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[MOD] Dawn of Warhammer 40K:Firestorm

  1. #4601
    VashNKnives
    Guest
    @holyknight:
    To add to what Tiresias said, most vehicles currently have a requisition tax associated with them and repairing vehicles with a builder will probably drain you dry while they are being worked on. I find it a good idea to build a good infantry army first (maybe with light vehicle support) if you can get away with it.

    @Tiresias:
    For Chaos, I’ve never noticed the vehicle cap growing as I capture/LP more points, and I just ran two tests on two different large maps with a lot of points.

    @FoK team:
    For all the special units per mark (i.e. obliterators) it would be nice to have a commander icon at the top for them as well as the chaos lord or sorceror. Edit: I reconsidered how I wrote the above and just wanted to make a note that I really mean for units that are late tier and limited to one. However, I understand that you all have a lot on your plate right now (both in life and working on the mod) and I don’t know your plans for Chaos. Therefore, I will just fling a suggestion at you every now and again, not really expecting anything in return.

    On that note, I love the obliterators (the new sounds show the weapon switching nicely), and the plague marines are very cool (even if I have to micro them away from my own men). I also am interested in the marks in general, and can’t wait to see what all you’re planning to do with them.
    Last edited by VashNKnives; 16th Oct 07 at 3:38 PM.

  2. #4602
    TouchedbyChaos
    Guest
    Your mod guys is amazing - i could write for days praising your work but i'll skip to the point:

    - vindicators seem weak to me - they use artillery like fire and die quickly to the other tanks - should either have more hp or more damage - or greater range would lead to an agonizing time getting rid off that vindicator heading to your base.
    - chaos havocs and devastators should move to infantry cap
    - armor like predators should cost even more or take more time to produce - i play large maps vs ai where at some point i have like 33000 req and even more power so losing a tank is just an inconvenience of the time to replace it.
    - melee units like khorne bersekers (even regular marines) should be able to damage buildings - in my sense is more epic to have like 5 squads rushing a base where they get heavy losses to HB turrets trying to get there but IF they reach the base they should be able to destroy it albeit at a very slow/slow rate depending on the unit type. In this sense you should not touch the hp or rof or damage of the turrets.
    - I've seen a skin randomization for chaos terminators in some mods (like lights of the warp) where some members of the squad
    lack helmets - this is more c2c as terminator armor (and power armour ) isn't actually produced by chaos but is all what remained from their older status (the space marine one) and is cool looking too (something like my oblit avatar)
    - the sounds and skins in this mod are awesome.
    - the vehicle - defiler size is even more awesome and true - these are trully scary things now and not like the hotwheels type tanks in other mods.
    - Chaos terminator (and marine terminator not assault type) have a default stance of hold ground/ranged stance whereas their stats indicate heavier melee damage values. Also their upgrades to chain fist/power fist emphasize this even more - and in real combat situation its cool seeing the ai trying in futile to retreat that predator surrounded and trapped by 3 squads of termies pounding it in melee. Of course in tt the tank would force them to move aside but thats another case of game engine. So imho their stance should be hold ground/melee.
    - Some pink icons but your most probably aware (like chaos terminator upgrading to a close combat weapon).

    As a conclusion a must say that this mod once more like it's predecessor (dow 40k - beta4) exceeds my expectations.
    For those interested in a more true to tt experience i suggest playing this mod with its included heroes mod and adding the default double weapon range - triple sight range as well as fallback features of heroes tactics dc. Just add it to your dxp2 folder and edit its heroes file and disable and or revert them to normal value of 1(like building production time) to all but these.
    You will witness artillery and lascannon hits in their true glory (from very far).

    Last edited by TouchedbyChaos; 15th Oct 07 at 6:29 AM.

  3. Modding Senior Member Tabletop Senior Member Boardwars Senior Member Forum Subscriber  #4603
    Retired Compliance Fairy Gorb's Avatar
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    Also, how come Chosen Terminators have morale? That's not good you know, I attach my lord to it and soon I see all of their morale down due to the Deathguard marine.
    Because they're not Fearless in TT. Hence, they have Morale.

