Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 5 - Modders Workshop > Thread: New (unofficial) patch for ToE / AI mod
Thread: New (unofficial) patch for ToE / AI mod This thread is 46 pages long: 1 ... 7 8 9 10 11 ... 20 30 40 46 · «PREV / NEXT»
markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted April 08, 2011 01:09 AM
Edited by markkur at 01:11, 08 Apr 2011.

Quote:
I will also put two more reference maps on the project website, Island Hoppers rev. 2 and My Home Is My Castle rev. 2. Markkur has done a brilliant job to beautify the maps and add extra features. They are not yet perfectly finished, but I'd recommend to use these reference maps along with Icy Defence and Dread Realms for beta testing. This way we can also shake out the remaining bugs in the maps to have some full reference maps for play testing along the road.


If anyone is getting ready to get either of these maps, I have just worked on them and they should be good to go. Please allow for the latest "ver.3" on both at Q's site.

Thanks.

Also if you do find any errors please contact me directly with an HCM, so I can make the corrections if needed.


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
proxeeus
proxeeus


Hired Hero
posted April 09, 2011 12:16 PM

Wow, stability & general performance have come a long way since the first release! Pretty slick so far. Will do more testing tonight and report any oddity I may find.

Once again, thanks a lot for what you are doing!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
markkur
markkur


Honorable
Legendary Hero
Once upon a time
posted April 09, 2011 04:24 PM
Edited by markkur at 16:24, 09 Apr 2011.

Maps at site are current. Ver.3 is not in the file-name but in the description box.
Thanks.

____________
"Do your own research"

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
proxeeus
proxeeus


Hired Hero
posted April 09, 2011 06:29 PM

This has got me wondering...

I've reached a point in my current game (random map, Impossible size, 1 human and the rest is AI players) where the AI will spend days doing literally *nothing*. It just won't move its heroes, or get resources, artifacts or anything (I've bought a map at a cartographer).

But at the end of every week (around turn 6), each AI player will suddenly "come back to life" and resume its gameplay like nothing happened: getting treasures, fighting monster stacks, getting resources, tagging mines etc. Then a new week starts, they buy all their creatures, and resume doing nothing for the whole week, just standing there. Rinse & repeat every week.

There's obviously something I'm not understanding, since it's definitely not an application crash or anything of the sort.

Could one of you gurus break the AI rationale down to me on this particular case? I'd love to understand its motives, because so at the moment, I'm quite puzzled

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted April 09, 2011 06:43 PM
Edited by Quantomas at 18:43, 09 Apr 2011.

Quote:
This has got me wondering...

This is puzzling indeed. Could be that it is related to the four day lookahead cap in the beta. I have just found a way to set the lookahead depth back to seven days and have the AI still nearly just as fast. This will go into the next upgrade.

The other possibility is that the H5_AIProcess had crashed. You can detect that from system_ai_<timestamp>.log files in the /bin folder. If those are present, it means the AIProcess crashed.

Care to share the savegame in the bugs thread so that I could have a look?


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
proxeeus
proxeeus


Hired Hero
posted April 09, 2011 06:49 PM
Edited by proxeeus at 18:56, 09 Apr 2011.

Ok I see, I've got my \bin\ dir full of those http://img94.imageshack.us/i/logsq.png/

That explains it, then. It's as you said, AI crashes no longer make the main game exit

edit: I've uploaded the save on the Bugs thread. Cheers

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
rpgyay
rpgyay


Known Hero
posted April 09, 2011 07:16 PM

You are not alone Proxeeus, I had noticed the same thing when I was testing with just 1 human and 1 computer player on an impossible size map (haven't tested on a smaller map).

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
stachnie
stachnie


Known Hero
posted April 10, 2011 06:30 PM
Edited by stachnie at 10:33, 11 Apr 2011.

I test the mod at a next map - it is a very rich and huge, marginally edited RMG map with 8 players of a different race (with a neutral town of its type to capture, so there are 16 towns) and very strong monsters, especially border guards. I play it at hard.

Your AI is capable enough to break through creatures guarding the proper neutral town but I think it is not able to go out of its zone (I will check this when I manage to get to the Cartographer) (edit: yes, AI cannot pass border guards). Standard AI is able to break at least to the neighbour AI but I think this is a result of AI cheats.

