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RE: [WIP] DW - Starfall - version 1.0

 
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RE: [WIP] DW - Starfall - version 1.0 - 5/23/2015 9:16:29 PM   
Franky007


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OK the problems run deeper...

It would be better to leave the file as they are for now:

Because most of the races are set to CanBePirate; YES
all the races except for the Pirates won't have access to the special pirate tech.!


I tried to set all races (except the Pirates) to CanBePirate to NO, but all pirates have a government set to Balanced. Ideally we should create 4 races of pirates, one for each government.


The policy file for the pirates is missing in :
DW - Starfall\Policy\pirate\

< Message edited by Francoy -- 5/23/2015 11:17:10 PM >

(in reply to Franky007)
Post #: 181
RE: [WIP] DW - Starfall - version 1.0 - 5/23/2015 9:31:39 PM   
AminMaalouf

 

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Thx. I'll leave the files.

(in reply to Franky007)
Post #: 182
RE: [WIP] DW - Starfall - version 1.0 - 5/24/2015 4:12:14 PM   
fierceking

 

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quote:

ORIGINAL: Francoy

I have found a bug with the Pirate hyperdrives:
Any empire or pirate that start at level 1+ get the entire pirate hyperdrive line.

to fix it, change (in research.txt) all pirate drives to:
PROJECT ;1044, Age of Hyperdrive, 1, 37, 1, 10, ?, 4.0,

==> change the ? to 0 (instead of 2).

great work.



I am not sure why you are getting this problem. I can't replicate it.

This is a pic of a game set at level 7 at the start and the Pirate techs tree is locked out for me. I wonder why I can't replicate this bug. Are others getting the same problem?


I placed the 2 instead of 0 just as a failsafe just in case I wasn't able to limit the tech to just the pirates. But 0 should work too I guess.




< Message edited by fierceking -- 5/24/2015 5:17:06 PM >

(in reply to Franky007)
Post #: 183
RE: [WIP] DW - Starfall - version 1.0 - 5/24/2015 4:26:46 PM   
fierceking

 

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quote:

ORIGINAL: Francoy

OK the problems run deeper...

It would be better to leave the file as they are for now:

Because most of the races are set to CanBePirate; YES
all the races except for the Pirates won't have access to the special pirate tech.!


I tried to set all races (except the Pirates) to CanBePirate to NO, but all pirates have a government set to Balanced. Ideally we should create 4 races of pirates, one for each government.


The policy file for the pirates is missing in :
DW - Starfall\Policy\pirate\

Not really sure what you're trying to do...but Pirates do have policy. Not sure which race I copied it from but they have one. I don't think I uploaded an older version so this current version should have it.


(in reply to Franky007)
Post #: 184
RE: [WIP] DW - Starfall - version 1.0 - 5/24/2015 5:00:25 PM   
Franky007


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1) maybe it's the result of others changes i made in the research.txt file. All is fine now.

2) not that policy file, the other under the pirate folder.

(in reply to fierceking)
Post #: 185
RE: [WIP] DW - Starfall - version 1.0 - 5/25/2015 4:03:34 PM   
fierceking

 

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quote:

ORIGINAL: Francoy
2) not that policy file, the other under the pirate folder.

I know what you mean now.

The best temporary solution would be to just copy all the policy for each race in the policy folder and just paste and replace the ones in the pirate folder. That should fix it.

(in reply to Franky007)
Post #: 186
RE: [WIP] DW - Starfall - version 1.0 - 5/25/2015 8:47:58 PM   
RiftHick

 

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Hi, still enjoying the mod. Just wanted to let you know that many of the component improvement tech projects for the LX / PX bot type (the new one) have incorrect component listings and thus instead of improving the LX / PX components they change the M1 / M2 (Shakturi) bots, I believe one also alters the default damage control tech instead of an LX / PX components. One Shakturi project in the M1 / M2 line also does nothing for M class drones instead it alters the default damage control component instead. I fixed it on my end, as you know it just takes a few minutes to change the erroneous component listing and put the intended component number there instead.


Thank you for the mod, I look forward to many more hours of fun with it.

(in reply to fierceking)
Post #: 187
RE: [WIP] DW - Starfall - version 1.0 - 5/25/2015 10:53:39 PM   
fierceking

 

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Thanx for letting me know. I really appreciate it.

For those that don't know how to fix it and would to to fix it just open up research.txt and edit these numbers. Or just wait till the next update which I don't know when.



