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  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Medieval 2: Kingdoms - Expansion Discussion

    (Moderators: I made a new thread as this is definite info from CA with pics and trailer, so everyone will read it instead of it being page 3 on the old thead. Ive included all the info we know from the old thread as well.)

    Info from the Total War newsletter.

    We are pleased to announce, after much speculation and guess work on the part of the community, the arrival of the new expansion pack for Medieval II: Total War. Kingdoms will feature four new campaigns of the epic proportions fans have come to expect in Total War games. Britannia, The Crusades, The Teutonic Wars and The Americas finish off a thrilling line up of scenarios for even the most discerning of Total War players.

    A host of new features accompanies the expansion. Some 23 playable factions join the melee, including Native American and European factions. In total more than 150 new units grace the battlefield, including the deadly Greek Flamethrower.

    Kingdoms also features the ability to control multiple armies, including reinforcement armies, while new historical characters and events appear, such as the rise of titanic figures like William Wallace. With many new mission types, six new multiplayer scenarios and 20 new custom battle maps, Kingdoms is a fantastic addition to Med II that will satisfy any fan of the game.
    Screenshots:







    Trailer:
    http://downloads.sega-europe.com/dow...railer_Low.wmv

    Info obtained from Gamestar magazine:

    The Addon will contain 4 Campaigns, with new faction(bolded):

    * Britain: With England, Wales, Scotland, Norway, Ireland.
    * Crusade: Two Alliances vs. Each other: Jerusalem + Antiochia vs Egypt, Byzantines, Turks and all together vs. Mongols
    * New World: Azteks, Maya, Apache,Tarasken, Chichimeken, Tlaxkalteken and Spanish Settlers under Cortez
    * East Europe: With German Knights, Poland, Lithuania, Denmark, Novgorod

    - Moats added around castles
    - They also added "Special abilities" for the historical persons in the 4 campaigns: Richard I. can collect fleeing troups, Emperor Manuel of Byzanz can "confuse" enemy units, that they hit themself.
    - The campaings have different targets and a different way of playing it. In the Eastern, the religion plays a big role (because of unrest and unit development -> u can only build teutonic knights in a catholic area) in the New world if you play the spanish have only few Units and you have to look for alliances and trading routes.
    - More units on a battlefield.
    - You can build Forts with water around it.... keep their position and which you also can conquer and use for urself.
    - More + Different Mission Targets: A noble man apears and asks for your help in a combat. If you are successfull, your reward will depend to how you won (how many you killed).
    - In the Britain Scenario you can make as enemy of England an alliance with renegate(?) english aristocrats. They ask for your help, to conquer a town. If you give them the town after the victory, they will found a new anti-english fraction "Allianz der Barone"!

    Info from Wikiman:

    This is a great post but a couple of things. The modders can make a killer game, there is no doubt about that but we can add and change features which will then provide an even more expansive platform for the modders to build on. We want the modders to have new toys despite our own fears that they become competition for us. We provided the depacker, we exposed variables to config files, we helped the modders to understand the mesh file format and we even paid for one of the mod forum moderators to fly out to Australia to see how stuff works up close at the end of Med 2.

    We think of it like we are providing a sandbox with a huge bunch of cool toys inside. We set up some cool scenarios in the sandbox but ultimately we know they will be pulled apart and configured a 1000 different ways into different mods. Lets put it this way, the number of new subtle features that have been added to the campaign will keep the modders busy for a long time and I am sure they are going to stretch the game way beyond where we will end with Kingdoms.

    OK Heroic abilities are only available in one campaign and only 5 (pretty sure it is 5) characters will ever have a heroic ability. If you think of how many generals there are on any one campaign then this puts it in perspective.

    As someone earlier said generals all didn't have equal abilities. Some were masters of the battlefield and both sides standing there facing each other knew it. We have just gone someway to represent this. This is one feature out of about 100 added to Kingdoms, I am looking forward to you guys feedback on them once the information starts to flow.

    Rock on,

    -wikiman
    My own personal thoughts:

    It sounds very interesting. I like the idea of the different campaigns, and all the new factions we will get. Plus it looks like they are putting more work into the interfaces, and i can't wait to see the greek flamethrowers in action.

  2. #2
    Inquisitor Member Quickening's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Great stuff! Thank you Lusted!
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    {GrailKnights} Member hoetje's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    a lot of information Lusted!A very big thank you :)
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  4. #4
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Kingdoms also features the ability to control multiple armies
    That should be cool. No more AI reinforcements in the add-on maps.

