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Heroes Community > Heroes 5 - Modders Workshop > Thread: [Mega-Project] The HOMM5 Role Playing Edition
Thread: [Mega-Project] The HOMM5 Role Playing Edition This thread is 27 pages long: 1 2 3 4 5 ... 10 20 ... 23 24 25 26 27 · «PREV / NEXT»
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 25, 2015 02:50 PM
Edited by magnomagus at 15:00, 25 Mar 2015.

.h5u files are zip files so basically i just pack them using 7zip or winrar and type the name as: mymod.h5u

For your home use you can of course do what you want, for RPE I need to be a bit more conservative, since I'm targeting a wider audience, trying to balance the game, but also keep it within the design parameters people are used to.

I think trying to balance fire trap for PvP leads to weird results, I think it is better to keep it as PvE spell. Arcane crystal and blade barrier are very effective spells, I have been able to save hundreds of lives with them on the adventure map. arcane crystal needs to remain weaker than blind and barrier. I normally tend not to try to fix things that aren't broken.

EDIT

maybe arcane armor is called celestial shield

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 25, 2015 03:32 PM
Edited by dredknight at 15:41, 25 Mar 2015.

Alright. I will try to keep the suggestions to a minimum and only to fit certain base criteria.

Conjure phoenix - Only minus is that it is not sustainable enough in the battle. What is the point to hit once or twice and die because or retaliation?  Even in PvE late game tier 6,7 battles it endurance is under question. After all it is Level 5 spell and costs 35 mana!

Actually what is your idea for summoning magic changes?

My main concern is that the skill perks are not quite good.
For example the "elemental balance" is something that I never use.
Especially when phoenix and elements are easily killed with one or 2 hits at most.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 25, 2015 06:13 PM
Edited by magnomagus at 18:18, 25 Mar 2015.

Conjure phoenix, I don't think this can be well balanced for both early and late game purposes. i was only considering making the HP both Sp and Knowledge dependant, to increase the usefulness for wizards and druids.

I know elemental balance is crap, so I merely see this one as a prerequisite you have to swallow for imba skills like arcane omniscience or rage of the elements. I often go the earthquake route because i don't want to waste a slot on war machines.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 26, 2015 09:19 AM
Edited by dredknight at 14:19, 26 Mar 2015.

That is nice! didnt see that line. just have in mind that Deep freeze  and implosion require less mana than the phoenix and are more potent.

P.S.

I just did some tests. I think summoning will be good if the summoned units may attack the same time they are summoned. Even if I summon on round 1 the elemental does not do much job..
my army is halfway killed by the opposing knight/barbarian until the (fire) elemental shoots once or twice.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted March 26, 2015 07:09 PM

probably multiple scenarios need to be investigated to come up with a solution for that.

a small notification:
I expect to have no or very limited computer access next week, so don't be surprised if I'm unresponsive for a while.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 26, 2015 08:51 PM

No problemo, I will be experimenting with the modding thingy ;].

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted March 28, 2015 11:20 PM
Edited by dredknight at 11:40, 02 Apr 2015.

Did some tests. Just launched 2 games Academy enchanter and focused on summoning. First thing first - I got him lvl 22-23 + enlightment and some artifacts and got him up to 40 Spell power!!!

I got the summoning ring and the perk for +4 SP for summons.

Results:

Conjure phoenix - Damage: 400-600, Health 1500-1600.
summons (with the +40% perk) - 125 fire elementals...
Fire trap -  do 450 DMG with 40 SP
Celestrial shield - 1860 points for 40 SP.


for comparison imagine how much damage a destruction based hero will bring with 40  SP!!! Or how unstoppable will be a Stronghold warrior army with + 40 attack.

Lighting dmg = 20 +20*sp = 20 + 800 -> 820.
Now add empower magic, the lighting artifact and luck etc.. I bet I can go up above 4k.

just imagine what a warrior will do with 40 attack or 40 def? He will be wiping utopia`s with no casualties at all (or few meaningless). While enchanter with 40 SP barely gets thebattle with half his army.

