Page 1 of 2 12 LastLast
Results 1 to 30 of 44

Thread: Some modest results with spawn_army

  1. #1
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    CA Some modest results with spawn_army

    Unfortunately it's not good news yet but I've managed to figure out some of the correct syntax. Maybe somebody else would pick up from here, maybe Jerome Grasdyke form CA would give us a hint ;) or maybe I'll find out more in the future.

    So here is what I've done and the results I've got so far:

    I started with the recommended syntax:

    spawn_army
    faction romans_julii
    character Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 89, y 80
    unit roman generals guard cavalry soldiers 20 exp 9 armour 1 weapon_lvl 0
    unit roman legionary first cohort ii soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman legionary cohort ii soldiers 60 exp 0 armour 0 weapon_lvl 0
    unit roman praetorian cohort i soldiers 60 exp 0 armour 0 weapon_lvl 0
    end
    I knew already that unit was not recognized, so my first test was with this structure:
    spawn_army
    faction romans_julii
    character Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 89, y 80
    end
    The game started but Foedus wasn't anywhere to be seen (the coordinates should have made him show up at the crossroad west of Arretium). I closed the game to see the error message and it said that faction is an unrecognized token. Which means the "official" syntax is incorrect also about faction, not only about unit. Even knowing what doesn't work is a step forward ;)

    At that moment I realised that the first goal should be to identify what tokens/keywords does that command accept. I removed faction from the structure of the command making it:
    spawn_army
    romans_julii
    character Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 89, y 80
    end
    The game loaded again with no Foedus on the map. The error message after closing the program was telling me that end is also an unrecognized token.
    However romans_julii and character Foedus Chaerea, general, command 0, influence 0, management 0, were parsed and accepted as valid.

    Next logical step was to remove end and see what happens. I expected of course problems because there was no way the computer would know what units should go into Foedus' stack.

    The game progressed as far as the end of the loading bar but then crashed to desktop without of an error message. Now this was actually good news, because crashing at the end of the loading bar without an error message means the computer had actually tried to put Foedus on the map. So I turned to the descr_strat.txt to take a closer look at the syntax used there for putting troops on the map.

    Here is a sample for Julii:

    character Flavius Julius, named character, leader, command 0, influence 0, management 0, subterfuge 0, age 47, , x 89, y 82
    traits GoodCommander 2, NaturalMilitarySkill 1, GoodDefender 1, PoliticsSkill 3, GoodAdministrator 2, Austere 1
    ancillaries aged_retainer
    army
    unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0
    unit roman hastati exp 1 armour 0 weapon_lvl 0
    unit roman hastati exp 1 armour 0 weapon_lvl 0
    unit roman triarii exp 1 armour 0 weapon_lvl 0
    unit roman archer exp 1 armour 0 weapon_lvl 0
    and here is one for the rebles:

    character, sub_faction carthage, Gelon, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 96, y 19
    army
    unit carthaginian city militia exp 1 armour 0 weapon_lvl 0
    unit carthaginian city militia exp 1 armour 0 weapon_lvl 0
    I notticed that in both cases the parser that handles descr_strat doesn't need the keyword "end" at the end of the army list. It probably uses the keywords character, character_record or a blank line in order to decide when the army list ends. Also I've noticed the army keyword at the begining of the army list.

    My new test was with this structure:

    script

    spawn_army
    romans_julii
    character character Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 89, y 80
    army
    unit roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0
    unit roman hastati exp 1 armour 0 weapon_lvl 0
    unit roman hastati exp 1 armour 0 weapon_lvl 0
    unit roman triarii exp 1 armour 0 weapon_lvl 0
    unit roman archer exp 1 armour 0 weapon_lvl 0

    end_script
    Of course I was expecting unit to return error, but the purpose was to see if army is accepted or not. The game loaded, Foedus was nowhere and after closing RTW the error message said that unit was not recognized. Which means that army is an accepted keyword for the spawn_army command.

    I think this discovery is important for two reasons:
    1) It's an undocumented feature, unknown to the modding comunity till now (as far as I can tell);
    2) The fact the undocumented token is accepted makes me think that probably the command is operational but we don't know the right syntax for it.

