Laser cannon (@2d10x2 ea.)
2 Tractor beam

Acclamator
12 Turbo quadlasers (@6d10x5 ea.)
24 Laser cannon (@2d10x2 ea.)
4 Assault concussion missile tubes (@9d10x5 ea.)

In RPG terms the Acclamator has roughly twice the firepower of a Nebulon. The Acclamator is the direct predecessor to Star Destroyers. The Nebulon (a much newer ship) was designed as an anti-pirate escort vessel. Contrary to EAW, they are not comparable vessels.
 Tal Odo-ki
03-01-2006, 1:40 PM
#73
For example, they say the ISD carried 10 fighter and 5 bomber, whereas they actually carry - if I remember correctly - 8 and 4 respectively.

ISD: 6 TIE squadrons (typically 4 TIE, 1 TIE bomber, 1 TIE scout)
Mon Cal MC80: 3 squadrons (1 X-wing, 1 Y-wing, 1 A-wing)
Victory: 2 TIE squadrons
Venator: originally they had 16 V-wing bomber squadrons, 16 ARC-170 fighter squadrons, 3 Jedi interceptor squadrons (yes, 35 squadrons! it's a carrier)
Acclamator: originally carried no fighters, can carry up to 8 squadrons if the holds are converted to that purpose
Nebulon-B: originally 2 TIE squadrons, rebels use whatever types are available

A squadron is 12 starfighters.

@Adonnay: I found some more data by searching Starwars.com -
Alliance assault frigate: 700m
Tartan cruiser: 600m
Broadside cruiser: 500m
I was very surprised to see the Tartan is so big (twice the length of a Nebulon!). Ditto the Broadside. That should make them so much easier to spot on the map and target ...
 Jan Gaarni
03-01-2006, 2:14 PM
#74
The Acclamator was not the direct predecessor to the star destroyers. It's not even a star destroyer.

The Venator by KDY however was, along with the the parallell built Victory by Rendili. Kuat actually used Rendilis design (the Victory) and improved it. End result was the Imperator.
 Tal Odo-ki
03-01-2006, 2:19 PM
#75
The Acclamator was not the direct predecessor to the star destroyers. It's not even a star destroyer.
I didn't say it was a star destroyer. But its design led to the "modern" versions of SDs (ie: Victory and Imperator). And before you say it, I know that the Old Republic had star destoyers thousands of years earlier during the Sith (aka KotOR) era. But those designs were very different.
 Adonnay
03-01-2006, 2:23 PM
#76
Wow... the Tartan Cruise seems to be way off scalewise (and I suppose the weapons don't fit either). But I can't really make it a frigate/cruiser for I am sure it's missing all the attachment bones for the hardpoints.
 Tal Odo-ki
03-01-2006, 2:25 PM
#77
The Tartan only has 20 (single) laser cannons. The Tartan can target twice as many fighters as the Corellian corvette. Overall it has about the same firepower as the corvette.
 Jan Gaarni
03-01-2006, 2:50 PM
#78
And before you say it, I know that the Old Republic had star destoyers thousands of years earlier during the Sith (aka KotOR) era.
No, I wasn't going to say that. :)

That the Tartan Cruiser is so large suprised me. Especially when you consider it only has 20 laser cannons. But then again, it justifies the Lancer Frigate later on very well. ;)

I don't mean to quarrel, but, what you mean 8 more than the corvette by the way?
The CR90 has 4 laser cannons, 1 mounted ontop of each escape-pod, and 4 turbolaser guns on 2 turrets (2 guns per turret). That's all I can see on it in the Cross Sections book. And that takes precedence over anything else but the movies. No game can override that.
 Tal Odo-ki
03-01-2006, 3:00 PM
#79
The CR90 has 4 laser cannons, 1 mounted ontop of each escape-pod, and 4 turbolaser guns on 2 turrets (2 guns per turret). That's all I can see on it in the Cross Sections book. And that takes precedence over anything else but the movies. No game can override that.
To be precise: six Taim & Bak H9 dual Turbolasers and four laser cannons. In RPG terms the dual turbolasers are doing 5d10x5 damage per, while the regular lasers are doing 2d10x5 per. Actually, I miscomputed the relative combat values of the corvette versus the Tartan. The Tartan can target twice as many fighters, but both vessels have almost identical overall firepower (versus frigates and cruisers). So there's no need to change the combat value of either vessel. Sorry for the mistake.
 Jan Gaarni
03-01-2006, 3:24 PM
#80
Those numbers are incorrect, unless it's a heavily modified corvette.