SOME OFF TOPIC: On a normal map hero with a stat of 40 means that he will lack other stats so I dont think that making Summoning stronger per SP will go out of balance.Just an example with warrior - I played ROLF (bear specialization) a lot.When he gets attack and def around 20 he is invincible against any PvEs (subjectively talking about normal maps). In utopias I lost 3 bears because the dragons hit first.

Back to other stuff i found:

Some Bugs: on every Academy city that I build  on both games (3 per game) level 3 and level 4 magic were always Earthquake and Phantom    Forces. Can someone verify this? Where do you define the chance of getting magic in a guild?



DARK magic changes:

berserk - only 1 turn duration on all levels.
disrupting ray - changed from flat 3/4/5/6 to 2/2/3/4 + 0/0.1/0.2/0.2 per SP (hero with 30SP will reduce 10)
forgotfullness - changed from flat 0.25/0.5/0.75/1 to 0.2/0.3/0.3/0.4 + 0.01/0.02/0.025/0.025 per SP    (1 is achieved at 24 SP)
slow - changed from flat 0.15/0.2/0.25/0.3 to 0.05/0.05/0.1/0.15 + 0.005/0.005/0.005/0.005 per SP (hero with 30 SP will slow 30% this has to be tested)
Weakness - changed from flat 4/6/8/10 to flat 2/2/3/4 + 0.3 per SP (hero with 30 SP will decrease 11.5)

Light Magic changes:

haste  - changed from flat 0.15/0.2/0.25/0.3 to 0.05/0.05/0.1/0.15 + 0.005/0.005/0.005/0.005 per SP (hero with 30 SP will slow 30% this has to be tested)
bloodlust - changed from flat 4/6/8/10 to flat 2/2/3/4 + 0.3 per SP (hero with 30 SP will decrease 11.5)
deflect misile - changed from flat 0.2/0.4/0.6/0.8 to 0.35/0.45/0.55/0.65 + 0.005/0.005/0.005/0.005 per SP  (hero with 30 SP will decrease dmg by 0.8)
stone skin - changed from flat 4/6/8/10 to flat 2/2/3/4 + 0.3 per SP (hero with 30 SP will decrease 11.5)

Summoning changes:

Firewall - durartion changed from 3 per all levels to 2 per all levels +0.15 per sp.
fire trap - damage changed from 20/30/40/50 + 4/6/8/10 per sp to 20/30/40/50 + 6/9/12/15 per sp. mana changed from 8 to 10.  ( hero with 30 SP will do 500 dmg per mine.)
Conjure phoenix -
HP changed from 30 per sp to 30 per sp + 30 per knowledge. (Health will be around 2k+, it should be tested further for more changes)
min damage changed from 10 per sp to 20 per sp.
max damage changed from 15 per sp to 25 per sp. (hero with 40 SP will summon phoenix with 1.2k damage)



Notes: I chose less flat but more SP value in case we find a way to crack the level up threshold so it will still be still balanced. Btw what is the current level progression, is it 1.20 the experience of the previous level after lvl 25?

SKILLS and PERKS

LUCK - Dead Man Curse - Luck of all enemy troops is decreased by 1.- Does this work? I never seen it visually to affect the enemy stacks.

Light magic - Guardian Angel - Guardian Angel is based on Level and not on SP. This can be very powerful if picked by strong warrior, which should not be the case. I could not find where to change this or edit the power.

offensive/deffensive formations - does those work? Once I did a comparison but you dont see any difference in the stats in battle.
How do you confirm it is working (besides checking the active buffs).

specialization proposals


Blood drinker - why did you make the division multiplier per 6 levels while 5  was already strong? Now it is even stronger. Imagine lvl 25 Barb, 2 killed enemy stacks give 10 attack, 3 -15 etc.. Don't you consider this way over the edge?  I propose changing it to 7 levels divisor for now.

Windrider - Haste effectiveness +1% per level -
Lvl 30 hero + (current) expert light = 60% haste!!!!
I think this should be reduced to 1% per 4 levels.
lvl 30 hero + new light magic expert = 15% + SP*0.5% + 7.5% which is still strong.

Demonic rage - same as Blood drinker.

Spell breaker - Magic resitance 5% + 1% per hero level . This means that lvl 30 hero will have 35% resistance by itself! way too strong against mages. make it 1% per 2 levels.

spell proof bones - same as Spell breaker



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 04, 2015 09:38 PM
Edited by magnomagus at 22:02, 04 Apr 2015.

