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RE: Bacon Mod - 1/18/2019 7:33:07 PM   
Theluin


Posts: 189
Joined: 5/13/2011
From: Europe, Terra
Status: offline
Hi, love your mod so far, everything's working fine, and it was actually the thing that brought me back to playing DW :)

I have one request/suggestion. Would it be possible to make the random setting for tech level, size, etc in other empires screen during galaxy truly random (or within some range of the default based on galaxy age), instead just being based on galaxy age?
It always seemed very artificial to me that all the empires start at the same tech level&size (I know I can manually change those settings to "random" values but that sort of takes out the fun). And I think it would add a lot of thrill to exploring, not knowing if you'll encounter some pre-ftl primitives or a super advanced insectoid hive next.

Cheers and thanks again for the superb work you've done with this mod!

(in reply to Timsup2nothin)
Post #: 841
RE: Bacon Mod - 1/19/2019 2:26:48 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: Theluin

Hi, love your mod so far, everything's working fine, and it was actually the thing that brought me back to playing DW :)

I have one request/suggestion. Would it be possible to make the random setting for tech level, size, etc in other empires screen during galaxy truly random (or within some range of the default based on galaxy age), instead just being based on galaxy age?
It always seemed very artificial to me that all the empires start at the same tech level&size (I know I can manually change those settings to "random" values but that sort of takes out the fun). And I think it would add a lot of thrill to exploring, not knowing if you'll encounter some pre-ftl primitives or a super advanced insectoid hive next.

Cheers and thanks again for the superb work you've done with this mod!


While that sounds nice in theory, in practice it would probably result in many games that were no fun. Imagine playing a game for hours before you meet your opponents only to find out that they started with an insurmountable advantage and you now had no chance of winning. Or the alternative where you find everyone is a pushover now. I don't see it as being fun most of the time so its not worth the work involved. Sorry.


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(in reply to Theluin)
Post #: 842
RE: Bacon Mod - 1/19/2019 2:34:09 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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Version 1.77 released.

New commands:

!stockpilebooty - Same as !stockpile but works for pirates.

!piraterespawn - toggles the game setting for allowing pirates to be created in-game to replace destroyed factions.

!respawnpiratesnow - Immediately tries to replace destroyed pirate factions with new ones.



Split off a planet to from a new Empire: The command !splitoff can be used to give independence to a planet in your empire that you don’t want anymore. The newly formed empire will start wit ha positive relationship bonus due to being granted independence. Alternatively, you can add “ false” and the newly formed empire will start as a subjugated one instead.

Force specific cargos for a manual cargo mission
!cargos, [cargo name], [cargo2 name], etc
Example: !cargos, Caslon, Dilithium Crystal (Note, you must put a comma between each term including the word cargos and the first assigned cargo.)
To clear the list just enter !cargos with nothing after it.


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(in reply to RogerBacon)
Post #: 843
RE: Bacon Mod - 1/19/2019 5:35:12 PM   
Arturo28

 

Posts: 33
Joined: 5/28/2015
Status: offline

quote:

ORIGINAL: RogerBacon

Version 1.77 released.

New commands:

!stockpilebooty - Same as !stockpile but works for pirates.

!piraterespawn - toggles the game setting for allowing pirates to be created in-game to replace destroyed factions.

!respawnpiratesnow - Immediately tries to replace destroyed pirate factions with new ones.



Split off a planet to from a new Empire: The command !splitoff can be used to give independence to a planet in your empire that you don’t want anymore. The newly formed empire will start wit ha positive relationship bonus due to being granted independence. Alternatively, you can add “ false” and the newly formed empire will start as a subjugated one instead.

Force specific cargos for a manual cargo mission
!cargos, [cargo name], [cargo2 name], etc
Example: !cargos, Caslon, Dilithium Crystal (Note, you must put a comma between each term including the word cargos and the first assigned cargo.)
To clear the list just enter !cargos with nothing after it.



Thank you Roger

(in reply to RogerBacon)
Post #: 844
RE: Bacon Mod - 1/19/2019 8:22:27 PM   
elvendeathknight

 

Posts: 81
Joined: 8/25/2012
Status: offline
Thanks !