  5. #5

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I'd get this just for the American campaign alone. Sounds very nice. Hopefully someone will be able to mod all these factions into the Grand Campaign (or some.) Ha, it's not even out and I'm already asking for a mod!

  6. #6
    Iron Fist Senior Member Husar's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Wow, looks amazing, and the Flamethrowers are at the very end of the trailer.
    Another expansion that looks like it has great new additions, especially on the graphics side of things(just watch the trailer, beautiuful fortresses with water ).
    Ok, for now I am looking forward to the patch, but I think that will be a very nice expansion


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    Uber Soldat. Member Budwise's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Is everyone kidding on the expansion being crap. I just added a minute ago about not being into the whole "Special" ability thing but as a whole, I will buy this expansion. I mean come on, does anyone play anything else? I almost quit playing even CS with my stepson and will only play that OTHER game when he asks me. M2TW is all I play when I have free time.
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  8. #8
    Inquisitor Member Quickening's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by Budwise
    Is everyone kidding on the expansion being crap. I just added a minute ago about not being into the whole "Special" ability thing but as a whole, I will buy this expansion. I mean come on, does anyone play anything else? I almost quit playing even CS with my stepson and will only play that OTHER game when he asks me. M2TW is all I play when I have free time.
    I want to play other games but I end up thinking about M2TW whilst playing them which is a bit annoying.
    I have so many games that barely get given a chance because of M2TW. Ive just ordered STALKER and I bet I'll play it for about an hour before starting a new M2TW campaign.
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  9. #9

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Looks great. I hope they don't rush the game. The idea of 4 seperate campaigns in specific moments in time is good. I can't wait to take over the British isles as Ireland or Wales! The American campaign is nice and I hope I can actually forge allainces with native tribes. I also wonder of you can also list foriegn aide. IE playing as the Kingdom of Jerusalem you can get the pope to call Crusades to help you. Or playing as the colonial Spanish requesting aid from the motherland. Also Byzantine Flamethrower = cool. Except I don't think it had that far of a range. Also I notice boats in the backround in on of the battles, landing battles?

  10. #10
    Member Member danfda's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I love the idea of the four smaller, more focused campaigns, especially the Baltic and the Crusades...

    Also, this just provides the excellent modding community that much more to work with regarding units and features etc. Can't wait!
    "Its just like the story of the grasshopper and the octopus. All year long the grasshopper kept burying acorns for winter while the octopus mooched off his girlfriend and watched TV. Then the winter came, and the grasshopper died, and the octopus ate all his acorns and also he got a racecar. Is any of this getting through to you?"

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  11. #11
    The Brooding Emperor Member Valdincan's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Looks great.
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  12. #12
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I forgot to ask, is there a ballpark release date for this, yet?
    Autumn 2007 according to the official press release.

  13. #13
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I guess we'll get it for x-mas :P

  14. #14
    dudes what's shakin' Member Katana's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    this looks frickin' awesome. i like the idea of several, smaller campaigns - it's almost like VI x4! this is way better than another stupid "invasion" pack that's already been done. a promising direction for the tw series, i think.

    the teutonic knights looks wicked. i can't decide which campaign i'll play first.

    also, i really like how the game was just announced and people are already bitching about it. maybe wait for it to come out? i know you like to whine and all, but holy smokes...

  15. #15
    Master of Puppets Member hellenes's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by Katana
    this looks frickin' awesome. i like the idea of several, smaller campaigns - it's almost like VI x4! this is way better than another stupid "invasion" pack that's already been done. a promising direction for the tw series, i think.

    the teutonic knights looks wicked. i can't decide which campaign i'll play first.

    also, i really like how the game was just announced and people are already bitching about it. maybe wait for it to come out? i know you like to whine and all, but holy smokes...
    Sadly after its released and you bought it youve already been tricked...they got your money...
    The more demanding you are about a product the better service youll get...
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  16. #16
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I can honestly say I will not like this expansion pack.

    I refuse to buy it, with its glorious new things...and mini campaigns.... must resist....

    I just cant handle a TW exp pack not having Invasion at the end.

    Lost my money.
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  17. #17

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by Lusted
    Autumn 2007 according to the official press release.
    Thanks!

    Has anyone else noticed the different interface style for each different campaign?