(in reply to RiftHick)
Post #: 188
RE: [WIP] DW - Starfall - version 1.0 - 5/28/2015 4:05:45 AM   
EnDSchultz

 

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With this mod I'm noticing some weird stuff going on with automated ship designs. My escort design just became unbuildable because it jumped to over 2000 size (thanks to being equipped with something like 200 rail guns). Also, all my pirate bases are severely oversized such that splash damage from destroying them is enough to wipe out any fleet stupid enough to attack them.

Looking at the design template (and assuming I'm reading it right) the Human escort design calls for 200 beams!!

As for the pirates, I found a small spaceport with 11 super lasers and no shields (a resulting size of over 14000!), and a gas mining station with 4 super lasers and no shields. Looking at the design templates for these pirate ships, it looks like they call for 11 and 4 shield components, respectively. So it seems that, for some reason beyond my comprehension, the super laser is being mistaken for a shield component and is being applied to pirate bases in lieu of them. :S

(in reply to fierceking)
Post #: 189
RE: [WIP] DW - Starfall - version 1.0 - 5/28/2015 7:46:02 AM   
RiftHick

 

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There is indeed a typo under the beam weapons for the Human Escort ship, also confirming the issue EnDSchultz is having with pirates. My own thoughts is that it is connected to the actual Pirate-pirates as I did not encounter this in previous matches where the only pirates where the older style (any race pirates). I looked through both sets of designs meant for the Pirate race but nothing appeared incorrect, I will just move those design files out and move in some that I know worked from on older pirate. Other things I noticed was that was that the whole of the "Age Of" pirate only tech line is all fully automatically known by pirates including the ones that have a value listing that would mean decades of research. These Troll-builds by the Pirates all seem to be built after the game start and are not what they start with as they have unaffected ships as well as problematic ones, they also seem to be able to be allowed to use super weapons and huge ships without the relevant techs for them. If I had to offer a guess it would be that there is a component conflict between one of the special pirate only components (maybe shields or armour) and one of the super weapons. This would explain maybe why their starter things are not broken only the ones that get built or retrofitted after game start (starter designs likely being vanilla T1 components).

(in reply to EnDSchultz)
Post #: 190
RE: [WIP] DW - Starfall - version 1.0 - 5/28/2015 1:27:49 PM   
bavarian kid

 

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Made similar observations with an increased number of supersize installations and ships. Had an independent colony that was generating an endless stream of freighters with approxm. 9K size and 40K firepower each - each of them bigger than the colony planet which spawned them .

@ fierceking: Please release a patched version .

< Message edited by bavarian kid -- 5/28/2015 2:28:27 PM >

(in reply to EnDSchultz)
Post #: 191
RE: [WIP] DW - Starfall - version 1.0 - 5/28/2015 7:48:26 PM   
fierceking

 

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I will change back the escort changes I made back to the original since it's causing too much problem. I origically wanted to remove all escort design in the mod because they are pretty useless especially in late game.

But since even if I delete the design, the game continues to build them anyways, I decided to add 200 beams to the design so that the AI can't build them since it's too big. But for some reason, the game continues to build them anyways even though they are over the size limit.

So I tried to limit escorts by changing "Policy Setting" to zero escorts. But even the policy setting set at 0 still makes the AI build escorts anyways. So I don't know how to get rid of escorts and I'll just change it back to the original


About the pirate tech line...

For some reason, I don't know why, but the whole tech-line is fully researched when playing as a pirate. I've tried to think of different way to fix it and I just can't come up with one. So what I will do is to just limit the pirate tech-line to 1 level and tone down the component's stats. Level 2 to level 10 are now disabled until I or someone else can think of a way to fix it.

I'll try to upload it by the weekend.

< Message edited by fierceking -- 5/28/2015 8:49:30 PM >

(in reply to bavarian kid)
Post #: 192
RE: [WIP] DW - Starfall - version 1.0 - 5/28/2015 9:47:53 PM   
Franky007


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The post i made to fix the tech tree line is working for me.
I even disabled the normal jumpdrive for the pirate...

(in reply to fierceking)
Post #: 193
RE: [WIP] DW - Starfall - version 1.0 - 5/29/2015 12:06:44 AM   
danymatrix

 

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Great Work men!
Same error for me. SHip Desing 4200 XL!
We need a fix please. Thanks men!

(in reply to Franky007)
Post #: 194
RE: [WIP] DW - Starfall - version 1.0 - 5/29/2015 12:30:40 AM   
SirHoraceHarkness


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quote:

ORIGINAL: fierceking

I will change back the escort changes I made back to the original since it's causing too much problem. I origically wanted to remove all escort design in the mod because they are pretty useless especially in late game.

