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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Set game difficulty [little ERA Mod]
Thread: Set game difficulty [little ERA Mod]
RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 12, 2017 12:16 AM
Edited by RerryR at 00:35, 12 Jul 2017.

Set game difficulty [little ERA Mod]

Hi,
i just wanted to share a script with you, which i use quite often.
Most of you probably know it, it's a original WOG script nr. 21 Neutral Units.erm. Usually you ignore this script because if you activate it, neutral units on the map get insane bonuses over time which in my opinion is to strong.

** The Neutral Units option adds a bonus of +1 Attack and +1 Defense for every 4 game days to neutral creatures. It also adds approximately +6% Health every four days**

But the basic idea and the coding of the script is very nice.  
You can use this base to customize the game to your needs. I set up an .ini file which allows you to easly set the time period (in days) at which the neutral units get their bonuses.  
Here are some examples on what you can set now (any value is possible):

 1 - +6% health +1att and +1def per day,       42% health per week,           168% health per month
 7 - +6% health +1att and +1def per week,      42% health per month,          210% health at end of month 5
14 - +6% health +1att and +1def per two weeks, 12% health per month,          120% health at end of month 10
28 - +6% health +1att and +1def per month,     60% health at end of month 10,  

In the ini file you also can activate or deactivate the additional bonuses like "Air Shield or Mind Immunity"  which come with the original script.
I hope this is useful for you map makers it gives the progression of the game/map much more meaning. Also neutrals can become quite a challenge after 10 month game time.

Installation:
Just download the Mod and extract to your heroes Mod folder. Activate with Mod Manager. Open the ini file in the mod folder and set to any value. Default value is 28. The other functions of the script should be untouched and work as normal.

Dropbox Link: https://goo.gl/G5dFhK

If there is enough interesst i can also give you more options on what to set e.g. amount of attack or more buffs/debuffs.

This post is more for people which are not so familiar with ERM or forgot about script 21. The credits for this script of course go to the WOGs authors.


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Promising
Supreme Hero
posted July 12, 2017 06:55 AM

Look interesting! Definitelly worth checking!

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Baronus
Baronus


Legendary Hero
posted July 12, 2017 07:05 PM

WoG needs ballance but in your site is a lot of scripts! What to download? Or maybe all?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 12, 2017 07:20 PM

@ Baronus

The good thing about WOG/ERA is that you can freely choose what you want and costomize to game to your linking. So when you feel like you need a bit more challenge while playing download "Neutral Units difficulty" and set the value to maybe 14 and see if you can still win your szenario.

If you feel like the secondary skills for magic heroes are underpowered and not well balanced for fun play/random maps go and download mods which say [secondary skills] in front of their name and then read the readme.txt
(there is also a summary at first post of Enhanced Magic Skills thread)

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bloodsucker
bloodsucker


Legendary Hero
posted July 12, 2017 10:37 PM
Edited by bloodsucker at 22:39, 12 Jul 2017.

Thx, would you be able to create a screen with a button to reset values like in Conquistador? Some values seam impossible to me week one but not week ten.
Btw, is it compatible with other mods, namely Conquistador?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted July 12, 2017 11:16 PM

I haven't played Conquistador yet, as far as i understood if focuses mainly on AI and not on neutral units, right? Anyway this is basically an original WOG script so it should be compatible.
With that button you mean a reset button in game while playing to set diffenrent values?

From my playing experience a value around 20-30 gives a good challenge. It resembles roughly like neutrals would get double stack experience in the first 4 month. On a side note, it does not affect AI hero creatures.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted December 17, 2022 12:48 PM

This is Difficulty Mod?

I tested maximum INSANE lvl and strong neutral in Remote Mountain II.. The game crashed in 2m 1w 4d.. If without Difficulty Mod, the game crashed for an average of 4 months.. I checked the causes of the bug, so it gave no answer, AI only stopped in Star Axis. AI's troops are throng Azure, Crystal, Faerie, Rust, Dracolich, Ghost (99/99, 2000hp, 70-80dmg, 21speed) and swarm Black Dragon.. I don't want to less troops.. I got used to large troops, esp. H4.. Hmm but you told me script mod can play larger troops.. Is English? Where I can get a script mod, and install guide? Another thing, can you improved Difficulty Mod without game crash? Thanks..
____________
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 18, 2022 10:01 AM
Edited by RerryR at 10:02, 18 Dec 2022.