    The next structure tried was:
    script

    spawn_army
    romans_julii
    character character Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, , x 89, y 80
    army
    roman generals guard cavalry early exp 1 armour 0 weapon_lvl 0
    roman hastati exp 1 armour 0 weapon_lvl 0
    roman hastati exp 1 armour 0 weapon_lvl 0
    roman triarii exp 1 armour 0 weapon_lvl 0
    roman archer exp 1 armour 0 weapon_lvl 0

    end_script
    which allowed the game to load but upon exit showed that roman is an unrecognized token. It was kind of what I was expecting because the units are either refered to like unit roman generals guard cavalry early (keyword unit in front, descr_strat.txt style) or "roman generals guard cavalry early" (with quotes, like in console_command create_unit "Gaius Julius" "roman generals guard cavalry early") and I haven't used any of those forms.

    Putting in quotes the units' names also didn't help. Then I thought that maybe the command would look up the units in some table based on their rank, so i replaced the whole unit lines with numbers. The numbers themselves were considered unrecognized tokens.

    To summarize, we know now that:
    1) faction names are accepted;
    2) army is accepted;
    3) end and unit are not accepted;
    4) unit names are not accepted neither with nor without quotes;
    5) numbers instead of unit names seem not to work either
    6) the game does try to put the army on the map if the command contains only accepted tokens/keywords but crashes because so far we don't know how to add units. So what we need to research now is the accepted encoding for units for this command.

    I'll keep trying various formats for coding the units. Maybe Jerome Grasdyke would be kind enough to point us in the right direction.

    Edit:
    After some more testing I discovered that traits is accepted but ancillaries not
    Last edited by Dromikaites; 09-16-2005 at 09:59. Reason: Adding new info

  2. #2
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: Some modest results with spawn_army

    Good research Drom!


    Can spawn_army be used outside of a "show me" script?
    "One of the most sophisticated Total War mods ever developed..."

  3. #3
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with spawn_army

    Quote Originally Posted by Dol Guldur
    Good research Drom!


    Can spawn_army be used outside of a "show me" script?
    I'm testing it as a campaign script: the last lines of descr_strat.txt point to the file containing the the script. This way it saves testing time: if something is wrong, the game CTDs quicker than in case of a show-me script.
    Last edited by Dromikaites; 09-16-2005 at 14:02.

  4. #4
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Some modest results with spawn_army

    Beautiful job, Drom!

    We too have played with the spawn_army command, but with no considerable results. If the syntax of the command could be cracked it'd make us all very happy modders.

    Jerome, any interest in throwing us a bone here? Please? Pretty please?

  5. #5
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with spawn_army

    Quote Originally Posted by The_Mark
    Beautiful job, Drom!

    We too have played with the spawn_army command, but with no considerable results. If the syntax of the command could be cracked it'd make us all very happy modders.

    Jerome, any interest in throwing us a bone here? Please? Pretty please?
    The fact it does parsing and that recognisez "undocumented" tokens like army makes me think it is there and operational. It also accepts arguments being passed to it by the script files (at least the faction name, the character name, the traits). So it means it has to accept other arguments, as long as they are in the right format.

    The worst case scenario is it has been transformed in "do nothing" by some other piece of code. In which case it would accept the right arguments, report no error and...do nothing. Like the "bribery" trait (I'm sure you guys at EB have already discovered it's useless even if given to diplomats).

    However, if I know enough about programmers' behavior, "spawn_army" is a very useful function for making bandits pop up so I doubt they wrote 2 distinct pieces of code, one this we are trying to activate and another one that spawns the rebels. It would be possible but not likely.

    I've also noticed something else some months ago but at that time I wasn't interested in modding. Yet now I realized it might also point in the direction of a functioning "spawn_army" command.

    The thing I've discovered then was that a rejected candiate to the hand of one of the daughters was sometimes showing up full of rage, at the head of a stack of rebels. That has happened too often to be just a coincidence that the names were randomly generated twice: once for the suitor and once for the rebel named character.

    To me it looks like there might be a function that generates a list of suitors. If one guy is rejected, his name becomes eligible for "spawn_army". As we can see from the descr_rebel_factions.txt, those armies are ready-made, just waiting for a general to lead 'em. Not all the rebel armies are led by a named character in-game (family member), even though they field general's bodyguard units. So the function which spawns bandits probably takes the standard rebel army and places it under the named character.

    Another thing about the rebel armies: they are listed in reverse order (general bodyguards last in the list) compared to the descr_strat.txt. This makes me think that maybe the order of the params coding the units is also important.
    Last edited by Dromikaites; 09-16-2005 at 18:00.

