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Heroes Community > Heroes 7 - Falcon's Last Flight > Thread: Global Modding: Ashan to the trashcan edition
Thread: Global Modding: Ashan to the trashcan edition This thread is 44 pages long: 1 10 ... 14 15 16 17 18 ... 20 30 40 44 · «PREV / NEXT»
Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 24, 2016 01:44 PM

Brukernavn said:
So when is the ETA?


Best case this weekend otherwise sometime during next week, that is if we survive.
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Selpen
Selpen


Adventuring Hero
posted June 24, 2016 02:02 PM

Please post it on Steam and Ubi forum
Erwinus

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ChrisD1
ChrisD1


Supreme Hero
posted June 24, 2016 02:12 PM

LizardWarrior said:
Don't get your hopes high, as I'm not sure how it would exactly work, because attributes like attack and defense, accept decimals, not sure about damage, for example a buff which gives 1.7 attack, added with another which gives 1.5, should account as a modifier of 3 attack. Still got to do some tests for damage.


i can help you test and i even have a calculator awaiting your results then!
is it possible to change the grandmsters of offense/defense giving them a percentage? like "50% of the stack's might is raised to match the enemy's defense" or smth like this. smth being easy enough for you to change.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 24, 2016 02:21 PM

I will try to, but I cannot guarantee it will work as planned.

Aionb said:

... and why is this not yet published on the steam and BSoft forums?


It is, but it was completly ignored there
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Selpen
Selpen


Adventuring Hero
posted June 24, 2016 02:38 PM

Can you post your new lineups without pictures?
Did you even change something in Academy?

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Moritzbradtke
Moritzbradtke


Known Hero
posted June 24, 2016 05:50 PM

Hey, i like the new Hero potraits (: good Job, i think most of them fit well and are an improvement indeed, do you mind uptading the Equipment pic Background also? f.e giving solmyr a djinn and orna and murazil an angel? u can use the H6 artwork for celestials for them and for solmyr and nur the djinn artwork

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 24, 2016 06:03 PM

Selpen said:
Can you post your new lineups without pictures?
Did you even change something in Academy?


Here's a list with the planned changes so far


Moritzbradtke said:
you mind uptading the Equipment pic Background also? f.e giving solmyr a djinn and orna and murazil an angel? u can use the H6 artwork for celestials for them and for solmyr and nur the djinn artwork


you got to ask Galaad for that one
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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted June 25, 2016 03:09 AM
Edited by Galaad at 16:56, 28 Jun 2016.

Moritzbradtke said:
Hey, i like the new Hero potraits (: good Job, i think most of them fit well and are an improvement indeed, do you mind uptading the Equipment pic Background also? f.e giving solmyr a djinn and orna and murazil an angel? u can use the H6 artwork for celestials for them and for solmyr and nur the djinn artwork


Damn good thing I didn't showcase Zenda who's now a mummy.

Well that's the purpose of modding, changing things the way you want. But Solmyr is still a djinn though (and so is Nur)... Regarding your request about H6 artworks I have to politely decline due to ideological reasons, however replacing portraits is really not hard, I am a bit busy currently but will try to make a short how-to in the next days for instructional purpose in the tutorial thread. Edit Actually there is no need, just follow Lizard's Hero editing tutorial there is all you have to know.
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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 25, 2016 11:28 AM
Edited by LizardWarrior at 11:34, 25 Jun 2016.

Should flanking be removed or get reduced effect? I always found it ridiculous how creatures do 200% damage by stabbing eachother in the ass Also what skills should be changed/modified, share your opinions.

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The_green_drag
The_green_drag


Supreme Hero
posted June 25, 2016 12:32 PM
Edited by The_green_drag at 13:47, 25 Jun 2016.

I was gong to ask you about that lol I'm all for modding out flanking completly! Expert offense and defense will need a new perk for their skill though. Units deal/take 5% more/less damage maybe?

As far as skills go I find it irritating when all these factions have some crazy Aoe skill in their army. Offensive Abilities that can be used only once actually kinda suck. They make end game battles a lot less strategical and they make creeping a pain in the ass when you find such a creature. And h7 battles already have most, if not all, strategy sucked out from the game itself so OP creature abilities really isn't helping

I'll add a suggestion at the end of each ability I mention for any replacements.

