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-   -   Mod: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map commands) (http://forum.shrapnelgames.com/showthread.php?t=39996)

llamabeast April 19th, 2009 02:56 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
#gems 8 3 ?

Wouldn't that mean 8 holy gems?

Aezeal April 19th, 2009 04:22 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
arg of course dammit I keep doing blood as 8 instead of 7 (I use holy as 8 too) good point I'll check all my sites for that

Aezeal April 19th, 2009 09:16 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
1 Attachment(s)
Machaka is ready for release (my way of ready that means you know how that is) it has 2 heroes, 2 gods, some summons, a new combat spell and it just kicks ***.

Darkcolored pplz, spiders, poison and fire.. all in a dom 3K sort of way.. I like the nation.

I'll upload the files, the sprites need to be put in the dom 3k folder... if anyone can test it a bit more I'd be gratefull.

I myself am especially satisfied with the new combat summon Call Arachnids, since I've not done combat summons before and I've not seen combat summons yet which summon 2 types of creatures. (to be honest it's not that hard to mod but I thought it a very nice and thematic spell for the nation.. I think the original nation should have it too.

Aezeal April 19th, 2009 05:58 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
#newmonster 2412
#forestsurvival
#copyspr 361
#name "Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 15
#size 2
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon "Fist"
#regen 100
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end

#newmonster 2413
#forestsurvival
#copyspr 362
#name "Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 12
#mor 10
#mr 10
#enc 1
#str 11
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon "Fist"
#regen 100
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end

#newmonster 2414
#forestsurvival
#copyspr 361
#name "Poison Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 15
#size 2
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 766
#regen 100
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end

#newmonster 2415
#forestsurvival
#copyspr 361
#name "Poison Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 15
#size 2
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 767
#regen 75
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end


#newmonster 2416
#forestsurvival
#copyspr 362
#name "Poison Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 767
#regen 75
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end


#newmonster 2417
#forestsurvival
#copyspr 362
#name "Space Algae Spawn Master"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 12
#mor 10
#mr 10
#enc 1
#str 11
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon "Fist"
#poisonarmor
#regen 100
#maxage 30
#noleader
#goodmagicleader
#noundeadleader
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end


#newmonster 2418
#forestsurvival
#copyspr 362
#name "Poison Space Algae Spawn Master"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 767
#regen 75
#maxage 30
#noleader
#goodmagicleader
#noundeadleader
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end

#newmonster 2418
#forestsurvival
#copyspr 362
#name "Space Algae Spawn Mage"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 12
#mor 10
#mr 10
#enc 1
#str 11
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 767
#magicskill 6 3
#poisonarmor
#regen 100
#maxage 30
#noleader
#expertmagicleader
#noundeadleader
#startage 2
#mindless
#magicbeing
#neednoteat
#fireres -25
#end

I just thought of these indies and implemented them.. what do you think.. complete sillyness that must be removed or something that might deserve a race of their own? Or just let them stay as indies?

rdonj April 19th, 2009 10:52 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
It's pretty silly yes. Also algae mages seem pretty strange. I don't know about making a race out of them, but why not have independant man-killing algae....

Darkwind April 21st, 2009 04:18 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
They might be cool as indies, actually. Makes me think of whole poptypes of just "native" space indies, with swarms of spacefish who explode when killed, the occasional sentient asteroid, and perhaps space-exiles who command this ragtag band of freedom fighters (or mad scientists who abuse them).

And, yeah, sentient algal blooms casting "Eagle Eye" or some equally odd spell sounds rather strange to me too. Where they'd get eyes, I don't know...

Aezeal April 21st, 2009 04:37 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
freedom fighter, pirates... all the same. I'm not adding them as a poptype yet but I'm adding site that allow recruitment and I could set up 1-2 provinces that have that site and appropriate defenders. I've actually created a HUGE (like 500x 200 pix) spawning pool creature which exists just of transparancy with dots of green (represents algae cluttering together..) the description might sound sucky but I acutally got where I wanted to go with that sprite.

Rdonj.. do you want to add the latest poptypes to the map and maybe add the algae producing sites and give that province algae defenders?

Aezeal April 22nd, 2009 04:48 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
With thanks to gandalf Parker for solving the problem I can now announce that there will be new forgeble weapons.

Always been jealous about the Jomon assassins with lightning guns.. no fear.. forge them yourself and kill all commanders.

rdonj April 22nd, 2009 07:01 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Great job, glad you've gotten that working.

I'm actually going on a bit of a hiatus from dom3 for a while, and I don't think I'm really going to have time to add the new stuff to the map for a while. So maybe it would be better if someone else did it.

