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RE: "Hyping" my forthcoming mod (pun intended) - 3/19/2018 12:27:46 AM   
Retreat1970


Posts: 948
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quote:

ORIGINAL: BlindOne

I too can positively confirm that RetreatUE DOES work with baconmod if you properly modify all the files.

I myself am running a modified version of retreatUE with a bunch of other mods slapped together with BaconMod. The only issue I have is whenever a spy is caught or escapes it goes out of index bounds every once in a while but I am 99.9% certain this is a bacon issue and has nothing to do with retreatUE or the other mods that I compiled. I am running windows 7 however

quote:

I'm on a Windows 10 machine so I've no idea what the non-starting issue is being caused by


Non starting can be any file or even a tiny jot or jittle that has been messed up. I've had the entire game not start because the game had problems loading a specific component.png image... All I did was change the image of a component from 120 to number 185...and it COMPLETELY stopped working all together...dead in the water so to speak. Did not start up AT ALL! Like it never loaded...

To know if Bacon is running functionally with your mods all you need to do is install the bacon.exe and main files and load up your original mod (WITHOUT any changes from the baconworld customization folder) to see if it properly loads. If it loads without a hitch then you know it is not bacon that is messing things up. You won't have any added features such as terraforming, the hangar bays or extra mining capacity but it will give you a clue on whether you messed up the files yourself or whether it is a windows issue.

I recommend using notepad++ and the compare plugin to compare the ''original'' DW files to the BaconWorld files to see what has changed and then copying those changes to your own mod files. That's what I did.

quote:

ORIGINALLY POSTED BY: Glorious Bacon

What sort of crashes are you getting? Merging mods is pretty easy. You only need to add the components, facilities, and research projects that I've added which are not in the other mod. Those would be the fighter bayx, the terraforming facility, and the research that enables the fighter bays.


You're forgetting your improved mining capacity changes...you also need to edit the mining rates in the research components to change their capacity. Just a small note

I recommend you add an extra readme that lists all the changes that need to be made if you want to integrate it into another mod. It is easy to forget these things and it is doubly more annoying for a person who is completely unfamiliar with your mod and what changes need to be made to make it function.


There's your answer.

(in reply to BlindOne)
Post #: 541
RE: "Hyping" my forthcoming mod (pun intended) - 3/21/2018 3:32:06 AM   
WanderingScholar

 

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Well, just tried the mod for the first time. Great stuff! Especially the ability to trade everything, that really adds depth to the diplomacy aspect and I often find myself negotiating complicated deals. Only problem are the crashes...They happen quite frequently and it's almost bad enough for me to remove the mod especially since it then takes 5min to get back into the game. It seems to happen mostly when I view a trade proposal or attempt to trade.

(in reply to Retreat1970)
Post #: 542
RE: "Hyping" my forthcoming mod (pun intended) - 3/21/2018 1:20:30 PM   
RogerBacon

 

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quote:

ORIGINAL: WanderingScholar

Well, just tried the mod for the first time. Great stuff! Especially the ability to trade everything, that really adds depth to the diplomacy aspect and I often find myself negotiating complicated deals. Only problem are the crashes...They happen quite frequently and it's almost bad enough for me to remove the mod especially since it then takes 5min to get back into the game. It seems to happen mostly when I view a trade proposal or attempt to trade.


Can you describe the crashes? This is the first anyone has reported frequent crashes. Note that for the "Trade Anything" option when there are a lot of things to trade some people reported the game taking a LONG time to load the screen (like 10-15 minutes in some cases). That's why I made it optional. Could this be what you mean by "crash"? If not, and the game actually "crashes" and there is any sort of error message, please post it here.

(in reply to WanderingScholar)
Post #: 543
RE: "Hyping" my forthcoming mod (pun intended) - 3/21/2018 8:33:16 PM   
WanderingScholar

 

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Sure, when I click on "negotiate a trade proposal" there is a short delay then I'm at my desktop and it says the program stopped working. I'm aware that it takes awhile to load everything sometimes which is fine but I find myself saving every time I go into the trade screen because of a potential crash. Now for the first few hours into my game I didn't have any crashes but now I'd say it has about a 20% chance of crashing when I go to the trade screen. It's a custom game 6x6 galaxy, 400 stars, 9 other empires. Maybe that screen is trying to load too much but sometimes it loads fine and I can trade with a huge 20 colony empire...