I have encountered a next AI freeze. Again: one of AI's had 1 town left, my hero was approaching its second town, AI heroes were MUCH weaker than my hero and unable to recapture its second town. I will attach a save to the zipped file mentioned at the bug thread (I will name it save2). After end of turn, one of AI heroes tries to recapture its town but I am able to defend it with 1 or 2 Defenders left thanks to using Rune magic (defending hero is mentored by my main hero to a high level). Standard AI is able to recapture this town (Archimagi take two stacks at once using Fireball) and the modded AI is not (Archimagi use Fist of Wraith but it may miss temporarily incorporeal Defenders). AI freezes after successful defence, when the other hero tries to move. There is no freeze if I teleport my hero back to the captured town.

S.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
rpgyay
rpgyay


Known Hero
posted April 13, 2011 09:39 PM

Just checking how the fixes are coming along Quantomas, thank you for taking the time to work on this If I could I would donate to the cause but these are tough times.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 14, 2011 10:59 PM

@Quantomas,

Thank you for clarifying who you are and on what terms you are doing this in the other thread. I have tried the new 3.16 and I have a few questions about it.

1. Did you implement any of the hex edits I send you information about,
and if yes which ones exactly. I tried running H5RPE but some classes seem to crash when trying to level up, for example flamekeeper.

2. your exe still depends on the H5_game.exe, will the mod keep that structure? if yes then where should the classes be unlocked in your AI.exe or the H5_Game.exe?

3. Is it possible for you to fix the RMG crashing when extra classes and/or creatures are added to the game?

4. What is your opinion on might and magic classes for h5 in general? Do you agree H5 needs might and magic classes for all the factions and what is your opinion on H5RPE as it currently is?
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted April 15, 2011 11:46 PM

The truth is I hadn't come around to do more than to scan the document you provided.

I have added a dev diary to the project website that shows the current tasks scheduled.
Developer diary - scheduled tasks This should give you an idea of the mountain of work sitting there.

From what I gleaned from your document, it isn't clear at what information you would like me to look. Regarding the hex edits, that's not the way things should be done. From what I have seen there are many cross references in the code, and changing constants in one or two places might not be sufficient and can cause unstable behaviour from time to time, or obscure bugs that are hard to recognize. Additionally, there is the potential that there is additional data *after* the table for which you have increased the size, and that can get overwritten.

So instead I could offer you a better approach. Just tell me what you would like to have changed, e.g. level cap raised to 40, or the number of the creatures in the game investigated. Here I have questions: why do you think that changing the constants raises the level cap to 40? My understanding so far was that this parameter is set in the map editor. Regarding the number of creatures, how do modders today import them into the game? Xdb? If yes, where? With information like this I might be able to investigate along which path the creatures are loaded into the game and check/remove the limitations.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted April 16, 2011 01:26 AM

I should mention that I'm still working on the interface mod. Would've been done last week, but I've encountered a horrible hitch preventing me from getting a good Abilities tab and am working on it.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted April 16, 2011 11:40 AM

Quote:
I should mention that I'm still working on the interface mod. Would've been done last week, but I've encountered a horrible hitch preventing me from getting a good Abilities tab and am working on it.
Cheers, Cepheus. If the hitch can be addressed substantially more simple from the .exe just let me know. Your work has much more value beyond the eight skills enhancement.

The dialog interfaces are important, once we have this capability we can go and rework the difficulty settings (game start-up dialog), RMG options, town screens, the selection of active extensions (mods) in the game and much more. Don't think that you have to do all this work. My idea is, once you have figured out how it is done proper, that you could write a wiki and we can have more people working on this. Again, kudos for your work.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 16, 2011 11:46 AM
Edited by magnomagus at 11:47, 16 Apr 2011.

@Quantomas,

Yes, I understand you are not working by hex-editing, but basically I just gave you the offsets hoping it could help you implementing the changes in the C++ code. I cannot know anything about the structure of the H5 code, but from a layman perspective H5 is mostly perceived as a framework that allows for a certain amount of creatures, classes, skills, spells and artifacts to be implemented. I know that when a new object or class is added it also needs to be implemented in types.xml and the map editor to properly function. Before you came to the modding scene it was possible to make these changes with hex-editing and xml code but there was a downside: the RMG in the H5_Game.exe was broken and some people were suffering stability issues. What I basically want you to do is raise the amount of creatures, classes, skills, spells and artifacts to a practically indefinite amount of 999. At the same time I hope you can do this without causing the stability issues and breaking the RMG. If this is a lot of work you should prioritize creatures and classes first because there are a lot of mods created for those already and the xml work is already done. I think you can make a lot of modders happy this way. In fact these changes are pretty much the reason a H5 modding scene still exists today. Take a look around, this forum would be almost empty if you remove all NCF based mods and my RPE threads. I think implementing these changes in the core of the mod should not hurt people who want to play the game 'vanilla'. For them the changes will come completely unnoticed so they can be part of the core of the mod and don't need to be optional.