    Another issue is that I have no clue how to raise population. My support pop is 3 and I can't raise it so I can only make one vehicle (I know that each vehicle is only 1 pop, but later I had 3 pops maxed on my thing)
    Build LPs. Yes, it does work. I've played Chaos pretty much non-stop on this mod and I always get my full three vehicles (by the way, you only get 3 max. Just in case you thought you got more ).
    I am an Iron Warrior! Iron Within, Iron Without!

  4. #4604
    divineauthority
    Guest
    - vindicators seem weak to me - they use artillery like fire and die quickly to the other tanks - should either have more hp or more damage - or greater range would lead to an agonizing time getting rid off that vindicator heading to your base.
    Vindicators aren't too well armoured and don't have a huge range in TT.

    - chaos havocs and devastators should move to infantry cap
    They're heavy support in TT, not a Troops choice.

  5. #4605
    I believe that you automatically have the three heavy support. However, you start with just two infantry cap, and can increase to six by capturing SP and building a LP on them. Unless you know TT (which I don't), it might be helpful to put the AI on easy mode and just play around with the units to figure out which takes what cap.

  6. #4606
    Frost and Flame
    Guest
    I found a bug. I'm not sure if some one else has mentioned it to you but Davian Thule is unstoppable.
    see here
    There is also a listening post upgraded to an assault cannon shooting him along with the heavy bolter, plasma pistol and the defiler's close combat attacks. Of course the defiler as been beaten to an inch of his life but still. It kind of sucks cause i wanted to play as the tau in the campaign, but there is no way to fight against that.
    And there is also this
    There was also some graphics issues with the devastators
    Also, if I find anymore bugs where should i send them to.
    Last edited by Frost and Flame; 15th Oct 07 at 3:34 PM. Reason: forgot the devastor issue

  7. #4607
    Senior Member horusheretic's Avatar
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    please give the crusader the generic dc sounds and have it as an optional download atleast... i really do not like those beeping sounds either and having to look through several other files to change the sound fx because they dont match the other weapon sounds of that type.
    Tutorials_And_Helpful_Sites_Here <-link
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  8. #4608
    Member Mirage Knight's Avatar
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    Frost:

    SP is not completely supported as of yet as we're planning on redoing all the Commanders. Currently we're more interested in getting MP polished but SP will be taken care of when we get the chance. Skin and texture issues are known and will be addressed.

    horus:

    Beeping? Which weapon? That was supposed to be sorted out.

  9. #4609
    Senior Member horusheretic's Avatar
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    i meant for the general modding use. most of the models are a community resource are they not? so they should have the generic dc sounds too is all im saying. plus its virtually impossible without hex-editing the model to find out what sounds are being used and takes a while to find as theres lots of sound files in the mod....

  10. #4610
    VashNKnives
    Guest
    Even while playing what I believe to be the weakest of all Chaos marks (Slaanesh), I have epic battles of strategy. I love this mod. Keep up the good work: )

    BTW, part of the reason I think Slaanesh are so weak is the Demonettes. They have no ranged attack, leaping attack, charging attack, or special abilities : ( They’re also fairly weak close combat units overall, no reason to go with them over Berserkers (which come sooner) No commander unit also hurts this mark. I know you knew all that already, and I can’t wait to hear what you have in mind for chaos.

    BTW part 2, which race will you all be focusing on next? I know you’re working on IG mortar team units now. It would help me focus my play on the next race so I could give you pertinent feedback. Unfortunately, my current schedule makes me very unreliable as a real tester (same with DoWXP) - _- So I’ll have to just keep dropping ideas every now and again…

  11. #4611
    Oh, Only just realised there was a beta out! How is the AI support? Downloading now, Can't wait

  12. #4612
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    Don't know if its already been mentioned, but while playing as the guard on inquisitorial doctrine, I noticed that conscripts required ork resource and couldn't be built.

    Next game however against random teams, the AI guard team was building conscripts??

    Other bugs include being able to build all types of CSM even when you take a specific gods mark.

    Also, is it me or is the requisition REALLY REALLY SLOW?

