![]() |
Re: SE5, Tell Aaron what\'s on your Wish List
That's what I'm saying. If a telepath proposes a deal to an alien and the image they recieve back is that of a large carnivore attempting to mate with a tree, even if they know the carnivore is something called a Hergart and the variety of tree is a Smengart Tree, they still won't be any closer to knowing what the alien actually thinks of the deal. And if they don't even know what a Hergart or Smengart Tree is, they'll stand no chance at all.
It's only when actuall communications between the two races becomes possible that they would discover that "Your Hergart is humping my Smengart Tree!" is an expression used when presented with a deal that seems too good to be true. On another line of thought, I'd like to see a bit of work done on the 'Demands' system. At the moment, if I have ships in another empire's space, and they demand I remove them, I can accept their demand, but do nothing. Odd thing about this is that since I continually accept their demand to move the same ship, my relations with them end up getting better. I think if you (or especially the AI) accepts a demand to move ships, the ship should be automatically given orders to leave the system. If you countermand those orders to make it stay, your relations with said empire would worsen. Also, if you're contantly being sent demands to remove your ships, it should worsen your relations with other empires, since they'll start worrying about their space being invaded by your nosey little scoutships next. |
Re: SE5, Tell Aaron what\'s on your Wish List
I just read the Last transcript with Aaron Hall and it answered some of my wants in SEV (thanks Aaron). He said he was chatting with his left hand and coding the map editor with his right! Since your working on that here's a suggestion that would truly help us solo players (like me)
1) Allow for me to create a map with just the stars (their name, location and associated image files). Allow me to push a tool button to randomly flesh out the solar systems within. Then I can use my real star maps without knowing every detail in them. The use of formulas would be nice too! Like if its a binary system then use "binary1" thru "binary3" in creating the solar systems. This way we could tell the game or map editor the kinds of solar systems that would be expected with the varying star types. and this one's kinda hard to explain... 2)Since it appears to me that the warp point movement style is hard coded maybe it would be possible to "fake" other styles of FTL drives... If the map editor uses squares or hexes just allow a feature or mod that would connect all the edges of all the squares/hexes with invisible warp points and lines together as a grid, so that it appears to be movement from square to square or hex to hex. With the addition of a component ability type that allows warp point movement, you could create warp engines, hyper drives and only these ships could move through visible or invisible warp points. With these features you could simulate the Star Trek, Bab 5 and Star wars FTL types by using variations of the expanded warp point styles.. |
Could we please ...
... have standard Windows dialogs in the Save Game choice? It would be nice if you could choose a name from the file list and append something to it rather than have to retype everything just to implement an incremental save game. Now if you choose a name from the list it overwrites that file. If you choose New Save Game - you get to type in everything. Woo Hoo! I'm not impressed!
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
2) While it would be very nice to have some other alternative intersteller movement system -- 'warp drive' in a flat universe, hyperspace, or even sleeper ships at sublight speed -- some simple variations of warp points are so easy that I cannot see why he doesn't add them. First, as you already noted, let us setup a 'required component' for warping. Then you can have 'system ships' without warp capability and 'star ships' with warp capability but less space for other equipment. And then from the other side, let us setup 'artificial' warp points, 'warp gates', which we totally control. Then we can have treaties allowing use of each others' warp gates for trade or military transit. Both of these simple variations would add tremendously to the game and aren't much work compared to totally new and different methods of movement. |
Re: SE5, Tell Aaron what\'s on your Wish List
I think Baron, maybe the math is pretty large, I sat down one day and blacked out the graphics to the warp point so it blended in to the starmap.bmp. Then I started making warp points on each 11 edge (44 per solar system total), then I made the reciprical warp points on all the other adjacent squares. All of a sudden I realized this was 140,624 warp points in a 68 by 47 square grid. I'm not sure how long this would take me but I hav'nt worked on that map since! Maybe the program can't hanlde that many numbers? I don't know but it would sure be nice.....