(in reply to RogerBacon)
Post #: 544
RE: "Hyping" my forthcoming mod (pun intended) - 3/21/2018 9:00:18 PM   
RogerBacon

 

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quote:

ORIGINAL: WanderingScholar

Sure, when I click on "negotiate a trade proposal" there is a short delay then I'm at my desktop and it says the program stopped working. I'm aware that it takes awhile to load everything sometimes which is fine but I find myself saving every time I go into the trade screen because of a potential crash. Now for the first few hours into my game I didn't have any crashes but now I'd say it has about a 20% chance of crashing when I go to the trade screen. It's a custom game 6x6 galaxy, 400 stars, 9 other empires. Maybe that screen is trying to load too much but sometimes it loads fine and I can trade with a huge 20 colony empire...


I'm sorry to hear its crashing for you. After it crashes and you reload the save from right before opening the diplomacy screen does it crash again? What about if you set "tradeAnything" to false?

(in reply to WanderingScholar)
Post #: 545
RE: "Hyping" my forthcoming mod (pun intended) - 3/21/2018 10:14:27 PM   
WanderingScholar

 

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Thanks for the response, no it doesn't necessarily crash when I reload and click on the trade screen again. Setting "tradeEverything" to "false" does seem to stop the crashes though. This couldn't be performance related could it? I've tried everything I can think of to get this game to run smoothly since I have great hardware but it still lags to hell especially when I zoom into a system. Battles between say 40 ships are very choppy despite running a NVIDIA GeForce GTX 870M with an i7 processor!

(One more thing I should mention the "spyBaseValue" doesn't seem to apply to other empires when they capture my spies as they frequently ransom them for 300k-400k despite me having the base value set to 100k which only seems to affect me.)

< Message edited by WanderingScholar -- 3/21/2018 10:50:28 PM >

(in reply to RogerBacon)
Post #: 546
RE: "Hyping" my forthcoming mod (pun intended) - 3/25/2018 4:56:06 PM   
nelsonlee_slith


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HI modder,

Great mod....thank you very much.
and I think there is a bug
-the AI donot built Fighter and bomber in Carrier or spaceport or defensive base if we donot change to Bacon theme

and by the way, I use auto design,but I can not built trooptransport, the design is always empty,The technology should be developed, how to deal with this?

< Message edited by nelsonlee -- 3/25/2018 4:58:34 PM >

(in reply to Uncle Lumpy)
Post #: 547
RE: "Hyping" my forthcoming mod (pun intended) - 3/27/2018 5:19:50 PM   
DasTactic

 

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quote:

ORIGINAL: zhess4096

Guys
I have problems running this mod in windows 10 but I solve it by updating the direct x in this directory.
C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds Universe\_CommonRedist\DirectX\Jun2010\dxsetup.exe


I've double-clicked the DirectX setup file located within the game directory but nothing in the game environment updates. My computer is running DirectX12 as part of Windows 10. Is there another way I should be updating this? Has anyone else having starting issues been able to resolve this? Been trying to get this to run for months now.

(in reply to zhess4096)
Post #: 548
RE: "Hyping" my forthcoming mod (pun intended) - 3/29/2018 11:48:57 PM   
Snake0437

 

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Hi to all.

Can anybody suggest, what to do with the explorer ships stuck near the unexplored star? The Ctrl+F throws a net framework error.
The exploration concept not working at all, and this is killing the game :(

Thanks.

(in reply to DasTactic)
Post #: 549
RE: "Hyping" my forthcoming mod (pun intended) - 3/30/2018 1:03:47 PM   
Uncle Lumpy


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Hi Das123. It seems to be an issue for a small percentage of players (self included). Something to do with actually needing to update the original DirectX version that came with the game. Please check out this post in Tech Support: http://wjadeiww.matrixgames.com/forums/tm.asp?m=3987873 The issue(s) is/are explained more clearly there. Also, please check out the link provided in zakblood's last post in that thread.

Jadei's post in the same thread (second to last) was what seemed to work for my issues. Hope this helps.

_____________________________

I once heard there was a garage, which some said was air tight.

(in reply to Snake0437)
Post #: 550
RE: "Hyping" my forthcoming mod (pun intended) - 3/30/2018 8:36:25 PM   
Snake0437

 

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So, unfortunatelly, there was no solution to this. I've started new game, tested the exploreation ships again (the order "Explore neares unexplored system" and "Explore sector") and the same **** happens - exploration ships are stuck in space, near the unexplored stars. The info panel shows that ship is out of hyperjump, and at maximum sub-light speed, but actually it stays on place, and there is no sensor data (as it still in hyperjump).