    A very minor, but nice touch.

  18. #18

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    This looks very promising. I wonder if it will be possible for modders to include more than one campaign in the game now? It would be nice for some of the major mods(MA and MTR) to be able to include eras.

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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I was blown away by RTW, and didn't think a game could get better.

    Then, I was blown away, far away, by M2TW, and didn't think a game could be better.

    ...with this expansion, I'm speechless. Good god, with four new campaigns, I'll be playing this game for years to come! And I wonder if they'll make a second expansion like this one? I can only hope.

    The Teutonic Knights are spot-on perfect. Indeed, they look lifted directly out of the Osprey history books. Actually, I have an Ignite Action Figure that looks EXACTLY like one of the Knights in the Gamespot screenie. Wow.

    The new castle forts are also really cool. I just hope they are buildable in the core grand campaign.

    Great job CA, I'll be the first to pre-order this one!
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  20. #20
    Member Member Ituralde's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    I finally got my hands on the copy of GameStar to dig through the facts collected there. Man I love living in Germany!

    First, I would like to point everyone reading this thread to the following link where you can find some more screenshots from the AddOn:
    http://www.gamestar.de/aktuell/scree..._kingdoms.html

    Second, I would like to add some of the things I gathered from reading the GameStar article that have not been mentioned yet.
    The major drawback that the Preview mentions concerning the AddOn is that many features contained in the four scenarios will not be available in the original M2:TW. For example the forts with moats can only be built in certain scenarios and you won't be able to control AI reinforcements in the original campaign.
    Let's come to the new additions though for each scenario:

    Eastern Europe:

    Faith will play a huge role in this campaign as the Teutonic Knights will only be able to train their best units in catholic settlements. This means they will have to put a lot of effort into converting.
    On the other hand pagan or orthodox factions like Novgorod or Lithuania can convert to Catholicism. This can lead to riots but gives them access to more advanced weapons. It also has the drawback that the Teutonic Order can immediately pump out it's best units should they conquer one of your towns.
    The Danes have other goals, they are bent on uniting Scandinavia which will give them access to special norwegian warriors.
    While the HRE will have to try to secure vital trading posts to boost the Hanse in the Baltic Sea.

    Crusade:

    Important towns and cities like Jerusalem will offer unique bonuses to the faction that controls it and enable you to recruit elite units. You will also receive steady reinforcements from the settlement.
    There will be Holy Relics that you can find in victorious battles or in conquered cities. You can assign those Relics to one of your generals. After his death it will be given to his successors. Relics can be lost to the enemy if you loose a battle.

    New World:

    If you start as the Spaniards, you can gain Presitge points that will let you raise in rank from mere Noble to Marquis. Every rank will give you more money and give you access to more advanced troops. You can also be demoted if you loose too many battles.
    The Spaniards will not only have to subdue the Indians but later in the game they also have to defend their possesions against French and English colonists.
    The Indian tribes can ally with the Spaniards and gain Musketeers and other advanced units through it. They also have the option to sacrifice prisoners to their Gods to make their populace happier.

    Britain:
    In this scenario you will see a large and strong Britain that has to fight against the Welsh, Irish and Scots on all fronts, while having to fight inner squabble as well.
    The Norwegians will be raiding against all parties present on the British Isles.


    I hope you found the above information helpful. I'm only passing it on from what I read in the GameStar magazine so don't hold me responsible for any of it. Have fun!

    Cheers!

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  21. #21
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    And a TW blog with info no the general abilities:

    First off – hello. I’m Mark Sutherns, I work at CA UK in the Studio Marketing department and hopefully, you’ll be seeing a lot more of me on this very blog and on the forum in the months ahead. Enough of the introduction though, let’s get down to business.

    I wanted to make a post to follow up on some of the comments and threads I’ve read on the Medieval II forum since the announcement of Kingdoms. In particular, I wanted to post some more info on the heroes and special abilities feature to give you some more detail and perhaps put some people’s minds at rest. I would have posted on this before now, but I wanted to get some additional info from the dev team in Oz and with the time difference...well you know. Anyway, enough of the rambling excuses, here's the beef on heroes and abilities.

    Firstly heroes have been added to Kingdoms in order to reflect the role that certain significant leaders played in battle. Up until now in Total War, you've developed your own Generals, their traits and command abilities but with Kingdoms we wanted to take that a step further by giving the player unique General characters that came equipped with improved abilities in battle. These special abilities reflect the influence that these great leaders of men had on their troops and their potential to turn the battle in the favour of their armies.