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
On a small map it takes about 12 hours to do. See: SJ's FTL map |
Re: SE5, Tell Aaron what\'s on your Wish List
Suicide Junkie, I have downloaded and used your map actually, but my thread is to get Aaron to think about incorporating some of these ideas into SEV (not that my ideas are the Last word in gaming, just that it would help out my style of play & maybe others too).
|
Re: SE5, Tell Aaron what\'s on your Wish List
I registered just for this, so I figured I might as well make use of it before my eyes turn square and I have to go back into hibernative naptosis for a few more hours:
* Weapons that strike in a cone-like manner, so they could hit more than one target at a time and have the fortunate side effect of looking pretty cool while doing it * Dyson spheres. Not sphereworld, sphere SECTORS. * An AI that would rather do smart stuff like not freak out the moment you enter a sector they're in or declare war on first contact. Also, AI that played deceptively would be nice. * Swarm-like missiles as opposed to(or in addition to!) the huge missiles in SE4. Again with the coolness, but from a strategic standpoint, the more projectiles coming at an enemy, the more trouble they'll have avoiding them. It'd simulate more realistic combat, at the very least. I'm sure I'll think of more, but most of my ideas aren't really briliantly unique or anything. Oh! I almost forgot: Miniaturization. It would make sense that as you learn more about technologies, then older ones should get easier and easier to make or improve on, which was kind of factored in automatically in Master of Orion 2, but never in SEIV. Ever play Spaceward Ho!? You could research miniaturization technology, which reduced the amount of metal(non-renewable resources) it took to make a ship, but increased the cost in cash(which was renewable) as a result. It'd be neat to be able to shrink down one's technology(as I was actually thinking about for a mod!), at the cost of it becoming more difficult to repair as a result of its' compressed nature, which would be reflected by a higher maintenance cost or lower damage resistance. Also, would it kill ya for some higher resolution modes? Those of us running at 1600x1200 have to look at all that ugly negative space outside the 1024x768 playing field right now, and it drives me nuts. :/ |
Re: SE5, Tell Aaron what\'s on your Wish List
In terms of Heroes, or more specifically, Planetary Governors, how about a Popular Support rating? Each Governor would have a Charisma stat. Governors with low charisma would give higher bonuses to production etc. but would not be terribly popular leading to lower population happiness, greater vulnerability to subversive acts, and at the extreme (Tyrant) end of the scale, rioting, civil war, and rebellion. Governors with high Charisma, on the other hand, would not give as large production bonuses, but would be well liked by the population, and thus increase happiness.
The Emperor (you) would also have a Popular Support rating which would be affected by how your population felt about their standard of life (abundance of goods represented by large resource stockpiles), their saftey (ships/troops), the economy (number of new/developing colonies), and even things like ethics (if you declare war against an empire that is liked by your citizens, they won't be happy). Things would get interesting if a Governor's Popular Support on a given planet/system rose above yours, meaning the people of that world/system were more loyal to the Governor than the Emperor. Then you might be faced with the prospect of that governor deciding to break off and form his own empire. You could remove the Governor from office, which would of course cause widespread discontent. Or, you could just as easily have him assassinated and blame a 'popular' empire you'd like to invade. Then your people would be quite happy when you sent the Fleet out to teach those meddling aliens a lesson or two. |
Re: SE5, Tell Aaron what\'s on your Wish List
I thought I heard combat is going to be realtime, but im going to place this anyways. If combat is still divided by tactical/strategic, then let there be more of an impressive show on the board for strategic then a bunch of dots. Let us see some replays of the battle too! If turn based will still be an option, allow tactical multiplayer as an OPTION in turn based multiplayer games, and even PBEM. Some of us realize it would take forever but still miss that aspect of the game in the multiplayer modes, all of them, http://forum.shrapnelgames.com/images/smilies/happy.gif Saving during combat would be another great option! (And probably the big requirement... if you could save during turn based combat now, The above option would be completely availible! |
Re: SE5, Tell Aaron what\'s on your Wish List
Saving during combat makes for cheating...
