Login  Register
 



Post new topicReply to topic Go to page Previous  1 ... 63, 64, 65, 66, 67, 68, 69 ... 71  Next
 

totaly crazy
Poll runs till 11 Sep, 2051
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
wooha 9%  9%  [ 12 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
2 3%  3%  [ 4 ]
3 9%  9%  [ 12 ]
Total votes : 140
Author Message
 PostPosted: 14 Sep, 2011 
 
User avatar

Joined: 27 Aug, 2009
Posts: 245
Offline
Two! Definitely two legs for the Cybran!

It makes sense to have the commander have a low-mass locomotion system. If you want upgrades may change to another system for speed, balance, whatever. But, it makes no sense to pay twice the energy to send a commander to another planet just because you want to use a larger more massive movement system.

_________________
-= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-


Top
 Profile  
 PostPosted: 14 Sep, 2011 
 

Joined: 22 Mar, 2010
Posts: 60
Offline
Ahh you must be nuts!!! :)

please keep the 4 legs, it is very suited to Cybran design, and when i first played your mod and saw the Cybran commander like that, with many legs, i was full of joy!


Top
 Profile  
 PostPosted: 14 Sep, 2011 
 
Forum Scout
Forum Scout
User avatar

Joined: 02 Mar, 2007
Posts: 8995
Location: Ninja Editing Your Post from a Canadian IPhone
Offline
akvilonn wrote:
Ahh you must be nuts!!!

The actual terms are practical and faithful to the game.

Mike

_________________
God of Models - Moderator
BlackOps Team Twitter

Image


Top
 Profile  
 PostPosted: 14 Sep, 2011 
 
User avatar

Joined: 09 Sep, 2007
Posts: 860
Offline
akvilonn wrote:
Ahh you must be nuts!!! :)

please keep the 4 legs, it is very suited to Cybran design, and when i first played your mod and saw the Cybran commander like that, with many legs, i was full of joy!



But i'm sure you will enjoy when you will see the Cybran commander Rev 4.0

Currently i'm working on the model :p

The commander lost the 4 legs but it will be more agressive ;)

I hope I will have finish it in 24 hours :).

Currently all UEF commander weapons are finish and work perfectly has i would :)


Top
 Profile  
 PostPosted: 14 Sep, 2011 
 

Joined: 21 May, 2008
Posts: 706
Offline
I'm a big fan of the 6 legs version...


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 

Joined: 29 Aug, 2010
Posts: 47
Offline
Do any of you remember the "Pelican" from the original 1997 Total Annihilation game? Remember how it used to transform when it moved from water to land? What if we could have something like that with the Cybran or UEF Commander?

Just a thought.


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 09 Sep, 2007
Posts: 860
Offline
zomg wrote:
Do any of you remember the "Pelican" from the original 1997 Total Annihilation game? Remember how it used to transform when it moved from water to land? What if we could have something like that with the Cybran or UEF Commander?

Just a thought.


when you worte " water " you think : Amphbious or floating ?


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 20 Apr, 2007
Posts: 1524
Location: VT, USA
Offline
Personally, I've always liked and believed the Cybran ACU should have have 2 legs.

The ACUs are, after all, the persona/representation of the species that uses them. Seems the Cybrans are human....

asdrubaelvect wrote:
zomg wrote:
Do any of you remember the "Pelican" from the original 1997 Total Annihilation game? Remember how it used to transform when it moved from water to land? What if we could have something like that with the Cybran or UEF Commander?

Just a thought.


when you worte " water " you think : Amphbious or floating ?

If memory serves correctly, it floated.

And to answer your question zomg, it should be more than possible. Have you ever paid attention to the UEF engineers when they cross from land to water? ;)

_________________
Nuke/Shield Collide Mod topic thread
My Mods


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 09 Sep, 2007
Posts: 860
Offline
ok the firsts screens of the cybran commander Rev4 are avalaible :)

I will continu to work on the model

Image Image Image Image


there are still a lot of work :)


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 27 Aug, 2009
Posts: 245
Offline
It now greatly resembles a forward bending knee Calderon-borne or Bushwhacker 'Mech.

