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Re: modding general

Post by oaky on January 28th 2018, 10:58 am

every game we play of this is gonna end in fury on behalf of whoever comes up with the most ridiculous combo of governments
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Re: modding general

Post by Mac B on January 28th 2018, 1:27 pm

oaky wrote:every game we play of this is gonna end in fury on behalf of whoever comes up with the most ridiculous combo of governments
that's the plan
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Re: modding general

Post by Mac B on January 28th 2018, 1:28 pm

bungusmod is all about important decisions and elective technologies if you research tribes anarchy nationalism on your own volition who am i and my +2 attack cavalry hordes to stop you from mobilizing your citizenary populous as an army
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Re: modding general

Post by Mac B on January 28th 2018, 3:52 pm

in the subsequent update of bungusmod i will be adding in a chemistry tech tree (handful of techs about as big as the sorcery tree) to incentivise chemistry more
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Re: modding general

Post by Mac B on January 28th 2018, 5:36 pm

as of now researching tengriism crashes the game
ill keep trying to fuck with it but if i cant fix it its being cut for now
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Re: modding general

Post by Mac B on January 28th 2018, 6:05 pm

i got it to work but it works in reverse (the packed version is the wizard, the unpacked is the wolf) but it fucks up its behavior a little and really fucks up the projectiles for some reason
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Re: modding general

Post by Mac B on January 28th 2018, 6:17 pm

Mac B wrote:as of now researching tengriism crashes the game
ill keep trying to fuck with it but if i cant fix it its being cut for now
the only way around this has been researching tengri before making any wizards
so to safely implement this into the game, mongols will research tengri in place of sorcery to accomodate this



also, tengri wizards fire treb shots instead of fireballs now which helped the fucked up looking projectiles earlier. treb shots were the original wizard fire anyhow
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Re: modding general

Post by Mac B on January 28th 2018, 7:27 pm

regeneration as a function basically doesn't work so ill have to replace that with something
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Re: modding general

Post by He. on January 28th 2018, 7:53 pm

yo just hacked nitro type now we dumb rich just bough the BUGGATTI NIGGA
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Re: modding general

Post by Mac B on January 28th 2018, 8:00 pm

BYOB (Bring Your Own Bugatti)
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Re: modding general

Post by GRYPHON DEFENDER ALYAZA on February 2nd 2018, 8:43 pm

Mac B wrote:in the subsequent update of bungusmod i will be adding in a chemistry tech tree (handful of techs about as big as the sorcery tree) to incentivise chemistry more
this is neat it'd be cool to see something possibly "compensate" for the chinese's lack of gunpowder units
although chemistry is already an extremely desirable tech because of the +1 attack and unlocking gunpowder units

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Re: modding general

Post by Mac B on February 5th 2018, 9:26 pm

drafted up a few techs to go along with the chemistry line, will post when i work around them more

fire lances will be a chinese unique tech, without revealing too much yet it'll inherit the arson effect for either chu ko nus or skirmishers - im deciding which one because on one hand fire lances+cultural dominance would mean crazy strong chu ko nus, but having badass and siegeworthy skirmishers is pretty novel. if i go with skirms though, it'll be a team bonus type deal, and it'll be different from what i had planned for the chu ko nu version save arson
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Re: modding general

Post by oaky on February 5th 2018, 9:37 pm

what ever happened to your super champ halb unit
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Re: modding general

Post by Mac B on February 5th 2018, 9:43 pm

there also seems to be another unit function called healing that heroes use - as opposed to the ones camels use (an HD only function that in my experience broke a few units when i tried to implement it) and the ones that berserks use (which is hardcoded to be just for berserks to my understanding)
ill give it a try and if it works ill find some places to incorporate it
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Re: modding general

Post by Mac B on February 11th 2018, 2:53 pm

starting the chemistry techs today

thinking after this update iill look more into getting new civs to work - that is completely adding new ones, not putting them over others. the little ive read on the matter says its impossible in HD but after getting around genie more im not so easily deterred, though i dont have many ideas beyond what i tried the first time around

also most feudal governments are going to get some type of unique unit with nationalism but this is prone to being changed around, the biggest new one being the mercenary outpost building which as of now will be for republic. im either going to draft up some unique like units or its going to be a selection of contextually in game unique units. something like being able to train genoese crossbowmen would be fun but im distant from it, its a pretty drastic way of doing it
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Re: modding general