Let's start with my favorite:

Leaf daggers - Druids abiltity basic and upgrade - it's fun to use and can pair well with entanglement (would be nice if a sylvan unit had entangle..) but the fact that it ignores defense is insane. It's not hard to get the right amount of Druids to wipe out any unit you see with this. "Can only be used once per battle"
-Bad one to start with lol they already have another ability and they're the weakest out of the six elite ranged units so I wouldn't want to up the stats. Maybe kick it to the core tier later


Mighty Pounce - upg. Kappa and A.behemoth - if the animation isn't enough of a turn off then it's sheer power should be. Behemoths make it more of a pain with their large size. Will make a huge dent in the other army or possibly end the battle quite easily. "Can only be used once per battle".
-I'd say up their passive to 80% defense and up damage to around  65-80


Nova - archmage, fire elemental, succubus, mermaid - this 3x3 attack that you can aim does more harm than good I think. If it was unique to academy I really wouldn't mind it so much. Fire elementals and succubus are considered strong elites making this ability a huge pain. I know this is how the death cloud will work atm im just saying this stuff for the future.
-FE or Succubus could have a burning attack for extra single target damage. The other  could get ranged retaliation. Archmage could reduce spell point cost for spells, could keep nova if it's unique to them.


Piercing shot - mages, upg marksmen - I really don't get why mages need this too. The piercing shot itself acts as a full ranged attack and yet basic Mage doesn't have full range, you have to use it because derrrrrrr
-I'd say make it unique to the marksmen


In this case it's more of protection against such attacks. Legionaries or PIKEMEN, Haven's lowest tier unit has a passive that reduces damage by 75% to units that are adjacent to it. That is a retarded amount. The pikemen itself has att and def of 5 and 8. Wyverns have 4 and 3. How does Ubisoft have any fans?
-give them immunity to charge or "jousting" and nerf the snows throw the wolf stats some love to make up for it!


Sweep - Cyclopes, upg rakasha, upg paladin - it's because I love hydras that I hate this ability. I don't think we need 3 mini hydras making necro the only faction without a unit that can hit multiple targets in melee. Except it just hit me Lizard already dealt with one of these But still!!!!
-for rakasha : how about that move and attack skill they only put on ranged units? Give him 6 movement instead of 5 and he can run in and out to make room for...dragon golems! Cyclopes could get the old laser eye


Lastly, the dragons breath....this was a big  turn off for me once h5 came out. Idk how to really reduce it but it's annoyingly big. Black and emerald dragons burn their victims for two turns after! Idk if it's even plausible but also takes away from my hydras..who can't even attack all adjacent squares...   The gold dragons one is fun and they don't do a lot of damage so it's actually fair.


So yeah I don't even know if you were talking about unit skills but I figured I'd share anyways since I can't sleep just a matter of opinion here. I like to keep my heroes battles as "chess like" as possible. All this crazy Aoe stuff belongs in say....Warcraft

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 25, 2016 02:35 PM
Edited by LizardWarrior at 14:42, 25 Jun 2016.

The_green_drag said:
I was gong to ask you about that lol I'm all for modding out flanking completly! Expert offense and defense will need a new perk for their skill though. Units deal/take 5% more/less damage maybe?


I think I can do some tricks to make offense skill itself affect creatures damage directly. Not sure though, but in this case, I may be able to create a skill that buffs up their retaliation, like extra +5% damage on retaliation, or maybe retaliation buff would work better for defense? Or I can make flanking bonuses a lot smaller like 5% for flanking, 10% for backstabbing.

The_green_drag said:

Leaf daggers - Druids abiltity basic and upgrade - it's fun to use and can pair well with entanglement (would be nice if a sylvan unit had entangle..) but the fact that it ignores defense is insane. It's not hard to get the right amount of Druids to wipe out any unit you see with this. "Can only be used once per battle"
-Bad one to start with lol they already have another ability and they're the weakest out of the six elite ranged units so I wouldn't want to up the stats. Maybe kick it to the core tier later


Core druid? Hmm... not so sure, but the I can enable the defense reduction for it. As for entangle, no problem, I can kick treants back to elite instead of blade dancers and give them entangle on attack like in the good ol' h3


The_green_drag said:

Mighty Pounce - upg. Kappa and A.behemoth - if the animation isn't enough of a turn off then it's sheer power should be. Behemoths make it more of a pain with their large size. Will make a huge dent in the other army or possibly end the battle quite easily. "Can only be used once per battle".
-I'd say up their passive to 80% defense and up damage to around  65-80


The most retarded ability animation-wise I had the misfortune to witness  The passive can easily be upgraded to ignore 80% defense, as well as increasing the damage. About Kappa, it's a retarded creature design-wise , a retarded special won't make much difference.

