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State of ProMod beta 3


ArtifeX

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Originally posted by ArtifeX

 

Try doing what I do. Whenever my server's empty, I just lurk in there for a bit, and usually within a few minutes there's 4-8 people in there. Kinda like "priming the pump".

 

 

Well if what i think is true, most use the in-game browser so if they have the option "don't list empty servers", then they arent seeing it. Adding 1 bot will make people see the server 24/7, as well as geting out of the lame "fighting a server full of bots" thing.

 

And with the dual sabers, were the animations made independantly or with the game? i've looked thru all those animations and there are tons that were never used.

 

Also, if you want to be evil you can include a mp.cfg they most uninformed players will download with auto dl and server name "promod server" enabled, they will have to reset all their keys but they will always have the latest version... heh heh heh

 

Also yes, nameing the mod Promodb3 or something will help distingush old servers from new, it isnt the final version so naming it "promod" kinda confuses things.

 

Good luck

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I don't suppose than a new gametype in Promod at some point in the future could be some kinda mercenary vs. jedi mode? Just seems such a good idea, would be great to have it implemented with Promod. Either way, its a brilliant mod, I wouldn't be playing JK2 MP anymore if it wasn't for it infact! :)

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Just when I was happy in my v1.02 Arti has to go and talk about another promod! Damn you!

 

*cough* spinning DFA *cough*

 

I have this annoying cold that just won't go away..

 

*cough* pull down gunners *cough*

 

I took some Nyquil but it has had no effect!

 

*cough* *cough* force power set to 1.02 levels*cough* *cough*

 

Oh well I am going to lie down.

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Originally posted by ArtifeX

Fatal: One of these versions will get you to quit playing 1.02, i swear.

 

Hey, what happened to jedibattlefield? Stopped by yesterday and the whole site's just gone.

 

The last I heard was that -V-Rage was leaving JKII for good. I guess the site crumbled without him.

 

Another casualty of Ravens patches!

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Originally posted by ArtifeX

There's a ton of existing "emotes" in the animation files already, like the meditatation pose, etc., that I'll most likely put in. Dest and Tchouky seem to say somewhere in one of the forum threads that they have programmatically manipulated the skeleton to produce a few more emotes (not sure if that's so). If that is the case, you can be sure they won't be included. I won't be using any of jedimod's code.

 

They did, most likely. I think /jedi was a pure example of that.

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Thanks for the update...Promod is the only version of the MP game I enjoy playing anymore, but whenever I'm ready to play the only active servers are off in Europe or Asia with like 2 players each (at least 1 of whom is usually a bot). Hopefully this will help boost the game's popularity.

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One thing everybody needs to make sure of is that they're not filtering out empty servers. There's around 12-20 ProMod servers at any time, many of which are empty. Don't be afraid to be the first one into the server--someone's got to be. I never have to wait more than a couple minutes in my official server before someone's joined in. Within 10 minutes, there's usually 5-10 people in there.

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JK2++ is dead. ther'es a replacement server and such, but the glory days of the server being filled with some jk2++ servers is dead. Rest in peace JK2++, it's all that kept me around.

 

Now, promod is all I have left. I'm glad you're still dedicated to hammering stuff out. While you'll never convince me that saber damage is high enough, since i'm so high on my jk2++ damage levels. Personally, I wish light stance were more powerful... heck, I wish all the stances were more powerful. Even with your current settings, and defense values, yellow stance is still better than most styles all-around. Red is powerful, but I wish it was more dangerous, light stance... bah, it's so defense in nature and the rewards are so small for using it properly, that you might as well switch to yellow anyway, and use blue to finish off. I'm still a guy who likes having the abilyt to take someone out in two seconds. And while promod does have it, I like having that ability all the time... you know what i'm getting at.