Ok I'm back

Quote:
ome Bugs: on every Academy city that I build  on both games (3 per game) level 3 and level 4 magic were always Earthquake and Phantom    Forces. Can someone verify this? Where do you define the chance of getting magic in a guild?


Some older maps don't have the toe spells unlocked, also the mapmaker can force stuff, this is a map issue not a game issue.

Quote:
Light magic - Guardian Angel - Guardian Angel is based on Level and not on SP. This can be very powerful if picked by strong warrior, which should not be the case. I could not find where to change this or edit the power.


In original H5 light and dark are designed as the magic schools for weaker, 'low on sp' casters, in RPE I want to balance this out better but not completely change the system, because might classes still need to be able to use a little magic, and have acces to one magic school. I don't really see an issue here. Also take note of what you don't get: mass haste, mass righteous might etc.

Quote:

offensive/deffensive formations - does those work? Once I did a comparison but you dont see any difference in the stats in battle.
How do you confirm it is working (besides checking the active buffs).


It works 100% only visible after tactics phase.

I will change blooddrinker back, I'll need to investigate if changes to the other specs are possible. EDIT, windrider can go to 0,5% per hero level, but it seems spellbreaker is a no go.

Considering Summoning magic, I think some subtle improvements can be done, but you may be too much focused on balancing it late game, while the spells also need to remain balanced early game. I've for example found out fire trap can be very effective vs neutrals because they are very predictable walking into the traps.

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 06, 2015 10:38 PM

Alright so be it.If you need any help with the actual work let me know.
Drop a line when you are ready with the changes so I can start testing ;].

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 06, 2015 11:07 PM
Edited by magnomagus at 23:33, 06 Apr 2015.

Some more stuff

Quote:
stone skin - changed from flat 4/6/8/10 to flat 2/2/3/4 + 0.3 per SP (hero with 30 SP will decrease 11.5)


I tried this but the low flats make a mid-game paladin with let say 10-15SP too weak.

About summon elementals:

fire elementals initiative is ridiculously low, I think I can make it 12 (+4) and lower hp to 35 as a tradeoff.

earth elementals: + 1 initiative and exchange magic proof with aura of magic resistance, so they have some usefulness while being stationary.

I spend some time with the phoenix and try to come up with idea that scales very well from early to late and give mages some more edge:

<PrototypeCreature>CREATURE_PHOENIX</PrototypeCreature>
<Health>300</Health>
<Health_PerPower>30</Health_PerPower>
<Health_PerLevel>0</Health_PerLevel>
<Health_PerKnowledge>20</Health_PerKnowledge>
<DamageMin>0</DamageMin>
<DamageMin_PerPower>10</DamageMin_PerPower>
<DamageMin_PerLevel>5</DamageMin_PerLevel>
<DamageMax>0</DamageMax>
<DamageMax_PerPower>15</DamageMax_PerPower>
<DamageMax_PerLevel>5</DamageMax_PerLevel>
<Offence>10</Offence>
<Offence_PerPower>1</Offence_PerPower>
<Offence_PerLevel>1</Offence_PerLevel>
<Defence>10</Defence>
<Defence_PerPower>1</Defence_PerPower>
<Defence_PerLevel>1</Defence_PerLevel>
<Initiative>12</Initiative>
<Initiative_PerPower>0.2</Initiative_PerPower>
<Initiative_PerLevel>0</Initiative_PerLevel>
<Speed>6</Speed>
<Speed_PerPower>0.1</Speed_PerPower>
<Speed_PerLevel>0</Speed_PerLevel>

Quote:
Firewall - durartion changed from 3 per all levels to 2 per all levels +0.15 per sp.


I don't understand your issue with this spell, I already set the expert multiplier to 18* which is as closest as i can get to 20* from fireball. This is in RPE an excellent spell

About fire mines: I think 6/8/10/12* as multipliers is a reasonable improvement

Ice bolt and circle of winter: perhaps making advanced and expert multipliers 14* and 16* respectively can make it a worthwhile path for mages, without affecting the water elementals.