  6. #6
    Member Member Stuie's Avatar
    Join Date
    Aug 2001
    Location
    Upper Gwynedd, PA
    Posts
    406

    Default Re: Some modest results with spawn_army

    Wow - this is an excellent start at cracking the spawn_army code. I have a couple ideas I can try out this weekend... will report back with any decent findings.

  7. #7
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with spawn_army

    Quote Originally Posted by Stuie
    Wow - this is an excellent start at cracking the spawn_army code. I have a couple ideas I can try out this weekend... will report back with any decent findings.
    Please report back any attempts, as even errors are important.

  8. #8
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with spawn_army

    Hi!

    Some more tests with negative results. Still they're worth reporting so other people know what was tried already (helps saving time).

    I tried feeding the names of those mercenary units that are offered as rewards by the Senate ("you will be given an exotic unit"). My assumption is they are hardcoded because they seem to be always the same. Here is the list:
    merc barbarian cavalry

    merc numidian cavalry

    merc barbarian infantry

    merc greek hoplites

    merc rhodian slingers

    merc sarmatian cavalry

    merc horse archers

    merc elephants

    merc bastarnae


    Unfortunately they don't work (error report: "unrecognized token merc"). Maybe only rebels can be spawn? Jerome, please help!!!!

  9. #9

    Default Re: Some modest results with spawn_army

    Maybe try with underscores instead of spaces, i.e. merc_numidian_cavalry, or else try to find some other identifiers for those units that are a single word. Clearly the game gets caught up by the fact that there's more than one word in the identifier, i.e. 1) merc 2) numidian 3) cavalry (because in the error, it shows you that it sees, and does not understand only the first word). Therefore, try to find ways in which to pass that unit in as a ONE word. If this is a general problem for the game to find it hard to process identifiers that consist of multiple words, then there MUST be a description somewhere where a single word is also assigned to the same army, OR it is assumed by convention that the multiple-word identifier is equivalent to some single-word version. Usually, in RTW, this means that

    "word1 word2" = "word1_word2"
    Last edited by SigniferOne; 09-19-2005 at 20:59.

  10. #10
    CA CA JeromeGrasdyke's Avatar
    Join Date
    Dec 2002
    Location
    At a new top-secret (non-CA) location, surrounded by lots of steel and glass, high atriums, hordes of lovely marketing ladies, and with a new and spacious desk with plenty of room for body-moving.
    Posts
    257

    Default Re: Some modest results with spawn_army

    Hm, have you guys ever seen the docudemon output for the scripting language? I believe I've mentioned it before, but it's these three text files... they're a bit long so i'm not going to quote them, but these are the file names:

    docudemon_commands.txt
    docudemon_conditions.txt
    docudemon_events.txt
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  11. #11
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Some modest results with spawn_army

    Thanks for throwing us a magic wand, Jerome.

    And excellent Dromikaites. Romanians rule!!!
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  12. #12
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Some modest results with spawn_army

    Nice to see you here, Jerome

    Yes, they are our holy documents, we have a whole thread dedicated to them here, pretty much everything we use is from those. The problem is that they seem to be outdated, so there are quite a lot of commands that don't work for us, e.g. the spawn_army command.

  13. #13
    Member Member Stuie's Avatar
    Join Date
    Aug 2001
    Location
    Upper Gwynedd, PA
    Posts
    406

    Default Re: Some modest results with spawn_army

    Quote Originally Posted by The_Mark
    Nice to see you here, Jerome

    Yes, they are our holy documents, we have a whole thread dedicated to them here, pretty much everything we use is from those. The problem is that they seem to be outdated, so there are quite a lot of commands that don't work for us, e.g. the spawn_army command.
    Problem is, we're working off the ones that came with the demo. I don't think anyone has found them (if they exist) in the final release.

    If some nice developer were to release them... I'm sure we could pool our money for a case of lager or something as a reward.


