Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Take prisoners, interrogate them
Re: New feature: Take prisoners, interrogate them[message #333649] Thu, 12 June 2014 01:44 Go to previous messageGo to next message
anv

 
Messages:232
Registered:March 2013
Screaming prisoner could use not his ID as ubNoiseMaker but ID of any enemy (his enemy, meaning our merc) around him - enemies will treat it as player's noise and come to investigate its source, and militia will ignore it. Or you can even add special noise type - NOISE_SCREAM_FOR_HELP, that is considered only by bTeam of ubNoiseMaker, not the other way around.
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There's already talking cursor, it could be used to threaten when used on prisoners. Talk menu called on enemies even has 2 "Talk" options, one could be replaced with "Threaten". Or Pablo Greco solution - punching prisoner should make him shut up at least for a while (as long as any merc is still around).


Re: New feature: Take prisoners, interrogate them[message #333702] Sat, 14 June 2014 01:04 Go to previous messageGo to next message
Julix

 
Messages:92
Registered:June 2010
Location: Germany

I upgraded from 7205 to 7249. Did you change this feature drastically recently or are the circumstances just different, that I found myself in recently? -- Either way, thanks a lot again.

It feels much more natural now. - While still undercover I managed to knock out some guys, then put them in hand cuffs, without blowing my cover (and then stole them back, cause I only have the one pair, and don't think that's fair. Someone like her would have brought loads to Alruco... Razz ). Took a million reloads (as it should, because doing what she's doing is incredibly unlikely to work).

[sidenote: One of the first things I did was knock out an enemy in the radio role and steal his radio and take the battery out and drop it, yet they still manage to call reinforcements. Does that mean I missed a second radio man, or is it still true that any of the enemies can call reinforcements?]

I worked my way from the outside of the map towards the centre (going in a spiral, sort of), quite successfully. - But in the center people are more bunched together.

I was still figuring out what to do about them, as I finally ran into trouble. Suddenly there was reinforcements coming who then freed everyone. Going back a save I found out it was a problem with not being able to move the alive bodies, as one guy from the middle paroles that far out only rarely, thus making me think it was safe.

One of the first things I did was knock out an enemy in the radio role and steal his radio and take the battery out and drop it, yet they still manage to call reinforcements. Does that mean I missed a second radio man, or is it still true that any of the enemies can call reinforcements?


Moving alive, non-allied but co-operative or unconscious bodies would be a major game changer here, but as you said it would be difficult to do with picking up, due to temporarily making them disappear, become an object that somehow stores all their relevant information and then appear again, to potentially be freed later and continue being a soldier just as before?
But what if we do it without picking up? pushing/pulling for example?

-----

Another side note: While undercover and before ever discovered pressing D starts round based mode for me, and ending the round goes straight back to real time, not giving the "enemies" a turn because they're not my enemies yet. Repeatedly shifting between the two allows me to travel almost across the map (in round based mode) while everyone else is effectively standing still. While I love this for sneaking up to people where they might have turned or moved otherwise, it is effectively cheating. Any idea how to avoid it, besides not doing it?


Can't tell you how much I love your additions and contributions to this game! Smile
Re: New feature: Take prisoners, interrogate them[message #333703] Sat, 14 June 2014 01:26 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Enemies can always call reinforcements, and always could. The radio operator trait merely allows the player to do the same, and can use a skill - jam frequencies - to block anyone from calling reinforcements.

Pulling/pushing soldiers would require animations which we don't have, and will still be quite a lot of coding work.

You discovered the way that allows you to clean a sector with stalthkills and a single merc it seems Smile. That's a result of how the turnbased/realtime system works. I see no way around that, it's on the mechanics. One could change that by not starting realtime immediately after ending a turn with the enemy unaware, but that would just plain suck. Just don't do it Smile


Re: New feature: Take prisoners, interrogate them[message #333704] Sat, 14 June 2014 01:37 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
A thought.

Prisoners as hostages during a battle. Meat shields. I'd very much like it if I could send some poor redshirt out to stand in a doorway while I take cover behind him and start blasting.

Re: New feature: Take prisoners, interrogate them[message #333705] Sat, 14 June 2014 01:40 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Slax
A thought.

Prisoners as hostages during a battle. Meat shields. I'd very much like it if I could send some poor redshirt out to stand in a doorway while I take cover behind him and start blasting.
Flugente
Pulling/pushing soldiers would require animations which we don't have, and will still be quite a lot of coding work.


