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  • BCMI final (1.0)

    BCMI final (1.0)

    Last Update: 20 Apr 2016

    This is the new BCMI. Before you download, you either need to do a windows update, or download this file (also obtainable from windows update) Otherwise you will not be able to use the program. http://www.federationshipyards.com/BC-Mod/Products/dotnetfx.exe Main Features: - Install BC-Mod (*.BCMod) Files - Uninstall BC-Mod (*.UnBCMod) Files - Extraction to Default BC Folder or a Custom Folder or your choice - Viewing the contents of a BC-Mod file - Drag and Drop selected files while viewing a BC-Mod file

    • 1.7MB
    • 38
    • 1.7k

    BCMI final (1.0)

    Last Update: 20 Apr 2016

    This is the new BCMI. Before you download, you either need to do a windows update, or download this file (also obtainable from windows update) Otherwise you will not be able to use the program. http://www.federationshipyards.com/BC-Mod/Products/dotnetfx.exe Main Features: - Install BC-Mod (*.BCMod) Files - Uninstall BC-Mod (*.UnBCMod) Files - Extraction to Default BC Folder or a Custom Folder or your choice - Viewing the contents of a BC-Mod file - Drag and Drop selected files while viewing a BC-Mod file

  • Bridge Commander Universal Tool V 1.7.6

    Bridge Commander Universal Tool V 1.7.6

    Last Update: 21 Jul 2016
    Author: justbri09

    BCUT 1.7.6, ****I DO NOT OWN THIS FILE**** The BCUT 1.6 on here appears to be corrupt when I tried to extract it, but managed to track 1.7.6 down so thought i'd upload it for you all.

    • 11.1MB
    • 25
    • 760

    Bridge Commander Universal Tool V 1.7.6

    Last Update: 21 Jul 2016
    Author: justbri09

    BCUT 1.7.6, ****I DO NOT OWN THIS FILE**** The BCUT 1.6 on here appears to be corrupt when I tried to extract it, but managed to track 1.7.6 down so thought i'd upload it for you all.

  • NanoFX Beta (2.0)

    NanoFX Beta (2.0)

    Last Update: 20 Apr 2016

    "Things go boom...Bright lights...yawn" If that�s your judgment of this mod, then I�m sorry to inform you, but you are wrong. This is NanoFX 2.0. Even though it may be beta, but it still is the newest version out there. New warp effects are added, such as warp speed control. Also this mod will dramatically enhance the stock effects. In change giving you a whole new perception to the word �explosion�. Here are a few more Details: NanoFX 2.0 Features: -BridgeFX -New Experimental Effects for the BETA, look for more effects in the Future! -CameraFX -Haven�t had time to do much more with this, same as 1.0 -ExplosionFX -Upgraded Explosions with new Sparks and Debris! -SpecialFX -Plasma Trails - Based off of Sneaker�s work with NanoFX Particles -AtmosphereFX - Clouds and Glows around Planets! -BlinkerFX - Blinking NAV Lights on Ships, they work now! -Weapon FlashFX - Flashes from the Weapons firing on a Ship! -WarpFX -Better Cinematic Cut scenes when warping, with Nacelle Flashes! -ETA Counter and Free Movement while at Warp -Select a Warp Speed to get to your Destination Faster or Slower

    • 45.3MB
    • 21
    • 771

    NanoFX Beta (2.0)

    Last Update: 20 Apr 2016

    "Things go boom...Bright lights...yawn" If that�s your judgment of this mod, then I�m sorry to inform you, but you are wrong. This is NanoFX 2.0. Even though it may be beta, but it still is the newest version out there. New warp effects are added, such as warp speed control. Also this mod will dramatically enhance the stock effects. In change giving you a whole new perception to the word �explosion�. Here are a few more Details: NanoFX 2.0 Features: -BridgeFX -New Experimental Effects for the BETA, look for more effects in the Future! -CameraFX -Haven�t had time to do much more with this, same as 1.0 -ExplosionFX -Upgraded Explosions with new Sparks and Debris! -SpecialFX -Plasma Trails - Based off of Sneaker�s work with NanoFX Particles -AtmosphereFX - Clouds and Glows around Planets! -BlinkerFX - Blinking NAV Lights on Ships, they work now! -Weapon FlashFX - Flashes from the Weapons firing on a Ship! -WarpFX -Better Cinematic Cut scenes when warping, with Nacelle Flashes! -ETA Counter and Free Movement while at Warp -Select a Warp Speed to get to your Destination Faster or Slower