The Corvette is listed with 4 laser cannons and 2 dual turbolasers.

RPG's always either grosly exagerate, or grosly underestimate a ships armament. Look at the Imperator for instance: 60 this, 60 that ... no mention at all of the 12 heavy Turbolaser guns (6 on either side of the superstructure) 4 Heavy Ion Cannons (2 on either side behind the row of the HTL's), 2 lateral quad laser cannons in the brims (1 on either side of the ship), and the three axial defence turrets, each mounted with 3 guns.

Then we have the Executor: Even if you believed that the ship is only 8 km long (over half the actual size) the weapons compliment is ridiculously low.


Small note though in the RPG stats' defence: Notice that the Imperator-Class Star Destroyer is listed with 60 Turbolaser batteries, which implies that it has atleast 120 guns.
 Tal Odo-ki
03-01-2006, 4:04 PM
#81
Those numbers are incorrect, unless it's a heavily modified corvette.

The Corvette is listed with 4 laser cannons and 2 dual turbolasers.

RPG's always either grosly exagerate, or grosly underestimate a ships armament. Look at the Imperator for instance: 60 this, 60 that ... no mention at all of the 12 heavy Turbolaser guns (6 on either side of the superstructure) 4 Heavy Ion Cannons (2 on either side behind the row of the HTL's), 2 lateral quad laser cannons in the brims (1 on either side of the ship), and the three axial defence turrets, each mounted with 3 guns.
Source: Corellian Corvette: Information From Answers.com (http://www.answers.com/topic/corellian-corvette)

Regarding the ISD, the SWRPG lists it as:
60 Turbolasers (12 batteries)
40 point defense lasers (double the total firepower of the Tartan, FYI)
60 heavy ion cannon (10 batteries)
10 tractor beam projectors

Bear in mind that the stuff published in the SWRPG is (usually) vetted through LucasArts. LA itself doesn't always provide "correct" info. Sometimes LA changes stats after a book or game is published (as is the case with the RPG dated 2001). Please note the following concerning the Executor from Star Destroyer: Information From Answers.com (http://www.answers.com/topic/star-destroyer):
"Early Star Wars literature and game statistics described the class as being 8,000 meters long -- the weaponry listed as average for that length if not surface area. A later correction changed that to 12,800m, strangely without changing any of the other specifications. The official Star Wars site cited it as 12,800m (as of May 29, 2005). It has since been changed to agree with the latest 19,000m specification."
 Jmaster3265
03-01-2006, 4:14 PM
#82
Oh well I think I'll stop updating for a while. Seems no one's really interested in my work ;)

If you have questions about any of the things I made send me a PM and I'll gladly try to answer them.

Wow the triple post in a row. Worse then double posting!o_O
 comlink
03-01-2006, 4:46 PM
#83
Awesome work! I enjow your mod greatly, even if I still get trounced on "Hard" galactic conquests:P

I don't know if it makes a difference for accuracy, but I like to change the burst# and recharge speed for all the turbolasers and lasers so in battle it looks more like in the movies. Eg: 3-4 second recharge 7 per burst to .42-.57 recharge 1 per burst. Just a personal preference, but I think it looks cooler:)

With your new laser graphics and anti-fighter turrets, the game is really much more graphically exciting. Thanks for the work and I hope you enjoy making it as much as I lke playing it!
 mandead
03-01-2006, 5:03 PM
#84
Tal Odo-ki, can you give us the sizes of the pirate vessels?

In particular I'd like the specs. for the Action VI Transport ;)
 Tal Odo-ki
03-01-2006, 5:23 PM
#85
Tal Odo-ki, can you give us the sizes of the pirate vessels?

