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-   -   STM "Final v1.7.5" Discussion (http://forum.shrapnelgames.com/showthread.php?t=9755)

Captain Kwok May 2nd, 2004 06:47 PM

Re: STM "Final v1.7.5" Discussion
 
Don't worry.

I'm almost finished working with the mod's armor/shields/mounts/damage figures - this will certainly remove your mentioned combat oddities. http://forum.shrapnelgames.com/images/icons/tongue.gif

[ May 02, 2004, 17:48: Message edited by: Captain Kwok ]

Ragnarok-X May 2nd, 2004 08:32 PM

Re: STM "Final v1.7.5" Discussion
 
Remember to upgrade the Pirate "trait" TNZ http://forum.shrapnelgames.com/images/icons/tongue.gif right now its quite funny that "Pirate" boarding parties cant reach the best level (means all other races can get better security stations)

TNZ May 3rd, 2004 12:14 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by General Woundwort:
TNZ, you might want to bear in mind that the game program requires a minimum of 20 player race folders in the Pictures folder to function properly.
<font size="2" face="sans-serif, arial, verdana">General Woundwort, I have found that for solitary play that is not in entirely true. If you set the “Maximum Computer Player High Setting” in the settings file to one less the total number of races in your mod, and only manually add one race in game setup, you can let the game add the other races without a problem.

I have only seen this problem if the “Maximum Computer Player High Setting” in the settings file is set too high. For example if a mod has 10 races and the maximum computer player high setting is set to 10, what have you told the AI to do? http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities May 3rd, 2004 12:19 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Ragnarok-X:
Remember to upgrade the Pirate "trait" TNZ http://forum.shrapnelgames.com/images/icons/tongue.gif right now its quite funny that "Pirate" boarding parties cant reach the best level (means all other races can get better security stations)
<font size="2" face="sans-serif, arial, verdana">Funny how bug reports come out huh?

Atrocities May 3rd, 2004 12:20 AM

Re: STM "Final v1.7.5" Discussion
 
TNZ should start a new thread for his Mod and allow this thread to remain dedicated to the STM.

Atrocities May 3rd, 2004 12:22 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by mottlee:
2600.....Just had too http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron May 3rd, 2004 12:26 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by General Woundwort:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by TNZ:
Some ideas that will be in this mod:
Smaller number of races.

<font size="2" face="sans-serif, arial, verdana">TNZ, you might want to bear in mind that the game program requires a minimum of 20 player race folders in the Pictures folder to function properly. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nope. This was fixed in the SE4 1.91 patch. You do not need 20 races in the folder any more.

Atrocities May 3rd, 2004 12:45 AM

Re: STM "Final v1.7.5" Discussion
 
I think it only fair to mention that I have put a lot of time into this mod and knowing nothing about modding when I started I am proud of what it has become.

To ambush the mod now after all the times that I have asked for feed back and such is dissapointing.

The STM cannot be everything that everyone wants it to be. So varations are, and were expected since the day I opted to pick up the peaces and move forward.

Let me tell you about my choice to develop this mod. I was on the way to the beach, a new riding area that I had never been to before. I was used to one location, and it was a large riding area but when I laid eyes on Horsefalls and the Dunes I realized that the universe had just opened up. This was within a week of CK announcing that all of his work had been lost do to a HD failure.

As I rode for hours without interuption or having to double back, I began to think of making the Star Trek Mod. I thought about what it was CK had started and how best to go about making that vision a reality. So when I returned home I took up the project and have never looked back. Well ok on occation I have looked back and asked myself why did I bother, today being one of those days, and like always the answer comes; because no one else did.

I have spent the better part of a year working on this mod, fixing things, changing things, making new things, and discovering what works and what does not.

I could keep adding things to the mod forever but by doing that I would be cheating people out of a solid PBW platform.

The choice to make this up coming patch the Last patch for this Version of this mod was one that I had to make. I want the mod to work and work well with what it has in order to ensure that no more updates are required so that once it is finally uploaded to PBW, players won't have to worry about it changing in a week or a month.

I spent a lot of effort trying to get people to report bugs, and acting upon the reports I had been given along with good suggestions for the mod. Some suggestion could not be used for this Version while others were a perfect fit.

Finally I had to draw a line and made the choice to end development and just fix the things that the mod already had. I figured that many of you would choose to make your own Version of the mod and take it down a differant path. I am happy that TNZ is the first to step up to the plate and do this.

After the 1.7.3 patch I have no more interest in this Version of this mod. You all may do with it what you wish. If more ships are needed for any of the races I have made ships for, I will be happy to make them if asked.

