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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/15/2015 7:41:58 PM   
Tyranicus

 

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Joined: 3/23/2010
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Question Can I upload a slightly modified research and component list? Some of the Techs and Components names are alittle more Star Trek lore friendly.

< Message edited by Tyranicus -- 3/15/2015 9:10:08 PM >

(in reply to Tophat1815)
Post #: 241
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/15/2015 8:29:25 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
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quote:

ORIGINAL: Tyranicus

Question Can I upload a slightly modified research and component list? Some of the Techs and Components are alittle more Star Trek lore friendly.

Hello Tyranicus;

You, or anyone, is of course welcome to mod to your own personal taste any DW mod made for the game that's available to the public for download (unless expressly forbidden by the mod author). However, altered files, images, etcetera, are separate from and not supported by the original mod author(s). In addition, due to 'fair use' and credit given restrictions in most mods, you should create your own separate thread for your uploads.

Also, note that the Trek Team and myself will not take responsibility for any issues, problems, errors
or crashes that your (or anyone else's) modifications of our Picard Era mod files create, nor answer
(and quite possibly even respond to) any queries concerning such modifications.

Everyone's opinion on what IS or IS NOT Star Trek canon, lore, or whatever concerning our mods is of
no concern to me. The mods are made, they are what they are. Our goal was to make the game as
DW playable as possible. One person's opinion of what should be is usually miles away from what another person's is. I have expressed enough "The needs of the many" posts (even though they don't seem to be read often) concerning this type of matter.

So again, the answer to your question is yes, but create your own separate thread. Your modified files are suited to your tastes, opinions and viewpoint, not ours.
Also, your modifications may not take into account playability with the other 5 DW playstyles that our mod does.


< Message edited by ehsumrell1 -- 3/15/2015 9:31:56 PM >


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Post #: 242
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/15/2015 9:18:55 PM   
Tyranicus

 

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Thanks for the advice! Will do!

(in reply to ehsumrell1)
Post #: 243
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/15/2015 10:43:16 PM   
tylerblue10

 

Posts: 2
Joined: 3/15/2015
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Greetings!

May I first say that i love DW:U and this mod is more than just gravy - it makes a delicious new meal! So I tip my hat in thanks for the creation of this mod.

I am however, experiencing a persistent crash. It happens at the same date (in game) after reloading. I have experienced it on a number of games now; and as much as I like starting up a new empire, I would like to finish a game lol

This is the crash dump:

Distant Worlds - Crash Dump - 1.9.5.10

System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException()
at DistantWorlds.Types.Empire.SelectSuitableGovernment(Race race, Int32 excludeId, List`1 allowableGovernmentTypes)
at DistantWorlds.Types.Empire.HaveRevolution(Race dominantRace, Int32 governmentId, Double damageFactor)
at DistantWorlds.Types.Empire.HaveRevolution(Race dominantRace)
(unable to post this line for some reason)
at DistantWorlds.Types.Empire.PerformIntelligenceMissions()
at DistantWorlds.Types.Empire.DoTasks()
at DistantWorlds.Main.nRmYgTCpQ6TiHGKATtA(Object )
at DistantWorlds.Main.YLLLASa55q(Object )

I have no idea what any of the above means. However, from a process of elimination (from re-loading the game over and over and deleting empires in the in-game editor) I can get past the date if the Andorians and Sheliak empires are removed. I'm not sure how helpful that is though because in a previous game the Sheliak were operating just fine and something else was causing a crash - perhaps the combination? no idea! I'm not that computer literate.

If there is anyway someone could help I would be grateful. I have also tried the usual things of uninstalling and so forth.

I am playing with this mod and the v.2 compatible Das-ui mod.

If my save game would be useful, or any more information please just ask.

Continued compliments for the mod and any future development - Kindest.

(in reply to Tyranicus)
Post #: 244
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/16/2015 12:17:01 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Hello tylerblue10, and welcome to the DW forums! Also, thank you for the kind
compliments.

Sorry to hear you're having difficulty. Although we state that any mod used in
conjunction with our mod can cause problems and errors (even when just graphics
in some cases) we try to assist when feasible.

I'm PM'ing you with instructions so we can assist you. Hopefully we can get you
up and running problem free soon.


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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/20/2015 1:51:25 AM   
chemicalart

 

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A very interesting mod!

I have done one game with the gorn so far in the galaxy map...and I will ask this...

I understand the empire colors are limited, but do the Gorn and the Klingons really have to have the exact shade of green? It makes my skirmishes very confusing considering they share the same borders from the start.

< Message edited by chemicalart -- 3/20/2015 2:51:43 AM >

(in reply to Hunter20nov)
Post #: 246
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/20/2015 2:41:52 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: chemicalart

A very interesting mod!

