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> Jagged Alliance 2 is how I want my SR combat to be, Thanks to those who recommended it
mattness pl
post Sep 7 2006, 02:03 PM
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http://img392.imageshack.us/img392/8131/sh...dowrunja6dg.jpg

I thought about Jagged Alliance Shadowrun mod (that was in february 2006).

I even tried to sell this idea to polish JA fans (modding is group work: you need scripters, mappers, illustrators...).

But they're hate the idea of "elves + AKs" so I surrendered.

EDIT: Image is REAL screenshot - it took me whole 5 minutes to modified appropiate grapic game file :P (modding is easy).
I don't use trainers - The stats ARE real - it took me whole 433 in-game days to max most stats of my custom merc. From time to time I like to kill some red shirts in Arulco :) .
If you really need that, I can send you save game (NOTE: I've cracked Urban Chaos mod files. Dunno how save game will works with orginal JA. NOTE 2: you probobly should change one of graphic files. I changed LAW image iirc - sorry, but i did 6 months ago, before format of my HDD.).

If you looking for similiar games:
Recentlty, I've discoverd Silent Storm. TBS with full 3D environment. Shadowrunners during WWII.
Great fun!!!

This post has been edited by mattness pl: Sep 7 2006, 02:14 PM
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Grinder
post Sep 7 2006, 02:10 PM
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That would be awesome! :)

I neither have the skills nor the time to help with the project, but I'm sure others here can and will.

Don't forget to include a hot elven chick ki-adept :D
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mattness pl
post Sep 7 2006, 02:28 PM
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Grinder - imho, if you want Shadowrun mod with turn based mode, it's better to:
- mod Arcanum (magic included, firearms included, easy to script = you can change story ad get real RPG game. BUT - some graphics are hardscripted into core).
- mod Silent Storm (it's fuckng awesome. Really - if you loved UFO, Fallout Tactics or JA you must try THIS game. Demo is avaible in the net)
-
SR JA mod:
-you can include fireballs (fireballs=granades),
- dragon - you can modified look and script of queen.

Negative sides of JA mod:
- lack of story interaction - it is possible, but very, very tough to add dialogs option for player (same thing, or even worse with Fallout Tactics - there's no dialog options in FT! According to author of "Awaken FT mod" (yes, Dargh is from Poland) you can't add dialogs to FT).
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Grinder
post Sep 7 2006, 02:30 PM
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Yeah, I have Silent Storm here, but so far didn't have the time to play it.

I don't have any skills needed to do modding, so I have to hope that other people will do it ;) In the end, I don't care which game is used, as long as the result is a nice round-based SR mod. :)
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Austere Emancipa...
post Sep 7 2006, 02:42 PM
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Creating it on JA2 would be way beyond anything I've got the skills or the motivation to do. Right now what we're mostly doing here is change the attributes and descriptions of items in the game, and even that is only really possible because the people doing the 1.13 mod have made modifying their work so easy.
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Arethusa
post Sep 7 2006, 09:50 PM
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Yeah, good luck finding people up for doing a serious mod of a game over a decade old. I'm not sure why you'd even want to try.

As for 1.13, is there a way to make these launched grenades explode on contact? I haven't looked at them in the .xmls yet, but the way they're handled now is spectacularly stupid.

Also, any word on the possibility of a MoonEdit server?
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eidolon
post Sep 7 2006, 10:09 PM
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QUOTE (mattness pl)
- mod Arcanum (magic included, firearms included, easy to script = you can change story ad get real RPG game. BUT - some graphics are hardscripted into core).

My friends and I are always saying that the only way to make a decent SR video game at all is to build it with/like Arcanum.

Every other RPG is pale and lifeless in comparison. Even ones I love to play.
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Austere Emancipa...
post Sep 7 2006, 10:17 PM
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Can't think of a way to make a MoonEdit server stay online 24-7. Haven't tested it yet in my computer -- until I reconfigure my new ADSL modem I've got a feeling there'll be trouble -- but at best that'd mean it being online 8-6 or so...
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Wounded Ronin
post Sep 8 2006, 03:26 AM
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Arright, the old computer room is really empty for a Friday so I'm back at work according to the suggestions.

