Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 3.6 Full - RELEASED
Re: HAM 3.6 Full - RELEASED[message #245444] Fri, 26 February 2010 19:51 Go to previous messageGo to next message
Miguels is currently offline Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
Meh you replyed before I finished editing Razz

Oh I do have merc to leave behind but I like them all so much I don't want to leave them alone Very Happy


[Updated on: Fri, 26 February 2010 19:55] by Moderator

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Private
Re: HAM 3.6 Full - RELEASED[message #245447] Fri, 26 February 2010 20:50 Go to previous messageGo to next message
Miguels is currently offline Miguels

 
Messages:18
Registered:April 2008
Location: Portugal


Headrock

The FacilityTypes.XML had a typo in it that prevented all facilities beyond a certain number to even have data at all. This may or may not be responsible for dzeller's Estoni crash.


Can you please point were the typo was so I can fix the old file, I like the old facilitys more after I've tweaked them a litle

Thanks

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Re: HAM 3.6 Alpha v7 - RELEASED[message #245450] Fri, 26 February 2010 22:10 Go to previous messageGo to next message
Meowmers is currently offline Meowmers

 
Messages:13
Registered:October 2005
Location: New York
im loving the mod, no crashes or errors so far.

in response to some of the questions: there's an INI setting that sets how long a merc has to be working at a job for it to start to be effective, i think the default is 45 mins. So, facilities don't kick in until then.

if you are having problems with the facility settings or don't find them balanced, it's pretty simple to change them. for my campaign, i set the beach hotel and other rec. facilities to give me money (i don't see why should pay mercs for their time off!) and turned mine income down to 20%, making my primary income from tourism.

also, the facilities give me a reason to hire more than one IMP as non-combat personnel. it's not too unbalancing because i still have to pay them a salary for working.

i agree that the permanant health loss seems to happen too frequently, especially at the resort and the injury not enough, but it's easy to tweak in the xml & ini.

is it possible to add new facilities simply by editing the xml? i want to activate the school in Cambria as another source of income. Come study abroad in beautiful Arulco!

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Re: HAM 3.6 Alpha v7 - RELEASED[message #245452] Fri, 26 February 2010 22:49 Go to previous messageGo to next message
Miguels is currently offline Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
Yes it's possible to create new facilitys using the XML only check the HAM wiki

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Private
Re: HAM 3.6 Alpha v7 - RELEASED[message #245454] Fri, 26 February 2010 23:26 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
also, the facilities give me a reason to hire more than one IMP as non-combat personnel.


Precisely my intention. It actually gives a reason to hire people like Biff, Dynamo, Shank, and several others, not just for their funny comments.

Quote:
i agree that the permanant health loss seems to happen too frequently, especially at the resort and the injury not enough, but it's easy to tweak in the xml & ini.


Still, huh? If you tweak it properly to a level where you still get them but it feels balanced, please post your XML.

Quote:
is it possible to add new facilities simply by editing the xml?


That's the whole point.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245455] Fri, 26 February 2010 23:28 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Can you please point were the typo was so I can fix the old file, I like the old facilitys more after I've tweaked them a litle


There are several.

  • One of the tags in FacilityTypes.XML isn't closed properly. Look for a that is closed with a .
  • Drassen SAM site is misplaced in Facilities.XML (D13 instead of D15)
  • Chitzena SAM site isn't placed in Facilities.XML (should be placed in D2)
  • Last entry reads sector "O5" instead of "P3"

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245457] Fri, 26 February 2010 23:34 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
in response to some of the questions: there's an INI setting that sets how long a merc has to be working at a job for it to start to be effective, i think the default is 45 mins. So, facilities don't kick in until then.


Actually, the problem is that this isn't used with the staffing assignments. I should've hooked it up but forgot to.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245468] Sat, 27 February 2010 00:53 Go to previous messageGo to next message
Miguels is currently offline Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
Hmmm I'm still using the beta files, I can see no missplacement of SAMs only the motel in C6 and an hospital instead of Meduna's airport.

On FaciltyTypes didn't found any tag error, im using a xml editor that identifys missplaced tags and all were fine.

Even so was getting game to stop responding (no crash) each time I tryed to repair stuff at the junkyard and Snack and shak wasnt showing on map tooltips.

