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"BLITZKRIEG MOD" v4.620 (Update Nov 2012)

  1. #2501
    Member Baracus's Avatar
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    With 1.6 they added 2 BK 2vs2 maps.

  2. #2502
    Member Mr.Mind's Avatar
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    In your liquor cabinet.
    First off all thanks for your help Baracus, now everything works like it should. But i still got couple questions. Could you chance either dismount or direct fire hotkey becouse they both are "D" so if you are in firefight and quickly try to get direct fire by pressing "D" your tank commander just jumps out and probably get killed. And second when and why Flak 88 artillery ability was remowed?
    Last edited by Mr.Mind; 8th Nov 09 at 12:41 AM.
    There are roads which must not be followed, armies which must not be attacked, towns which must not be besieged positions which must not be contested.

  3. #2503
    Member SHADOW's Avatar
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    The 88 Arty ability was removed because it was buggy. It often shot 2 shots at once. We couldn't get this fixed and that's why it was removed.

  4. #2504
    Member Nabs's Avatar
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    Sanremo, Italy
    had CTD's

    15:30:38.93 We do not have a sync command for peer=3, currentframe=3336
    15:30:39.06 We do not have a sync command for peer=3, currentframe=3336
    15:30:45.01 Transport - median kBPS [hi/cur] sent = 10.4/1.6, recvd = 2.3/1.4, #p/sec[s/r] = 26.3/26.4, max unsent 0, version err 0, merge 114
    15:31:03.00 local host PeerID 1 CONN ack= 0 ( 0ms~0) unack= 0, retry= 0, highwaterOOS=0 @WINaddr:93.149.217.184:6112; (ping=0ms) 100.00%, pending=0, dead=0
    15:31:03.00 PeerID 2 CONN ack= 0 (578ms~0) unack= 5, retry=119, highwaterOOS=0 @WINaddr:79.10.213.124:6112; (ping=264ms) 96.92%, pending=0, dead=0
    15:31:03.00 PeerID 3 CONN ack= 0 (203ms~0) unack= 2, retry= 10, highwaterOOS=0 @WINaddr:79.40.238.35:6112; (ping=125ms) 99.73%, pending=0, dead=0
    15:31:03.00 PeerID 4 CONN ack= 0 (172ms~0) unack= 2, retry= 1, highwaterOOS=0 @WINaddr:93.32.247.172:6112; (ping=110ms) 99.97%, pending=0, dead=0
    15:31:03.00 MessageCounts: inval=0/0, seek=0/0, join=0/0, integ=0/0, seek_reply=0/0, join_reply=0/0, add=0/0, remove=0/0, drop=0/0, data=1464/1463, voice=0/0, rchk=0/0, nudge=0/0, peerhdr=0/0, proxy=0/0, ping=76/67, frag=0/0, Errors=0/0
    SIM -- Attempting to query bag not associated with this group type.
    Group is of type 8. Query is for type 1. Group name: 'sbps\races\axis_panzer_elite\soldiers\sturmpionier_squad'
    -- FATAL EXIT --
    simengine/propertysystem/propertybaggroup.h/85:!
    --stack trace--

    0x014A24CD: LuaBinding::Obj:ispatcher (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x0148FA30: lua_yield (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x01491AFB: lua_resume (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x0148FA9E: lua_yield (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x0148FBD7: lua_resume (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x01487FBE: lua_pcall (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x0149D906: luax_callalert (C:\Programmi\THQ\Company of Heroes\LuaConfig.dll)
    0x022C786C: MarkerObj::IsPersistent (C:\Programmi\THQ\Company of Heroes\SimEngine.dll)

  5. #2505
    Member Hell_sajuuk's Avatar
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    @ mr. mind yeah I have done that a number of times building those commanders are expensive, the D key is my enemy.

    About the mod may I ask with the next patch for this mod please tell me its not going to be another 150mbs again its getting kinda old my my 1 TB hard drive is starting to get full.