In particular I'd like the specs. for the Action VI Transport ;)
Action VI is 125m long. EAW is using a modified version of the Action-series shape, but the EAW "pirate frigate" appears to be MUCH larger than any Action-series vessel, more along the size of an Imperial Star Galleon (300m, same size as the Nebulon). In the RPG, pirate vessels are almost always no larger than corvettes (at most). It is almost unheard of for a pirate (as opposed to a privateer, huge difference) to use a frigate-class vessel.
 Adonnay
03-01-2006, 5:42 PM
#86
Awesome work! I enjow your mod greatly, even if I still get trounced on "Hard" galactic conquests:P

I don't know if it makes a difference for accuracy, but I like to change the burst# and recharge speed for all the turbolasers and lasers so in battle it looks more like in the movies. Eg: 3-4 second recharge 7 per burst to .42-.57 recharge 1 per burst. Just a personal preference, but I think it looks cooler:)

With your new laser graphics and anti-fighter turrets, the game is really much more graphically exciting. Thanks for the work and I hope you enjoy making it as much as I lke playing it!

I've done something like with with the rebellion large and medium lasers (MC80, NebB, Corellians). It's most noticeable with the corvettes, their fire is irregular and more "lifelike" than the imperial salvos of the Acclamator i.e.

For the Empire however I left the salvo fire... it is supposed to simulate the more military and ordered attitude of the empire, well aimed salvos instead of the "chaotic" I-shoot-when-Im-ready fire. I have yet to port this to the rebel turbolasers.
 mandead
03-01-2006, 5:42 PM
#87
Cheers for that :)

I shall scale the Pirate 'Frigate' accordingly, and possibly re-classify it.
 Adonnay
03-02-2006, 6:03 AM
#88
Alright, here we go... version .006

Changes (the ones I remember):
- Many scale changes thanks to the infos you guys provided. Thanks!
- In relation to scale changes also some shield/health/weapon and build cost/time tweaks. Capital ships now sure are tough!
- Captain Piett has been transferred to the Judicator, the flagship of the Acclamator fleet - it's powerful I can tell you
- Grand Moff Tarkin decided to take up the helm of the Accuser himself
- Changed the Marauder into an assault corvette with forward firing turbolasers instead of missiles - yet to be balanced (it's a little weak still for its price and tech level)
- A-Wings and Tie-Avengers have been fitted with light missiles as we all know it
- X-Wings have been upgraded with light proton torpedoes (how was luke supposed to destroy the DS without his torpedoes ;) )
- Made all rebel ships fire more sporadicaly while the Empire still prefers salvo fire
- Many things I forgot...

Version .006 (http://www.adonnai.de/eaw/Adonnay_eaw_006.zip)

Many of the changes were decided during a brainstorming with mandead. Thanks for your help and your interest ;)
 comlink
03-02-2006, 6:31 AM
#89
Just gets better and better every version!
 Adonnay
03-02-2006, 7:08 AM
#90
Thanks :)

Work in Progress:
- Adding YT-1300 to the pirate fleet
- reduced hyperspace speeds (50% for Transports, 25% for capital ships and all imperial vessels, 12% for rebel fighters, corvettes and frigates to allow small fleets to outrun the Empire).
 Somerled
03-02-2006, 9:44 AM
#91
@Adonnay...great stuff...nearly finished an Imperial campaign last night, and it is much more fun than vanilla.

