Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Intel
New feature: Intel[message #352475] Mon, 19 February 2018 01:08 Go to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
By now, covert operations is a fairly old feature. My original idea was that the player can use this to do a bit more in their games than just kill & loot sector after sector. Do more roleplay. Sabotage things. Spy on the enemy.
Sadly, the game is still limited in that regard. Frankly, there isn't that much spywork to do. Sure, we can nowadays disable SAMs by blowing them up or hacking, or try to give us a slight edge by killing of enemy generals. But overall, it's not much. More often than not spies are used in combat, which given the underlying mechanics, can even work too well (sevenfm has done quite a lot in his releases in order to make covert killing a bit harder, among other things).
At the same time, there isn't that much intelligence work to be done, honestly.



This feature aims to begin to correct that. I have quite a lot of ideas in that regard. Coding them will take a lot of time, which is why I've decided to split some of the easier-to-implement ideas into this feature.
Anyway, this feature introduced a new resource: Intel. Think of intel as some sort of measure on all the spying and information gathering your forces have done.
https://i.imgur.com/LhHyQgE.png

You can gain intel in several ways:
  • interactive actions, like reading classified documents in a military base or hacking computers, can give you intel. For examples, see function HandleInteractiveActionResult(...) in Overhead.lua for examples (warning, spoilers!).
  • interrogating prisoners can give us intel, the amount depends on prisoner type.
  • Mercs can now hide in disguise and gather intel in enemy-occupied territory. There is some depth to this mechanic (of which I am somewhat proud), so the second post of this thread deals with it in more detail.
  • Mercs can take a camera and take photograps of important NPCs or locations of special interest, which you can then trade for intel. For more info, see the third post in this thread.
  • Some NPCs give you some intel upon recruitment.
Now, what do you do with all that intel? Well, once you've gained your first bit, you will receive an email from Enrico. He will essentially give you two clues:

  • He sends you a link to the Recon Intelligence Services website. This organisation wrote the Recon Report you've probably forgotten of by now. One of their pages allows you to buy things for intel:
    https://i.imgur.com/43JLZ3W.png
    The dropdown menu allows purchasing info on enemy positions for a 4x4 part of the map. For a higher price you will also get the exact troop counts and enemy movement directions. Note that just as the page states, this will only last a limited amount of time.
    Sometimes special information is available - this can unlock the permanent flight plans of an enemy helicopter, the position of an enemy general, or the location of an imprisoned merc. It is likely I will add more options to this over time.
  • He also makes you aware that the Black market - a new civilian group - that sells high-tech items exclusively for intel. They are based in San Mona and sell only for intel. What they sell can be set in function AddArmsDealerAdditionalIntelData() in Overhead.lua. By default their prices also depend on progress - as your progress, prices are somewhat lowered (due to the benefit of these items being gradually lowered).
    https://i.imgur.com/nvn5HW5.png
    The placement of the merchant etc. is all defined in Overhead.lua:
    Toggle Spoiler


    The merchant needs a special flag in Merchants.xml to set him up to deal with intel:
    Toggle Spoiler

    This includes the black market no longer showing up after you've attacked them (duh).

In order to allow to better showcase, minor alterations were done: Beth now has a camera in one of her gearkits, as she seems the most reporter-like of the bunch. Mouse is now a full spy. And taking yet another inspiration from edmortimer, and considering that Raffi is so bad at anything nobody would believe he is a merc, he now get the covert trait. So he can be at least of some use as of this feature apart from cleaning minefields and carrying gear around.

You can set this feature off via RESOURCE_INTEL in JA2_Options.ini.

If the balancing is right (of which I'm not sure), intel will be a spare resource, unless you really go all the way with several spies. It is intended to be somewhat rare - the player should really have to decide where to invest his intel.
I plan to build upon and expand these features at some point, but... that might be quite a while.

As of r8560, we can buy information on planned creature raids and on the location of terrorists, both can be seen here.

The website logo and the idea to have the black market be a merchant instead of yet another website was made by AllisonIsLivid.
Camera picture was done by smeagol.
A lot of feedback and enduring my usual ranting about the code was done by our Discord channel.

This is fully savegame compatible.

This has been added to the trunk in r8522 & GameDir r2402. Using the new exe without the new GameDir will cause all supermarkets near you to switch to a Lootbox-only system of food distribution.