  6. #2506
    The 20mm flak is already in men of war and is there very good for use against infantry and light vehicles. But without the towing ability that you get with men of war it would not really be that usefull in coh. In men of war you just hooked it up to a light vehicle and drow off to a good ambush/defense-point and dropped it off there to cut down some infantry. If you put it in coh you would make it like a atcannon with a setuptime and limited field of fire..

  7. #2507
    Drama over a useless weapon. Sometimes people simply amaze me.

  8. #2508
    the flak 38 was not a useless weapon, it was one of the best aa guns but WHO CARES, THIS THREAD IS ABOUT THE MOD BLITZKRIEG! anyways i think we're only talking about putting it in because i said i have a nice model, which is in google sketch up, not an accurate model, has 5000 faces and i dont think you can export google sketch up models and even if you could you would have to do all the animations and textures and would have to do coding and animations for the setup. plus, aa guns rarely shoot down planes.

    about the mod...

    so the new update has screwed up the ai? i think so because i havnt upgraded yet and all of a sudden the allies get tanks in 10 minutes and all german ai cant build the kriegs barracks and all they can make are volks and such and sometimes when they do manage to make a base they make a unit every say 10 minutes. Lol "this patch will make life easier for modders" i had a feeling that it would be the opposite and screw up mods.

    @blitzkrieg team

    have you had a look at some of mcscruffs models, he has a few units you may find interesting, keep up the good work.
    Absence of proof doesn't mean proof of absence.

  9. #2509
    Member Baracus's Avatar
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    I think its depending on the map, some maps the bots build just fine, some they don't.

  10. #2510
    Member sweeten2213's Avatar
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    Try This
    Attached Files
    RIP Loran Korn - a dear friend and as amazing a person as he was talented
    RIP MrScruff - you were a true friend and a true talent
    Normandy 44 : European Theater - Project Leader
    N44 ModDB Site
    N44 : ET Website - N44 XFire Community - N44 Guide
    CoH Mods - Waffen Mod
    Eastern Front - AI Coder/Asst Coder

  11. #2511
    Member Xalibur's Avatar
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    New AI files

    Many thanks sweeten,
    we will try this out ASAP

    Greetings
    Xalibur

  12. #2512
    @sweeten2213 were should we put it M8

  13. #2513
    Member sweeten2213's Avatar
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    delete the old Ai folder in the data folder, and then put this 1 in

  14. #2514
    Quick test and so far so good.
    @Sweeten you are a star M8, Thxs

  15. #2515
    Quote Originally Posted by vonDietz
    the flak 38 was not a useless weapon, it was one of the best aa guns but WHO CARES, THIS THREAD IS ABOUT THE MOD BLITZKRIEG! anyways i think we're only talking about putting it in because i said i have a nice model, which is in google sketch up, not an accurate model, has 5000 faces and i dont think you can export google sketch up models and even if you could you would have to do all the animations and textures and would have to do coding and animations for the setup. plus, aa guns rarely shoot down planes.

    I mean in terms of gameplay. Seriously, why go through the trouble of putting this weapon in the mod when very few people will use it. I seriously doubt that they are going to implement the whole tow bit so it would have to be pushed around like the A/T guns. Which makes it slow and easy to destroy. The self propelled AA guns in the mod now are far superior as they take a decent amount of damage and can move around the map. The emplaced flak cannons are ok against infantry, very light vehicles and on occasion against aircraft but are very weak against anything else. In the end it would be a lot of work to implement something that is not needed since the emplaced AA cannon, Puma, Armored Car and the Ostwind and Wirbelwind more than fill the need for such a weapon. In addition, it was mentioned that the weapon did not fit the late-war timeline of the mod. So yes, I sincerely feel this would be a useless weapon with a lot of disadvantages and very few advantages of weapons better suited for the intended job.

  16. #2516
    The VM Normal AI seems fixed but I have just played with two PE Normal AI's and neither of them built the last two buildings so they made no tanks, but that said they were aggressive and pro active, so that was good.

  17. #2517
    Same question,PE Expert AI also won`t built the last two buildings too.

