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    Iron War - Official Thread

    Scheduled Pinned Locked Moved Maps & Mods
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    • Black_ElkB Offline
      Black_Elk
      last edited by Black_Elk

      Tried to do something a little different in my Japan solo by gunning straight for South America. It was pretty fun for a globe trot, though the payoff wasn't quite as spectacular as one might have hoped after the US flew a shit ton of fighters to British Guiana to prop it up hehe. Even after we put the stomp down on Brazil and snatched most of the oil, those pesky British colonies troops are still harassing us from their south american stronghold! We did our best to keep the fight going live in China, but after sending the bulk of our initial forces on a world tour, it was definitely tough to hold the line against the combined might of Russia all the smaller Allies. A seven nation army couldn't hold me back, until it did hehe. After a dozen rounds I think we'll call this one for the AI Allies, but it was a good show nonetheless...

      0_1531112471898_elk vs hardAI Allies Japan Solo round 12.tsvg

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      • J Offline
        Jhon Doe
        last edited by

        hey mine does not work when I try t open it. it says could not parse:jar file could I have some help with this because I really want to play this map

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

          @jhon-doe
          Yes. The map is right now not compatible with the current stable release of the Triples engine. You will have to use one of the newest pre-release versions. Sorry I have not made this clear in the download or in this thread.

          Download TripleA engine here: https://github.com/triplea-game/triplea/releases

          A new version of Iron War is in the works. It will have fuel shipping between nations.
          If you play a few games and have some feedback, please return here and post it ☺

          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

          1 Reply Last reply Reply Quote 1
          • Black_ElkB Offline
            Black_Elk
            last edited by Black_Elk

            Just started a new full game as Allies vs the hardAI. I deleted the old Iron War files and redownloaded the map 0.2.5. Updated to tripleA pre-release 1.9.0.0.10558

            Saw the new sub pen unit for some of the Axis powers, and noticed some other tweaks like the send oil option during the aid phase, more mobile starting forces in Siberia etc. Excited to try it out and see what's going. I only just got to the second round...

            0_1531793170147_elk vs hardAI Axis full game Russia round 2.tsvg

            I did notice a couple errors tossed off while cycling through round 1 with the Allies. Once with the British, then South Africa and again during Brazil's turn. So figured I'd post the save. Error read like the below. Didn't seem to be game breaking. It happens right as the turn is beginning when the national music usually plays. Not sure if there's something else I need to update?

            Error: java.util.ConcurrentModificationException
            java.util.ConcurrentModificationException
            at java.util.TreeMap$PrivateEntryIterator.nextEntry(Unknown Source)
            at java.util.TreeMap$ValueIterator.next(Unknown Source)
            at games.strategy.triplea.ui.screen.Tile.draw(Tile.java:90)
            at games.strategy.triplea.ui.screen.Tile.drawImage(Tile.java:76)
            at games.strategy.triplea.ui.MapPanel.lambda$drawTiles$6(MapPanel.java:578)
            at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
            at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
            at java.lang.Thread.run(Unknown Source)
            java.util.ConcurrentModificationException
            at java.util.TreeMap$PrivateEntryIterator.nextEntry(Unknown Source)
            at java.util.TreeMap$ValueIterator.next(Unknown Source)
            at games.strategy.triplea.ui.screen.Tile.draw(Tile.java:90)
            at games.strategy.triplea.ui.screen.Tile.drawImage(Tile.java:76)
            at games.strategy.triplea.ui.MapPanel.lambda$drawTiles$6(MapPanel.java:578)
            at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
            at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
            at java.lang.Thread.run(Unknown Source)

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

              @black_elk Reported here: https://github.com/triplea-game/triplea/issues/3557

              I don't think that error should cause any harm but is just related to some changes made to the map tile drawing code.

              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 0
              • wc_sumptonW Offline
                wc_sumpton
                last edited by

                @Frostion
                I don't know if you are still planning on implementing an computer controlled player system as discussed here: hitPointsBonus option for techAbilityAttachment

                You asked if it could be done through the map options, that would look something like:
                0_1532270677121_options.png

                Also the userActions check could be reworded like:
                0_1532270774588_2018-07-22 (1).png

                One or both way could be used. There are others as @Cernel stated. Was just curious on if you planed on anything.

                Cheers...

