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Re: Community Wishlist for JA:F[message #318763] Mon, 06 May 2013 00:16 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Shanga
I was referring strictly to the technical discussion that is usually covered by NDA.
Then we are in agreement, again Very Happy

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Sergeant
Re: Community Wishlist for JA:F[message #318765] Mon, 06 May 2013 00:36 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
R@S
And I think we should disagree more.

:devilaugh:

SCNR

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Sergeant Major
Re: Community Wishlist for JA:F[message #318766] Mon, 06 May 2013 00:43 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Sam_Hotte
R@S
And I think we should disagree more.

:devilaugh:

SCNR
I'm trying, isn't that apparent?

Also, ROFLMAO Very Happy

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Sergeant
Re: Community Wishlist for JA:F[message #318773] Mon, 06 May 2013 11:35 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Any of you guys ever try to script a new mission for BiA? They only had 4 functions for it, is the guy there, does he have a specific item and two others to silly to remember. And this was for tactical RPG, and you didn't even have the possibility to do a skill check Surprised

I was looking for the old BSM thread on this board, and it seems to have gone missing. But I did find the Ask bC Thread which might be useful since some of the old-timers still had some faith in the IP back then.

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Sergeant
Re: Community Wishlist for JA:F[message #318774] Mon, 06 May 2013 11:40 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
*edit
never mind

[Updated on: Mon, 06 May 2013 12:17] by Moderator

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Master Sergeant
Re: Community Wishlist for JA:F[message #318776] Mon, 06 May 2013 11:55 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
That one?
http://www.bears-pit.com/board/ubbthreads.php/topics/288382/1.html

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Captain

Re: Community Wishlist for JA:F[message #318777] Mon, 06 May 2013 12:16 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
this one, never mind. Seems like the search function does work today Smile

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Master Sergeant
Re: Community Wishlist for JA:F[message #318781] Mon, 06 May 2013 14:29 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
Can anyone answer me a simple question, because I feel like we're wasting perfectly good cyberspace here:

- What parts of the Unity engine could be "locked" for modding and what parts are FC referring to as being "restricted"?

This kind of "we would, but we couldn't" game is driving me up the wall. Is it so hard to make a modular game out of Unity? From my limited experience that thing is more pluggable than a 2 dollar whore. Why is this theme coming back in all FC interviews? What nasty surprise are we up for?

@JAFTeam - give us in plain english a list of the features that are open and a list of the features that are closed to modding. Don't worry if you think it won't be complete, we'll ask for details.

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Captain
Re: Community Wishlist for JA:F[message #318782] Mon, 06 May 2013 14:49 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:143
Registered:April 2010
I must say that I don't understand some things here...

Doesn

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Sergeant
Re: Community Wishlist for JA:F[message #318783] Mon, 06 May 2013 15:11 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
Doesn

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Captain

Re: Community Wishlist for JA:F[message #318785] Mon, 06 May 2013 15:40 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
derek

Doesn

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Captain
Re: Community Wishlist for JA:F[message #318792] Mon, 06 May 2013 16:16 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
Shanga
@JAFTeam - give us in plain english a list of the features that are open and a list of the features that are closed to modding. Don't worry if you think it won't be complete, we'll ask for details.


What will be open:

- Adding Items (Weapons, Trash, armor etc.)
- Balancing (which comes along with Items but also with already existing stuff)
- Adding more characters
- Adding new options to the game (optional things to activate / deactivate)
- Prbly, if we can do that, new maps with an editor.

We try to open up everything else as well. However, that's quite tricky and we're already searching for a solution here. Unity doesn't directly support loading code via external loading the easy way. We're trying to find a solution here however. So that everyone will be able to add new functions / features as well, if he / she wants to do so.

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Staff Sergeant
Re: Community Wishlist for JA:F[message #318793] Mon, 06 May 2013 16:18 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
Shanga

Might be, but they're are treating it as if it's just another license they can milk for money. If it was the ultimate goal of their life they would not have stated that if KS fails they'll just abandon the license and move on.