A few more words on the 8th skill and level development:

I think implementing 7th and 8th secondary skill slots in the game can only be interesting if significant balance changes are made to the creatures on the adventure map (like I proposed in the design thread), because even now with 6 skills after a few months the heroes are way to powerful to make neutral creatures a challenge.
I also hope 7th and 8th skills will be an optional extension since I fear it will damage the balance of the game too much. A H5 hero with 6 skills can already learn more than a H3 hero with 8.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted April 16, 2011 11:59 AM
Edited by Quantomas at 12:01, 16 Apr 2011.

I believe that I can raise the number of creatures and classes in the game fairly quickly. But I need the information as indicated, how the modders currently import them, where the .xdb are located and so on to investigate the paths how they are loaded into the game. This is my idea, how we at least can share a bit of the workload.

Regarding the hero skills enhancement, we start out and see. Anyway, the truly powerful heroes mostly matter in the balance between the players of the map. Other enhancements can come later, e.g. stronger neutral creatures, magic terrain, different pacing that higher hero levels actually make sense and more.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 17, 2011 12:14 PM
Edited by magnomagus at 12:23, 17 Apr 2011.

Allright, then I will start helping you now. If you have downloaded the RPE mod then first take a look at the H5-RPE_Frame10.pak This file has three functions:

-Unlocking 999 Creatures (credits: Sfidanza, Simonak)
-Unlocking 64 Classes (credits: Magnomagus)
-Adding lvl 4-7 creature dwellings in the editor (credits: TSOD)

The file itself does zero changes to the gameplay, it only creates possibilities for modders and mapmakers. If it is the purpose of EE project to extent those possibilities I recommend to copy this whole file and make it permanently part of your project. You can of course extent and modify the file to better communicate with your new exe and implement new functions. The files I don't discuss here are part of the dwellings mod, you won't need those, just let them be. So these are the important folders and files:

Cameras -> sets creature camera settings

Gamemechanics\Creature\Creatures\ -> sets creature statistics (in the framework they are empty)

Gamemechanics\Reftables -> table of creatures present in the game

Mapobjects\-(AdvmapObjectlink)\Monsters\ ->  Creatures available in editor

Scripts\ -> creature scripts

UI\UIGameRoot.(UIGameRoot).xdb -> connecting interface and creature camera settings

Index.bin -> This is a hex-edited file, creatures and dwellings are added to the editor here, I hope you can modify this file in a more convenient way.

Types.xml -> Creatures and classes also need to be added to this list, otherwise they don't work. I think the same applies to skills, spells and artifacts, but nobody ever released a mod that adds those. Simonak was working on artifacts however.

When someone creates a NCF creature, a H5u file is created that contains the .xdb files related to a reserved creature number (modified to own liking of course). This way the framework support up to around 700 mods without the need to be modified.

Considering modding of classes there are some more things you should know. Take a look at the file H5-RPE-AshanCore10 (you can forget about Axeoth Core for now, this was just a fun extension that makes it possible to play with heroes from H3 and H4). The files below here don't need to be part of the framework (or your project) anyone can modify them to their own liking. I just add some explanations to help you:

GameMechanics\Reftables\HeroClass.xdb -> Newly created classes need to be listed here together with the existing ones, skill advancement probabilities are also set here.

GameMechanics\Reftables\Skills.xdb -> This file creates the skilltree structure, but not the parameters of the skills

GameMechanics\Reftables\HeroClass\*textfiles* -> names of new classes

GameMechanics\Reftables\UIDifficultyInfo -> Tooltips of the AI can be modified here

GameMechanics\CreatureVisual\Heroes\ -> Some hero animations are set here, there is currently a problem where any newly created class cannot use melee animations, maybe you want to look into this later it is not a high priority at the moment

GameMechanics\*Factions*\*Hero xdb files*\ here it is set which heroes belongs to each class.