Re: New feature: Take prisoners, interrogate them[message #333706] Sat, 14 June 2014 01:43 Go to previous messageGo to next message
Slax

 
Messages:1448
Registered:July 2006
Location: People riding polar bears...
Acknowledged, mother base.

Re: New feature: Take prisoners, interrogate them[message #333709] Sat, 14 June 2014 06:23 Go to previous messageGo to next message
Gambigobilla

 
Messages:718
Registered:July 2008
I want to sell female prisoners to brothel in San Mona for extra monies. Maybe male prisoners too.

Is it doable?
Re: New feature: Take prisoners, interrogate them[message #333711] Sat, 14 June 2014 11:38 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
not to the brothell but to the Hillbillies
Re: New feature: Take prisoners, interrogate them[message #333718] Sat, 14 June 2014 17:10 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Doable - would require keeping track of prisoner gender. Hard part would be the selling itself, as prisoners are no items... Best way would be through the facilities menu. Can all be done relatively easy...

However, why?

Also, srsly?


Re: New feature: Take prisoners, interrogate them[message #333720] Sat, 14 June 2014 17:46 Go to previous messageGo to next message
Gambigobilla

 
Messages:718
Registered:July 2008
Flugente
srsly?

Nope
Re: New feature: Take prisoners, interrogate them[message #333722] Sun, 15 June 2014 09:44 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
Flugente
Doable - would require keeping track of prisoner gender. Hard part would be the selling itself, as prisoners are no items... Best way would be through the facilities menu. Can all be done relatively easy...

However, why?

Also, srsly?


for not having to slaughter that poor farmers "sniff"

at least not having to slaughter them at once.

Could this be done via escort female prisoner?
Re: New feature: Take prisoners, interrogate them[message #333724] Sun, 15 June 2014 15:32 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Escort? Prisoners don't 'exist' except when one is in a tactical sector. What you ask would require giving them travel orders and whatnot. Ugh.

The Hicks' quest is also one of the very few quests where the player has to make a morally questionable choice - do we spare the Hicks, and suffer less loyalty (which equals less money), or do we massacre an entire family for our personal gains (and lose a valuable source of food). I sure as hell won't provide a no-drawback solution to that one.


Re: New feature: Take prisoners, interrogate them[message #333732] Mon, 16 June 2014 10:27 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
You left the way to solve the prob by

marrying a female merc (e.g. Fox) to them
Re: New feature: Take prisoners, interrogate them[message #333747] Mon, 16 June 2014 20:28 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Hm? Yes, of course. But my point still stands Smile


Re: New feature: Take prisoners, interrogate them[message #333756] Tue, 17 June 2014 11:28 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1542
Registered:March 2009
Location: Broadwurschd-City
Gorro der Gr
Re: New feature: Take prisoners, interrogate them[message #334153] Fri, 11 July 2014 00:31 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
In r7327 and GameDir r2065, the following changes were made:
  • http://i57.tinypic.com/2mo1puc.png
    One can now select what type of prisoners a merc should interrogate primarily. This allows you to interrogate an officer first, without having to empty all troops and elites first.
  • Generals are now a prisoner type of their own. They cannot defect to your team - they won't turn into militia or so - but they yield a substantial ransom, should you be lucky. They also have a high chance of telling you where other generals are, if they give you info.
  • Interrogation points both required and generated have been drastically reduced. simply because it allows me to cut the size of the required variables :compcuppa:
  • fixes for bugs nobody found :luckystrike:
  • This does not break savegame compatibility (it is a new savegame version though). For what may seem highly dubious to anybody not reading the code, loading and old savegame with this will reset all artillery timers. And all underground tanks have been removed, though I highly doubt anybody had those :et4:
And with this, I am off to bring sickness and disease to Arulco :grimreaper: :pitchfork:


Re: New feature: Take prisoners, interrogate them[message #335888] Thu, 18 September 2014 01:09 Go to previous messageGo to next message
grim

 
Messages:319
Registered:July 2006
Location: France
In dev ver 7492, i have a problem concerning the militia numbers in the city description box. It seems to appear partly in hexa or something:

Screenshot


Edit : Just understood these were A-dmins R-egulars E-lites O-fficers G-enerals

Nevermind Very Happy

[Updated on: Thu, 18 September 2014 01:18] by Moderator

Re: New feature: Take prisoners, interrogate them[message #335890] Thu, 18 September 2014 01:16 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Hu? 17 prisoners, 5 capacity - 0 admins, 14 regulars, 3 Elites, 0 Officers and 0 Generals imprisoned. Seems okay to me. I didn't want to use several lines for this, thus the letters :secret:


Re: New feature: Take prisoners, interrogate them[message #335891] Thu, 18 September 2014 01:21 Go to previous messageGo to next message
grim

 
Messages:319
Registered:July 2006
Location: France
Yes i'm sorry, i've been through the entire thread several times and last info i checked on this panel was that :
http://i57.tinypic.com/a5kboo.png
Seing letters and numbers felt wrong to me at glance Wink
Re: New feature: Take prisoners, interrogate them[message #337410] Fri, 31 October 2014 14:35 Go to previous messageGo to next message
bkgmjo

 
Messages:6
Registered:October 2014
First off, thanks for awesome additions. Thought about making my cash with prisoners, but discovered this:

http://i61.tinypic.com/dxbyih.png

Also, pepper spray works wonders against terrorists, hicks and the like, as they seem to not react until losing a hit point (sometimes they do, not sure when this happens). So you can basically knock them out before the fight even begins.
Re: New feature: Take prisoners, interrogate them[message #337427] Sat, 01 November 2014 00:30 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Hi bkgmjo, welcome to the pit!

Hu. Never seen that before, not sure why that would happen... which exe revision are you playing with? Does that always happen, or only sometimes? Do you, perhaps, have a savegame from directly before that incident?


Re: New feature: Take prisoners, interrogate them[message #337432] Sat, 01 November 2014 07:56 Go to previous messageGo to next message
bkgmjo

 
Messages:6
Registered:October 2014
Thanks for the welcome,

Says version 1.137609 (2014 official build) 14.10.24 (1.13 downloaded 3 days ago and installed over a fresh Gold Version install)

Sadly I don't have a savegame, but it happens every time my mercs interrogate. I have several such entries in the cash log.

I have a few self-modded items in the game, but I doubt some extra LBE items could cause this. All prisoner-related entries in INIs are untouched. However, to test the new features I cheated training points needed and set BSE-points to max to have all Mercs on 100 on all values and lvl 10. No cheats were executed ingame.

Game is on Pro, Tons of Guns, Old Skills, new Attachment System, Bobby Ray Both Max, Progress Normal, SciFi.

The only prison I owned was in Cambria and prisoners were lowest class(surrender) and elites(handcuffed). As somewhere I read equipment plays a role: Both interrogating mercs had a G3A3 with Match Ammo, no armor, NVG IV, a bit of ammo and headphones and a bag full of loot from the last fight. Skills do no seem to influence it, same effect with Night(x2), Throw(x2), Electro/Lock mercs. Fully camoed.

Let me know if I can do anything else to help solve this.

[Updated on: Sat, 01 November 2014 08:16] by Moderator

Re: New feature: Take prisoners, interrogate them[message #337433] Sat, 01 November 2014 08:12 Go to previous messageGo to next message
Gambigobilla

 
Messages:718
Registered:July 2008
I'd say "old skills" is the culprit.
Re: New feature: Take prisoners, interrogate them[message #337434] Sat, 01 November 2014 08:19 Go to previous messageGo to next message
bkgmjo

 
Messages:6
Registered:October 2014
Any reason why you'd say that?
Re: New feature: Take prisoners, interrogate them[message #337440] Sat, 01 November 2014 14:12 Go to previous messageGo to next message
Gambigobilla

 
Messages:718
Registered:July 2008
Old systems are rarely used so we rarely get bug reports about them.
Re: New feature: Take prisoners, interrogate them[message #337453] Sat, 01 November 2014 17:55 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
It seems extremely unlikely that traits would have any influence on this, as they do not influence the amount of money one can receive.

A savegame of the situation would be helpful, I havent been able to reproduce the issue.


Re: New feature: Take prisoners, interrogate them[message #337472] Sat, 01 November 2014 23:39 Go to previous messageGo to next message
bkgmjo

 
Messages:6
Registered:October 2014
I tried to narrow it down and got this:

http://i.imgur.com/srtcXOz.png

If you ask me, that's some kind of strings file or string lookup error.

The INI does not seem to have any effects on this, I tried with the original settings and got the exact same results. However, here the savegame if it helps. Removed all items I made myself from the game, hope that makes it loadable. http://s000.tinyupload.com/?file_id=07480049338950643116

Edit: Looking more closely at other strings: I get lots of "Betriebskosten" entries, which should actually be sold from sector inventory things and what was labeled as "L

[Updated on: Sat, 01 November 2014 23:45] by Moderator

Re: New feature: Take prisoners, interrogate them[message #337473] Sun, 02 November 2014 02:09 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Indeed. There was a missing string in German/Dutch/Italian files, which caused this. No idea how that happened (or when, since the missing string was very old). Fixed in r7632.