But since even if I delete the design, the game continues to build them anyways, I decided to add 200 beams to the design so that the AI can't build them since it's too big. But for some reason, the game continues to build them anyways even though they are over the size limit.

So I tried to limit escorts by changing "Policy Setting" to zero escorts. But even the policy setting set at 0 still makes the AI build escorts anyways. So I don't know how to get rid of escorts and I'll just change it back to the original

I'll try to upload it by the weekend.


I find escorts useful even late game as exactly what they are in escorting or patrolling certain facilities or planets from space monsters and most pirate raids. Early game you can build lots of them for little cost and seed small fleets of them around as quick reaction forces for pirate incursions leaving the bulk of your larger ships free for more serious tasks.

As a suggestion for a design use the speedy glass cannon model of lots of engines and guns but little armour or shielding so masses of them can quickly bring down larger ships even if they lose many in return.

Again as the cost is so cheap and the build rate so fast you can pump them out quickly enough to even reinforce an ongoing fight and tip the balance or slap together a counter strike fleet to follow a damaged and retreating enemy fleet and finish them off. One of my favorite strike fleets are a few cruisers with hyperdeny and heavy shielding with a mass of glass cannon escorts as they quickly eat up facilities and private sector ships for the price of a single capital ship and can be tossed at enemy fleets with no worry about losses.

(in reply to fierceking)
Post #: 195
RE: [WIP] DW - Starfall - version 1.0 - 5/29/2015 5:33:49 PM   
danymatrix

 

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I also noticed that the ships are locked on planets instead of patrolling, with a movement as having epilepsy

(in reply to SirHoraceHarkness)
Post #: 196
RE: [WIP] DW - Starfall - version 1.0 - 5/30/2015 2:53:09 AM   
RiftHick

 

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Ok, so well I made sure there where absolutely no conflicts or issues with the design files and the policy files and though this was done the ships both Independent and Pirate make on occasion are those titanic troll ships (not all, just some). I don't think that Fierce's design change attempts at preventing certain civs from utilising certain ship types is what is causing it either as I've seen this issue effect not only Escorts, Frigates and Capitals but all freighter distinctions (S/M/L) and both mining ship types (M/G) not to mention I came across that attempted fix weeks ago and played at least 100 hours without seeing the current issue on this scale.

I've noticed that standard empires don't seem to be suffering this, only pirate and independent. I went through the universe and using the editor I stole ownership of as many of these ships and bases as I could to see what if anything they had in common. They never have any armour or shields, the ships sometimes have jump drives but don't always despite others ship types from the same source having jump drives. As for the super weapons it's usually at least one Devastator pulse accompanied by 1 - 15 other super weapons that are either "Super Laser" or "Deathray".

Looking at design files I gave them (in an earlier attempted fix), for numbers matching the spread of Deathray, Super Lasers and other odd things. I came to the conclusion that shields are being mistaken for Super Lasers, Engines for Deathrays, Armour for Fighter Hangers and I believe either Ion Defence or Damage Control is being mistaken for Devastator Pulse and lastly Jump Drive being potentially mistaken for Velocity Shard Torpedo. Because of this I can only assume that the special pirate only components are indeed for some reason being mistaken for older components for some reason which is odd as I've been bugged by perfectly normal pirate ships that I know for a fact are running their special components (I can tell due to the jump drive activation times (faster than Dhayut Pule Drive) and the fact they have damage repair straight away).

I am going to wait to hear what Fierce thinks on the matter before I make a fix of my own which would be to switch out the special pirate components for the nearest preexisting component type to see if the conflict continues or gets resolved then later once the potential issue with them is solved then put them back in.

Also Fierce as for dealing with ship types that you don't want certain civs to use have you considered making those designs perfectly mirror designs you do want them to have then in the policy file equally split it, so for example say you want them to use Destroyers but not capital ships and they have a policy listing of 30 Destroyers and 60 Capitals then drop them to 20 Destroyers and 10 Capitals. This way the designs are indentical in every way except for distinction name and the policy file change hopefully prevents them from bypassing it and being a concern. I mean it's not like the AI only uses certain ship types for certain roles I've seen every Military ship type being used for patrol, escort and mining station guard duties at one time or another before.

< Message edited by RiftHick -- 5/30/2015 3:55:39 AM >

(in reply to danymatrix)
Post #: 197
RE: [WIP] DW - Starfall - version 1.0 - 5/30/2015 4:36:45 PM   
fierceking

 

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I was about to upload and update but I think I fixed the wrong things if what you say is true.

If this is the case, then the problem could be the word pirate as a race is conflicting with something. If it only affects pirates and independent races then those components are what's causing the XL size ships.