    I consider myself pretty good with resources, but even after having a load of strategic points with listening posts I was getting really shitty req income.
    - Scope


  13. Gamers Lounge Senior Member Modding Senior Member  #4613
    Green Grow the Rushes Ira Aduro's Avatar
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    Quote Originally Posted by scope2006
    Also, is it me or is the requisition REALLY REALLY SLOW?

    I consider myself pretty good with resources, but even after having a load of strategic points with listening posts I was getting really shitty req income.
    Vehicles have a req tax applied to them. If you don't get a good econ going before fielding vehicles you will ruin your econ. I think all vehicles have a tax, but especially the higher tier vehicles.

  14. #4614
    Scope: Don't know if its already been mentioned, but while playing as the guard on inquisitorial doctrine, I noticed that conscripts required ork resource and couldn't be built.
    You get ork resource by building your ordinary guardmen platoons. Also, HWT, Armoured Fist Sqauds, and Chimeras take Ork Resource aswell.

  15. #4615
    VashNKnives
    Guest
    On Ariel Highlands I just watched in disgust as a Skyray was launching missiles literally from one side of the map to the other, taking out infiltrated units and cloaked buildings in FOW.

    This must be a two-folded bug. First bug is that the Skyray can missile barrage infiltrated units and buildings that it has never been in contact with and without a spotter in FOW. The next bug being that it had no range restriction (it sat at the north-eastern most strategic point in the quad between the 1 and 4 position on the map and shot directly south over the middle section into the center of the 2 base location)

    Since the missile barrage is good against everything, it should not be able to do this. The barrage took out sentinel trios, Eldar troops (on the move even), guardsman squads, chimeras, and one-shot builders before I even knew what was going on.

    Even knowing that it was going to hit did not help. Part of the barrage’s damage is upfront and the other part has a large circumference. Even the sentinels had trouble moving before the secondary blast.

    I was playing 4-player as IG vs Tau, Eldar, and Necron. The Tau were defeating the Necron while holding off Eldar with the missile barrage until I started attacking the Eldar. As I attacked the Eldar, it was like they had made an alliance with the Tau because the barrages were pounding me from behind and the Eldar were trying to make a stand from the front.

    At one point I went looking for the Skyray with my 9 sentinels and could not find it anywhere in normal range and then gave-up and went back to attack the Eldar. Next thing I know, my 9 nine laser-outfitted sentinels were 5 due to them being so wonderfully clustered for an ultra long range barrage : (

    Edit: I ended up quitting the game after I defeated the Eldar and the Tau defeated the Necrons since every one of my Kasyrkin (infiltrated), Armored Fists (in chimera's), and regular guardsmen were getting annihilated forcing me to think about bunker creeping to survive. I did not have time for that long of a match. I then fast-forwarded the replay to find out what was going on.
    Last edited by VashNKnives; 17th Oct 07 at 3:51 PM.

  16. #4616
    Lordoftheflies
    Guest
    it's worth noting that the skyray missile barrage seems to do damage before the actual missile firing animation

  17. #4617
    There's definitely some nasty delay between the impact and the animation. I don't really fight the Tau much, as they bring out that damn skyray and don't even try to come near me with anything else. Must have a low cooldown. I wouldn't mind it too much if the cooldown was longer and the target units in the area didn't get knocked down first. Between the time it takes to get up, reform the squad, and then move, the large radius manages to catch over half of the squad. You can watch the bombardment begin and tell your squad to run like hell as soon as you see it, but it means the difference between having no squad and having 1/4 of a squad.

    On a separate note, I noticed that sometimes when using ASM, I give the order for them to jump next to a building (let's say a LP) and while they're in midair, give the order to use the melta on the LP. Unfortunately (and I haven't seen what causes this yet) the bomb icon will grey out (indicating it has been used), the ASM land, and then don't use the bomb. The icon resets, and they run around getting ripped to shreds by the LP. I have to give the order to bomb it a second time. This isn't a constant issue, so I'm not sure what exactly is happening.