Re: New feature: Take prisoners, interrogate them[message #337475] Sun, 02 November 2014 03:20 Go to previous messageGo to next message
bkgmjo

 
Messages:6
Registered:October 2014
So, since this got solved and I am not asking too much... could you maybe add a block to handcuffing NPCs like terrorists, The General, Conrad and others you cannot really imprison? Asking because the only thing that happens is when you activate time compression the victim has freed itself and attacks again. You can however also use this as glitch that allows very quick loyalty rising by capturing them over and over again after 5 mins of time compression as it counts as won fight.
Re: New feature: Take prisoners, interrogate them[message #337476] Sun, 02 November 2014 05:07 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Fair enough, that shouldn't have been possible in the first place... fixed in r7634. Keep spotting, soldier!


Re: New feature: Take prisoners, interrogate them[message #337478] Sun, 02 November 2014 06:01 Go to previous messageGo to next message
bkgmjo

 
Messages:6
Registered:October 2014
Hah, don't tell me such a thing. I play games to discover every bit, not to win them Razz

Is there some kind of bugtracker I didn't find yet though? Not sure if posting everything on forums is the right way and I'm not sure who is who in the pit yet and responsible for each element.
Re: New feature: Take prisoners, interrogate them[message #337482] Sun, 02 November 2014 14:24 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Posting on the forums is the right way.

2014 Stable bugthread

Normal bug thread

If the bug is feature-specific, post under the feature's thread, as you did here.


Re: New feature: Take prisoners, interrogate them[message #339758 is a reply to message #337482] Sun, 01 March 2015 00:50 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
As of r7763 and GameDir r2215,


  • Civilians can finally be captured. Either by handcuffing or by asking them to surrender. To remove an obvious exploit, this is only possible if they are hostile to you.
  • A civilian's faction needs to have <fCanBeCaptured>1</fCanBeCaptured> in CivGroupNames.xml in order to be capturable (is that a word?). In stock this is set for the Kingpin, Hicks and Warden factions. Modders might want to adjust this (*looks in wil473's direction*)
  • Civilians can be easily interrogated. They cannot give you info on the enemy (because how would they know anything?). They can defect, but we can't jut allow any random inbred farmer to simply join the ranks of our most glorious revolution, can we now? They need at least a refreshing course - they will join as volunteers.
  • It should now be impossible to handcuff a profile-based NPC (Conrad, General, Mike etc... basically anyone with a 'talking face' falls under this). These people cannot be captured. It would be nice to later visit them in prison, but that is almost guaranteed to cause horrible things to quests.
  • If the enemy team has profile-based NPC members in combat (Mike for the enemy, Darren & Daryl for the Hicks, Kingpin's people for the Kingpin faction etc...), then asking them to surrender won't work. These evil leaders simply wont allow it! So if you want to make prisoners, remove their leaders first...
  • Tanks cannot be captured as well (our handcuffs are too small!). as long as a tank is present, the AI will never surrender.
  • As the facility overview for prisons was confusing (people mistook the abbreviations for Hex code), this might be more clear:
    http://i.imgur.com/fX8nRhv.png
  • If you have no prison, you have to let any prisoners go - but now up to a third of them might join your volunteers. Consider it a consolation prize.

    Also note that it is now thinkable (though unwise) to shanghai your entire militia. You need volunteers, and technically, conquering cities and enslaving the population also gives you that... suprised
    You need to set CAN_TRUE_CIVILIANS_BECOME_HOSTILE to TRUE for that though, set fCanBeCaptured to 1 for faction 0 and attack each civilian all the time. Global loyalty (and thus income) will drop to rock-bottom... but yes, you can now have a militia that is made entirely out of enslaved civilians you beat up and caught suprised
    I consider this my good deed of the night angel

[Updated on: Sun, 01 March 2015 02:55]




"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

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: Take prisoners, interrogate them[message #340650 is a reply to message #339758] Tue, 21 April 2015 23:32 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
If, say, some modder were to create a gigantic prison map, then there might be more than 16 cells in there. As I don't feel like adding a gazillion stupid tags, I've instead made the tags in SectorNames.xml a bit better - there can now be and infinite number of prison rooms (well, limited to 2^16 - 1 really due to room numbers, but... yeah).

Old usage:
...
<usPrisonRoomNumber00>41</usPrisonRoomNumber00>
<usPrisonRoomNumber01>42</usPrisonRoomNumber01>
<usPrisonRoomNumber02>44</usPrisonRoomNumber02>
<usPrisonRoomNumber03>45</usPrisonRoomNumber03>
...