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

                  @wc_sumpton Yes. The map options version is the one that I think would fit Iron War best. I think it would be the best solution as it could potentially function alongside an AI that could use the Actions and Operations, even just randomly. Then it would not press that button at least, and it would be up to humans if the AI and/or themselves used fuel.

                  Could you post the xml so I could use it or copy over the codes you have made? That would be great.

                  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

                  wc_sumptonW 1 Reply Last reply Reply Quote 1
                  • wc_sumptonW Offline
                    wc_sumpton @Frostion
                    last edited by

                    @frostion
                    Sorry it took so long to answer your inquiry. I needed to cut and edit some parts of the xml.
                    0_1532285800937_FuelMenu.txt
                    I hope this help you, it is only the properties section for the 'Map Options' and the conditions and triggers for reading and setting the proper fuel usage.

                    One thing I didn't add is another production for costing fuel when purchased, when not using fuel for movement. There are a lot of production frontiers already.

                    Hope this gives you some ideas!!

                    Cheers...

                    1 Reply Last reply Reply Quote 3
                    • J Offline
                      Jhon Doe
                      last edited by

                      cheers man this helped me out a lot

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

                        Here comes a bit late map update announcement. Now as the TripleA pre-releases actually work with the new Iron War version 0.2.5. I think it is time. (Remember to use pre-releases if you want to play Iron War (https://github.com/triplea-game/triplea/releases))

                        The new version does not make use of @wc_sumpton fuel removal system. But thanks for the input @wc_sumpton 🙂 Maybe someday I will get around to make remove fuel from AI players posible, even though I still hope for and would prefer that the AI could just handle fuel and Actions & Operations better instead.

                        Iron War version 0.2.5 changes are:
                        • USSR Siberia 10 to 15 PUs
                        • Added more fuel barrels controlled by USA, Iraq and Iran.
                        • Added ability for several nations to transfer fuel to other nations.
                        • Added “Submarine-Pen” to the 3 major Axis powers to strengthen Axis at Sea. They give 1 Free Submarine per turn.
                        • Other minor changes.

                        0_1534675119985_Unavngivet.png
                        Explanation on Submarine-Pens:
                        I have always felt that Iron War lacked Axis motivation to invest in sea units. As the Axis, like all other nations, are under resource pressure and pretty much forced to invest only in land/air units, I have tested out a few different solutions, such as Navy PUs and higher value convoy zones. I now launch this little “experiment” (Submarine-Pens) and hope it will make the Axis a bit stronger at sea.
                        Iron War submarines (First strike/5Att/3Def/2Move) are pretty vulnerable in small numbers if not protected by defensive ships. The Axis nations are now maybe motivated to also build additional defense ships to supplement the subs, instead of waiting like 10 rounds to go into action with submarines only. Either way the players must handle these submarines really strategically and careful if they do not want to just lose them.
                        I don’t see this addition as a super strong Axis advantage, just as a little strengthening of Axis sea power. This also seems to make the Allies actually think about how they move their constantly active sea transports around. As of now I only see little impact on how the AI handles the Axis, maybe because the Allies have always had huge superior fleets and now the free subs still really don’t mean that much.

                        0_1534675651047_Unavngivet2.png
                        Fuel transfer:
                        Fuel transfer is available from USA to its allies, USA allies to their minor allies, Iran/Iraq to the major Axis powers and the major Axis powers to their minor allies. Sadly the AI can’t use the shipping system as of now, since AI does not use Actions and Operations, but the game isn’t reliant on Actions and Operations being used and resources being sent around. Still, as Human player, one would be negligent as a fuel rich nation if the fuel surpluses were not sent out to ones fuel hungry allies. And the Axis should do an extra effort to keep Iraq and Iran alive, so that they may ship their fuel out to the Axis.

                        If the Sub and fuel system works out well, maybe Iron War Europe will be updated to use the same features also.
                        Remember that Iron War may still need many other balance adjustments, so any testing and input is very welcome. 🙂

                        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

                        General_ZodG 1 Reply Last reply Reply Quote 3
                        • General_ZodG Offline
                          General_Zod Moderators @Frostion
                          last edited by General_Zod

                          @frostion I'm working on a new sub model which utilizes underwater sea zones where subs can harass convoy centers and shipping lanes, and from which to safely reach enemy coastlines for blockades.
                          Only depth charges and other subs can enter the underwater sea zones. Maybe something like this is the solution to lack of interest in Atlantic and elsewhere. At least that's my hope, since it is a lot of work. I will showcase it in "Final Solution". (hehe, no concentration camps, that was "The Final Solution"

                          Oh another concept I'm trying to work in, involves strangling by sea, of the United Kingdom being a viable strategy.