Since Harbor is not in use and I removed the prison facility from Tixa, I've rebuilded Junkyard and Snak'n'shack on prison and harbor place and numbers and "voil

[Updated on: Sat, 27 February 2010 01:10] by Moderator

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Private
Re: HAM 3.6 Alpha v7 - RELEASED[message #245471] Sat, 27 February 2010 01:18 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Hmmm I'm still using the beta files, I can see no missplacement of SAMs only the motel in C6 and an hospital instead of Meduna's airport.


The files in the BETA are fine (as are the ones in the HAM 3.6 Settings Package). 1.13, on the other hand, had messed up files (until I sent the fixes to RoWa).

Quote:

Even so was getting game to stop responding (no crash) each time I tryed to repair stuff at the junkyard and Snack and shak wasnt showing on map tooltips.


I don't know about the snack and shack, I'll have to check that out. As to the junkyard issue, I'll get to fixing that after I'm done resorting the INI file. It might take a day or two.

Quote:
I've rebuilded Junkyard and Snak'n'shack on prison and harbor place and numbers and "voil

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245473] Sat, 27 February 2010 01:33 Go to previous messageGo to next message
Miguels is currently offline Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
Well I'm not versed in any progaming language only a few html notion so I'll do my best explaining there was no logic in what I did was just trying stuff

About the junkyard first I moved it to one of the alma sectors to see if the location had anything to do with it but was getting the lock when trying to repair, then I've copy pasted the factory to the end of the file and rebuild it with Junkyard values after what I've deleted the original junkyard, started the game and locked again on repair.

Since I had previously deleted the harbor and prison I though the index number had something to do with it since I've broken it, no 3 and 4, So i copy pasted Junkyard and motel to those positions and index numbers I've also removed all health penaltys from JY.

Though I think index number don't have nothing to do with it, since they are still broken in the end 17 - 19 no 18 in betwen.

About the small bug I got forced turn on, but theres no trigger some merc just says the line from time to time

[Updated on: Sat, 27 February 2010 01:48] by Moderator

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Re: HAM 3.6 Alpha v7 - RELEASED[message #245476] Sat, 27 February 2010 01:46 Go to previous messageGo to next message
Miguels is currently offline Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
Ok after all still not working.

Wheres what I'm doing, I dun have control of JY so im using GABBI to travel there with my mechanic, wen I first use the assigment it works fine if I click my merc again then facility the second I mouse over repair the game locks

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Re: HAM 3.6 Alpha v7 - RELEASED[message #245480] Sat, 27 February 2010 02:18 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
About the small bug I got forced turn on, but theres no trigger some merc just says the line from time to time


KEEP THIS SAVE-GAME. Try to visit Hans and Tony. If they open fire, I want you to send me the save game immediately.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245482] Sat, 27 February 2010 02:43 Go to previous messageGo to next message
Miguels is currently offline Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
No problems with Hans nor Tony, but the roaming dealers went nuts a couple times allready on current game, Carmen wacked a militia with a burst at point blank on Drassen mid sector when I was defending it a couple days ago, Micky did the same at least looked like it was him was civilian turn and again on Drassen defense this time mine sector and during that civilians turn a burst was fired from the bar direction at my militia couldnt really see t cause it was out of visible map.
Good for him or we would have ended dead like Carmen did, no one thouches my militia without proper punishment (stun nade and a cocktail on Carmen's case :diabolical: )

Edit. I've mailed you the save and the modified xmls anyway.
Each time I try to play this game I end spendind more time on the web learning something about computers then actually playing it Very Happy

[Updated on: Sat, 27 February 2010 02:51] by Moderator

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Re: HAM 3.6 Alpha v7 - RELEASED[message #245519] Sat, 27 February 2010 21:05 Go to previous messageGo to next message
mrjmwarren is currently offline mrjmwarren

 
Messages:37
Registered:November 2005
Location: Houston TX
I am having two problems


1. While playing with HAM I cannot have enemy squads larger than 64. I like to have enemy squads around 100-150 enemies. On the old Wildfire you could change "min enemy squad size" and true only 64 would show on screen at a time but they would continually be replaced as you kill them. I changed squad size and min enemy size in the Inie and options, yet i still get red letters on opening screen saying size out of range changing to 64 and during game only 64 in units. Any help?????????????