 

Otherwise, your mod is technically superior. Even with damage at a level that I wish was higher, it is balanced. If you're going to give into the models and stuff, here's a few suggestions, even though I'm completely uninformed in the programming department. If duel sabers, or lightstaffs, or whatever get in, i'm always a pro-high saber damage guy. I am the guy who thinks a lightsaber should hurt as much as that imperial flechette does. Don't reduce the damage. The blocking thing you mentioned, good idea. Give the dual person the offensive advantage, he can block stuff and put out twice as much trouble. Even give the person offensive points in the csc just for having the stuff. But also give them a constant defensive defecit. I would assume a dual person would want to parry or deflect most moves. Give the user light stance properties only. Don't emulate everytning and give them like three styles. So they can parry, attack more often, give them offensive bonus, but also a limit. Let the models effect that as well. Small guys, offensive penalty, especially for yoda (they'll just have to get skilled with lightstance or something), and big guys, I don't know why to do with that. Why not give them offensive bonus for being large. Hmm... that's a tough one. The yoda thing I wouldn't really care, I have no problem ducking or aiming low. Hitting him will be hard, but if you give the tiny models a defecit in both offense and defense, i'm cool with it. Big guys, that's a tough one. I'd say "well, if they're bigger, doesn't it just mkae it easier to hit" but it wouldn't effect how to models respond to blocking or anything. Why not make them slower, or just throw at them anyway, even if it wouldn't make "sense".

 

 

I think your mod is fine, so when I throw out ideas, these are just opinions, etc., not things that promod would need to do in order to get me to play. In terms of blue stance parrying, yellow stance deflecting, red stance "i forget", i can see the animations in there, but I do wish that when these "clashes occur, these annimations would have a little more effect on the players. What I'm saying is, that up really close, the animations for the blocking effects, or should i just say the blocking effects, do work to a degree, hits come through. But in terms of movement, it's like people cna just run around while clashing. I always hated that. If I clash sabers, I think people should be more visibly effected. Player model shouldn't be given so much flexibilyt to move. Especially with light stance. Perhaps if someone comes in so careless testing the lightstances defenses, the parry should be able to not just do what it does not, but even force player models in certain directions, stun a person. I don't know how you'd do that exactly though. But right now, the effect is there... but not a large factor. People switch to blue for a better defense, but not so often. Doing it makes blocking better to a degree, but how often do you switch to red stance for strategic blocking? Or yellow stance? It would be cool if each stance had blocking effects that were more prominent. It would also be nice if those blocking effects were even more prominent on model scaling. So normal size, we can actually force players in certain directions with blocking style, etc. If the model is yoda, we can force him to go somewhere even more so. Programmin wise though, yeah, that just might be too out there.

 

New force power point system. New force powers. I'm for it. I wish this game had a ton of powers like MotS did. Granted, the tons of powers I speak of weren't "that' many, but as much I always try to tell people "make new force powers' no one ever shows interest. It would be nice if the force had a more prominent, but still subtle effect. Right now, it is subtle... as in why assign points to the dark side or lightside when you can use a gun. Now this drives me nuts!!!! Yes, I agree that having lightning or drain be too effect can be annoying, but let's get serious. Right now, it's more effective to use force speed and an imperial repeater than it is to put any points in lightning. Why? Why bother. Lightning is useless unless someone is stupid enough to stand there and let you do it. Or they just use absorb. I have a whole slew of opinions about game options and stuff. Along with saber damage (which isn't nearly as an importnat issue honestly), and force powers, i'm all about having tons of options to win. Right now, it's use your saber or use a gun. The force really doesn't factor in too much, except when rushing down a gunner and jumping. Right now, the most effective power to have is absorb, jump, speed, heal/drain, and dark rage. Mind trick.... well, even with the new settings, it's limited in usefulness. Protect.... well, it's annoying now because lightsaber damage is low enough that protect actually can prove... well quite annoying. But even still, not the most popular. Lighning, why bother decreasing the range. Never in any history, any version, have i ever had a problem fighting lightning. or drain. Well, the drain I did. I could careless that my force power was gone, it was the fact that the person was healing so well. In addition, since lightsaber damage is still only 'moderate', and less effective than a rocket launcher, drain is super effective.

 

I'll just stop typing, and post more concrete ideas later.

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Originally posted by Doctor Shaft

...I'm still a guy who likes having the abilyt to take someone out in two seconds. And while promod does have it, I like having that ability all the time... you know what i'm getting at.

 

My main concern with saber damages is to make sure that skilled players can dispatch another player quickly, but still avoid the 1-hit kills. I think the backstabs/sweeps are 1 hit kills right now, but they're super hard to land (as they should be).

