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    Dragon War 1.2.5 redrum (Evil) vs Black_Elk (Good)

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    • redrum
      redrum Admin last edited by

      Good luck!

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      • redrum
        redrum Admin last edited by

        Testing Forum poster

        Test summary from TripleA, engine version: 1.10.13958, time: 11:40:48 AM
        Savegame

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        • redrum
          redrum Admin last edited by

          Testing Forum poster

          Test summary from TripleA, engine version: 1.10.13958, time: 11:44:35 AM
          Savegame

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          • redrum
            redrum Admin last edited by

            TripleA Turn Summary: Crowton round 1

            TripleA Turn Summary for game: Dragon War, version: 1.2.5

            Game History

            Round: 1
            
                Combat Move - Crowton
                    Note to players Crowton, Dwarves, Elves, Greenskins, Lionia and Undead: Prologue: The dangerous dragons of war have been extinct since the first age. The forces of evil have been dormant for centuries. The free peoples, Elves, Dwarves and the humans of Lionia, h....
                    Trigger Crowton fishing in Sea Zone 22: Crowton has 1 Fish placed in Sea Zone 22
                    1 Lgt-Infantry moved from Glassville to Iceburn
                          Crowton take Iceburn from Barbarians
                    1 Lgt-Cavalry moved from Oldengard to Maningscar
                          Crowton take Maningscar from Barbarians
                    1 Lgt-Cavalry moved from Maningscar to Iceburn
                    1 Spearmen moved from Stormwood to Sea Zone 22
                    1 Spearmen moved from Sea Zone 22 to Northern Baldoria
                          Crowton take Northern Baldoria from Barbarians
                    1 Hvy-Infantry and 1 Lgt-Infantry moved from Stormwood to Oldengard
            
                Combat - Crowton
            
                Non Combat Move - Crowton
            
                Turn Complete - Crowton
                    Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood
                    Crowton collect 18 PUs; end with 18 PUs
                    Units generate 6 Wood; Crowton end with 6 Wood
                    Units generate -15 PUs; Crowton end with 3 PUs
                    Units generate 5 Food; Crowton end with 5 Food
                    Units generate 3 Metal; Crowton end with 3 Metal
            

            Combat Hit Differential Summary :

            Savegame

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            • redrum
              redrum Admin last edited by

              TripleA Turn Summary: Greenskins round 1

              TripleA Turn Summary for game: Dragon War, version: 1.2.5

              Game History

              Round: 1
              
                  Combat Move - Greenskins
                      1 Lgt-Cavalry moved from Kargol Keep to Bleak Borderlands
                            Greenskins take Bleak Wall from Gnolls
                            Greenskins take Bleak Borderlands from Gnolls
                      1 Monoreme moved from Sea Zone 72 to Sea Zone 68
                            Greenskins take Sea Zone 67 from Pirates
                            Greenskins take Sea Zone 68 from Pirates
                      1 Lgt-Infantry moved from Rackelton to Sea Zone 68
                      1 Lgt-Infantry moved from Sea Zone 68 to East Winterpass
                      1 Spearmen moved from Orcengor to Godheim Pass
                      1 Lgt-Infantry moved from Orcengor to Godheim Pass
                      1 Hvy-Infantry moved from Orcengor to Dusty Mountains
                            Greenskins take Dusty Mountains from Gnolls
              
                  Combat - Greenskins
                      Battle in East Winterpass
                          Greenskins loses 0 PUs for violating East Winterpasss neutrality.
              