The_green_drag said:

Nova - archmage, fire elemental, succubus, mermaid - this 3x3 attack that you can aim does more harm than good I think. If it was unique to academy I really wouldn't mind it so much. Fire elementals and succubus are considered strong elites making this ability a huge pain. I know this is how the death cloud will work atm im just saying this stuff for the future.
-FE or Succubus could have a burning attack for extra single target damage. The other  could get ranged retaliation. Archmage could reduce spell point cost for spells, could keep nova if it's unique to them.


Fire elemental can get X% chance to cast firebolt upon attack or something like this, maybe a fire-aura that damages enemies adjacent to it every turn. Succubus may get X% chance to cast some curse upon attack, I could give Succubi an adventure map ability to r(s)educe joining cost, but that may be OP Mages could keep nova or get the spell cost reduction or some blessing to cast. Also, I hope to fix the death cloud soon, maybe before the first release.

The_green_drag said:

Piercing shot - mages, upg marksmen - I really don't get why mages need this too. The piercing shot itself acts as a full ranged attack and yet basic Mage doesn't have full range, you have to use it because derrrrrrr
-I'd say make it unique to the marksmen



Agreed.

The_green_drag said:

In this case it's more of protection against such attacks. Legionaries or PIKEMEN, Haven's lowest tier unit has a passive that reduces damage by 75% to units that are adjacent to it. That is a retarded amount. The pikemen itself has att and def of 5 and 8. Wyverns have 4 and 3. How does Ubisoft have any fans?
-give them immunity to charge or "jousting" and nerf the snows throw the wolf stats some love to make up for it!


Yes, an overpowered stupid special, especially for a core. Perhaps I can make an Anti-Cavalry bonus which will deal 150% damage to all cavalry (cavaliers, reapers, riders), or maybe give them 1 range like in h4.


The_green_drag said:

Sweep - Cyclopes, upg rakasha, upg paladin - it's because I love hydras that I hate this ability. I don't think we need 3 mini hydras making necro the only faction without a unit that can hit multiple targets in melee. Except it just hit me Lizard already dealt with one of these But still!!!!
-for rakasha : how about that move and attack skill they only put on ranged units? Give him 6 movement instead of 5 and he can run in and out to make room for...dragon golems! Cyclopes could get the old laser eye


Crusader won't have cleave, so there are only 2 now. Cyclopi already have the "Fiery Eye" ability, perhaps make it deal less damage than melee and allow it to be cast every turn? Perhaps if I can make a Phoenix out of Simurgh, the Dragon Golem may come as a champion.

The_green_drag said:

Lastly, the dragons breath....this was a big  turn off for me once h5 came out. Idk how to really reduce it but it's annoyingly big. Black and emerald dragons burn their victims for two turns after! Idk if it's even plausible but also takes away from my hydras..who can't even attack all adjacent squares...   The gold dragons one is fun and they don't do a lot of damage so it's actually fair.


The dragons' "poisons" can be rectified easily, now they make no sense for blackies as they are already very powerful. Or I can give them the gold dragon's one.

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Antalyan
Antalyan


Promising
Supreme Hero
H7 Forever
posted June 25, 2016 02:56 PM

LizardWarrior said:
Should flanking be removed or get reduced effect? I always found it ridiculous how creatures do 200% damage by stabbing eachother in the ass Also what skills should be changed/modified, share your opinions.



I would keep the flanking mechanics as I really like this idea generally but its bonuses could be decreased a bit.
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H7 Community Patch (UCP)

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Mageus
Mageus


Hired Hero
posted June 25, 2016 03:22 PM

LizardWarrior said:
Should flanking be removed or get reduced effect? I always found it ridiculous how creatures do 200% damage by stabbing eachother in the ass Also what skills should be changed/modified, share your opinions.



The flank mechanism would be much better if you could choose the orientation of your unit whent the unit does not use all its movement. I don't know if that is possible.
What would be really nice (but probably not possible to do) is that units could focus on an ennemy at the end of their turn (the nearest by default) and if they still have movement can reajust their position to face it (all remaining movement is lost with the first retaliation). This way the whole flanking system would be much more realistic.