Actually no. We could go back to bitComposer and ask for the funding. But we prbly won't do that. Again: We don't want a work for hire deal for a publisher. However, about funding, we than would need to search other investors. And that again would also bring bC back to the plan as this would need yet more legal-stuff to be done. And we actually want to be as free as possible. We're not out for the big bucks, we're happy as long as we can continue to develop games.

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Re: Community Wishlist for JA:F[message #318805] Mon, 06 May 2013 18:25 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
Lets try and add to that list (yes/no/maybe will do atm)

- AI routines for enemy, RPCs an NPCs
- dialogue and quest scripts
- Chance to Hit and damage formula
- weapons and armor models + attribs including their effect on cth and dmg
- weapon and armor addons / attachments
- merc, rpc, npc models incl. hitboxes
- ingame objects and their attributes (see expanding tilesets in ja2)
- interface

I'd add more but atm i am typing on a fuckin ipad and i hate it.

[Updated on: Mon, 06 May 2013 18:26] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #318807] Mon, 06 May 2013 18:29 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
Shanga:

AI Routines: Not yet. But we're on it for outsourcing this as well.

- Dialogue and quests: As far as I know, yes (will have to talk to my boss about that to back me up Very Happy)
- That's balancing again
- That's adding Items again
- Same here
- Hitboxes I'm not quite sure, prbly. The rest: Yes. Will ask Thomas too but as far as I know: Yes.
- That's adding Items again I think?
- interface. That's quite a thing I really have to ask.

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Staff Sergeant
Re: Community Wishlist for JA:F[message #318809] Mon, 06 May 2013 18:41 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
Sounds good. By interface i mean all that is related to above (can't add stuff if you can't mod an interface for it). Think something like NIV or additional gun info/tooltips

Ps: fuck apple and retarded onscreen typing

[Updated on: Mon, 06 May 2013 18:45] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #318810] Mon, 06 May 2013 18:42 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
-ingame objects
No, not items. Think trees, bushes, trashcans, ... - scenery and world objects

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Captain

Re: Community Wishlist for JA:F[message #318811] Mon, 06 May 2013 18:47 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
Ah that. Have to clear that then.

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Staff Sergeant
Re: Community Wishlist for JA:F[message #318812] Mon, 06 May 2013 18:51 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
DepressivesBrot
-ingame objects
No, not items. Think trees, bushes, trashcans, ... - scenery and world objects


When adding a new obj to ja2 it was a pain in the butt to define material properties. Since this is 3d i hope it will be much easier.

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Captain
Re: Community Wishlist for JA:F[message #318813] Mon, 06 May 2013 19:06 Go to previous messageGo to next message
grim is currently offline grim

 
Messages:344
Registered:July 2006
Location: France
By the way, thank you for your answers, they are appreciated!

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Master Sergeant
Re: Community Wishlist for JA:F[message #318820] Mon, 06 May 2013 21:59 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1410
Registered:July 2006
Location: People riding polar bears...
Arms dealing in the style of Deadly Games. Mmmm...

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Sergeant Major
Re: Jagged Alliance: Flashback now on Kickstarter[message #318869] Tue, 07 May 2013 13:36 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:143
Registered:April 2010
Ideas



1. 100AP system
Like in 1.13

2. Weapon customization and stats
Like in 1.13, please don

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Sergeant
Re: Community Wishlist for JA:F[message #318870] Tue, 07 May 2013 13:48 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
Here's a list of features the community has dreamed of since JA3 was announced a decade ago. Dunno if it's of any use, but they deserve the spotlight each time someone says a new game is in the making:

