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Stars! Order of Events Wed, 04 May 2005 16:09 Go to next message
mlaub is currently offline mlaub

 
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Hi

Finally 'finished' an 'updated' ooe. Anyone see any mistakes? Know of any additions? Or point me at a better one?

Thanks!
-Matt

-------------------------------------------------------

Order of Events

  1. Scrapping fleets (w/possible tech gain)
  2. Waypoint 0 load tasks (if done by hand)
  3. Way point 0 Tasks
            A. Waypoint 0 unload tasks (By hand)
            B. Waypoint 0 Colonization/Ground Combat resolution (w/possible tech gain)
            C. Waypoint 0 load tasks (Random player order)
               * Other Waypoint 0 tasks *

  4. MT moves
  5. In-space packets move. Packets that will hit planets decay pro-rated by distance traveled.
            A.   PP packets (de)terraform
            B.   Packets cause damage (Packets impact, oldest first, in planet-id order)
            C.   Planets hit that end up with 0 colonists become uninhabited  
                 (Player order -lower- deterines whose packets hit first)

  6. Fleets move (run out of fuel, refuel at bases, hit minefields (fields reduce as they are hit, lowest # fleets hits mines first),
    stargate, wormhole travel)
  7. Inner Strength colonists grow in fleets. Overflows to player owned planets.
  8. Mass Packets still in space and Salvage decay
  9. Wormhole endpoints jiggle/degrade/jump
  10. SD Minefields detonate (possibly damaging again fleet that hit minefield during movement)
  11. Mining. Including AR remote mining of colonized worlds.
  12. Production (incl. research, packet launch, fleet/starbase construction)
  13. SS Spy bonus obtained
  14. Population grows/dies
  15. Packets that just launched and reach their destination cause damage (Impacts are in planet ID order)
  16. Random events (comet strikes, etc.)
  17. Fleet battles (w/possible tech gain)
  18. Meet MT
  19. Bombing
          A. Player 1 bombing calculated 
                1.  Retro Bomb, delayed effect.
                2.  Normal/LBU Bomb Damage Calculated 
                3.  Smart Bomb Damage Calculated
                4.  Defences Recalculated (Retro Bombing takes effect).
    
          B.  Player 2 bombing calculated and so on in order with players 3, 4... 
    
          C.  Planets with 0 pop lose defenses, planetary scanner, invasion tech gain
              possibility, the production queue, and the insta-terraforming of CA's.

  20. Waypoint 1 unload tasks
  21. Waypoint 1 Colonization/Ground Combat resolution (w/possible tech gain)
  22. Planets with 0 pop become uninhabited
  23. Waypoint 1 load tasks (Random player order)
  24. Mine Laying
  25. Fleet Transfer
  26. Waypoint 1 Fleet Merge
  27. CA Instaforming
  28. Minefields Decay
  29. Mine sweeping
  30. Starbase and fleet repair
  31. Remote (De)Terraforming



[Much editing...]
[Moderator ] Fixed spelling error 'oob' -> 'ooe'


[Updated on: Fri, 17 November 2006 22:59] by Moderator





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Re: OOB Wed, 04 May 2005 19:01 Go to previous messageGo to next message
Kotk

 
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Yep ... it looks quite familiar. Nod Is it same as in starsfaq?

http://www.starsfaq.com/order_events.htm



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Re: OOB Wed, 04 May 2005 20:29 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Kotk wrote on Wed, 04 May 2005 18:01

Yep ... it looks quite familiar. Nod Is it same as in starsfaq?

http://www.starsfaq.com/order_events.htm



Possibly. Looks about right! I left off about a year ago integrating all relevent info into a mod of the Posey spreadsheet. I couldn't remember where I got all the info, and why some of my older OOB's were slightly different...I think you nailed it.

Thanks!
-Matt




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Re: OOB Thu, 05 May 2005 02:47 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
[quote title=mlaub wrote on Thu, 05 May 2005 02:29]
Kotk wrote on Wed, 04 May 2005 18:01

Yep ... it looks quite familiar. Nod Is it same as in starsfaq?

Nope. The StarsFAQ has wrong bombing procedure. Matt's right. But I miss the CA Retro bombing in the order of bombing.

I'd also check the line Wormhole entry points jiggle. I was always able to intercept the fleets coming form WH if I targeted the "deep space" instead WH, what shouldn't be possible if it would jiggle before ships would come through.