Oh and as a side note the 50% bonus for a full flank is not absurd and it is 100% only for the squeashy assassins (backstabing gives +50%) who else would have no use.

As for skills to be changed :
offense : giving a +X% of the might of the heroe would make it useless. A +X% of the damage of the creatures with the same digits as in H3 ... would probably be too effective. Would it still be capped at *4 damage?

GM attack and defense need to change else they will break the balance with the following extension (GM defense just look to strong with mage heroes).

Your change to logistic (+3 instead of +1 if I remember correctly) is great.

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Maurice
Maurice

Hero of Order
Part of the furniture
posted June 25, 2016 03:27 PM

I guess the best way to go about it would be to split creature defense into passive defense (i.e. armor) and active defense (i.e. parry, dodge, etc ...). When flanking, only the passive defense should count from the back, and only partial active defense added to that when attacking from the sides. But I guess such a concept is pretty hard to implement as you'd need to make a pass over all creatures and differentiate between passive and active defense values.

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted June 25, 2016 03:57 PM
Edited by LizardWarrior at 16:57, 25 Jun 2016.

Antalyan said:

I would keep the flanking mechanics as I really like this idea generally but its bonuses could be decreased a bit.


That would save me quite some time from replacing all those skills and abilities that affect flanking, but it's gonna get a serious nerf.


Mageus said:

The flank mechanism would be much better if you could choose the orientation of your unit whent the unit does not use all its movement. I don't know if that is possible.
What would be really nice (but probably not possible to do) is that units could focus on an ennemy at the end of their turn (the nearest by default) and if they still have movement can reajust their position to face it (all remaining movement is lost with the first retaliation). This way the whole flanking system would be much more realistic.


Unfortunately, that's not realizable. If I had access to the source code on the other hand...

Mageus said:

Oh and as a side note the 50% bonus for a full flank is not absurd and it is 100% only for the squeashy assassins (backstabing gives +50%) who else would have no use.



+50% is a pretty big deal, I'd reduce it to 15% at most, and 15% is still a lot

Mageus said:

As for skills to be changed :
offense : giving a +X% of the might of the heroe would make it useless. A +X% of the damage of the creatures with the same digits as in H3 ... would probably be too effective.


I'm working on this, I'm planning to increase creature damage directly, but with lower amounts, like 5% per offense rank.

Mageus said:

GM attack and defense need to change else they will break the balance with the following extension (GM defense just look to strong with mage heroes).


Those are definitely going to be changed, but what effect should they have?

Mageus said:

Your change to logistic (+3 instead of +1 if I remember correctly) is great.


Don't remember talking about logistics, but I'm planning an overhaul of the movement system, globally increasing heroes movement and making logistics percent based.

Maurice said:
I guess the best way to go about it would be to split creature defense into passive defense (i.e. armor) and active defense (i.e. parry, dodge, etc ...). When flanking, only the passive defense should count from the back, and only partial active defense added to that when attacking from the sides. But I guess such a concept is pretty hard to implement as you'd need to make a pass over all creatures and differentiate between passive and active defense values.



Well, I think it's possible, albeit very hard to accomplish. You'd have to give all creatures a new set of hidden abilities (i.e: active defense) , which would act like some sort of resistance and scale with defense stat. Then those abilities would by bypassed by flanking. But as I said this would require a lot of work and I'm not considering to add it in the near future.


edit:

Good news, Death Cloud is now a passive ability Should I give the Archlich raise dead now?




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Moritzbradtke
Moritzbradtke


Known Hero
posted June 25, 2016 04:05 PM
Edited by Moritzbradtke at 16:12, 25 Jun 2016.

i like mods but i woudnt touch core Elements too much, actually i like flanking as it is and it gives value to high initiative and movement and gives battles a Little more depth, btw it has been said that they will make it possible to Change the direction of view after u have moved, possible next patch

i agree something could be done about the nova skill, doing dmg undepending on range and being able to use it each round....

can u remove morale cap? for haven at last or do some sort of Special cap for haven only?

can u improve the weaker spells? especially weakness, despair? These are weak compared ro firebolt etc., These could Need a buff right when u can cast em, could scale less with Magic for that

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The_Green_Drag
The_Green_Drag


Supreme Hero
posted June 25, 2016 04:13 PM

LizardWarrior said:


I think I can do some tricks to make offense skill itself affect creatures damage directly. Not sure though, but in this case, I may be able to create a skill that buffs up their retaliation, like extra +5% damage on retaliation, or maybe retaliation buff would work better for defense? Or I can make flanking bonuses a lot smaller like 5% for flanking, 10% for backstabbing.