[Updated on: Tue, 15 May 2018 22:18]




“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #352476 is a reply to message #352475] Mon, 19 February 2018 01:09 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
As this game mechanic is non-trivial, this separate post deals with the Hide & Get Intel assignments.
Mercs can now hide in disguise and gather intel in enemy-occupied territory. It is very strongly recommended that any mercs attempting to do so have the covert trait.
https://i.imgur.com/UXJtJlB.png
To set this up, the following conditions must be true:
  • The merc must be in tactical.
  • The merc must be disguised. Note that this does not require that the merc has the covert trait, as anyone can disguise. However only those with that trait will be any good at this.
  • The sector must be enemy-occupied.
  • The enemy must not be aware of the merc (so no, this won't work once combat has been initiated).
  • And the merc must be alone, no other mercs of militia allowed.
If all of these conditions apply, you can use the $ menu to assign the merc to the Hide or Get Intel assignment.
https://i.imgur.com/NuamPN9.png

Once we assign the merc, we will leave the sector, and the merc will now be on assignment in that sector. At that point we can switch between Hide and Get Intel freely. On those assignments, there is the constant risk that the enemy eventually discovers the hidden merc.
https://i.imgur.com/rJfzAFj.png
This can cause us to receive a 1-3 hour time penalty. During penalty we won't gain any intel.
https://i.imgur.com/jftG8rZ.png
The risk depends on
  • how advanced the sector is (taken from CoolnessBySector.xml). Hiding in Meduna is a lot riskier than hiding in Drassen.
  • 15% level + 15% stealth + 70% covert trait (stealth - takes into account the stealth trait, background boni and worn stealth gear boni, but not agility or other stats)
  • personality - slight bonus for sociable (better at blending in), slight malus for cowards and nervous disability
  • If we are actively trying to get intel, the risk is doubled compared to hiding. If we do so disguised as a soldier, the risk is increased by factor 5. If we sleep or are on a penalty, we count as hiding (in order not to force the player to re-assign by hand).
In extreme cases, we not only receive a penalty, but be exposed - we will drop into combat at the exact position we were in when we got on that assignment... with our disguise removed. And the alarm raised, the enemy will be aware of you and actively search for you. Depending on where you left your merc, this can be extremely deadly, so plan accordingly.
As the alert is raised, this also means that even if the enemy does not find you and you re-disguise, you will still have to get out of there. Unless your spy is also a radio operator and uses the (probably not widely known) sideeffect of jamming preventing red alert being raised.
While the spy is hiding in a sector, they take note of the enemy even if they are not actively out for intel - we get a precise reading of enemy troop counts. This also works with the scout trait - a concealed scout with CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND set to TRUE will also detect troops in adjacent sectors. Depending on your positioning, this can be a valuable source of intel on its own.

While no other assignments are possible (no, you cannot train militia under the enemies eyes), you can simple get out of this assignment by setting your merc on duty. You will drop into 'combat' in the sector, but thankfully your disguise will be active, and the alert will not be raised.

Note that if any combat is initiated in this sector, like from other mercs or militia arriving, this merc will join combat from their location, too. This also means that the Retreat option will not be available (how would we retreat from inside the sector?).

Hiding is its own reward, as this allows your mercs to stay hidden in enemy territory. Previously this was not possible, which meant that a spy infiltrating a city had to either shelter in a mine or leave territory to sleep. Now you can actually deploy your spies long-time. Which seems pretty much what I'd expect spies to do. This alone should make spy roleplay a lot more viable.