I wish TNZ and any one else the best with their mod and only ask that Captain Kwok and I are given credit where applicable and that you include my thanks to all the people who helped to make the STM a playable mod.

Fyron May 3rd, 2004 12:56 AM

Re: STM "Final v1.7.5" Discussion
 
Melodramatic as always. http://forum.shrapnelgames.com/images/icons/tongue.gif It was fun while it Lasted, eh?

tesco samoa May 3rd, 2004 01:04 AM

Re: STM "Final v1.7.5" Discussion
 
AT... if your going to end it bump it up to 2.0.0

A Nice solid number... And will help with the confusion later on.

Fyron May 3rd, 2004 01:07 AM

Re: STM "Final v1.7.5" Discussion
 
Why? A new Version can be 2.0.0, which IMO would cause far less confusion than ending this Version of the mod on 2.0.0... 2.0 says new, not final.

[ May 03, 2004, 00:09: Message edited by: Imperator Fyron ]

Atrocities May 3rd, 2004 01:10 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by tesco samoa:
AT... if your going to end it bump it up to 2.0.0

A Nice solid number... And will help with the confusion later on.

<font size="2" face="sans-serif, arial, verdana">There are other plans in the works for that number.

Atrocities May 3rd, 2004 01:11 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Imperator Fyron:
Melodramatic as always. http://forum.shrapnelgames.com/images/icons/tongue.gif It was fun while it Lasted, eh?
<font size="2" face="sans-serif, arial, verdana">A bit, but what the hell, drama is always good. http://forum.shrapnelgames.com/images/icons/icon7.gif


(Its all part of the master plan.)

Aiken May 3rd, 2004 01:25 AM

Re: STM "Final v1.7.5" Discussion
 
"STNZ Mod" could be a good name, I guess http://forum.shrapnelgames.com/images/icons/icon12.gif

[ May 02, 2004, 12:39: Message edited by: aiken ]

General Woundwort May 3rd, 2004 01:28 AM

Re: STM "Final v1.7.5" Discussion
 
Stop the presses! Big bug report!

I'm running a race with General race technology. I happened to do an "Upgrade Facilities" order to bump my Intel and Research labs from I to II. It upgraded them, alright - to the *generic* level II facilities, not the General Race II facilities - which resulted in a net LOSS of research and intel points. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Please, please, pretty please fix this!!!

Atrocities May 3rd, 2004 01:32 AM

Re: STM "Final v1.7.5" Discussion
 
Thank you, it will be done. Most like they share the same family number or something.

Atrocities May 3rd, 2004 01:43 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by oogs:
I don't know if anyone else has noticecd, ,but the Federation is almost invincible with Ablative Armor III. It ignores any damage that is 30 or less, and I have yet to encounter an AI weapon (aside frrom the monsters' weapons) that does more than 30 damage. I even have fleets flying around w/o shields just pummeling the enemy, and i don't have to worry about my ships at all! IS this the way it is supposed to be?

Also, there is something odd with Quantum Torpedoes. The specs show that they do more damage as a Large Base mount than as a Massive base mount.... is this right?

<font size="2" face="sans-serif, arial, verdana">I believe you are using an older Version than 1.7.2 Or you have not updated to the 1.7.2 fix.

General Woundwort May 3rd, 2004 01:54 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by TNZ:
Some ideas that will be in this mod:
Smaller number of races.

<font size="2" face="sans-serif, arial, verdana">TNZ, you might want to bear in mind that the game program requires a minimum of 20 player race folders in the Pictures folder to function properly.

Atrocities May 3rd, 2004 01:56 AM

Re: STM "Final v1.7.5" Discussion
 
Here is the latest update so far. Please keep in mind that CK is reworking the Component and Mounts in order to address some balance and other issues.

Quote:

Star Trek Mod v1.7.3 (Thank you Aiken and Black Rose)