You could just save and reload until you roll big hits and big dodges... |
Re: SE5, Tell Aaron what\'s on your Wish List
It also makes for annoyance. In PBEM It doesnt matter much anyways since you cant reload with the other there. Cheating prevention fine sure, but it also is a huge problem since its the one thing keeping those of us who do like that aspect of the game from true potential http://forum.shrapnelgames.com/images/smilies/happy.gif Im not flaming or arguing, just saying there are better methods of cheat prevention. |
Re: SE5, Tell Aaron what\'s on your Wish List
In simultaneous movement, ships with seek after orders should anticipate their target's movement when they're moving on the same day. It's completely absurd how much easier it is to evade a pursuing fleet in SEIV if you happen to be moving at exactly the same speed. It's also ridiculous that two fleets can both be trying to engage each other in combat, and end up repeatedly passing each other and exchanging position through the whole turn without starting combat even once. In the case of a loop of seek after orders with all ships moving at once and no ship's course being independent of the target's movement, one force could be picked randomly to not anticipate the target.
It would also be nice if seek after orders could be issued targeting your own ships. This would be useful for sending reinforcements to a fleet, especially if the fleet being reinforced is seeking after an enemy, making it impossible to anticipate where the reinforcements should go without risking them fighting the enemy force before joining the main fleet. A "wait" order would be nice to have. Sometimes I want a fleet to wait for reinforcements to arrive and then proceed to attack in the same turn. As it is, the only way to accomplish this is to have the fleet waste some of its movement going back and forth. If the meeting point happens to be a warp point on a hostile border, this has a chance of making you lose the warp point defender's advantage if the enemy attacks that turn. If a ship is seeking after another ship, and the target ship goes through a warp point to a system you don't have an observer in, the seeking ship should head to the warp point and go through it rather than just stopping. There should be some way of setting guidelines for whether a fleet should go out of its way to avoid an unexpected enemy presence in its path. If a 100 DN fleet is chasing another fleet and a lone LC gets in the way, the huge fleet should destroy the brave, foolish light cruiser rather than falling behind in the chase to go around. Conditional orders should be possible (e.g. "destroy that new battleship, but only if it leaves the protection of the minefield"). Orders should be editable without reentering the entire sequence. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
I don't like controling independant freighters, but a fun and game important economic model would be great. I often wish I could be a trader empire or really anything other than a military juggernaught. Trade routes could be established like in CTP, and I think resources should be like Civ3. We could keep the gerneric minerals, organics, and radioactives and have them traded like normal, but have rare resources that are required for unique or tech heavy items and have THOSE traded like in Civ3. So no matter what you can always build generic spacecraft, but to get the good stuff you need to secure/fight for specific planets/locations. Population should eat organics http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
I reccommend playing my Pirates & Nomads mod. Play as a Pirate, and you'll have a great time with your handful of ships as you seed the AI shipping lanes with engine-damaging mines, ambush small military ships, loot and pilliage small colonies, and generally be a greedy nuisance with your storm-hidden pirate bases. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
In its current form there is only one aspect of the game, build a military. and usually like the RTS games most of us hate numbers care the day too. I wand more depth. |
Re: SE5, Tell Aaron what\'s on your Wish List
Yeah, but something like "bonus resources" like in Civ3 would be nice. I.e. your planets are basically all the same, though some have bonus resources like Dilithium, Tritanium, Neutronium and stuff, which add certain bonuses to things being done there. For example Dilithium bonus resource might make for an intrinsic "resupply depot" capacity for the planet, removing the need to build one, or might make engines of ships built in that sector/system/empire cost less. (The cost decrease would be biggest in the same sector, for example 50%, in the system 20%, and the rest of your empire 10%.) Tritanium decreases mineral cost for your starships or makes armor more efficient or allows for more damage resistance of components. Neutronium provides a large bonus to armor strength of armor components. Ships/units built with these bonuses will retain them for ever, however if you lose the source (by military action/random event/over exploitation in a limited resource game) you lose the bonus.