Ghost said:
This is Difficulty Mod?

I tested maximum INSANE lvl and strong neutral in Remote Mountain II.. The game crashed in 2m 1w 4d.. If without Difficulty Mod, the game crashed for an average of 4 months.. I checked the causes of the bug, so it gave no answer, AI only stopped in Star Axis. AI's troops are throng Azure, Crystal, Faerie, Rust, Dracolich, Ghost (99/99, 2000hp, 70-80dmg, 21speed) and swarm Black Dragon.. I don't want to less troops.. I got used to large troops, esp. H4.. Hmm but you told me script mod can play larger troops.. Is English? Where I can get a script mod, and install guide? Another thing, can you improved Difficulty Mod without game crash? Thanks..


Hi Ghost,

This was my first idea and later resulted in the Difficulty Mod. There is no separate thread on HC, so we can discuss it here.

"Another thing, can you improved Difficulty Mod without game crash?"
If only I could... I am really trying.
But first I would say we need to identify the source of the crash. Please send me the map and the save before the crash so I can load and investigate it.
What you can always try to do if a crash occurs:
-close the game and disable Dif Mod
- load save before the crash and press F12 (now Dif Mod is removed from your current game)
- proceed with the game and see if you get better results




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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted December 18, 2022 11:39 AM
Edited by Ghost at 17:35, 18 Dec 2022.

Hi, RerryR!

Hmm unfinished map, and no save games are anymore.. But I test again, because Dif Mod crashes much lesser than mapeditor. Once Dif Mod crashed random map.. When large troops, but mapmaker's map crashes often..

When map is done, I don't send to you, I send to maps4heroes.. And map changes lesser troops or totally new troops.. Depend on Dif Mod and normal WoG/ERA script, I add on also readme.. What I recommend player uses Dif Mod.. If normal lvl never crash, for example.. I've always other plans..

EDIT

Now AI with throng Azure, Crystal and Dracolich, swarm Faerie and ghost, zounds Darkness Dragon in the 3 months! Remember 4 months.. Slow! So players can play If complete! But I like a mapeditor with.. Dif Mod helped mapmakers.. We hope maximum 686,7k troops, what H4 can play.. Think about hundreds Megadragons and Bone Dragons, host Faerie Dragons and thousands Black Dragons, if you do in comparison! H4 never crashed.. AI can play.. Even if they made the same as H3 I love freely.. It means I'm the best..
____________
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted January 15, 2023 05:35 PM

Yeah now's better AI.. I checked on version.. It's the same, but maybe Assemly 2.76 version.. IDK.. I'm playing Illusion world II now.. All maximum difficulty lvl.. It seems like AIs are born in IW2.. But AIs are afraiding now.. I know whirlpool.. Because surface for Spellbinder's Hat and underworld for Black Orb.. AIs aren't ready yet.. And I played fast without taking resources, etc Only gaining power, etc Because allied AI paid well.. Ok then I try to TP, etc and I'm ready.. Simple.. Let's see which one is born in IW2.. It after random map.. When I can developing myself than playing the same map like some Lexiav can't develop at H3.. All must know that by heart vs unknown map are large difference..
____________
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted March 20, 2023 12:19 PM

I don't like Difficulty MOD caused AI is pondering over 10min.. I'm sorry.. Now I try to kill pondering AIs.. I don't want pondering AIs are along.. When I remove them, and game runs fast.. Ok planning takes hour, when Giant map.. It after I can play
____________
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted March 20, 2023 01:00 PM

Ghost said:
I don't like Difficulty MOD caused AI is pondering over 10min.. I'm sorry.. Now I try to kill pondering AIs.. I don't want pondering AIs are along.. When I remove them, and game runs fast.. Ok planning takes hour, when Giant map.. It after I can play


Hi,

pondering AIs is a common problem on G maps. A very serious one if you ask me. But why you assume it is dif mods fault?
To check: please take your game save where AI takes long. Exit game disable Dif Mod, re-enter game and press F12. Now Dif Mod is disabled.
Compare AI thinking time before and after. If you want you can also provide save to me.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted March 23, 2023 10:46 AM

RerryR!