Post by Mac B on February 12th 2018, 12:19 am

oaky wrote:what ever happened to your super champ halb unit
idk how i never saw this
the imperial phalanx you get with having nationalism and oligarchy

I'm redoing a bit of cultural dominance to even out the bonus distribution by giving civs with fewer bonuses more - to the point where each civ gets a minimum of 2 and max of 3 bonuses.
Though i foresee that in the subsequent update im going to be removing bonuses to even it out where each civ gets 2 or 1, but this is not that day
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Re: modding general

Post by Mac B on February 12th 2018, 1:48 am

redid some of cultural dominance gonna sandpaper it some more tomorrow.

One thing i definitely miss about Rise of Nations is generals. If there was a way to make a unit that has an effect on nearby units id make one. There's so much modding potential in that alone. shit like the alexander the great campaign unit general that gives cavalry +2 attack
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Re: modding general

Post by Mac B on February 18th 2018, 2:40 pm

New prices
Nationalism, Cultural dominance, revolution cost 5k food 1k gold
when one is researched the rest are increased by 3k food and 1k gold
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Re: modding general

Post by Mac B on February 27th 2018, 12:03 am

put in all the entries for the language files for the post nationalism techs gonna get started on the effects tomorrow
have most of what civs get what written down too
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Re: modding general

Post by Mac B on February 28th 2018, 2:45 pm

finished adding what civs gets what gonna start on the tech effects today
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Re: modding general

Post by Mac B on March 19th 2018, 1:30 pm

finished redoing some math on all the cultural dominance bonuses so it doesnt give more than it says, and started on some of the third unique tech effects. after i finish those (maybe tomorrow if i have nothing to do) ill have to put in the language strings, then make them researchable.

then after that, adding a handful of miscellaneous techs and some tweaking of some balances, and testing, itll be ready for upload
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Re: modding general

Post by Mac B on March 21st 2018, 4:27 pm

save a few techs and balance changes, bungusmod 1.4 is essentially done. you can expect a release as early as this weekend
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Re: modding general

Post by He. on March 26th 2018, 6:01 pm

she see the app she wanna join
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Re: modding general

Post by Mac B on May 8th 2018, 1:43 pm

Gonna pastedump all the civs in my notebook over the past few weeks that will be implemented in future bungusmod projects

I'll start out with 4 civs going to be in a separate mod part of bunguscivs 1 replacing africoon kangdoms

Bungus Civs 1: Legacies
Tibets (Replace Malians)
Monk and Infantry
-blacksmith techs provide +1 additional pierce armor per research. (Champions end with 1/1 + 3/7 armor) Chain mail is free.
- Monasteries have x3 health.
- Standing monks generate gold


Team Bonus: blacksmiths work 2x faster

Unique Unit: Himalayan Cavalry
Fast medium cavalry with an attack bonus against archers. Acts as a lite cataphract as it takes less damage from pikemen but is more light cavalry oriented.
80 food 30 Gold
Hp:75, 125 (elite)
Attack: 11, 14 (elite) (+6 against archers)
Armor: 1/1, 2/3 (elite) (8, 10 horse armor)

Unique techs:
Lamellar - Infantry get +1/+1 armor

Nirvana - Monks regenerate faith 25% faster

Get: full infantry, hand cannoneer, bloodlines, full blacksmith except ring archer armor and bracer, full cav archer, bloodlines, parthian tactics, full scorpion, thumb ring, crossbow, cavalier

Do not get: camels, eagles, elephants, paladin, hussar, arbalist, bombard cannon/tower, heresy, two man saw, siege engineers, siege onager, siege ram, husbandry (because himalaya cavalry doesn't need a speed increase), squires, paladin

Burgundians (Replace Portugese)

Civ bonuses
- Mill and lumber upgrades dont cost food and are researched in half time
-Pikeman upgrade is free
- Gunpowder units move 15/20% faster
- Feudal age costs 25% less