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Private 1st Class
Re: HAM 3.6 Alpha v7 - RELEASED[message #245521] Sat, 27 February 2010 21:15 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
The game doesn't support more than 64. Simply "wanting" it to be possible doesn't make it possible.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245522] Sat, 27 February 2010 21:29 Go to previous messageGo to next message
mrjmwarren is currently offline mrjmwarren

 
Messages:37
Registered:November 2005
Location: Houston TX
Headrock


AGAIN in the past with all 1.13 versions I have been able to change the minimum squad sizes.

In the combat screen it would only show the 64 or "max enemy squad size". As you kill these, replacements show up.

EXAMPLE: 64 enemies beginning turn 1. During turn 1 kill 14 enemies so at the end of turn 1 50 enemies left. After civilian and enemy turns, At the start of turn 2 enemey pool has been replaced with new soldiers appearing at insertion points on the edges of sectors so they are back to 64 enemies. This happens until the remaining squad is of course les than 64. Again in the past ALL I HAD TO DO was change "max squad size, and MIN enemy squads. For some reason changing these dont do the job anymore. Anybody know any other changes I need to make, ie Hidden Options etc????????

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Private 1st Class
Re: HAM 3.6 Alpha v7 - RELEASED[message #245524] Sat, 27 February 2010 21:47 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
I have no idea. Also, this has nothing to do with HAM. I advise you open a new thread to discuss this, maybe someone else can help you.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245530] Sat, 27 February 2010 22:53 Go to previous messageGo to next message
mrjmwarren is currently offline mrjmwarren

 
Messages:37
Registered:November 2005
Location: Houston TX
Thanks

How do I deactivate Facilities and allow militia training again????????

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Private 1st Class
Re: HAM 3.6 Alpha v7 - RELEASED[message #245531] Sat, 27 February 2010 22:56 Go to previous messageGo to next message
Miguels is currently offline Miguels

 
Messages:18
Registered:April 2008
Location: Portugal
Without wanting to be a major PITA.

Is it possible for you to release you AI .exe on the lastest SNV .exe the one with the CTH formula fixes?

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Re: HAM 3.6 Alpha v7 - RELEASED[message #245533] Sun, 28 February 2010 00:01 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
@GeneralJoe - It's not to do with Max/Min Squad size. It's to do with the Reinforcement settings. If you have it set to city only then they can't reinforce on the fly unless it's between city sectors. You can set it to no, City only and always. Check it in the INI Editor.

If you are referring to the Drassen Counter Attack then they should all pile in at the same time, though every now and again it glitches and sends only one or two squads and the rest stay in the surrounding sectors.

As for facilities just train from the sector with an ACA building. If you really want to turn them off (it's just a slightly different playstyle to try out) you can again change it in the INI Editor.

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Lieutenant

Re: HAM 3.6 Alpha v7 - RELEASED[message #245544] Sun, 28 February 2010 03:18 Go to previous messageGo to next message
dzeller is currently offline dzeller

 
Messages:87
Registered:February 2003
Location: USA
Beetee
No problems with Hans nor Tony, but the roaming dealers went nuts a couple times allready on current game, Carmen wacked a militia with a burst at point blank on Drassen mid sector when I was defending it a couple days ago, Micky did the same at least looked like it was him was civilian turn and again on Drassen defense this time mine sector and during that civilians turn a burst was fired from the bar direction at my militia couldnt really see t cause it was out of visible map.


I have the same problem. I'm at day 56 in my campaign, defending Cambria (sector G9) with some militia against an enemy attack. Carmen happens to be in the bar and he opens fire on me during the fight!

I haven't had any problem with roaming dealers or Hans or Tony since the beginning of the campaign. Is there any way to fix this? I'd hate to have to waste Carmen.. I can send you the savegame of you want to take a look at it.

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Corporal 1st Class
Re: HAM 3.6 Alpha v7 - RELEASED[message #245545] Sun, 28 February 2010 03:22 Go to previous messageGo to next message
Bus is currently offline Bus

 
Messages:16
Registered:February 2010
Just a quick question, what version of HAM is currently included in the single click installer and where can I download the newest HAM updates? I think it's supposed to be 3.6 but apparently there were some recent changes (facility XMLs and perhaps others) so I'm a bit confused.

