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-   -   Pre-Christmas Chat with Aaron (http://forum.shrapnelgames.com/showthread.php?t=21886)

Raging Deadstar December 9th, 2004 05:28 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Timstone said:
Hahaha... now that's a great idea. There should be a transportation network soo big it could handle about 500 million people at once. Now that's a truelly mammoth undertaking. How to build such a monstrosity, how to maintain it, how to pay for it's construction?! http://forum.shrapnelgames.com/images/smilies/eek.gif

Pah, You haven't seen my Ministry of Transportation duties in Se4 By Committee. Sometimes Shipping several billion citizens around every turn.

Kana December 9th, 2004 05:35 PM

Re: Pre-Christmas Chat with Aaron
 
Maybe someone can post a Sticky message with the 'exact time/date' of the chat, and all particulars like where and how and such....

Kana

Baron Munchausen December 9th, 2004 06:27 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

David E. Gervais said:
Like I said in another thread,.. let's make Dec 22nd and the #spaceempires chat room the day and place for this years SE xmas party. I encourage everyone to try and drop by there at any time. If you can manage to be there when Aaron shows up, all the better, if not we can still have fun.

As for releasing screenshots or any other artwork, I can and do make lots of 'fluff' but the decision of if and when to publish any is always up to Aaron. I'll try to do some special stuff for the occasion, at the very least, some new wallpaper, but I suspect that any screenshots will be held back until the official announcement of the beta in January.

I just had a thought, maybe I'll put together a bunch of the artwork that is on my editing room floor. You know stuff that has not 'yet' been approved or made to fit in SE5.

Just to keep my rep as a master teaser (according to Fyron) I'll tell you this.. I made what I think is a Fantastic Concept for a 'Ringworld' but it didn't fit in with aaron's view/idea of what a ringworld should be. I think he like many have been brainwashed by the traditional view of a 2d surface that well, rings around the sun. But personally I don't like the idea of a planet that is always in sunlight. I like to sleep in the dark, look at the stars, and with that type of ringworld, they would be lost to the brightness of the sky. The poor people that would be forced to live/work in a world without stars. Just so you know, I never saw what many know as this type of ringworld, so when I came up with my concept, I went a more mechanical route. After all, these things are supposed to be built right? Anyway, I'll see if Aaron will let me publish that render.

Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif

Can we see some space monsters soon? I'd really like some idea of what they will be like.

And if your ringworld hasn't been approved for SE 5 then what stops you from releasing it? http://forum.shrapnelgames.com/images/smilies/happy.gif Has he got you under contract for ALL of your work?

David E. Gervais December 9th, 2004 06:40 PM

Re: Pre-Christmas Chat with Aaron
 
I did some 'Artist's concept' renders of some monsters of my own design, I'll see if I can release those. Also, fyi, throughout the dev of se5 I often send Aaron ideas and artistic samples of what I think might be good. Until they get 100% rejected there still rests a posibility that they will make it into the game. so unless I get 100% confirmation of certain artwork not making the grade or not fitting into the game, it remains Copyright Malfador Machinations.

Also, if I were to release some of MY ideas as se5 artwork, people might feel missled if the good stuff never gets into the game. This way, once the game is released, I'll be able to make much of my unpublished work available to modders.

Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif

TurinTurambar December 12th, 2004 12:00 AM

Re: Pre-Christmas Chat with Aaron
 
And how, if someone would refresh my memory, does one get to the #spaceempires chat?

Turin

Nodachi December 12th, 2004 12:24 AM

Re: Pre-Christmas Chat with Aaron
 
http://www.spaceempires.net/

Suicide Junkie December 12th, 2004 01:45 AM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Timstone said:
Hahaha... now that's a great idea. There should be a transportation network soo big it could handle about 500 million people at once. Now that's a truelly mammoth undertaking. How to build such a monstrosity, how to maintain it, how to pay for it's construction?! http://forum.shrapnelgames.com/images/smilies/eek.gif

Quite simply, make it distributed.

Make the ring a bunch of stories thick. Throw in a bunch of elevators, skyscraper-style in a pattern across the landscape.
Open air up top. Shops and stuff one floor down. Sleeping quarters below that. Services and cargo in the lower-middle. Armor on the very bottom.