Personally, I'd reverse knee it.

'Hull' looks a little elongated. But, that might just be the backpack hangin' off it's a$$. Question though: Maser? Top mounting it are you? or completely removing it?

_________________
-= MONKEYLORD: Sometimes a Death-Ray really is the best form of negotiation =-


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 16 Jan, 2010
Posts: 2908
Location: Draconis VII
Offline
Well, hate to say, that completely revamping the Cybran Commander will make my mod incompatible with your mod X-x


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 21 Jan, 2011
Posts: 335
Offline
Hey asdru! nice commander model! :D
i love the looks of it, but I think it would look much better with reverse knees as well. :)

_________________
----------------------------------------------------------
Total Mayhem mod for Forged Alliance
Image
http://forums.gaspowered.com/viewtopic.php?f=7&t=51225
http://www.moddb.com/mods/total-mayhem1


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 

Joined: 29 Aug, 2010
Posts: 47
Offline
Quote:
If memory serves correctly, it floated.

And to answer your question zomg, it should be more than possible. Have you ever paid attention to the UEF engineers when they cross from land to water? ;)


Hehe yep! Exactly :3

What I was thinking is if either the UEF or Cybran Commander could transform the same way, but submerge instead. :)

Asdrubaelvect: Theres some good news about the recent update. It seems to have fixed the save-game issues for Skirmish mode :D......However now, the only thing the AI uses to attack me is Air lol


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 09 Sep, 2007
Posts: 860
Offline
Hi,

Achronus wrote:
Personally, I'd reverse knee it.

'Hull' looks a little elongated. But, that might just be the backpack hangin' off it's a$$. Question though: Maser? Top mounting it are you? or completely removing it?


I will see :) the model stay on working :p


brandon007 wrote:
Well, hate to say, that completely revamping the Cybran Commander will make my mod incompatible with your mod X-x


Expe Wars has always modded commanders ;)


burnie222 wrote:
Hey asdru! nice commander model! :D
i love the looks of it, but I think it would look much better with reverse knees as well. :)



I will try this but currently 3dsmax seem does not like the catalyst 11.8 :/


zomg wrote:
Asdrubaelvect: Theres some good news about the recent update. It seems to have fixed the save-game issues for Skirmish mode :D......However now, the only thing the AI uses to attack me is Air lol


Thx for your testing :D
But the AI stay not supported by Expe wars :(

Perhaps one day an AI coder will work on it but before I think you ll can play in multiplayers with Forged Alliance Forever lobby or gpgnet.
I


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 15 Feb, 2011
Posts: 115
Location: Atomized by my last ACU death
Offline
I have gotten a chance to do a quick skirmish game with your mod, and I would like to both give some compliments and some constructive criticism, too.

Awesome things:
The awesome unit upgrades
The naval transport units
Quantum Gate rallypoint teleporters
TA feel
Useful things:
A naval economy and more aquatic buildings
Annoying things:
Quantum Gate rallypoint teleporters:
Even though this feature is awesome, it seems imbalanced, even for the damage inflicted to the units gated in.
A single Cybran Mobile Bomb can do massive damage to key infrastructure.
It would be nice if the damage dealed to the unit increased with the range of the jump.

The research labs and factories:
I am annoyed at how, once you clear the tech 1 research, you can no longer get completely vetted T1 units from the T2 lab. It's already relatively annoying to keep track of all your labs, and the added layer of complexity needed to supply complete veterancy for all three tech tiers is bothersome. If this is what you want for your mod's balance then just disregard this.
Glitches I have found:
The Cybran T3 Obelisk does not have a retaliate toggle
The T1 Cybran land experimental's animation can get mixed up if you click the toggle repeatedly.