(in reply to Arturo28)
Post #: 845
RE: "Hyping" my forthcoming mod (pun intended) - 1/20/2019 12:59:35 PM   
nelsonlee_slith


Posts: 19
Joined: 12/29/2011
Status: offline
HI Guys.

I love this mod,thanks very much,

Just one thing, I donot like to built the fighter and control it manually, Can someone tell me how to set it works as vanilla version?

(in reply to Uncle Lumpy)
Post #: 846
RE: "Hyping" my forthcoming mod (pun intended) - 1/20/2019 1:46:21 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: nelsonlee_slith

HI Guys.

I love this mod,thanks very much,

Just one thing, I donot like to built the fighter and control it manually, Can someone tell me how to set it works as vanilla version?


What do you mean by "build the fighter and control it manually"? If you don't do anything the fighters still fly and pick their targets like in vanilla.


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(in reply to nelsonlee_slith)
Post #: 847
RE: "Hyping" my forthcoming mod (pun intended) - 1/21/2019 8:57:56 AM   
nelsonlee_slith


Posts: 19
Joined: 12/29/2011
Status: offline
Hi Buddy,

No, fighter donot auto bulilt when I run this mod, I change the setting and it works now, like this

// Fighters and bombers will have their range increase by the square root of this amonut. Extreme values here can cause aberant behavior with fighters.
// Tested with values op to 20.
fighterRangeMultiple=20
fighterBayLabel=
bomberBayLabel=
mixedBayLabel=assault

(in reply to RogerBacon)
Post #: 848
RE: "Hyping" my forthcoming mod (pun intended) - 1/21/2019 1:38:47 PM   
nelsonlee_slith


Posts: 19
Joined: 12/29/2011
Status: offline
cancel

< Message edited by nelsonlee_slith -- 1/21/2019 5:04:03 PM >

(in reply to RogerBacon)
Post #: 849
RE: "Hyping" my forthcoming mod (pun intended) - 1/21/2019 2:13:08 PM   
nelsonlee_slith


Posts: 19
Joined: 12/29/2011
Status: offline
Hi Roger,

with becon mod, when a new spaceport or carrier built, no fighter or bomber is built Automaticly, Is it working as design?I also find there is no fighter in AI empire.

when I set like this
// Fighters and bombers will have their range increase by the square root of this amonut. Extreme values here can cause aberant behavior with fighters.
// Tested with values op to 20.
fighterRangeMultiple=20
fighterBayLabel=
bomberBayLabel=
mixedBayLabel=assault


only fighter is built Automaticly, But Fighter:bomber is built 1:1 in vanilla version, Do you know how to make a right setting to make bacon mod working same way?

Regards


< Message edited by nelsonlee_slith -- 1/21/2019 5:07:44 PM >

(in reply to nelsonlee_slith)
Post #: 850
RE: "Hyping" my forthcoming mod (pun intended) - 1/21/2019 6:31:11 PM   
nelsonlee_slith


Posts: 19
Joined: 12/29/2011
Status: offline
Hi Roger,

I found becon mod doesnot work well with my Chinese LNG mod,I test it again in a EN version with becon default setting, now spaceport and carrier built fighters Automaticly when they are ready...but only fighters, no bomber.Is it working as design? How about it works on you PC?

Regards

(in reply to nelsonlee_slith)
Post #: 851
RE: "Hyping" my forthcoming mod (pun intended) - 1/21/2019 9:45:13 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: nelsonlee_slith

Hi Roger,

I found becon mod doesnot work well with my Chinese LNG mod,I test it again in a EN version with becon default setting, now spaceport and carrier built fighters Automaticly when they are ready...but only fighters, no bomber.Is it working as design? How about it works on you PC?

Regards


In my naconsetting file I have the following values
fighterBayLabel=fighter
bomberBayLabel=bomber
mixedBayLabel=assault

and in my components.txt file I added the bomber bays
179, Hanger - Standard Bomber Bay, 26, 0, , 19, 50, 4, 40, 4, 0, 0, 0, 0, 0, 10, 20, 17, 7, 16, 4,
180, Hanger - Advanced Bomber Bay, 27, 0, , 19, 45, 5, 60, 7, 0, 0, 0, 0, 0, 10, 16, 17, 5, 16, 3,
181, Hanger - Ultimate Bomber Bay, 166, 0, , 19, 45, 6, 80, 8, 0, 0, 0, 0, 0, 10, 16, 17, 5, 16, 3,
182, Hanger - All Dimension Bomber Bay, 130, 0, , 19, 45, 5, 60, 8, 0, 0, 0, 0, 0, 10, 20, 17, 7, 16, 4,

I did not add the assault bays. Those were added later for people who wanted to maintain the 1:1 split between fighters and bombers.