 

Otherwise, your mod is technically superior. Even with damage at a level that I wish was higher, it is balanced. If you're going to give into the models and stuff, here's a few suggestions, even though I'm completely uninformed in the programming department. If duel sabers, or lightstaffs, or whatever get in, i'm always a pro-high saber damage guy. I am the guy who thinks a lightsaber should hurt as much as that imperial flechette does. Don't reduce the damage...

 

Don't worry, I'm going to be making the twin saber style a unique stance in and of itself. There'll be no using twin sabers in blue, yellow or red stances--it'll have it's own with unique combat properties that'll make sense.

 

I think your mod is fine, so when I throw out ideas, these are just opinions, etc., not things that promod would need to do in order to get me to play. In terms of blue stance parrying, yellow stance deflecting, red stance "i forget", i can see the animations in there, but I do wish that when these "clashes occur, these annimations would have a little more effect on the players. What I'm saying is, that up really close, the animations for the blocking effects, or should i just say the blocking effects, do work to a degree, hits come through. But in terms of movement, it's like people cna just run around while clashing. I always hated that. If I clash sabers, I think people should be more visibly effected. Player model shouldn't be given so much flexibilyt to move...

 

I've been thinking about adding some inertia to the swings, but only when two sabers collide. Hitting someone's body with one shouldn't knock them back; it should just cut right through them. Some good suggestions here. I'll keep them in mind.

 

New force power point system. New force powers...

 

The usefulness of the force powers in combat is really controvercial. My main concern is that when one player faces off with another of equal force rank, they should be able to fight each other to a standstill if both are using just their force powers if both players are of roughly the same skill level.

 

Yes, there is going to be a new force power in the next beta. It'll be a neutral one.

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Glad you plan on giving the dual sabers and such their own style. That would be a much better way of dealing with it.

 

I have a whole brim of ideas concerning force powers, I've been 'fighting' for it for a long time. Right now, force powers are there, and in a force on force struggle, things come to a stand still, as they should, but there's no real danger when the force comes into play. Push and pull were 'great' in 1.03. Granted they were slightly too effective, but now they are all but useless. I just put points in it so that I don't have to worry about getting overpowered.

 

Why not put more of a dangerous emphasis on the force power system? Right now, force powers are more of a flavor of the week that you put in to make lightsaber battles more colorful. It's cool that you can spew lightning every now and then, but on a competitive level, it's more of an annoyance than something dangerous to contend with. If you want to shoot stuff, might as well find a rocket launcher, it'll do a better job.

 

Why not make the force powers more dynamic. You already mentioned that you wanted to give push and pull a csc valu.e It would nice to actually know when I can knock someone down as opposed to just kind of shoving them away. I never use that power except when a gun is fired or the spirit moves me to do it.

 

Force lightning. You already decreased the range. While I wouldn't mind giving it a little more damage ability, I'm sure other people would. Well, rather than make it a gun, why not give it status effect abilities? Let it put the opponents player model into different animations, like blocking animations. Let it have a kind of stunning effect. Yes, grip already stuns a person, but that's a different move altogether. Lightning is a novelty in a competitive multiplayer game. It does damage, but only the slow or badly injured ever truly incorporate lightning as a potential danger.

 

Force drain. Again, it works well in saber battles, but once I pull out the rocket launcher, are you so excited to use drain on me? It works in a saber battle because it'll heal you really fast, and you can block the other saber attacks. With a rocket launcher, getting close to drain is like suicide. I guess this is a phenomenon that can't be adjusted. One thing I did notice though is that using drain doesn't effect a persons ability to move, or even really block. It would be nice if using drain had more of a risk behind besides getting close.

 

Dark rage. this power has more effect on making you a great gunner when combined with speed, but otherwise it's just a huge invincibility rush. People see it and they just kind of run because you can't really stop it. It would be nice to be able to push these individuals. Why not remove this common "let's turn rage on and burn out everyone with my gun" and give it a kind of csc modifier. This way you can either go all out with your guns (which is still think is the silliest and dumbest aspect of the game, although I deal with it and realize it is not 'cheap'), or change your saber style. Right now, you get faster swings, and your csc naturally goes higher becuase you move faster. But why not have it as a constant bonus. You also get a constant penalty on your defense. A lot of ragers have been able to turn on rage, and be invincible to saber swings. It's hard to get a hit in. Why not give them a penalty that effectively removes their defense. Also, if you can mkae the parries, the defelcts, and the blocing a more prominent feature, you could give the dark rager the ability to knock people around.