  • Multiple Endings; It would be nice to have more than one defined ending for the game. Although JA2 has great replay value with the slew of mercs and tactical situations, it always geared to the same final showdown with the same results. Having game events impact the possible ending would be fabulous.
  • This is the one I desperately want to see in all my favorite character-driven games. The paper doll inventory system. For those that don't know, it's alot like the old paper cut-out dolls where you would put different items on the paper doll in whatever fashion you wanted. The earliest game I remember playing that used it is Ultima VII: Serpent Isle. More recently, Rage of Mages 2 (god awful game, but the inventory rocked). Instead of 'slots', when you equipped a weapon, the item was visually placed in a static representation of your full-body merc's hands.
  • I wish I could see on my mercs:
    - different clothing
    - tech kits
    - wounds/maiming/bloody patches
    - dirt/water
    - different firing attitudes (single hand shooters, both hands shooters, one hand used for support, etc)
  • New modes of transport: trains, vehicles that work inside the sector, rubber dingy for coastal attacks, planes you can parachute from.
  • New strategic option brought on by new vehicles such as trains:
    1. Detonating a tree next to the line with explosives causing a blocked track.
    2. Detonating explosives in a cutting causing a landslide to block the tracks.
    3. Blowing up a section of track.
    4. Comandeering a signalbox and stopping a train by throwing a red light or switch.
    5. Blowing a bridge or tunnel.
    6. Firing Laws or Mortars at the locomotive. (bad for loyalty killing civilian rail workers)
  • Vehicles:
    More of them, have abandoned vehicles which mercs may (or may not) be able to repair. Allow storage of items into these vehicles (a must! I believe this would eliminate the need for a base). Allow mounting of specialized weapons to the vehicles. The vehicles can still be stationary in the sector, this would limit the use of specialized weapons because the enemy would have to be in close contact with the vehicle (let the user place the vehicle like they do mercs when entering an occupied sector). Moving vehicles could also be performed based on current APs for each vehicle

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Captain
Re: Community Wishlist for JA:F[message #318871] Tue, 07 May 2013 13:51 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
Here's a special topic by Akodo, one the the best gun nuts this forum had. He's envisioning a complete new weapons system and goes right to the nity-gritty details of AP costs for a huge lists of weapons. Since the post is rather big, I recommend reading it in place, I'll just select a few quotes here:

Captain
Re: Community Wishlist for JA:F[message #318872] Tue, 07 May 2013 13:52 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
  • A certain ammount of food would be required per day to keep the mercs energy up. Perhaps special rations could keep the energy level higher during the day. But certainly nothing any more complicated than that.it would just be one more logistical thing. Basically I found that there was WAY to much money to be made. So one of the ways to combat that would be that you have to buy food to support your troops.
  • 1. Mercenaries: Backgrounds: there should be more nations represented. Especially there should be more characters from countries with a "militaristic vibe", as I like to call them. This includes, for example, countries with a turbulent history (Africa, Middle-East, former Soviet Union, Latin America...) and countries with a conscription (Israel, South Korea, Finland...). Also, more women. Military isn

    [Updated on: Tue, 07 May 2013 14:14] by Moderator

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Re: Community Wishlist for JA:F[message #318873] Tue, 07 May 2013 13:52 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
  • 1)first, better AI and more tactics involved. The lack of real tactics is what make rpgs boring to me. It's good to have a few different tactics depending on a situation and sector(first sectors would be the core ja, subquest exotic tactics, final challenges, or dedicated merc enemy teams...). I suggest the ability to call tacticians during the game(with various costs and risks about the discretion of the attack), buying plans, or critical datas to prepare an attack(at what time there will be less guards, when should we attack to recruit people and have a good timeframe, who are the principal/mandatory target to have to kill less people... etc)... Maybe this could be easy-moddable, and imho the easiest way is to make it easy to script, and make them full text (not requiring graphics or sound) features.
  • 2)more realistic maps(levelled?, physics, weather changes...)
  • 4)I like the ability of training militia, but what about training people to recruit them and replace as backup. You would accomplish missions, kill people and people depending on how they judge them as success, or failure, will accept to be trained. Their availibility would depend on their job in town, or such. Indeed, I would prefer if a player accept the death of their characters, and don't reload to return at a save point. They would count instead on their backup. And for the training side, if someone of your team is a sniper and decide to train a rookie, the rookie would be sniper, with maybe some modified stats.

As a final note: these are random thoughts by various players of the JA2 titles. Not a must-have, but things you can think of proposing when you need ideas for new features.