                          1 Reply Last reply Reply Quote 3
                          • M Offline
                            Mario Rafael Herrera Vaca @Frostion
                            last edited by

                            @frostion does this map have a train? I love the train that sneakingcoward has in the waw variant vxxx. And from the technical standpoint of view. The invasion of poland was caused by the refusal of Warsaw to allow the construction of a railroad that goes from germany to easter prussia (also called koeningsber).

                            Thanks in advance for your attention.

                            Kind regards.

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

                              @General_Zod Interesting concept with underwater sea zones apart from surface ship sea zones. I never thought about it before, but it would most likely be possible to also have graphical representation of two sea zones in one. Maybe if a territory was split in two or the actual sea zone had a smaller field within the large one, where only subs and anti sub weapons could enter. 🤔 But it would most likely be so game changing and graphically demanding that it would be most suited for a map that was "born" with the concept implemented.

                              Iron War is very difficult to alter graphical wise since I mainly used a petty crappy paint program (Photofiltre) that couldn't really save layers. I am working on a new map now and primarily using Photoshop and it's layers. I am learning by doing, so progress is slow. But it seems to be much better. But its more a medieval setting, and therefore subs are not really on the menu 😉

                              @Mario-Rafael-Herrera-Vaca Iron War does not have trains. I never thought about it when the map was in the works. If I had thought about it, I might have implemented trains. But now I am not really sure. I think Iron War has a lot of map specific things going on already, and I personally like to keep my maps pretty simple and easy to play, not too advanced. Maybe this is a bit in contrast to Total World War, Global Dominance and other maps, but I don't mind that. Maybe I can satisfy other player types 😊

                              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

                              General_ZodG 1 Reply Last reply Reply Quote 1
                              • General_ZodG Offline
                                General_Zod Moderators @Frostion
                                last edited by General_Zod

                                @frostion Yes your correct a sea zone within a sea zone is the best way I can find to implement this concept given the current available functionality triplea offers. And it is optimal and possibly a prerequisite to design this kinda thing into the game very early, so it plays well. It is a huge departure from any existing maps, so even if starting with an existing map it essentially is redrawing the whole ocean, as I currently am.

                                There is more to the concept. It will resolve the issues with the isDestroyer rules most maps use as well. So one destroyer can no longer pin down a stack of submarines for a whole battle. Which severely hinders a subs capabilities and main function. Which is to effectively, stealthily and economically move into far flung positions and to harass any surface vessels it encounters. Thus placing great demands on the enemy to truly eliminate the threats.

                                My ruleset will allow subs to harass in normal sea zones only, where they will be 100% vulnerable to all air and sea units. When in a underwater sea zone they won't be able to attack or take convoy centers. But even lurking they need to be countered because they will strike at the right moments. Destroyer role will be to wield the depth charges and chase them around. Depth charges will be suicide units that only attack subs and are the only units that can hit a sub in underwater sea zones.

                                1 Reply Last reply Reply Quote 1
                                • Black_ElkB Offline
                                  Black_Elk
                                  last edited by Black_Elk

                                  Hey there, been a little while, but I finally had a chance to play some full games vs the hard AI with the new changes in place... sub pens, resource tweaking etc.

                                  My initial impression is that I really enjoy the game when playing as the Axis. I like the re-balance with Siberia, which makes Russia a bit more reliable at the center. The sub pens are fun, and seem to encourage more naval builds on the European side of the board, while also giving Japan a bit more breathing room to spend for ground in Asia, since they can use the sub pens to help support their Pacific naval defense. For the minor Axis powers, Iraq and Iran feel a lot more relevant to the overall game, because of the oil exchange. Even if they aren't expanding overland, or producing much in the way of units, just keeping them alive feels important for the war effort, because they can send critical oil to the 3 major Axis powers.