 

I know this all sounds juvenile and simplistic, because I'm too lazy to check my typing and make it all sound. But what I'm saying is why not make dark rage and protect more of a csc modifier instead of just what they are. Right now, rage is used becaue no one can touch you, which is slightly ridiculous. Protect, well, it's just kind of defunct. It's useable, but not that able. Rage and protect would have an offensive and defensive effect respectively, rather than "i rush down" or "i try to take less damage". Rage would have the offesnive bonus, if someone keeps range and blocks you, you'd be able to effectively swat them around. Open them up, and make sardines. Protect, rather than giving them this uber blocking ability, just give them a slight csc bonus. Like +1 or +2 if you're feeling generous. But unlike rage, that relies on overpowering and shoving the opponent around, protect will allow you to redirect attacks more effectively. It would be a counter system rather than offense.

 

These are just rough ideas. The protect idea may just be a bummer. Heck, most people may feel the rage thing is useless too.

 

I still think protect needs something innovative done with it. Reducing 80% damage or whatever is really more of an annoyance to saberist than an effective weapon in a diverse multiplayer game.

 

Primarily, I really think the blocking, deflecting, parrying, knockaway system should have a more prominent effect on player models. Whe n a person even just blocks saber attacks, the defenders model should be force to react, to kind of slow down, assume postiions that will hold him in place. This will prevent the ever rampant " walk backwards, sidestep, run away all day" stradegy. It's a stradegy, yes, but it would be nicer if the offensive and defesnive attacks actually effected how players moved. So, if a person is just blocking, he starts to slow down, his movement becomes restricted, forcing him to rely heavily on a good csc aim. If he gets knocked away, it should be a more prominent effect. It would shove your player model about in directions the player would rather not go, and even knock his cross hairs about. This would add to the ferver. Usually, if you already have a good red lock, you'll block rather easily. However, the attacker also doesn't reallly experience any effect unless he mindless drives fowards and literally 'humps' the opponent. Most hits come from well time shots at open spots. But if successful overpowers or parries could knock player models around, it could add a whole kind of 'effective block - creates good opening.

 

Switching stances for different blocking effects would also show then. Light stance would be easiest to use. It already has a natural blocking bonus. A good parry would force a model foward-left, foward-right. The block would not stop the attackers momentum, but actually drive them past you. Yellow deflects. It would knock a player from left to right, keeping them in front of you. REd stance would be the knock away. It would knock you back. It would be nice if it were possible that a good red block, or even a really good red strike that is blocked, would actually result in a knock back or even a knock down. Hence red stance wouldn't just be the guard breaker, but when faced successfully head on, it's possible to knock down.

 

Just a few random ideas. I should probably stop and just let you do your thing.

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Originally posted by Doctor Shaft

Glad you plan on giving the dual sabers and such their own style. That would be a much better way of dealing with it.

 

I'll be using Desann's style and possibly tavion's style animations for the twin sabers. Unfortunately, there's no good way of doing new animations yet, so I'm forced to use animations that are already in the game.

 

I have a whole brim of ideas concerning force powers, I've been 'fighting' for it for a long time. Right now, force powers are there, and in a force on force struggle, things come to a stand still, as they should, but there's no real danger when the force comes into play. Push and pull were 'great' in 1.03. Granted they were slightly too effective, but now they are all but useless. I just put points in it so that I don't have to worry about getting overpowered.

 

Push and Pull are currently used more for tactical positioning than getting kills via knockdowns. They are both already linked to the CSC by giving a harder Push or Pull to a target that is close to the crosshair. In cases where one player has a higher level of push or pull, then that can result in a knockdown. One thing I do plan on implementing is that if you get Pushed/Pulled from almost directly behind at close range, then that will knock you down.

