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    Land units with strategic bombing?

    Scheduled Pinned Locked Moved Map Making
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    • FrostionF Offline
      Frostion Admin
      last edited by

      OK. I got it to work.

      But what is the idea behind not letting the land units retreat after a failed attack? This leads to some strange situations and problems, but maybe they can be dealt with if the units by rule is just killed or taken over by enemy if the territory is still enemy after the attack?

      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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

        @Frostion Well the idea is mostly that if you are using land units as SBR that they are probably some form of rebellion/revolt/etc that are damaging buildings and that the owner of the territory would need to then attack to remove them.

        The functionality that you described around trebuchets would probably fit better as a trebuchet generating a projectile unit each turn that can move 1 and SBR while the trebuchet itself can be used for normal combat. So if you moved both of them to a territory the projectile would SBR first then the trebuchet would attack with the rest of the units.

        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

        C 1 Reply Last reply Reply Quote 2
        • FrostionF Offline
          Frostion Admin
          last edited by

          I have a question about the dice displayed.

          What png files / pictures am I missing since the engine displays these thin lined default dice instead of my custom made dice?

          Unavngivet.png

          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

          redrumR HeppsH 2 Replies Last reply Reply Quote 0
          • redrumR Offline
            redrum Admin @Frostion
            last edited by

            @Frostion Do you have dice sides set to the max number in the XML? Other than that I'd guess you have a zipped and unzipped version in your map folder and its pulling from the wrong one.

            If that doesn't fix it then if you can send me the zip, I'll take a look.

            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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            • HeppsH Offline
              Hepps Moderators @Frostion
              last edited by

              @Frostion It is curious and I wonder if you have something wrong in the XML... since in your battle window the total highest die roll is only 10. Normally if you have set it properly the battle window should display the columns for all available die sides.

              "A joyous heart sours with the burden of expectation"
              Hepster

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              • C Online
                Cernel Moderators @redrum
                last edited by

                @redrum said in Land units with strategic bombing?:

                @Frostion Well the idea is mostly that if you are using land units as SBR that they are probably some form of rebellion/revolt/etc that are damaging buildings and that the owner of the territory would need to then attack to remove them.

                This has nothing to do with mixing regular battles and raids, or any retreats, but I suggest the behaviour that conducting a SBR never blocks the units involved in it from being able to move during a subsequent phase, if having any movement left (units not supposed to get out of the raided territory may have only movement 1, to make sure of that). However, as this would be an exception to the general (silly or not) rule that only air units can move on multiple phases, I agree that, on its own, the current behaviour makes the only sense as default, thus having a "raider" like "hit-and-run" ability for land units conducting raids would necessitate some additional options, likely a general option for a unit to be able to move over multiple phases (default true for air units and false for the rest), like the one I've described here (that, if true, would also allow land units to use any movement left after having raided a territory, alike to how air SBR works):
                https://forums.triplea-game.org/topic/301/no-unit-except-air-units-should-be-allowed-to-move-during-both-cm-and-ncm-during-the-same-turn/29

                an option for define if each unit is able to still move during non combat movement if moved during combat movement or participated in a battle (default true if the unit is air, of course)

                For an historical example of land raiding:
                https://en.wikipedia.org/wiki/Chevauchรฉe

                redrumR 1 Reply Last reply Reply Quote 0
                • redrumR Offline
                  redrum Admin @Cernel
                  last edited by

                  @Cernel Yeah, from a raiding standpoint, I think that makes sense. If someone is gonna create a map that would look to use that functionality then I think that would be a good feature request that shouldn't be too difficult to implement.

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                  • FrostionF Offline
                    Frostion Admin
                    last edited by Frostion

                    @redrum said "The functionality that you described around trebuchets would probably fit better as a trebuchet generating a projectile unit each turn that can move 1 and SBR while the trebuchet itself can be used for normal combat."

                    Like this? ๐Ÿ˜„

                    Unavngivet.png

                    I am still messing around and trying to find a decent artillery-factory-HP system. I have yet another question.

                    PoS2.xml says about maxOperationalDamage โ€œA disabled unit will not participate in combat or be able to move.โ€ But the units do in fact still participate in combat as both its AA attacks as well as support attachments are still active. Is this an error in the engine?