Timstone December 12th, 2004 07:22 AM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Suicide Junkie said:
Quote:

Timstone said:
Hahaha... now that's a great idea. There should be a transportation network soo big it could handle about 500 million people at once. Now that's a truelly mammoth undertaking. How to build such a monstrosity, how to maintain it, how to pay for it's construction?! http://forum.shrapnelgames.com/images/smilies/eek.gif

Quite simply, make it distributed.

Make the ring a bunch of stories thick. Throw in a bunch of elevators, skyscraper-style in a pattern across the landscape.
Open air up top. Shops and stuff one floor down. Sleeping quarters below that. Services and cargo in the lower-middle. Armor on the very bottom.

Like I said, how the hell are you going to build such a thing?! It's huge! http://forum.shrapnelgames.com/images/smilies/shock.gif

Aiken December 12th, 2004 07:32 AM

Re: Pre-Christmas Chat with Aaron
 
Just build a small (R ~ 2Rsun) circumsolar inner ring, with a transparent "hemiring".

Randallw December 12th, 2004 07:51 AM

Re: Pre-Christmas Chat with Aaron
 
If you are talking about orbital rings (instead of ringworlds around suns) then anyone who has read Walter Jon Williams "Dread Empires Fall" series knows what can happen to them in a war. I'd post a description but can't figure out how to cover a spoiler.

Suicide Junkie December 12th, 2004 03:46 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Timstone said:
Quote:

Suicide Junkie said:
Quote:

Timstone said:
Hahaha... now that's a great idea. There should be a transportation network soo big it could handle about 500 million people at once. Now that's a truelly mammoth undertaking. How to build such a monstrosity, how to maintain it, how to pay for it's construction?! http://forum.shrapnelgames.com/images/smilies/eek.gif

Quite simply, make it distributed.

Make the ring a bunch of stories thick. Throw in a bunch of elevators, skyscraper-style in a pattern across the landscape.
Open air up top. Shops and stuff one floor down. Sleeping quarters below that. Services and cargo in the lower-middle. Armor on the very bottom.

Like I said, how the hell are you going to build such a thing?! It's huge! http://forum.shrapnelgames.com/images/smilies/shock.gif

The ringworld is a given. The elevators are trivial. You hire a bunch of contractors who build one elevator at a time while you install the main structure.

Quote:

Just build a small (R ~ 2Rsun) circumsolar inner ring, with a transparent "hemiring".

Hmm... do plants even need a day/night cycle?
If they do, wouldn't it be easier to put shades on the inner surface of your main ring? Easier to maintain by simply having workers climb up, plus the solar intensity is much less and you're not going to burn them up.

How about making the shades out of solar panels. Tilt them up to let light through, then lay them back down to block it. Amusingly, you'd make most of your solar power at night http://forum.shrapnelgames.com/images/smilies/laugh.gif

Baron Munchausen December 12th, 2004 04:02 PM

Re: Pre-Christmas Chat with Aaron
 
In Larry Niven's original design they did indeed use large panels rotating in a smaller ring to simulate day & night for the surface. The panels were connected by gigantic 'cables' of whatever the Ringworld itself was made out of, and the whole thing was timed according to their size and the size of the gaps to come out to a reasonable approximation of a day/night cycle on a terrestrial planet. It would be quite interesting to see that feature included in a Starfury model of a Ringworld. http://forum.shrapnelgames.com/images/smilies/happy.gif Or an SE V model if we will be able to visit our simulated systems. I wonder if we'll have a 'tour' mode where we can drop in on our held systems in SE V and view them as if playing a Starfury game. Or will the 'combat' space for SE V always be a much smaller space than an entire system?

Suicide Junkie December 12th, 2004 04:11 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Baron Munchausen said:I wonder if we'll have a 'tour' mode where we can drop in on our held systems in SE V and view them as if playing a Starfury game. Or will the 'combat' space for SE V always be a much smaller space than an entire system?