                  Non Combat Move - Greenskins
              
                  Turn Complete - Greenskins
                      Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves
                      Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
                      Greenskins collect 19 PUs; end with 19 PUs
                      Units generate -15 PUs; Greenskins end with 4 PUs
                      Units generate 3 Food; Greenskins end with 3 Food
                      Units generate 3 Metal; Greenskins end with 3 Metal
                      Units generate 3 Wood; Greenskins end with 3 Wood
              

              Combat Hit Differential Summary :

              Savegame

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              • redrum
                redrum Admin last edited by

                TripleA Turn Summary: Undead round 1

                TripleA Turn Summary for game: Dragon War, version: 1.2.5

                Game History

                Round: 1
                
                    Combat Move - Undead
                        1 Lgt-Cavalry moved from Forsaken Mountains to Hinderland Zone 9
                              Undead take Hinderland Zone 9 from Ogres
                        1 Lgt-Infantry moved from Blackwell to Decaying Soils
                        1 Spearmen moved from Necroloft to Forsaken Mountains
                        1 Hvy-Infantry moved from Necroloft to Sea Zone 51
                        1 Lgt-Infantry moved from Necroloft to Sea Zone 51
                        1 Hvy-Infantry, 1 Large-Ship and 1 Lgt-Infantry moved from Sea Zone 51 to Sea Zone 48
                              Undead take Sea Zone 51 from Pirates
                              Undead take Sea Zone 48 from Pirates
                        1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 48 to Bog of Eternal Stench
                        1 Zombie-Plague moved from Plagued Fields to The Hinderlands
                
                    Combat - Undead
                        Undead creates battle in territory The Hinderlands
                        Battle in Bog of Eternal Stench
                
                    Non Combat Move - Undead
                
                    Turn Complete - Undead
                        Undead collect 17 PUs; end with 17 PUs
                        Units generate 6 Wood; Undead end with 6 Wood
                        Units generate 3 Food; Undead end with 3 Food
                        Units generate 3 Metal; Undead end with 3 Metal
                        Units generate -15 PUs; Undead end with 2 PUs
                        Undead creates 1 Zombies in The Hinderlands
                

                Combat Hit Differential Summary :

                Savegame

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                • Black_Elk
                  Black_Elk last edited by

                  For some reason I'm having difficulty launching the save. I got 1.10.13985 installed and grabbed the latest dragon war, but when I got to load the save the play, view forum and test post buttons are all blanked out. Any ideas why its hanging up on me?

                  redrum 1 Reply Last reply Reply Quote 0
                  • redrum
                    redrum Admin @Black_Elk last edited by redrum

                    @Black_Elk You need to make sure to go into the engine preferences -> Play By Forum/Email tab and set your username/password for this forum.

                    cd8f993d-f008-4bdd-b94f-0cdb6b3e9902-image.png

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                    • Black_Elk
                      Black_Elk last edited by

                      TripleA Turn Summary: Lionia round 1

                      TripleA Turn Summary for game: Dragon War, version: 1.2.5

                      Game History

                      Round: 1
                      
                          Combat Move - Lionia
                              1 Lgt-Cavalry moved from Freegrass to Lion Heights
                                    Lionia take Lion Heights from Barbarians
                              1 Hvy-Infantry and 1 Spearmen moved from Lionport to Sea Zone 56
                              1 Hvy-Infantry, 1 Large-Ship and 1 Spearmen moved from Sea Zone 56 to Sea Zone 53
                                    Lionia take Sea Zone 54 from Pirates
                                    Lionia take Sea Zone 53 from Pirates
                              1 Hvy-Infantry and 1 Spearmen moved from Sea Zone 53 to Farhaven
                              1 Lgt-Infantry moved from Millshire to Seatopian Hills
                                    Lionia take Seatopian Hills from Murlocs
                      
                          Combat - Lionia
                              Battle in Farhaven
                                  Lionia attack with 1 Hvy-Infantry and 1 Spearmen
                                  Barbarians defend with 1 Barbarian, 1 Barbarian-Village and 1 Mine
                                      Lionia roll dice for 1 Hvy-Infantry and 1 Spearmen in Farhaven, round 2 : 1/2 hits, 0.88 expected hits
                                      Barbarians roll dice for 1 Barbarian in Farhaven, round 2 : 1/1 hits, 0.38 expected hits
                                      1 Spearmen owned by the Lionia and 1 Barbarian owned by the Barbarians lost in Farhaven
                                  Some non-combat units are destroyed: 
                                  Lionia win, taking Farhaven from Barbarians with 1 Hvy-Infantry remaining. Battle score for attacker is 0
                                  Casualties for Lionia: 1 Spearmen
                                  Casualties for Barbarians: 1 Barbarian
                      