Team bonus: Gunpowder units do +2 to cavalry / or unique unit made 10% faster

UT1: Grunhag - 300 wood 250 gold - Palisade walls get double health, melee armor, and are immune to arson. (+3 building amor)

UT2: Battery - 1000 food 500 gold - Bombard cannons get +.5 blast damage and do 50% more damage

Unique unit: Gendarme - long range (1 range) heavy cavalry with a bonus against other cavalry
HP: 100, 140
Armor: 2/1, 3/2
Attack: 12, 14 (+8 vs cavalry)
Speed: 1.32, 1.36,
Cost: 75 Food 65 Gold
Elite: 1000 Food 650 Gold

Tech tree:
Get: heavy cavalry archer, thumb ring, arbalist, gunpowder units, bombard cannon, elite cannon galleon, galleon, siege ram, heavy scorpion, champion, halberdier, bombard tower, full archer and infantry defense and attack upgrades, architecture, treadmill crane, keep, squires, bloodlines, husbandry

Do not get: Two man saw, stone shaft mining, paladin (because UU), heavy demo ship, fast fire ship, siege onager, hussar, redemption, atonement, plate barding (maybe), eagles/bes/camels


Scratched:- PERHAPS: Can build the mercenary outpost to train one of five non elite unique units belonging to other civs (Longbowmen, Genoese crossbowmen, huszar, throwing axeman, condo)

Normans (replace berbers)
Civ bonuses:
- masonry/architecture free
- TCs are built 30% faster and cost 15% less
- Heavy cavalry moves 15% faster
- Cavalry upgrades cost half food

Team bonus: Transport ships 20% cheaper and made 30% faster

UT1: Papal Amnesty - Monasteries work 25% faster

UT2: Dgerre - Paladins/knights get trample damage

UU: Duc - cross between a war wagon and a genitour / armored genitour like unit that throws anti-archer javelins.
HP: 80, 130 (100, 150 with bloodlines)
Armor: 2/1, 4/2 (benefits from barding armor)
Attack: 7, 9 (benefits from archer attack upgrades) (+7 vs archers, +5 vs infantry)
Range: 4
Slow rate of fire
40 Gold 65 Food
Upgrade cost: 1000 Gold 750 food

Get: paladin, bloodlines, full infantry and cavalry, all barracks techs, full monastery, siege onager, siege ram, hussar, elite skirmo, arrowslits, murder holes, full navy + techs minus CGs, bracer, thumb ring

Do not get: husbandry, plate barding armor, elite cannon galleon, parthian tactics, arbalest, camels & eagles, gunpowder units, heavy scorpion, ring archer armor

Debating wether or not to give infantry plate mail

Note - a paladin with husbandry gets 1.485 speed, norman paladins get 1.552 speed with their civ bonus which is .5 off from a hussar at 1.6

Scythians (Replace Ethiopians)

Cavalry Archers have 30% more hp
Parthian Tactics is free
Gold mines last 25(/30)% longer
Cavalry units consume half population OR support their own population


Team Bonus: Imperial Cavalry Archer (+1 range, moves 15% faster and fires some faster)

UT 1: Barbed Arrows - Archery range units do +1 melee damage (except skirms). +2 damage against buildings.

UT 2: Eorpata - Melee cavalry attack faster (10% faster for paladins, 20% faster for hussars)

UU: Androphagi


Tech Tree:
Get: thumb ring, heavy scorpion, onager, paladin, hussar, siege ram, husbandry, sappers, full archers w/upgrades, blast furnace, heavy demo ship, herbal medicine, heresy, sanctity, fervor, illumination, siege engineers, ballistics, plate barding

Do not get: Champion, plate inf armor, keep, hoardings, siege onager, gunpowder units, squires, bloodlines, hoardings, galleon, fast fire ship, atonement, redemption, theocracy, block printing, faith, arrowslits, treadmill crane, stone shaft mining


Androphagi
High speed anti-trash light infantry
Hp: 60/75
Attack: 10, 13 (+6/9 vs spearmen and skirms/archers)
Armor: 0/1, 1/2
Speed: 1.23, 1.29
High attack speed