Combat had better not cover the whole system like starfury, or the 100-ship enemy fleet will glass all your planets during the warppoint battle http://forum.shrapnelgames.com/images/smilies/laugh.gif

Fyron December 12th, 2004 04:57 PM

Re: Pre-Christmas Chat with Aaron
 
1 Attachment(s)
Quote:

Randallw said:
If you are talking about orbital rings (instead of ringworlds around suns) then anyone who has read Walter Jon Williams "Dread Empires Fall" series knows what can happen to them in a war. I'd post a description but can't figure out how to cover a spoiler.

Use some HTML and CSS voodoo. http://forum.shrapnelgames.com/images/smilies/wink.gif

<div style="background-color: #000000; color=#000000;">This is invisible unless you highlight it.</div>

When making your post, you must select to make it "Using UBB and HTML." You can not use the Quick Reply form to do this, you must hit the Reply button on some post. The following code will get black text with black background. You could use any color you want, really, but black is just a nice, easy standard. http://forum.shrapnelgames.com/images/smilies/wink.gif

Since UBB doesn't interpret divs in code or pre tags properly, I have been forced to attach an image to show the HTML code...

http://www.shrapnelcommunity.com/thr...4-ubbsucks.gif



Timstone December 13th, 2004 05:29 AM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Suicide Junkie said:
Quote:

Baron Munchausen said:I wonder if we'll have a 'tour' mode where we can drop in on our held systems in SE V and view them as if playing a Starfury game. Or will the 'combat' space for SE V always be a much smaller space than an entire system?

Combat had better not cover the whole system like starfury, or the 100-ship enemy fleet will glass all your planets during the warppoint battle http://forum.shrapnelgames.com/images/smilies/laugh.gif

Damn! That's not a very cool option. Ah well, Aaron will think of something simple, but effective. But it really gets you thinking. How large should the ships be of a large fleet untill they are too big to fit in one sector of space.

Randallw December 13th, 2004 07:18 AM

Re: Pre-Christmas Chat with Aaron
 
oops sorry, totally forgot why I needed to know how to add a spoiler.

<div style="background-color: #000000; color=#000000;">
Ok, in the Latest "Dread Empires Fall" book the invading race (it's a civil war) captures the orbital ring but the loyalists bring down the cables connecting it to the planet. Since the Orbital ring has been in place for 12,000 years the invaders aren't prepared to be unable to land any other way. On another planet the enemy fire on the loyalist fleet despite being warned not to. The loyalists fire back and destroy the ring with a couple of hundred million people. The ring then falls into the atmosphere causing a nuclear winter and dooming a few billion people. So what would be interesting is if the opportunity to capture the ring but the not the planet is included as well as the risk that if the orbital ring is destroyed it falls into the atmosphere. So it isn't a stellar construction but an expanded base. </div>

Edit: on a related note it might be interesting to have ships destroyed when attacking/defending a world possibly fall into the atmosphere.

Timstone December 13th, 2004 07:56 AM

Re: Pre-Christmas Chat with Aaron
 
Whoa! That's a cool option. I doubt it will make it into the game. Privateer: Freelancer had that incorperated too. It was very uncomfi when you have a fight near a planet.

Suicide Junkie December 13th, 2004 01:32 PM

Re: Pre-Christmas Chat with Aaron
 
A ring around your planet... falling into the atmosphere...

Ok. First question: Why are you using your cables to hold up the ring when it would be easier and safer to have the ring spinning in orbit and holding its own weight up? Just imagine the mechanical stresses on the sections between the cables.

-----

Some free salvage of resources and technology from ships shot down near planets would be nice...
If you're on the defensive, you need all the help you can get http://forum.shrapnelgames.com/images/smilies/laugh.gif

Baron Munchausen December 13th, 2004 06:36 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Suicide Junkie said:
A ring around your planet... falling into the atmosphere...

Ok. First question: Why are you using your cables to hold up the ring when it would be easier and safer to have the ring spinning in orbit and holding its own weight up? Just imagine the mechanical stresses on the sections between the cables.