1. Fixed - Breen General file error
2. Replaced - Component file with correct one and not the old one.
3. Changed - Structural Integrity Field I - V Tonnage Structure (5,10,15,20,25)
4. Added - Klingon Weapon Mount for use with medium sized ships.
5. Changed - AI Default Design Creation file - Fine tuned so that Ai will design larger ships with more movement
6. Changed - All Minor races Defualt Ai design Creation file to new format
7. Removed - KAtarians file (You will need to do this manually if you have it. (kAtarians not Ktarians)
8. Fixed - Error in Dominion Warhead Mount (Thanks Aiken)
9. Fixed - Level error in 8472 facilities (Thanks Aiken)
10. Added - Description improvement for weapons with modifiers (Thanks Aiken)
11. Added - Ability Generate Points Intelligence to both Federation and Romulan Sensor Arrays
12. Added - Heavy Laser Mount for Laser Beam I - V
13. Changed - Increased the seeker speed of Capitol Ship Missile I - V from 6 to 8
14. Fixed - Error in Plasma Torpedo IV - V
15. Changed - Pirate Hull Armor to match new armor ability (Reduced)
16. Added - Mini - Storage Compartment (1kt)
17. Changed - Name of Wormhole Beam I - III to Sub Space Beam I - III and changed damage to Disrupt Reload Time
18. Fixed - Description error in Massive Planetary Phased Shield Generator I - II (Thanks BadAxe)
19. Changed - Beefed up Tholian Energy Web I - III (Thanks BlackRose)
20. Changed - Tholian Sensor Refractor I - III Gave them a higher to hit defense %
21. Changed - Base Mount damages. All are correct now. (Thanks Aiken)
22. Added - Tholian Energy Mount II (TEM2) for use with smaller Tholian ships
23 Changed - Tholian Energy Mount to Tholian Energy Mount I and made minor modifications.
24. Fixed - Error in Federation Sensors V
25. Changed - Reduced the cost of Mini-Storage
26. Added - Shield Regeneration to 8472 Bioelectric Field I - X
27. Changed - Increased range and damage of 8472 Neural Disrupter I - III
28. Changed - 8472 Quantum Singularity Beam I - III Reload rate from 1 to 2, increased tonnage, and weapon target to Ships/Planets only.
29. Added - Shield Depleter Mount. (125% Damage)
30. Changed - Romulan Plasma Projector I - V Weapon Target from Ships/Planets to Ships\Planets\Ftr\Sat\Drone
31. Added - Romulan Plasma Mount (For use with Romulan Plasma SEEKERS)
32. Changed - Warrior Technology cost from 80000 to 65000.
33. Added - UserX new Star Trek Map
34. Changed - Graviton Hellbore I - V family number from 2020 to 2120 to avoid conflict with Shield Depleters.
35. Changed - Klingon Neutrino Disruptor I - III family number from 2022 to 2322 to avoid mount conflict
36. Changed - Reduced Pirate Cloaking Armor I - III Tonnage from 30 to 10.
37. Fixed - Description error in Tech Area file for Pirate Race (Thanks von_toaster)
38. Changed - Intelligence Center I - III family number from 6 to 86 to help stop conflict with GR - Intel (Thanks General Woundwort)
39. Changed - Research Center I - III family number from 5 to 85 to help stop conflict with GR - Research (Thanks General Woundwort)
40. Changed - Description of Pirate Shock Troop (Thanks von_toaster)
41. Changed - Tonnage Space of Pirate Shock Troop from 10 to 1 (Thanks Von_toaster)
42. Changed - Tonnage Space of Tholian Drone I - III & Ferengi Troop I - V from 3 to 1
<font size="2" face="sans-serif, arial, verdana">Please keep the bug reports coming. thanks.

Ragnarok-X May 3rd, 2004 04:50 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by Atrocities:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Ragnarok-X:
Remember to upgrade the Pirate "trait" TNZ http://forum.shrapnelgames.com/images/icons/tongue.gif right now its quite funny that "Pirate" boarding parties cant reach the best level (means all other races can get better security stations)

<font size="2" face="sans-serif, arial, verdana">Funny how bug reports come out huh? </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Uhm, Atrocities, i didnt meant to offend you. I just checked the tech tree and available components for the piractes because im participating in the star trek game started by Intimidator and noticed that pirate boarding compos arent really that good (not what they are supposed to be imho)
dont well offended http://forum.shrapnelgames.com/images/icons/tongue.gif

Atrocities May 3rd, 2004 11:30 PM

Re: STM "Final v1.7.5" Discussion
 
You did not offend me? http://forum.shrapnelgames.com/image...s/confused.gif

My humor is sometimes lost in translations. I apologize for that. It came out wrong. Thank you for pointing out the Pirates issues.

I have a very odd sense of humor that sometimes is taken as rude and I do sincerely apologize.

mottlee May 3rd, 2004 11:58 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by General Woundwort:
Stop the presses! Big bug report!

I'm running a race with General race technology. I happened to do an "Upgrade Facilities" order to bump my Intel and Research labs from I to II. It upgraded them, alright - to the *generic* level II facilities, not the General Race II facilities - which resulted in a net LOSS of research and intel points. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Please, please, pretty please fix this!!!