Aezeal April 29th, 2009 04:24 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
:(

Darkwind have you played the mod recently?

Darkwind April 29th, 2009 08:37 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
No, honestly I haven't. I've been a bit busy with other stuff lately (all of my big projects are due!), so I haven't even restarted any of the nations I was working on. :( I'll see if I can work some time in this weekend.

Aezeal April 29th, 2009 11:21 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
big dominions projects or RL :D

Aezeal April 30th, 2009 01:30 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
hmmm I'd love to make a space algae nation based on the use of the carrion woods spell. I could make an AI nation (overpowered that is) of it on a map if I only could think of a way to make sure that spell is up all the time for an AI player.

A green tide washing over the galaxy (lol orcs have competition then) It's another mechanic than orcs they'd basicly need no cash so I could give them a death domain (suffocating everything and killign all non plant live) It would sort of be a pan nation but then really nature strikes back but they've given up on the dryads, centaurs and minotaurs who in the end just used wood and mined and breathed oxygen like all other scum animal lifeforms.

rdonj April 30th, 2009 07:02 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Well, there's no way to force the AI to do anything it doesn't want to, but you could make it a 0 gem research level 0 spell that can be cast by whatever they start with. That should be enough to convince it to cast.

Either that or always start them as human and switch them to ai after the first turn.

Darkwind April 30th, 2009 03:55 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Well, a global can be taken down. I'd suggest just trying to build the Carrion Woods into the nation.

Also, why Space Algae if they might not be able to start in space? You might want to broaden it to simply a race of sentient plants who can 'uplift' other plants. They might be interesting, though I'm not sure how to differentiate them from the Orcs mechanics-wise. Perhaps Plants could have less chaff (other than through spells like "Uplift Grass" or something; lore-wise smaller, weaker plants have a lower chance of being uplifted) and have to GoR their commanders, going with the 'giving sentience' theme.

Actually, this sounds like a cool idea. They would start with one commander/scout (a multihero, perhaps) and a few units, and have to use a unique GoR spell (for maybe 5 gems) to gain more commanders. Some units would have a domsummon ability, some would be able to use turns to summon more (after being GoR'd, of course). Their only recruitables (and their PD) would be plant-worshipping tribes, with maybe a (bad, obviously) commander and an also-bad mage who could summon a few poor-quality units and GoR them. There could be a minor emphasis on poison.

Trees could be the elite warriors and researchers, some sort of fungus as the assassins and scouts, ivy the poisoners (they would also reproduce quickly), and thing in between these roles (mushrooms which poison and also act as excellent mages, Perhaps crops which would grow slowly but research reasonably well and produce tribal members. Grass would be to chaff as chaff is to elites. They would have all sorts of different units!

I may just do this. Later. :p

Aezeal April 30th, 2009 04:09 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
I'd suggest just trying to build the Carrion Woods into the nation --> how?

actually I had that GOR idea too.. I was thinking just getting troops of carrion woods and then having the rare ones be more powerfull mages after GOR) but you'd be able to GOR al the units to get some basic researchers.

Since carrion woods works best with forest it would fit the space race thingie.

Darkwind April 30th, 2009 06:07 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Quote:

Originally Posted by Aezeal (Post 688667)
I'd suggest just trying to build the Carrion Woods into the nation --> how?

I'm thinking we have to be clever. Perhaps mod whatever the spell would summon to have a small domkill effect, as well as the "reanimators" who cast the spell (which would become a reanimation command solely, rather than also a global). You'd copy the nation from Pan to keep the forest-affected reanimation. The increased effect with Growth could maybe be modeled by giving units a weak #onebattlespell (that is the command, isn't it?) that increases in power with Growth, making them stronger wit growth rather than increasing numbers.

We'd keep most of the effects--dying population, increased effectiveness with Forest and Growth--while losing the problem of relying on a global. It would end up somewhat different but fairly similar, which is I think good since we don't want to just copy LA Pan, do we?

Aezeal April 30th, 2009 08:40 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
well there are several things against this: reanimators give the option to get exponential growth and would make the race even more similar to insects. with the carrion woods spell your can't get exponential growth, just an increase based on your provinces.

We can't onebattlespell modded spells and I don't think the spell you want already exists.

I admit that my solution wouldn't be very usable by the AI (though I doubt the AI will get the best out of reanimating either.) Being similar to current vanilla nations isn't a problem it's actually a good thing. The problem is that the nation would be VERY VERY reliant on that spell and has no back up strategies if it's brought down. (which would make it sort of interesting to keep saving gems so you could recast it or keep reinforcign it). This would fit the theme since mothernature seems to put all bets on plants and has stopped using mammals.