Flanking right now is really lame since we can't even choose which  direction the unit will face, but I hear it will get better with the xpack. Reducing the bonus would be good if you choose to leave it. The only other things tied to it I can think of were assassins, who are out and one of the skills in Dungeon's faction ability that causes back-stabbed victims to retaliate with 0 attack stat.

LizardWarrior said:

Core druid? Hmm... not so sure, but the I can enable the defense reduction for it. As for entangle, no problem, I can kick treants back to elite instead of blade dancers and give them entangle on attack like in the good ol' h3


I'm just eager to kick out as many 'normal' elite shooter as possible, and you've already helped with that by promoting the lich. Not a fan of patterns in faction line ups. Ubi made it hard by reducing the tiers but its like they didnt even try But it sounds like I'm gonna like whatever you have planned for Slyvan so i'll leave it at that.

LizardWarrior said:

Fire elemental can get X% chance to cast firebolt upon attack or something like this, maybe a fire-aura that damages enemies adjacent to it every turn. Succubus may get X% chance to cast some curse upon attack, I could give Succubi an adventure map ability to r(s)educe joining cost, but that may be OP Mages could keep nova or get the spell cost reduction or some blessing to cast. Also, I hope to fix the death cloud soon, maybe before the first release.

See I'm not good at coming up with stuff, just pointing things out Fire aura sounds neat, could give that to the efreet too.


LizardWarrior said:

Yes, an overpowered stupid special, especially for a core. Perhaps I can make an Anti-Cavalry bonus which will deal 150% damage to all cavalry (cavaliers, reapers, riders), or maybe give them 1 range like in h4.


Glad you agree on this and I really like that idea with 3 kinds of mounted units in the game. Hopefully a nomad can get added one day I'd be eager to see what kind of effect this would have on Haven. I personally don't get the pikemen anyways when i play cause theyre cheap and its never been a problem until I run into leaf daggers, might pounce, Nova..etc So I'm hoping the removal/nerfing of those abilities will help tip the scales.


LizardWarrior said:

Crusader won't have cleave, so there are only 2 now. Cyclopi already have the "Fiery Eye" ability, perhaps make it deal less damage than melee and allow it to be cast every turn? Perhaps if I can make a Phoenix out of Simurgh, the Dragon Golem may come as a champion.


Cyclopes' fiery eye already does do less damage than his normal attack and it can be cast every turn, but not twice with good morale if that's what you meant. I think a sort of combination of the H2 and H3 cyclopi would be interesting. Weaker and greater in numbers like in h2, but still ranged. Just a thought.

LizardWarrior said:

The dragons' "poisons" can be rectified easily, now they make no sense for blackies as they are already very powerful. Or I can give them the gold dragon's one.



The one game Ubi did well at: Clash of Heroes, had the emerald dragon's attack leave acid on the unoccupied spots that are in its range of attack. When a unit walks on it they get damaged. Kinda similar to the % fire wall attack you gave to the red dragons.


But thanks for the quick answers!

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ChrisD1
ChrisD1


Supreme Hero
posted June 25, 2016 10:06 PM

Nobody mentioned the unlimited nova tje leaf daggers are alright even if it ignores defense. It s a one time thing.
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The_green_drag
The_green_drag


Supreme Hero
posted June 25, 2016 10:53 PM

Nova was definitely discussed. but leaf daggers is too powerful. Played a game with my friend the other day and he whooped my *** in the end because he starts the battle shooting those daggers that kill both my champions and justicars. Or he coulda hit my angels and marksmen and killed all of them instead.

I don't deny its fun to play with but it's quite the opposite to go against. I don't feel fairly beaten I just feel cheated and like I wasted my time with the game. Lizard said he could remove the ignores defense part so I'll let him play around with it.

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ChrisD1
ChrisD1


Supreme Hero
posted June 26, 2016 12:03 AM

Fog shroud,advance,teleport,summon elemental,take your pick on how you ll intercept druids. Lots of thibgs are op but not this.
Legionnaire's crazy speed(walking distance) or infinite nova is the worst! Alongside offense/defense,air magic grandmasters
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