                                  I wish the Balkans, Finland and Thailand had the same thing going on. Right now their role for the team is sort of an inversion of Iraq/Iran's role. Balkans, Finland and Thailand are more of a drain on German/Italian/Japanese resources and they have to expand quite a bit before they have enough oil and steel to really function on their own. They also tend to checkerboard the map and move pretty far afield from their starting core, once Germany/Japan do all the can-opening. Personally I think it would be cooler if their role was more resource support oriented, where they send stuff to the big 3 on the Axis team via the exchange phase, rather than going on the march. The ability to trade steel in particular would be cool, since steel much more than oil, really puts the hard limit on what you can build in a given round. If Finland could send 1 steel to Germany, Balkans 1 steel to Germany or Italy, and Thailand send 1 steel to Japan, that would provide a lot more flexibility in a given round, especially when it comes to purchasing necessary transports, or the big ticket items like Carriers and Heavy Tanks.

                                  Anyhow, that's my only real suggestion for the Axis side, to get Balkans, Finland, and Thailand into the resource exchange, with support for the big 3.

                                  On the Allied side, I think the resource exchange for the minor powers is somewhat less engaging than it is for the Axis. The Big 5 for the Allies (UK, Russia, British-Colonies, British-India, and USA) are pretty fun to play on their own, but the others are a bit of a toss up. I'd say British-Colonies and British India are now enjoyable, since they have enough going on in the neighborhood to keep them busy, and with aid from the UK they can be even more effective.

                                  For France it basically comes down to whether you are willing to sacrifice critical early PU's/resources from USA to give the French something to work with, and whether you want to try and prop up Normandy out the gate. I guess China is similar, its up to the USA whether they have a chance to make an impact in central Asia. In both cases though, it's kinda hard to see the PU's being used there over Russia (where they can stack up more) or just keeping it for USA builds or for production expansion in places like Morocco, Norway, Truk etc. China is a bit of a special case, since it's still pretty tough to prop them up, even if sending max aid. Not sure, but they might use a buff. For the most part though it seems to work fairly well as is with the USA aid. I think the other minor Allies are set up kind of backwards though.

                                  What I mean is that, if you want to utilize the aid phase, the resources/PUs are flowing from where they are more useful to where they are less useful. So for example, to me it would make more sense that KNIL resources might go to ANZAC (or India maybe). Or ANZAC resources go to the British (or British-Colonies). Or Brazil's resources going to USA etc... rather than the other way round. Ideally each of these minors should have like 2 possible ways to send aid, so they'd have a more compelling gameplay choice to make each round. Again the ability to trade even 1 steel would be particularly interesting, since the resource is so scarce. But basically that's what I'd do to make all those minor Allies feel more significant to the team. There's really only so much that you can do with your units when playing as South Africa, or the Dutch, Anzac or Brazil and can feel a little repetitive, but if you could send some aid (even a small amount) up to the big dogs on the Allied side, then those extra few PU's/Resources might make a real difference in the over-all fight vs the Axis.

                                  The only other thought I have right now for the Allies, is that it might be cool if they had something similar to what the Axis have received with those sub-pens, some kind of specialized production feature that continuously spams units of a given type. Except rather than subs I'd maybe consider something like transports for the USA/UK, so that their North America production is more relevant as the game goes on. Or maybe you could try it with light Tanks, for something that Russia could make use of. I guess for simplicity it would probably make sense to just choose one unit type to highlight the way the Axis have subs. Probably Tanks would be the most fun, since the Western Allies kind of have the opposite problem as the Axis, they usually invest a lot in naval power, and somewhat less on heavy ground. I don't know, maybe its not necessary. Seemed like it was worth bringing up though just for parity by sides, since those sub pens can be pretty powerful after some time has elapsed. If the Allies are trying to match them round for round with destroyers, that's a lot of steel not being spent on tanks hehe.

                                  Anyhow that's what I got for the moment. Will post some saves when I get home from work a little later. Still my favorite game for the AI I think

                                  Best, always
                                  Elk

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                                  • FrostionF Offline
                                    Frostion Admin
                                    last edited by

                                    @Black_Elk Good feedback! It is nice that you still feel like playing a few games of Iron War once in a while ☺ It is a good idea, to have the minor nations be able to send at least one 1 iron to their bigger allies. Then if humans take control of minors, the humans can decide if it is a good idea to "milk" the minors and take their iron. Maybe this could symbolize if in real life the large nations more or less forced certain resources out of their smaller "friends". I am also confident that the minors access to resources is now pretty balanced, so if the big nations do not milk the smaller, the small can make good use of their own resources.