Have you seen this post on the "Fire Claw" ? Could/Should this be enabled?

http://pff.swrebellion.com/index.php?topic=2836.0)
 mandead
03-02-2006, 10:26 AM
#92
Thanks for the link, Somerled :)

Useful bit of info, and that looks cool, so I'm sure Adonnay will want to code it in!
 Tal Odo-ki
03-02-2006, 10:37 AM
#93
- Changed the Marauder into an assault corvette with forward firing turbolasers instead of missiles - yet to be balanced (it's a little weak still for its price and tech level)
This change has two rather dramatic and drastic effects: (1) it removes the balance between the Rebels and the Empire by eliminating their equivalent to the Broadside, and (2) it makes it VERY much harder for the Rebels to destroy space stations and ISDs. I don't know if you intended this, but you just shifted the game very much in favor of the Empire in terms of balance.
 mandead
03-02-2006, 10:57 AM
#94
We're going for realism :P
 Adonnay
03-02-2006, 11:03 AM
#95
@somerled: Shouldn't be too much of a problem to add it as long as the model and icons are in ;) (well the icons are no must but would be nice)

@Tal: I just played as Empire (+ hard AI ally) against 2x hard AI Rebellion and they were pretty strong, even without those missile Marauders. The main ship to counter ISDs and space station is still the Mon Cal cruiser. And since I reduced the damage of those diamond boron missiles anyway you shouldn't miss them too much.

Btw... I read somewhere that - according to the lore - the Marauder never carried any missles anyway.
 Adonnay
03-02-2006, 11:15 AM
#96
 Tal Odo-ki
03-02-2006, 11:20 AM
#97
Realistically, the Rebels should never have won against the might of the Empire. However, it doesn't make for a fun story if the "good guys" get slaughtered.

Realistically, lasers move at the speed of light. Not nearly as cool as the bolts we all have grown to love.

Realistically, the Rebels never had the economic infrastructure to create a fleet capable of defeating an Imperial fleet, which is something you must be able to do in the game. So there must obviously be a limit to the "realism" that can be allowed.

Well, that's enough of my ranting over the insult of having my beloved missile corvettes nerfed out of existence.

Realistically, the Rebels used swarms of starfighters to missile capital ships to death. However, in the game you cannot do this because of the unit cap. It's more effective, combat power-wise, to have one corvette in your fleet than two fighter squadrons. My proposal is that the entire unit size/cap system be overhauled so that a corvette is perhaps a value of 4-6, frigates 6-10, cruisers 8-12, and ISDs are some rather large value. Then raise the unit cap accordingly. The idea is so that you can use many more fighters before you hit your unit cap, while at the same time limiting the number of ISDs a fleet might be able to have (to about no more than 3 or 4).
 Adonnay
03-02-2006, 11:47 AM
#98
Well in skirmish you'll notice that the swarms of fighters are indeed possible since the fighters do not raise the pop cap.

As for the cap... which cap are you speaking of? Space battles in general? Skirmish or galactic cap?

Concerning the missile corvett I can offer you a compromise... I can put in both versions (the laser one isn't really working out as I hoped it to anyway).
 mandead
03-02-2006, 12:02 PM
#99
As Adonnay said, the pop cap isn't a problem. It's been raised (and can be raised further very easily).

And the Marauder should not carry missiles. It's a laser corvette. That's all there is to it.

EDIT: That new ship looks ace :) What are your stats for it?
 Tal Odo-ki
03-02-2006, 12:12 PM
#100
I don't play skirmish. Only Campaign and GC. So the cap I'm referring to is for those. I'd like to be able to field fighters without crippling my ability to handle the tough targets (like stations and ISDs). In an unmodded game, it's much more effective (efficient) to build a space combat fleet with a half-dozen or so corvettes (for their awesome anti-fighter ability) and the rest of the fleet is frigates and cruisers, with no fighters at all. Unrealistic, of course. Hence my suggestion that the whole cap thing be revised. Note I say "revised". Simply raising the cap (which I did) just allows more big ships. The balance needs to be altered by making the fighters not take as much cap space as they do relative to other ships. OTOH, if you make the fighters take zero cap, that will lead to massive abuse. Thus I feel the cap system needs to be reworked.

Regarding the Marauder, yes the canon Marauder does indeed have no missiles. But I'd appreciate it if the Marauder, in the Campaign/GC, was left as is. If you want a Marauder that's canon, make the turbolaser one the new one. That way people's savegames won't be suddenly (rudely) affected by having their missile boats get nerfed. As a side note, having a non-missile Marauder is pointless (IMO) because that's what the Corellian Gunship is supposed to be for.

Thanks for listening.
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