  18. #4618
    hey, whats the difference between a destroyer and vanquisher (after its been specialized)? i mean both seem to be specialized anti tank vehicles.
    and there were times where my destroyer took agonizingly long to destroy tanks like predators.

  19. #4619
    I played extensiveley with all races and am very content about the mod...
    I like the way it is going (since I am a TT fan)
    for a beta the game plays pretty well and the SM look allmost finished (I hope there will also be a VENERABLE DREAD)

    I like the way things got translated from tabletop with the infantery health (Toughness multiplied by the number of wounds)
    but I don't understand how you did with with the vehicles

    -I was antiicpating a multiplication of their front armour value by 100 - ex: Dreadnought, Front arm:12 => 12 *100=1200

    I am realy wondering how you will translate the weapon strenghts...since with the dynamics of the RTS it is very tricky

    While fiddling with the AE I found alot of unused TT oriented abilities and researches which promise alot of tactical potential evin if they don't work quite right yet(like rapid-fire, invulnerable saves...)

    last I have a suggestion which I tried and at least for me and my friends it worked out ok...

    the max damage for the super heavy weapons (lascannons, railguns ;mostly weapons with strnght higher than 7) should be the TT strenght *100 ex:lascannon S9=>max dam 900
    which combined with a very slow rate of fire (6'7 seconds) and a long min range (ex 20) will balance out very fine

    this way the heavy weapon takes out most infantery units with one shot but is still inefficient against them because of the slow rate of fire and assault troops can close in without big problems to annihilate them with meltas....

    well anyway thank you for a great mod and best of luck in the future
    cheers....

  20. #4620
    Member Imperial Honour's Avatar
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    Should you guys want some additional coding help for .ucs and stuff I'll make my services avaliable just in case you do since it can be a time intentsive job depending on the ammount of code that needs doing and stuff, but nothing I couldn't handle. Apart from that pretty damn good mod, be cool to see the final product with everything implimented. Open beta has been a thrill even if annoying that the .ucs are fully done, but to be expected of coarse, and some bugswhich I've been chasing to find the root of the problem so I can report them to you.

    Regards,
    IH
    One percent of the Blood Gods consume 99 percent of the blood and skulls. #OccupyTheSkullThrone
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  21. #4621
    Member Deacon412's Avatar
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    how about a replay posted,vashnknives

  22. #4622
    Sull3n
    Guest
    I'm pretty sure the missile barrage is supposed to be able to hit anywhere on the field. The problem arises when the AI cheats with it, because they don't have to spot at all and they will still nail your squads dead on with it from across the map with no spotter.

  23. #4623
    VashNKnives
    Guest
    Quote Originally Posted by derge
    how about a replay posted,vashnknives
    Here you go:
    http://www.yousendit.com/transfer.ph...BD5840630E6935

    Fast forward to the 42 min mark to start seeing some really long barrages. However, the Tau begin barraging in the 30s. Fast forward until you see the Skyray is about to fire and then hit slow-motion to watch the beautiful soaring missiles

    I was trying to get the hang of the armored fists, and so I really didn't do well in this match. After the Eldar, I was so fed up with the barrages and was out of play time that I just suicided most of my forces. At the very end, I was doing something else in real life at my desk and just decided to see how big of a pile I could make of Tau bodies for reconciliation I was only half trying, but the pile was growing before I decided to be done with it all. Looking at the replay I could have easily won a few times.

  24. #4624
    Member Deacon412's Avatar
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    @_@, just wondering whats going on with the mod right now medes, and in TT how Good are the power fists? like 1 hit kill a chaos lord good?

  25. #4625
    In the mod, what are the differences between power swords and axes? Aside from costs, of course.

  26. #4626
    Absolutely nothing. It might be a good idea to switch the power axes for lighting claws.

  27. #4627
    Antaeus
    Guest
    Derge in the TT if a model has a strength that is twice or higher than the opponent's toughness then there is a chance of instant death. Power fists double the wielders strength, so a SM with a power fist has strength 8, and a Chaos Lord IIRC like all Marines has toughness 4. It kind of makes you think twice before charging into combat with opponent's like Veterans or Terminators etc...