                          Non Combat Move - Lionia
                      
                          Turn Complete - Lionia
                              Trigger Auxiliaries in Lionport: Lionia has 1 Auxiliaries placed in Lionport
                              Lionia collect 21 PUs; end with 21 PUs
                              Units generate 6 Metal; Lionia end with 6 Metal
                              Units generate 6 Food; Lionia end with 6 Food
                              Units generate -15 PUs; Lionia end with 6 PUs
                              Units generate 6 Wood; Lionia end with 6 Wood
                      

                      Combat Hit Differential Summary :

                      Lionia regular : 0.13
                      Barbarians regular : 0.63
                      

                      Savegame

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                      • Black_Elk
                        Black_Elk last edited by

                        TripleA Turn Summary: Dwarves round 1

                        TripleA Turn Summary for game: Dragon War, version: 1.2.5

                        Game History

                        Round: 1
                        
                            Combat Move - Dwarves
                                1 Lgt-Cavalry moved from Dol Ulum to Adamant Mines
                                      Dwarves take Adamant Mines from Kobolds
                                1 Spearmen moved from Ironhorn to Greyhood Holdings
                                      Dwarves take Greyhood Holdings from Murlocs
                                1 Monoreme moved from Sea Zone 31 to Sea Zone 28
                                      Dwarves take Sea Zone 28 from Pirates
                                1 Lgt-Infantry moved from Ironhorn to Sea Zone 28
                                1 Lgt-Infantry moved from Sea Zone 28 to Safe Haven
                                1 Hvy-Infantry moved from Ironhorn to East Parnesis Desert
                                      Dwarves take East Parnesis Desert from Kobolds
                        
                            Combat - Dwarves
                                Battle in Safe Haven
                        
                            Non Combat Move - Dwarves
                        
                            Turn Complete - Dwarves
                                Trigger Halflings in Halfling Meadows: Dwarves has 1 Halflings placed in Halfling Meadows
                                Trigger Auxiliaries in Ironhorn: Dwarves has 1 Auxiliaries placed in Ironhorn
                                Trigger Gnomes in Gnomen Lowland: Dwarves has 1 Gnomes placed in Gnomen Lowland
                                Dwarves collect 24 PUs; end with 24 PUs
                                Units generate 5 Food; Dwarves end with 5 Food
                                Units generate 6 Wood; Dwarves end with 6 Wood
                                Units generate -15 PUs; Dwarves end with 9 PUs
                                Units generate 6 Metal; Dwarves end with 6 Metal
                        

                        Combat Hit Differential Summary :

                        Savegame

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                        • Black_Elk
                          Black_Elk last edited by

                          TripleA Turn Summary: Elves round 1

                          TripleA Turn Summary for game: Dragon War, version: 1.2.5

                          Game History

                          Round: 1
                          
                              Combat Move - Elves
                                  1 Hvy-Infantry and 1 Lgt-Infantry moved from Athondir to Sea Zone 8
                                  1 Bireme, 1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 8 to Sea Zone 6
                                        Elves take Sea Zone 7 from Pirates
                                        Elves take Sea Zone 6 from Pirates
                                  1 Hvy-Infantry and 1 Lgt-Infantry moved from Sea Zone 6 to Oorsik Forest
                                  1 Lgt-Cavalry moved from Durlan Steppes to South Savanna
                                        Elves take West Savanna from Kobolds
                                        Elves take South Savanna from Kobolds
                                  1 Lgt-Infantry and 1 Spearmen moved from Durlan North Coast to North Durlan Hills
                          