 

Why not put more of a dangerous emphasis on the force power system? Right now, force powers are more of a flavor of the week that you put in to make lightsaber battles more colorful. It's cool that you can spew lightning every now and then, but on a competitive level, it's more of an annoyance than something dangerous to contend with. If you want to shoot stuff, might as well find a rocket launcher, it'll do a better job.

 

Saber+force vs. Guns+force balance is coming in Beta 3. (no, i'm not going to nerf anything.)

 

Why not make the force powers more dynamic. You already mentioned that you wanted to give push and pull a csc valu.e It would nice to actually know when I can knock someone down as opposed to just kind of shoving them away. I never use that power except when a gun is fired or the spirit moves me to do it.

 

See the above comments on Push/Pull.

 

Force lightning. You already decreased the range. While I wouldn't mind giving it a little more damage ability, I'm sure other people would. Well, rather than make it a gun, why not give it status effect abilities? Let it put the opponents player model into different animations, like blocking animations. Let it have a kind of stunning effect. Yes, grip already stuns a person, but that's a different move altogether. Lightning is a novelty in a competitive multiplayer game. It does damage, but only the slow or badly injured ever truly incorporate lightning as a potential danger.

 

Maybe when lightning is used by itself, but when it's coupled with other powers, lightning is one of the best powers in the game. I love to wait until over-eager saber throwers waste all their force. I then drain them all the way down and lightning the crap out of them. That usually leaves them with next to no health and an empty force pool.

 

Force drain. Again, it works well in saber battles, but once I pull out the rocket launcher, are you so excited to use drain on me? It works in a saber battle because it'll heal you really fast, and you can block the other saber attacks. With a rocket launcher, getting close to drain is like suicide. I guess this is a phenomenon that can't be adjusted. One thing I did notice though is that using drain doesn't effect a persons ability to move, or even really block. It would be nice if using drain had more of a risk behind besides getting close.

 

Drain is the centerpiece of the Dark Side powers. I've hand the lion's share of players telling me that Drain's current settings are spot on (9 out of 10 players or so).

 

Dark rage. this power has more effect on making you a great gunner when combined with speed, but otherwise it's just a huge invincibility rush. People see it and they just kind of run because you can't really stop it. It would be nice to be able to push these individuals. Why not remove this common "let's turn rage on and burn out everyone with my gun" and give it a kind of csc modifier. This way you can either go all out with your guns (which is still think is the silliest and dumbest aspect of the game, although I deal with it and realize it is not 'cheap'), or change your saber style. Right now, you get faster swings, and your csc naturally goes higher becuase you move faster. But why not have it as a constant bonus. You also get a constant penalty on your defense. A lot of ragers have been able to turn on rage, and be invincible to saber swings. It's hard to get a hit in. Why not give them a penalty that effectively removes their defense. Also, if you can mkae the parries, the defelcts, and the blocing a more prominent feature, you could give the dark rager the ability to knock people around.

 

...

 

These are just rough ideas. The protect idea may just be a bummer. Heck, most people may feel the rage thing is useless too.

 

I'm planning on giving Dark Ragers a CSC penalty during the "cool-down" phase of Rage. It doesn't make sense that they should be able to defend and attack just as well as a fresh player during that period.

 

I'm also confused as to why Dark Rage would increase your firing rate with a mechanical weapon like a rocket launcher. Being "sped up" and pulling your trigger finger faster than normal shouldn't affect the reloading rate on a machine like that. There's probably some habitual Speed/Ragers out there saying, "Nooooo!!" right now.

 

I still think protect needs something innovative done with it. Reducing 80% damage or whatever is really more of an annoyance to saberist than an effective weapon in a diverse multiplayer game.

 

Primarily, I really think the blocking, deflecting, parrying, knockaway system should have a more prominent effect on player models. ... if successful overpowers or parries could knock player models around, it could add a whole kind of 'effective block - creates good opening.

 

Though it's not exactly what you're mentioning here, I'm already working with something similar. The trick is to implement this without severely altering how the combat is currently working.

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Originally posted by zerowingzero

 

Are you refering to the special blocking bug or the other spining dfa, (Which i made a video of ;)) [/b]

 

I am speaking of the need, the call, the urge, the yearning, and the absolute withdrawel I have for a DFA that is not so easily dodged.