<font size="2" face="sans-serif, arial, verdana">Geee, I thought that it was supose to be that way

TNZ May 4th, 2004 02:27 AM

Re: STM "Final v1.7.5" Discussion
 
Atrocities, you wouldn’t still happen to have a copy of that torpedo weapon display picture index I sent you a while a go I seem to have lost my only copy. http://forum.shrapnelgames.com/images/icons/icon9.gif

There a small bug in the vehicle size file: it is missing a space after the Large Fighter entry. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities May 4th, 2004 04:45 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks for the info, I will see if I still have it. I know I kept it as it was quite good. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities May 4th, 2004 04:49 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks TNZ for the bug report. I sent that file back to you as you requested. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ May 4th, 2004 05:36 AM

Re: STM "Final v1.7.5" Discussion
 
Thanks Atrocities, I cannot believe I forgot to back up that file. http://forum.shrapnelgames.com/images/icons/shock.gif

I think you may need to increase the cargo bay I components cargo storage ability by 25 points to avoid a conflict with the satellite bay II and satellite bay III components. http://forum.shrapnelgames.com/images/icons/icon7.gif

Atrocities May 4th, 2004 05:38 AM

Re: STM "Final v1.7.5" Discussion
 
Excellent tip. Thanks. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok May 4th, 2004 05:44 AM

Re: STM "Final v1.7.5" Discussion
 
The cargo problem has already been solved. http://forum.shrapnelgames.com/images/icons/tongue.gif

XenoTheMorph May 4th, 2004 02:07 PM

Re: STM "Final v1.7.5" Discussion
 
Well I must say this is looking Juicy!!! http://forum.shrapnelgames.com/images/icons/icon7.gif

Just wondering if there is still a problem with small Federation (troop/fighter? sorry no SEIV on this comp and i don't remember) phasers III. I think one of these things does not have a 'small weapons' requirement where it should (just III i think).
At least it didn't a while ago.

*Worships the Modders* (esp Atrocites http://forum.shrapnelgames.com/images/icons/icon12.gif )

[ May 04, 2004, 13:07: Message edited by: XenoTheMorph ]

Aiken May 4th, 2004 08:49 PM

Re: STM "Final v1.7.5" Discussion
 
Thank you XenoTheMorph, where is an error in Federation Small Phaser III indeed:

Name := Federation Small Phaser III
...
Number of Tech Req := 1 should be 2
Tech Area Req 1 := Federation Weapons
Tech Level Req 1 := 3
Tech Area Req 2 := Smaller Weapons
Tech Level Req 2 := 3

I'm not intending to intercept report, just to help Atrocities to find the exact error faster.

Captain Kwok May 4th, 2004 09:08 PM

Re: STM "Final v1.7.5" Discussion
 
That fix will be in next Version.

Atrocities May 4th, 2004 11:02 PM

Re: STM "Final v1.7.5" Discussion
 
This next Version should bring a lot to the mod on many fronts. It will most likely break your save games so be prepared.

cshank2 May 5th, 2004 12:38 AM

Re: STM "Final v1.7.5" Discussion
 
Sooooo when can we expect the update? (I love this MOD.)

Atrocities May 5th, 2004 01:19 AM

Re: STM "Final v1.7.5" Discussion
 
Soon. http://forum.shrapnelgames.com/images/icons/icon7.gif

TNZ May 5th, 2004 03:02 AM

Re: STM "Final v1.7.5" Discussion
 
Captain Kwok, I don’t know if this useful to you or not, but the emissive armor ability when added to leaking armor seems to make it way less effective than leaking armor with the same hit points. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ May 05, 2004, 04:24: Message edited by: TNZ ]

Fyron May 5th, 2004 03:05 AM

Re: STM "Final v1.7.5" Discussion
 
There is nothing you can do about that, other than not using them on the same ship...

edit:
Could have sworn you said shields...

[ May 05, 2004, 02:38: Message edited by: Imperator Fyron ]

Captain Kwok May 5th, 2004 03:36 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by TNZ:
Captain Kwok, I don’t know if this useful to you or not, but the emissive armor ability when added to leaking armor seems to make it way less effective than armor with the same hit points. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">Do you mean leaky shields? That would only be valid if the incoming damage (or damage minus emissive) is less than the shields from damage ability.

If you did mean armor, I don't see how reducing the incoming damage would hurt it.

Atrocities May 5th, 2004 05:03 AM

Re: STM "Final v1.7.5" Discussion
 
Is there any way we could talk you into making a few more captain images?

solops May 5th, 2004 02:44 PM

Re: STM "Final v1.7.5" Discussion
 
[QUOTE It will most likely break your save games so be prepared. [/QB][/quote]

Good.