Removed the mod for now...

(in reply to Snake0437)
Post #: 551
RE: "Hyping" my forthcoming mod (pun intended) - 3/31/2018 12:18:40 AM   
Retreat1970


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From: Wisconsin
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I don't think it will be updated.

quote:

I'm glad you like the mod. Unfortunately it has to be considered complete as I no longer have time to work on it.

(in reply to Snake0437)
Post #: 552
RE: "Hyping" my forthcoming mod (pun intended) - 4/4/2018 2:07:36 PM   
Hattori Hanzo


Posts: 734
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From: Okinawa
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quote:

ORIGINAL: Snake0437

Hi to all.

Can anybody suggest, what to do with the explorer ships stuck near the unexplored star? The Ctrl+F throws a net framework error.
The exploration concept not working at all, and this is killing the game :(

Thanks.


what's happen if you order to the "stuck explorer ship" to simply move towards a point inside the system ?

(in reply to Snake0437)
Post #: 553
RE: "Hyping" my forthcoming mod (pun intended) - 4/7/2018 9:16:46 PM   
Snake0437

 

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It simply stands on place, but in info window, I see, that it's moving on full sub-light speed.

(in reply to Hattori Hanzo)
Post #: 554
RE: "Hyping" my forthcoming mod (pun intended) - 4/8/2018 2:50:08 PM   
RogerBacon

 

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quote:

ORIGINAL: Snake0437

It simply stands on place, but in info window, I see, that it's moving on full sub-light speed.


Are you combining any other mod with the Bacon mod in this game? Does the ship seem to move forward for awhile and then teleport back to its starting place (God, I hope not).

(in reply to Snake0437)
Post #: 555
RE: "Hyping" my forthcoming mod (pun intended) - 4/16/2018 9:57:53 PM   
Mysterius


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Hello RogerBacon,

Would it be possible to have a simple modification which only gives the 2000 stars galaxy?

That'd be great, i wouldn't like to modify the gameplay too much :).
Thanks !

_____________________________

"Bigamy is when you have two wives, monotony is when you only have one." - Pierre Desproges

(in reply to RogerBacon)
Post #: 556
RE: "Hyping" my forthcoming mod (pun intended) - 4/17/2018 3:17:48 AM   
RogerBacon

 

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quote:

ORIGINAL: Mysterius

Hello RogerBacon,

Would it be possible to have a simple modification which only gives the 2000 stars galaxy?

That'd be great, i wouldn't like to modify the gameplay too much :).
Thanks !


Hi,

Virtually every change the mod makes can be disabled by the BaconSettings.txt. Off the top of my head the only thing I can think of that changes gameplay and can't be restored to vanilla settings is the change I made to war weariness-- it no longer immediately (magically) vanishes once you end all wars. Instead people actually remember their dead relatives for a few months.


(in reply to Mysterius)
Post #: 557
RE: "Hyping" my forthcoming mod (pun intended) - 4/20/2018 8:49:04 PM   
RogerBacon

 

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Hi all,

So about six weeks ago I gave my employer two week notice on the verbal agreement from another manager that I would be taking a new job. Well, it didn't work out so I'm between jobs now. My loss can be your gain as I find myself with enough time to look at my mod some more. I haven't played (or modded) in months though so I'll have to see if I remember everything.
I do have a plan for one feature I want to add. It has to do with freighters and if you liked the "Bacon Mining Company" you'll be sure to like this one if I can make it work. That's all I'll say for now though.

(in reply to RogerBacon)
Post #: 558
RE: "Hyping" my forthcoming mod (pun intended) - 4/20/2018 11:22:39 PM   
RogerBacon

 

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Just started a new game with the following settings:

shipMarkupFactor=50
shipMarkupFactorPirates=25
lowIndependentLifeValue=1

So that's 10x ship cost (but not maintenance) and virtually no independents. It really hurts to lose a ship when they cost this much. So far its a nice game. Space seems bigger and more unknown. If you haven't tried playing around with those settings (I hadn't), I recommend giving it a try.

(in reply to RogerBacon)
Post #: 559
RE: "Hyping" my forthcoming mod (pun intended) - 4/22/2018 2:46:52 PM   
RogerBacon

 

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From http://www.matrixgames.com/forums/tm.asp?m=4468206&mpage=1&key=�

quote:

ORIGINAL: OpT1mUs

The way it's set up , the arrows that add/remove components use components on he left list as a "marker" of what is getting added/removed. Is there a way to use the right list instead?
It feels very unintuitive.


