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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Advanced Classes Mod
Thread: Advanced Classes Mod This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
portus
portus


Adventuring Hero
posted October 05, 2019 07:35 PM

I saw the shrine/spell thingy while playing a map downloaded from Maps4Heroes, but it is a Restoration of Erathia map, so I guess there should be no conflict.

As for Merist's icon, no worries at all, I completely agree that it's a minor spot.

No GM level for me yet! I haven't been able to enjoy the mod that far quite yet
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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tupaz
tupaz


Adventuring Hero
posted October 05, 2019 08:52 PM

RerryR said:

Has anybody actually managed to collect a complete class set so far?





Not yet, I have played like 10-15 random two levels large maps
and I usually find 1 or 2 pieces, never found more than 2...

Speaking of new features, I don't know if it is possible, but it would be nice to have a preview of the class points you get when you have to choose a skill.

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aegis
aegis

Tavern Dweller
posted October 14, 2019 07:52 AM
Edited by aegis at 08:20, 14 Oct 2019.

Really great job! This is very nice.


I like most of these modifications, but I have a problem with Commander changes.

Mainly any commander who have offensive magic or in conflux case summoning elemental you cant attack from range or with melee (unless you walk up to them and wait to get smacked).

If there was an option to choose from to either attack or cast a spell, that wouldn't be a problem.

So can you please help me to disable them or revert to wog or remove the changes altogether if its easier.

Thanks.
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 14, 2019 09:02 AM
Edited by RerryR at 09:15, 14 Oct 2019.

aegis said:
Really great job! This is very nice.


I like most of these modifications, but I have a problem with Commander changes.

Mainly any commander who have offensive magic or in conflux case summoning elemental you cant attack from range or with melee (unless you walk up to them and wait to get smacked).

If there was an option to choose from to either attack or cast a spell, that wouldn't be a problem.

So can you please help me to disable them or revert to wog or remove the changes altogether if its easier.

Thanks.


Hi aegis,

thanks for your feedback.
In case, of the Brute and Temple Guardian you can right click the defend Icon and it will allow you to switch back to melee or shooting (you might have to click twice and a message should appear, it sets the casts to zero with an erm command and reverts when you click again)
For Conflux I have to check, but should work as in normal WoG.

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aegis
aegis

Tavern Dweller
posted October 15, 2019 03:04 PM

Thanks, that solved my problem.

Yesterday I got little bit play and I noticed that magic arrow does 3 times less dmg then melee or ranged atk (900~ melee, ranged vs 300~ magic arrow (Brute commander). Attack, magic power, damage all the same rank.

Why the dmg so low ? Im missing something ?
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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted October 15, 2019 06:51 PM
Edited by RerryR at 18:55, 15 Oct 2019.

aegis said:
Thanks, that solved my problem.

Yesterday I got little bit play and I noticed that magic arrow does 3 times less dmg then melee or ranged atk (900~ melee, ranged vs 300~ magic arrow (Brute commander). Attack, magic power, damage all the same rank.

Why the dmg so low ? Im missing something ?


To deal 900 damage with melee you need Attack and Damage as skill for your commander, to shot you need Speed-skill I think.
To cast offensive magic for the commander is a huge buff early game because it is easily available and guaranteed save hit, so I had to reduce the damage a bit.

The casting mechanics are not really explained. Casting with commander costs the hero 2 spell points. If your hero has not enough spell points you can cast anyway but the spell will only deal half damage.
I assume that was probably the case when you tested it. The spells at Grandmaster Magic level should deal around 700 damage.

I played with 6 commander skills for a very long time but now I find it much more attractive to only have 4 skills available, it forces you to make some choices and adapt a little, also your commander won't become overpowered so fast.

To Mod tries to take away the very op spikes from WoG a little, thus only 4 skills for commander. Hope that helps



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tupaz
tupaz


Adventuring Hero
posted November 09, 2019 11:06 AM
Edited by tupaz at 11:13, 09 Nov 2019.

This is probably alredy a know issue, GM adventurer get free advanced armor, archery and offense in battle but if you happen to lvl up you may get expert at these skills and these skills become permanent! also you get class points that can potentially break the class system
I had a GM adventurer and getting expert offense he got 9 skills and he become hunter
BTW I heard there is a plugin by Igrik you can play with 10 skills without unbalancing the class system, I believe you get less class points with that plugin to match the 2 more skills you can get?
if yes, where i can find it?