I have done one game with the gorn so far in the galaxy map...and I will ask this...

I understand the empire colors are limited, but do the Gorn and the Klingons really have to have the exact shade of green? It makes my skirmishes very confusing considering they share the same borders from the start.

Hello chemicalart. Welcome to the DW forums!

Yes, with only 23 available colors, once we went to 30 races, we had to have a few color matches.
Sorry that your Gorn were difficult to distinguish.

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Post #: 247
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/20/2015 3:02:27 AM   
chemicalart

 

Posts: 2
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quote:

ORIGINAL: ehsumrell1


quote:

ORIGINAL: chemicalart

A very interesting mod!

I have done one game with the gorn so far in the galaxy map...and I will ask this...

I understand the empire colors are limited, but do the Gorn and the Klingons really have to have the exact shade of green? It makes my skirmishes very confusing considering they share the same borders from the start.

Hello chemicalart. Welcome to the DW forums!

Yes, with only 23 available colors, once we went to 30 races, we had to have a few color matches.
Sorry that your Gorn were difficult to distinguish.


I appreciate the reply. It is nice :)

Would it be possible to "swap" the color of the Gorn race with another race to overlap the prevent an immediate color overlap with the Klingon? Just from my first game, I can swap with the light pink of the Tholian or the Orangish from the Reman states which has a whole at least minimize the color overlap. Yes, it is possible the two empires later on could overlap with the Klingons, but I think it is less likely then the current Goran state since at least they are at a different "corner" of the galaxy.

In case it wasn't clear, am I do not proclaim to be a Trekie, but I do enjoy the universe in my casual experiences. The fact I mention quality of life changes as my only recommendations is attest to the great quality of this mod!


(in reply to ehsumrell1)
Post #: 248
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/20/2015 4:03:13 AM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
Status: offline
You can swap race empire colors when you play a custom game. The UFP map scenario
game race colors unfortunately are set and cannot.

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Post #: 249
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/24/2015 10:56:23 PM   
Noble713


Posts: 53
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From: Japan (US expat)
Status: offline
First great work, very detailed mod. Thanks.

I started one game as the Federation with the included Galaxy, and a 2nd custom game, also as the Fed, random Spiral galaxy. In each case I started with no Gas Mining Stations, and couldn't build any either. The default GMS-1 station is too big (size ~746 I think).

(in reply to Hunter20nov)
Post #: 250
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/24/2015 11:30:00 PM   
mordachai


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You'll probably just have to design it by hand - or edit the "C:\Games\Steam\steamapps\common\Distant Worlds Universe\Customization\DW Universe-STPE Ver 2\designTemplates\federation\gasminingstation.txt" file to bring the size down (and start a new game) - afaict - editing those files only has an effect on new games.

NOTE: You can look at that file to get a sense of what needs to be on your mining station so you can manually design one and know you're adding approximately the right (critical) things in reasonable numbers...

< Message edited by mordachai -- 3/25/2015 12:30:44 AM >

(in reply to Noble713)
Post #: 251
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/25/2015 9:55:35 AM   
Noble713


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From: Japan (US expat)
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I'll try that before my next game, thanks! Much better than the solution I went with: taking some of the Fed's huge income and crash-researching the relevant construction tech.

(in reply to mordachai)
Post #: 252
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/3/2015 4:03:49 PM   
spire79

 

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Joined: 4/3/2015
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Hello.
I have problem with this game.
I play as Borg. I have many trops on planet.I have transport ships empty for 500 units.If i order transport to load trops,this ships go to planet but nothing happends.Sometimes load only 300 trop but mostly nothing.So i cant invade planets.
What is wron?
Thanx

(in reply to Tyranicus)
Post #: 253
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/3/2015 5:37:34 PM   
mordachai


Posts: 207
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spire - I have a lot of trouble with the troop loading / invasion too (not this mod, just DW:U generally).

First: if a troop has a green border, it won't be loaded - it's in garrison mode, so it's required to stay on defense.
Second: sometimes your troop transports are full, even though they don't seem like it due to tech upgrades giving you fractional capacity. So a ship with 1.75 capacity can only carry 1 unit, but if in a fleet, those will add up showing you a bunch of "empty" space - but it's not available, not really.
Third: if part of your fleet is somewhere else, then those parts may have the missing capacity. So the local ships cannot carry more than they are... but those other ships are off doing whatever, and that's why you can't pick up more.

Lastly: I find that the algorithms used by the game to decide where to go get troops is pretty sad. It doesn't go to your worlds that are packed to overflowing with troops... instead it cannibalizes them from the worlds YOU JUST INVADED. Leaving you weak there, and likely to lose the world to revolutions / uprisings / enemy invasions.