                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                    redrumR C HeppsH 4 Replies Last reply Reply Quote 3
                    • redrumR Offline
                      redrum Admin @Frostion
                      last edited by

                      @Frostion Nice. Love the unit images. @Hepps Is going to have a lot to live up to ๐Ÿ™‚

                      I would love to see a map have a balanced combat system around having artillery/ammo as I think it would add more depth to the overall game. I think to have such a system succeed, you either need limited combat rounds or units have much higher defense than attack values in order to promote using the ammo and not just smashing 2 stacks together like most games.

                      That's a good question. I thought that the engine is supposed to be filtering out any 'disabled' units from participating in combat but not sure anyone has actually implemented a map doing that. I'll need to take a look at the engine code to see what its actually doing later this afternoon.

                      TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                      1 Reply Last reply Reply Quote 3
                      • redrumR Offline
                        redrum Admin @Frostion
                        last edited by redrum

                        @Frostion I looked at the engine and it should be removing any disabled units from combat. If you aren't seeing that happen then I'd be interested in seeing a save game showing it.

                        EDIT: Actually I think the issue is that the disabled units aren't removed until after first round of combat AA rolls. Is that what you are seeing as well?

                        TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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                        • FrostionF Offline
                          Frostion Admin
                          last edited by

                          @redrum Well the red arrow ammo unit is actually inspires by a unit I have seen in @Hepps map ๐Ÿ˜„

                          I hope to get a nice system up that really motivates players to use bombardment as the factories/bases should be really defensive and it would be a bloodbath to attack them without bombing the fortifications first. But at the moment I just want to prioritize map construction before I go into details, and the map is still a work in progress. There is a lot still to do.

                          Right now I have tested two basic dydtems for fortifications/bases. When they are fully operational they have either been giving defensive support to a number of troops (which is kind of boring, and I have used this in other maps), or in my current version the fortifications/bases have its own defensive AA firing โ€ฆ. Right now it is called โ€œwall archersโ€ and shoots AA attacks at every attacking unit. I like this version the best.

                          The problem is just, that only the bases that are totally killed can actually be deactivated by bombardment. Units that are not killed but should go non-operational just keep supporting, even though they have all the HP damaged. So it would be great if units that are disabled also loose their AA and support capabilities.

                          @redrum said "EDIT: Actually I think the issue is that the disabled units aren't removed until after combat AA rolls. Is that what you are seeing as well?" My units have had unlimited rounds of AA so I donโ€™t know. But my experience is that even though the unit has reached max damaged, it just keeps supporting/firing AA as long as the battle lasts.

                          Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                          redrumR 1 Reply Last reply Reply Quote 2
                          • redrumR Offline
                            redrum Admin @Frostion
                            last edited by

                            @Frostion Ok. What you describe is how it should work so if units are disabled they don't fire AA or provide support. Looking at the code, I would think disabled units should be removed after that first round of combat so surprised you are seeing them fire even after round 1 of combat.

                            To test and fix it, I need to be able to recreate an example. If you can message me a working map and save that would probably be easiest.

                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                            HeppsH FrostionF 2 Replies Last reply Reply Quote 0
                            • HeppsH Offline
                              Hepps Moderators @redrum
                              last edited by

                              @redrum

                              To test and fix it, I need to be able to recreate an example. If you can message me a working map and save that would probably be easiest.

                              @redrum will say anything to get an advanced look at any map in development. :grinning_squinting_face:

                              Well the red arrow ammo unit is actually inspires by a unit I have seen in @Hepps map ๐Ÿ˜ƒ

                              @Frostion You could have said nothing and got away with it. ๐Ÿ˜ƒ I would have known... but I would have said nothing.

                              "A joyous heart sours with the burden of expectation"
                              Hepster

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                              • C Online
                                Cernel Moderators @Frostion
                                last edited by

                                @Frostion There is of course not an official nomenclature, and this is fantasy, but "trebuchet" usually defines engines directly using dead weight or manpower to throw the projectile.

                                The main issue I have with something like artillery creating self-moving shells, assuming the artillery cannot move during combat move (to avoid sending that one into a battle and the shell into another one, which would be clearly absurd) is that you can move the mortar wherever you want, after having moved the shell into some combat; it would seem logical to me that artillery used to throw shells should be unable to move on a following phase. Secondarily, depending on real territory size and artillery range, it may make the only sense that the artillery has to go into the embattled territory, together with the shell.