  • Bridge Commander Universal Tool (1.6)

    Bridge Commander Universal Tool (1.6)

    Last Update: 20 Apr 2016

    This latest version of BCUT brings 2 new features: Mod Installer and BCMod Creator. Mod Installer lets you install any type of mod via BCUT. It unpacks a mod for you, it finds the readmes for you and it installs mods for you. What more can you ask? BCMod creator lets you create BCMod files also known as BC-Mod packages to distribute your mods. Aside for these 2 new features we have fixed a couple of bugs and made the navigation through BCUT a little bit easier. * Changes -Fixed a bug in HP Tweaker when you couldn't update Max Condition for repair subsystem -Navigation menu tweaked and enhanced -Fixed animation transition flickering on some themes -Fixed tab flicker -Added BCMod Creator -Added drag & drop support and context menu support for BCMod Creator -Fixed a bug when Ship Uninstaller in extremely rare cases wouldn't delete all ship related files -Theme 3 is now the new default theme -BC Tools tabs reordered -Added Mod Installer -Added drag & drop support for Mod Installer -Small bugfixes As always if you already have any older version of BCUT installed this version will detect it and will offer you to upgrade that installation to the latest version. Check it out. * Net Framework 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en Alternate Download Link: http://www.bcs-tng.com/portal/?q=bcsmc

    • 11.6MB
    • 11
    • 387

    Bridge Commander Universal Tool (1.6)

    Last Update: 20 Apr 2016

    This latest version of BCUT brings 2 new features: Mod Installer and BCMod Creator. Mod Installer lets you install any type of mod via BCUT. It unpacks a mod for you, it finds the readmes for you and it installs mods for you. What more can you ask? BCMod creator lets you create BCMod files also known as BC-Mod packages to distribute your mods. Aside for these 2 new features we have fixed a couple of bugs and made the navigation through BCUT a little bit easier. * Changes -Fixed a bug in HP Tweaker when you couldn't update Max Condition for repair subsystem -Navigation menu tweaked and enhanced -Fixed animation transition flickering on some themes -Fixed tab flicker -Added BCMod Creator -Added drag & drop support and context menu support for BCMod Creator -Fixed a bug when Ship Uninstaller in extremely rare cases wouldn't delete all ship related files -Theme 3 is now the new default theme -BC Tools tabs reordered -Added Mod Installer -Added drag & drop support for Mod Installer -Small bugfixes As always if you already have any older version of BCUT installed this version will detect it and will offer you to upgrade that installation to the latest version. Check it out. * Net Framework 2.0: http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en Alternate Download Link: http://www.bcs-tng.com/portal/?q=bcsmc

  • Milkshape Nif Importer/Exporter plugins

    Milkshape Nif Importer/Exporter plugins

    Last Update: 20 Apr 2016

    Tech: 10 Quality: 10 Stability: 10 Size vs. Usefulness: 10 Overall Rating: 10

    • 954KB
    • 11
    • 295

    Milkshape Nif Importer/Exporter plugins

    Last Update: 20 Apr 2016

    Tech: 10 Quality: 10 Stability: 10 Size vs. Usefulness: 10 Overall Rating: 10

  • Slipstream Framework (v.1.0)

    Slipstream Framework (v.1.0)

    Last Update: 20 Apr 2016

    Tech: 10 Balance: 10 Quality: 10 FunFactor: 10 Stability: 10 Creativity: 10 Item Placement: 10 Size vs. Usefulness: 10 Installation Instructions: 10 Overall Rating: 10

    • 81.7MB
    • 4
    • 146

    Slipstream Framework (v.1.0)

    Last Update: 20 Apr 2016

    Tech: 10 Balance: 10 Quality: 10 FunFactor: 10 Stability: 10 Creativity: 10 Item Placement: 10 Size vs. Usefulness: 10 Installation Instructions: 10 Overall Rating: 10