I sort of thought about your plants idea too and I certainly like the story you are telling (fungi/trees/etc etc) but somehow I can more easily imagine algae getting into space than mushrooms and trees...

If I use the carrion woods spell I'd have like 7 or 8 troops which could all be GoRed to 7-8 different commanders. That is a decent basis for a nation with added summons. A think to keep in mind is that you probably can't generate leaders directly with carrion woods (I think)

Another thing I'm thinking of using is the eater of the dead. I like the idea of an increasing mass of algae (?!?) that grows while adding biomass and then become uncontrolable.
I could just change the pic and the stats of the 4 eater of the dead forms then I'd make the first form quite a bit weaker. If you get that form as a rare from forests (I think you'll get multipele of them since I doubt the uniqueness is checked that way) then you could GOR them and you'd haev multipe grown masses .. and eventually they could go on a rampage (That form will be plenty powerfull still :D) I'm not sure wethere they'd shift shape if they are not GORed but I guess they might since it could be checked regardless of being a leader or not.. not sure if they'd go on a rampage then though. I think I'll experiment with this sometime

Aezeal May 3rd, 2009 05:05 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
hahaha this was great.. so I'm testing a v0.0001 for the algae.. and the spell is up and working.. I'm getting critters in my few provinces etc etc all using vine ogre and vine men sprites...

and then a province gets attacked by indies real vine men and vine ogres.. of course those would never be able to kill my 100% regen creatures.. but of course mine have no leaders so they route :D

llamabeast May 3rd, 2009 08:35 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
I bet the eater of the dead is unique.

Aezeal May 3rd, 2009 08:43 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
so?

Aezeal May 3rd, 2009 04:39 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
I forgot I couldn't edit the thing avoe anymore.. my expectation was that if I didn't summon it uniqueness wouldn't matter.. but it clearly does... max 1... and I can't think of anyway to remove it which is 2 bad.

Aezeal May 3rd, 2009 05:36 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
so screw that I'll shapeshift around it..

need to GOR the unit to be a commander and then shapeshift :D and there are my armies of eaters of the dead :D

JaghataiKhan July 27th, 2009 05:01 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
When I tried to summon Ktalu the game crashed.

Also I'm back from a year of WoW, lost so precious time :(

Trumanator July 27th, 2009 05:04 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
I'm not even sure if Aezeal is still around... this topic hasn't had a new post in months, and I haven't seen him posting anywhere else.

Ballbarian July 27th, 2009 11:59 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
He hasn't posted for awhile, but his profile shows him last active a week ago.
Where did I put that darn summon Aezeal spell...

Darkwind July 30th, 2009 06:26 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
I haven't been doing much Dom-related recently, but if there's a massive public outcry, I might try to help fill this huge Aezeal-shaped hole in our collective heart. :D All of my works-in-progress are gone, though.

Also, I'm clueless as to why the game would crash when summoning Ktalu. He's game-breaking, but not in that sort of way. :confused: Maybe something to do with the art? I can't remember whether Aezeal put in a unique graphic for Ktalu.

Humakty August 6th, 2009 10:02 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
I've spotted the issue with ktalu sprite, in the DM it's :

#copryspr 1150

it should be

#copyspr 1150

JaghataiKhan August 6th, 2009 04:35 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Thanks man!

Humakty August 7th, 2009 04:19 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Galaxy map has province 85 connected to 82, doesn't seem right.
Neoclidia has two identical Yithian (spelling?) commanders in it's roster.

mehrunes_dagon September 29th, 2009 12:16 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
To begin with, i like the mod and insectoid nation especially (and currently laying my eggs in Oni capital, playing single-player against mighty AI). It really feels like space conquest.

Aezeal, there are some bugs.

1) There is reference to non-existent monster 2404

2) The mod does not work under Linux due to case-sensitivity

To make it work, i had to make symlink to Dominions 3000 from dominions 3000, and rename some files:
mv 2721_Blue_Alien_Large_space_1.tga 2721_Blue_Alien_Large_Space_1.tga
mv 2716_Kraken_Small_1.tga 2716_Kraken_small_1.tga
mv 2716_Kraken_Small_2.tga 2716_Kraken_small_2.tga

Those are the errors i encountered, and there could be more (i am in an early phase of the game). I suggest that all file and directory names get lowercased, and .dm file changed accordingly

mehrunes_dagon September 29th, 2009 12:19 PM

galaxy map
 
By the way, how many players the Galaxy map can hold? Each time i start with 9 nations, 2 nations die on the first turn. Is this a bug or feature?

mehrunes_dagon September 29th, 2009 12:22 PM

?good monsters to wish for?
 