There's a rainstorm going on right now so I could lose satellite, in which case you won't hear from me for maybe 2 or 3 more days due to an upcoming holiday. September 11th is actually FSM Liberation Day, in which they celebrate their political independence.
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Arethusa
post Sep 8 2006, 03:27 AM
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I wish I could do better, but my current living situation means I can't leave my computer on overnight, and I'm using a borrowed laptop right now with a really restrictive firewall I have no control over, so that's even more useless. So, uh, anyone out there who could help us by running a small program to host some text, please feel free to volunteer.
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Wounded Ronin
post Sep 8 2006, 03:39 AM
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Here's my Guardian vest desc:

<szItemDesc>This concealable NIJ level 2 vest is made of Kevlar by Guardian Armories, Inc. It is fully adjustable and has a pocket for a ceramic armour insert.</szItemDesc>
<szBRName>Guardian Vest</szBRName>
<szBRDesc>This concealable NIJ level 2 ballistic vest is manufactured from Kevlar by Guardian Armories, Inc. Also available in tuxedo style for those especially dangerous formal occasions.</szBRDesc>


Here's my field ops description. Do you think it's on the ball? (for the guardian vest; I guess it could be the same for the other field op vests)

This vest seems to be upgraded for purposes of longer field operations and missions and provides extra plastic plating and a groin flap to better protect the operative.


Twaron helmet:

QUOTE

<szItemName>Tw. Helmet</szItemName>
  <szLongItemName>Twaron Helmet</szLongItemName>
  <szItemDesc>This specially formed Twaron laminate provides NIJ level 2 protection and extended coverage. Its low weight makes it much more comfortable to wear than the traditional steel helmet. </szItemDesc>
  <szBRName>Twaron Helmet</szBRName>
  <szBRDesc>One of the best NIJ level 2 helmets money can buy!  Contact us if you want them in blue for that genuine "UN-look".</szBRDesc>


Twaron vest:

QUOTE

  <uiIndex>812</uiIndex>
  <szItemName>Tw. Vest</szItemName>
  <szLongItemName>Twaron Vest</szLongItemName>
  <szItemDesc>Twaron Microfilament in bullet resistant vests like this concealable NIJ level 2 garment makes protective clothing lighter, more flexible, and easier to wear.</szItemDesc>
  <szBRName>Twaron Vest</szBRName>
  <szBRDesc>The use of Twaron CT Microfilament in bullet resistant vests makes this NIJ level 2 concealable vest lighter, more flexible, and easier to wear. In short, the most efficient protection system on the market today.</szBRDesc>
  <usItemClass>2048</usItemClass>
  <ubClassIndex>78</ubClassIndex>



Dyneema helmet:

QUOTE

<szItemName>Dyn. Helmet</szItemName>
  <szLongItemName>Dyneema Helmet</szLongItemName>
  <szItemDesc>Dyneema UD full composite helmets provide NIJ level 3A protection at less weight than alternative materials.</szItemDesc>
  <szBRName>Dyneema Helmet</szBRName>
  <szBRDesc>"BOOM! Headshot!" Who cares? With NIJ level 3A protection handguns won't kill you and you'll still score with the ladies.</szBRDesc>


Dynema leggings:

QUOTE

  <uiIndex>802</uiIndex>
  <szItemName>Dyn. Pants</szItemName>
  <szLongItemName>Dyneema Leggings</szLongItemName>
  <szItemDesc>These pants provide full leg coverage and NIJ level 3A protection.</szItemDesc>
  <szBRName>Dyneema Leggings</szBRName>
  <szBRDesc>NIJ level 3A protection and full-leg coverage make these pants essential in any high threat environment.</szBRDesc>
  <usItemClass>2048</usItemClass>


Dynema vest:

QUOTE

  <uiIndex>803</uiIndex>
  <szItemName>Dyn. Vest</szItemName>
  <szLongItemName>Dyneema Vest</szLongItemName>
  <szItemDesc>These Dyneema UD-based vests provide NIJ level 3A protection at somewhat reduced weight.</szItemDesc>
  <szBRName>Dyneema Vest</szBRName>
  <szBRDesc>This light vest that offers the same NIJ level 3A protection as its buliker counterparts. Don't leave home without one!</szBRDesc>
  <usItemClass>2048</usItemClass>



OK, you probably want to edit the Zylon stuff as it only protects NIJ level 2A, but here's my description based on the stats as they stand:

QUOTE

  <uiIndex>283</uiIndex>
  <szItemName>Zylon Combat Vest</szItemName>
  <szLongItemName>Zylon Combat Vest</szLongItemName>
  <szItemDesc>This NIJ Level 2A Interceptor Body Armor is used by the US military.  What were they thinking?  This stuff wears out way too fast.</szItemDesc>
  <szBRName>Zylon Combat Vest</szBRName>
  <szBRDesc>This Zylon Intercetpor Body Armour worn by US Marines in Iraq.  Provides NIJ level 2A protection and limited camouflage.</szBRDesc>
  <usItemClass>2048</usItemClass>


Apparently there's no way to upgrade the zylon with kits, either.