    I love this mod, and I can't believe this is just the beta...I can't really fault it, all the stuff I noticed has been mentioned, except there seemed to be a problem with Tau Broadsides in that they never hit what I targeted, they always attacked something else.
    Last edited by Antaeus; 20th Oct 07 at 9:15 AM.

  28. #4628
    Member Deacon412's Avatar
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    LOL, it was a comisar XD, he back handed the chaos lord....and the cl just flew....lol

    thanks though thats is really cool! i didnt know that
    just wondering whats the strength of a Guardsmen and a Space marine

  29. #4629
    Antaeus
    Guest
    Well that'd be a bit weird since most if not all non-SM humans have strength 3, which wouldn't kill a CL since a power fist would double it up to 6, and the CL has a toughness of 4...so...weird. But I'm not an expert on these things lol.

    Every SM I've seen (not counting Chaos since I'm not an expert on them, and they probably have a tonne of funky strength enhancing demon gifts going on) has a strength of 4, excepting Chief Librarian Mephiston of the Blood Angels who for some reason has strength 5

  30. #4630
    Member Deacon412's Avatar
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    lol, do you know what a priest would do for an IG squad? like buffs if any, and what dose an evisicator do with strength? if you know =]

  31. #4631
    Antaeus
    Guest
    Unfortunately I've no idea lol, what little knowledge I have is mostly centered around Space Marines, Eldar and Daemonhunters...though I happen to have lost the DH codex =/

  32. #4632
    Member Deacon412's Avatar
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    thanks though, i never really realised how in depth this is

  33. #4633

    Help installing?

    Hello...

    My friends call me Peloquin. It a nick name I got when I was racing Bicycles Road and Mt.. I use to read a lot of Clive Barker. Did not have a tv. Long story.......

    I have been following this mod for a while now, and got to download it a couple of days ago. Then I had to rebuild my computer 'cause I burn up my motherboard, dont know how that happen. and was starting to reinstall everything.

    Ok, I don't want to sound stupid. But How do I install this mod? I have been trying for the last 3 hours. I download this and the AI, I Probably been by it a hundred of times..I want to try it before the wife came home

    I have follow the directions in the read me file, But cant seem to get the game to see it. I also updated my DOW to 1.2 I think. I went to dow fileplanet to get the updates.

    If some could please help me that would be great. I will be online for a while I have some artwork to send to some clients.

    Thank you all in advance...I also would like to thank the maker to.

    Everyones favorite fiend and mine.... the one and only... drum roll please....} Peloquin

  34. #4634
    Esinhorn
    Guest
    playing campaign when fighting the ork base the game would freeze

  35. #4635
    Antaeus
    Guest
    The biggest compliment I can give this mod is that it's distracted me from DCPro and Inquisition: Daemonhunt...and they're both fantastic.

    If there's any plan to implement Wraithguard in the final version I will love you guys forever

  36. #4636
    VashNKnives
    Guest
    Quote Originally Posted by peloquin
    How do I install this mod? I have been trying for the last 3 hours.
    Extract the files from the zip file you downloaded into the Dawn of War – Dark Crusade folder. You can find this easily if you’re using Windows XP by right clicking the shortcut to the game and choosing “Properties”, and then from the subsequent pop-up choose “Find Target”. If you couldn’t find it that way then you’ll probably find it on your harddrive at someplace like C:\Program Files\THQ\Dawn of War – Dark Crusade

    Next, all you need to do is activate it. Start up the game, Dark Crusade, and then click the Game Manager button on the main menu. Highlight the FoK mod and choose activate at the bottom of the Game Manager menu. You’ll probably be asked to restart and you’ll need to if you’re not asked.

    You can now play it.

    However, if you have personalized colors, keybinds, or what not, you may want to go back into the Dawn of War – Dark Crusade folder and locate the Profiles folder, under that folder double click profile1 and you’ll find the dow40k_fok folder. You can make copies of premade schemes and you’re keydefaults to the dow40k_fok folder from the other folders here. Just be sure to make back-up copies of files before you overwrite them just in case you make a mistake.
    Last edited by VashNKnives; 20th Oct 07 at 2:35 PM.