  18. #2518
    Member sweeten2213's Avatar
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    Well, TBH, I would not be surprised if the building isn't totally fixed yet. What I basically did was this...

    I put in the my basic "foundation" for a really good AI, including a lot of my numbers and the tactics "toolbox". Everything is there to make a better AI than before.

    What I did not have time to do yet is plug in those things that haven't different names and stuff specifically for Blitz.

    So, if Blitz uses a different name for a building or for an upgrade as a prerequisite for a building, it probably won't build it yet.

    My suggestion is this - I am really short on time with my work on N44 : ET and EF. I will be able to take a look at the AI, but I'm not sure it will be right away.

    Xali - if you are able to plug in things as I showed you before in rules_tech_purchase, it should work. If not, I will take a look at when I can.

    I also strongly suggest you have someone on your team do a full luaconst file including all custom units, buildings, upgrades, and abilities. It will make the AI much easier to work with in the future.

    But, like I said, the foundation is there to have an improved AI over what Blitz had previously - it's just a matter of finding the time to plug in the special needs of the custom content.
    Last edited by sweeten2213; 9th Nov 09 at 10:21 PM.

  19. #2519
    Too bad you ain't got enough time for further improving your already great work.

    Some other question, is it possible to increase the tracer speed? It seems that the tracers are flying a bit slow.

  20. #2520
    Member sweeten2213's Avatar
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    @ Sonsalt - I appreciate the compliment and I will try and customize it as time goes on. I like the team here and I want to help - I just have so much going on right now it's hard to find the time to sit down with unfamiliar data and "reverse engineer" what needs to be done.

    Getting all the buildings built shouldn't be hard and Xali may even be able to do it himself. But a truly "epic" AI takes a lot of time. But, like I said, my basic foundation is in much more than it was before, so it should be doable over time.

  21. #2521
    Member Xalibur's Avatar
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    New AI files for testing

    Please try this one! The strategy_tech_purchase.ai is modified now.

    Greetings
    Xalibur
    Attached Files
    • File Type: rar ai.rar (137.8 KB, 128 views)

  22. #2522
    Wow that was quick

    One more thing, is it possible to increase the amount of XP needed for one Command point?

    I think if this is possible you should increase the amount of XP/CP at about 10-20%

    I tried to find and test it my self but to no avail

    Greetings

    Sonsalt


    ------------------------
    Update:

    I have tested the new AI as you have uploaded Xalibur, unfortunately the Ai does not move out to conquer any points anymore.

    I have tested it against 2 US Hard and normal.

    First test, I was Axis and had one Hard AI PE on my side.

    Result: The PE AI did only build HQ infantry and kept them at base.

    Second Test, I was PE and had one Hard Axis on my side.

    Result: The AI has built one Infantry quarters but produced only HQ- infantry and kept them at base.
    Last edited by Sonsalt; 10th Nov 09 at 12:24 PM.

  23. #2523
    @Sonsalt: Strange, I tested the new AI on "The Rhine" and it works fine for me.

  24. #2524
    Hmm indeed, I tested it with Lyon and another BK Map and both times the AI kept its infantry at base

    Did you delete the AI folder before installing the new AI ?

  25. #2525
    Lyon is a bad map for AI testing, Lots of mods don't work right on that map.

    I did notice some of the icons are no longer showing up though for units and skills of units. Could just be my work computer though might need a fresh install of COH. Doesn't make sense that the AI would change that part. Was playing US against WM and notice that the sprint for units and the Scouts and Ranger Commander build buttons are just brown buttons, still build the unit though.
    Last edited by SGMRock; 10th Nov 09 at 2:03 PM.

  26. #2526
    Ok I reinstalled the AI. This time I first installed the Update without BK enhancements and than overwrote the one with the latest BK enhanced AI.

    This time it seems to work. At first the AI again stayed at base but after a short while it started to build.
    --------
    Update:

    It seems that this bug is quite instable.

    It occurs every now and then.