This has now been implemented and will be in the next version of the Bacon mod.

(in reply to RogerBacon)
Post #: 560
RE: "Hyping" my forthcoming mod (pun intended) - 4/22/2018 4:45:04 PM   
elvendeathknight

 

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Awesome !

(in reply to RogerBacon)
Post #: 561
RE: "Hyping" my forthcoming mod (pun intended) - 4/22/2018 4:58:35 PM   
Hattori Hanzo


Posts: 734
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a useful change, thanks Roger

(in reply to elvendeathknight)
Post #: 562
RE: "Hyping" my forthcoming mod (pun intended) - 4/23/2018 9:36:57 AM   
DasTactic

 

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I thought I'd spend a couple of hours to see if I can get the Bacon Mod to run on my Win10 computer. I tried the suggestions above by Uncle Lumpy but none of the suggested solutions would work, unfortunately.

I ran the task manager and DistantWorlds.exe (the Bacon version) runs as a background process instead of as an App. If I right-click and 'Go to details' then right click again and go to 'Analyse wait chain' it tells me it is waiting on svchost.exe (PID: 1216). Running Process Explorer, svchost.exe 1216 controls RpcSs (Remote Procedure Call) and RpcEptMapper (RPC Endpoint Mapper). I tried ending this process but it made my computer restart. I don't know what these do but it may give one of you a clue that could lead to the answer. :)

When I look at the Stack for the DistantWorlds.exe thread I get the following if this also provides a clue:

ntdll.dll!ZwAlpcSendWaitReceivePort+0x14
wow64.dll!Wow64ShallowThunkSIZE_T32TO64+0x9f
wow64.dll!Wow64SystemServiceEx+0x153
wow64cpu.dll!TurboDispatchJumpAddressEnd+0xb
wow64.dll!Wow64KiUserCallbackDispatcher+0x3686
wow64.dll!Wow64KiUserCallbackDispatcher+0x40d
wow64win.dll+0x43de
ntdll.dll!KiUserCallbackDispatcher+0x24
wow64win.dll+0x10e34
wow64win.dll+0x4a67
wow64.dll!Wow64SystemServiceEx+0x153
wow64cpu.dll!TurboDispatchJumpAddressEnd+0xb
wow64.dll!Wow64KiUserCallbackDispatcher+0x3686
wow64.dll!Wow64LdrpInitialize+0x120
ntdll.dll!LdrInitShimEngineDynamic+0x306d
ntdll.dll!LdrInitializeThunk+0x19e
ntdll.dll!LdrInitializeThunk+0x5b
ntdll.dll!LdrInitializeThunk+0xe

Hoping someone can point me in the right direction.

(in reply to Hattori Hanzo)
Post #: 563
RE: "Hyping" my forthcoming mod (pun intended) - 4/25/2018 2:43:46 PM   
RogerBacon

 

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quote:

ORIGINAL: WanderingScholar

(One more thing I should mention the "spyBaseValue" doesn't seem to apply to other empires when they capture my spies as they frequently ransom them for 300k-400k despite me having the base value set to 100k which only seems to affect me.)


"Base" value is just that. If you have a lot of money the final value will be marked up. In short, the other empires will try to get the very most they can out of you. As long as you have more money than the base value the final value shouldn't be more than you can afford however.

(in reply to WanderingScholar)
Post #: 564
RE: "Hyping" my forthcoming mod (pun intended) - 4/25/2018 4:45:29 PM   
RogerBacon

 

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Are you weary of having the weight of an interstellar empire on your shoulders? Do you long for a simpler life but shy away from the violence and danger of being a pirate? Introducing…

Bacon Free Trader!
Set your empire on full auto and take command of a single freighter… YOUR freighter. Try and make a profit buying and selling commodities. As a free trader you have full control over what you buy and sell but don’t think it’s going to be easy. The galactic prices are for the big boys. You don’t have the clout to negotiate deals like that. You will have to find deals on the individual commodities markets where prices can vary quite a bit. Buy low and sell high. Also, don’t expect the state to pay for your maintenance. You have to make those payments yourself. At least gas is free.

Access with alt-ctrl+right click menu


This is the screen you will see if you are not within range of a commodities market (range = 300)
Note that using the right click menu cancels your ship's mission so if you want to check cargo use the existing ctrl+enter hotkey. Also, ctrl+enter will now show a ship's cargo regardless of whether or not it is currently on a cargo mission.