If you are on the Get Intel assignment, you will also get intel (who'd have thought?). The amount depends on
  • how advanced the sector is (taken from CoolnessBySector.xml). Hiding in Meduna is a lot riskier than hiding in Drassen.
  • 50% wisdom + 10% level + 5% scout trait + 15% covert trait + 20% snitch trait
  • personality - bonus for sociable or assertive, malus for primitive and loner. Penalty for forgetful of psycho.
  • If we are disguised as a soldier, the gains are doubled.
It thus follows that the safest way to do this is in an 'uncool' place (like some swamp in the north-east or Chitzena), while the biggest gains can be made in Meduna itself.
It is not necessary to have the covert trait to try this, but... I really, really recommend it. It might also be better to try to go for small but constant rewards in small towns rather than constantly facing constant mouse-and-cat games with the enemy in high-level installations.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #352477 is a reply to message #352476] Mon, 19 February 2018 01:09 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Another mechanic needing a bit os explanation is acquiring and selling photographs. Your mercs can now equip a camera (new item #1751, but the old video camera will also do), and take photograps with it.
https://i.imgur.com/oe3MdHE.png
If you have taken a shot of something that could be worth something to outside forces, you can now sell this on the R.I.S. website on the 'Information Verification' page.
https://i.imgur.com/J7oSrcq.png
On the top, you can toggle through all the shots taken that you can sell, and upload them.
After R.I.S. has verified the photo, you will receive a small message on what has been verified, and get intel for this.
https://i.imgur.com/YiWWGvI.png
There is, however, a catch: the conditions on the person or area you took a photo took of at the time verification is done determines what reward you get. This is justified - outside forces might be interest in identifying Kingpin, for example, and give you a significant amount of intel for that. That reward will be significantly lowered if Kingpin is dead, however - what would they do with a photo of a dead man?
Similar, if you take images that prove the regime is comitting warcrimes, that is worth something. That reward is lowered if you have already taken over that sector... after all, the regime can now deny any culpability and accuse you of fabricating whatever proof you have of their crimes.

Verifying these images takes time - about 2-4 hours. So in order to get the most out of this, it won't suffice to just have one dude take photos on your regular attacks. You could, you know, send someone in to scout the area and take photos before you take a city. You know... do stuff a spy would do.

After a photo has been verified, the details will also appear on the website.

Note that the contents of this part of the feature - which images can be taken, what conditions apply, what texts to show, how much intel to get - are all defined in lua. This means that a modder can easily add more images. This is all set up in Overhead.lua:
  • we define the facts
    PHOTO_FLAGS_GENERAL = 61,
    ...
    PHOTO_FLAGS_ALMA_HQ_CONTROLROOM = 81,
    

    and get and set them via GetModderLUAFact() and SetModderLUAFact(). In case you weren't aware, this allows a modder to define and store their own variables in savegames, useable by our lua scripts.
  • We can set the state of a phot via function SetPhotoState( aIndex, aState )
  • We evaluate what we photograph in
    -- sSectorX, sSectorY, bSectorZ: sector coordinates
    -- sGridNo: tile that we photographed. When we take a photo this function is run on all tiles we see in a 2-tile radius around where we clicked
    -- bLevel: height level (floor or roof)
    -- ubPhotographerProfile: profile of the merc taking the photo
    -- room: if > 0, this tile is inside this room
    -- usTargetProfile: if we photographed a NPC, this will be their profile number, otherwise NO_PROFILE
    function AddPhotoData( sSectorX, sSectorY, bSectorZ, sGridNo, bLevel, ubPhotographerProfile, room, usTargetProfile )
    	
    	if ( usTargetProfile ~= NO_PROFILE ) then
    	
    		if ( usTargetProfile == Profil.GENERAL ) then
    			
    			if ( GetModderLUAFact(ModSpecificActions.PHOTO_FLAGS_GENERAL) < PhotoFlag.TAKEN ) then
    				SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Took a photo of the general.")
    				SetPhotoState( ModSpecificActions.PHOTO_FLAGS_GENERAL, PhotoFlag.TAKEN )
    			end
    			
    			...
    			
    	-- Alma
    	elseif ( (sSectorY == SectorY.MAP_ROW_H) and (sSectorX == 13) ) then
    		
    		if ((room == 12) ) then
    			
    			if ( GetModderLUAFact(ModSpecificActions.PHOTO_FLAGS_ALMA_HQ_CONTROLROOM) < PhotoFlag.TAKEN ) then
    				
    				SetScreenMsg(FontColour.FONT_MCOLOR_DKWHITE, "Took a photo of the command center.")
    					
    				SetPhotoState( ModSpecificActions.PHOTO_FLAGS_ALMA_HQ_CONTROLROOM, PhotoFlag.TAKEN )
    				
    			end
    				
    		end
    		
    	...
    