    Either the AI won't start building at all or it keeps some troops back at base without orders.

    Here is some screen that shows the AI doing nothing.
    Attached Images
    Last edited by Sonsalt; 10th Nov 09 at 2:39 PM.

  27. #2527
    LASture
    Guest
    I've got a question, for anyone that might offer me a fix, I'd appreciate it. A friend and I are big fans of this mod, but the balancing is off, and it is taking far too long to wait for them to fix it. So, as they say, if you want something done, you've gotta do it yourself.

    All I'm wanting to do is crack open the game and start switching some numeral values. Unit costs, damage, armor, etc. The brits are basically useless, and there are many abilities and units that need costs being fixed.

    However, everytime I try opening the module with the updated Cors's mod studio, I keep getting an error every time, and on two separate computers.

    http://img.photobucket.com/albums/v6...blitzerror.jpg


    And for those of you about to get all upset about editing somebody else's mod, please just simmer down. This is not for redistribution, this is for playing LAN with myself and 2 friends, and will never even touch the internet. We did the same thing for Dark Crusade and combined like 4 different mods together.

    Some help on this issue would be appreciated. Thanks.

  28. #2528
    .... Thanks .... Usually downloaded and running ....

  29. #2529
    Member Hell_sajuuk's Avatar
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    Well I get the error even when I try and open one of my own mods it really sucks.


    Also have you guys ever heard of the pairz mod it allows you to play whr VS panzer elite and brits vs allies just want to ask I think I already have before but maybe you could make it in this mod aswell just to add some fun to this mod instead of always realism, if you make it a mode in the drop down menu in skirmish and mutltiplayer then you can have the option to either play normal germans vs US/brits or Random mode.
    Last edited by Hell_sajuuk; 11th Nov 09 at 6:46 AM.

  30. #2530
    Quote Originally Posted by LASture
    I've got a question, for anyone that might offer me a fix, I'd appreciate it. A friend and I are big fans of this mod, but the balancing is off, and it is taking far too long to wait for them to fix it. So, as they say, if you want something done, you've gotta do it yourself.

    All I'm wanting to do is crack open the game and start switching some numeral values. Unit costs, damage, armor, etc. The brits are basically useless, and there are many abilities and units that need costs being fixed.

    However, everytime I try opening the module with the updated Cors's mod studio, I keep getting an error every time, and on two separate computers.

    http://img.photobucket.com/albums/v6...blitzerror.jpg


    And for those of you about to get all upset about editing somebody else's mod, please just simmer down. This is not for redistribution, this is for playing LAN with myself and 2 friends, and will never even touch the internet. We did the same thing for Dark Crusade and combined like 4 different mods together.

    Some help on this issue would be appreciated. Thanks.
    By the path that is coming up in that error, it seems to be a problem with something in your saved settings for COH. That path is nothing in the install folder. Try and rename your a custom map possibly. Or try and empty out that scenarios folder if there is anything in it. If there is not anything in it, try and rename your Company of Heroes folder under My Games for backup. Then start the vanilla COH up so it can recreate all the settings. Then exit COH and start up Corsix mod tools to see if it lets you load it then.

  31. #2531
    I did notice some of the icons are no longer showing up though for units and skills of units. Could just be my work computer though might need a fresh install of COH. Doesn't make sense that the AI would change that part. Was playing US against WM and notice that the sprint for units and the Scouts and Ranger Commander build buttons are just brown buttons, still build the unit though.
    I got the same situation with SGMRock. I had it since I updated BKMOD to 1.603 and so I tried normal trouble shooting routines like fresh install but still I have the problem with the icons. hmm...

  32. #2532
    LASture
    Guest
    SGMRock thanks for the heads up. I fixed the problem.

    ==PROBLEM FIX==
    Looks like all I had to do was go into My Games, WW2, and remove the Scenarios folder. I just placed it on my desktop, Cors' mod works fine.

    Thanks for the idea.