Similarly - if you ask your ships to load troops, they're likely to just flounder. They spin around uselessly getting nothing or very little from what's RIGHT IN FRONT OF THEIR FACES. So... you have to do the searching manually - find worlds where you have troop - MANUALLY order your fleet to go there and pick up troops from that world.

It's slow, tedious, but the only way that works that I know of.

Sigh...

(in reply to spire79)
Post #: 254
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/7/2015 2:32:26 PM   
Falesh

 

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In the first post you mention that this mod should be compatible with AI mods, does that mean I can install the AI Improvement Mod as well as this one?

Thanks for making a great mod!

(in reply to ehsumrell1)
Post #: 255
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/7/2015 11:34:33 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Falesh

In the first post you mention that this mod should be compatible with AI mods, does that mean I can install the AI Improvement Mod as well as this one?

Thanks for making a great mod!

Hello Falesh;

Unfortunately no. The Picard Era mods are not compatible with AI mods and I should have corrected that in the
first post (which I will). UI icons and graphics mods only, at least most, are compatible. But as you play the
mod, I'm sure you will see that our mod's AI is 'spiced' up a bit. In addition, many of the races' AI are
buffed to make things more exciting. Thanks for the kind words also!


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Post #: 256
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/8/2015 1:54:58 PM   
Falesh

 

Posts: 23
Joined: 4/18/2007
Status: offline

quote:

ORIGINAL: ehsumrell1


quote:

ORIGINAL: Falesh

In the first post you mention that this mod should be compatible with AI mods, does that mean I can install the AI Improvement Mod as well as this one?

Thanks for making a great mod!

Hello Falesh;

Unfortunately no. The Picard Era mods are not compatible with AI mods and I should have corrected that in the
first post (which I will). UI icons and graphics mods only, at least most, are compatible. But as you play the
mod, I'm sure you will see that our mod's AI is 'spiced' up a bit. In addition, many of the races' AI are
buffed to make things more exciting. Thanks for the kind words also!



Sounds good. :D

If I play and use 0 tax for new colonies will it make the game too easy to win or have you tweaked the AI with that in mind?

(in reply to ehsumrell1)
Post #: 257
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/8/2015 4:11:33 PM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
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quote:

ORIGINAL: Falesh

If I play and use 0 tax for new colonies will it make the game too easy to win or have you tweaked the AI with that in mind?


We have created the mod so that it's play is balanced across the 5 different styles of DW play. Most of the
super and major powers align to the regular DW taxation logic. However, the Borg, Naussicans and select minor
races have been tweaked accordingly so they can compete (and if the right things occur) and even win via their
victory conditions.

Remember that you can also tweak the race files to your personal preference, but be aware that what you modify
from the original setting may make that race's play balance unevenly stronger or weaker than intended by the mod.
Enjoy and have fun conquering the Star Trek Universe...if you can!


"RESISTANCE IS FUTILE!"





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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/13/2015 6:50:43 PM   
Horschdt

 

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Hi,

is there a reason for NOT including gas extractors in the default mining stations???!! I mean.. aarrghh..!!



fresh game start, just downloaded the mod from this very website.

(in reply to Tophat1815)
Post #: 259
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/13/2015 7:25:41 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Horschdt

Hi,

is there a reason for NOT including gas extractors in the default mining stations???!! I mean.. aarrghh..!!



fresh game start, just downloaded the mod from this very website.

There are gas extractors in the Ship DesignTemplates for Gas Mining Stations. So you're saying your
default gas mining station design doesn't have any?

If not for a workaround, just design a new station. Very soon we will be providing a mod version update to
Universe 1.9.5.11. I'll make a point to look into it then.

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Post #: 260
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/13/2015 9:19:05 PM   
Horschdt

 

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thanks for fast reply, yes, in fact the game didnt allow me to build the default ones at gas planets because it had no gas extractors, i manually build those there and didnt really look into it.. until i ran auf of ´gas´. I use these ´fast-select´buttons (no idea how they are called) at the planet at the start of the game cause u only have ur starting tech and it makes no real sense to design new ones .. and apparantly the gas mining station wasnt available at this point and i did build normal mining station ... sry for screaming.

< Message edited by Horschdt -- 4/13/2015 10:29:01 PM >

(in reply to ehsumrell1)
Post #: 261
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/17/2015 6:04:58 PM   
dejagore


Posts: 65
Joined: 11/23/2011
Status: offline

quote:

ORIGINAL: ehsumrell1


quote:

ORIGINAL: Horschdt

Hi,

is there a reason for NOT including gas extractors in the default mining stations???!! I mean.. aarrghh..!!



fresh game start, just downloaded the mod from this very website.