[Updated on: Tue, 07 May 2013 14:19] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #318875] Tue, 07 May 2013 14:23 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
derek's wishlist moved here

Ideas



1. 100AP system
Like in 1.13

2. Weapon customization and stats
Like in 1.13, please don

[Updated on: Tue, 07 May 2013 14:26] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #318926] Tue, 07 May 2013 19:38 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
I'm not sure if it has passed by in great detail yet but it would be nice to have more than ground and roof level on the tactical maps, I'm not talking skyscrapers but one or two extra levels would be nice!

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First Sergeant

Re: Community Wishlist for JA:F[message #318929] Tue, 07 May 2013 19:59 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
I 2nd this; at least 3 levels like trench/underground, normal and 1. level should be in, another 2. high ground was chocolate topping ... Smile

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Sergeant Major
Re: Community Wishlist for JA:F[message #318931] Tue, 07 May 2013 20:06 Go to previous messageGo to next message
Vortexdr is currently offline Vortexdr

 
Messages:57
Registered:April 2013
Totally agree need a bunch of levels, cant be that hard. Didn't XCOM: Terror from the Deep have like 5+ levels Razz

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Corporal
Re: Community Wishlist for JA:F[message #318933] Tue, 07 May 2013 20:58 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
I just wish for enemies that give me trouble even when i'm fully equipped and leveled up and not with overwhelming numbers. Nothing else. If that was possible, i wouldn't need as many weapons as there were in original JA, just 1 example of each.

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Master Sergeant
Re: Community Wishlist for JA:F[message #319052] Wed, 08 May 2013 20:02 Go to previous messageGo to next message
malthaussen is currently offline malthaussen

 
Messages:91
Registered:January 2005
Location: Philadelphia
Going against the flow, I would like to see a "minimalist" switch for the images and animations, etc. In Silent Storm, I edited out all the backpacks and so forth as they seemed like useless clutter to me. So for those who want to see LBE, camo streaks, weapon attachments, and so on, go for it, but I'd like to be able to turn off all that clutter.

-- Mal

[Updated on: Wed, 08 May 2013 20:03] by Moderator

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Corporal 1st Class
Re: Community Wishlist for JA:F[message #319054] Wed, 08 May 2013 20:07 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
I'd like to be able to dig a trench , crawl into a crater and climb a tree to snipe .

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Captain

Re: Community Wishlist for JA:F[message #319102] Thu, 09 May 2013 00:07 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3479
Registered:January 2000
Location: Danubia
lockie
I'd like to be able to dig a trench , crawl into a crater and climb a tree to snipe .


Also crawling/crouching through knee deep water, hiding among vegetation (cattails and weeds).

And scuba gear action.

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Captain
Re: Community Wishlist for JA:F[message #319129] Thu, 09 May 2013 11:50 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Peeking round trees/walls ? In and through windows ... leap tall buildings with a single step ... oh , sorry , had my Superman cloak on there Embarrassed

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Captain

Re: Community Wishlist for JA:F[message #319134] Thu, 09 May 2013 12:11 Go to previous messageGo to next message
derek is currently offline derek

 
Messages:143
Registered:April 2010
Definitely ability to lean/look behind corners!
And of course - to throw grenades around corners and shot while leaned.

Open doors while standing sideways.

Throw granades while standing sideways nex to doors/windows without leaning or looking inside (blind throw).


Shooting auto fire options in Bridge E5 and 7.62 are great also 8maybe a bit too much to ask).

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Sergeant
Re: Community Wishlist for JA:F[message #319271] Fri, 10 May 2013 13:57 Go to previous messageGo to next message
Cipriano is currently offline Cipriano

Messages:3
Registered:May 2013
Location: France

Good day everyone,

Finally decided to register on the forums after reading here from time to time.Jagged
Alliance 2 1.13 being one of my top 5 favourite games of all time, along with the
Silent Storm series(whitout Panzerkleins mod), Man of Prey, 7.62 and Brigade E5.
After the BIA failre, i abandonned hope that a worthy JA2 sequel will be released.
Hope this'll change with FC and the JA:F Kickstarter campaign.