Ok it's Giant fault, when 216x216 runs well.. I beat the Giant map, I got over 470 point in the 5 months.. Thanks!!
____________
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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted March 25, 2023 12:43 PM

No.. A long time.. AIs are pondering.. I don't need any, thus I played Giant map without Dif mod.. No against Dif mod.. Ok
____________
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orc
orc


Famous Hero
posted May 05, 2023 12:02 AM

Hello,
what is the difference between version 1.032 and 1.038? I am asking becuz 1.038 give me henchman error.

also it seems AI compensation is too low AI is stuck in his base and never breaking.


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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 05, 2023 07:24 AM

orc said:
Hello,
what is the difference between version 1.032 and 1.038? I am asking becuz 1.038 give me henchman error.

also it seems AI compensation is too low AI is stuck in his base and never breaking.




Changelog can be found inside the mod folder. The most recent version

1.039
- increased AI hero amry starting size depending on selected neutral stack size and double stack size option. This should reduce the possibility that the AI is stuck in its starting zone
- AI will no longer fight commanders in creature banks

It can be downloaded with H3 Launcher, there was an important update a few days ago. I will also update my Dropbox link.

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Ghost
Ghost


Undefeatable Hero
Therefore I am
posted May 05, 2023 12:15 PM

Hmm

Hi!

Today version seems very good, when RoE AI style attacked 32k Lizardmen, Warrior Lizards again and again.. I reduced 32k to 11k.. So AI won the battle, but next swamp hero guarded, AIs visited in Dragon Utopia for Tome of Air or Angel Wings.. It found RoE style.. So walked over the swamp hero, etc I tested 1lvl area like Elite, but AIs were faster than me.. Even if I'm almost ready.. 1lvl area took 4 months.. Hard! Ok Surrealistic Land is coming, and readme says your mod is compatible with the map. But not force to play with ACM, difficulty MOD, etc Thus map is a walkthrough, SP.. If you create still stronger AI, I think the game no longer, the best you play Surrealistic Land, then you can think about lvl.. Thanks for your MODs.. Ok
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orc
orc


Famous Hero
posted May 09, 2023 02:56 PM
Edited by orc at 15:43, 09 May 2023.

BUG REPORT!!

Hello, I found 2 bugs: second bug will be found at the end of this post. First bug is sometimes the mod ignore the settings I choose. Yesterday I choose Easy neutrals, today I choose insane but it keeps using easy.

Many times I restart the game until the bug is fixed. Many times!!.

in campaign it seems fine but in normal maps XL with 8 players sometimes it ignores neutral settings.

AI settings seem fine though.
___________________________________________________
now for second part: I am trying to figure out how to change the bonuses.
If I wanted to change daily movement bonus, I must change this code right?
Quote:

!?FU(Give_AI_Movement);
!!SN:W^H3_Game_Difficulty^/?y1;
!!VRy2&y1=1:S200;                       [Normal]
!!VRy2&y1=2:S300;                       [Hard]
!!VRy2&y1=3:S400;                       [Expert]
!!VRy2&y1=4:S500;                       [Extreme]
!!VRy2&y1=5:S700;                       [Insane]
!!HEx1:Wdy2/1;                          [Add little Bonus Movement dependant on Level]




Now what about others. Hero Primary stats per level bonus. Creature daily bonus, Daily experience, Resource Bonus. Which functions I must change? I did not see Give_AI_stats function. I have seen 2 codes to give primary stats not sure how to edit that.

Quote:

***First Code***
 **Primary Skill Reward
 !!if&y50=2;
   !!VRy5:S31R3;

   !!SN:T^Diff_Mod.A glorius victory^/?z2 Iz2/?z2;
   !!IF:Q1/y5/1/1/z2;

   !!HE-10&y5=31:Fd1/d/d/d;            [give appropriate bonus]
   !!HE-10&y5=32:Fd/d1/d/d;            [give appropriate bonus]
   !!HE-10&y5=33:Fd/d/d1/d;            [give appropriate bonus]
   !!HE-10&y5=34:Fd/d/d/d1;            [give appropriate bonus]
 !!en;

***Second Code***
**Primary Skill Reward
!!if&y50=3;
 !!VRy5:S31R3;
 !!SN:T^Diff_Mod.Battle Reward2^/?z2 Iz2/?z2;
 !!IF:Q1/y5/1/1/z2;
 !!HE-10&y5=31:Fd1/d/d/d;              [give appropriate bonus]
 !!HE-10&y5=32:Fd/d1/d/d;              [give appropriate bonus]
 !!HE-10&y5=33:Fd/d/d1/d;              [give appropriate bonus]
 !!HE-10&y5=34:Fd/d/d/d1;              [give appropriate bonus]
!!en;


Is this code bonus for AI or bonus for player as battle reward? hmmmmm im confused.