I'd change the line In-space packets to a In-space packets (that will hit the planet in this turn) move, decay and hit .

<nitpick>
There's not right wording used in Bombing ad. A.3. Planets bombed to 0 pop don't become "uninhabited", because you can pop-drop them (what you can't do with other planets that were uninhabited before bombing). Looks like the bombing procedure checks for 0 pop before bombers start dropping bombs, and planets become truly uninhabited after WP-1 unload and before WP-1 load tasks (can't be after WP-1 load: planets would be dead at the end of the turn if one'd WP-1 load all pop).
</nitpick>

May I suggest making your Order of events a sticky topic in the Academy?

BTW, what OOB stands for?

BR, Iztok


[Updated on: Thu, 05 May 2005 03:16]

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Re: OOB Thu, 05 May 2005 06:58 Go to previous messageGo to next message
Kotk

 
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I looked it over and ... bombing is quite same? Seems word by word? Surprised Its of course good idea to have one here too ... especially if sticky. Order of events is very important thing. James McGuigan has been less active last 2-3 years so we never know when that FAQ site disappears.

Yep... i dont also know when retro bombers work. Embarassed I have never seen these bombs being built in a game. Nod However there may be slight point to have some around IF they do bomb before other bombs.

About WH ... didnt you, Iztok, notice that "exits jiggle" after fleet movement? Actually ... if we think about that dance there ... WH Exits do not exactly "jiggle". They will move very dedicatedly exactly to where WH Entries did jiggle. Wink Very Happy

"OOB" is maybe "Order Of Battle"? Rolling Eyes


[Updated on: Thu, 05 May 2005 07:13]

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Re: OOB Thu, 05 May 2005 08:40 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Kotk wrote on Thu, 05 May 2005 12:58

I looked it over and ... bombing is quite same? Seems word by word?

StarsFAQ states that bombing doesn't stop: Player 1 bombs, then player 2 bombs... Only after all finish the planet becomes uninhabited. Matt's checks for each player separately, what also happens in game. Makes big difference to installations.

Quote:

Yep... i dont also know when retro bombers work. Embarassed

Why Embarassed ? I also don't know, else I'd give details.

Quote:

About WH ... didnt you, Iztok, notice that "exits jiggle" after fleet movement?

I need to test that WH travel. There's too much unclear stuff for me currently Confused3 :
- my entry part of WH is exit part of his fleet Confused2 ;
- according to Order Deal fleets finish moving before exit points jiggles. By my experience ships move IN WH, then it's other part jiggles, then ships move OUT of WH (Edit: WRONG!);
- did you ever happen to miss entering WH, because it jiggled out of reach (you being just few LY too short)? I can't recall that, but my experience with WHs is not big.

Will do a thorrough testbed in the evening and report.
BR, Iztok


[Updated on: Thu, 05 May 2005 15:38]

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Re: OOB Thu, 05 May 2005 09:10 Go to previous messageGo to next message
Kotk

 
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iztok wrote on Thu, 05 May 2005 15:40

Why Embarassed ?
Because I have played it for ten years and never ever thought about it.
Quote:

I need to test that WH travel. There's too much unclear stuff for me currently Confused3
Yes ... current theory is like that: Each WH consists of 2 Entry/Exit pairs (4 spots). Entries do jiggle around before movement so you dont know where exactly you do enter. Sometimes you miss WH at warp 7 if it is 48ly away. However Exits stay where they were, because if you see other end you know exactly where your fleet will be after WH travel. So Exits do join Entries only after movement. Nod

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Re: OOB Thu, 05 May 2005 10:55 Go to previous messageGo to next message
Kotk

 
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iztok wrote on Thu, 05 May 2005 15:40

StarsFAQ states that bombing doesn't stop: Player 1 bombs, then player 2 bombs... Only after all finish the planet becomes uninhabited. Matt's checks for each player separately, what also happens in game. Makes big difference to installations.


Okay... i see ... sorry. Theres that wording ... it can give impression that a planet can somehow lose starbase only after it is bombed into empty. Wink

Maybe that "Gets unihabited" must be divided into two different events.

One is the major event that "player lose control" ... destroyed will be defenses, planetary scanner, orbital, tech-seller, bombability and the production queue ... plus all terra of CA.