I hope I haven't been to critical, but I have tried not to seem rude in my remarks.
Also, if the

_________________
http://www.theblaze.com/advertorial/tell-president-obama-workers-arent-your-pawns/

http://www.theblaze.com/stories/its-not-true-kansas-rep-shoots-down-al-sharptons-is-it-fair-tax-mantra-in-fiery-debate/


Top
 Profile  
 PostPosted: 15 Sep, 2011 
 
User avatar

Joined: 09 Sep, 2007
Posts: 860
Offline
CommanderHelios wrote:
I have gotten a chance to do a quick skirmish game with your mod, and I would like to both give some compliments and some constructive criticism, too.

Awesome things:
The awesome unit upgrades
The naval transport units
Quantum Gate rallypoint teleporters
TA feel
Useful things:
A naval economy and more aquatic buildings
Annoying things:
Quantum Gate rallypoint teleporters:
Even though this feature is awesome, it seems imbalanced, even for the damage inflicted to the units gated in.
A single Cybran Mobile Bomb can do massive damage to key infrastructure.
It would be nice if the damage dealed to the unit increased with the range of the jump.

The research labs and factories:
I am annoyed at how, once you clear the tech 1 research, you can no longer get completely vetted T1 units from the T2 lab. It's already relatively annoying to keep track of all your labs, and the added layer of complexity needed to supply complete veterancy for all three tech tiers is bothersome. If this is what you want for your mod's balance then just disregard this.
Glitches I have found:
The Cybran T3 Obelisk does not have a retaliate toggle
The T1 Cybran land experimental's animation can get mixed up if you click the toggle repeatedly.

I hope I haven't been to critical, but I have tried not to seem rude in my remarks.
Also, if the



Hi, for the quantum rally point there is a little bug .... normaly all shield are anti teleport but currently that is not working.

For the balance i'm not realy worked on that :D if the players have balance idea just write them and i will apply ;)

thanks :)


Top
 Profile  
 PostPosted: 16 Sep, 2011 
 

Joined: 20 Oct, 2010
Posts: 8
Offline
that mod is awesome but i see many imbalances i only played one game but i see some things that could be change for balances, i only played one time then probably could change many more things.
first, the veterancy system is too overpowered, i think that could be better if the units dont need only kill so few units for take vet, veteranced units should be more rares, and if a t1 tank kill a unit and take vet that could be really like a luck game, the first army that kill more units take vet, restore hp and have megapowerfuls units, thats really imba.
and in long range units the veterancy is really more overpowered cause the dps upgrade,
imagine 1 t3 sniper with 5 vet, it can kill easy 2 or 3 tanks with 5 vet, cause we have a really high improve in dps and few improve in hps
then the solution that i see is do, take vet really more hard

second, the research in the building is too cheap and i think that it don't should give more that lvl 2 vet
solution more expensive research

third unit balance i didnt play too many but i see some imbas
like the t1 sera shield, thats mega OP, a t1 shield dont should have more that 200 or 300hp with that cost 1240hp is the more overpowered thing ever lol, and it should have few regen rate
if i could have a database of the mod i could say the imbas and wth to do exactyl for change

fourth you developed the mod on 3599, please add the changes of the 3605 on it
all ppl play in 3605 on fa forever server, you can see the 3605 change here:
http://88.191.143.136/faforever/fafwiki/index.php/3606
http://88.191.143.136/faforever/fafwiki/index.php/3605

you only need the units equivalent scripts on the 3605 and put them in your mod

fifth : the walking animations, i don't care really about this but i think that you only need to change the walk rate in the unit file

i know that this is a lot of work, the mod is good like it is, but it can be improved and be a mega balanced mod

sry for my english and
thx for read :)


Top
 Profile  
 PostPosted: 16 Sep, 2011 
 
User avatar

Joined: 09 Sep, 2007
Posts: 860
Offline
Yes I know for the imbalance problem :(

It is why I would separate veterancies upgrades and research center enhancements

Imagine you should have :