  33. #2533
    I have a new crash to report:

    19:13:27.00 Transport - median kBPS [hi/cur] sent = 1.0/0.8, recvd = 5.0/1.3, #p/sec[s/r] = 13.9/14.6, max unsent 0, version err 0, merge 30
    SIM -- Attempting to query bag not associated with this group type.
    Group is of type 8. Query is for type 1. Group name: 'sbps\races\axis\soldiers\pioneer_westwall_squad'
    -- FATAL EXIT --
    simengine/propertysystem/propertybaggroup.h/85:!
    --stack trace--

  34. #2534
    Member Althalus's Avatar
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    Bug: The Airborne spotters dismount button is covered by supply drop, you have to right-click to get them out of buildings.

  35. #2535
    A little update concerning the AI and some ideas of mine.

    The AI:
    It seems that the AI is able to call in Shermans at a point in game where even with the most advanced tactic I am not able to even get armored vehicles. Especially Lyon seems to be a map where the AI seems to be able to do such things.
    Played against Hard and expert.

    - is it possible to apply the cheating modifier for the AI only on Manpower an ammo? Fuel seems to be a bit over the top

    Concerning my ideas.
    First off please forgive me if some idea has already be discussed I just had not enough time to read 51 pages

    1. Reactivate upgrade function for M2/Mg42 gunner on all tanks.
    The combat effectiveness against infantry with tanks should be something which one should earn. This should cost quite some ammo and a little manpower

    - Thinking about it, the MG Gunner on the tank should also increase the view distance. So I would lower the view distance for Tanks without Gunner

    2. M2 upgrade for US_MG emplacement.
    The heavy MG for the US MG emplacement should make the emplacement even more deadly for infantry on long range and light vehicles. (Armor piecing ammo plugin)

    3. MG34 (The early MG)
    This MG should be available for AXIS at the very beginning as a MG team with lower costs. It has a reduced fire rate and is a little less accurate. Therefore it is also cheaper. The MG42 should be raised in accuracy a little and also the price to make the MG34 a good choice for the very early game.

    4. M2 MG_Team
    Oh yea... this is the BIG brother. Increased damage, range and effectiveness against buildings and light vehicles. (Team moves slower)

    Greetings

    Sonsalt
    Last edited by Sonsalt; 14th Nov 09 at 3:03 AM.

  36. #2536
    a few problems with the idea...

    even with the mg tanks arnt super effective against infantry but your increased range of site thing sounds good.

    mg emplacements are fine as they are if you ask me, still has supression and such... cant make them too good especialy if you can make one at the start at the game.

    Do you have a mg 34 and M2 model? and i think the mg42 was cheaper IRL

    otherwise it would be lovely to see those ideas in the game

  37. #2537
    Little update concerning the AI getting Tanks in early game.

    It seems that those shermans and Tanks are off map vehicles.

    I have checked the AI and it does not have the proper building so my guess it it calls the tanks in.

    Also I have increased the attrib\attrib\abilities\ally_M4A3E8_reinforce_AI.rgd costs to see if this is the reason, but it still calls in those tanks.

    Not that I wanna complain but light infantry against Shermans is just way over the top.

  38. #2538
    Recently installed Windows 7, and to my surprise all the problems I had with Blitz mod still exist. Can't play online with it....

    Regards

  39. #2539
    About the two ai things should i delete the blitz ai folder then replace it with the one from sweeten then should i just overwrite the folder with the latest ai thing cuz that is what i did and the ai is still retarded

  40. #2540
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    I think you just delete the existing AI folder and use the one posted by Xalibur above. http://forums.relicnews.com/showpost...postcount=2521

    After two games I have to say this new AI is very good indeed. Wow! The first game I was well and truly blitzed. Thanks again to Sweeten and Xalibur and all. This mod just keeps getting better and better.

  41. #2541
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    Custom Blitzkreig Map Pack

    While I love almost all of the Blitzkreig maps, I am often on the look out for new ones. I must have downloaded a hundred custom maps, but it is really hard to find maps that still work well and keep me coming back for more.