Another is when that colony module essence goes away. That stops pop-droppability (and/or reinforceability). Cool

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Re: OOB Thu, 05 May 2005 10:55 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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iztok wrote on Thu, 05 May 2005 01:47


May I suggest making your Order of events a sticky topic in the Academy?


Good idea!
Quote:


BTW, what OOB stands for?


Order of Battle

-Matt



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Re: OOB Thu, 05 May 2005 11:00 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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iztok wrote on Thu, 05 May 2005 01:47


There's not right wording used in Bombing ad. A.3. Planets bombed to 0 pop don't become "uninhabited"


How about just:

A.
3. Defences Recalculated. Planets with 0 colonists lose starbase and defences


-Matt






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Re: OOB Thu, 05 May 2005 11:06 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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FYI - I think Posy did the first "official" event page.

http://members.aol.com/sbposey/stars/events.html

-Matt



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Re: OOB Thu, 05 May 2005 15:24 Go to previous messageGo to next message
Kotk

 
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mlaub wrote on Thu, 05 May 2005 18:00

3. Defences Recalculated. Planets with 0 colonists lose starbase and defences


Planet with orbital present cant be bombed. So planet that got bombed to 0 has no starbase to lose. Nod

Sure it was Posey who started that list. It happened long ago somewhere in past century.


[Updated on: Thu, 05 May 2005 15:28]

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Re: OOB Thu, 05 May 2005 15:32 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
mlaub wrote on Thu, 05 May 2005 17:00

iztok wrote on Thu, 05 May 2005 01:47

There's not right wording used in Bombing ad. A.3. Planets bombed to 0 pop don't become "uninhabited"


How about just:

A.
3. Defences Recalculated. Planets with 0 colonists lose starbase and defences

Ekhm... bombers can't bomb a planet with an orbital. Wink
I'd rather wrote "3. Defences Recalculated. Planets with 0 colonists become non-target for bombing." and add immediatelly after Bombing and before Waypoint 1 unload tasks Kotk's line:
"Planets with 0 pop lose defenses, planetary scanner, orbital, tech-seller, and the production queue plus all terra of CA." Or shorter, but less explicit:
"Planets with 0 pop lose everything but factories, mines and colony module."

I did a testbed checking WP1 colonizing/pop-dropping such a planet. Strange thing: I can
- drop the pop OR
- colonize that planet OR
- colonize AND pop-drop. Confused2

To complete the nitpicking Wink we need only the line
"Planets with 0 pop become uninhabited." just before the
Waypoint 1 load tasks.

BR, Iztok

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Re: OOB Thu, 05 May 2005 15:57 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
iztok wrote on Thu, 05 May 2005 14:40


Will do a thorrough testbed of the Wormhole travel in the evening and report.

Did a testbed. Finding:

No WH end jiggles/jumps until all ships end their movement through it.

Looks like the line Wormhole entry points jiggle is a remainder from an older version of Stars!.
BR, Iztok

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Re: OOB Fri, 06 May 2005 03:42 Go to previous messageGo to next message
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Hi!
iztok wrote on Thu, 05 May 2005 14:40

Quote:

Yep... i dont also know when retro bombers work. Embarassed

Why Embarassed ? I also don't know, else I'd give details.

Did a testbed for combined retro/normal/smart bombing. Here are results:
Retro bombing happens before normal bombing, but planet isn't de-terraformed for the purpose of normal/smart bombing Confused3 for the player that uses Retro bombs! However player with higher number bombs de-terraformed planet where only 10 defenses work. Retro bombs obviously are usefull, but only in alliances.

Correction to Bombing in Order of events should look like:
A. Player 1 bombing calculated
1. Retro bombing
2. Normal...
...
5. Retro bombing takes effect
BR, Iztok


[Updated on: Fri, 06 May 2005 07:33]

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Re: OOB Fri, 06 May 2005 10:20 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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iztok wrote on Fri, 06 May 2005 02:42

Hi!
Correction to Bombing in Order of events should look like:
A. Player 1 bombing calculated
1. Retro bombing
2. Normal...
...
5. Retro bombing takes effect
BR, Iztok


So, it would only make sense if you are in an alliance, or are expecting a 2 turn bombing by yourself? I think that jibes with my experience...