 

ProMod makes the DFA and all special moves easy to block, so I can't understand why we still need them to be nuetered. THis is the same mistake Raven made, they fixed the problem but then went too far with it.

 

For example - if pull and kicking don't knock you down, why can't we do a spinning backstab? Ass Fighting can't be spammed because the blocking system + the damage scale would mean that approach would be certain death. Yet you people still don't want it to spin. Why?

 

 

1.02 was the best saber fighting, I have done two polls and the majority agreed. However 1.02 had no defense, so to me the answer is clear. ProMod is the only skilled defensive scheme I have seen in JKII, 1.02 is the best offensive scheme, combine them and you have an awesome Mod.

 

See I was led to believe that the "Pro" in ProMod meant it was for above average players. Yet all I see is worries of spammers and the same stupid comments that messed this game up in the first place.

 

THE STRONGEST OFFENSE = 1.02

THE WEAKEST OFFENSE = 1.04

 

WEAK and PRO don't mix.

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Originally posted by ArtifeX

fatal, start a poll thread on whether or not people want a spinning dfa back in the game. we'll see how much support it gets, then I'll see what I can do.

 

What I am not enough?! Are you mad....oh yeah thats right its just me :(

 

I shall do as you ask but I want more then just a Spinning DFA!!

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Originally posted by FatalStrike

 

What I am not enough?! Are you mad....oh yeah thats right its just me :(

 

I shall do as you ask but I want more then just a Spinning DFA!!

 

Well, post something about them as well, but keep the poll focused on the dfa.

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Originally posted by ArtifeX

 

Well, post something about them as well, but keep the poll focused on the dfa.

 

Actually I posted a long winded discussion of making the entire offense more 1.02 like. I will keep it peaceful and just want to see what people think of un-nerfing things.

 

I will make the poll you want soon but I first wish to have a chance to plant the seed.

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Hello Artifex, ( sorry for my english, i'm italian )

 

I'm an Italian guy from NGI community ( WCG related : world cyber games ) and me and other guys are organizing a huge ladder\tournaments for JK2, i'm really interested in your mod, just i would like to suggest u some good way to make a good duel with FORCE and NO FORCE balanced.

 

Just PROMOD is EXCELLENT, congratulation for the work , what we tried is to let a Force duel be more related to sabers than to "i run away, i lightning u, i run away, i lightnin u".

 

Just we reduced force regen time to 800 ( 4 times slower ) and it means that if u start a force power, u should think before doing it, couse if u miss, u'll LOOSE power and u'll have disvantage, and just this time u dont run everytime just hitting from far away, couse u dont have any force to run.

( bust this is just a server setting, u dont need to put it in the mod eheh )

 

What i would like to ask u is.

 

It's not everytime True that a GUNNER is able to kill a JEDI everytime, couse if u play with ladder rules, a GUNNER cant use force as far a jedi CANT use weapons.

 

It means a gunner goes disarmed in 5 seconds and then killed everytime, and the only weapons can use against a Jedi are, PHYSICAL impact weapons, couse all energy bolt are deflected too easy!

 

So, could u add the possibility to let Guns deflection depending from CSC? or maybe to get a disvantage maybe if i'm RUNNING to u while deflecting? just to put also normal weapons usefull vs a JEDI, it's too easy that a jedi can defleact lasers and blasters evrytime from Everypositions! it fore these waepons to be useless!

 

Then ok with the idea to increase damage vs not-saber users.

 

Would u be able to add the JETPACK ability in the game? just to recreate JANGO FETT - OBIWAN duels! Jatpack it's extremely cool and it can be easly balanced for Tournament leagues.

 

the idea to be able to PUSH saber throw is really good!

 

maybe u can add also physical attack like Punchs, with additional keys and low damage, they can stun for 1/3 second the enemy or something like that , it's just an idea!

 

 

--------

 

Just the main part of the discussion is to complete your excellent work on saber balance , and allow GUNS to be balanced with SABER.. not only in damage.. but also in STRATEGY.

 

Add Jetpack , twin saber and double saber and u'll have the NEW JEDI KNIGHT!

 

 

--------

 

Artifex, last thing, we are organizing this ladder and if u can contact me directly i'll be glad :D

 

My icq is : 35433605

 

Thanks

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