I was losing.

Aiken May 5th, 2004 06:28 PM

Re: STM "Final v1.7.5" Discussion
 
No good. We've just started pbw game http://forum.shrapnelgames.com/images/icons/icon9.gif
Is it will be possible to upgrade existing pbw game to next Version?

Atrocities May 5th, 2004 07:19 PM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by aiken:
No good. We've just started pbw game http://forum.shrapnelgames.com/images/icons/icon9.gif
Is it will be possible to upgrade existing pbw game to next Version?

<font size="2" face="sans-serif, arial, verdana">Yes the game can still be updated, but it will effect current designs and for PBW in later games updating might now be an option. But for "just" started games or games less than 10 turns, it is viable. I would ask the host to hold off on processing any more turns until the update is released.

When CK sends me the updated files, I will combine them with what I have, and then hopefully he will have the time to varify them. Once that is done the next Version will be released.

With any luck no bugs will be discovered and that will be that. if a bug is discovered then it depending upon the severity of it, and CK's thoughts, a patch may or may not be released.

Basically the mod is now being fine tuned and hopefully balanced. We all knew this day would come eventually and I am very thankful that CK has offered to do the work. http://forum.shrapnelgames.com/images/icons/icon7.gif Nothing like a fresh perspective from the mod creator to give the mod a polished feel. http://forum.shrapnelgames.com/images/icons/icon7.gif

Captain Kwok May 6th, 2004 12:15 AM

Re: STM "Final v1.7.5" Discussion
 
Yes. This update will certainly break saved games. Since I've been taking a component-by-component perspective for this update, several comps have been shifted around or deleted while others have been added/expanded. Same goes for mounts.

Sorry - but I think it will be worth it! http://forum.shrapnelgames.com/images/icons/tongue.gif

[ May 05, 2004, 23:16: Message edited by: Captain Kwok ]

XenoTheMorph May 6th, 2004 01:45 AM

Re: STM "Final v1.7.5" Discussion
 
Hmmm more Captain images... Yes! More of them would be perfect http://forum.shrapnelgames.com/images/icons/icon10.gif


Aiken:
Thank you for you timely help http://forum.shrapnelgames.com/images/icons/icon7.gif
That is exactly the problem I meant! (you did exactly the right thing)

mottlee May 9th, 2004 12:54 AM

Re: STM "Final v1.7.5" Discussion
 
So when? huh? When? I need it http://forum.shrapnelgames.com/images/icons/icon7.gif I like the Idea of more Capt's. too, Oh IF you show latest and have the Fed tec the Privt cpt will show you have to show all to get it back to build.


(edit: Typo)

[ May 08, 2004, 23:55: Message edited by: mottlee ]

Atrocities May 9th, 2004 01:21 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by mottlee:
So when? huh? When? I need it http://forum.shrapnelgames.com/images/icons/icon7.gif I like the Idea of more Capt's. too, Oh IF you show latest and have the Fed tec the Privt cpt will show you have to show all to get it back to build.


(edit: Typo)

<font size="2" face="sans-serif, arial, verdana">The new patch will be out soon enough. Thanks for the bug report, it will be taken care of. http://forum.shrapnelgames.com/images/icons/icon7.gif

GM1234 May 9th, 2004 05:28 PM

Re: STM "Final v1.7.5" Discussion
 
Excellent mod! I have gone trough your installation instructions but I get an error in loading any fability.bmp picute after facility numbered picture after 560. I look in the facilities image download file and the pictures only go up to 560. I know there are more picture going up. Am I missing something here and up my nogin?

Thanks!

Fyron May 9th, 2004 07:56 PM

Re: STM "Final v1.7.5" Discussion
 
Did you get the latest Version of the Facilities Pack of the Image Mod? It is up to Version 12. You can get it here:

http://imagemod.spaceempires.net/

Atrocities May 10th, 2004 05:52 AM

Re: STM "Final v1.7.5" Discussion
 
Link to UserX's Star Trek Map 2 Discussion thread.

General Woundwort May 13th, 2004 09:46 AM

Re: STM "Final v1.7.5" Discussion
 
Bridge to Captain Kwok, what's your status?

Captain Kwok May 13th, 2004 11:43 AM

Re: STM "Final v1.7.5" Discussion
 
Quote:

Originally posted by General Woundwort:
Bridge to Captain Kwok, what's your status?
<font size="2" face="sans-serif, arial, verdana">Approaching destination, with some additional free time after work tonight. http://forum.shrapnelgames.com/images/icons/tongue.gif


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