With this setup I can add either fighter bays or bomber bays to my designs. For example, my defensive base has 1 fighter bay and 5 bomber bays. It builds 4 fighters and 20 bombers. If you are automatically upgrading your deisgns the computer will always choose fighter bays or whatever comes first in your components.txt file. For that reason I recommend manually upgrading any designs that use fighters.

What mods are you using in conjunction with the Bacon Mod?


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(in reply to nelsonlee_slith)
Post #: 852
RE: "Hyping" my forthcoming mod (pun intended) - 1/22/2019 7:23:21 AM   
nelsonlee_slith


Posts: 19
Joined: 12/29/2011
Status: offline
Only a Chinese translation mod...I had removed it.

I think your components.txt is in the BaconMod1.76\BaconWorld. But I donot use this theme as manual said "The entire BaconWorld folder is optional and only needed if you want to see the new bomber bay component and bomber settings and terraforming" So in default theme, no bomber is built Automaticly, need to built them manually.

I will try the bacon world theme today, Anyway thank you very much

(in reply to RogerBacon)
Post #: 853
RE: "Hyping" my forthcoming mod (pun intended) - 1/22/2019 10:41:47 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: nelsonlee_slith

Only a Chinese translation mod...I had removed it.

I think your components.txt is in the BaconMod1.76\BaconWorld. But I donot use this theme as manual said "The entire BaconWorld folder is optional and only needed if you want to see the new bomber bay component and bomber settings and terraforming" So in default theme, no bomber is built Automaticly, need to built them manually.

I will try the bacon world theme today, Anyway thank you very much


Actually, I don't use the Bacon world theme either. :) If you want the bomber functionality and the terraforming you just have to make small changes to the components list. You can use Winmerge to compare between the baconworld entries and the vanilla ones to see the changes.

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(in reply to nelsonlee_slith)
Post #: 854
RE: "Hyping" my forthcoming mod (pun intended) - 1/28/2019 11:46:04 AM   
Tortuosit

 

Posts: 1
Joined: 1/28/2019
Status: offline
"Bacon Mod - by Roger Bacon" - is there a way I can remove that information? Maybe there's an entry for its config file. If not, no problem.
Ah, forgot: Thank you so much for the mod :-)

(in reply to RogerBacon)
Post #: 855
RE: "Hyping" my forthcoming mod (pun intended) - 2/15/2019 8:29:58 PM   
DWS360

 

Posts: 4
Joined: 2/15/2019
Status: offline
Is Bacon Mod compatible with the Steam version? I mean, the modification of the DWU.exe might be an issue with the Steam DRM?

(in reply to Tortuosit)
Post #: 856
RE: "Hyping" my forthcoming mod (pun intended) - 2/15/2019 10:09:27 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: DWS360

Is Bacon Mod compatible with the Steam version? I mean, the modification of the DWU.exe might be an issue with the Steam DRM?


I believe Codeforce, the creators of DWU, have said they only use Steam for distribution and not for digital rights management so there should be no issue. As always, back up first.

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(in reply to DWS360)
Post #: 857
RE: "Hyping" my forthcoming mod (pun intended) - 2/18/2019 8:39:33 PM   
DWS360

 

Posts: 4
Joined: 2/15/2019
Status: offline
Thank you. Do you recommend to add some other Mods? I am a newbie who just bought DWU a few days ago.
At least I want to add Extended Universe for more races and a better GUI. Do I have to install more than just the following text files for this (Bacon + Extended)?

quote:

Here are the text files to merge this mod with some popular ones.

Haree78's Extended Universe 1.03 (Larry had to remove this link. If anyone else wants to host the combined files let me know.)


Then I saw a thread "Bacon Mod + RetreatUE + Das Chrome", but I am not sure, it looks like rocket science to me.