Quote:
Alright so be it.If you need any help with the actual work let me know.


you can set up LAN games right? if so could you test if Quantomas AI EE31j exe can be used for LAN games. He was negative about it, but I'm not sure he just refers to the fixable messed up UI or that it really doesn't work. This exe file has otherwise more issues fixed than 3.1.8, that's why I'm interested.

Quote:
Is this great mod still in development? bacause is one of best heroes out there and i can asure you many ppl like it.. but what i and mine friend whould like is better lan support with maybe better random map generator for this mod


I think I missed this post the first time, I'm investigating the RMG. I'm curious what are the current issues with LAN support?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 07, 2015 10:26 AM
Edited by dredknight at 11:14, 07 Apr 2015.

Quote:
Quote:
stone skin - changed from flat 4/6/8/10 to flat 2/2/3/4 + 0.3 per SP (hero with 30 SP will decrease 11.5)


I tried this but the low flats make a mid-game paladin with let say 10-15SP too weak.


Alright. Play around with the flatis and set them up as best for all heroes.

Quote:
fire elementals initiative is ridiculously low, I think I can make it 12 (+4) and lower hp to 35 as a trade off.


this is good! I missed them on the upper post.

Regarding Earth elementals I think it will be fun to add the "taunt" ability (Warmongers has it). No one wants to hit them anyways and their purpose is tanky ;].

Also it will be good if you can actually choose where to summon them (and the phoenix) so you can use them to block, shield etc. Sometimes they appear in a places that block your units which is not very nice.

I think this can be tested by editing the following rows in the spell section from False to true:

<IsAreaAttack>false</IsAreaAttack>

if it does not work try also adding this line
<IsAimed>true</IsAimed>

Quote:
I don't understand your issue with this spell, I already set the expert multiplier to 18* which is as closest as i can get to 20* from fireball. This is in RPE an excellent spell


What I would want is firewall to feel more like obstacle spell.
if it last longer you can force the enemy to take other routes to your troops (create labiryths, or force the enemy to move their archers etc..). Anyway I have to test it as it is now (3 turns). Leave it as it is.

I will test the Q exe as well. EE31j this is the latest I bet ?

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matod
matod


Adventuring Hero
posted April 07, 2015 10:28 AM

do you guys planing here to make new version of this mod ?

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 07, 2015 11:04 AM
Edited by magnomagus at 11:40, 07 Apr 2015.

Quote:
I will test the Q exe as well. Quantomas AI EE31j this is the latest I bet ?


Yes the latest, the UI is not aligned to the background, but that is fixable, i want to know what happened if the game is started, also i noticed 8 skills works in hotseat if it is activated in the singleplayer customgame creation window, i wonder if that extends to LAN as well. EDIT you can test this quickly with 'duel' map, buy all creatures, always select experience when picking up chests and always choose a new basic skill when leveling up.

Quote:
do you guys planing here to make new version of this mod ?


Yes

Quote:
Regarding Earth elementals I think it will be fun to add the "taunt" ability (Warmongers has it). No one wants to hit them anyways and their purpose is tanky ;].


yes i considered it as well as protect other, but lore/realism wise this doesn't make any sense, also there is no animation.

About summons:
I you make them targeted, they will overshadow the crystal/barrier and hive spells. It is not possible to apply it only to earth elementals, with phoenix and air elementals 15+ initiative there is not really an issue.



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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 08, 2015 11:13 PM
Edited by dredknight at 00:28, 09 Apr 2015.

Just tested Quantomas latest Exe in multiplayer.

Installed RPE mod than installed Quantomas mod on top.
Started from H5_AIadv_31j.exe.

We use hamachi for LAN.

We can enter the game but no latest options can be chosen for the AI (nothing new it is described in the mod manual).

We palyed a game with 2 AIs.
First turn was OK for both of us.
The second turn was laggy for me and unberable for him.
I did not get to turn three as the bar here did not progress.

Basically with every next turn the game goes laggier (Interface is responsible but you actually wait longer and longer things to happen).