Quote:
Regarding the hero skills enhancement, we start out and see. Anyway, the truly powerful heroes mostly matter in the balance between the players of the map. Other enhancements can come later, e.g. stronger neutral creatures, magic terrain, different pacing that higher hero levels actually make sense and more.


I think the reason the game is often boring because there is indeed only one exciting battle to look forward to and sometimes even that battle is a dissapointment when AI players have been bashing each other. On that subject I would like to suggest adding team settings to the custom game screen.

____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted April 17, 2011 12:37 PM
Edited by Quantomas at 12:52, 17 Apr 2011.

Quote:
Allright, then I will start helping you now.

This is much appreciated. This looks like a proper starting point now. Cheers, Magnomagus.

One question though, where are the files located on the player's PC? This is the information I need to check the right loading paths within the .exe.

Quote:
Quote:
Regarding the hero skills enhancement, we start out and see. Anyway, the truly powerful heroes mostly matter in the balance between the players of the map. Other enhancements can come later, e.g. stronger neutral creatures, magic terrain, different pacing that higher hero levels actually make sense and more.


I think the reason the game is often boring because there is indeed only one exciting battle to look forward to and sometimes even that battle is a dissapointment when AI players have been bashing each other. On that subject I would like to suggest adding team settings to the custom game screen.



This is my point regarding the pacing of the game, as outlined in vision and design in the dev diary. There is so much stuff in the game, but technically we are just rushing through. Just imagine a castle with lots of gems in a realm of wind and air, that heroes need to approach mindfully.

[edit] In the current beta, the AI has been set to the defender type. I played Island Hoppers with it and found that the AI is less bashing each other, it indeed allows you to do more yourself and have more satisfying battles. I also have the AI build mage guilds faster. I just lost a battle I considered easily won against fortress. They turned loose armageddon in good ol' H3 style and then divine vengeance on my remaining stronger stack. They had also ignite, didn't know that it is that powerful.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted April 17, 2011 12:49 PM
Edited by magnomagus at 12:52, 17 Apr 2011.

Quote:
One question though, where are the files located on the player's PC? This is the information I need to check the right loading paths within the .exe.


.pak files need to be placed in the data folder
.h5u files need to be placed in the UserMods folder

The exact location of these folders of course depends on the location where H5 is installed. Please read the RPE readme file and/or the FAQ thread of this forum for more detailed info on the installation of mods.
It is quite logical to add obligatory gamepatches and framework additions that don't modify the gameplay in the datafolder, while user created mods that modify the gameplay are optionally installed in the UserMODS folder. You probably want to structure your project according to these lines (just like i did with RPE).

EDIT: The H5 exe gives priority to .xdb files in the usermods folder (if present) over the SAME .xdb files in the data folder.
____________
MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Nargott
Nargott


Known Hero
posted April 18, 2011 09:48 AM
Edited by Nargott at 13:21, 18 Apr 2011.

I've heard that you want to make 8 places for the skills of the hero. Would like to see all the changes of gameplay are optional (i.e. that the option can be enabled / disabled).

Also, the game has a bug that personally for my mod (WarGame Edition) is important. The fact that the damage done by flying creatures predicted wrong against creatures with a wall of shields (such as Dwarves Tier 1). Damage is predicted, as if creature flies only 1 cell (although the actual distance may be more). Damage is applied correctly, but predicted wrong.

A similar situation with an aura of alt zombies (damage projected as if creature attacked from the initial location, regardless of whether it enters or leaves the area of &#8203;&#8203;the aura).

Very much like to see a visualization of the defense of creatures (or at least special lighting) because WarGame Edition defense reduces physical damage by 2-3 times, so it's important to see that defends creature or not.

Finally, I would like to see all the perks / skills / abilities could be configured as much as possible options. In particular, I would like to be able to configure treatment in tents and first aid. And the resurrection of the archangels.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Quantomas
Quantomas


Responsible
Famous Hero
AI Wizard
posted April 18, 2011 03:30 PM
Edited by Quantomas at 15:33, 18 Apr 2011.

Quote:
I've heard that you want to make 8 places for the skills of the hero. Would like to see all the changes of gameplay are optional (i.e. that the option can be enabled / disabled).