Also, population happiness should be looked into. It should be clarified to a greater degree why populations are unhappy. Now, you can simply station troops on planets to increase happiness/decrease revolt risk. But not all people would like military police. This should be implemented in the game; i.e. troops make for higher productivity if it falls low due to unhappiness, but decrease the unhappiness even further, increasing the revolt risk. You could also alleviate taxes/production speed (i.e. strain)/ship luxury goods there/etc. to improve happiness but at the cost of certain things (i.e. alleviating taxes would mean a happier planet but less income, reducing production speed would mean more happiness but less productivity in resource generators/spaceyards, etc.). |
Re: SE5, Tell Aaron what\'s on your Wish List
Please include a real time clock in SE V UI so players can keep track of the time.
|
Re: SE5, Tell Aaron what\'s on your Wish List
PROPOSE BAN ON ALL CIV 3 RELATED SUGGESTIONS.
To keep the point direct, Civ 3 was not a good game. |
Re: SE5, Tell Aaron what\'s on your Wish List
Civ3 was a good game! pity maps with altered names of anything didn't work though.
|
Re: SE5, Tell Aaron what\'s on your Wish List
the greatest fun of this game (SEIV) is in my opinion the easy way to edit it and make custom changes and great mods, that way if the game get's boring ya can turn it into an completely different game.. since it is impossible to add all the wishes we stated ya have to give us the ability to do it ourselves in SEV!!
|
Re: SE5, Tell Aaron what\'s on your Wish List
I havent read through the previous 128 pages, so excuse me if this has already been mentioned.
I'd like the option to receive a warning when a planet is not producing anything. This could be handled with a checkbox, and when the queue is empty it should display an item in the news (a la stars!) you could uncheck it if you dont want to receive nagging about that planet anymore, and wether the checkbox starts checked or unchecked could be in the empire options. This would be especially handy for the bigger empires, now unproductive planets can easily slip trough before you notice em. Edit: to clarify, the checkbox would be per queue, per planet. Also, it would be nice if the queue behaved more like the research and intelligence screens of SEIV with the ability to reorder things without loosing all the work done on it. (if you're at 0.2 years left on a spaceyard, but you have to build some weapon platforms you loose the 0.3 year you have already worked on that spaceyard, this is quite annoying) |
Re: SE5, Tell Aaron what\'s on your Wish List
More Resources or the ability to mod them in.
|
Re: SE5, Tell Aaron what\'s on your Wish List
Strategia:
You should have read all the pages untill you post yourself... http://forum.shrapnelgames.com/images/smilies/wink.gif http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
There is a lot of info in those pages and all of it has been suggested at least twice before so don't worry about repeating it. It just makes it that much more important IMHO. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: SE5, Tell Aaron what\'s on your Wish List
#10001 and going strong! Hehe... http://forum.shrapnelgames.com/images/smilies/cool.gif
|
Re: SE5, Tell Aaron what\'s on your Wish List
read ALL the pages?!? Man, it's fricking midweek! That would take at least a whole weekend! (I know it's been poested b4, but I still want to emphasize it.)
Btw, you should also have resource "classes" or the ability to mod them in. I.e. "primary", "secondary" and "bonus" resources. Perhaps more, such as "Natural Luxury Goods" or "Food" or etc. etc. etc. |
Re: SE5, Tell Aaron what\'s on your Wish List
It's been stated by Aaron(Not sure if I spelled it right) that there will only be three resources, although you can change names.
Please note, however, that I havn't slept since yesterday morning. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
|
Re: SE5, Tell Aaron what\'s on your Wish List
Yup, there are three resources and two more open places. These places can be use to make your own resources. So there is room for 5 types of resources.
|
Re: SE5, Tell Aaron what\'s on your Wish List
Why just five? Why not 255? Or would that be too much memory space? Or maybe a lower number? 127? 63? 31? Even 15 would IMHO add a GREAT deal more to the game.
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
|
Re: SE5, Tell Aaron what\'s on your Wish List
Ok. I agree. But what if you could have an extra screen (economics or resource screen) like the four screens you have now? (Would also solve some of the negative space someone with 1600x1200 was complaining about some time earlier) and there you could see your resources/economics.