  14. #14
    CA CA JeromeGrasdyke's Avatar
    Join Date
    Dec 2002
    Location
    At a new top-secret (non-CA) location, surrounded by lots of steel and glass, high atriums, hordes of lovely marketing ladies, and with a new and spacious desk with plenty of room for body-moving.
    Posts
    257

    Default Re: Some modest results with spawn_army

    Ok, i've had a quick look at spawn_army for you... the syntax you worked out above is essentially correct -- the command expects a sequence of "unit" commands followed by unit id's as phrases ... the following should work:

    spawn_army
    faction romans_julii
    character Foedus Chaerea, general, command 0, influence 0, management 0, subterfuge 0, age 20, x 89, y 80
    unit roman generals guard cavalry, soldiers 20 exp 9 armour 1 weapon_lvl 0
    unit roman legionary first cohort ii, soldiers 40 exp 0 armour 0 weapon_lvl 0
    unit roman legionary cohort ii, soldiers 60 exp 0 armour 0 weapon_lvl 0
    unit roman praetorian cohort i, soldiers 60 exp 0 armour 0 weapon_lvl 0
    end

    The reason why unit and end appeared not to be recognised was because the data after and before (respectively) were incomplete.

    This error is typical; understanding the Rome descr parser could have helped some. Essentially it works by parsing Words, which are letter sequences ended by whitespace, Phrases, which are word sequences ended by comma's, and Lines, which are word and phrase sequences ended by newline characters. In this case, there had to be a phrase terminator (comma) after the unit id, because otherwise the parser couldn't know where the unit id ends as a unit id is a phrase - a sequence of arbitrary words.

    This is why some identifiers in the game use underscores and others not - internally some things are typed as Words and others as Phrases. If you look out for this kind of pattern it may help you spot wrongly-formed scripts... I'll see about getting you guys some docudemon files up-to-date for Barbarian Invasion.
    Last edited by JeromeGrasdyke; 09-20-2005 at 14:56.
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  15. #15
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with spawn_army

    Yes, I can confirm that Jerome's sintax works!


    Thank you very much, Jerome!
    Last edited by Dromikaites; 09-20-2005 at 15:25. Reason: Posted before seeng Jerome's tips

  16. #16
    CA CA JeromeGrasdyke's Avatar
    Join Date
    Dec 2002
    Location
    At a new top-secret (non-CA) location, surrounded by lots of steel and glass, high atriums, hordes of lovely marketing ladies, and with a new and spacious desk with plenty of room for body-moving.
    Posts
    257

    Default Re: Some modest results with spawn_army

    I gave the correct syntax above... look for the comma's
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  17. #17

    Default Re: Some modest results with spawn_army

    Trying the new syntax with the commas, right now.


    EDIT: Success! The syntax works just as Jerome said

    Last edited by SigniferOne; 09-20-2005 at 15:13.

  18. #18
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Some modest results with spawn_army

    Beautiful.. Simply beautiful. Thank you, Jerome, we are ever in debt to you

    I have one question about this phrase parser, would the SettlementName condition check a multi-word settlement name if it was fed into the command as a phrase? It's a curious problem we have faced, as having a settlement name with two words, separated by whitespace, cannot be checked with the condition. We're even more curious about why the SettlementName condition checks the external name of the settlement, as opposed to the internal tag.. but that's not relevant right now.

  19. #19
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with spawn_army

    The spawned army of Captain Kaeso:

  20. #20
    aka AggonyAdherbal Member Lord Adherbal's Avatar
    Join Date
    Oct 2004
    Location
    Belgium
    Posts
    1,014

    Default Re: Some modest results with spawn_army

    wow great, this is gonna be VERY usefull. Thanks for your attention once again Jerome
    Member of The Lordz Games Studio:
    A new game development studio focusing on historical RTS games of the sword & musket era
    http://www.thelordzgamesstudio.com

    Member of The Lordz Modding Collective:
    Creators of Napoleonic Total War I & II
    http://www.thelordz.co.uk

  21. #21
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
    Join Date
    May 2005
    Location
    Fortress of the Mountains
    Posts
    11,441

    Default Re: Some modest results with spawn_army

    Yeees!!!!

    The Turks can finally spawn their army, before attacking Constantinople.
    All hail King Jerome!!!!
    Ja mata, TosaInu. You will forever be remembered.

    Proud

    Been to:

    Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.

    A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?

  22. #22

    Default Re: Some modest results with spawn_army

    *swears blindly*

    Especial thanks for this one, Jerome. We're still saving up for the performing telegram bearing flowers and chocolate for Guy to tell us why there isn't an 'or' operator, but we'll see what we can do.