- Veterancies upgrade : Hp restoration
- research center enhancements : Weapons system + Armor

but currently that is not possible

Thks for your post :)


PS : I will see soon for the 3606 and 3605 patch ;)


Top
 Profile  
 PostPosted: 16 Sep, 2011 
 

Joined: 23 Aug, 2007
Posts: 1168
Offline
asdrubaelvect wrote:

PS : I will see soon for the 3606 and 3605 patch ;)


Don't bother with that, we will make sure that EW is compatible with the changes, and if not, we will make a report to you to solve the issues :)

That's part of our "Featured Mod" program(c)(tm) ;-)

_________________
Eco tutorial videos | Murder Party Mod
Image


Top
 Profile  
 PostPosted: 16 Sep, 2011 
 

Joined: 29 May, 2008
Posts: 73
Offline
I have my units set to 2000, but when i am playing this mod it only allows me to play about 666.....even though it says that i have 1999/2000.


Top
 Profile  
 PostPosted: 18 Sep, 2011 
 

Joined: 29 Aug, 2010
Posts: 47
Offline
Quote:
Thx for your testing :D
But the AI stay not supported by Expe wars :(

Perhaps one day an AI coder will work on it but before I think you ll can play in multiplayers with Forged Alliance Forever lobby or gpgnet.


Bummer :(


Top
 Profile  
 PostPosted: 20 Sep, 2011 
 
User avatar

Joined: 09 Sep, 2007
Posts: 860
Offline
Hi here :p

Image

The Cybran Commander Rev 4.0.
I choiced to remake it because I want all factions have a realy different commander. As you can see the cybran commander is realy different than the UEF commander and the Aeon commander will be different than the uef and cybran.


Image Image Image Image


Short Range Weapon : Lazer Gatling

+ : Rate Of Fire, Good Accuracy.
- : Short range, Low Damages.

Image Image Image Image

Medium Range Weapon : Multi-Rockets Launcher

+ : Range, Heavy Area Damages.
- : Rate of Fire, Damages if 1 target.

Image Image Image Image

Long Range Weapon : Heavy Missile Launcher

+ : Perfect Accuracy, Long Range, Heavy Powerfull.
- : Vulnerability with short range ennemies, Direct Fire Missiles.

Image Image Image Image

PS : I'm sorry if the mod development seem to be long but I m playing with Dead Island :D


Top
 Profile  
 PostPosted: 21 Sep, 2011 
 
User avatar

Joined: 11 Apr, 2007
Posts: 1915
Offline
CommanderHelios wrote:
I have gotten a chance to do a quick skirmish game with your mod, and I would like to both give some compliments and some constructive criticism, too.

Annoying things:
Quantum Gate rallypoint teleporters:
Even though this feature is awesome, it seems imbalanced, even for the damage inflicted to the units gated in.
A single Cybran Mobile Bomb can do massive damage to key infrastructure.
It would be nice if the damage dealed to the unit increased with the range of the jump.

The research labs and factories:
I am annoyed at how, once you clear the tech 1 research, you can no longer get completely vetted T1 units from the T2 lab. It's already relatively annoying to keep track of all your labs, and the added layer of complexity needed to supply complete veterancy for all three tech tiers is bothersome. If this is what you want for your mod's balance then just disregard this.


Thanks for your report ;-)

Quantum Gate rallypoint teleporters:
I'll adjust the damage percent ASAP according to Asdrubael's instructions, if he agrees with you.
regarding the accuracy of the Rallypoint, I'll have to get some helping hand from a maths guys.
(I forgot such stuff given I left school a very long time ago and never used that again)

The research labs and factories:
Tech 1 Veteran researches are applying to Tech 1 units ONLY, according to their type (Land, Air, Naval)

Please download and install my update then give me some feedback.