  37. #4637

    thank you VashNKnives

    Thank you VashNKnives... I Just figure it out just before I got back on. and got to play for a couple of minutes... What I have seen so far, is really good. well better the good. I was playing as the Emnperor Childern ( my favorite) .

    I am going to play a littl longer tonight, I have a couple of artwork I need to get out, and before monday.. Damn dead line when a great mod comes out But thank you.

    everyones favorite fiend and mine... Peloquin
    Studio567 Graphic Designs
    Vorona Clothing Design Company
    www.myspace.com\vcdc567
    Email: Studio567@yahoo.com

  38. Gamers Lounge Senior Member Modding Senior Member  #4638
    Green Grow the Rushes Ira Aduro's Avatar
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    team colorable wave serpents.

    Merry Christmas.

    Texture still needs work.


  39. #4639
    VashNKnives
    Guest
    Awesome! Thanks Ira Aduro : ) I just found a color scheme I really like for Eldar today, and I use wave serpents in almost every match.

    On another note, I was playing a bit more with the IG thunderor and tank destroyer today and was wondering why they are considered great tanks, making sure my install is complete and was not/has not been corrupted? I actually play the infantry route more than the Armored and at first expected to see tanks like the thunderor and destroyer as the most specialized tanks I could get in the infantry path, but we get the demolisher and exterminator (both very awesome at many things). I’m not sure my tank destroyer does any damage and its range seems less than a vanquisher.

    Are the thunderor and tank destroyer undergoing some changes “under-the-hood” or are they in a completed form? I don’t know much about fluff/TT so I’m clueless except for the in-game description as to how they should perform.

    P.S. I did do a search on this forum and see that they were fairly recent additions to the mod, and I was having issues trying to search the Firestorm forums this evening and was unable to check if something had been said there.

    I appreciate everything you all have done; this mod is amazingly fun to play.
    Last edited by VashNKnives; 21st Oct 07 at 9:16 AM.

  40. #4640
    Woohamer40
    Guest
    why do most units say $0031978 no range or something like that?

  41. #4641
    Grayshadow_999
    Guest
    First I just wanted to say truly Amazing mod here! As a looong time TT player this has brought me back to DoW with a vengeance. Congrats on some fantastic work.

    MK - I am posting this here because I am haveing trouble registering on the DoW40K:FoK forums. Regarding the Comp Champ thread - all specialist in the Command Squad have armoury access if the squad is given termie honours. Hope this helps

  42. #4642
    Lordoftheflies
    Guest
    I was checking your forums and it seems you've applied my suggestion regarding heavy weapons teams, or at least mortar teams (unentrenched model being two guardsmen instead of one), however, it seems that you've applied randomized faces to them.

    The problem with this is, however, that as soon as you entrench them they'll be wearing full faceplates out of nowhere.

  43. #4643
    Member
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    Very, very, very nice WS texture Ira Aduro! Good work!
    Hope is the first step on the road to disappointment.

  44. Gamers Lounge Senior Member Modding Senior Member  #4644
    Green Grow the Rushes Ira Aduro's Avatar
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    Quote Originally Posted by MEGAzogg
    Very, very, very nice WS texture Ira Aduro! Good work!
    thank you very much.

  45. #4645
    I'm dancing like a monkay~ medes's Avatar
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    The problem with this is, however, that as soon as you entrench them they'll be wearing full faceplates out of nowhere.
    We're removing entrenchment, Teams will instead use setup time.

  46. #4646
    Woohamer40
    Guest
    i hope i don't get the $(enter number here) no range glitch

  47. #4647
    Member Deacon412's Avatar
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    are their any differences between deamon princes and different marks?

  48. #4648
    We're removing entrenchment, Teams will instead use setup time.
    Thats the best news that I've heard since...this mod had a beta release.

  49. #4649
    Member Deacon412's Avatar
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    hurray they will work better now!

  50. #4650
    great work medes, can't wait for the final ver, so excited !!!

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