I have only played CA once, just to confirm that it was way to powerful (Sorry to the 14 races out there that had to be involved in that experiment! Smile ). I distinctly remember that I was using OA's with war fleets, and sending in bombers the turn after for that reason.

I'll modify it. thanks for confirming!

-Matt



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Re: OOB Fri, 06 May 2005 10:50 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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iztok wrote on Thu, 05 May 2005 14:57

Hi!

Looks like the line Wormhole entry points jiggle is a remainder from an older version of Stars!.
BR, Iztok



Not sure I understand this. There are 3 distinct events here for 6, 10 and 11, jiggling, and degrading/jumping to less stable conditions and different regions.

I think you are saying that 10 can be deleted, which doesn't make sense, I think.

Let's see...You can target a WH (itself), and it will move before you move (as I have missed them before by not traveling fast enough)... So #6 makes sense.

You can target the current WH access point co-ordinates, to intercept ships exiting from that WH...So #10 makes sense, if you discount the whole chicken or the egg thing. Smile

I have had fleets stranded in the middle freaking nowhere, after jumping through an existing WH...So #11 makes sense to me.

What am I missing here?

-Matt




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Re: OOB Fri, 06 May 2005 10:53 Go to previous messageGo to next message
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Kotk wrote on Thu, 05 May 2005 09:55

tech-seller



What do you mean, "tech-seller" ?

-Matt



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Re: OOB Fri, 06 May 2005 12:12 Go to previous messageGo to next message
Kotk

 
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Is not "retro bombing takes effect" and "defenses recalculated" same thing?

I tested WH too and seems that Iztok is very correct that it is changed (at least in JRC4 that i have). I think Event 6 may be removed and in Event 10 just "endpoints" may be used instead of "exits". Event 11 is OK like it is. Dunno how i now get rid of that stupid old habit to enter wormholes at warp faster than needed. Confused Laughing

With destruction of tech-seller i mean that despite 0 pop planet remains pop-droppable, there is no chance to gain tech doing it. Shame

In practice i have used it when i fight strong enemy and have lots of spare pop. I try adjusting my bomber fleets to be sure that there is some pop to fight with after bombing. This way there is chance to gain tech. Nod

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Re: OOB Fri, 06 May 2005 13:24 Go to previous messageGo to next message
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Kotk wrote on Fri, 06 May 2005 11:12

Is not "retro bombing takes effect" and "defenses recalculated" same thing?


Yep, I suppose so... Smile
Quote:


I tested WH too and seems that Iztok is very correct that it is changed (at least in JRC4 that i have). I think Event 6 may be removed and in Event 10 just "endpoints" may be used instead of "exits".


That explains why I never miss them anymore... Razz

I'll change both.

Quote:


With destruction of tech-seller i mean that despite 0 pop planet remains pop-droppable, there is no chance to gain tech doing it.


Ah! I see. I re-worded it.



-Matt



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Re: OOB Fri, 06 May 2005 13:56 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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I added some info on Packets based on some notes of mine that pointed to these posts.

http://groups-beta.google.com/group/rec.games.computer.stars /browse_thread/thread/a39dfacd56781619/8d99d512d2e3cdea?q=pa cket+impact+order&rnum=1&hl=en#8d99d512d2e3cdea

http://groups-beta.google.com/group/rec.games.computer.stars /browse_thread/thread/2ff941a54de651eb/ceb6a82fd86f3c85?q=pa cket+impact+order&rnum=10&hl=en#ceb6a82fd86f3c85

I'm thinking of changing the in space packet section to look more like the bombing section. e.g.

5.   In-space packets move and decay

          A. Player 1's packet impacts calculated oldest first, in planet-id order.
              1.  PP packet (de)terraforms
              2.  Packet causes damage.
              3.  Defences Recalculated. (Planets ending with 0 colonists lose defences, orbital, and become uninhabited)

           B.  Player 2's packet impacts calculated in order with players 3, 4... 


I think this is correct, but am not sure. Waddaya think?

-Matt




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Re: OOB Fri, 06 May 2005 17:54 Go to previous messageGo to next message
Kotk

 
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Events 5 and 8 look similar? maybe 5 should be like "packets that hit from space decay and hit".