(in reply to RogerBacon)
Post #: 858
RE: "Hyping" my forthcoming mod (pun intended) - 2/18/2019 9:57:14 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: DWS360


Then I saw a thread "Bacon Mod + RetreatUE + Das Chrome", but I am not sure, it looks like rocket science to me.


That's the one I'm currently using.


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(in reply to DWS360)
Post #: 859
RE: "Hyping" my forthcoming mod (pun intended) - 2/20/2019 9:38:33 AM   
DWS360

 

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Is it possible to add Extended Universe to that, w/o to burst my systems that is?
You have modified missile ranges for a better balance, anything else?

Thanks a lot for your mod + your help.


(in reply to RogerBacon)
Post #: 860
RE: "Hyping" my forthcoming mod (pun intended) - 2/25/2019 3:51:19 PM   
Hister_MatrixForum

 

Posts: 25
Joined: 3/11/2013
Status: offline
Hi.

Haven't played the game much in the past. Have the itch to jump back in. I thought of using the IceMAnia's AI mod but now I see this mod. Are the things that IceMania's mod tackleS, namely the deficits of the vanilla game, also tackled in this mod?

< Message edited by Hister_MatrixForum -- 2/25/2019 5:24:51 PM >

(in reply to DWS360)
Post #: 861
RE: "Hyping" my forthcoming mod (pun intended) - 2/25/2019 10:12:31 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: Hister_MatrixForum

Hi.

Haven't played the game much in the past. Have the itch to jump back in. I thought of using the IceMAnia's AI mod but now I see this mod. Are the things that IceMania's mod tackleS, namely the deficits of the vanilla game, also tackled in this mod?


His mod modifies text files for AI priorities such as shipbuilding and research. You can dump his files into my mod or any compilation using my mod. Its totally compatible.

I purposefully tried to stay away from making the kinds of changes that others could do so as to not duplicate work.


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(in reply to Hister_MatrixForum)
Post #: 862
RE: "Hyping" my forthcoming mod (pun intended) - 2/25/2019 10:15:38 PM   
RogerBacon

 

Posts: 724
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: DWS360

Is it possible to add Extended Universe to that, w/o to burst my systems that is?
You have modified missile ranges for a better balance, anything else?

Thanks a lot for your mod + your help.



I think RetreatUE and Extended Universe mod the same things so they are not directly compatible. IIRC one was based on the other.

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(in reply to DWS360)
Post #: 863
RE: "Hyping" my forthcoming mod (pun intended) - 2/26/2019 2:52:19 AM   
Hister_MatrixForum

 

Posts: 25
Joined: 3/11/2013
Status: offline

quote:

ORIGINAL: RogerBacon


quote:

ORIGINAL: Hister_MatrixForum

Hi.

Haven't played the game much in the past. Have the itch to jump back in. I thought of using the IceMAnia's AI mod but now I see this mod. Are the things that IceMania's mod tackleS, namely the deficits of the vanilla game, also tackled in this mod?


His mod modifies text files for AI priorities such as shipbuilding and research. You can dump his files into my mod or any compilation using my mod. Its totally compatible.

I purposefully tried to stay away from making the kinds of changes that others could do so as to not duplicate work.


That is great news then, thank you.

(in reply to RogerBacon)
Post #: 864
RE: "Hyping" my forthcoming mod (pun intended) - 3/2/2019 6:45:04 PM   
MatBailie


Posts: 122
Joined: 11/9/2014
Status: offline
Wow, this is fantastic. This may just satisfy me until DW2, or I retire, which ever comes first...

Is the a summary of the changes and the new commands anywhere? I've checked the help, the readme, and the original post, but the don't appear to have kept up with the pace of change. I'll start scanning this thread when I get a chance, unless there's a better reference point :)

Thanks for sharing your work!

(in reply to Hister_MatrixForum)
Post #: 865
RE: "Hyping" my forthcoming mod (pun intended) - 3/3/2019 2:31:50 PM   
Krankenhausen

 

Posts: 3
Joined: 1/5/2018
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What I think it should be in baconsettings is for the vanilla behaviour is:
fighterBayLabel=
bomberBayLabel=
mixedBayLabel=fighter

The default names of the bays have "fighter" in them, this should make mixed bays of them meaning they will build both fighters and bombers, as I understand it.