    Any light you can shed on the below that we've also not been able to get working would be appreciated:

    play_video Sample use: play_video fmv/rome_intro.mpg
    provoke_rebellion Sample use: provoke_rebellion Segesta
    call_object_shortcut Sample use: call_object_shortcut strat_ui speedup_ai - will toggle the fast ai mode
    Last edited by Epistolary Richard; 09-20-2005 at 16:12.
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  23. #23

    Default Re: Some modest results with spawn_army

    JeromeGrasdyke thank you.
    As always we apriciate your help.

    Now thanks to you we can add money to AI faction.

    syntax:

    console_command add_money faction, how_much

    Thanks again Jerome, this is HUGE help for us.
    Last edited by LorDBulA; 09-20-2005 at 17:05.

  24. #24
    CA CA JeromeGrasdyke's Avatar
    Join Date
    Dec 2002
    Location
    At a new top-secret (non-CA) location, surrounded by lots of steel and glass, high atriums, hordes of lovely marketing ladies, and with a new and spacious desk with plenty of room for body-moving.
    Posts
    257

    Default Re: Some modest results with spawn_army

    Quote Originally Posted by Epistolary Richard
    Any light you can shed on the below that we've also not been able to get working would be appreciated:

    play_video Sample use: play_video fmv/rome_intro.mpg
    provoke_rebellion Sample use: provoke_rebellion Segesta
    call_object_shortcut Sample use: call_object_shortcut strat_ui speedup_ai - will toggle the fast ai mode
    play_video is unimplemented in code... sorry about that
    provoke_rebellion should work, it takes a Phrase which is matched worldwide to a settlement name and should cause a rebellion in that settlement on the next end-of-turn
    call_object_shortcut should work as well, it is used to trigger various pieces of the UI by name; it takes a ui object name and then a ui piece name, both of which are Words... this goes through the tutorial assistant, so there is a chance it will be non-functional outside the prologue
    "All our words are but crumbs that fall down from the feast of the mind."
    -- from 'The Prophet' by Kahlil Gibran

  25. #25
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Some modest results with spawn_army

    Just occurred to me that the thread title should probably be changed

    Jerome, would you happen to have any idea if a destroy_building command will be included in BI?

  26. #26

    Default Re: Some modest results with spawn_army

    Sorry wrong topic

  27. #27
    Axebitten Modder Senior Member Dol Guldur's Avatar
    Join Date
    Apr 2005
    Location
    England
    Posts
    1,550

    Default Re: Some modest results with spawn_army

    Just to clarify (I have not turned my mind to scripts as of yet)...

    Can I have an event in-game which spawns an army? OR must I get the player of the mod to go click the "show me" button? Could I have an event which tells him to click the said button so he at least knows what is going on?

    The replication of the senate's "rewards" (but with different units and different circumstances(i.e. not from the senate)) would be nice.
    "One of the most sophisticated Total War mods ever developed..."

  28. #28
    Member Member Dromikaites's Avatar
    Join Date
    Jan 2005
    Location
    Bucharest, Romania
    Posts
    151

    Default Re: Some modest results with spawn_army

    Quote Originally Posted by Dol Guldur
    Just to clarify (I have not turned my mind to scripts as of yet)...

    Can I have an event in-game which spawns an army? OR must I get the player of the mod to go click the "show me" button? Could I have an event which tells him to click the said button so he at least knows what is going on?

    The replication of the senate's "rewards" (but with different units and different circumstances(i.e. not from the senate)) would be nice.
    You can probably use Epistolary Richard's excellent code form his "Client Kingdoms" mod.

  29. #29
    Simulation Monkey Member The_Mark's Avatar
    Join Date
    Dec 2004
    Location
    Helsinki, Finland
    Posts
    2,613

    Default Re: Some modest results with spawn_army

    An advisor/event script ala CK is a viable choice, if the script used fits into a single event. The other choice is a background script, that the player has to activate every time the game is loaded, but that can be used to do much more complex scripts, as the script runs all the time in the background.

  30. #30
    Member Member Stuie's Avatar
    Join Date
    Aug 2001
    Location
    Upper Gwynedd, PA
    Posts
    406

    Default Re: Some modest results with spawn_army

    Quote Originally Posted by JeromeGrasdyke
    I'll see about getting you guys some docudemon files up-to-date for Barbarian Invasion.



    Thanks Jerome!!

Page 1 of 2 12 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO