Staredit Network > Forums > SC1 Map Showcase > Topic: (7) Civilization World 7.9.8E
(7) Civilization World 7.9.8E
Apr 10 2009, 11:51 pm
By: -BW-Map_God  

Apr 10 2009, 11:51 pm -BW-Map_God Post #1



Edit: Updated thread to include information on 7.9.5 to 7.9.8E. Download off Sen:
http://www.staredit.net/files/120/

Or download at:
http://drop.io/CivWorldLadder#
Password is SWJSWJ


So yea, I worked on this map a lot when we had a ladder going for it (Civilization World Ladder--a UMS Map Ladder :D) but then when trying to make 7.9.5 I ran into some problems with crashing and unable to change anything. Anyway I recently noticed that SCMDraft had been updated and I was able to continue to edit the map with it so I finally decided to hammer out 7.9.5 using all the suggestions from people in the ladder and adding in some new things I really wanted to put in such as random country selection. The ladder will be starting up a second season now that this map is finally out again. If anyone is interested be sure to checkout:
http://z14.invisionfree.com/Civ_World_League/

You can download the map off SEN:
http://www.staredit.net/files/120/

And you can find me on USWest mostly, or at least my bot MGGL in op mggl.

Here is the change log for the latest version, if anyone sees any issues or has ideas please bring them up on the map's forum..or I guess in this thread if your too lazy to register for another forum :lol:.

Version 7.9.5 Fixes: (04/07/09)
-Updated Version Information on Map Description.
-Updated version Information in Briefing.
-Disabled all beacons along the top for wonders, age advances and improvements as well as governments to help avoid computer AI confusion in selecting advances and wonders.
-All Computer Swordsmen replaced with Warriors and computer has been given the warrior attack upgrade.
-Removed the Republic government indicator, intend to use it as new capitals indictaor. Trying to find something to replace it for marking Republic.
-Adjusted the location of Anarchy indicators slightly to make it easier to tell what government someone is in.
-Updated government indicator unit in Republic trigger for when a revolution is caused, templars (formerly capitals) will now be used to mark Republic Government.
-Reduced wait time on cycling between Colonies/Men/Resources to five seconds instead of ten seconds during Pre-Nano Ages.
-Updated Republic triggers to take into account the new unit representing The Republic Government.
-Updated Republican Guard trigger so that it isn't triggered by templar built on the World Map as well as updating the Trigger for switching to Republic Government.
-Removed the center view after Courthouse is built on the government chooser area.

(04/08/09)
-Fixed up the final stats sheet for Season 1 and prepared google documents for stat sheet for Season 2. Updated all the appropriate links on the forum and renamed the 7.9.4 Civilization Ladder forum to 7.9.5 one.
-Got Bot MGGL up and running and added in some custom commands on him again.

(04/09/09)
-Set P7 owned Capital Indicators at all locations which are zerg cacoons in the air so that capitals will not get in the way with movement. A player's capital will be indicated by the cocoon at that location becoming there side's color. Capitals should be placed to prevent any placement errors from things spawning at a player's capital.
-Added in a new trigger to account for when a player has no capital under the new capitals system for P1-P8.
-Fixed a bug that could prevent someone playing as England's crossbowmen from upgrading into Musketmen.
-a Communist Government now has a revolt triggered if they have less than four factories (armories). Previously it was too hard to collapse a Communist government by getting them down to one factory.
-Increased Republic income from +5 per second to +6 per second.
-Removed the center location trigger when someone builds a Democratic Assembly (Spire) changed to a minimap ping.
-Army size unrest spawn once a timer for a player with over 50 men on the World Map. Previously it was for 10 men, later unrest spawns for armies over 100 and 160 Men. Doesn't apply to non-anarchy governments.
-All critter (hunting) spawns now spawn equally and work. Problem previously was when a string limit was hit in an older editor causes some of the triggers to stop working.
-Reworked all of the Force 1 Triggers involving Republic.
-Reworked P1, P2, P3, P4, P5, P6, and P8 Capital Triggers.
-Removed unreliable exactly from some triggers causing size corruption penalties.
-Added a preserve trigger to the penalty for having 7 Civil Unrest.

(04/10/09)
-Fixed the mysterious P6 bug where P7 musketmen and a calvary sometimes spawned at P6 barracks trying to make more marines.
-Archer Range increased has been pushed back to a Medieval Age improvement by increasing the gas cost instead of the Iron Age.
-Added some Industrial Age looking wheels next to the beacon before you advance to the Industrial Age.
-Reduced the Nano Age Leaderboard wait time so that game stats will cycle through more quickly.
-Fixed a minor Modern Age Information typo.
-Removed annoying map re-centers when you advance to the Iron Age, Medieval Age, Imperial Age, Industrial Age, Modern Age, Space Age and Nano Age replacing them with mini-map pings.
-Fixed the bug where farms didn't die once any player got to the Industrial Age. They will now continue to need to be re-planted until you personally get to the Industrial Age.
-Fixed a minor bug that might allow someone to finish a palace slightly early.
-Renamed buildings adding in information to show what they give in resources or explain if they help against Corruption or Unrest to help new players and forgetful vets alike.
-Changed Force 1 Group name to distinguish this version from older versions and ensure games on the proper version are being reported.
-Option to select a Civilization randomly added. A bonus will be given on ladder score for choosing to take a Random Civilization.

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Civilization World 7.9.6 Log:
04/22/09
-Updated Briefing version information and Map Description and name information and colorization.
-Fixed Up terrain in the Age Selection area to look nicer.

04/23/09
-Cleaned up some terrain perviously covered by creep and worked on improving the South America terrain to make it more realistic.

04/24/09
-Finished updates on South America Terrain, Improved Canada terrain and England terrain (made larger).

04/25/09
-Fixed up some unit placement errors that resulted from terrain modifications.
-Placed Industrial Age Factories closer together and also put a 7th factory. Previously if 7 players had reached the industrial age the last one of them would have been out their free factory.
-Shortbowmen range upgrade reduced back to 16 gas as delaying the upgrade to the next age had the effect of rendering it obsolete in most cases.
-Fixed a Fog of War error in Florida.
-Did some major terrain work, moving of mineable resources and re-distribution of guards in the California/Texas Border area.

04/26/09
-Created more realistic jungles in Central America, and South America.
-Finished polishing up the North American terrain, features more mountains which are easily accessible, bridge over the Missippi, Appalacians enlarged, more placeable areas in northern Canada (less rocks) and generally better terrain with less unit headache causing spots.
-Started work on polishing up/re-doing the Africa terrain.

04/27/09
-Finished terrain work in Europe, Asia, and Africa.
EDIT: My map file appears to have corrupted and my last back is 7.9.5 so it looks like I will have to re-do all of the above work :-(.

04/28/09
-RE-Fixed Up terrain in the Age Selection area to look nicer.
-RE-Updated Briefing version information and Map Description and name information and colorization.
-RE-Cleaned up some terrain perviously covered by creep and worked on improving the South America terrain to make it more realistic.
-RE-Fixed up some unit placement errors that resulted from terrain modifications.
-RE-Finished updates on South America Terrain, Improved Canada terrain and England terrain (made larger).
-RE-Created more realistic jungles in Central America, and South America.
-RE-Shortbowmen range upgrade reduced back to 16 gas as delaying the upgrade to the next age had the effect of rendering it obsolete in most cases.
-RE-Placed Industrial Age Factories closer together and also put a 7th factory. Previously if 7 players had reached the industrial age the last one of them would have been out their free factory.
-RE-Fixed a Fog of War error in Florida.
-Re-Finished terrain work on Africa.
-RE-Did some major terrain work, moving of mineable resources and re-distribution of guards in the California/Texas Border area.
-RE-Finished polishing up the North American terrain, features more mountains which are easily accessible, bridge over the Missippi, Appalacians enlarged, more placeable areas in northern Canada (less rocks) and generally better terrain with less unit headache causing spots.
-RE-Finished terrain work in Europe, Asia.

04/29/09
-Added in a check on artillery spawner so that it will only spawn when someone still owns a Capital Indicator. This was to prevent it from spawning indefinitely at someone's last capital location when they no longer have a capital remaining allowing that person an easy way to boost their kill ratio.
-Reduced the max number of critters at each spawn location at a time by four to help eliminate CCMU situations during the early game.
-All triggers under Player 1 have been cleaned up and colorized.
-Fixed a potential bug where Player 8 donating Minerals to Player 1 might have been charged twice in quick succession.
-Added visual letters CO and UR written in bridge palette to help players more easily identify where to check their Corruption and Unrest levels.
-Added some more colors into the main briefing text.
-All triggers under Player 2 have been cleaned up and colorized.
-All triggers under Player 3 have been cleaned up and colorized.
-All triggers under Player 4 have been cleaned up and colorized.
-All triggers under Player 5 have been cleaned up and colorized.
-All triggers under Player 6 have been cleaned up and colorized.
-All triggers under Player 8 have been cleaned up and colorized.
-Updated all of the countries start information correcting a few typos and colorizing text.
-Deleted a potential exploit involving trying to build more than five spies.
-Switched Democracy government requirement to a Courthouse and The Republic Requirement to a Spire. This should help balance out those governments and make The Republic a more viable early option.
-Added in an additional Corruption penalty of Democracy that was supposed to be present previously but was not. Text now correctly lists a Democracy's corruption as High.
-Added observer explosion effect for Early Engineering Upgrade so that it matches other upgrades.
-Finished cleaning up all text and updating/colorizing as necessary under Force 1, Force 2 and in all other areas as well.
-Removed some units from a few places with lots of guards to help with preventing CCMU. Just a ling here and there and a few hydras on islands without beacons, etc. Nothing real major.

------------------------------------------------------------------------------------------------------------

Civilization World 7.9.7 Log:
04/30/09
-Reduced the size of the Village Remover Location.
-Fixed a bug where chariots expired in Industrial Age. Chariots no longer expire until I get more locations to add in other Age Specific specials in the future.
-Fighter interceptors armor upped from 17 to 30 and damage from 5 to 22.
-Renamed Zerg Queen to Frigate so it will seem less out of place before it converts.
-Fixed a text error in Republic Information when you researched it.
-Removed some rocks near Babylonian start spot for more farm space.
-Removed the warrior to footmen update for comp that was causing some placement errors and also caused some endless spawning bug in Africa at middle of map in 7.9.6.
-Moved a farm in Egypt to a better location.
-Changed some minerals that were accidentally player 7 to player 12 (neutral).
-Age Specific Unit Special (Lurker) renamed to Chariot Training as there is only one age specific special (the Chariot) which you can get once you are in Iron Age.

-----------------------------------------------------------------------------------------------------------
Civilization World 7.9.8 Log:
05/03/09
-Fixed a bug with Republican Guard and National Guards where they both required the wrong government building to spawn. Republican Guards now spawn if you are a Republic and have a Democratic Spire and National Guards now spawn if you are a Democracy and have a Courthouse.

05/04/09
-Replaced one devouring one (old Swordsman) that I somehow missed before next to China with a Warrior.
-Replaced one devouring one (Old Swordsman) that I somehow missed before south of Egypt with a warrior.

05/05/09
-Updated the Fog of War removing view of southern part of the map (Part of South America, and Various Oceans). Also removed the Fog of war view of the Northern strip of the map previously seen (Northern Canada, Greenland, Iceland, and part of Northern Russia.
-Revealed South Asian island in fog of war whose beacon was previously not revealed.
-Moved The 'Capitol Indicator' over London to the right so that it does not get in the way of selecting recently bred units and units.
-Fixed alignment of all buildings and wonders that needed it fixed so that they are properly aligned with the map grid.
-Re-adjusted tech information datadisks so that they are aligned to the grid properly and in some cases moved them to be more easily accessed
-Moved the island location south of South America to Australia. Island was probably too small to warrant a beacon and Australia needed another one. Also updated the fog of war to show this new spot.
-Renamed Diamonds to Precious Metals.

05/06/09
-Aligned the Civilization Selection indicators and changed terrain in the Civilization Selection Area so that the country indicators are on lower ground and you can't see who everyone else is from that area once you pick a Civilization.
-Renamed Diamonds to Precious Metals so that Gold can be renamed to Cost and used in the Ages Area.
-Changed Mountain Ranges to P12 for Minimap Purposes.
-Renamed Gold to Cost:, will use it at the top next to improvements/wonders encase people have trouble reading the cost in the info text boxes.
-Changed the Village Remover location size again to attempt to prevent the unplaceable sunken colonies replacing hatcheries early on.
-Re-positioned Capital Cocoon of Morocco to allow better unit spawning.
-Fixed the chariot dying at the Iron Age Info location up top.
-Early Fort (Auto-Cannon) armor dropped from 6 to 5.

05/07/09
-Fixed the text information for Advanced Flight removing the inaccuracy when you got it which said it allowed control tower which you could already build.
-Democratic Assembly and Palace Gas cost increased to 16 so that you need Early Engineering before you can build either and to prevent people from building them and then having them destroyed because of them not having the correct research done.
-Modified the Early Engineering Tech saving a location and using Goliath Turret Death Counter (Four Triggers Modified).
-Moved the Iron Age Datadisk and location so they are more easily seen.
-Removed all "Technology" along the top and renamed Technology (Psi Emitters) to Australians.
-Added Australian Civilization as selectable, also added Australians to the potential Random Civilization list. Australians start with 2 farms and a Frigate.
-Added in a trigger where once Australians conquer there Islands 2nd beacon they get early access to Overlords to expand.
-You have built more than 8 farms message now only comes every 60 seconds instead of every 6 seconds. Hopefully this will still help new players and prevent annoyance of that message by old ones.
-Updated the Alien Mothership path to include Australian start location.
-Updated Map Fog of War to reveal Australian Start location like it does all other start locations.
-Color Coded the buildings with what they do being in green and a () number in red at the end of name indicating max.
-Updated briefing to explain new color coded system.
-Added Minerals (Cost:) at the top next to all Improvements, Wonders, and Age Advances indicating cost.
-Updated briefing to explain what the Minerals at the top are for.
-Moved the computer units in Turkey back some to make them less likely to come down and attack units mining the Mineral south.
-Moved American Sunken south a couple squares to avoid conflicts with the Hatchery.
-Enabled Defiler Energy Upgrade Default (Apparently its on a small list of non-disable-able upgrades so I just enabled it to save everyone from potentially researching it and wasting resources.
-Increased Mobile AA Gun Ground Attack from 48 to 60 Damage. This should compensate for it having a shorter range than Machine Gun Goliaths of the previous age. Also upped its armor from 14 to 20.
-Zergling Attack Upgrade time cost reduced from 350 game seconds to 175 game seconds. Mineral Cost also reduced from 500 to 400.
-Hive build time cost reduced from 1590 to 1290.
-Earthwork Fort reduced from 6 armor to 5 Armor.
-Added back in warrior to footsoldier conversion for the computer by re-using Start Australia location (No more unplaceable footsoldiers and no location conflict as before. It's working fine now as it did before 7.9.6 :-).
-Adjusted the amount of computer guards on Australia (1 less sunken, few less units than before).

04/08/09
- Fixed some terrain blockiness in the selection area walls between Ages.
- Changed the you have built more than 8 factories message to only showing every 60 seconds instead of every 6 seconds.
- Changed Space Colony's to Space Colonies on the leaderboard for Nano Age.
- Added in a fail-safe for Stone Age gas, just encase there is some way to exploit it not having been there (Mainly thinking if someone had some kind of resource hack).
- Modified Australia terrain having land go to the edge of the map so that Australians can fit more farms and other structures on their island.
- Updated Farming Improvement to use a death counter (Alan Turret) allowing falgs to be removed and saving a location (25 Triggers Modified).
- Added in a trigger causing defeat for players who do not choose a Civilization after 240 seconds eliminating the bug where a player not selecting a Civilization could previously make the game not end in victory for anyone.
- Added another Oil Field in Northern Russia (Siberia).
- Added in government special healer for cost of 850 minerals all of your government units can now be healed in the government selection area.
- You can now build on top of beacons at all Civilizations start locations.
- Removed +1 Minerals per second triggers for 64 locations and above...apparently there were two sets of them so you got double money once you got over that many colonies. No surprise this wasn't noticed before :P.
- Updated Government Information to reflect changes in Army Maxes and Industrial Age Income for governments.
- Added in messages for players with a selector over a government location they don't have the tech for.
- Dropped all government army maxes by 20, and also dropped all government with Chivalry maxes in 20. This is to make people consider more the government they pick for a certain time. In addition government incomes have changed to the following with the first number being the max without chivalry and the second number the max with chivalry:
80-120 Anarchy
140-180 Communism +12 Industrial Income
60-100 Demo +18 in Industrial Income
100-140 Mono +5 Industrial Income
70-110 Republic +16 Industrial Income
- Added in messages telling players who stand over a government beacon that they can't get yet what buildings/resources they are missing to get it.
- Updated government incomes to go up in Industrial Age (See Chart Above).
- Changed some terrain to prevent the medic from walking around in Iron Age (Always move to command created an annoying visual of medic movement).

----------------------------------------------------------
Civilization World 7.9.8B Log:
04/08/09
-Fixed a Mineral that was on a cliff and un-mineable.
-Re-protected map without that annoying invulnerable auto cannon glitch (Checked every auto cannon in Single Player to be sure).

**Post too long see 1st post on 2nd page for 7.9.8C Log and beyond**

Post has been edited 11 time(s), last time on Jun 3 2009, 5:42 am by -BW-Map_God.



None.

Apr 11 2009, 1:34 am New-Guy Post #2



Thanks for working on this. I personally know several people who will be ecstatic to hear about this.

EDIT: Tried to DL the map, but it said it wasn't there?



None.

Apr 11 2009, 3:45 am -BW-Map_God Post #3



I will check again.. but I thought I updated it earlier today right before I made this post.

EDIT: Not sure what the problem is...I tried uploading it again as a non RAR file but I am still getting that same file not found error that you got. You can also download it from here:

https://drop.io/CivWorldLadder/
Password is SWJSWJ, and its the .RAR file that you would think it is (7) CivilizationWorld 7.9.5 one.


(Quote from MiniMoose)
This is a notice that the DLDB is not functioning. You will most likely get an error about files not existing when you try to download them. This is a known bug that Isolated Purity is currently addressing. It is not necessary to report this problem at this time.

So yea... use the drop.io link for now until they fix it I guess.

Post has been edited 2 time(s), last time on Apr 11 2009, 3:57 am by -BW-Map_God.



None.

Apr 11 2009, 11:48 pm rayNimagi Post #4



IMHO, I think you should name the map something people think is cool, like what the other editor did with "Legacy." Something that people can refer to, instead of "Can someone host Civilization 7.9.5?"

I just think it would help attract more players to the newest version. I loved the Civ series ever since I first started playing SC, and now it's freakin' awesome!



Win by luck, lose by skill.

Apr 13 2009, 1:08 am -BW-Map_God Post #5



I figured there are enough bad 8's 9's and 10's made from the old 4's before I started working on the map. It's simplest I thought to just go from 7.9.4 to 7.9.5.. I don't like the idea of a unique name that assumes you will never make more changes, version .'s work much better for me :-).



None.

Apr 13 2009, 6:59 pm Moose Post #6

We live in a society.

-A lot of text should be formatted better, colorized better (you can use more of the fancy new colors now, too), and overall look more professional and standardized. There are a few grammar and spelling problems. If you want me to, since I like this map, I am willing to go through your strings for you. "DONT FLY OVER HERE"? Come on. :lol:



-The Great Pyramids are broken. (as in the Civilization games, but even more so here :P) Every knowledgable player will rush them and far too many games are decided by which color the Pyramids beacon turns. For starters, they're cheaper and available earlier than the Farming Improvement. (which, I suppose is makes them a wonder)

There is almost no chance that the Pyramids will not more than pay for themselves. It's the first wonder available and players generally haven't found each other yet. The Pyramids player will never suffer negative consequences from spending the minerals of Pyramids. (ex., another player punishing them because they didn't put cash into military)

Killing any number of farms vs kill all (default) means that one can build that many farms over the number killed and never suffer a loss in income. A possible balance for Pyramids would be to have 8 farms killed by default instead of all. (since 8 is the max for income) Another possible solution is to have the Farming Improvement be available from the start and/or be less expensive. A third option is a cost increase in Pyramids.

As much as broken things can be fun, they hurt the overall balance of the game. The Pyramids ensure dominance of the early game, and in the long run, the entire game. This dominance is perpetuated into the mid/late game by funding Knight rushes, earlier changes of government types, and other wonders such as Marco Polo's Embassy, etc.



-Knights are a bit too powerful. Six armor, plus 2 upgrades, plus 2 more for Chitinous Plating makes 10 armor in the third age. Hydralisks and Marines (Archers/Crossbowmen) can't do more than 3 damage to them at that point. Sunken Colonies and Floor Gun Traps can deal decent damage to them. Neither one can move and the latter cannot be obtained by players. End game for any civilization that hasn't advanced to the Medieval Age. If you rushed Pyramids, there's a good chance that they haven't.

The most obvious counter is, of course, other Knights. The other counter is to rush for Footsoldiers. The Command Center, Barracks, and Academy path takes a lot longer to get and does not have the advantage of utilizing already existing production methods. (Hatcheries/Lairs/Hives)

The Republic Guard Archons for Republic governments would pose an obscure counter to Knights, but there will most likely not be a large amount of those by the time that one or two dozen Knights come riding in. They might make a difference in combination with other counters.

The additional bonus of +40 army size is just icing on the cake for taking up a Knight build.



-Remove the intital Fog of War at the start for all players. There is no real reason to have it up, as it gives an advantage to people who play more and have better knowledge of the terrain and building placements. Unless there is some randomization taking place to set up the map that I don't know about, exploration will not be affected.



-Republic is underused and rightfully so. I'll do a comparison to Democracy:
Availability: Republic needs a Defiler Mound, Democracy requires a Spire. Unless it takes more time to make the Spire than a Queen's Nest, then a Hive, then a Defiler Mound, Democracy is available earlier. Advantage Democracy.

Cost: Republic costs 1500, Democracy costs 3000. Republic costs less, (small) advantage Republic.
Let's look a bit deeper and consider building costs: The Spire is direct and costs 1000. To get the Defiler Mound, you have to make the Queen's Nest Palace (500) and a Hive (200) and a Defiler Mound (800). Now that 1500 cost difference with buildings factored in is actually 1000. Since you need to pay 1000 to research Early Engineering to make a Palace, the governments actually cost the same! The buildings along the way, of course, net you other bonuses that you would likely buy anyway, but setting up the governments actually uses the same amount of minerals!
No advantage.

Income: Republic gets +6, Democracy gets +7 and an arbitrary increase to +12 in the Industrial Age. This will, in the long term, outweigh the lower "cost" of Republic. (the "lower" cost that was just proven to not actually exist.) Advantage Democracy.

Military Limit: Republic gets 90/130, Democracy gets 80/120. A difference of 10 units, (small) advantage Republic.

Unrest: Republic is Medium, Democracy is High. I'm not sure how to quantify this, but it's an advantage Republic according to the text. (unquantifiable) Advantage Republic.

Corruption: "Low" for both. This poses the same quantification problem as Unrest but both governments are equal according to the text. No advantage.

Special Unit: 350hp/4armor/35+8dmg ARCHON for Republic. 300hp/3armor/21+4dmg GHOST for Democracy. A possible advantage to Republic depending on what you have to fight, especially with normal vs. concussive damage. However, you don't get enough of these units... while they help, your main military will be the deciding factor in most wars and doing the bulk of the fighting. Advantage Republic.

Overall, Republic could use some small improvements to make it used more over and better in comparison to Democracy.



-Hanging Gardens can be more useful. It's only good for the age it's built in and the next two. I would like to see this Wonder last longer (I know it expires with Industrialization in Civilization, tough) but cost more. After all, the builder will most likely not be suffering major corruption problems for the duration of the wonder. Those that have corruption problems are better off using other buildings to fight it in the long term rather than getting a wonder that only puts a band-aid on corruption for a short time.



-You spend your minerals to research Radar so you can build Wraiths and Comsat Stations. WAIT, hold on there, cowboy! You need to advance in age to have enough gas. Not good!




Apr 13 2009, 8:44 pm -BW-Map_God Post #7



Quote from Mini Moose 2707
-A lot of text should be formatted better, colorized better (you can use more of the fancy new colors now, too), and overall look more professional and standardized. There are a few grammar and spelling problems.

I agree that I could probably still do some more work in this area. I used to use another editor for colors and haven't really used SCMDraft much for them. Until the last version of SCM Draft I was unable to edit 7.9.4 due to the editor crashing whenever I even tried to go to locations mode or change the location name on a trigger. At the time I thought it was a strings problem so I was reluctant to change/colorize any text differently. If you find spelling errors let me know and I will get them corrected. I have always been most concerned with trying to strike the right game play balance but I don't like spelling errors either. Some locations do have stupid names/spelling errors but since players don't see them when they play I had gotten lazy about fixing them. When I started working on this back in.. I think 2004-2005 I was taking an initially bugged/broken map and modifying it. Though over the course of that time most of it has been completely changed and nearly countless bugs/exploits/etc. fixed. Anyway my point being those are leftover mistakes from the original version I started working on it from.

Quote from Mini Moose 2707
-The Great Pyramids are broken. (as in the Civilization games, but even more so here :P) Every knowledgable player will rush them and far too many games are decided by which color the Pyramids beacon turns. For starters, they're cheaper and available earlier than the Farming Improvement. (which, I suppose is makes them a wonder)

Farming Improvement was a recent addition to help balance The Pyramids. While they still give an early edge Pyramids are not vital to win. The person who gets pyramids usually winning probably has more to do with them playing a bunch of Civilization Newbs. I personally never go for pyramids anymore and just tech straight to Farming Improvement. Pyramids are slightly more effective than farming improvement but they also expire an age early. Pyramid price had to be reduced when Farming Improvement was introduced. Anyway on the ladder games we haven't had any problems with a Pyramids imbalance. Anyway it wouldn't be Civilization without some form of Pyramids I think.

Quote from Mini Moose 2707
There is almost no chance that the Pyramids will not more than pay for themselves. It's the first wonder available and players generally haven't found each other yet. The Pyramids player will never suffer negative consequences from spending the minerals of Pyramids. (ex., another player punishing them because they didn't put cash into military)

Pyramids definitely pay for themselves, however if you get farming improvement fast enough that often can pay for itself even more quickly and better in the long run since Pyramids expire at the start of the Imperial Age you eventually need farming improvement unless you are alone with no neighbors and just save enough money to hop two ages directly to the Industrial Age and thus bypassing the need for Farming Improvement. If you have a really good player neighboring you and you go pyramids it is quite possible you might lose as a result of it if they decide to hit you early. At least that's been my experience in the ladder. Pyramids can often be a great risk.

Quote from Mini Moose 2707
Killing any number of farms vs kill all (default) means that one can build that many farms over the number killed and never suffer a loss in income. A possible balance for Pyramids would be to have 8 farms killed by default instead of all. (since 8 is the max for income) Another possible solution is to have the Farming Improvement be available from the start and/or be less expensive. A third option is a cost increase in Pyramids.

That is the whole point of Pyramids and Farming Improvements once you get one you don't have to madly rebuild all of your farms at 05 on the countdown timer. Instead you can make the extra seven or five if Pyramids so that when you lose your farms you have the entire timer to rebuild those so that you always have eight farms working. It's designed to give you increased income and let you focus your micro more on conquests. Perhaps Farming Improvement and Pyramids might change again, I will take your suggestions into consideration. One reason Pyramids are quicker now is that you start with more resources but that is unlikely to change as players complained about the slow start and it's still not "that fast" but definitely not as slow as it used to be.

Quote from Mini Moose 2707
As much as broken things can be fun, they hurt the overall balance of the game. The Pyramids ensure dominance of the early game, and in the long run, the entire game. This dominance is perpetuated into the mid/late game by funding Knight rushes, earlier changes of government types, and other wonders such as Marco Polo's Embassy, etc.

Well... level of competition makes a huge difference on such things. I wouldn't consider The Pyramids the most un-balanced wonder...Farming Improvement in my opinion solved this problem. Marco Polo's probably is the most unbalanced wonder if you have a full house game as far as early wonders go.



Quote from Mini Moose 2707
-Knights are a bit too powerful. Six armor, plus 2 upgrades, plus 2 more for Chitinous Plating makes 10 armor in the third age. Hydralisks and Marines (Archers/Crossbowmen) can't do more than 3 damage to them at that point. Sunken Colonies and Floor Gun Traps can deal decent damage to them. Neither one can move and the latter cannot be obtained by players. End game for any civilization that hasn't advanced to the Medieval Age. If you rushed Pyramids, there's a good chance that they haven't.

Knights are best fought with knights, however if you aren't to that age yet chariots actually work pretty well for swarming knights and are a lot cheaper to mass. Of course if they don't have chariot or knights then yea your knights probably just broke open the game. If they got Farming Improvement early enough and use it properly they probably won't be that far behind.

Quote from Mini Moose 2707
The most obvious counter is, of course, other Knights. The other counter is to rush for Footsoldiers. The Command Center, Barracks, and Academy path takes a lot longer to get and does not have the advantage of utilizing already existing production methods. (Hatcheries/Lairs/Hives)

I always forget to utilize footsoldiers at all but yea.

Quote from Mini Moose 2707
The Republic Guard Archons for Republic governments would pose an obscure counter to Knights, but there will most likely not be a large amount of those by the time that one or two dozen Knights come riding in. They might make a difference in combination with other counters.

Republican guards are also pretty effective to mix with your warriors when fighting an early battle with another human before either of you has hit Medieval. Anyway two dozen knights is a lot to make before someone else catches up to you in age. Also you have to get a few more overlords to make those knights very quickly which is expensive but mostly very slow.


Quote from Mini Moose 2707
-Remove the intital Fog of War at the start for all players. There is no real reason to have it up, as it gives an advantage to people who play more and have better knowledge of the terrain and building placements. Unless there is some randomization taking place to set up the map that I don't know about, exploration will not be affected.

Civilization always involves some exploration unless you are playing in cheat mode (on any version FreeCiv, Civ II, Civ III, Civ IV). I always felt it would hurt the Civilization feel to reveal the entire map. I did however reveal all beacon locations so that new players will have an idea where to go and more is revealed near all potential player start locations. There isn't currently any randomization setting up the initial map though I have considered it for future versions possibly placing less computer guards with more human players in the game.



Quote from Mini Moose 2707
-Republic is underused and rightfully so. I'll do a comparison to Democracy:
Availability: Republic needs a Defiler Mound, Democracy requires a Spire. Unless it takes more time to make the Spire than a Queen's Nest, then a Hive, then a Defiler Mound, Democracy is available earlier. Advantage Democracy.

Cost: Republic costs 1500, Democracy costs 3000. Republic costs less, (small) advantage Republic.
Let's look a bit deeper and consider building costs: The Spire is direct and costs 1000. To get the Defiler Mound, you have to make the Queen's Nest Palace (500) and a Hive (200) and a Defiler Mound (800). Now that 1500 cost difference with buildings factored in is actually 1000. Since you need to pay 1000 to research Early Engineering to make a Palace, the governments actually cost the same! The buildings along the way, of course, net you other bonuses that you would likely buy anyway, but setting up the governments actually uses the same amount of minerals!
No advantage.

Income: Republic gets +6, Democracy gets +7 and an arbitrary increase to +12 in the Industrial Age. This will, in the long term, outweigh the lower "cost" of Republic. (the "lower" cost that was just proven to not actually exist.) Advantage Democracy.

Yes, I have been trying to make Republic more viable... I think that the building requirements might have to be switched to do so though maybe swapping the Republic requirement with the Democracy requirement. With Democracy's high initial cost though it is not always worth it to get Democracy first...especially if you are fighting wars. As for the increased democracy income it was so that players would have two choices for governments in the Industrial and beyond ages so that everyone wouldn't always have to end up switching to Communism.

Quote from Mini Moose 2707
Military Limit: Republic gets 90/130, Democracy gets 80/120. A difference of 10 units, (small) advantage Republic.

Unrest: Republic is Medium, Democracy is High. I'm not sure how to quantify this, but it's an advantage Republic according to the text. (unquantifiable) Advantage Republic.

Corruption: "Low" for both. This poses the same quantification problem as Unrest but both governments are equal according to the text. No advantage.

Special Unit: 350hp/4armor/35+8dmg ARCHON for Republic. 300hp/3armor/21+4dmg GHOST for Democracy. A possible advantage to Republic depending on what you have to fight, especially with normal vs. concussive damage. However, you don't get enough of these units... while they help, your main military will be the deciding factor in most wars and doing the bulk of the fighting. Advantage Republic.

Overall, Republic could use some small improvements to make it used more over and better in comparison to Democracy.

Nice analysis. A few things to add though Republics get their special at a faster rate than do Democracy's giving them three Republican Guards for every two Ghosts the Democracy player receives. In fact Republic gives more special guard units faster than any other government with Monarchy coming in second and Communism coming in last just behind Democracy (Those Commie purges mean less men to train as their elite units).

Global Effects: (All Governments)
Size Corruption: 10; 18; 26; 34; 42
Army Size Unrest: 50; 100; 160
-If all of your buildings are destroyed all Corruption and Civil
Unrest is removed.
-Each Corruption is -1 Minerals per second.

Civics Affects:
-Courthouses kill 1 Corruption at 8-11; 10-13; 12-15
-Palaces kill 1 Corruption at 8-11; 10-13; 12-15
-Hanging Gardens kills all corruption until someone gets into the
Industrial Age.
-Temples kill 1 Civil Unrest at 11-13; 8-11
-Cathedrals kill 1 Civil Unrest at 15-18; 12-15; 12-15
-Sports Stadium kill Civil Unrest at 15-18; 12-15; 12-15
-Cure for Cancer kills all Civil Unrest for someone the rest of the
game.

Anyway.. if you get any kind of big Empire you will eventually need 3 courthouses and palaces or else you will become overwhelmed with corruption.

Quote from Mini Moose 2707
-Hanging Gardens can be more useful. It's only good for the age it's built in and the next two. I would like to see this Wonder last longer (I know it expires with Industrialization in Civilization, tough) but cost more. After all, the builder will most likely not be suffering major corruption problems for the duration of the wonder. Those that have corruption problems are better off using other buildings to fight it in the long term rather than getting a wonder that only puts a band-aid on corruption for a short time.

Well if you get Hanging Gardens and manage to win before it expires or get all the improvements before it expires so that you don't rack up corruption once it expires then it is very worth it. If you get big enough you have barley enough buildings to completely deal with all corruption so not dealing with any corruption for three ages can be pretty nice. I would call it a very stretchable band-aid :P.


Quote from Mini Moose 2707
-You spend your minerals to research Radar so you can build Wraiths and Comsat Stations. WAIT, hold on there, cowboy! You need to advance in age to have enough gas. Not good!

Whoops... :blush: nobody has actually noticed/complained about that before. I will definitely change that in the next version. Though once you can build wraiths... they are pretty deadly. Though come to think of it... isn't that an age during which you can build refineries and start mining your own gas to increase the number? You can't get other age stuff if you get enough gas but you should be able to grab wraiths and com sat during that age. I could be wrong though its been a while since I have played a competitive game in that age (Since the First Ladder Season). I am sure in a few more weeks I will get some chances to test it though.

Anyway Moose we must play sometime, I think you would enjoy playing some good competition on here... and if even a 4th of the top people come back into playing from Season I we can get some crazily competitive games that might make you re-consider if the Pyramids are really unbalanced anymore :D.



None.

Apr 30 2009, 12:41 am Moose Post #8

We live in a society.

Two other quick suggestions:

- Add triggers so that the game doesn't end when someone starts the game up solo. This would provide a "testing mode" where I could try stuff out and work on some builds.

- If you added mineral chunks near the wonders with amounts set to their prices, that would be informative and useful.




Apr 30 2009, 6:19 am -BW-Map_God Post #9



Quote from Mini Moose 2707
Two other quick suggestions:

- Add triggers so that the game doesn't end when someone starts the game up solo. This would provide a "testing mode" where I could try stuff out and work on some builds.

That is already in place...simply wait 4 seconds in single player or multiplayer with only yourself left and you get a 2nd selector. Use one selector to play whoever you want to play and you can play as long as you want in single player. You win when you make the 2nd selector pick a side. I believe I have had that feature in since 7.9.3.

Quote from Mini Moose 2707
If you added mineral chunks near the wonders with amounts set to their prices, that would be informative and useful.

Data disks list info currently, that is a good idea though with minerals. Unfortunately I just finished 7.9.6 up today so it won't make it in this build. My only concern would be that is some more units towards the max. 7.9.5's only real issue was some CCMU problems which should be solved now due to a few changes. I will definitely consider minerals for a future build.

Oh also I looked into the wraith/com sat thing more and as I suspected you can build them during that age as long as your start making some refineries to harvest the appropriate gas so it wasn't broke. Just required a bit of an oil supply.

Anyway here is the changelog for 7.9.6:
-----------------------------------------------------------------------------------------------------------

Civilization World 7.9.6 Log:
04/22/09
-Updated Briefing version information and Map Description and name information and colorization.
-Fixed Up terrain in the Age Selection area to look nicer.

04/23/09
-Cleaned up some terrain perviously covered by creep and worked on improving the South America terrain to make it more realistic.

04/24/09
-Finished updates on South America Terrain, Improved Canada terrain and England terrain (made larger).

04/25/09
-Fixed up some unit placement errors that resulted from terrain modifications.
-Placed Industrial Age Factories closer together and also put a 7th factory. Previously if 7 players had reached the industrial age the last one of them would have been out their free factory.
-Shortbowmen range upgrade reduced back to 16 gas as delaying the upgrade to the next age had the effect of rendering it obsolete in most cases.
-Fixed a Fog of War error in Florida.
-Did some major terrain work, moving of mineable resources and re-distribution of guards in the California/Texas Border area.

04/26/09
-Created more realistic jungles in Central America, and South America.
-Finished polishing up the North American terrain, features more mountains which are easily accessible, bridge over the Missippi, Appalacians enlarged, more placeable areas in northern Canada (less rocks) and generally better terrain with less unit headache causing spots.
-Started work on polishing up/re-doing the Africa terrain.

04/27/09
-Finished terrain work in Europe, Asia, and Africa.
EDIT: My map file appears to have corrupted and my last back is 7.9.5 so it looks like I will have to re-do all of the above work :-(.

04/28/09
-RE-Fixed Up terrain in the Age Selection area to look nicer.
-RE-Updated Briefing version information and Map Description and name information and colorization.
-RE-Cleaned up some terrain perviously covered by creep and worked on improving the South America terrain to make it more realistic.
-RE-Fixed up some unit placement errors that resulted from terrain modifications.
-RE-Finished updates on South America Terrain, Improved Canada terrain and England terrain (made larger).
-RE-Created more realistic jungles in Central America, and South America.
-RE-Shortbowmen range upgrade reduced back to 16 gas as delaying the upgrade to the next age had the effect of rendering it obsolete in most cases.
-RE-Placed Industrial Age Factories closer together and also put a 7th factory. Previously if 7 players had reached the industrial age the last one of them would have been out their free factory.
-RE-Fixed a Fog of War error in Florida.
-Re-Finished terrain work on Africa.
-RE-Did some major terrain work, moving of mineable resources and re-distribution of guards in the California/Texas Border area.
-RE-Finished polishing up the North American terrain, features more mountains which are easily accessible, bridge over the Missippi, Appalacians enlarged, more placeable areas in northern Canada (less rocks) and generally better terrain with less unit headache causing spots.
-RE-Finished terrain work in Europe, Asia.

04/29/09
-Added in a check on artillery spawner so that it will only spawn when someone still owns a Capital Indicator. This was to prevent it from spawning indefinitely at someone's last capital location when they no longer have a capital remaining allowing that person an easy way to boost their kill ratio.
-Reduced the max number of critters at each spawn location at a time by four to help eliminate CCMU situations during the early game.
-All triggers under Player 1 have been cleaned up and colorized.
-Fixed a potential bug where Player 8 donating Minerals to Player 1 might have been charged twice in quick succession.
-Added visual letters CO and UR written in bridge palette to help players more easily identify where to check their Corruption and Unrest levels.
-Added some more colors into the main briefing text.
-All triggers under Player 2 have been cleaned up and colorized.
-All triggers under Player 3 have been cleaned up and colorized.
-All triggers under Player 4 have been cleaned up and colorized.
-All triggers under Player 5 have been cleaned up and colorized.
-All triggers under Player 6 have been cleaned up and colorized.
-All triggers under Player 8 have been cleaned up and colorized.
-Updated all of the countries start information correcting a few typos and colorizing text.
-Deleted a potential exploit involving trying to build more than five spies.
-Switched Democracy government requirement to a Courthouse and The Republic Requirement to a Spire. This should help balance out those governments and make The Republic a more viable early option.
-Added in an additional Corruption penalty of Democracy that was supposed to be present previously but was not. Text now correctly lists a Democracy's corruption as High.
-Added observer explosion effect for Early Engineering Upgrade so that it matches other upgrades.
-Finished cleaning up all text and updating/colorizing as necessary under Force 1, Force 2 and in all other areas as well.
-Removed some units from a few places with lots of guards to help with preventing CCMU. Just a ling here and there and a few hydras on islands without beacons, etc. Nothing real major.

-----------------------------------------------------------------------------------------------------------

Civilization World 7.9.7 Log:
04/30/09
-Reduced the size of the Village Remover Location.
-Fixed a bug where chariots expired in Industrial Age. Chariots no longer expire until I get more locations to add in other Age Specific specials in the future.
-Fighter interceptors armor upped from 17 to 30 and damage from 5 to 22.
-Renamed Zerg Queen to Frigate so it will seem less out of place before it converts.
-Fixed a text error in Republic Information when you researched it.
-Removed some rocks near Babylonian start spot for more farm space.
-Removed the warrior to footmen update for comp that was causing some placement errors and also caused some endless spawning bug in Africa at middle of map in 7.9.6.
-Moved a farm in Egypt to a better location.
-Changed some minerals that were accidentally player 7 to player 12 (neutral).
-Age Specific Unit Special (Lurker) renamed to Chariot Training as there is only one age specific special (the Chariot) which you can get once you are in Iron Age.

-----------------------------------------------------------------------------------------------------------

Civilization World 7.9.7B Log:
-Used a different map protector, the one used in the previous two versions apparently made the game crash when a player who had a Mac OS was in game.

Post has been edited 2 time(s), last time on May 1 2009, 1:17 am by -BW-Map_God.



None.

Apr 30 2009, 10:57 am Vi3t-X Post #10



Hypertriggers + Location + Terrain that looks like Antarctica = Simple and Obvious no fly zone.

Or put in like. Some retarded alien base. More fun No Fly Zone. :)



None.

Apr 30 2009, 3:32 pm Moose Post #11

We live in a society.