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 09, 2019 03:47 PM
Edited by RerryR at 15:49, 09 Nov 2019.

In version 1.03 version this will be fixed, thanks.

You can find the 10 skills plugin here: http://wforum.heroes35.net/showthread.php?tid=5186
when you use the plugin just activate the "play with 10 skills" option at game start. Points will then be adjusted, also disable secondary skill scrolling mod.

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tupaz
tupaz


Adventuring Hero
posted November 09, 2019 06:27 PM
Edited by tupaz at 19:02, 09 Nov 2019.

RerryR said:
In version 1.03 version this will be fixed, thanks.

You can find the 10 skills plugin here: http://wforum.heroes35.net/showthread.php?tid=5186
when you use the plugin just activate the "play with 10 skills" option at game start. Points will then be adjusted, also disable secondary skill scrolling mod.



You know what? I was playing the mod in the wrong load order
advanced class mod was after WoG, so I was not getting any difficulty setting at game start nor any "play with 10 skills" message either, I'm surprised I didn't got any game breaking bug.
Now everything seems is working fine and I can play with 10 skills as well!
Thank you!

BTW the plugin is working just like the map rule "heroes getting 9th-10th skills" alredy present in WoG except you dont have to scroll skills, and the hero screen seem more tidy, so i guess it's better this way.

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 09, 2019 07:08 PM

Interesting
Check your messages, you can help me test new version

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portus
portus


Adventuring Hero
posted November 22, 2019 08:55 AM

Hi Rerryr and friends, here are a few issues I've gathered for the past weeks:

1) When you re-play a battle, the first round bonuses provided by Pathfinding aren't applied (or so it felt back when I jotted down this problem though I haven't tried again lately).

2) Is it just me, or the encounters triggered by Scouting (almost) always show an insane amount of enemies? Like being a 15 lv hero with not a particularly powerful army and coming across with 2000 dread knights. Perhaps I'm just not very skilled, but most of the times I'm offered one of these battles I have no choice but to bail. While I understand that, in order to get the reward it MUST be challenging, usually I stand no chance.

3) Whereas the previous issues are no biggie, this one has ruined several games for me so far: Sometimes -not always, I don't know if there is a pattern- I start a battle and the enemy's tier 1 (maybe even tier 2) stack closest to the top-right edge of the screen has HUGE stats: its damage is 50-100 and its health is something like 300 or some other crazy figure. I mean, this is not like when you visit a skeleton (I don't think this feature belongs in your mod anyway, I'm just comparing) and you face a single skelly with boosted stats; in the issue I mean, the stack looks just as any other (e.g. 18 goblins), but then they come close and...SWOOSH! 20 nagas down the drain!

As I said, I (still) don't know if there is a pattern. It might be a dysfunction between mods. I've tried enabling and disabling a few things, but truth be told, I'm not using much stuff other than advanced clases mod, 10 skills and XXL.

4) Finally, I don't recall if I already mentioned this before, but when some creatures offer to join your army after a battle thanks to Diplomacy, it would be nice to show how many creatures are willing to join you. You can deduce it from the price asked, but still...


Well, I hope this report is useful. Sorry for not being able to keep it shorter. Keep up the great work!
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted November 22, 2019 11:17 AM
Edited by RerryR at 20:07, 25 Nov 2019.

portus said:

3) Whereas the previous issues are no biggie, this one has ruined several games for me so far: Sometimes -not always, I don't know if there is a pattern- I start a battle and the enemy's tier 1 (maybe even tier 2) stack closest to the top-right edge of the screen has HUGE stats: its damage is 50-100 and its health is something like 300 or some other crazy figure. I mean, this is not like when you visit a skeleton (I don't think this feature belongs in your mod anyway, I'm just comparing) and you face a single skelly with boosted stats; in the issue I mean, the stack looks just as any other (e.g. 18 goblins), but then they come close and...SWOOSH! 20 nagas down the drain!



Hi Portus,

the way you describe it, it reminds me of a bug I had with the option "Skeletons with Artifacts" from ERA scripts. With this option enables when you deny fighting the skeleton there was a flag which was not reset properly, so in the next fight one stack would have the same stats as the skeleton. There is already a fix for that in the newest ERA scripts if this is the problem here.  
If you say you don't use ERA scripts then please send me your savegame with the bug, I will figure it out very fast.