First of all, the theory of 'space elevators' and the stations that could be at the top of them is that they are held in place by centrifugal forces. The excess force is necessary to allow things to be sent up the cables. If you have a complete ring -- which would be a really huge structure but we are already used to thinking of stellar Ringworlds and so it doesn't seem so huge by comparison -- it wouldn't be stable anymore than the Ringworld around a star. A solid ring around a star or a planet would be pushed and pulled in all sorts of inconveniant ways just by virtue of being a single piece instead of a free floating body that can vary its orbit somewhat without hitting things. The cables are still needed to hold it in place or it would lose 'center' on the planet. For the stellar Ringworld Larry Niven had to invent those 'thrusters' that figured in one of the later stories.

Suicide Junkie December 13th, 2004 08:54 PM

Re: Pre-Christmas Chat with Aaron
 
If you've got cables connecting to the surface, you can easily use them to nudge it in the right direction and keep it in the right spot.
The point being that with your ring spinning, and a small net inward pull by the cables, the pieces of the ring will drift to a slightly higher orbit and the rubble will diffuse from there.
It will take a lot of energy to deorbit the ring parts. The enemy force might as well glass you with "conventional" weapons designed for the task instead http://forum.shrapnelgames.com/images/smilies/wink.gif

Kamog December 13th, 2004 10:42 PM

Re: Pre-Christmas Chat with Aaron
 
Instead of cables, if you had solid towers supporting the ring, then you won't have to worry about the ring moving around. http://forum.shrapnelgames.com/images/smilies/wink.gif

Baron Munchausen December 13th, 2004 11:16 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Kamog said:
Instead of cables, if you had solid towers supporting the ring, then you won't have to worry about the ring moving around. http://forum.shrapnelgames.com/images/smilies/wink.gif

That's even more difficult than the cables, though. The stresses on cables for just a planetary space elevator are getting close to the maximum possible that ordinary matter can handle. That's why they need to develop carbon nanotubes so they can have the molecular bond itself as the strength of the cables. A rigid structure would be much more demanding. Niven had to invent a fictional material (scrith) to explain how the stellar Ringworld was even possible.

Baron Munchausen December 13th, 2004 11:18 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Suicide Junkie said:
If you've got cables connecting to the surface, you can easily use them to nudge it in the right direction and keep it in the right spot.
The point being that with your ring spinning, and a small net inward pull by the cables, the pieces of the ring will drift to a slightly higher orbit and the rubble will diffuse from there.
It will take a lot of energy to deorbit the ring parts. The enemy force might as well glass you with "conventional" weapons designed for the task instead http://forum.shrapnelgames.com/images/smilies/wink.gif

In the sense of decelerating the ring parts so they 'fall' out of orbit, yes that would take a lot of energy directed in just the right way. But if the ring loses its centering on the planet then the ring will simply collide with the planet at full speed.

Suicide Junkie December 14th, 2004 12:05 AM

Re: Pre-Christmas Chat with Aaron
 
So, simply hit the self destruct button, and chop it into blocks that orbit freely.

Or better, just unlock the pieces so you can put 'em back together when you have a chance to rebuild.

Fyron December 14th, 2004 04:13 AM

Re: Pre-Christmas Chat with Aaron
 
If anybody has any questions they would like to see asked, but will be unable to attend the session, feel free to post them now, and they will probably be asked.

HEMAN December 14th, 2004 05:08 AM

Re: Pre-Christmas Chat with Aaron
 
Thanks Imperator Fyron,if you could ask the question;
(1)Will sev operate on low end systems,Like my P300mhz 64ram 16mb graphic card voodoo.
(2)Will there be a addon AI Modder?.Like,david g se4 modder 1.74.

Timstone December 14th, 2004 05:40 AM

Re: Pre-Christmas Chat with Aaron
 
The DavidG modder isn't an AI modder. It's a component modder.

Edit:
I've send my questions to David E. Gervais already. I hope he can ask them for me.

Kana December 14th, 2004 01:06 PM

Re: Pre-Christmas Chat with Aaron
 
1. Any chance that Aaron can find someone he trusts to make somekind of modder program before the release of SEV, so that way we have a modding kit to make mods right from the box...?

2. When he means we can mod damage types what does he mean by that? Will there be a list to choose from? Will we be able to add/mod in new forms of damage types? Can you add multiple types to a weapon?