    I am also quite fussy when it comes to maps. I have read quite a lot of WWII history books so I demand some degree of 'plausible authenticity'. I have also played a lot of RTS games, so I really appreciate a map which shows great attention to detail. Too much map symmetry is also a pet hate of mine.

    So I have put together an 8 map pack which meets all these criteria. I offer them here in the hope others might also appreciate them. I have had at least 3 or 4 skirmish games on each of these, so rest assured the AI puts up a very good fight.

    4p Fire and Ice - A lovely long snowy map from the Ardennes.
    4p Hill 112 - A skirmish map adpated from Opposing Fronts. In fixed starting positions the Germans are defending the hill with a distinct resource point disdavantage. Great to play as Germans against Allied AI.
    4p Bocage - a really nice rendering of the French bocage.
    6p Seelow Heights - a great rendering of one of the last big battlefields before the fall of Berlin. AI plays slightly weaker on this map.
    6p Hakai Pass - a fairly open country map with pockets of woodland and a small village.
    6p CP3 - mixed terrain around a vital central resource point.
    6p Camargue Lowlands - a central swampy chanel divides this map in two.
    6p Hold the Line - a lovely open country map divided by a rail line

    82.80mb - 7 Download mirrors here: http://www.gazup.com/Fvfrs-blitzkrei...wnload-mirrors

    Copy into your \My Documents\My Games\Company of Heroes\WW2\Scenarios folder.

    All credits to the map makers.

    If you know of a map, or have a map pack that meets the criteria suggested above, I would love to hear about it.

  42. #2542
    The EuropeanTheater1944 mod have a realy nice sounds. Any changes in the next update?

  43. #2543

    Whoa

    Just played a player vs ai... two experts and one hard on each side... was playing as CW.

    AI after ten minutes rushed me and practically captured up to 90% of the map and obelirated my only U.S. base. Lost my command truck too! Twice!

    Came back with armor company call-ins of heavy churchills, a Comet, and a entrenched Firefly that alone knocked back three Tigers and at least four Panthers, before I was finally able to counter-offense against them again; after 45 minutes of defensively fighting back of course.

    AI now = way more better and competitive!

    Can barely wait for the 17lb pounder Comet and the Jadgtiger
    Peace is unnoticable without it's counterpart... war.

  44. #2544
    Member Hell_sajuuk's Avatar
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    The jadgtiger is already in the mod.
    Also do we have an ETA on the next update.

  45. #2545
    Member Muad'Dib's Avatar
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    Also do we have an ETA on the next update.
    Just a few more bugs to fix and/or when the comet gets released then Xali will probably release it... believe me its worth the wait!

  46. #2546
    Dunno if its already mentioned, but the Jagdtiger could really need a tuning of the normals of the gun barrel (and other parts). Currently, the look of it is facetted.

    And maybe a not-so-rusty skin.

  47. #2547
    and the king tiger in tankdestroyer doctrine please!

  48. #2548
    Hell sajuuk you were kinda of vague in your statement about the Jadgtiger; is it in the current mod or is it currently being implemented into the next update?

    InsaneDruid, I think the Jadgtiger barrel is good enough... though I would like some other variations in the skin.

    Yea! good news Muad'Dib.

  49. #2549
    Member SHADOW's Avatar
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    The Jagdtiger is already in the mod for quite some time. Just look at the PE Tankhunter Doctrine, it replaced the Kingtiger there.

    There is no ETA of the new update. As always it's done when it's done.

  50. #2550
    Member AnRK's Avatar
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    VexT, are you using that AI mod that was posted earlier in the page?

    Great mod by the way, never play original CoH anymore after this even though it's really hard to get a proper game sometimes. Are there any plans to alter the standard infantry squad sizes so they aren't always 6 men by the way?

    If you hadn't already noticed the thread I made, I've started an Xfire group for Blitzkreig so people can get games a little easier with any luck. The name's "blitzkriegmodgamers", pretty uninspired I know, if anyone has any better ideas I'll change it.

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