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Private
Re: HAM 3.6 Alpha v7 - RELEASED[message #245554] Sun, 28 February 2010 12:58 Go to previous messageGo to next message
Sot is currently offline Sot

 
Messages:85
Registered:April 2009
to Headrock
function change of optics on the weapon was not added?

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Corporal 1st Class
Re: HAM 3.6 Alpha v7 - RELEASED[message #245568] Sun, 28 February 2010 14:57 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
@Bus - current SCI doesn't have HAM 3.6. I am in the process of uploading the new one though so give it about 2 hours. I rarely if ever release a new SCI immediately. Reason being I have to redo it if it proves unstable. I usually wait a week or less if there is a bit of SVN activity and keep an eye on the bug threads and this one.

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Lieutenant

Re: HAM 3.6 Alpha v7 - RELEASED[message #245572] Sun, 28 February 2010 15:44 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
I haven't had any problem with roaming dealers or Hans or Tony since the beginning of the campaign. Is there any way to fix this? I'd hate to have to waste Carmen.. I can send you the savegame of you want to take a look at it.


Yes, please, send any savegame that happens BEFORE the sector with Carmen is loaded into memory (and make sure that upon loading the game he open fire every time.
Also which version of the game (and mods) are you using?

Quote:
function change of optics on the weapon was not added?


No. I have no idea how to go about it, and it's a LOT of work for very little benefit. Sorry.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245575] Sun, 28 February 2010 16:35 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
In the next week I'm going to get back into all this JA2 stuff. So far I've updated the SVN and have noticed some changes to the AI behaviour in quick test games of the UC-1.13 Hybrid. The AI seems to be more agressive in the militia vs. army fight for the airport when you land. At the very least this spectacle finishes up quickly as the AI happily runs into the "fixed" emplacments I added to the maps to compensate for percieved militia AI problems in past (I needed to make sure the militia won before the army got to your unarmed mercs.

Now I am unclear as to what version of your AI is in the SVN. Is this the improved AI, or should I still be downloading the HAM 3.6 Beta to test the better AI?

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Lieutenant

Re: HAM 3.6 Alpha v7 - RELEASED[message #245580] Sun, 28 February 2010 17:26 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
The new AI isn't actually added to SVN yet. ( AWWKWARRRDDD!!! Very Happy You're imagining things! )
You need to download the HAM Settings Package (see the top of this thread). It contains the alternate EXE.
(Just copy the EXE over and run it. The INI/XMLs are not necessary)

Let me know how it works for you.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245581] Sun, 28 February 2010 17:33 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
SVN1210 SCI released Smile

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Lieutenant

Re: HAM 3.6 Alpha v7 - RELEASED[message #245588] Mon, 01 March 2010 02:54 Go to previous messageGo to next message
mrjmwarren is currently offline mrjmwarren

 
Messages:37
Registered:November 2005
Location: Houston TX
Kaerar

Before I installed HAM, on my old 1.13 I changed Max squad size and Min enemie squad(100) At the start of the game every squad I encountered had atleast 100 soldiers. When i do this on HAM at the first game load screen (Sirtec) I get red error messages in the upper left hand corner saying "outside limits so 64 enemies will be used. How can I change that so I can go back to my big enemy units??????

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Private 1st Class
Re: HAM 3.6 Alpha v7 - RELEASED[message #245609] Mon, 01 March 2010 04:44 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Do you know what version that was? I heard that numbers above 64 have been known to cause problems in the past so it got the 64 limit. I'm not sure exactly who would know the full answer to that one either!

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Lieutenant

Re: HAM 3.6 Alpha v7 - RELEASED[message #245611] Mon, 01 March 2010 04:53 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
The INI setting you want to change is "MAX_STRATEGIC_GROUP_SIZE". Sounds like you're trying to change MAX_NUMBER_ENEMIES, which isn't the correct setting (limited to 64). The first one changes how many enemies can be in a group, the second one changes how many enemies can appear simultaneously in the same sector. If A is greater than B, you should have the reinforcement effect you're looking for.