Kana

Ragnarok December 14th, 2004 01:08 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

HEMAN said:
Thanks Imperator Fyron,if you could ask the question;
(1)Will sev operate on low end systems,Like my P300mhz 64ram 16mb graphic card voodoo.
(2)Will there be a addon AI Modder?.Like,david g se4 modder 1.74.

Heman, the common reply to your first question is that it will most likely take similar specs to Starfury to run SEV. Those requirements are: System Requirements Pentium 500MHz or better class machine
Windows 95, 98, 2000, ME, XP
32 megabytes RAM or better
1024x768 or better screen resolution
16 bit color display or better
DirectX 7.0 (or better)
A video card with 3D acceleration
400 megs hard drive space
A sound card capable of supporting MP3 and DirectSound playback. Sound card must be DirectX 7.0 (or better) compatible.

You will most likely need at least those requirements if not a little bit more to run the game smoothly.

Suicide Junkie December 14th, 2004 01:37 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Kana said:
1. Any chance that Aaron can find someone he trusts to make somekind of modder program before the release of SEV, so that way we have a modding kit to make mods right from the box...?


I don't think Aaron will have to ask; it will just happen. http://forum.shrapnelgames.com/images/smilies/wink.gif

Captain Kwok December 14th, 2004 02:16 PM

Re: Pre-Christmas Chat with Aaron
 
Heman:

Note that I was able to run Star Fury ok on a PII-300Mhz Celeron with 320Mb of RAM and 16MB Nvidia card with Win98, less ok on the same system with WinXP Pro. I'd suspect that SE:V will not run at that level, unless there is some sort of 2D graphics display. It might be time for an upgrade to at least a P3-1Ghz if money is an issue. http://forum.shrapnelgames.com/image...ies/tongue.gif

HEMAN December 14th, 2004 10:32 PM

Re: Pre-Christmas Chat with Aaron
 
Thanks players, for Quick reponses.Sad news about my computer,too slow .(Timestone Wrote: The DavidG modder isn't an AI modder,It's a component modder.) My error,i meant to that.Thanks all.

Ragnarok December 15th, 2004 12:46 PM

Re: Pre-Christmas Chat with Aaron
 
Quote:

Captain Kwok said:
Heman:

Note that I was able to run Star Fury ok on a PII-300Mhz Celeron with 320Mb of RAM and 16MB Nvidia card with Win98, less ok on the same system with WinXP Pro. I'd suspect that SE:V will not run at that level, unless there is some sort of 2D graphics display. It might be time for an upgrade to at least a P3-1Ghz if money is an issue. http://forum.shrapnelgames.com/image...ies/tongue.gif

Kwok, I do seem to recall it being said we will have the option at the start of a game of having the 3D view as we are looking forward to or just having a standard 2D view as we are used to now. Perhaps someone could clearify this a little bit more?

Fyron December 20th, 2004 01:02 AM

Re: Pre-Christmas Chat with Aaron
 
I have set up the countdown script for this chat session, so there is no confusion over time zones. http://forum.shrapnelgames.com/images/smilies/happy.gif

http://seirc.spaceempires.net/countdown.php

Atrocities December 20th, 2004 01:03 AM

Re: Pre-Christmas Chat with Aaron
 
Very cool Fyron. Thanks man. http://forum.shrapnelgames.com/images/smilies/happy.gif

narf poit chez BOOM December 20th, 2004 05:21 AM

Re: Pre-Christmas Chat with Aaron
 
Thanks.

Timstone December 20th, 2004 05:25 AM

Re: Pre-Christmas Chat with Aaron
 
Cool feature man!
Unfortunately I still can't join you guys with the chat. http://forum.shrapnelgames.com/images/smilies/fear.gif

douglas December 22nd, 2004 02:30 AM

Re: Pre-Christmas Chat with Aaron
 
How did this thread manage to fall to page 2? Why didn't it get stickied?

Anyway, I can't make it to the chat, but I have a few questions I'd like answered if someone would ask them for me.