  • We set the texts that appear in
    function GetPhotoData( aType )
    
    	if ( aType == PhotoFlag.TAKEN ) then
    	
    		if ( GetModderLUAFact(ModSpecificActions.PHOTO_FLAGS_GENERAL) == PhotoFlag.TAKEN ) then	SetPhotoFactLaptopData(aType, ModSpecificActions.PHOTO_FLAGS_GENERAL, "Positive identification of the commanding officer of the Alma military base.")	end
    		...
    		
    	elseif ( aType == PhotoFlag.VERIFIED ) then
    	
    		if ( GetModderLUAFact(ModSpecificActions.PHOTO_FLAGS_GENERAL) == PhotoFlag.VERIFIED ) then	SetPhotoFactLaptopData(aType, ModSpecificActions.PHOTO_FLAGS_GENERAL, "General Theo Humphey is a former US officer. He is in charge of the Alma training facility. His intimate knowledge of the military could be valuable.")
    		elseif ( GetModderLUAFact(ModSpecificActions.PHOTO_FLAGS_GENERAL) == PhotoFlag.VERIFIED_RESULT_2 ) then	SetPhotoFactLaptopData(aType, ModSpecificActions.PHOTO_FLAGS_GENERAL, "General Theo Humphey was a former US officer. He was in charge of the Alma training facility. KIA.")
    		end
    		
    		....
    
  • We verify the photo and set the reward in
    function VerifyPhotoState(aIndex)
    	
    	if ( (aIndex >= ModSpecificActions.PHOTO_FLAGS_BEGIN) and (aIndex <= ModSpecificActions.PHOTO_FLAGS_END) and (GetModderLUAFact(aIndex) == PhotoFlag.UPLOADED) ) then
    		
    		if (aIndex == ModSpecificActions.PHOTO_FLAGS_GENERAL) then
    		
    			if ( MercIsDead(Profil.GENERAL) )  then
    			
    				SetPhotoState( aIndex, PhotoFlag.VERIFIED_RESULT_2 )
    				AddIntel( 15 )
    				SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Received RIS compensation for identifying General Theo Humphey. Amount lowered due to death.")
    			
    			else
    			
    				SetPhotoState( aIndex, PhotoFlag.VERIFIED )
    				AddIntel( 30 )
    				SetScreenMsg(FontColour.FONT_MCOLOR_LTGREEN, "Received RIS compensation for identifying General Theo Humphey.")
    			
    			end
    			
    			...
    



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #352478 is a reply to message #352477] Mon, 19 February 2018 01:22 Go to previous messageGo to next message
edmortimer

 
Messages:1063
Registered:January 2015
Location: Home Free
Amazing! Very cool! Always incorporating more ways to play the game, more reasons to try new things! I like it! thumbs up




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Re: New feature: Intel[message #352481 is a reply to message #352478] Mon, 19 February 2018 15:08 Go to previous messageGo to next message
Elvis_A

 
Messages:275
Registered:December 2012
Location: exUSSR
Wow! Awesome work! As soon as Spying was introduced I wanted hide in enemy territory feature and now it's done.
Suggestions:
Flugente What about taking photos, selling info of known terrorists( T Rex l, Slay, etc) ?

[Updated on: Wed, 21 February 2018 19:46]

Re: New feature: Intel[message #352482 is a reply to message #352481] Tue, 20 February 2018 12:52 Go to previous messageGo to next message
LennyCaldwell

 
Messages:7
Registered:February 2018
Location: Tampa, Florida
Man, this is amazing!
Re: New feature: Intel[message #352505 is a reply to message #352481] Wed, 21 February 2018 21:09 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Elvis_A wrote on Mon, 19 February 2018 13:08
Wow! Awesome work! As soon as Spying was introduced I wanted hide in enemy territory feature and now it's done.
Suggestions:
Flugente What about taking photos, selling info of known terrorists( T Rex l, Slay, etc) ?

Well, anyone can easily do that themselves - open Overhead.lua, copy and edit existing entries for profiles (Mike, Kingpin etc.). I didn't do these mainly because I plan to sell the info of where the terrorists are to the player at some point... and having both would seem somewhat odd. This would, however, require some way to permanently mark their location on the map for the player, and as you yourself found out, our current way of marking VIPs... could be improved.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #352628 is a reply to message #352505] Tue, 06 March 2018 02:11 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
As I've just been informed there is an issue of a missing image causing the website to crash. This has been fixed in GameDir r2410, sorry speechless



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #353405 is a reply to message #352475] Thu, 10 May 2018 00:29 Go to previous messageGo to next message
Toybasher

 
Messages:12
Registered:April 2018
Question about the feature, where exactly is the intel merchant? I've went to San Mona looking for them, and found a few "Black Market" NPCs in C6 (It's displayed the same way KingPin's mobsters are) but nobody seems to want to do anything. Clicking enough times on them sometimes prompts a little thing of text like "We are always open for business" "Welcome back" etc. but that's all I can get out of them.