Tomorrow I will test it with no AIs.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 09, 2015 10:40 AM

Maybe the AI got stuck because some classes are broken try this exe file, run it from bin folder, you don't need to remove anything:

31j Class fix

However if the lag wasn't caused by the AI trying to work with a broken class but something else, then I fear 31j and LAN is not going to make it. Essentially this means 8 skill option will never be available for LAN

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted April 10, 2015 10:46 PM

First of all, it is amazing to see that you are still working actively on this project and holding the flame high.

Looking through this now, it is kind of ironic to see that what you have done with the skills here is almost exactly what they have done with the skills in Heroes 7: Picking out a subset of skills that can be learned by each class instead of having all open, sorting perks in 3-3-1 structure, etc. It might not be the way I would have done it, but I still have to give you credit for doing an amazingly big job here!
____________
What will happen now?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 11, 2015 12:04 AM
Edited by dredknight at 00:06, 11 Apr 2015.

h5 Tote + RPE + Qmod + the new AJ exe.

Same issue against AIs.
Laggs more every next turn forth fifth is unberable.


Just PvP against human it was working fine.



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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 11, 2015 10:15 AM
Edited by magnomagus at 10:22, 11 Apr 2015.

Quote:
Looking through this now, it is kind of ironic to see that what you have done with the skills here is almost exactly what they have done with the skills in Heroes 7


Ironic? or maybe it's not a coincidence. At least when they announced how many classes they were going to implement, I thought for a moment they were just trying to beat RPE.

Quote:
Same issue against AIs. Laggs more every next turn forth fifth is unberable.


I just noticed there is a tiny compatibility issue between EE_options.pak and RPE, however it is only about a text message occuring when the AI jams if H5_AIProcess_31j.exe is not installed, if you had that file installed I'm sure Q was right this time and he did something to the AI that broke it in LAN games.

Quote:
Just PvP against human it was working fine.


This is certainly half good news. When I'm done with the UI we can test the additional 31j options. After all any other exe file that supports AI+human in LAN would be the old slower AI. Do you know if playing LAN games with the slow AI is any popular or do you ever play these kind of games?

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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted April 11, 2015 01:17 PM
Edited by dredknight at 13:41, 11 Apr 2015.

Quote:
I just noticed there is a tiny compatibility issue between EE_options.pak and RPE, however it is only about a text message occuring when the AI jams if H5_AIProcess_31j.exe is not installed,  


Actually the first tryout was h5 tote + RPE + the new 31AJ exe.
I did not installed the Q mod.
2 real players + 2 computers. After  the  turns were passed to the PC
it was like the turn was skipped to me ( i did not see any PC bar progression). Than i reallised we need the AI_process.exe installed. I bet comp players were not playing?

Quote:
if you had that file installed I'm sure Q was right this time and he did something to the AI that broke it in LAN games.


Say that again? couldnt get it. Q was right that the AI was broken?

Quote:
When I'm done with the UI we can test the additional 31j options.


We sure will do. Currently we are 3 testers including me. 2 of us play on windows, one of us play on MAC pc ;].

Quote:
After all any other exe file that supports AI+human in LAN would be the old slower AI. Do you know if playing LAN games with the slow AI is any popular or do you ever play these kind of games?


At least among my friends we usually play "players only".
Others play against PC only single just to try some new tactics or so. But I bet we can switch to player team vs AI team if AI give enough copmetativeness.


@Alciblades - love this mod as well ;]. Spend many hours in PvP gaming with friends! Amazing stuff and still more ground to cover i bet.

I wonder if there is someone that have made custom artis for H5?
It will be nice to widen the variety.

BTW, one change that i propose is to reduce the all army initiative artifacts by 1/3 or 1/2.

the rings - instead of 20% and 10% - 10 and 5.
the staff - intead of reducing 20% -10%.

20% is just too much - not counting that it is stackable .
after all the idea is artifacts should improve hero abilities, not make them unworthy.

P.S. Happy Easter!!!

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 11, 2015 03:38 PM

I was referring to an old post from Q on the EE forum that is currently non-existant. He said LAN was broken but I couldn't gather from that post if he meant LAN-UI, LAN-AI or LAN-Total. He also said he had no intention to fix it. But I'm surely glad PvP still works, because that is still the primary purpose of LAN and 31j has the battle griffin bug fixed among others.

Here is my current build of the spells, which can replace the old spell mod:

H5-RPE-Spells-New

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