  • MVAM Infinite (2.0)

    MVAM Infinite (2.0)

    Last Update: 20 Apr 2016

    Balance: 10 Quality: 10 FunFactor: 10 Stability: 10 Creativity: 10 Installation Instructions: 10 Overall Rating: 10

    • 21.0MB
    • 3
    • 194

    MVAM Infinite (2.0)

    Last Update: 20 Apr 2016

    Balance: 10 Quality: 10 FunFactor: 10 Stability: 10 Creativity: 10 Installation Instructions: 10 Overall Rating: 10

  • NanoFx 2 Single player fix (Beta)

    NanoFx 2 Single player fix (Beta)

    Last Update: 20 Apr 2016

    this is a fix to allow you to use NanoFx in single player mode

    • 10.1MB
    • 3
    • 88

    NanoFx 2 Single player fix (Beta)

    Last Update: 20 Apr 2016

    this is a fix to allow you to use NanoFx in single player mode

  • SubMenu (3.7)

    SubMenu (3.7)

    Last Update: 20 Apr 2016

    Tech: 10 Quality: 10 Stability: 10 Creativity: 10 Item Placement: 10 Size vs. Usefulness: 10 Installation Instructions: 10 Overall Rating: 10

    • 11KB
    • 3
    • 271

    SubMenu (3.7)

    Last Update: 20 Apr 2016

    Tech: 10 Quality: 10 Stability: 10 Creativity: 10 Item Placement: 10 Size vs. Usefulness: 10 Installation Instructions: 10 Overall Rating: 10

  • NanoFX Configuration Panel Ultra

    NanoFX Configuration Panel Ultra

    Last Update: 20 Apr 2016

    Quality: 10 Creativity: 10 Overall Rating: 10

    • 8KB
    • 2
    • 57

    NanoFX Configuration Panel Ultra

    Last Update: 20 Apr 2016

    Quality: 10 Creativity: 10 Overall Rating: 10

  • Unified Main Menu (1.0)

    Unified Main Menu (1.0)

    Last Update: 20 Apr 2016

    Tech: 10 Quality: 10 Stability: 9 Creativity: 10 Item Placement: 10 Size vs. Usefulness: 10 Installation Instructions: 10 Overall Rating: 9.9

    • 67KB
    • 2
    • 224

    Unified Main Menu (1.0)

    Last Update: 20 Apr 2016

    Tech: 10 Quality: 10 Stability: 9 Creativity: 10 Item Placement: 10 Size vs. Usefulness: 10 Installation Instructions: 10 Overall Rating: 9.9

  • Ultimate model viewer (V1.1)

    Ultimate model viewer (V1.1)

    Last Update: 20 Apr 2016

    This is the model viewer that allows you to view several different file types for models, such as armada (1 and 2), homeworld, BC, SFC, KA and many others. Things from 1.0 that were fixed: Very quickly after version 1.0 went out things got fixed so this is 1.1. - Better Klingon Academy Texturing - Fixed bug that slowed down object loading - Made a lot more error catches - New file cacheing mechanism for the engine also makes this tool significantly faster - Star Fleet command texturing improved thanks to updated specs from Brad - Fixed a few user interface bugs - Made texture searching a bit more flexible. Now if importing a file that uses texture IDs as paths, it can fall back to trimming off the path if the texture wasn't found with that path. IE is crashing...brb to finsih this..

    • 1.2MB
    • 2
    • 52

    Ultimate model viewer (V1.1)

    Last Update: 20 Apr 2016

    This is the model viewer that allows you to view several different file types for models, such as armada (1 and 2), homeworld, BC, SFC, KA and many others. Things from 1.0 that were fixed: Very quickly after version 1.0 went out things got fixed so this is 1.1. - Better Klingon Academy Texturing - Fixed bug that slowed down object loading - Made a lot more error catches - New file cacheing mechanism for the engine also makes this tool significantly faster - Star Fleet command texturing improved thanks to updated specs from Brad - Fixed a few user interface bugs - Made texture searching a bit more flexible. Now if importing a file that uses texture IDs as paths, it can fall back to trimming off the path if the texture wasn't found with that path. IE is crashing...brb to finsih this..