                              Combat - Elves
                                  Battle in Oorsik Forest
                                      Elves attack with 1 Hvy-Infantry and 1 Lgt-Infantry
                                      Kobolds defend with 1 Kobold and 1 Sawmill
                                          Elves roll dice for 1 Hvy-Infantry and 1 Lgt-Infantry in Oorsik Forest, round 2 : 0/2 hits, 0.88 expected hits
                                          Kobolds roll dice for 1 Kobold in Oorsik Forest, round 2 : 0/1 hits, 0.38 expected hits
                                          Elves roll dice for 1 Hvy-Infantry and 1 Lgt-Infantry in Oorsik Forest, round 3 : 0/2 hits, 0.88 expected hits
                                          Kobolds roll dice for 1 Kobold in Oorsik Forest, round 3 : 0/1 hits, 0.38 expected hits
                                          Elves roll dice for 1 Hvy-Infantry and 1 Lgt-Infantry in Oorsik Forest, round 4 : 1/2 hits, 0.88 expected hits
                                          Kobolds roll dice for 1 Kobold in Oorsik Forest, round 4 : 0/1 hits, 0.38 expected hits
                                          1 Kobold owned by the Kobolds lost in Oorsik Forest
                                      Elves win, taking Oorsik Forest from Kobolds with 1 Hvy-Infantry and 1 Lgt-Infantry remaining. Battle score for attacker is 9
                                      Casualties for Kobolds: 1 Kobold
                          
                              Non Combat Move - Elves
                          
                              Turn Complete - Elves
                                  Trigger Wood-Elves in Oorsik Forest: Elves has 1 Wood-Elves placed in Oorsik Forest
                                  Trigger Auxiliaries in Athondir: Elves has 1 Auxiliaries placed in Athondir
                                  Elves collect 20 PUs; end with 20 PUs
                                  Units generate 3 Metal; Elves end with 3 Metal
                                  Units generate 4 Food; Elves end with 4 Food
                                  Units generate 6 Wood; Elves end with 6 Wood
                                  Units generate -15 PUs; Elves end with 5 PUs
                          

                          Combat Hit Differential Summary :

                          Kobolds regular : -1.13
                          Elves regular : -1.63
                          

                          Savegame

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                          • Black_Elk
                            Black_Elk last edited by

                            Thanks man, appreciate the assist. Got it going now. Back to evil

                            redrum 1 Reply Last reply Reply Quote 1
                            • redrum
                              redrum Admin @Black_Elk last edited by

                              @Black_Elk Np, we still need to add a bit more hints to let players know the username/password have moved to engine preferences so thanks for being the guinea pig 🙂

                              I'm a little scared to open the save and see how the double AI turns per round go and if they end up attacking lots of places.

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                              • Frostion
                                Frostion Admin last edited by Frostion

                                @redrum If you have messed around with something that has to do with TUV of units and how AI reacts to it, then you could probably expect a big change in AI behaviour. I have given a lot of units tuv and first after this I found out that the AI perhaps did not react to tuv of all units.

                                Are you both playing with very latest pre-release?

                                edit: and does the AI act differently depending on which computer/TripleA build of yours has let the AI take its turns?

                                redrum 1 Reply Last reply Reply Quote 0
                                • redrum
                                  redrum Admin @Frostion last edited by redrum

                                  @Frostion Yeah we are both playing with 1.10.13985 and different engine versions could have different AI improvements/fixes so it definitely matters. I'm fairly sure if you play a game with the current 1.9 stable vs the latest pre-release you'd get completely different AI behavior based on a lot of the fixes I've put in recently around TUV and isInfra type units.

                                  The AI should see the TUV of at least all of the units that can be in combat. Non-combat units like resource generators, factories, etc, the TUV currently isn't taken into account. The AI essentially just sees 'factories' for isInfra units that can build units and gives the territories they are in more value to attack/defend but not based on their TUV (so a 200 TUV and a 1 TUV factory are worth the same in the AI's mind). This obviously isn't ideal but the non-combat isInfra type units logic hasn't been expanded to really handle anything beyond basic revised/v3 factories.

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                                  • Frostion
                                    Frostion Admin last edited by

                                    You are welcome to propose specific TUV settings for the Dragons if you observe sub optimal behaviour in regards to them. 😊 Good luck in the War against the Good.