Not sure why it would replace shields with superlasers or engines with deathray. That just doesn't make sense. Hopefully it's not another 256+ component bug where all components number over 256 are just scrolling back to number 1 and repeating the components.

For now I will just rename the pirate race to piratex and hopefully the fixes the problem. I'll do some testing and see.

Also about escorts, I'll just copy the destroyer design and replace all escort design with the destroyer design. The destroyer design having bombard might make escorts useful.

I'll make the changes and maybe upload for tomorrow.

(in reply to RiftHick)
Post #: 198
RE: [WIP] DW - Starfall - version 1.0 - 5/30/2015 5:03:32 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
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quote:

ORIGINAL: SirHoraceHarkness
I find escorts useful even late game as exactly what they are in escorting or patrolling certain facilities or planets from space monsters and most pirate raids. Early game you can build lots of them for little cost and seed small fleets of them around as quick reaction forces for pirate incursions leaving the bulk of your larger ships free for more serious tasks.

As a suggestion for a design use the speedy glass cannon model of lots of engines and guns but little armour or shielding so masses of them can quickly bring down larger ships even if they lose many in return.

Again as the cost is so cheap and the build rate so fast you can pump them out quickly enough to even reinforce an ongoing fight and tip the balance or slap together a counter strike fleet to follow a damaged and retreating enemy fleet and finish them off. One of my favorite strike fleets are a few cruisers with hyperdeny and heavy shielding with a mass of glass cannon escorts as they quickly eat up facilities and private sector ships for the price of a single capital ship and can be tossed at enemy fleets with no worry about losses.



I'm not sure if you've tried playing the Delphid race. They basically focus on small ships with 80% escort fleet distribution. If you play this race you will notice that they can mass produce escorts. Their military strength is very high because they have so many ships. But if one fleet of capital ship comes to attack, all their paper thin escorts are shredded to bits.

Defending mines with escorts against pirates are ok but If a fleet wants to destroy a mine that is being patrolled by small ships, there is nothing you can do. Escorts are just too flimsy to make a difference and is a waste on upkeep and a waste of resource to make.

Keeping mines safe is not the problem. It's keeping your spaceport from being destroyed is the ultimate problem. A swarm of escorts cannot protect a spaceport

(in reply to SirHoraceHarkness)
Post #: 199
RE: [WIP] DW - Starfall - version 1.0 - 5/30/2015 6:52:58 PM   
danymatrix

 

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ups ... I was excited about playing today friend


I think that should removar leaving the pirate race as it was in the previous version.

(in reply to fierceking)
Post #: 200
RE: [WIP] DW - Starfall - version 1.0 - 5/30/2015 7:58:41 PM   
fierceking

 

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I think I got it fixed. I'm not seeing any XL pirate ships so I'm uploading the update

(in reply to danymatrix)
Post #: 201
RE: [WIP] DW - Starfall - version 1.0 - 5/30/2015 8:03:42 PM   
danymatrix

 

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great friend. I was really waiting for your news. You're the man.

(in reply to fierceking)
Post #: 202
RE: [WIP] DW - Starfall - version 1.0 - 5/30/2015 8:22:05 PM   
fierceking

 

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Updated to version 1.01

Goto first page for info and download link

(in reply to danymatrix)
Post #: 203
RE: [WIP] DW - Starfall - version 1.0 - 5/30/2015 9:57:09 PM   
danymatrix

 

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Excelent. Downloading
Tnkz

< Message edited by danymatrix -- 5/31/2015 2:50:42 AM >

(in reply to fierceking)
Post #: 204
RE: [WIP] DW - Starfall - version 1.0 - 5/31/2015 12:39:48 AM   
Tikigit

 

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Seems to be a slight problem with the Clomidos.

On empire selection one of their victory conditions is showing up as:

"Control the 0 largest none colonies in the galaxy".


In fact I think there may be something a bit off with quite a few races. Noticing some victory conditions and behaviour traits that seem to be complete contradictory and don't really fit in with the theme of the race.

For example the Delphid (Rodents):

Characteristics:

Extremely Passive
Slightly Cautious
Quite Friendly
Quite Intelligent
Extremely Unreliable

Bonuses:

Industrious Miners
Natural Optimisits
Master Engineers
Natural Merchants

Race Victory Conditions:

50%: Conquer the most enemy colonies << ?!? Extremely Passive and bonuses are focused on industry. How does this fit?
25% Control your homeworld.
25% Enslave other races at your colonies. << ?!? Again. How does this fit? Quite friendly???
25% of your empire's population.