  • BC Super Mod V3.0. (update)

    BC Super Mod V3.0. (update)

    Last Update: 20 Apr 2016

    This is just a small update to the BC Super Mod V3.0. Included: New MVAM Prometheus Registries (the ones in the V3.0 suck) Fixed damaging problems with all Sovereign and Sovereign kitbash vessels Added the Typhoon-class (I won't spoil this one for you people who like my other work)

    • 11.2MB
    • 1
    • 70

    BC Super Mod V3.0. (update)

    Last Update: 20 Apr 2016

    This is just a small update to the BC Super Mod V3.0. Included: New MVAM Prometheus Registries (the ones in the V3.0 suck) Fixed damaging problems with all Sovereign and Sovereign kitbash vessels Added the Typhoon-class (I won't spoil this one for you people who like my other work)

  • Abandon Ship (0.5.1)

    Abandon Ship (0.5.1)

    Last Update: 20 Apr 2016

    Your ship is badly damaged and you're desperate to bail out ? Then this mod is for you. Press the F3 key and you'll see a new button "Abandon Ship". Confirm the order with "Yes" and a LOT of escape pods will be jettisoned from your ship. A nice touch of realism for BC.

    • 326KB
    • 1
    • 24

    Abandon Ship (0.5.1)

    Last Update: 20 Apr 2016

    Your ship is badly damaged and you're desperate to bail out ? Then this mod is for you. Press the F3 key and you'll see a new button "Abandon Ship". Confirm the order with "Yes" and a LOT of escape pods will be jettisoned from your ship. A nice touch of realism for BC.

  • GravityFX (1.0)

    GravityFX (1.0)

    Last Update: 20 Apr 2016

    This mod will add gravity effects to BC (honestly, what kind of space simulation game doesn�t have gravity?), and of course other nice features. As their list is kinda big, and I need to explain them, let�s just jump to the list of some of the features of the mod: -Makes Planets and Suns in the game generate an gravity well, which will pull ships whithin it's radius. -Includes the set called "Psi's Blackhole", which contains a blackhole. -Has an menu in UMM to set some options of GravityFX. -Can make torpedoes create an gravity well upon impact, with the use of plugins. -Can make ships have an gravity well, if they have an gravity generator subsystem. -Can also make ships not to be affected by any gravity well, with the use of plugins. -Includes the System Map, which is a window opened in the science forum, that shows a map of the surroundings of the player, including planets, ships, etc. -Includes another menu in science called "Gravity Sensors Menu", which shows gravity-related info about ships, and also has some other features. -Includes a menu in enginnering called "Gravity Generator Options" which shows the status of the player's ship gravity generators, allowing you to change the power of them aswell. -Can show information about some objects on the BC 3D map. And some other options and features, covered deeper in following topics on this readme. And MAKE SURE to read the Full Readme, which is contained in the RAR file, after you download GravityFX v1.0 ***** WARNING!! PLEASE NOTE!! ***** Do NOT use the .exe installer. As it turns out, the .exe does not install a GFX folder, which it's absence causes a BSOD. So please instead install this manually, by copying the contents of the folder "Manual Install" into your BC Directory. Apologies for any inconvenience. ------------ REQUIREMENTS ------------ - BC 1.1 - Foundation - EarthFX (also know as "Planet Classification Script") - Unified Main Menu With this you'll be able to set some nice settings for GravityFX in the game configurations menu.

    • 6.2MB
    • 1
    • 28

    GravityFX (1.0)