OK, final run here. I'll just look at the SWAT stuff and I guess I'd have hit all the armors. I'll try to upload the file to that site after I'm done.
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Wounded Ronin
post Sep 8 2006, 04:47 AM
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OK, I ended up describing the SWAT gear as NIJ level 2. I'm uploading the file now to savefile.com...

Lol, it's taking a while due to my slow connection...

Here we go:

www.savefile.com/files/45862

EDIT: Anyway, I'm probably signing off for the weekend. Ciao.
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Lindt
post Sep 9 2006, 03:36 AM
Post #238


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Before you go too far, remember that you can add slots for other things. One of the mods I run (Dedreanna returns I think it is) has a vest with space for the plate, wire cutters, a lockpick kit and... something else. Either way, FYI.
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Austere Emancipa...
post Sep 11 2006, 12:10 PM
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I was going to finally DL that file and patch it into my current Items.xml (I think I've changed things in on my own computer since then), but Savefile.com seems to be down.

Sooo... I thought I'd start doing something with the explosives. First off, I expect there are no objections to me replacing "Stun" grenades with offensive/concussion grenades? Basically, decent physical and relatively high stun damage in a small radius. Also, I figure I might as well change all the thermobaric explosions to use the basic HE animation instead of the "napalm" explosion type -- seeing a big temporary fireball with tb explosions would be nice, but that's beyond my abilities and I have to get rid of the "sea of flames" crap.

I'll have to do some playtesting with the damage and radius figures to see if I can't make same-tile grenade explosions quite deadly without making them always kill people tens of meters away.
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Austere Emancipa...
post Sep 11 2006, 03:31 PM
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...and I think I'm done. Most grenades now do quite a lot more physical damage and stun damage -- even frag grenades are now quite likely to completely take the wind out of you if they go off at your feet or right next to you.

One quite serious problem caused by this is that because of the very low structure armor/hitpoint limits, any explosive device capable of causing critical damage to even unarmored humans will breach some walls when going off right next to them. Hence though a "mini grenade" even now does only ~35-40 damage on average to flak-jacketed/kevlar-vested&steel-/kevlar-helmeted when going off at their feet, it is capable of rubbling some walls. At least the Frag Grenade, even though it usually did over 50 damage to such enemies in my testing, doesn't rubble walls unless they are right next to it.

I also increased the durations of most gas grenades -- tear, "mustard" (I didn't rename/re-describe them yet) and smoke -- so that they now remain on the battlefield for up to 15 turns. This way the damaging gas grenades work better for area denial and better allow first gassing a room or building and then assaulting in while the gas is still airborne and effective.

I was thinking of turning "napalm" grenades into incendiary/thermate grenades, but apparently they point to the same Explosive effect as the thermobaric grenades of the same caliber and I'm not going to create new explosions just for them. I cannot completely remove them either (grenade launcher ammunition choices are hardcoded so enemies would be carrying "Nada" ammo for them), and pasting over them with the attributes of the thermobaric rounds is a bad idea on two accounts: it would create two identical entries at Bobby Ray's and elsewhere, and it would make it twice as likely for enemies to carry thermobaric grenades as any other type of grenade launcher ammo. Don't really know what to do about it. Fortunately it's a non-issue when you're playing in non-scifi mode, since both "napalm" and thermobaric ammo is scifi-only.

I also slightly re-described HMX, C-1 and C-4 and removed the TNT+RDX=HMX and RDX+C-1=C-4 merges. 1,3,5-trinitroperhydro-1,3,5-triazine won't turn into 1,3,5,7-tetranitroperhydro-1,3,5,7-tetrazocine by sticking methyl-1,3,5-trinitrobenzene into it.