                                    In regards to a special unit for the allies, what about the air-transport? This is a unit that would not tilt the balance of power, and also a unit that US and UK is pretty unlikely to build a lot of. It could further motivate for an European invasion build-up. I doubt that the AI, as it is now, could make good use of them. In my mind marking good use of them would mean building up for a good deal of rounds and use them all at once as part of a bigger invasion. The AI would probably use them as attack fodder or something. I don't think the AI can even load onto air transports? Anyway, I still see it as a potential spawn unit.

                                    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

                                    1 Reply Last reply Reply Quote 3
                                    • Black_ElkB Offline
                                      Black_Elk
                                      last edited by Black_Elk

                                      For sure! I also think the balance on total resources across the board is pretty solid, so just having the ability to shift around a few oil points or esp. steel points from the little dudes to the big guys on the team should provide a lot of dynamism. I dig the idea about air transports. Thematically its a pretty good fit for any of the Allies really, and even if the AI doesn't currently make use of the transport ability itself, we know that they will use the unit in regular combat, so at least it can serve as padding fodder. For the human player it will give some logistical flare and highlight a unit at the same cost as the Axis sub, but that otherwise might get ignored in favor of fighters or 2 inf or whatever.
                                      Conveniently British air transports built in Halifax can reach Europe in two turns via Southern Greenland, so I think it may help activate that north American production hub a bit, without putting a drain on the critical slot at England. Or perhaps air transports placed at Victoria can help the Russians control the back field with a few more hitpoints in the Soviet Far East vs Japan. For the US the unit would certainly be fun. Probably takes a couple rounds to get them into position, but I can imagine the airborne being an effective way to move some hitpoints around once you get a couple air-transport shucks set up.

                                      Another reason I dig the air transport is that I think it will work pretty well for Russia too, practically I mean, like with the gameplay dynamics. The unit also has a historical basis, since the USSR certainly made use of them, especially early in the war. It's an unlikely purchase under regular circumstances (compared to fighters and the like), but I think if they were spawning every round, it would really help the Russians to bounce their defensive hitpoints to and fro, maybe punching some holes in the Axis forward lines when the Russians invariably starting getting rolled up by Axis tanks in the midgame hehe. I like it.

                                      0_1540849549756_elk vs hardAI Allies full side Germany round 13.tsvg

                                      0_1540849569289_elk vs hardAI Axis full side Russia round 7.tsvg

                                      Here's another as Allies with a 120% bonus to the Axis AI. The 1/5th bonus is pretty fun. Axis caught me with my pants down a few times early on, though we still nabbed a TKO just before they sacked the Russia capital hehe.
                                      0_1540866127568_elk vs hardAI Axis full side 120 Russia round 6.tsvg

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

                                        @black_elk @Frostion Starting to feel like the 2 of you are trying to convince me to have the AI support air transports 🙂

                                        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 4
                                        • FrostionF Offline
                                          Frostion Admin
                                          last edited by

                                          @redrum Whenever you feel like it 😁 Whenever you have the time 😁 We are ready to test any AI air-transporting abilliy you devs might conjure up 😛

                                          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

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

                                            I have now added “Airfields” and Iron resource shipping from minor powers to major powers.

                                            v0.2.5 to v 0.2.6:
                                            • Added “Airfield” unit, a new counterpart to the Axis Submarine-Pen. Airfields spawn 1 free Air-Transport every turn, give all air units +1 move, are destroyed upon capture, and only 3 exists and are placed in USSR Siberia, UK Halifax and USA North Atlantic.

                                            0_1541374511653_Air-Fields.png

                                            • Added the option for some minor powers to ship 1 iron each to major powers. The exporter-importer relations are as follows:
                                            Balkan -> Germany
                                            Finland -> Germany
                                            British-Colonies -> Britain
                                            British-India -> Britain
                                            South-Africa -> Britain
                                            French-Colonies -> France
                                            KNIL -> ANZAC
                                            Thailand -> Japan
                                            China -> USA
                                            Brazil -> USA

                                            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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