Edit OK I think I found it:
Line start at 3014 from the script said:

********************************************************************************
Increases one of the Primary Skills of any AI Hero when level up by:

Easy/Normal-      50% chance of 1 Random Point
Normal/Hard-     100% chance of 1 Random Point
Hard/Expert-     100% chance of 1 or 2 Random Points
Extreme-         100% chance of 2 Random Points
Insane-          100% chance of 2 or 3 Random Points

!?HL-1&-1000;

!!HE-1:N?y20;
!!SN:W^H3_Game_Difficulty^/?y1; !!FU&y1=0:E; [Get game difficulty, Exit if Easy]
!!VRy5:Sc;
!!SN:W^AIPayday^/?y2; !!FU&y2>y5:E;     [Exit if AI Payday is not yet reached]

!!VRy99:S0R1;                           [Make a 50/50 coinflip]
!!VRy5&y1=1:S0; !!VRy5&y1=1/y99=1:S1;   [Easy]
!!VRy5&y1=2:S1;                         [Normal]
!!VRy5&y1=3:S1; !!VRy5&y1=3/y99=1:S2;   [Hard]
!!VRy5&y1=4:S2;                         [Extreme]
!!VRy5&y1=5:S2; !!VRy5&y1=5/y99=1:S3;   [Insane]

!!HEy20:O?y2; !!FU&y2<0:E; !!FU&y5=0:E; [Exit if no hero owner or Easy selected]

[:loop1]
!!VRy2:S0R3;
!!HEy20&y2=0:Fd1/d0/d0/d0;
!!HEy20&y2=1:Fd0/d1/d0/d0;
!!HEy20&y2=2:Fd0/d0/d1/d0;
!!HEy20&y2=3:Fd0/d0/d0/d1;
!!VRy5:-1;                              [increase counter]
!!SN&y5>1:G[loop1];                     [Loop]
********************************************************************************





Now in particular the code I have to change is:
Must change this or another line? said:

!!VRy99:S0R1;                           [Make a 50/50 coinflip]
!!VRy5&y1=1:S0; !!VRy5&y1=1/y99=1:S1;   [Easy]
!!VRy5&y1=2:S1;                         [Normal]
!!VRy5&y1=3:S1; !!VRy5&y1=3/y99=1:S2;   [Hard]
!!VRy5&y1=4:S2;                         [Extreme]
!!VRy5&y1=5:S2; !!VRy5&y1=5/y99=1:S3;   [Insane]


Am I correct, MR. PerryR?


now while you are reading this I will be looking for XP bonus and post it here.


Edit: now this is what we need to change for AI daily experience bonus right?
Daily Experience Bonus? said:


!?FU(Give_AI_Experience);
!!SN:W^H3_Game_Difficulty^/?y1;
!!VRy2&y1=1:S500; !!VRy2&y1=2:S1000; !!VRy2&y1=3:S2500; !!VRy2&y1=4:S5000; !!VRy2&y1=5:S10000;
!!HEx1:Edy2;                            [Gives Experience daily]



Now the Creature bonus is below right?
is this creature bonus? said:


!?FU(Give_AI_Creatures);
x1=hero, x2=owner
!!SN:W^H3_Game_Difficulty^/?y1;
!!FU&y1=0:E;