<EDIT>(see my next post)</EDIT>

armmagedon wrote:
that mod is awesome but i see many imbalances i only played one game but i see some things that could be change for balances, i only played one time then probably could change many more things.
first, the veterancy system is too overpowered, i think that could be better if the units dont need only kill so few units for take vet, veteranced units should be more rares, and if a t1 tank kill a unit and take vet that could be really like a luck game, the first army that kill more units take vet, restore hp and have megapowerfuls units, thats really imba.
and in long range units the veterancy is really more overpowered cause the dps upgrade,
imagine 1 t3 sniper with 5 vet, it can kill easy 2 or 3 tanks with 5 vet, cause we have a really high improve in dps and few improve in hps
then the solution that i see is do, take vet really more hard

second, the research in the building is too cheap and i think that it don't should give more that lvl 2 vet
solution more expensive research

third unit balance i didnt play too many but i see some imbas
like the t1 sera shield, thats mega OP, a t1 shield dont should have more that 200 or 300hp with that cost 1240hp is the more overpowered thing ever lol, and it should have few regen rate
if i could have a database of the mod i could say the imbas and wth to do exactyl for change

fourth you developed the mod on 3599, please add the changes of the 3605 on it
all ppl play in 3605 on fa forever server, you can see the 3605 change here:
http://88.191.143.136/faforever/fafwiki/index.php/3606
http://88.191.143.136/faforever/fafwiki/index.php/3605

you only need the units equivalent scripts on the 3605 and put them in your mod

fifth : the walking animations, i don't care really about this but i think that you only need to change the walk rate in the unit file

i know that this is a lot of work, the mod is good like it is, but it can be improved and be a mega balanced mod

sry for my english and
thx for read :)


Don't worry with your english, given I am not very much skilled in that language too.

Most of the balance points you are talking about are not perfect indeed.
I made the Labs with default values and they remained "as is".
I thought Asdrubael would've adjusted them but he did not.

I also insisted by telling Asdrubael to polish the current units rather to make dozens of non-polished new ones.
But he's stubborn like most brittons (from Brittany) ^^

About the version 3605 :
are you talking about the patch or about the mod ?
I worked with CBFP v3 then CBFP v4 only.
And LD's behavior disencouraged me to take in count the version 3605 (the mod one at least).

Thanks for your report anyways ;-)

_________________
Console Plus - Solo A.C.U. - Experimental Wars Image


Last edited by Manimal on 21 Sep, 2011, edited 1 time in total.

Top
 Profile  
 PostPosted: 21 Sep, 2011 
 
User avatar

Joined: 11 Apr, 2007
Posts: 1915
Offline
ExpWars_v2_8_3 BUGFIX 20110917 by Manimal

(english version below)

< FRANÇAIS >

J'ai corrigé tous les bugs (mineurs) connus
La plupart de ces bugs sont apparus à cause des changements fréquents de direction et d'idées d'Asdrubael... qui modifie même mon code ! :-$

MISE À JOUR

Corrections apportées :
  • les avatars des Labos ont été rétablis.
  • l'application des Niveaux Vétéran est à nouveau fonctionnelle.
  • la téléportation via les Portes Quantiques, sauf la précision de l'anti-téléportation (protection UBC) que je corrigerais dès que j'aurais pris contact avec un de mes amis matheux (très occupé).


BUGS CONNUS

Pour finir voici mon Rapport de Bug après test avec ma mise à jour :

  • Portail Héros : ne prend plus du tout les niveaux vétéran !
  • Porte Quantique :
    -> ne prend plus les Niveaux Vétéran SAUF si je fais une recherche via Labo Terrestre Niv 3
    -> icone manquante dans Avatar de Groupe (CTRL-chiffre) !
  • TOUTES BARGES : prennent le Niv. Vét. Naval mais les unités en dedans ne prennent pas le Niv. Vét Terrestre !!!
  • Beaucoup d'icônes de recherche à terminer, ainsi que celles des Labos qui sont des icones de TMLs !

Enfin voici les erreurs que j'ai relevé en testant ExpWars v 2.8.2 + ma mise à jour appliquée : (voir ci-dessous, en bas de page)


< ENGLISH >

I fixed up all known (minor) bugs !
Most of these bugs came because of Asdrubael changing constantly his mind and direction... and even my code ! :-$

UPDATE

Fixes :
  • Labs now have their avatars back.
  • Veterancy Researches now apply well on the units
  • Teleportation works fine again, except anti-teleportation (ACU protection) that I'll fix up ASAP when a maths guy will be available.

KNOWN BUGS

Last here are the errors I noticed by testing Expwars v 2.8.2 + my updates applyed on it :
  • Heroes Portal : does not take veteran levels any more !
  • Quantum Gates :
    -> does not take veteran levels except by launching a research via the Tech 3 Land Lab.
    -> Missing icon for the Group avatar.
  • ALL BARGES: take NAVAL Veteran Levels, however units that are within them do NOT take LAND Veteran Levels !
  • Many missing Reasearch icons, as well as Labs icons that are currently TMLs ones !


LOG GÉNÉRÉ AVEC Expwars v 2.8.2 + MA MISE À JOUR :
LOG GENERATED WITH Expwars v 2.8.2 + MY UPDATE :


Code:
warning: Error running OnMotionVertEventChange script in Entity ueb2201 at 385f8108: ...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua(2053): attempt to perform arithmetic on field `?' (a nil value)
         stack traceback:
            ...ged alliance\mods\expwars_v2_8\hook\lua\sim\unit.lua(2053): in function `EnableUnitIntel'
            ...8\units\structuresnavales\ueb2201\ueb2201_script.lua(58): in function <...8\units\structuresnavales\ueb2201\ueb2201_script.lua:43>

=> ueb2201_script.lua -> EnableUnitIntel ???
__________________________________________________________

Code:
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=21, formation slots=21)

warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26)
warning: Failed to assaign unit uea0111 a slot in the formation AttackFormation (units=26, formation slots=26)


=> Je ferais de mon mieux pour régler ce soucis bien qu'il n'aurait pas du se produire. Mais je n'ai pas créé cette unité, ce qui va donc prendre quelques temps.

=> I'll do my best to fix it up, even though it should not have occured ! However I did not make this unit, so this will take a short while.
__________________________________________________________

DOWNLOADS

Click here to get the update -> ExpWars_v2_8_3 BUGFIX 20110917 by Manimal.rar

INSTALLATION
Simply overwrite ExpWars_v2_8 with the contents of my RAR archive (by using WinRAR 3.80 or newer)

Nota Bene :
It should be installed in the Documents subfolders.
e.g. for Win XP users :arrow:
"%USERPROFILE%\My documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods"
e.g. for Vista / Seven users :arrow:
"C:\Users\USERNAME\Documents\My Games\Gas Powered Games\Supreme Commander Forged Alliance\Mods"

<EDIT>...and nowhere else !</EDIT>

Long live SCFA !

_________________
Console Plus - Solo A.C.U. - Experimental Wars Image


Top
 Profile  
 PostPosted: 24 Sep, 2011 
 
User avatar

Joined: 09 Sep, 2007
Posts: 860
Offline
Image

Image Image Image

Image Image


Top
 Profile  
Display posts from previous:  Sort by  
Post new topic Reply to topic Go to page Previous  1 ... 63, 64, 65, 66, 67, 68, 69 ... 71  Next



Quick Tools

Search for:
Jump to:  

© 2002-2010 Gas Powered Games Corp. All Rights Reserved. Gas Powered Games is the exclusive trademark of Gas Powered Games Corp.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
 
Home| Games | Company | News & Press | Support
  Terms of Use   |    Copyright Information   |    Privacy Policy