Some nice changes. Also, I've found some preplaced buildings are not properly aligned to the tile grid... England's starting buildings in particular. If there are some, there are probably more.




May 1 2009, 1:16 am -BW-Map_God Post #12



Yea your probably right, that would be from another editor that I used a few years back. I would look into it before another version release.

Civilization World 7.9.7B Log:
-Used a different map protector, the one used in the previous two versions apparently made the game crash when a player who had a Mac OS was in game.

Apparently Shadow Protector is a bad one to use if you want Mac users to play your map... just FYI to everyone else out there... I don't suggest using it. I will test some other protectors to see if they work with Macs or not. Anyway uploading the new file on drop.io. Sorry for this rush of versions in one day :bleh:. :blush:



None.

May 1 2009, 1:52 am Vi3t-X Post #13



Question:

Was this map created from scratch, or was it modified from the previous "Civilization World" maps.



None.

May 1 2009, 2:20 am Moose Post #14

We live in a society.

All versions up to 6.3 were made by 1939-Revolution, as stated in the mission objectives of the briefing.

Purple ended up with a lurker today that wasn't replaced by a Chariot. No idea what caused it, and unfortunately I didn't keep the replay before playing another game to overwrite LastReplay.rep.

+3 is a bit intense for Valkyries, IMO. ;o Then again, half the late-game units reek of antiquated pubbie-balancing. I'm getting the impression competitive games don't last into the later ages very often. :P

Post has been edited 1 time(s), last time on May 1 2009, 2:45 am by Mini Moose 2707.




May 1 2009, 2:58 am -BW-Map_God Post #15



Quote from Mini Moose 2707
Purple ended up with a lurker today that wasn't replaced by a Chariot. No idea what caused it, and unfortunately I didn't keep the replay before playing another game to overwrite LastReplay.rep.

Were you playing 7.9.6? Because it had that issue... before I fixed it in 7.9.7. Basically at one point I was going to have age specifics for each age...but never added the others because of location issues, high number of strings used and the editor breaking my map temporarily two years ago. But yea, his lurker would have been from industrial age which is when chariots expired in 7.9.6 due to a slight oversight by me :P.

Quote from Mini Moose 2707
+3 is a bit intense for Valkyries, IMO. ;o Then again, half the late-game units reek of antiquated pubbie-balancing. I'm getting the impression competitive games don't last into the later ages very often. :P

Yea, but valks hardly own any of the later ships... and certainly not spaceships. You are right though rarely does more than one person get space colonies the way games tend to play out. Possibly could be some more balancing to do there.

Quote from Vi3t-X
Question:Was this map created from scratch, or was it modified from the previous "Civilization World" maps.

As MiniMoose said its stated in the briefing it was from modified. I played this about 3 and a half years ago and it was buggy as hell, really imbalanced and didn't play well. There were all sorts of exploits and...well you should read my change logs sometime I think its near 20 pages now :P. But yea, I adopted it and here we are 19 versions later and on our 2nd ladder season :-).



None.

May 1 2009, 2:59 am Moose Post #16

We live in a society.

Quote from -BW-Map_God
Quote from Mini Moose 2707
Purple ended up with a lurker today that wasn't replaced by a Chariot. No idea what caused it, and unfortunately I didn't keep the replay before playing another game to overwrite LastReplay.rep.
Were you playing 7.9.6? Because it had that issue... before I fixed it in 7.9.7. Basically at one point I was going to have age specifics for each age...but never added the others because of location issues, high number of strings used and the editor breaking my map temporarily two years ago. But yea, his lurker would have been from industrial age which is when chariots expired in 7.9.6 due to a slight oversight by me :P.
Yeah, I was. I wasn't sure which one to download, so I grabbed 7.9.6. I'll play 7.9.7 from now on. :)

Quote from -BW-Map_God
Yea, but valks hardly own any of the later ships... and certainly not spaceships. You are right though rarely does more than one person get space colonies the way games tend to play out. Possibly could be some more balancing to do there.
This is true, the later ships get ridiculous armor that Valkyries can't pierce.
Space colonies? It's rare for me to see multiple players reach even the Modern Age. Then again, this might just be because I'm not playing competitively at your ladder's level. :)




May 1 2009, 3:10 am -BW-Map_God Post #17



Quote from Mini Moose 2707
Yeah, I was. I wasn't sure which one to download, so I grabbed 7.9.6. I'll play 7.9.7 from now on. :)

Erm actually make sure you play 7.9.7B.... 7.9.7 and 7.9.6 both crash mac users during the briefing because of the protector I experimented with using on those versions. Never use Shadow Protector if you want mac users to be able to play and don't want a lot of random b.net errors because you had a mac user in your game.

Quote from Mini Moose 2707
Space colonies? It's rare for me to see multiple players reach even the Modern Age. Then again, this might just be because I'm not playing competitively at your ladder's level. :)

Yea well, it just depends but I see space colonies in a lot of games.. .or at least people in space age. if I am playing a particuarly uncompetitive game sometimes I go nano and space colonies for fun so the newbs can experiment/learn more before I finish them off. Ladder Season is still new, its competitive but not as competitive as before yet. But yea, generally the more good players the longer it lasts and the higher the tech levels get.

EDIT: You might be able to better follow development for this map here: http://z14.invisionfree.com/Civ_World_League/index.php?showtopic=211

Post has been edited 1 time(s), last time on May 5 2009, 6:39 pm by -BW-Map_God.



None.

May 9 2009, 7:28 am -BW-Map_God Post #18



----------------------------------------------------------
Civilization World 7.9.8B Log:
04/08/09
-Fixed a Mineral that was on a cliff and un-mineable.
-Re-protected map without that annoying invulnerable auto cannon glitch (Checked every auto cannon in Single Player to be sure).



None.

May 9 2009, 6:46 pm New-Guy Post #19



I've been encountering an odd glitch lately. Every time a player leaves the game, SC crashes for everyone.

Not sure why either...



None.

May 10 2009, 3:01 am -BW-Map_God Post #20



Interesting I haven't had that problem at all. Or heard of anyone in the ladder having it. I would suggest deleting your bnet.cache file as it might be corrupted. Or maybe try rebooting that seems to help often. The couple times I had crashes (in previous version not this one) I just rebooted and had no problems other games (after deleting bnet.cache).

But yea, the map should be stable.



None.

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