Not sure if similarity to bombers makes that packet thing more clear. Packet hit is clearly different than bombing. Rolling Eyes Same player bombers hit planet-by-planet. Packets hit piece-by-piece. If one packet destroys defenses then next one (from same player) damages better. Nod However i have difficulty to think out how to make it more clear. Hit Computer Toof

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Re: OOB Fri, 06 May 2005 21:07 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Kotk wrote on Fri, 06 May 2005 16:54

Events 5 and 8 look similar? maybe 5 should be like "packets that hit from space decay and hit".



Clarified. Also added pro-rating. I keep remembering more things. Smile

Quote:


Not sure if similarity to bombers makes that packet thing more clear. Packet hit is clearly different than bombing. Rolling Eyes



Yes, but I think the process is the same.

Quote:


Same player bombers hit planet-by-planet. Packets hit piece-by-piece. If one packet destroys defenses then next one (from same player) damages better. Nod However i have difficulty to think out how to make it more clear. Hit Computer Toof



Let it bake awhile. Maybe someone else will step forward and provide clarity.

-Matt



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Re: Stars! Order of Events Mon, 09 May 2005 16:17 Go to previous messageGo to next message
LEit is currently offline LEit

 
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mlaub wrote on Wed, 04 May 2005 16:09


3. Way point 0 Tasks
A. Waypoint 0 unload tasks (By hand)
B. Waypoint 0 Colonization/Ground Combat resolution (w/possible tech gain)
C. Waypoint 0 load tasks
* Other Waypoint 0 tasks *


Some testing has indicated that the way 0 loads are random by player #, so if two players are trying to load from the same source (with SS parts for example) then it's somewhat random who gets first choice.
mlaub wrote on Wed, 04 May 2005 16:09


5. In-space packets that will hit planets move and decay. Decay is pro-rated by distance traveled.
8. Mass Packets still in space and Salvage decay


Mass Packets in space move before fleets do, so fleets can target them for interception. They probably happen in step 5, and it just determines if the packet hits or not. And probably does the decay at the same time.
mlaub wrote on Wed, 04 May 2005 16:09


6. Fleets move (run out of fuel, hit minefields (fields reduce as they are hit, lowest # fleets hits mines first),
stargate, wormhole travel)


Fleets that arrive at an allied base get refueled, even if that base later dies in combat, or a packet that hits the same turn it was launched.
mlaub wrote on Wed, 04 May 2005 16:09


7. Inner Strength colonists grow in fleets


And overflows, note that normal growth is after this, so an IS can grow twice...
mlaub wrote on Wed, 04 May 2005 16:09


9. Wormhole endpoints jiggle
10. Wormhole endpoints degrade/jump


I think these are the same thing, just a check to see if the movement should be small or huge.
mlaub wrote on Wed, 04 May 2005 16:09


12. Mining


Including AR remote mining of colonized worlds. Remoting mining of non-colonized worlds happens later, after battles, but I'm not sure exactly where.
mlaub wrote on Wed, 04 May 2005 16:09


24. Waypoint 1 load tasks


These are probably randomized as well.


[Updated on: Mon, 09 May 2005 16:18]




- LEit

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Re: Stars! Order of Events Mon, 09 May 2005 19:08 Go to previous messageGo to previous message
mlaub is currently offline mlaub

 
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LEit wrote on Mon, 09 May 2005 15:17


Some testing has indicated that the way 0 loads are random by player #,



Noted.
Quote:


Mass Packets in space move before fleets do, so fleets can target them for interception. They probably happen in step 5,



Reworded for better clarity. My last edit muddied that fact.

Quote:


Fleets that arrive at an allied base get refueled,



Added "refuel at bases". Good enough?


Quote:


And overflows, note that normal growth is after this, so an IS can grow twice...



Added "Overflows to player owned planets." Growing twice is more of a strategy thing? or should it be noted that that overflowed pop *can* grow/die again?
Quote:


mlaub wrote on Wed, 04 May 2005 16:09


9. Wormhole endpoints jiggle
10. Wormhole endpoints degrade/jump


I think these are the same thing,

No way to prove it either way, and I don't think it would matter, would it?

I'll just truncate it to 1 line.


Quote:


Including AR remote mining of colonized worlds.

Added
Quote:


Remoting mining of non-colonized worlds happens later, after battles, but I'm not sure exactly where.

Me either... Anyone?

Quote:


These are probably randomized as well.


Added

Thanks!
-Matt



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