                                    redrum 1 Reply Last reply Reply Quote 0
                                    • redrum
                                      redrum Admin last edited by

                                      TripleA Turn Summary: Crowton round 2

                                      TripleA Turn Summary for game: Dragon War, version: 1.2.5

                                      Game History

                                      Round: 2
                                      
                                          Combat Move - Crowton
                                              Trigger Crowton fishing in Sea Zone 22: Crowton has 1 Fish placed in Sea Zone 22
                                              1 Lgt-Cavalry and 1 Lgt-Infantry moved from Iceburn to Glassville
                                              1 Spearmen moved from Northern Baldoria to Baldor Castle
                                                    Crowton take Baldor Castle from Barbarians
                                              1 Auxiliaries moved from Stormwood to Oldengard
                                      
                                          Combat - Crowton
                                              Battle in Glassville
                                                  Crowton attack with 1 Lgt-Cavalry and 1 Lgt-Infantry
                                                  Pirates defend with 1 Pirate and 1 Village
                                                      Crowton roll dice for 1 Lgt-Cavalry and 1 Lgt-Infantry in Glassville, round 2 : 1/2 hits, 0.63 expected hits
                                                      Pirates roll dice for 1 Pirate in Glassville, round 2 : 1/1 hits, 0.13 expected hits
                                                      1 Pirate owned by the Pirates and 1 Lgt-Infantry owned by the Crowton lost in Glassville
                                                  Crowton win, taking Glassville from Pirates with 1 Lgt-Cavalry remaining. Battle score for attacker is -1
                                                  Casualties for Crowton: 1 Lgt-Infantry
                                                  Casualties for Pirates: 1 Pirate
                                      
                                          Non Combat Move - Crowton
                                      
                                          Turn Complete - Crowton
                                              Trigger Auxiliaries in Stormwood: Crowton has 1 Auxiliaries placed in Stormwood
                                              Crowton collect 21 PUs; end with 24 PUs
                                              Units generate 6 Wood; Crowton end with 12 Wood
                                              Units generate -15 PUs; Crowton end with 9 PUs
                                              Units generate 5 Food; Crowton end with 10 Food
                                              Units generate 3 Metal; Crowton end with 6 Metal
                                      

                                      Combat Hit Differential Summary :

                                      Crowton regular : 0.38
                                      Pirates regular : 0.88
                                      

                                      Savegame

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                                      • redrum
                                        redrum Admin last edited by

                                        TripleA Turn Summary: Greenskins round 2

                                        TripleA Turn Summary for game: Dragon War, version: 1.2.5

                                        Game History

                                        Round: 2
                                        
                                            Combat Move - Greenskins
                                                    Some non-combat units are destroyed: 
                                                1 Lgt-Infantry and 1 Spearmen moved from Godheim Pass to Godheim
                                                1 Lgt-Infantry moved from East Winterpass to Sea Zone 68
                                                1 Lgt-Infantry moved from Sea Zone 68 to Buccan Refuge
                                                      Greenskins take Buccan Refuge from Pirates
                                                1 Auxiliaries moved from Orcengor to Kargol Keep
                                                      Greenskins take Kargol Keep from Pirates
                                                1 Lgt-Cavalry moved from Bleak Borderlands to Eastern Pontic Desert
                                                      Greenskins take Eastern Pontic Desert from Gnolls
                                                1 Lgt-Cavalry moved from Eastern Pontic Desert to Surigard
                                                      Greenskins take Surigard from Barbarians
                                                1 Hvy-Infantry moved from Dusty Mountains to Orcengor
                                                1 Rangers moved from Warg Caves to Orcengor
                                        