I will shortly upload the new Explosives.xml, Items.xml and Merges.xml at the ja2dumpshock wiki.
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Wounded Ronin
post Sep 11 2006, 09:53 PM
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QUOTE (Austere Emancipator)
...and I think I'm done. Most grenades now do quite a lot more physical damage and stun damage -- even frag grenades are now quite likely to completely take the wind out of you if they go off at your feet or right next to you.

One quite serious problem caused by this is that because of the very low structure armor/hitpoint limits, any explosive device capable of causing critical damage to even unarmored humans will breach some walls when going off right next to them. Hence though a "mini grenade" even now does only ~35-40 damage on average to flak-jacketed/kevlar-vested&steel-/kevlar-helmeted when going off at their feet, it is capable of rubbling some walls. At least the Frag Grenade, even though it usually did over 50 damage to such enemies in my testing, doesn't rubble walls unless they are right next to it.

I also increased the durations of most gas grenades -- tear, "mustard" (I didn't rename/re-describe them yet) and smoke -- so that they now remain on the battlefield for up to 15 turns. This way the damaging gas grenades work better for area denial and better allow first gassing a room or building and then assaulting in while the gas is still airborne and effective.

I was thinking of turning "napalm" grenades into incendiary/thermate grenades, but apparently they point to the same Explosive effect as the thermobaric grenades of the same caliber and I'm not going to create new explosions just for them. I cannot completely remove them either (grenade launcher ammunition choices are hardcoded so enemies would be carrying "Nada" ammo for them), and pasting over them with the attributes of the thermobaric rounds is a bad idea on two accounts: it would create two identical entries at Bobby Ray's and elsewhere, and it would make it twice as likely for enemies to carry thermobaric grenades as any other type of grenade launcher ammo. Don't really know what to do about it. Fortunately it's a non-issue when you're playing in non-scifi mode, since both "napalm" and thermobaric ammo is scifi-only.

I also slightly re-described HMX, C-1 and C-4 and removed the TNT+RDX=HMX and RDX+C-1=C-4 merges. 1,3,5-trinitroperhydro-1,3,5-triazine won't turn into 1,3,5,7-tetranitroperhydro-1,3,5,7-tetrazocine by sticking methyl-1,3,5-trinitrobenzene into it.

I will shortly upload the new Explosives.xml, Items.xml and Merges.xml at the ja2dumpshock wiki.

In my "realistic" 1.13 game right now with the September executable and the armor coverage mod I'm getting thermobaric RPG rockets at Bobby Ray's, but they appear to just explode and not create a sea of flames.

When I last uploaded my Items.xml file, I forgot to re-describe the basic ceramic plates. If savefile.com was down that's just as well I suppose since I can go and upload that file again somewhere else.

I'll post here again as soon as it is done.
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Wounded Ronin
post Sep 11 2006, 09:57 PM
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Here's my new Ceramic Plates desc.

QUOTE

<uiIndex>183</uiIndex>
  <szItemName>NIJ rating 3 Ceramic Plates</szItemName>
  <szLongItemName>NIJ rating 3 Ceramic Plates</szLongItemName>
  <szItemDesc>These hard ceramic plates can be inserted into the front and back of most vests and will usually upgrade the protection offered to NIJ level 3.</szItemDesc>
  <szBRName>Ceramic Plates</szBRName>
  <szBRDesc>Any mercenary that wants to come out alive, never leaves home without a few of these plates. THey usually raise the protection offered by a vest to NIJ level 3.</szBRDesc>
  <usItemClass>2048</usItemClass>
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Wounded Ronin
post Sep 11 2006, 10:04 PM
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Zounds, I'd also missed the camoed helmet. Heh.

QUOTE

  <uiIndex>302</uiIndex>
  <szItemName>Steel Helmet</szItemName>
  <szLongItemName>Steel Helmet</szLongItemName>
  <szItemDesc>This World War II relic has been defaced with camouflage but still serves as a coffee pot.</szItemDesc>
  <szBRName>Steel Helmet</szBRName>
  <szBRDesc>Comfortable and extremely practical. It might not protect you very well but it's camoflauged and can be used to boil coffee.</szBRDesc>
  <usItemClass>2048</usItemClass>
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Wounded Ronin
post Sep 11 2006, 10:15 PM
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Ke ke ke, I found the Stealth Ops Helmet, which I've never encountered in the game. Here's the description, because it appears to suck.