    By giving these heroes increased abilities, it makes these particular Generals even more precious, therefore introducing new strategies concerning how these heroes are used in terms of where they are deployed on the campaign map and which battles they are thrown into.

    The special abilities included in Kingdoms (we’ll reveal more detail on these in the weeks and months ahead) will be limited to one per hero and will be carefully balanced so, while they have an influence on the battle, they are not so powerful as to unbalance things dramatically. Typically these powers will be limited to morale effects on your own troops and in some cases, the morale of enemy troops. As you'll see when you get to play Kingdoms, these abilities make these heroes significant to the campaign game so that the player you’re driven to keep them alive and to use them strategically at the right time and in the right battles within the campaign.

    To give you even more detail, Dan Lehtonen, a designer on Kingdoms from our studio in Brisbane, sent me this overnight:

    “The one ability that seems to have spooked a lot of people is the Byzantine politics ability. This unfortunately prompted by an inaccurate translation from the Gamestar magazine preview in which it was thought that enemy units would be made to fight against other enemy units, when in fact they cause a ruckus throughout their own unit, causing a distraction and holding that unit up. This can provide many tactical opportunities on the battlefield with possible flanks being opened or vital units being held up by infighting.

    Manuel’s ability represents the skill and cunning use of Byzantine agents’ provocateur. These men slip into an enemy army before battle and bribe greedy members of enemy units to start a ruckus when given a signal from the Byzantines. They do not kill anyone in their own unit! Because if they did and the battle is won by their army they would be strung up as murderers! Of course Manuel has promised through his agents that they will be spared if they lose… There is no magic at work here, just capitalizing on pure human greed.”

    So there you go. I hope this sheds some more light on this particular feature. More will become clear when we reveal each of the heroes and their particular abilities in a month or so. In the meantime, keep the feedback coming and I’ll endeavour to keep you updated with extra snippets of information and detail up until release.
    http://www.totalwarblog.com/

  22. #22
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by Ituralde
    The major drawback that the Preview mentions concerning the AddOn is that many features contained in the four scenarios will not be available in the original M2:TW. For example the forts with moats can only be built in certain scenarios and you won't be able to control AI reinforcements in the original campaign.


  23. #23
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by TinCow
    Times 80 hojillion... C'mon, that's just crap CA. We've been chomping at the bit for this feature since STW, and now we finally get it but we can ONLY play it in a few small campaigns? This must be what it's like to buy a sports car and find out you can only drive it at 35 mph in stop and go traffic.


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  24. #24
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    My guess is so that those who don't get the expansion can still get update 3 patch without it being several gb in size and featuring things others have to pay for. I mean BI didn't add anything to RTW, apart from a few things that could be modded in.

  25. #25

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by TinCow

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  26. #26
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Aye, it shouldn't be a big deal to mod most of that stuff into the grand campaign.

  27. #27

    Default Re: Medieval 2: Kingdoms - Expansion Revealed

    Quote Originally Posted by alpaca
    Aye, it shouldn't be a big deal to mod most of that stuff into the grand campaign.
    But, if it is not a big deal for the modders, it is a lot easier for CA. :)

    That´s a feature the player are looking for, CA knows that and are going to use on the new exp. Why not use in the main campaign?

    Sometimes I think we are being too kind if the companies, as if they are doing us a favor just making the game. Why spend money to play it and its not a big deal to wait for the best CA could do, not the best the modderes could do.

    Just my toughts.

    Fabiano

  28. #28

    Default M2 Kingdoms: Multi Army Stacks

    Does anybody know?

    This reinforcing army feature they are talking about. What is the best info on how they are implementing this. Are we really finally going to be able to toggle between two full stack armies in one battle?
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  29. #29
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: M2 Kingdoms: Multi Army Stacks

    This info posted by Caliban at TWC is the best we've got to work on:
    The Control multiple armies feature is extremely cool. This lets you send orders to the generals of the reinforcement armies to carry out commands. You can select the armies via the 'army tabs'. I was watching Palamedes control 6 reinforcement armies in a siege battle last week! Very cool stuff.

  30. #30

    Default Re: M2 Kingdoms: Multi Army Stacks

    It sounds really promising. So there is no info on troop limitations yet.
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