:p

I am new to the Dominions 3000 universe.

If i make it to wish stage, whom do i wish to finish the game? Space eel, whom else?

rdonj September 29th, 2009 01:04 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
The galaxy map can hold as many players as there are large planets. IIRC there are as many races as there are major planets as well, but I could be wrong about that. I'm not exactly sure off the top of my head why some of them instantly die off if that's the case. Insectoids makes sense because they have dying dom. Without their god awake they are quite likely to die the first turn. I can't remember if anyone else has dying dom.

As for wishing, I have this feeling that you can't wish for mod nation units. So you'll have to be boring and just wish for gems, seraphs, rudra. That sort of thing.

mehrunes_dagon September 29th, 2009 02:50 PM

summon mod creatures
 
No, it is possible to summon mod creatures, at least in epotara realm

I've just summoned dragon of fate, ancient wyrm, with 2 claws, only lacking commander status;)

Korwin July 30th, 2012 12:34 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Looking at this Mod ATM, some of the starting provinces seems to be brocken.

Edit:
Quote:

Originally Posted by rdonj (Post 712534)
The galaxy map can hold as many players as there are large planets. IIRC there are as many races as there are major planets as well, but I could be wrong about that. I'm not exactly sure off the top of my head why some of them instantly die off if that's the case. Insectoids makes sense because they have dying dom. Without their god awake they are quite likely to die the first turn. I can't remember if anyone else has dying dom
.

Started a Game with all nations as human players. 3 nations where without capital and units.

Fake Edit:
The insects are supposed to have no capital gem income?

Soyweiser July 30th, 2012 09:59 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
The insects if they are based on the amos mod are weird, so probably yes.

rdonj July 31st, 2012 03:44 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Yeah, the insects were based off of the amos mod and while aezeal did make some changes, he didn't make many. If the insects had a starting income though it's entirely conceivable it was removed just to make the insects less powerful. I don't honestly remember at this point.

I'm not sure why you had a problem with getting nations either. I've had that problem before with no starts maps and ended up having to set the starts by hand but that seemed to be caused by coastal start nations, and having other nations randomly fill up those slots. I don't recall having that problem before on the galaxy map with Dom3k. The map and mod were made a long time ago though and I guess something could have broken? But TBH I can't really feel too interested about supporting the mod to investigate.

Korwin August 7th, 2012 03:21 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
I think I got it. The map is only for 7 nations.

Did 3 tests with 9 nations (pictures below), 2 with 7 nations. The tests with 7 nations worked without problems.


First test:
http://farm9.staticflickr.com/8429/7...af5db388_z.jpg
http://farm8.staticflickr.com/7250/7...ee4239f2ee.jpg
Two nations missing,
Ulm
http://farm9.staticflickr.com/8285/7...4fe6c757_z.jpg
and R'leyh
http://farm9.staticflickr.com/8284/7...84fe0180_z.jpg
Both dead on turn 3:
http://farm8.staticflickr.com/7263/7...33a4c4f816.jpg

Test 2:
R'leyh again
http://farm9.staticflickr.com/8432/7...cf72f18a_z.jpg
and the Dragons
http://farm8.staticflickr.com/7251/7...34c9cf0f_z.jpg
All in the same province?
Ah, someone allready there...
http://farm9.staticflickr.com/8285/7...f0f73862_z.jpg

Test 3:
Ulm again:
http://farm9.staticflickr.com/8288/7...533f6a1a_z.jpg
And the Commonwealth:
http://farm9.staticflickr.com/8422/7...7dcefef9_z.jpg

Quote:

Originally Posted by rdonj (Post 712534)
The galaxy map can hold as many players as there are large planets.

And there are only 7 large planets. (and some smaller ones). :doh:

rdonj August 7th, 2012 08:15 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Yep! That is indeed the problem. Back when I made that map I think there were only 7 playable nations. And the large planets seemed to me like the only fair start locations for the majority of races. So that's where I set start locations to. Apparently Aezeal also wanted the cluster of planets in the top right to be a start location for one player. Probably the thing to do is try setting specstarts for two of the 9 nations. These should be the bugs and the orks. Give those two some of the worse start locations, and it will sort of balance them since they're the strongest nations anyway. Not that it will really matter since the computer doesn't know how to play either nation properly, so it makes them a lot weaker than they should be. But at least if you played one of the two it'd get a little bit less silly.


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