(in reply to MatBailie)
Post #: 866
RE: "Hyping" my forthcoming mod (pun intended) - 3/3/2019 3:52:19 PM   
SteamSlither

 

Posts: 20
Joined: 2/28/2019
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I just got this game as the result of a FANATICAL BUNDLE introducing me to this intriguing game.

Not understanding it, I plowed forward (mainly as a spectator since the AI controlled most everything) and quickly understand the need for this mod:

The one thing I want to be sure of since there seems to be some question as given by nelsonlee_slith and Krankenhausen.

Fighter bomber bay clarification..

...IF we do NOT WANT to control fighters / bombers/bays manually, ie have the AI control the build as in vanilla, (50/50 split), in BaconWorld folder we REMOVE
components.txt, research.txt and fighters.txt files. All else can remain?


INSTALL clarification?
FYI, I gather this is a REPLACEMENT MOD in the sense its .exe REPLACEs DistantWorlds.exe , therefore in reference to not using components.txt, research.txt and fighters.txt files, do the other files in BaconWorld overwrite the main game files in their respective folders
(ie GameText.txt, facilities.txt help folder and Images folder [not a lot of files])

or should BaconWorld(with its remaining files to get the terraforming) be placed in the customization folder and activated?

thanks

< Message edited by SteamSlither -- 3/3/2019 4:37:01 PM >

(in reply to Krankenhausen)
Post #: 867
RE: "Hyping" my forthcoming mod (pun intended) - 3/3/2019 7:14:36 PM   
RogerBacon

 

Posts: 724
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From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: SteamSlither

I just got this game as the result of a FANATICAL BUNDLE introducing me to this intriguing game.

Not understanding it, I plowed forward (mainly as a spectator since the AI controlled most everything) and quickly understand the need for this mod:

The one thing I want to be sure of since there seems to be some question as given by nelsonlee_slith and Krankenhausen.

Fighter bomber bay clarification..

...IF we do NOT WANT to control fighters / bombers/bays manually, ie have the AI control the build as in vanilla, (50/50 split), in BaconWorld folder we REMOVE
components.txt, research.txt and fighters.txt files. All else can remain?


Baconworld is a mod so its placed in the customization folder and none of those files overwrite anything. The only file that overwrites is the exe which is placed in the main folder.

To be clear, in ALL cases the Ai will build fighters automatically. The only thing the mod changes is what kind it builds (Fighters, bombers, or both) for a given module. To have a module that build 50/50 fighters and bombers, make sure you have a module that matches the name you define in the baconSettings.txt file for "mixedBayLabel". Mine says
fighterBayLabel=fighter
bomberBayLabel=bomber
mixedBayLabel=assault

If a module contains the appropriate label it will create fighters of that type. So, using my settings above, if I had a module called "Super kickass assault bay" it would make 50% fighters and 50% bombers because it contained the word "assault". Clear as mud?






< Message edited by RogerBacon -- 3/3/2019 7:17:30 PM >


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(in reply to SteamSlither)
Post #: 868
RE: "Hyping" my forthcoming mod (pun intended) - 3/3/2019 11:56:03 PM   
SteamSlither

 

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Thanks for the quick reply, I think I got it now, how to retain the default settings and now have more knowledge if I choose to experiment with fighter bomber loadouts. AND especially for clarification on the install process!!!

< Message edited by SteamSlither -- 3/4/2019 12:11:17 AM >

(in reply to RogerBacon)
Post #: 869
RE: Bacon Mod - 3/5/2019 1:54:39 AM   
Overlord015

 

Posts: 46
Joined: 1/20/2015
Status: offline
Hi! I don't know if you take requests, but. . . Would it be possible to remove the "must be set to evade" requirement for civilian ships? I've been toying around with some exotic ship designs recently, I'd really love to experiment and see if private sector "Privateers/PMCs" are viable. This would also synergize pretty well with your changes to the civilian ship weapon build limit. If balance is an issue you could make it so installing hangars or offensive weapons effectively doubles the upkeep on private sector ships, that should keep players and AI alike from privatizing their navy. With the 10 weapon build limit these ships should still be weaker than a military vessel anyways, but coupled with freighter behaviors these should, theoretically, be rather effective patrol vessels for your shipping lanes and opportunistic commerce raiders whenever they happen to spot any hostile ships when docking in neutral ports.

(in reply to Sabranan)
Post #: 870
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