Think this: Spreadsheet Display Look. A table with in it all your resources. You should also be able to discover resources thru research or exploration/colonization/trade. And your Economics Screen could be a sort of mix between the Colony, Queue, Empire Status screens - showing your incomes, colonies producing such-and-such resource, and queues using such-and-such resource. You should also have immaterial resources like Happiness and things like that. Or certain resources that need to be processed from others and cannot be obtained any other way (i.e. "Biocrystals", mix of min and org, or "Solarsteel", mix of min and rad, "Bioactives", mix of org and rad, etc.) or others that require raw material resource tyes - that aren't useful for anything else. So you can start mining Quadan Ore as soon as you discover it, but you wouldn't have anything to do with it until you research Quadan Ore Processing and can use them to create Quaila Steel. This would add a whole economics/management dimension to the game; "should I build resource or raw material storages on that planet? What has priority in this border colony: a spaceyard or a mine to exploit the rich Quadan Ore veins there?" Would IMHO mean SO much for the game. Like said b4, Economic Superpowers can then arise. They might not have such an impressive navy, but if they control 80% of the Galaxy's Hypersteel reserves, which is absolutely necessary for warp point travel capable ships, you wouldn't attack them anytime soon; lest they give it all to your most bitter enemy. Would also make diplomatic focused games more fun http://forum.shrapnelgames.com/images/smilies/happy.gif (and interesting) |
Re: SE5, Tell Aaron what\'s on your Wish List
and also diplomacy needs to be made somewhat deeper (you can backstab treaties so it's broken but the other empire doesn't know that, you could use the tradescreen system for treaty construction (and save those treaty types as well! share them with the world!) (and I know it's been mentioned b4), embassy facilities, racial population tensions, population exchanges (i.e. you're good at mining, your ally's psychic, you trade 1000M pop to get each other's benefits), and so on). Now, diplomacy isn't really that deep (or clear) and the AI's diplomacy is weird. They either declare war on you the moment they see you, or you build up a Partnership treaty by treaty one per two turns and they grow murderous when you have the Partnership. The AIs that are at war with you will grow to love you. This needs IMO to be corrected.
|
Re: SE5, Tell Aaron what\'s on your Wish List
My goodness 15 resources?! You're mad, you know!
You're supposed to run an entire empire, not a company. This creates too much micromanagement. I sympathise with Aaron, he gave the modding community 2 extra resource possibilities. That should be enough for 90% of the community. The remaining 10%... tough luck. I can imagine something like: "I want to build this All-Consuming-Ship-Devouring weapon on my precious Eater-Of-Worlds-Ship, unfortunately I can't build it because I haven't found enough solarsteel and biocrystals. Oh damn, I also lack some trifflefluffy and gummiberenbessensap." Okay, I made a bit of a joke of this, but it reflects the comming doom of 15 different resources. I stick with three or four different resources, more than enough for me. I'm one of the 90%... http://forum.shrapnelgames.com/images/smilies/wink.gif Edit: Rectified a small error in gummiberenbessensap. |
Re: SE5, Tell Aaron what\'s on your Wish List
I don't know if this has been mentioned before.
It would be very helpful if the planet list would show the status of the planet (colonization status) from the last time we had "seen" it. This would be either from us entering the system or through partnership viewing. Currently, planets that are not visible during the active turn revert to "uncolonized". This makes it more difficult to decide where to send colonizers. I have occasionally sent colonizers to planets that are already colonized becuase of the status on the list. |
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
Actually, let me revise that: I posted a while back that I think "manpower" should be a fourth fundamental resource. I still think that. But, I do think there should be at least one "rare" resource that plays critical, but uncommon roles in things and would be in much less supply. Gives players one more reason to fight over certain planets (we need the dilithium mines of ceta alpha six darnnit!) |
Re: SE5, Tell Aaron what\'s on your Wish List
While we're on the topic of resources, how about resource converters that only convert specific types of resources - for instance, Refineries that convert Minerals to Radioactives?
edit: and also converters with specific capacities, so for instance one refinery might convert at a rate of 25,000 minerals per turn at an efficiency of 50%, so you'd need multiple refineries for large-scale conversion projects? (Accessible through a global interface, of course - no sense having to dig through all your planets to find the ones with the converters! http://forum.shrapnelgames.com/images/smilies/eek.gif) And how about resource converters that can also handle research and intel points? Or are those what the other 2 resource slots are used for in the stock game? edit 2: and also maybe if your resource converters and spaceports are blockaded you can't use them? http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: SE5, Tell Aaron what\'s on your Wish List
Three standards, OK. But fifteen isn't so bad? You can also mod them to be not actually resources in their own right, but rather a sort of complementary resource. I.e. 1 unit of Hyperplutonium equals 100 Rads, 1 Biocrystal 50 Min and 50 Org etc.