The eight skills enhancement will be enabled by default, but you can disable it with a single line in .xdb. I know that it often requires tough choices of the player if there are only six skills. In the current state, having eight is an enrichment because it will allow the players to unlock more of the special perks that require other skill and perk requisites. Further on, the fully modifiable skill system (see below) will enable a much broader skill and perk choice so that eight skills should make the game more interesting.

Quote:
Finally, I would like to see all the perks / skills / abilities could be configured as much as possible options. In particular, I would like to be able to configure treatment in tents and first aid. And the resurrection of the archangels.

The project website has now a better explanation how magical essence aka digital building blocks will work in Eternal Essence.

In the present design every special skill and perk is hard-coded into the game, that is for every hero or creature perk dedicated code is written that is invoked whenever it is applicable in a combat situation. This code does not only need to be maintained manually in a number of different places, this is also prone to bugs because interactions between multiple applicable perks need to be considered and updated whenever a change is made to reflect all possible scenarios. In the end this approach is very limited, because you can only add so many special skills and perks before this system becomes unmanagable.

The digital building blocks that implement the magical essence make skills and perks and creature stats and hero stats and terrain properties work together seamlessly. For example, we can have the mountain guard's defensive stance perk expressed as an earth magic link to the terrain tile it is initially standing on and which confers defense boni as long as the link is not broken. We don't do this by writing special code for the combat arena but finding a formula that expresses this perk in the terms of the magical essence. Creatures can then inherit this perk and once placed in the combat arena adapt automatically to their tile. This can include an additional adaptation to the magic from the terrain, e.g. it might make a difference whether the tile is of earth or fire, additional effects from the hero skills and other perks as well as magic spells. The border is fluid here – perks, skills and stats are expressed by their magical essence equivalent – so that we can have for instance the fire wall spell expressed as magical properties temporarily added to an area instead of tracking it by specialized code.

The important thing is that we will no longer have special code for creature perks or hero skills or magic spells, but have them expressed fully in terms of magical essence, so that the entire combat mechanics are evaluated from the underlying digital building blocks alone. This resolves all issues with perks not being applied correctly and makes all elements work seamlessly together. This means also that any new perk can be defined as seen fit, that creatures can inherit whatever perk is desired and that hero skills and combat mechanics will work as expected without modification of the code. The same is true for the hero skills, they will be completely expressable by their magic essence equivalent. New skills can be created and existing ones changed without limitations other than the fundamentals of the magic essence. This applies equally to fundamental skills, as for example how the first aid tent works, to boni conferred to creatures and to the more powerful skills that alter combat mechanics, e.g. the +1 speed movement bonus or penalties to the enemy's initiative.

Artifacts are part of this system as well and of course magic spells. We can have dynamically evolving and adapting terrain in the combat arena. For example the fire wall spell or the lava dragon's liquid flame breath introduce already limited effects, but if this system is developed in full, we can have for example lava tiles that confer boni to fire breathing creatures or small pools of swamp or water that strengthen water elementals. Opposite elements can cancel each other out, creatures and terrain can impact each other. The possibilities are infinite.

This truly empowers modders to create new creature sets, perks, skills, magic spells, artefacts and all will be working on the basis of the magic essence, i.e. the digital building blocks that implement it. This also opens the door to balance and fine-tune the combat mechanics. The combat arena engine will technically perform everything on the basis of the magic essence as opposed to evaluating the stats and perks and skills individually, i.e. they are expressed by their magic essence equivalent. It is entirely possible to have an extension to the game that the player can turn on if desired and which modifies effectively the combat stats, perks and skills. The hard-coded limitations will no longer be there.

What is your opinion? It should give you much more power to balance the combat mechanics as you see fit, but I do not know enough about where you are heading with your WarGame edition to say whether you may see this as an improvement. Currently things are still in flux so we can discuss and redesign the proposed approach as we see fit.

PvP mentioned King's Bounty Lua scripting. From my perspective it has similar limitations as H5's current design, just leveraged a bit further, but you can only add so many scripted objects before things become unmanagable.

@Magnomagus
Regarding the neutral stacks, we already made the step to have mixed creatures in them, the next logical one could be to have neutral heroes fighting alongside them. There is a ton of options and more flexibility for neutral stacks that hasn't even been explored yet. Your thoughts?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 46 pages long: 1 ... 7 8 9 10 11 ... 20 30 40 46 · «PREV / NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.1483 seconds