    Last Update: 20 Apr 2016

    This mod will add gravity effects to BC (honestly, what kind of space simulation game doesn�t have gravity?), and of course other nice features. As their list is kinda big, and I need to explain them, let�s just jump to the list of some of the features of the mod: -Makes Planets and Suns in the game generate an gravity well, which will pull ships whithin it's radius. -Includes the set called "Psi's Blackhole", which contains a blackhole. -Has an menu in UMM to set some options of GravityFX. -Can make torpedoes create an gravity well upon impact, with the use of plugins. -Can make ships have an gravity well, if they have an gravity generator subsystem. -Can also make ships not to be affected by any gravity well, with the use of plugins. -Includes the System Map, which is a window opened in the science forum, that shows a map of the surroundings of the player, including planets, ships, etc. -Includes another menu in science called "Gravity Sensors Menu", which shows gravity-related info about ships, and also has some other features. -Includes a menu in enginnering called "Gravity Generator Options" which shows the status of the player's ship gravity generators, allowing you to change the power of them aswell. -Can show information about some objects on the BC 3D map. And some other options and features, covered deeper in following topics on this readme. And MAKE SURE to read the Full Readme, which is contained in the RAR file, after you download GravityFX v1.0 ***** WARNING!! PLEASE NOTE!! ***** Do NOT use the .exe installer. As it turns out, the .exe does not install a GFX folder, which it's absence causes a BSOD. So please instead install this manually, by copying the contents of the folder "Manual Install" into your BC Directory. Apologies for any inconvenience. ------------ REQUIREMENTS ------------ - BC 1.1 - Foundation - EarthFX (also know as "Planet Classification Script") - Unified Main Menu With this you'll be able to set some nice settings for GravityFX in the game configurations menu.

  • Karronades Accelerated Intercept (1.0.1)

    Karronades Accelerated Intercept (1.0.1)

    Last Update: 20 Apr 2016

    Here is an unofficial re-work of Redge Dwellers manual intercept modification. There are some problems however with this modification, for example a ship can't dock normally any more it will now have to manually dock with the starbase. No one can ever find the right speed when in a battle because there are only two possibilities: Too slow or too fast.... With this modification you have plenty of choice! Now you have the right impulse speed for battle and when you give Kiska the order to intercept a target, you can now experience an even higher top speed and also with this mod you can reach points on the map that you never ever had the possibility to do before!

    • 58KB
    • 1
    • 17

    Karronades Accelerated Intercept (1.0.1)

    Last Update: 20 Apr 2016

    Here is an unofficial re-work of Redge Dwellers manual intercept modification. There are some problems however with this modification, for example a ship can't dock normally any more it will now have to manually dock with the starbase. No one can ever find the right speed when in a battle because there are only two possibilities: Too slow or too fast.... With this modification you have plenty of choice! Now you have the right impulse speed for battle and when you give Kiska the order to intercept a target, you can now experience an even higher top speed and also with this mod you can reach points on the map that you never ever had the possibility to do before!

  • Shuttle Launch Framework (V1.2)

    Shuttle Launch Framework (V1.2)

    Last Update: 20 Apr 2016

    This is the new shuttle launch framework. This list of changes is long so I;ve added their change list here: CHANGE LIST ----------- 1.2: -Multiplayer Bugfixes -Added standard Carrier ship "Galaxy + Carrier" 1.1: -Some minor Bugfixes -Added some minor changes for Multiplayer -Added support for MLeoDaalder KeyFoundation, can be found here: http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=15481 1.0: - Release by the new Shuttle Launching group -Re-enable collision detection after launch - Admiral Ames, jwattsjr -Makes the Seconday Fireing working - mldaalder, defiant -Useful changes to the ftbMissionLib - Sim Rex -Additional Bug Fixes, some minor new functions - Defiant 050102: - Added Launcher, LauncherGroup, and LauncherManager - Carriers now contain Launchers and/or LauncherGroups instead of containing "ships" - LauncherGroups contain arbitrary sets of Launchers. - Launchers require *TWO* hardpoints (important for future releases): -> an ObjectEmitterProperty named " OEP" -> a HullSubsystem named "" NOTE: It would be wise to have both subsystems colocated at the same XYZ coordinate on the ship - For each Launcher/LauncherGroup, a "Launcher #" and "Type: #" button pair is generated in the GUI 050502a: - User-definable AIs may be specified on a per ship type basis - Launched objects are optionally commandable on a per ship type basis 051102a: - Carriers are now "plugins" defined in /scripts/Custom/Carriers. See the included /scripts/Custom/Carriers/Dauntless.py for an example. There have been some changes to Carrier modules since 050502a. 051102b: - Fixed a bug introduced in 051102a where a Launcher can launch more ships than it contains. Return Shuttles Changes (old) Version 0.7b: Big bug fixes Version 0.6b: Code cleaned up Version 0.5b: Re-formatted the .txt file from UNIX to Dos. Version 0.4b: Added the Possibility to exclude Tractors for Docking Version 0.3b: File scripts/Custom/Carrier/SetMaxShuttlesInBay.py is no longer used. Update your Carrier files instead (see Install.txt).