[EDIT: Now please, this has nothing to do with HAM. Start a new thread. This thread is already cluttered as it is.]

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245614] Mon, 01 March 2010 05:02 Go to previous messageGo to next message
CptMoore

 
Messages:224
Registered:March 2009
So whats in for the next HAM? I want a accuracy aiming mechanics overhaul. Wink j/k

Because of the facilities, is it possible to write a warning in the console whenever a group of mercs arrives in a sector which can damage your health or so? Like a per sector warning defined in the XML: "This airport is the worst I've ever seen! Smells like an oil tanker shipwrecked."

Sorry if this is already enabled and I just skipped the console hehe.

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Sergeant 1st Class
Re: HAM 3.6 Alpha v7 - RELEASED[message #245615] Mon, 01 March 2010 05:03 Go to previous messageGo to next message
mrjmwarren is currently offline mrjmwarren

 
Messages:37
Registered:November 2005
Location: Houston TX
Sorry

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Private 1st Class
Re: HAM 3.6 Alpha v7 - RELEASED[message #245619] Mon, 01 March 2010 05:14 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Because of the facilities, is it possible to write a warning in the console whenever a group of mercs arrives in a sector which can damage your health or so? Like a per sector warning defined in the XML: "This airport is the worst I've ever seen! Smells like an oil tanker shipwrecked."


It's possible, but kind of takes away the surprise effect. With the system as it is now, you'll be notified about the penalty once it occurs, and then need to be smart enough to get the hell out of the area if you can. It appears that some players out there are not smart enough to figure that part out, which is unfortunate. If the complaints do continue however, I'll eventually have to put something like that in, of course.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245623] Mon, 01 March 2010 05:32 Go to previous messageGo to next message
Bus is currently offline Bus

 
Messages:16
Registered:February 2010
Kaerar
@Bus - current SCI doesn't have HAM 3.6. I am in the process of uploading the new one though so give it about 2 hours. I rarely if ever release a new SCI immediately. Reason being I have to redo it if it proves unstable. I usually wait a week or less if there is a bit of SVN activity and keep an eye on the bug threads and this one.

Ah ok I think I understand now, the announcement was about HAM 3.6 included in SVN, not the SCI. So now with the updated SCI it should include the latest version of HAM right? Or you know what, I think I'll just re-download and figure it out.

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Private
Re: HAM 3.6 Alpha v7 - RELEASED[message #245633] Mon, 01 March 2010 06:55 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
LOL yes the new SCI I uploaded last night has HAM 3.6 Beta included, not only that because I waited a week, it also includes the 2 facilities.xml updates that Headrock has done. If you want the AI+ version though you need the settings package at the beginning of this thread Smile

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Lieutenant

Re: HAM 3.6 Alpha v7 - RELEASED[message #245674] Mon, 01 March 2010 16:02 Go to previous messageGo to next message
Bus is currently offline Bus

 
Messages:16
Registered:February 2010
Thank you very much! Wink

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Private
Re: HAM 3.6 Alpha v7 - RELEASED[message #245723] Mon, 01 March 2010 19:09 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
hi headrock, i've found something strange about the new facilities system. i asigned a merc as staff to the airport facility, it never bothered me the health loss issue until another merc (not the one asigned to the task) got hurt! now i don't think that was your desire.

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Master Sergeant
Re: HAM 3.6 Alpha v7 - RELEASED[message #245724] Mon, 01 March 2010 19:12 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Actually, the health risk is an AMBIENT effect, so it can hit people who are simply wandering around the airport. Wait 'till you get to the Grumm factory, the place is a serious hazard Smile

Yeah yeah I really should get rid of that airport effect completely... But I like how this feature is keeping people on their toes.

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Sergeant Major

Re: HAM 3.6 Alpha v7 - RELEASED[message #245763] Mon, 01 March 2010 21:26 Go to previous messageGo to previous message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
what can i say!? i agree about gruum poluting factory but this shouldn't happen at the airport it's like a brick falls on my toe and the fellow next to me starts screaming! icecream! icecream! quite obvious! i love it, we should try this in real life too!

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Master Sergeant
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