Future Bungus Mod Civs

The Mahonkas Republic (replaces Franks or Teutons since the uu is a lite TK)
Civ bonuses:

Monasteries work 100% faster,
Faith is free
Farmers carry +5 food per age starting in the dark age
Military Units cost 10% less food in castle, 20% less food in Imperial

Team bonus: Pikemen line +3 vs cavalry OR monks +1 conversion range

UT1: Regency (600 food 250 gold) - Techs are researched 50% faster

UT2: Invictus (1000 Food 800 gold) - monk cost cut in half

UU: Vipera Vindex (70 Food 30 Gold) anti-cavalry heavy infantry.
Elite upgrade: 1200 food 500 gold
HP: 75, 100
Attack: 12, 16 (+8/10 vs cavalry, +4 vs infantry)
Armor: 4/0, 8/1
Attacks faster than champions

UU2: Mahonkas Cavalry (replaces paladin upgrade)
Cost: 60 food 75 gold
Cost to upgrade: 1450 Food 500 gold
HP: 160
Attack: 13 (+5 vs cavalry)
Rate of Fire: 1.83
Melee armor: 3
Pierce armor: 2
Speed: 1.4 (1.54 after husbandry)

Tech tree
Get: Full Infantry and cavalry, siege onager, husbandry, blast furnace, squires, full monastery minus sanctity and fervor, plate infantry, heavy cav archer, parthian tactics, Bloodlines, bombard tower, fortified wall, masonry, hand cannoneer, keep, heavy scorp, siege engineers, treadmill crane, murder holes, hoardings, sappers, elite skirmo, thumb ring

Do not get: capped ram, plate barding, arrowslits, xbowmen, bracer, ring archer armor, sanctity, fervor, stone shaft mining, camels/eagles/BEs, elite cannon galleon, bombard cannon, fast fire ship, heated shot, arrowslits, shipwright


AI Names:
God-King Adaru the Horrible
King Bungus I
King Bungus III
President Mac B the Pious
Bam C
Danny Downs the Regent
High Priest Goblin
Diplomat Matthew the Broad
Mac B the Cursed
Ragnar of The North
Rogue Goltar the Elder
Ihn the Great
Queen Fielia of the Southeast

OTThunderdome (replace Byzantines)
Civ Bonuses:
- Buildings get +12% hp per age, capping at +50% hp in imperial
- Age advancements cost half gold (was originally 10% less food per age, so castle would cost 20% less food and so on)
-Town watch and town patrol are free

Team Bonus:

UT1: Lovebot - Production time for trash units is halved (AND/OR) they consume half population

UT2: Irene - Trebuchets fire multiple shots
(Was originally SS gets trample)

UU: Shitpost Squad (Anti-building heavy cavalry) (basically specialized heavier tarkan)
HP: 100, 130 (120 150 bloodlines)
Attack: 11, 13 (+12/+14 vs buildings)
Armor: 1/3, 2/4
Speed: 1.4
Cost: 70 gold 50 food

Tech Tree
Get: Bloodlines, blast furnace, heavy scorpion, champion, siege ram, plate inf, plate ram, arbalest+thumb ring, full infantry, hand cannons, sappers, shipwright, bombard cannons (might remove since most of their arsenal has plenty of anti building potential), bracer, heavy cav archer, fortified wall, keep, murder holes

Do not get: husbandry, hussar, bombard tower, battle elephant, eagle warriors, camels, SO, hoardings, elite cannon galleon, arrowslits, parthian tactics, masonry, treadmill crane

-considering removing infantry plate armor bc theyll be able to spam FU halbs goth style

AI Names:
Emperor Oaky
Emperor Amsk8r the Jap
Emperor Stalin the Big Nigga
First Legate Epoch the Brutal
Mega the Wise
Spinny the Good
Tyson the Hidden
Emperor Epoch the Usurper
President Mac B the Pious of the Mahonkas
Tyson the Dragon
Sab Nino of Samarkand
CSonic the Merciful
Tyson the Wicked

Kryfona/Ghydiddlian Blingdoms (replace persians or magyars)
Civ bonuses:
- Light Cavalry line gets +1 melee armor per age advancement ( 7/6 armor hussars)
-Cavalry units attack 10% faster in castle, 20% faster in Imperial
-Villagers ride on horseback and benefit from cavalry upgrades