                                FrostionF 1 Reply Last reply Reply Quote 0
                                • FrostionF Offline
                                  Frostion Admin @Cernel
                                  last edited by

                                  @Cernel I see what you mean and that it is kind of strange that the ammo can shoot from one territory to another, plus that fact that the ammo can go one way and the siege engine another way. I can see the possibilities in having just an ammo-free unit, like a stand alone siege engine with its own strategic bombardment capability, that can join in an attack along side infantry. If the attacking force's first attack round (including strategic bombing) goes badly, forces could withdraw, leaving behind the siege engines to the enemy.

                                  But when it comes down to it, it is also fun hurling ammo towards enemy units from a safe distance ๐Ÿ˜ not engaging them in battle. And also having the freedom of using the artillery shells as either normal suicide battle units or suicide strategic bomber units is nice.

                                  I guess it is a matter of gameplay, realism, fun and also a of how the intire unit set works as a whole, that will determine how the bombing and siege engines will ultimately work.

                                  (But either way, it is in this map a MUST that the advantages of the fortifications get disabled when the fortification is kaput. Otherwise I have to rethink my concept. @redrum I will send you a playable map and recreation instructions in a few days from now.)

                                  Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                                  HeppsH 1 Reply Last reply Reply Quote 1
                                  • HeppsH Offline
                                    Hepps Moderators @Frostion
                                    last edited by

                                    @Frostion & @Cernel There are ways to work around this to make both units more realistic.

                                    "A joyous heart sours with the burden of expectation"
                                    Hepster

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                                    • HeppsH Offline
                                      Hepps Moderators @Frostion
                                      last edited by

                                      @Frostion BTW Loving the look & feel of the game snap shots. :thumbs_up:

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

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                                      • L Offline
                                        Lundini
                                        last edited by

                                        TripleA Manual Gamesave Post: Germans round 1

                                        TripleA Manual Gamesave Post for game: World War II v3 1941, version: 1.7

                                        Game History

                                        Round: 1
                                        
                                            Purchase Units - Germans
                                                Germans buy 1 artillery and 9 infantry; Remaining resources: 0 PUs; 0 techTokens; 
                                        
                                            Combat Move - Germans
                                                1 submarine moved from 7 Sea Zone to 9 Sea Zone
                                                1 submarine moved from 7 Sea Zone to 2 Sea Zone
                                                1 fighter moved from Norway to 2 Sea Zone
                                                1 bomber moved from Germany to 2 Sea Zone
                                                2 armour moved from Bulgaria Romania to East Poland
                                                2 armour moved from Czechoslovakia Hungary to East Poland
                                                2 armour moved from Poland to East Poland
                                                1 infantry moved from Bulgaria Romania to East Poland
                                                1 fighter moved from Poland to Ukraine
                                                1 fighter moved from Germany to Baltic States
                                                1 infantry moved from Poland to East Poland
                                                1 fighter moved from Northwestern Europe to 6 Sea Zone
                                                1 infantry moved from Poland to Baltic States
                                                1 artillery moved from Poland to Baltic States
                                                2 infantry moved from Poland to East Poland
                                                1 infantry moved from Northwestern Europe to 5 Sea Zone
                                                1 infantry moved from Norway to 5 Sea Zone
                                                2 infantry moved from 5 Sea Zone to Baltic States
                                                1 infantry moved from Morocco Algeria to 13 Sea Zone
                                                1 infantry moved from France to 13 Sea Zone
                                                2 infantry and 1 transport moved from 13 Sea Zone to 16 Sea Zone
                                                2 infantry moved from 16 Sea Zone to Ukraine
                                                1 infantry moved from Bulgaria Romania to Ukraine
                                                1 infantry moved from Bulgaria Romania to East Poland
                                                1 artillery moved from Bulgaria Romania to East Poland
                                                1 submarine moved from 5 Sea Zone to 6 Sea Zone
                                        