1. How will the AI scripts be structured?

2. Will it be possible to give high-level orders to your ministers, such as "Military Advisor! I want a force prepared for attacking X system pronto! Assemble it one warp point away in Y system."?

3. Will it be possible in the scripts to dynamically create and change data specifically associated with particular ships, systems, and other objects, such as designating a ship as being assigned to the task of protecting a particular system with a specified priority? If so, will orders be available to do such things in game to help the ministers figure out what to do when you give them high-level orders?

Atrocities December 22nd, 2004 02:32 AM

Re: Pre-Christmas Chat with Aaron
 
The chat is only going to be about an hour long right? I guess I may not attend this one, just catch the highlights later.

David E. Gervais December 22nd, 2004 08:08 AM

Re: Pre-Christmas Chat with Aaron
 
Remember people, Aaron may only be there for an hour (probably more) we can still have fun and make this the official SE xmas party and hang out.

Cheers! http://forum.shrapnelgames.com/images/smilies/happy.gif

tesco samoa December 22nd, 2004 02:16 PM

Re: Pre-Christmas Chat with Aaron
 
since i cannot make the chat i have a few questions if some could ask them.

1. Will there be a Map Maker for SEV and if so could you describe it.
2. Will we be able to generate/make systems and save them for use in later maps.
3. Will we be able to create senarios using some tool ? If so could you describe it. If not are you interested in this aspect of SEV.
4. Build Ques. Will we be able to add and remove many items on many planets ? Will we be able to set many planets to build 1 turns worth of units ( so the planets figure out how much that is instead of selecting 1 , 5 etc... )
5. Build Ques. Will we be able to select for units build until all space is used up and on the Last turn it just builds what is needed to fill out the remaining space.
6. Build ques. Will we be able to select a planet and go there to some planet screen with all the info we need ? with the option to exit this screen to the system or back to the build que ? Perhaps this leads to the real question. What will the navagation be like in SEV ?

Alneyan December 22nd, 2004 02:45 PM

Re: Pre-Christmas Chat with Aaron
 
Only one question from me (if it has not been answered yet): is there any hope for macros in the game?

For example, a macro could be: "Build 3 Mineral Facilities on every planet without a spaceyard, nothing in the queue, and at least 100% mineral value", or anything of the like.

Something else that could fit in with macros would be the automation of retrofits. Would it be possible to make Empire-wide retrofits? For example, you could order all Gloriana vessels to be retrofitted to the Victoria class (assuming they are at a spaceyard).

dogscoff December 22nd, 2004 07:37 PM

Re: Pre-Christmas Chat with Aaron
 
I very much doubt I can make the chat, so if I'm not there please tell Aaron I said "hi".

Will December 22nd, 2004 09:55 PM

Re: Pre-Christmas Chat with Aaron
 
Chat's about to start... so...

*BUMP*

--edit: And it's started.

Renegade 13 December 22nd, 2004 10:03 PM

Re: Pre-Christmas Chat with Aaron
 
http://forum.shrapnelgames.com/images/smilies/shock.gif He's late!

Fyron December 22nd, 2004 11:39 PM

Re: Pre-Christmas Chat with Aaron
 
Log file has been posted!

http://seirc.spaceempires.net/archives.php

Atrocities December 23rd, 2004 12:00 AM

Re: Pre-Christmas Chat with Aaron
 
It went well if any one cares to know.

Captain Kwok December 23rd, 2004 02:10 AM

Re: Pre-Christmas Chat with Aaron
 
Good times were had!

You can also find an updated feature list of SE:V at my website. Check it out here: Space Empires Depot SE:V Info

Baron Munchausen December 23rd, 2004 02:12 AM

Re: Pre-Christmas Chat with Aaron
 
It sure did.

'Heros' confirmed (as long as the artwork gets done)
Distance sensitive sight rules confirmed
Planetary gravity, temp, and radiation levels confirmed
Choosing tech levels at startup like SE III confirmed
Restrictions on racial traits finally to be implemented
Space monsters still intended but not yet coded

Good stuff.

narf poit chez BOOM December 23rd, 2004 03:14 AM

Re: Pre-Christmas Chat with Aaron
 
And I kept reminding myself to be there...


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