For Scouting, the number of creatures you have to fight are dependant on the hero level and the attack skill from your Hero (multiplicated), further, there is a modifier for the tier of the unit. I will try to adjust a bit better.


The replay battle plugin will produce all sorts of strange things, the next version will have better compatibility but I still don't recommend to use it.

Thanks for reporting! Also newest version 1.03 is nearly ready

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portus
portus


Adventuring Hero
posted November 22, 2019 02:34 PM

Alright! Your explanation on the uber-strong creatures makes complete sense! I explained one thing wrong: yes I do use era scripts; what I meant by saying 10 skills, XXL was that in the mod manager I have not much stuff. But yes, I am currently using the skeleton fight script, so I guess that's the problema. Thanks! Looking forward to 1.03

____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 01, 2019 03:47 PM
Edited by RerryR at 21:35, 03 Dec 2019.

VERSION 1.03 is ready


We have high-quality translation into Russian language by Daemon_n, improved AI-handling of artifacts, reworked Fire-Shield mechanics, plenty of improved and changed artifacts, restructured mod files, new helpful tavern rumors, Hota like description for buff/debuff specialists, increased Luck cap, an epic new Dragon Set bonus and many more balance changes and fixes.

First of all, let me thank Daemon_n for his huge effort to the Russian community with his translation. It was not an easy task I can tell you!  


Let me explain the thoughts behind some changes.

Now, why the Fire-Shield rework?
Tried to greatly improve the fun and use of Fire Shield spell.
The problem with that spell was that it actually required your troops to take damage to have any usefulness, also it was very difficult to calculate the reflected damage because it also depends on attack and defense value of the hero. Also, several creatures which should be immune to Fire Shield damage were not.
The new Fire Shield now is more like a spell and the damage depends on the spell power of your hero. The new formula for reflected damage is:
10% of melee damage +10*SP+25 with no magic school.
Sorcery, Fire Magic, Orb of Fire, Resistance, Protection from Fire all in the damage formula now.  Also, several creatures are now completely immune to Fire Shield, like Black Dragons.
These changes make the spell much more useful early on and it is not so big pain to fight Effret-Sultans anymore. Remember it is a level 4 spell now.

New AI-Artifact equipment Mod included. The computer player will now always try to equip the best artifact for slots. In case you didnt know, the AI would never equip an Titan's Gladius if his hand slot is already blocked by Centaur Axe, thus wasting a lot of potential with artifacts. This mod alone can make AI a much harder challenger.

Further, I changed the First Aid tent ressurection capabilities by limiting the amount of troops that can be resurrected during battle to 5% of total army HP. This will effectively deny the abuse of First Aid tent heal which we have since WoG introduced it.  

In this version you will find several artifacts changed in their class. You ever wondered how a Diplomat's Ring or Eversmoking Ring of Sulfur are considered Major Artifacts? Or the Boots of Speed are only Minor class? Well not anymore, a change needed which should have been done long ago. Check documentation for more info.

The newest version of the mod can be found in the dropbox link and has the name Advanced Classes Mod [latest] older versions can be found in the backup folder. Russain version is available right next to it.