It almost feels like somehow when the addon is being loaded everything is being thrown randomly at the wall and whatever lands on a race is kept. Any chance something ended up a bit screwy with the 1.01 download?

< Message edited by Tikigit -- 5/31/2015 1:50:14 AM >

(in reply to danymatrix)
Post #: 205
RE: [WIP] DW - Starfall - version 1.0 - 5/31/2015 3:20:42 AM   
RiftHick

 

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Tikigit, Most of the custom races in the mod are still work in progress and as such things like diplomacy bias and victory conditions are either non existent or placeholders until Fierce gets around to them. You can if you want to change the victory conditions to something you find more fitting. The mod guide tells you what you need to know in order to do this, don't be worried at the prospect it's easy to do it's just time consuming when you have to do it to dozens of races and have to try to make them somewhat distinct. As for the mod guide since I can't link stuff, Erik posted a link to it you can access it by looking near the bottom of the stickied part of the mod forum.

Delphid have had those placeholder conditions for months, if you do decide to change the victory conditions and have additional questions I'm sure someone will answer them people here are usually reasonable enough.

(in reply to Tikigit)
Post #: 206
RE: [WIP] DW - Starfall - version 1.0 - 5/31/2015 3:41:02 PM   
danymatrix

 

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Hi. Bad news. New monster ship desing problem for me again. Ship Design 5000 from freighter and pirats.

(in reply to RiftHick)
Post #: 207
RE: [WIP] DW - Starfall - version 1.0 - 5/31/2015 3:57:24 PM   
Franky007


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I suspect that components over 256 are still bugged for pirates...
Maybe we should post in tech support ?

(in reply to danymatrix)
Post #: 208
RE: [WIP] DW - Starfall - version 1.0 - 5/31/2015 4:36:19 PM   
fierceking

 

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Joined: 7/24/2010
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quote:

ORIGINAL: danymatrix

Hi. Bad news. New monster ship desing problem for me again. Ship Design 5000 from freighter and pirats.

Thanx for letting me know...

Can someone upload a save file for me to check out. I've started 4 game and ran it in auto till around tech level 5 and didn't see any XL ships. But if the AI is still making giant ships then I can only think of 1 solution.

I think the only solution now is just to change one line in research.txt.

Change this line
----------------------
PROJECT ;1044, Age of Hyperdrive, 1, 37, 1, 10, 2, 4.0,
COMPONENTS ;260, 280, 281, 282
ALLOWED RACES ;PirateX

to this line
----------------------
PROJECT ;1044, Age of Hyperdrive, 1, 37, 1, 10, 2, 4.0,
COMPONENTS ;48
ALLOWED RACES ;PirateX



Component 48 is the Kaldos hyperdrive

For people who are unsure about making changes to the research.txt you can download it and just replace the research.txt in my mod with this new one. The only change is that one line.

http://www.mediafire.com/view/d421k41kuaz30qv/research.txt

< Message edited by fierceking -- 5/31/2015 5:38:47 PM >

(in reply to danymatrix)
Post #: 209
RE: [WIP] DW - Starfall - version 1.0 - 5/31/2015 4:37:52 PM   
fierceking

 

Posts: 235
Joined: 7/24/2010
Status: offline

quote:

ORIGINAL: Tikigit

Seems to be a slight problem with the Clomidos.

On empire selection one of their victory conditions is showing up as:

"Control the 0 largest none colonies in the galaxy".


In fact I think there may be something a bit off with quite a few races. Noticing some victory conditions and behaviour traits that seem to be complete contradictory and don't really fit in with the theme of the race.

For example the Delphid (Rodents):

Characteristics:

Extremely Passive
Slightly Cautious
Quite Friendly
Quite Intelligent
Extremely Unreliable

Bonuses:

Industrious Miners
Natural Optimisits
Master Engineers
Natural Merchants

Race Victory Conditions:

50%: Conquer the most enemy colonies << ?!? Extremely Passive and bonuses are focused on industry. How does this fit?
25% Control your homeworld.
25% Enslave other races at your colonies. << ?!? Again. How does this fit? Quite friendly???
25% of your empire's population.



It almost feels like somehow when the addon is being loaded everything is being thrown randomly at the wall and whatever lands on a race is kept. Any chance something ended up a bit screwy with the 1.01 download?

Rifthick is right....the mod is still WIP even though I thought I was almost finished.

I've never had a chance to look at the victory condiotions yet. I prefer to play sandbox mode and have games that last a long time so my view is kinda skewed.

I totally forgot that people play differently, so my next project for this mod is to fix the victory conditions of the races I've added.

(in reply to Tikigit)
Post #: 210
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