Is there a certain specific NPC I have to talk to? I've tried almost all of them. (A few leave the building and head around the back, but talking them there does not give me a different result.)

EDIT: I am talking at night currently if that has anything to do with it.

[Updated on: Thu, 10 May 2018 00:31]

Re: New feature: Intel[message #353410 is a reply to message #353405] Thu, 10 May 2018 02:32 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Hmm. It might be that ALLOW_EXTRA_CIVILIANS and ALLOW_EXTRA_MERCHANTS from JA2_Options.ini also need to be true. After setting those to TRUE, you might need to unload and re-enter the sector to spawn the merchant.

[Updated on: Thu, 10 May 2018 02:34]




“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #353507 is a reply to message #353410] Tue, 15 May 2018 22:19 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
As of r8560, we can buy information on planned creature raids and on the location of terrorists with intel, both can be seen here.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #353529 is a reply to message #352475] Wed, 16 May 2018 19:54 Go to previous messageGo to next message
GASK3T

 
Messages:154
Registered:March 2011
Location: USA
This feature is AWESOME. Makes some of those odd characters like Gumpy necessary...couple thoughts while testing it....

- I too, as noted above, was having issues with the San Mona merchants not allowing you to trade. Will try the suggested fix.
- I hired Speck to do some hacking, and he was the only Merc you listed with the hacking trait, that couldnt hack for me. He has a Red C:\
- I need a Hint as to where the "really hard to reach Computer is" happy

[Updated on: Wed, 16 May 2018 19:55]

Re: New feature: Intel[message #353530 is a reply to message #353529] Wed, 16 May 2018 20:07 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
Well... does your Speck have that background ability?
Without knowing what that citation refers to, no idea.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #353559 is a reply to message #353530] Mon, 21 May 2018 18:36 Go to previous messageGo to next message
GASK3T

 
Messages:154
Registered:March 2011
Location: USA
I am playing default settings, I thought it was mentioned that he had the highest Hack skill level. Is that incorrect?

Barry (10)
Gumpy (60)
Fredo (50)
Speck (80)
Sparky (20)
Ears (30)

Also, you mentioned a "hard to reach Computer", any additional hints to which Computer this is ?
Re: New feature: Intel[message #353564 is a reply to message #353559] Tue, 22 May 2018 20:34 Go to previous messageGo to next message
Flugente

 
Messages:3387
Registered:April 2009
Location: Germany
I meant 'does hacking show up in his background when you look at the laptop personnel page?'

Well... computers can only be hacked if they exist and aren't, say, blown up. Where can you find a computer with a high chance of being blown up?



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.


Re: New feature: Intel[message #353567 is a reply to message #353564] Wed, 23 May 2018 01:03 Go to previous messageGo to next message
GASK3T

 
Messages:154
Registered:March 2011
Location: USA
I KNOW THE ANSWER! happy
Re: New feature: Intel[message #353603 is a reply to message #353410] Sun, 27 May 2018 22:03 Go to previous message
Toybasher

 
Messages:12
Registered:April 2018
Flugente wrote on Thu, 10 May 2018 02:32
Hmm. It might be that ALLOW_EXTRA_CIVILIANS and ALLOW_EXTRA_MERCHANTS from JA2_Options.ini also need to be true. After setting those to TRUE, you might need to unload and re-enter the sector to spawn the merchant.


That fixed it for me.

I really think there's more and more settings that should default to on.

Extra Civs and Merchants (Otherwise Intel Vendor just won't work.)

Weapon Overheating (Hardly seems to have a big impact. Even in prolonged conflicts with fast firing weapons like the FAMAS I hardly heat up enough for it to be a big deal.)

Strategic Militia Movement (Since old mobile militia has gone the way of the dodo.)

On a side note how do I update my JA2 1.13 installation while keeping my saves and ini settings? (Not like I changed the settings too much. If I need to start a fresh ini because the newer one has more options and re-set my settings that's fine too.) Especially confusing because while there's a "savedgames" folder in my installation, it's empty.

EDIT: Saves are in profiles: Userprofile_JA2133 but I'm still curious how to update my installation.

I'm using the 8555 build and I'm a bit OCD with having the latest build. Especially like the new shotgun damage display (I.E. damage per pellet times number of pellets) and quest thing on map.

Is it just as easy as download the latest SCI, and extract it over my existing JA2 1.13 installation and overwrite all files?

[Updated on: Sun, 27 May 2018 22:19]

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