Full Changelog

Version 1.02 -> 1.03

- A complete and high-quality translation into the Russian language by Daemon_n now available!
- merged and restructured erm and help files, now its cleaner and easier to work with
- 75% of all in-game text and messages are now located in a separate language .json file, which makes for "easier" translation (except spell and artifact description)
- changed font color to better match H3 art style
- added my AI-Artifact equipment mod (finally AI will now always equip best artifact for most slots)
- reworked Fire-Shield mechanics (completely rewrote the damage calculation, now the reflected damage scales with Spell Power, in gerneral it now works as if should have when the game was released)
- First Aid Tent heal in combat now has a capacity from max 5% of army value, after that resurrection ability is exhausted  (to avoid endless First Aid tent resurrect abuse in combat)
- implemented Misfortune script from ERA scripts (four artifacts received negative Luck as attribute also increased max Luck cap from 3 (12,5% chance) to 5 (15% chance))
- added new Tavern rumors which give helpful tips about Advanced Classes Mod
- Magic Strength scaling factor for big and small maps (XXL-Maps 80%, XL-Maps 85%, L-Maps 100, M-Map 110% S-Maps 120%, this ensures somewhat similar power of spells on all map sizes)
- Bonus Table in hero screen moved from alt+LMB to CTRL+RMB
- Bonus for class sets now show in Bonus Table screen and more information
- Buff/Debuff specialists icon click now shows exact strength of spell per creature level (like in HotA, just better)
- changed the class and cost of several artifacts to better match their actual usefulness (no more snowty artifacts in Major category for example)
- added version check for ERA 2.88 at gamestart
- Plunder ability when attacking monsters now works again but only for GM-Adventurer
- Brute now gets a smoother scaling for damage to gold conversion +2% gold per commander level [100% at level 1... and 200% at level 50]
- little adjustment in Magic Strength (overall a little nerf, because double cast is huge bonus, and restored the map penalties for big maps again)
- Scouting event that gives creatures now cannot give lvl 7 or 8 creatures in the first two weeks
- The option with increases units stats per gameday now calculates HP more accurate for low level troops and doesn't start with +1 modifier by default
 (so if you set to increase stats by 5% per week it will only start after one week) also changed from +6.66% to 5%
- Battlemage Pre-Cast ability costs no spell points and removed Ice Ring, Armageddon, Chain Lightning
- Commander specialists now also can gain extra strike for shooting and not only melee
- now Aeris also starts with some Pegasi
- now when sets equipped the effect of the "stronger" spell shows in Spell Book aswell
- now Hunters can learn Diplo at Master and BM can learn Eagle Eye at Master and Druids can learn Nobility at Master (to avoid confusion)
- disabling extra Ressource message pick up with Estate
- increased compatibility with Replay Battle Plugin

- Blackshard of the Dead Knight + 50 flat damage vs living creatures
- Red Dragon Flame Tongue adds fire damage with attacks (can be increased with Orb of Fire)
- Centaur Axe adds 5*Hero level flat damage to melee attacks
- Breastplate of Petrified Wood absorbs flat 30 damage from all melee attacks
- Armor of Wonder absorbs 30 flat damage from all ranged attacks
- Dragon Set new complete Set Bonus: Dragon Fire Attacks - Burns enemys with 25% damage in next battle round (Bleeding damage type)
- Pendant of Life now gives +2 Health
- Pendant of total recall +1000exp per week
- Life Artifacts now give +2/4/6% +1 life
- Badge of Courage +1 to all class points
- Pendant of Free Will small chance to hypnotize
- Bow of Elven Cherrywood + flat damage with ranged attacks
- 3 Diplo Artifacts got buffed (buffs Nobility skill, more gold from creature banks, increased chest value)
- 3 Luck Artifacts got buffed (increases chance to find class sets, +physical/magical crit chance)
- all three Resistance artifacts got buffed (+ Magic Strength, + defense, chance for movement bonus)
- Resources generating artifacts now also work in backpack (script taken from ES Algor)
- Ammo Cart and Helm of the Alabaster Unicorn now regenerate +2 Spell Points after combat
- Fire Wall and Landmine now profits from +% Spell damage and +%fire damage from Archdevil set

- fix Toggle between spell casting/melee/shooting now also works for Brute and Astral Spirit
- fix with critical strike for neutrals in combination with class sets, now also works with retaliation
- fix with Angelic Alliance Set, it would reduce your Prayer Spell by 2 points when used and moral now at 5 pieces and not 6
- fix with Battle Mages War Dress Set Bloodlust Spell was reduced by 4 points when dressed and used in combat
- fix GM. Adventurer Growth only worked for Red player
- fix a typo in AI difficulty mod which could make the game a bit harder than intendet
- fix Skill names are now shown correct/better when visiting Whitch Huts or Market of Time
- fix in Plunder Ability which would give more movement than intended when pickung up resources
- fix for some Buff Specialists like Stone Skin, some calculation were a little bit off
- fix that certain Artifacts or sets won't increase the damage of single spells (like Rib Cage to Magic Arrow)
- fix vision spell will now show correct if Monster join or not
- fix M/GM Resurrection now applies no more cure
- fix M/GM Disrupting Ray damage now works again, also for retaliation
- fix M/GM animate leech now works only once in combat
- fix M/GM Luck cannot steal from Warmachines anymore
- fix in SimTurns animation
- fix scouting event that gives creatures now has always correct names of that creature
- fix Strikes all enemies around now generates gold/exp/sp again and doesn't ignore most M/GM spell effects anymore
- fix Estate and Scouting now give gold instead of mithril if script is not enabled
- fix Poison ability and description for commander
- fix Warrior 2 set piece bonus 5% damage increase
- fix "free" description on some artifacts (disabled Enhanced Artifacts and Artifact Boost because it is not needed anymore)
- fix GM Adv sometimes learned Armorer,Offense after combat
- fix Frenzy Master Bonus now always works
- fix expert Eagle Eye range object information
- fix Stone Skin Master bonus
- fix AI Brute and Paladin Bonus Message disabled after fight

Please delete old version first before installing!
Download Link (Dropbox)use [LATEST]:
http://bit.ly/2Ixe3fX




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Bersy
Bersy


Honorable
Supreme Hero
posted December 01, 2019 11:57 PM

Small advice on the last screenshot. Could you add space after ":" character, when displaying ley-value pairs?