Appaloosan Gryphon (flying heavy cavalry - can move over water)
Attack: 9, 11 (7,9 PENALTY vs ships)
Armor: 2/0, 4/1
HP: 100, 130 (120, 150 with bloodlines)
Speed: 1.35
Very slow attack speed
85 food 80 gold


Team Bonus: Your team collects two LESS factors of tax, but the kryfonan player collects one factor more than usual

UT1: Abordhos -

UT2: LGBT Rights - Light cav cost 50 food but villagers are created 20% slower

Cultural Dominance UT: Political Discourse - Other player's governments are 50% weaker



Tech Tree
Get: Plate barding armor, bloodlines, hussar, thumb ring, parthian tactics+heavy cav archer, ring armor, elite skirmo, treadmill crane, guard tower, arrow slits, fortified wall, hand cannoneer, paladin, heavy camel, heavy scorp, bracer, shipwright, dry dock, galleon, fast fire ship

Do not get: Plate inf armor, faith, blast furnace, heresy, arbalist, militia line, halberdiers, SO, SR, SJW, architecture, siege engineers, keep, bbt, bbc, redemption, elite cannon galleon, heavy demo ship, crop rotation, caravan, hand cart

AI Names:
RT the Rat
King Charles the Fat
Queen Starkey
Queen Gilda Fucknog Grifoon
Alyaza the Cuddly Gryph
Alyaza the Pederast
Zilchexo the Violator
Zilchexo the Port Goblin

Change notes

+1 armor was originally +1 attack but changed to accommodate by castle age they cost as much as a villager

- Villagers on horseback - depends on if i can do graphics for this. I might have to make them. In that case it'll be like a trade cart or scout when they're moving but with their horse beside them while collecting. (Ex, same lumberjack graphic but theres a horse in it)
-They will benefit from blacksmith and stable techs, also benefits trade carts
- cavalry units attack faster was originally cavalry units cost less gold
- faster attack bonus does not affect cavalry archers
- second UT originally had petards ride on horseback
-second UT then was all u its can oneshot universities
-Second ut was originally a castle age ut


Epoch's Aoe2 Romans Civ
Masonry and Architecture free
Infantry armor upgrades free
Lumber camps, mining camps, and mills research instantly (but resources still required)
Governments 25% cheaper

Team bonus: Castles and Town Centers +5 garrison capacity

Unique Techs:

Tacticians (Castle age) 300 wood 300 gold: Legionaries get Testudo formation

Siegecraft (Imperial age) 1000 food, 600 gold: Scorpions are affected by ballistics

Unique unit:
Legionary
Cost: 40 Food, 75 Gold
Hit points: 60, 80
Attack: 10, 12
Attack bonuses: +4 vs. standard building, +5 vs. eagle warrior
Rate of fire: 2.03
Melee armor: 1, 2
Pierce armor: 2
Armor classes: infantry, unqiue unit
Speed: 0.9
Line of sight: 5

Legionary (pilum)
Hit points: 60, 80
Attack: 4, 6
Attack bonuses: +3 vs. spearman, +2, 4 vs. archer, +2 vs. cavalry archer
Frame delay: 5
Range: 5
Accuracy: 85%, 90%
Projectile speed: 7
Melee armor: 1, 2
Pierce armor: 2
Armor classes: infantry, unique unit
Speed: 0.9
Line of sight: 7

Legionary (testudo)
Hit points: 60, 80
Attack: 0
Melee armor: 3
Pierce armor: 5, 8
Armor classes: infantry, unique unit
Speed: 0.9


Do not get: Eagle warriors, arbalest, hand cannoneer, heavy cavalry archer, parthian tactics, heavy camel, paladin, bloodlines, cannon galleon, elite cannon galleon, bombard tower, heresy, atonement, bombard cannon, ring archer armor, plate barding armor, heated shot, treadmill crane, guilds


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Re: modding general

Post by He. on May 9th 2018, 3:44 pm

make a flying gihigahur unit and make a little wingate fly it
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Re: modding general

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