This is the screen when trading with a commodities market


Details

Creating your free trader

Select a STATE-owned freighter and use the input menu (ctrl-E with the command !freetrader X where X will be your initial capitalization (i.e. starting cash). The default is 10000. This money will be drawn from your State funds. To repay it (once you have made money) use the same command with a negative value for X. To retire and end your trading career use the same command with a value of zero for X.
Please note when starting a new game you will have to wait at least 90 days for the trade system to initialize and up to a year before you start seeing prive variations sufficient enough to make a profit. Also, when founding a new colony a commodities market won’t appear for at least 90 days and maybe as long as a year.

Market prices:
Market prices are based on the current galactic price but many factors influence the local price. Taxes are paid when commodities are sold but not when bought. So it is more profitable to sell at planets where the tax rate is low.

Market Liquidity
This is simply the amount of money the market has in which to make purchases. On smaller colonies, and especially asteroid colonies, it may be necessary to buy something to inject cash into the market before you will be able to sell something.
Market prices and market liquidity are adjusted approximately every 90 days.

Trade History
The last 100 trades and/or maintenance payments are listed here. The list is fully sortable so you can quickly find out how much you paid for something.

New BaconSettings.txt value
// This is the difference between a commodity exchange's buy and sell price. Higher numbers make for a harder mercantile experience. Also, 1/2 the tax rate will be added. Valid range is 0.1 to 0.9. e.g. tradeTax = 0.1 and the local tax rate is 30% will result in about a 25% difference between purchase price and sell price.
tradeTax=0.1

A note about how freighters work in the game:
Freighters move cargo with little to no economic effect in the game. Their primary purpose is to make sure goods get to where they need to go. Any economic activity is abstracted and can be assumed to be part of the planet’s GDP which creates the civilian economy. So, if you find a way to pick up cargo without paying for it (like ordering an Alt-1,2,3 command to your free trader) just realize that s breaking the abstraction and not really in the spirit of the free trader system.


(in reply to RogerBacon)
Post #: 565
RE: "Hyping" my forthcoming mod (pun intended) - 4/25/2018 5:26:59 PM   
elvendeathknight

 

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I'm really glad of that new feature !

Would it be possible to use a military ship with sufficient cargo this way ?

Also, using your empire trade system, is it possible to buy a colony ship from another empire ?

Thanks !

(in reply to RogerBacon)
Post #: 566
RE: "Hyping" my forthcoming mod (pun intended) - 4/25/2018 9:53:18 PM   
RogerBacon

 

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quote:

ORIGINAL: ArchMike

I'm really glad of that new feature !

Would it be possible to use a military ship with sufficient cargo this way ?

Also, using your empire trade system, is it possible to buy a colony ship from another empire ?

Thanks !


Yes, using a military ship with cargo holds should work fine. Remember, with the Bacon mod your freighters can have up to 10 weapons.
No, it is not possible to buy colony ships from another empire but you could sell them one.

(in reply to elvendeathknight)
Post #: 567
RE: "Hyping" my forthcoming mod (pun intended) - 4/27/2018 2:24:34 PM   
RogerBacon

 

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I've extended the free trader system to include mining ships (free miners). The system works the same except for these changes:
1 Miners don't buy resources. They only sell them.
2 The sales price is reduced by the galactic market price for that resource.

An explanation on point #2.
It may seem like miners produce resources for free but clearly that can't be the case or else the price of every resource in the game would approach zero. It must be that the costs of mining are factored into the price but that is hidden from the player's perspective. Since with the free miner you can now sell those resources, the cost of extracting them must be taken into account. That's why the price will be adjusted by the galactic market price for that resource. That means that many times you will see negative returns at some commodities markets. You can, of course, choose not to sell there and try to find a better price. However, eventually you will have to sell somewhere to empty your cargo holds. Doing so represents paying the costs associated with mining. It's hard to make a profit with a mining ship but it can be done.

(in reply to RogerBacon)
Post #: 568
RE: "Hyping" my forthcoming mod (pun intended) - 4/27/2018 3:11:00 PM   
elvendeathknight

 

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How does the game identify a mining ship ? Is it with the role associated or the presence of ore extractors ?


(in reply to RogerBacon)
Post #: 569
RE: "Hyping" my forthcoming mod (pun intended) - 4/27/2018 3:51:59 PM   
RogerBacon

 

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From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: ArchMike

How does the game identify a mining ship ? Is it with the role associated or the presence of ore extractors ?




You guessed correctly. It is the presence of extractors.

(in reply to elvendeathknight)
Post #: 570
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