                                            Combat - Germans
                                                Battle in 9 Sea Zone
                                                    Germans attack with 1 submarine
                                                    British defend with 1 destroyer and 1 transport
                                                        Germans roll dice for 1 submarine in 9 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                                                        British roll dice for 1 destroyer and 1 transport in 9 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                                                        Germans roll dice for 1 submarine in 9 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits
                                                        British roll dice for 1 destroyer and 1 transport in 9 Sea Zone, round 3 : 0/1 hits, 0,33 expected hits
                                                        Germans roll dice for 1 submarine in 9 Sea Zone, round 4 : 1/1 hits, 0,33 expected hits
                                                        British roll dice for 1 destroyer and 1 transport in 9 Sea Zone, round 4 : 1/1 hits, 0,33 expected hits
                                                        1 destroyer owned by the British and 1 submarine owned by the Germans lost in 9 Sea Zone
                                                    British win with 1 transport remaining. Battle score for attacker is 2
                                                    Casualties for Germans: 1 submarine
                                                    Casualties for British: 1 destroyer
                                                Battle in 2 Sea Zone
                                                    Germans attack with 1 bomber, 1 fighter and 1 submarine
                                                    British defend with 1 battleship and 1 transport
                                                        Germans roll dice for 1 submarine in 2 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                                                        Germans roll dice for 1 bomber and 1 fighter in 2 Sea Zone, round 2 : 1/2 hits, 1,17 expected hits
                                                    Units damaged: 1 battleship owned by the British
                                                        British roll dice for 1 battleship and 1 transport in 2 Sea Zone, round 2 : 1/1 hits, 0,67 expected hits
                                                        1 submarine owned by the Germans lost in 2 Sea Zone
                                                        Germans roll dice for 1 bomber and 1 fighter in 2 Sea Zone, round 3 : 1/2 hits, 1,17 expected hits
                                                        British roll dice for 1 battleship and 1 transport in 2 Sea Zone, round 3 : 0/1 hits, 0,67 expected hits
                                                        1 battleship owned by the British lost in 2 Sea Zone
                                                        1 transport owned by the British lost in 2 Sea Zone
                                                    Germans win with 1 bomber and 1 fighter remaining. Battle score for attacker is 21
                                                    Casualties for Germans: 1 submarine
                                                    Casualties for British: 1 battleship and 1 transport
                                                Battle in 6 Sea Zone
                                                    Germans attack with 1 fighter and 1 submarine
                                                    British defend with 1 destroyer
                                                        Germans roll dice for 1 submarine in 6 Sea Zone, round 2 : 0/1 hits, 0,33 expected hits
                                                        Germans roll dice for 1 fighter in 6 Sea Zone, round 2 : 0/1 hits, 0,50 expected hits
                                                        British roll dice for 1 destroyer in 6 Sea Zone, round 2 : 1/1 hits, 0,33 expected hits
                                                        1 submarine owned by the Germans lost in 6 Sea Zone
                                                     retreated to 6 Sea Zone
                                                    British win with 1 destroyer remaining. Battle score for attacker is -6
                                                    Casualties for Germans: 1 submarine
                                                Battle in Baltic States
                                                    Germans attack with 1 artillery, 1 fighter and 3 infantry
                                                    Russians defend with 3 infantry
                                                        Germans roll dice for 1 artillery, 1 fighter and 3 infantry in Baltic States, round 2 : 1/5 hits, 1,50 expected hits
                                                        Russians roll dice for 3 infantry in Baltic States, round 2 : 2/3 hits, 1,00 expected hits
                                                        1 infantry owned by the Russians and 2 infantry owned by the Germans lost in Baltic States
                                                        Germans roll dice for 1 artillery, 1 fighter and 1 infantry in Baltic States, round 3 : 0/3 hits, 1,17 expected hits
                                                        Russians roll dice for 2 infantry in Baltic States, round 3 : 0/2 hits, 0,67 expected hits
                                                        Germans roll dice for 1 artillery, 1 fighter and 1 infantry in Baltic States, round 4 : 3/3 hits, 1,17 expected hits
                                                        Russians roll dice for 2 infantry in Baltic States, round 4 : 0/2 hits, 0,67 expected hits
                                                        2 infantry owned by the Russians lost in Baltic States
                                                    Germans win, taking Baltic States from Russians with 1 artillery, 1 fighter and 1 infantry remaining. Battle score for attacker is 3
                                                    Casualties for Germans: 2 infantry
                                                    Casualties for Russians: 3 infantry
                                                Battle in East Poland
                                                    Germans attack with 6 armour, 1 artillery and 5 infantry
                                                    Russians defend with 2 infantry
                                                        Germans roll dice for 6 armour, 1 artillery and 5 infantry in East Poland, round 2 : 3/12 hits, 4,33 expected hits
                                                        Russians roll dice for 2 infantry in East Poland, round 2 : 1/2 hits, 0,67 expected hits
                                                        2 infantry owned by the Russians and 1 infantry owned by the Germans lost in East Poland
                                                    Germans win, taking East Poland from Russians with 6 armour, 1 artillery and 4 infantry remaining. Battle score for attacker is 3
                                                    Casualties for Germans: 1 infantry
                                                    Casualties for Russians: 2 infantry
                                                Battle in Ukraine
                                                    Germans attack with 1 fighter and 3 infantry
                                                    Russians defend with 2 infantry
                                                        Germans roll dice for 1 fighter and 3 infantry in Ukraine, round 2 : 0/4 hits, 1,00 expected hits
                                                        Russians roll dice for 2 infantry in Ukraine, round 2 : 1/2 hits, 0,67 expected hits
                                                        1 infantry owned by the Germans lost in Ukraine
                                                        Germans roll dice for 1 fighter and 2 infantry in Ukraine, round 3 : 0/3 hits, 0,83 expected hits
                                                        Russians roll dice for 2 infantry in Ukraine, round 3 : 1/2 hits, 0,67 expected hits
                                                        1 infantry owned by the Germans lost in Ukraine
                                                        Germans roll dice for 1 fighter and 1 infantry in Ukraine, round 4 : 1/2 hits, 0,67 expected hits
                                                        Russians roll dice for 2 infantry in Ukraine, round 4 : 0/2 hits, 0,67 expected hits
                                                        1 infantry owned by the Russians lost in Ukraine
                                                        Germans roll dice for 1 fighter and 1 infantry in Ukraine, round 5 : 1/2 hits, 0,67 expected hits
                                                        Russians roll dice for 1 infantry in Ukraine, round 5 : 1/1 hits, 0,33 expected hits
                                                        1 infantry owned by the Russians and 1 fighter owned by the Germans lost in Ukraine
                                                    Germans win, taking Ukraine from Russians with 1 infantry remaining. Battle score for attacker is -10
                                                    Casualties for Germans: 1 fighter and 2 infantry
                                                    Casualties for Russians: 2 infantry
                                        