New usage:
...
<usPrisonRoomNumber>41</usPrisonRoomNumber>
<usPrisonRoomNumber>42</usPrisonRoomNumber>
<usPrisonRoomNumber>44</usPrisonRoomNumber>
<usPrisonRoomNumber>45</usPrisonRoomNumber>
...
Looks similar, but saves a lot of lines (why I had 16 different tags in the first place I don't know. Me being stupid guess).

Using a room multiple times is possible. Prisoners are distributed on the rooms in the order the rooms are in the xml, starting from the 2nd room, with the order repeating itself.
Prisoner bodytypes are in the order of REGMALE, BIGMALE, STOCKYMALE, REGFEMALE, REGMALE, ..., just in case you want to have strict gender separation in your prisons.

This code change is active as of r7826 and GameDir r2234. The changed Map/SectorNames.xml is required due to the changed tags ( but as nobody would ever be so careless as to use a new exe without the correct xml data, this will surely not be a problem angel ).



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

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: Take prisoners, interrogate them[message #340657 is a reply to message #340650] Wed, 22 April 2015 09:50 Go to previous messageGo to next message
silversurfer

 
Messages:2408
Registered:May 2009
Oh oh, I see problems coming for all mods that alter maps. Players won't be able to use the current SCI anymore and if the modder updates SectorNames.xml it won't work with the stable exe anymore. In the end they will have to provide a stable and dev version of the mod.
I had this problem already with facility type "STRATEGIC_MILITIA_MOVEMENT" in WF maps mod which crashed the stable exe so I had to remove it. Time to drop stable support altogether...



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: New feature: Take prisoners, interrogate them[message #340891 is a reply to message #340657] Tue, 05 May 2015 23:52 Go to previous messageGo to next message
fightcancer

 
Messages:167
Registered:February 2005
Location: USA
Using the newest stable release of 1.13, for some reason Flo cannot successfully interrogate prisoners with a Leadership of 50. Why is that? She keeps trying in D5, San Mona, but she's been doing it for 2 days now and nothing happens. There is only 1 prisoner. Thanks!
Re: New feature: Take prisoners, interrogate them[message #340892 is a reply to message #340891] Tue, 05 May 2015 23:56 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
If she's on the assignment, tow numbers should show on her face in strategic: The first is her interrogation points, the second the number of prisoners. What is the first number?
Also, having a threatening gun in her primary hand is an easy way to boost her number.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

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: Take prisoners, interrogate them[message #340896 is a reply to message #340892] Wed, 06 May 2015 07:43 Go to previous messageGo to next message
fightcancer

 
Messages:167
Registered:February 2005
Location: USA
OK, I'll put a powerful gun in her hand.

EDIT: Her number is 0/1. She is holding a Colt M4A1. What stat(s) raise(s) it please?

[Updated on: Wed, 06 May 2015 07:45]

Re: New feature: Take prisoners, interrogate them[message #340903 is a reply to message #340896] Wed, 06 May 2015 23:31 Go to previous messageGo to next message
Flugente

 
Messages:3416
Registered:April 2009
Location: Germany
Hm. Hmmm. Found the issue, its rather.. unfortunate.
The interrogation points for a merc are derived as follows (pseudocode):
base interrogation points = 20 + 3 * level + 0.5 * leadership;

threatenvalue = soldiers threatening effectiveness * usApproachFactorThreaten * (100 + background threaten effectiveness modifier) / 100

interrogation points = (base interrogation points * threatenvalue  * (100 + background interrogation effectiveness modifier)) / 100;

final interrogation points = (interrogation points * prison interrogation performance modifier) / (700000);

final interrogation points can then still be lowered by fatigue
The problem in this case (Flo) is that her usApproachFactorThreaten, which is read from MercProfiles.xml, is 0. This is bad, because as a result, the interrogation points are then 0 - and no training will ever change that. This value is also fix once a campaign has been started - changing the xml value wont affect an ongoing game.

There are a few other cases where this issue might also come up. Simply speaking, some of the original profile values from Sirtech are just bogus... in this case they specified that Flo could never, never have a chance of being any good in any 'threaten' check.

It's rather reasonable to change that, but that won't help you here - your Flo is completely unable to interrogate anyone ever.



"Is there any way to get the blood to flow up the walls?"
"I don't see why not."

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: Take prisoners, interrogate them[message #340904 is a reply to message #340903] Thu, 07 May 2015 07:54 Go to previous messageGo to previous message
fightcancer

 
Messages:167
Registered:February 2005
Location: USA
Thanks. I appreciate the info! happy
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