                                            Combat - Greenskins
                                                Battle in Godheim
                                                    Greenskins attack with 1 Lgt-Infantry and 1 Spearmen
                                                    Ogres defend with 1 Mine and 1 Ogre
                                                        Greenskins roll dice for 1 Lgt-Infantry and 1 Spearmen in Godheim, round 2 : 2/2 hits, 0.75 expected hits
                                                        Ogres roll dice for 1 Ogre in Godheim, round 2 : 1/1 hits, 0.38 expected hits
                                                        1 Ogre owned by the Ogres and 1 Spearmen owned by the Greenskins lost in Godheim
                                                    Greenskins win, taking Godheim from Ogres with 1 Lgt-Infantry remaining. Battle score for attacker is 1
                                                    Casualties for Greenskins: 1 Spearmen
                                                    Casualties for Ogres: 1 Ogre
                                        
                                            Non Combat Move - Greenskins
                                        
                                            Turn Complete - Greenskins
                                                Trigger Rangers in Warg Caves: Greenskins has 1 Rangers placed in Warg Caves
                                                Trigger Auxiliaries in Orcengor: Greenskins has 1 Auxiliaries placed in Orcengor
                                                Greenskins collect 27 PUs; end with 31 PUs
                                                Units generate -15 PUs; Greenskins end with 16 PUs
                                                Units generate 3 Food; Greenskins end with 6 Food
                                                Units generate 6 Metal; Greenskins end with 9 Metal
                                                Units generate 3 Wood; Greenskins end with 6 Wood
                                        

                                        Combat Hit Differential Summary :

                                        Ogres regular : 0.63
                                        Greenskins regular : 1.25
                                        

                                        Savegame

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                                        • redrum
                                          redrum Admin last edited by

                                          TripleA Turn Summary: Undead round 2

                                          TripleA Turn Summary for game: Dragon War, version: 1.2.5

                                          Game History

                                          Round: 2
                                          
                                              Combat Move - Undead
                                                  1 Hvy-Infantry and 1 Lgt-Infantry moved from Bog of Eternal Stench to East Witching Mountains
                                                        Undead take East Witching Mountains from Gnolls
                                                  1 Lgt-Cavalry moved from Hinderland Zone 9 to North Hinderlands
                                                        Undead take North Hinderlands from Ogres
                                                  1 Lgt-Cavalry moved from North Hinderlands to Hinderland Zone 8
                                                        Undead take Hinderland Zone 8 from Ogres
                                                  1 Lgt-Infantry moved from Decaying Soils to Hinderland Zone 7
                                                        Undead take Hinderland Zone 7 from Ogres
                                                  1 Zombies moved from The Hinderlands to Hinderland Zone 3
                                                        Undead take Hinderland Zone 3 from Ogres
                                                  1 Spearmen moved from Forsaken Mountains to Lifeless Barrens
                                                        Undead take Lifeless Barrens from Barbarians
                                          
                                              Combat - Undead
                                          
                                              Non Combat Move - Undead
                                          
                                              Turn Complete - Undead
                                                  Trigger Auxiliaries in Necroloft: Undead has 1 Auxiliaries placed in Necroloft
                                                  Undead collect 24 PUs; end with 26 PUs
                                                  Units generate 6 Wood; Undead end with 12 Wood
                                                  Units generate 3 Food; Undead end with 6 Food
                                                  Units generate 3 Metal; Undead end with 6 Metal
                                                  Units generate -15 PUs; Undead end with 11 PUs
                                                  Undead creates 1 Zombies in The Hinderlands
                                          

                                          Combat Hit Differential Summary :

                                          Savegame

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                                          • redrum
                                            redrum Admin @Frostion last edited by

                                            @Frostion Well I think the double neutral turns are pretty rough given how it went round 1. In particular, the Pirates probably need adjusted so that their ships have less movement as having 3 move ship and moving twice in a round means they can reach a very long distance (see some of the neutral sniping Villages). Overall, not sure how I'm feeling about the neutral double turn as it really gives them a lot of movement. Also the Water Dragon spawn is pretty scary as it now has 3 other pirates ships with it. Luckily its TUV is so high (140) that the AI is afraid to do anything with it at least so far.

                                            Dragon TUV probably should be cut in half otherwise it makes the AI too afraid to do anything with them. Somewhere around 50-100 is probably more reasonable.

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