                                            Non Combat Move - Germans
                                                1 infantry moved from Finland to Norway
                                                1 armour moved from France to Poland
                                                1 fighter moved from 2 Sea Zone to Norway
                                                1 bomber moved from 2 Sea Zone to Norway
                                                1 fighter moved from 6 Sea Zone to Germany
                                                1 artillery moved from Germany to Poland
                                                3 infantry moved from Germany to Poland
                                                1 infantry moved from France to Germany
                                                1 fighter moved from Baltic States to Germany
                                        
                                            Place Units - Germans
                                                1 artillery and 9 infantry placed in Germany
                                        
                                            Turn Complete - Germans
                                                Germans collect 35 PUs; end with 35 PUs
                                                Objective 1: Germans met a national objective for an additional 5 PUs; end with 40 PUs
                                                Objective 2: Germans met a national objective for an additional 5 PUs; end with 45 PUs
                                        

                                        Combat Hit Differential Summary :

                                        Germans : -3,83
                                        British : 0,33
                                        Russians : 0,67
                                        

                                        Savegame

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                                        • prastleP Offline
                                          prastle Moderators Admin @Lundini
                                          last edited by

                                          @Lundini love the name ๐Ÿ™‚

                                          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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                                          • FrostionF Offline
                                            Frostion Admin @redrum
                                            last edited by

                                            @redrum said in Land units with strategic bombing?:

                                            @Frostion Ok. What you describe is how it should work so if units are disabled they don't fire AA or provide support. Looking at the code, I would think disabled units should be removed after that first round of combat so surprised you are seeing them fire even after round 1 of combat.

                                            To test and fix it, I need to be able to recreate an example. If you can message me a working map and save that would probably be easiest.

                                            @redrum Returning to this old issue again ๐Ÿ˜• I am using the latest prerelease and the behavior is that disabled units still fire AA even in round 2+ of combat.

                                            Would you still take a look at this issue?

                                            And is there a reason for the engine not disabling a units AA abillity emidiatly before even first strike of round 1, if the unit was disabled even before battle begins? Hitting maxOperationalDamage does however seem to disable a unit's production ability. So this works at least.

                                            Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

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