In my opinion there are four aspects that made JA2 one of the best games ever created,
hope these will be implemented:

1. First and most important the TURN BASED tactical combat.
2. The mercenaries personalities,relations and dialogues.
3. The amount of weapons and weapon customization.
4. The chessboard map allowing to visit the sector of your choice.

These four aspects created the whole atmosphere on mediocre graphics.

The new base management feature is a good start, and more micro managment would improve
the game even more : backpacks limiting or increasing the amount of loot mercs can carry,
use of vehicles (cars, trucks, planes, helicopters, some requiring specialized mercs with
traits like pilot to be used), TB tank battles (requiring hirable tank crews), heavy mgs
mounted on pick ups and or used for sector defence, mechanics required to maintain and
repair vehicles,vehicle inventory,food and water consumption, mercs required to train
militia in the different sectors/cities, swimming and boats, parachutes, night ops, more
mercenaries and different types of enemies (recruits,soldiers,special forces),(optical)
camouflage visible on mercs portraits and 3dmodels, many different uniforms, Intercept's
Most Wanted bounty hunting with 6-10 fugitives on San Christobal, airports, docks (needed
to export resources from mines and factories etc., more than 2 mercenary companies,
pl consider these as stretch goals.

Thanks for reading and have a nice day.

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Civilian
Re: Community Wishlist for JA:F[message #319304] Fri, 10 May 2013 21:40 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
Messages:292
Registered:November 2008
I know it may be too early to ask about this since everything is still up in the air, but what about the scale of tactical maps? This is very important as it impacts how weapons work in the environment.

Im sure that anybody playing JA2 noticed that in vanilla pistols are completely useless. 1.13 tried to fix it somewhat but pistols still were pretty much useless. This wasent due to weapons stats exactly, it was an issue of map scale. Due to low scale (ie. small maps) mercs sight range and weapon ranges had to be scaled down, with meant that you had to stand next to your enemy to to have any kind of chance to to make pistols useful except for some lucky hit. This meant that you could not use cover, or had to engage an enemy with had longer range weapon.

However I installed AIMNAS Xmas release with contained a Big Maps. I have also used a minimod that edited chance-to-hit so weapons were accurate at much longer ranges, I also increased weapon ranges 3 times and gave mercs 100 squares sight range. The results are simply astonishing: the firefights are very, very, VERY intense and dynamic with lots of positioning, flanking, cover fire and suppression fire, and that is just landing in Omerta! Also pistols became very useful since now you can shoot across the street if you get jumped by the enemy. Also since CTH was increased across the board, to take increased map size into account, at close ranges pistols are very accurate and their low AP usage makes them very deadly close combat weapon in cases where larger weapons would be unusable. Now Im really considering hiring Meltdown and keeping her for close combat situations utilizing her ambidexterity and gunslinger talent, this, combined with low AP usage of pistols and now them being actually useful, could create a really powerful combo.

As you can see a scale of tactical maps had a HUGE impact on a whole weapon class (or 2 if you count machine pistols as well), making them completely useless.

[Updated on: Fri, 10 May 2013 21:41] by Moderator

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Master Sergeant
Re: Community Wishlist for JA:F[message #319504] Mon, 13 May 2013 13:53 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Might be wrong , but haven't noticed any mention of underground areas , mines caves etc .

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Captain

Re: Community Wishlist for JA:F[message #319542] Mon, 13 May 2013 19:34 Go to previous messageGo to previous message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
From 15th KS update about "World Economy"

1."Income from tax collecting": IMHO you'll need a good explanation or "background" story for this, as the band of mercs player is bringing along won't be doing tax collecting. So IMHO there should be something like "the income from controlling sector X is from your share on the smuggling and bar keeping the Santos Bros are conducting, food the loyal inhabitants are donating etc.".
(referring here to those sectors that do not feature an obvious sort of income from "production facilities" like banana- or drug plantation etc.)

Quote:
An idea up for discussion:
2. We are thinking about making some sectors a money-sink. For example a military base or a hospital. Because these things can become quite expensive in terms of maintenance.
3. You can lose control of some sectors if your faction loyalty shifts.
4. Roads and otherwise

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Sergeant Major
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