|
Re: SE5, Tell Aaron what\'s on your Wish List
I think the best option for resources would be to simply have the base three with the option to add more as the player chooses.
|
Re: SE5, Tell Aaron what\'s on your Wish List
Yes, but not with a low max limit like 5. Now, you could add "money" and "biocrystals"... and then you can't add anything else. There should be a high max limit. If I want to make a trader mod where trading is of the utmost importance to survival, I want to be able to add sixty resources.
|
Re: SE5, Tell Aaron what\'s on your Wish List
I really like the concept of additional resource types, but I would also like to see something added to that
Consider: A specific technology could be required in order to recognize and use biocrystals. Before you have the tech to need it, you don't even know that it is there. Then you develop the need and now can find it on your planets. Then you also have to build the facilities to mine / refine / farm or whatever the term is. But the monolith might still do that also. |
Re: SE5, Tell Aaron what\'s on your Wish List
You can't really have that many resources without the data files becoming extremely ugly...
|
Re: SE5, Tell Aaron what\'s on your Wish List
Does the community know if there will be an ability to create scenarios? I've read alittle about it and I know I've mentioned it before, but I'm curious; if lets say we want to create a Battlestar Galactica or Star Vikings game; will we be able to create a game with one side or both sides not posessing a home world or any colonies? Or one side with just minor colonies only. The point being the ragtag fleet with the Battlestar G looking for resources while running away from the Deathstars, or the Space Vikings raiding the colony worlds, things of that nature which are not possible in SEIV. Scripting would help too, Like setting the DeathStars to "seek and destroy" or the Space Viking to "raid"...Somthing like that anyway...Be nice to specify reinforcments too! Tell me what you think!!
Thanks |
Re: SE5, Tell Aaron what\'s on your Wish List
I'd like to see different sizes/classes of shipyard, where only the largest could build/accomodate the largest hull sizes. Maybe require more than one facility slot on a planet, and/or larger starbase size to house the larger shipyards.
|
Re: SE5, Tell Aaron what\'s on your Wish List
I suggested something like this earlier. Basically, planetary yards could only build up to a Frigate, then you needed a base to build up to a Light Cruiser. Cruiser-Battleship would require a base with 2 SY comps, and Dreadnought-Baseship would need a base with 4 SY comps.
|
Re: SE5, Tell Aaron what\'s on your Wish List
In that case, I second the motion. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: SE5, Tell Aaron what\'s on your Wish List
Quote:
All it needs is the maximum constructed ship size limits... |
Re: SE5, Tell Aaron what\'s on your Wish List
I had an idea for adding something to combat both space and ground.
In war troops are injured. During any combat in space or on the ground people are hurt so why not have an injury system in the game. You drop 100 troops on the ground to take Planet X and in the process 20% are killed and 40% are injured. Those troops in order to be effective again, would need medical care. IE either a medical facility on the planet, or a hosipital ship in orbit. The same thing could be said about crews onbaord ships. After a battle they need medical attention. A ship with a medical component would provide it. Having medical events, expanding upon the plague one, would also be a great addition to the game. Whenever a planet has a natural disaster or is attacked, people are injured and the production and happiness of planet faulters. Having a medical facility, or hospital ship in orbit would alievate this over time. Troops would have a health value and ships would have a crew health value. Whenever that value falls below a set point, their effectiveness becomes an issue. For ships they could loose movement, or suffor a decrease in battle effiency. Resource use could sky rocket, or the simply simply cannot participate in battle with the same going for Troops. The thing is, troops would more than likely have to be rethought. For example we fleet ships, so you would have to bargade or unit troops. I leave the system up to those who know more about it that kind of thing. If a unit has more than 50% wounded, then it is combat ineffective. For fleets is would be 80% of the ships in the fleet. |
All times are GMT -4. The time now is 11:41 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.