QUOTE

<uiIndex>839</uiIndex>
  <szItemName>SO Helmet</szItemName>
  <szLongItemName>Stealth Ops Helmet</szLongItemName>
  <szItemDesc>This NIJ rating 1 helmet will protect you from small caliber rounds which don't appear in this game, providing maximal stealth. For those really quiet operatives only.</szItemDesc>
  <szBRName>Stealth Ops Helmet</szBRName>
  <szBRDesc>This NIJ rating 1 helmet will protect you from small caliber rounds which don't appear in this game, providing maximal stealth. For those really quiet operatives only.</szBRDesc>
  <usItemClass>2048</usItemClass>


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Austere Emancipa...
post Sep 11 2006, 10:26 PM
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The thermobaric rockets are a possible exception. The RPO-A has no entry that I could find in the Explosives.xml file, and I can't remember how I changed the Thermobaric Rocket entry. A unmodded 1.13 25mm Thermobaric Grenade, however, conjures an approximately 100-meter diameter sea of flames for a minute without any noticable detonation -- now the smaller thermobaric munitions cause explosions that appear and sound just like small HE charges, while the bigger ones (ie. 40mm thermobaric grenades) look like large HE charges.

I really like the flavor of all your descriptions. I might edit some of the details a bit -- as I thought, it is extremely difficult to convey what type of armor I had in mind when I put down the coverage and protection attributes, but that's really only a question of adding and substracting some Roman numerals. :) Since I apparently only have a grand total of 6 hours of lectures per week for the whole autumn semester, and I can't read academic books for more than 3-4 hours a day without going mad, I'll also quickly test the names and such to make sure they fit into the alloted spaces and then copypaste them into the newest Items.xml.

Heh, the Stealth Ops stuff is much like the "napalm" GL rounds -- I wouldn't mind if it was simply "lost in translation", but I can't think of a safe way to remove so I just restatted it and kept it scifi-only as damage control. :)
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Wounded Ronin
post Sep 11 2006, 10:33 PM
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OK, here's the revised items.xml:

http://rapidshare.de/files/32786643/Items.xml.html

Let me know how it goes.
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Wounded Ronin
post Sep 11 2006, 10:39 PM
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I can hardly wait to try out the new explosives. My current 1.13 game has reached Meduna so as soon as that's done I'll start over with the revised files. Hopefully it dosen't CTD out again.

I'm also pretty pumped about "mustard gas" becoming "chlorine gas". I think this is especially necessary given how in 1.13 they stopped NPCs from running into the gas cloud even though mustard gas is invisible and odorless and dosen't actually look like a giant sulfurous cloud. Want me to bang out a description for chlorine gas paraphrased from Wikipedia?
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Austere Emancipa...
post Sep 11 2006, 11:14 PM
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The changes really aren't too radical. Since the only variables for non-duration-attacks are damage (physical and stun) and radius, with no control over how damage drops over radius, no ability to separate the different damages over range nor to separate effects of physical damage on people vs. structures, there's only so much you can do. The figures are still very much open to suggestions, just like with Weapons.xml.

There might be a problem with tanks as well. I really ought to test what happens when throwing one of my boosted frag grenades at a tank -- not that I'll be hugely concerned if a small amount of damage results.

Sure, describe away. It really is too bad the animations are so hard to edit, though I guess we can handle the off-yellow color of the gas as an abstraction. The to-hit and spotting penalties from tear and chloring(/mustard) gas are a bigger problem, but I'm pretty sure those aren't externalized.
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Wounded Ronin
post Sep 11 2006, 11:35 PM
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OK, here goes. I believe that for the mustard gas mortar and launch grenades the descriptions would be okay with a simple find and replace. However, the mustard gas grenade has the hot dog garnish description and so needs to be revised:

Bobby Ray's desc:

When getting medieval on someone's ass isn't good enough, it's time to get World War I on their ass. This malodorous blast from the past causes incapacitating coughing and agonizing death. Um, sold for pest control purposes only!


Item desc:

Chlorine gas, a mix of C2 and H2, was one of the first chemical agents used in World War I. It causes incapacitating coughing and excruciating death in unprotected personnel.
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Wounded Ronin
post Sep 12 2006, 01:41 AM
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BTW, what do you think of this thread, regarding realism?

http://www.ja-galaxy-forum.com/cgi-bin/ubb...44;t=000216;p=2
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