Crit. Damage: 56%
Intelligence: hard to estimate
____________
Heroes 3 Era and everything for it. Releases folder for releases.

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portus
portus


Adventuring Hero
posted December 03, 2019 06:58 PM

Oh yeah, Christmas is here!
____________
Ssssshhhhhhhpp!! Ah! (crimson cloud and I'm gone)

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RerryR
RerryR


Promising
Supreme Hero
Researching Magic
posted December 03, 2019 09:42 PM
Edited by RerryR at 08:41, 05 Dec 2019.

portus said:
Oh yeah, Christmas is here!


Yes something to play for the Chrismas days. I updated the last post with some fresh pictures from the mod.

By the way new Tavern Rumors:
Did you know that in Advanced Classes Mod Adrienne the Witch starts with Grandmaster Fire Magic?

What I forgot to mention, please delete the old version first before installing new version. If not you will notice certain dialogues or messages appearing twice.

Small update on [LATEST]
Version 1.032

- hotfix with 5% neutral upgrade per week option, could lead to neutral stack overflow on map
- Now we have a Payday message
- When rightclicking system option it gives warning about resetting all options
- fix Boots of Polarity work every time

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Orc
Orc


Famous Hero
posted December 05, 2019 04:01 PM
Edited by Orc at 16:20, 05 Dec 2019.

what does Scales as Morale/Luck/Retals.
mean?

I never understood the scale thing.


also, does this work with Era II? it seems like its all around work by itself and cant be used with Era or wo :|


Edit: also why no one told me about this mod??????????

perhaps this has the potential to replace it.

Edit: tbh this mod might have the potential to replace Era II, especially if editing the mod was easy.

Edit: Compatable with wog: nice. im overwhelmed.

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avatar
avatar


Promising
Supreme Hero
posted December 05, 2019 04:54 PM

Calm down and read first post carefully. This mod is compatible with WoG options, not WoG itself.
____________

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Orc
Orc


Famous Hero
posted December 05, 2019 05:33 PM
Edited by Orc at 19:49, 05 Dec 2019.

avatar said:
Calm down and read first post carefully. This mod is compatible with WoG options, not WoG itself.


ah I thought I will be able to activate this with Era II mod manager :S


Edit: Decreases speed of enemy by 30/30/30/20%.

there must be an error here? or  master slow is worse than expert?
dont get me wrong im not fan of slow spell or anything. Id delete it from the game if it was me lol

Edit: nvm they are actually mods in Era II and I can enable them with mod manager.

why isnt this clearly stated in OP?

also, I downloaded like half of them a year ago or so LOL (the extra spell cast mod)

Edit: the BadLuck2 Mod, perhaps you can buff devil special ability? like give him -2 luck (same as barons the lvl 8)

Edit:
Quote:

Reworked. Increases attack and defence by 1+1 per 7 levels, health by 9% + +1% per hero level, damage by 1 per 10 levels, levels for damage calculation are increased by 3 for each specialised creature level over 1.


Hold it there! I disagree. there is already such specialist script and it was a failure imo.

the better balance will be to make flat HP and dmg.

lets say 1 HP every 5 lvls, and 1 dmg every 10 levels. that will be okay-ish imo.
but the % will make tanky units almost never die (ogre dread nights etc)
also + 1 speed dont froget that LOL

Edit: what happens if I accidentally turned on 30% resistance script and also the 25% resistance script?

Edit: I dont find the link for the resistance 25%

Edit: I hope your new AI never use bersekr on me.I never used berserk on him.

also forgetfulness change is imba. its like berserk which I never used -_-!


also, why is first aid tent HP not buffed like ballista and amo?

Edit: I must admit Sylvia specialty fits her picture.
an Ex-pirate is now an honorable Knight

edit: while you are at it, could you please tell us which Era II scripts will be disabled while this is on?

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