    • 431KB
    • 1
    • 109

    Shuttle Launch Framework (V1.2)

    Last Update: 20 Apr 2016

    This is the new shuttle launch framework. This list of changes is long so I;ve added their change list here: CHANGE LIST ----------- 1.2: -Multiplayer Bugfixes -Added standard Carrier ship "Galaxy + Carrier" 1.1: -Some minor Bugfixes -Added some minor changes for Multiplayer -Added support for MLeoDaalder KeyFoundation, can be found here: http://dynamic3.gamespy.com/~bridgecommander/phpBB/viewtopic.php?t=15481 1.0: - Release by the new Shuttle Launching group -Re-enable collision detection after launch - Admiral Ames, jwattsjr -Makes the Seconday Fireing working - mldaalder, defiant -Useful changes to the ftbMissionLib - Sim Rex -Additional Bug Fixes, some minor new functions - Defiant 050102: - Added Launcher, LauncherGroup, and LauncherManager - Carriers now contain Launchers and/or LauncherGroups instead of containing "ships" - LauncherGroups contain arbitrary sets of Launchers. - Launchers require *TWO* hardpoints (important for future releases): -> an ObjectEmitterProperty named " OEP" -> a HullSubsystem named "" NOTE: It would be wise to have both subsystems colocated at the same XYZ coordinate on the ship - For each Launcher/LauncherGroup, a "Launcher #" and "Type: #" button pair is generated in the GUI 050502a: - User-definable AIs may be specified on a per ship type basis - Launched objects are optionally commandable on a per ship type basis 051102a: - Carriers are now "plugins" defined in /scripts/Custom/Carriers. See the included /scripts/Custom/Carriers/Dauntless.py for an example. There have been some changes to Carrier modules since 050502a. 051102b: - Fixed a bug introduced in 051102a where a Launcher can launch more ships than it contains. Return Shuttles Changes (old) Version 0.7b: Big bug fixes Version 0.6b: Code cleaned up Version 0.5b: Re-formatted the .txt file from UNIX to Dos. Version 0.4b: Added the Possibility to exclude Tractors for Docking Version 0.3b: File scripts/Custom/Carrier/SetMaxShuttlesInBay.py is no longer used. Update your Carrier files instead (see Install.txt).

  • Skinning and Damaging Tool V2.0

    Skinning and Damaging Tool V2.0

    Last Update: 20 Apr 2016

    This mod allows a user to use several texture versions for a single model. More information in the readme below.

    • 18KB
    • 1
    • 37

    Skinning and Damaging Tool V2.0

    Last Update: 20 Apr 2016

    This mod allows a user to use several texture versions for a single model. More information in the readme below.

  • Quickbattle scrolling bridge menu mod

    Quickbattle scrolling bridge menu mod

    Last Update: 20 Apr 2016

    This will create a scrolling menu for the bridges, otherwise some bridges get knocked off the screen. I don't know if this is compatable with QB2.02, and I don't have any instructions for it or the name of the author, so make sure you back up your current quickbattle.py before you install this. Also, make sure whatever other things you install afterward do not overwirte this file with another version.

    • 18KB
    • 1
    • 21

    Quickbattle scrolling bridge menu mod

    Last Update: 20 Apr 2016

    This will create a scrolling menu for the bridges, otherwise some bridges get knocked off the screen. I don't know if this is compatable with QB2.02, and I don't have any instructions for it or the name of the author, so make sure you back up your current quickbattle.py before you install this. Also, make sure whatever other things you install afterward do not overwirte this file with another version.

  • Quicker Quick Battle

    Quicker Quick Battle

    Last Update: 20 Apr 2016

    Quality: 10 Creativity: 10 Installation Instructions: 10 Overall Rating: 10

    • 25KB
    • 1
    • 24

    Quicker Quick Battle

    Last Update: 20 Apr 2016

    Quality: 10 Creativity: 10 Installation Instructions: 10 Overall Rating: 10

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