!!VRy11&y1=1:S2; !!VRy12&y1=1:S2; !!VRy13&y1=1:S1; !!VRy14&y1=1:S1; !!VRy15&y1=1:S0; !!VRy16&y1=1:S0; !!VRy17&y1=1:S0; [Easy]
!!VRy11&y1=2:S3; !!VRy12&y1=2:S3; !!VRy13&y1=2:S2; !!VRy14&y1=2:S2; !!VRy15&y1=2:S1; !!VRy16&y1=2:S0; !!VRy17&y1=2:S0; [Medium]
!!VRy11&y1=3:S5; !!VRy12&y1=3:S4; !!VRy13&y1=3:S3; !!VRy14&y1=3:S3; !!VRy15&y1=3:S2; !!VRy16&y1=3:S1; !!VRy17&y1=3:S0; [Hard]
!!VRy11&y1=4:S7; !!VRy12&y1=4:S6; !!VRy13&y1=4:S5; !!VRy14&y1=4:S4; !!VRy15&y1=4:S3; !!VRy16&y1=4:S1; !!VRy17&y1=4:S1; [Extreme]
!!VRy11&y1=5:S7; !!VRy12&y1=5:S6; !!VRy13&y1=5:S5; !!VRy14&y1=5:S4; !!VRy15&y1=5:S3; !!VRy16&y1=5:S1; !!VRy17&y1=5:S1; [Insane]

!!SN:W^AI_Bonus_Creature_lvl_1^/y11;    [Level 1]
!!SN:W^AI_Bonus_Creature_lvl_2^/y12;    [Level 2]
!!SN:W^AI_Bonus_Creature_lvl_3^/y13;    [Level 3]
!!SN:W^AI_Bonus_Creature_lvl_4^/y14;    [Level 4]
!!SN:W^AI_Bonus_Creature_lvl_5^/y15;    [Level 5]
!!SN:W^AI_Bonus_Creature_lvl_6^/y16;    [Level 6]
!!SN:W^AI_Bonus_Creature_lvl_7^/y17;    [Level 7]

!!re i/0/6;
!!HEx1:C0/i/?y21/?y22;                  [Check creatures to Hero Army]
!!if&y21>=0/y22>0;
!!MA:Ly21/?y30;                         [Get level of Monster]
!!VRy3&y30=0:Sy11;                      [Level 1]
!!VRy3&y30=1:Sy12;                      [Level 2]
!!VRy3&y30=2:Sy13;                      [Level 3]
!!VRy3&y30=3:Sy14;                      [Level 4]
!!VRy3&y30=4:Sy15;                      [Level 5]
!!VRy3&y30=5:Sy16;                      [Level 6]
!!VRy3&y30=6:Sy17;                      [Level 7]
!!HEx1&y21>=0/y22>0/y3>0:C0/i/y21/dy3;  [Add creatures to Hero Army]
!!en;
!!en;





Second Bug (if you fix this bug your mod will become too difficult no one can play it): on hard difficulty AI always gain 1 primary stat only. He never gains 2.  I also know how to fix the bug.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted May 09, 2023 10:12 PM
Edited by RerryR at 22:31, 09 May 2023.

Hi Orc,

for most parts your guesses are correct. You can edit these pieces of code and apply your changes.
Two more tipps if you want to verify the current status of your settings.
Go to your game folder: D:GamesERA AssemblyRuntime
and in the Runtime folder you can find current status of variables (during your game session).
So for example if you want to know about Neutral Stats setting you can look up the current value of the variable there.
"Neutral_stats=6" would mean Insane level setting.

Or you can directly show you the value ingame like this:

!?HM-1; Whenever hero moves (or any other click trigger)
!!SN:W^H3_Game_Difficulty^/?y1;
!!IF:L^%Y1^;

!!SN:W^Neutral_stats^/?y1;
!!IF:L^%Y1^;


about the bugs you presumably found I did not get that part. While I never want to rule out a bug, Dif mod is very well tested. Double-check your test routine and then write me exactly what is not working.
Edit:
I think I know what you mean now. On level up only 1 random primary stat is added instead of 2...
cya tomorrow ;- )

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Orc
Orc


Famous Hero
posted May 10, 2023 03:08 AM
Edited by Orc at 14:29, 10 May 2023.

PerryR said:
Hi Orc,

for most parts your guesses are correct. You can edit these pieces of code and apply your changes.


Which one is incorrect?
also I got the most thanks to your neat code

PerryR said:



about the bugs you presumably found I did not get that part. While I never want to rule out a bug, Dif mod is very well tested. Double-check your test routine and then write me exactly what is not working.
Edit:
I think I know what you mean now. On level up only 1 random primary stat is added instead of 2...
cya tomorrow ;- )



That is what I meant. However, please don't fix the bug otherwise your mod will become too difficult.

I would suggest that you make each bonus separate so the players can choose; just like how you made them separate for neutrals.

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