There are gas extractors in the Ship DesignTemplates for Gas Mining Stations. So you're saying your
default gas mining station design doesn't have any?

If not for a workaround, just design a new station. Very soon we will be providing a mod version update to
Universe 1.9.5.11. I'll make a point to look into it then.


ehsumrell1 - is current version of mod compatible with 1.9.5.11 ? Also, when do You plan to upload updated version of mod that You mentioned in post above ?

Also - many thanks for hard work on that mod. It's marvellous!

(in reply to ehsumrell1)
Post #: 262
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/17/2015 7:33:25 PM   
ehsumrell1


Posts: 2529
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From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: dejagore

ehsumrell1 - is current version of mod compatible with 1.9.5.11 ? Also, when do You plan to upload updated version of mod that You mentioned in post above ?

Also - many thanks for hard work on that mod. It's marvellous!

Hello dejagore;

Thanks for the kind words!

Currently I'm on a traditionally mandated mini-vacation (Tax season just ended). My team members
are currently testing the mod using version 1.9.5.11. So far, my first early preliminary report says
no crashes and all is well and compatible, but I know there are some tweaks to be done. Most of the
new changes/additions Elliot put in the update affect only the DW game executable file.

I'm not pressuring myself to provide an upload date for STPE Version 2.5 yet. I've just decided that
I felt one was necessary. Also, in the meanwhile, work is progressing on our Star Trek The Kirk Era
mod Version 1.0
. I haven't discussed with the team yet as to any release date target for either yet,
although I can speculate and say that the Picard Era Version 2.5 release will be foremost on my
schedule to complete for release. Thanks for the continued support of our efforts!







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Post #: 263
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/19/2015 7:56:05 AM   
draugluinfv

 

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Was looking over the tech list and noticed that you have the Federation blocked from researching Stealth. However this also blocks the Federation from researching Deep Space Arrays and Directional Jump sensing. This also blocks the Federation from building Spy academies. Is this intentional? It seems weird to have the Federation blocked from getting the best scanners and sensors.

(in reply to ehsumrell1)
Post #: 264
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/19/2015 10:06:28 AM   
ravincravin


Posts: 131
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From: Near Tampa, Florida, USA
Status: offline
Hi draugluinfv,

For game playability, all core races have their strengths and weaknesses. The Federation has strengths to offset these banned techs.

Note, the federation can still research long range scanners, just not the best one.

Enjoy! Live long and prosper.





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Post #: 265
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/20/2015 5:03:58 AM   
zoommooz11

 

Posts: 51
Joined: 9/23/2014
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Just a quick question, in my last four games (random, huge, long research) I have noticed that the borg (and only them) never get more than one planet, even though I checked and there are plenty of their type, and also plenty of borg independents near them. Also, their home world (only world) has about 80 troops stationed on it. I remember in version one games they expanded fine, so is there an issue here? Has anyone else seen this?

(in reply to ravincravin)
Post #: 266
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/20/2015 5:05:35 AM   
zoommooz11

 

Posts: 51
Joined: 9/23/2014
Status: offline

quote:

ORIGINAL: draugluinfv

Was looking over the tech list and noticed that you have the Federation blocked from researching Stealth. However this also blocks the Federation from researching Deep Space Arrays and Directional Jump sensing. This also blocks the Federation from building Spy academies. Is this intentional? It seems weird to have the Federation blocked from getting the best scanners and sensors.


I changed this in my own game, as I always thought the fed had some of the best tech/scanners. Of course they are my favourites so I am a bit biased.

(in reply to draugluinfv)
Post #: 267
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/20/2015 9:51:18 AM   
ravincravin


Posts: 131
Joined: 5/20/2009
From: Near Tampa, Florida, USA
Status: offline
Hi zoommooz11,

The Borgs in my own game (see below). Borgs are brown, 10 colonies in 8 systems at game years 25.

You could chalk up your games to the luck of the draw. The Borgs are aggressive and if they tread on the wrong neighbors too early in the game, they can be seriously curbed. The Borg's are weak at the start.

Wait in your game, you might see a Borg resurgence.

Enjoy! Live long and prosper.






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Post #: 268
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/23/2015 4:11:10 AM   
Knickers

 

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I don't mean to be that guy, but the plural form of borg is borg. Sort of like a sheep, and the sheep.

(in reply to ravincravin)
Post #: 269
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/23/2015 4:25:17 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: Knickers

I don't mean to be that guy, but the plural form of borg is borg. Sort of like a sheep, and the sheep.


Please members, let's not open the opportunity to derail the thread with negative banter due to these kinds of unnecessary posts
that have nothing to do with the mod or its playability.

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Post #: 270
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