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Thread: Game Mechanics and Strategies

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    Game Mechanics and Strategies

    Want to say beforehand that this is a process, and by far a finished project. I've written down what I know, which might be incomplete or wrong. I'd like to get feedback from those reading it and will try to make adjustments based on the feedback at least once a week. I will start by just posting the mechanics and will add strategies or organized "moves" later on (how to NM-wave, how to take out enemy mystics, that kind of stuff!).

    Palem/Bishop: Could you please sticky this?

    Utopia Spartan guide made by Heaven:

    Notes on races/personalities:

    Faeries:

    Spell damage bonus is cap-extending
    Spell duration bonus is cap-exttending
    Sabotage damage bonus is cap-extending and applies to ALL thievery operations
    Has NO access to personality spells such as gluttony or war spoils.

    Halflings:

    Halfling soldiers are 3/3. Aggression makes them 4/2 (and not 6/0).
    Halfling population bonus does not multiply with homes.

    So if you have 1000 acres and 30% homes, your population is:

    1000*25*1.12 + 3000 = 31.0000

    Heretic:

    Thieves DO die on successful ops

    Rogue:

    Thieves den's bonus gives you double land coverage, it does NOT double the bonusses gained for a certain % of land.

    Tactician:

    Accurate espionage means you can send 1 thief on any intel operation and get 100% accuracy.

    Cleric:

    Is immune to the effects of the plague, but can get it and spread it.

    Mind you that if you take a SOT on a War Hero it will NOT display that the province has a dragon ravaging even when it does have it (take care with this because it can lead to someone sending a dragon when the old one isn't dead yet).

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

    Population:

    Total pop = (((built acres * 25) + (barren acres * 15) * Racial bonus) + homes acres * 10) * Sci bonus * honor bonus

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

    Drafting and training:

    Draft speed:

    Peasants * draft speed (0.3% - 1.5%) * Patriotism (1.3) * Dragon (0.8, but you do pay for the 20% that isn't drafted) * Fortified (1.4)

    Training cost:

    Unit cost * Armoury bonus * Fortified (0.6)/EOW CF (0.7)

    Training Time:

    24 * Inspire Army (0.8) * Fortified (0.6) * Accelerated Training (0.5)

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

    Buildings:

    Watchtowers:
    -Damage reduction reduces the cap (you cannot compensate by sending more thieves)
    -Auto-catch is multiplicative with Clear Sight: 20% auto-catch from WTs + CS gives --> (1 - 0.8 * 0.75) * 100% = 40% auto-catch.
    Libraries and Guilds:
    -Not affected by BE

    BE factors and calculation:

    Based on:
    -Number of jobs/acre --> 25 * (1-%homes)
    -25% homes --> 25 * (1-0.25) = 18.75
    -Number of peasants
    -Number of prisoners (every 2 prisoners fill in 1 job)
    -Science bonus
    -Gold Dragon

    Calculation of BE:

    ((Peasants+prisoners/2)/(jobs*2/3)+1)/2 * 100% * Science Bonus * Gold Dragon

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

    Attacking:

    Attack time (hours):

    16 * Tactician (0.85) * War (0.9, 0.8 after 12 hours) * Aggressive IF not at war (0.85) * Avian (0.75) * Quick Feet (0.9) and -/+ hours, which are additive.

    Winning a battle:

    Send 4% more offense than your enemy's defense (oversending 3% already gives a VERY high successrate).

    Traditional March:

    Base gains are 12%, assuming you hit within 10% of your Networth (90-110%). In-range hits take 3% honor.

    Conquest:

    Small portion of land based on how much offense you send.

    Raze:

    -Destroys 5% of enemy land
    -In-war it razes 20% of the enemy's buildings (needed: Affected by gains modifiers? Dark AZN: Nope)

    Massacre:

    -Out of war: Kills a portion of enemy peasants/thieves/wizzards (needed: how much?)
    -In war: Kills a portion of enemy peasants and 28% thieves/20% wizzards
    -12.5% attack time

    Plunder:

    -Takes 50% of enemy gold/runes/food
    -Needed: is there a cap? Can Orc + Aggro + added hours take let's say 80% of someone's gold?
    -12.5% attack time

    Learn:

    -Takes 13% of enemy science
    -12.5% attack time

    Ambush:

    -Takes back 50% of the land taken from you
    -Formula: 0.8 * (enemy off specs*enemy def spec defensive value + enemy elites * enemy elite defensive value)
    -Elf off specs have 8 defense
    -Halfling off specs have 6 defense
    -25% attack time
    -Aggression does not affect ambush calculation

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

    Honor:

    Things that affect gains:

    -adding or subtracting hours
    -orc gains
    -aggressive stance
    -hostile against your kd
    -hitting from fortified stance
    -hitting into or out of a war (reduced to zero)
    -war (doubled)
    -RPNW (more significantly than on land gains)

    Things that do not:

    -kingdom nw factor
    -gbp
    -hitting into fortified
    -human gains
    -guard stations

    Needed:

    -emerald dragon

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

    Gains:

    Total gains are affected by:
    -Racial bonus (Orc)
    - +/- Hours *
    -RKNW
    -RPNW
    -Stance (Aggressive/Fortified)
    -War (both in-war and hitting into/out of war.
    -Gangbang Protection

    Relative Province Networth (RPNW) = Target's Networth / Your own Networth * 100%

    If RPNW = 90% - 110% --> full gains without reduction
    If RPNW = 56.7% or lower --> zero gains
    If RPNW = 160% or higher --> zero gains
    If RPNW = 56.7%-90% --> 3 * RPNW - 170%
    If RPNW = 110%-160% --> -2 * RPNW + 320%

    Gangbang protection:

    Increase in GBP:

    Traditional March/raze/conquest: 2.75*percentage of land taken.
    Plunder/learn/massacre: Current GBP gains*0.06
    Bounces do NOT increase GBP

    Not hit (0% GBP rating): 100% gains
    Couple (1-20% GBP rating): 80-99% gains
    Moderately hit (21-40% GBP rating): 60-79% gains
    Heavily hit (41-60% GBP rating): 40-59% gains
    Extremely heavily hit (61-90% GBP rating): 10-39% gains

    NOTE: ME% increases through GBP, to a max of 12%. The formula is: GBP / 7.5. So if GBP is 45%, ME rising with 45%/7.5 = 6%.

    Relative Kingdom Networth (RKNW) Gains factor:

    RKNW = Target Kingdom NW / Self Kingdom NW * 100%

    RKNW = 90% or higher --> 100% gains
    RKNW = between 40-90% --> RKNW * 2/3 + 40%
    RKNW = lower than 40% --> 66% gains

    Adding hours:

    b = base attack time
    a = hour mod
    c = gains multiplier (fixed for each setting)

    gainsmod = ((b+a)/b - 1) * c
    add 1 to this to get the effective gains that will show on throne room (obviously)

    for a=-2, c=5/3
    for a=-1, c=3/2
    for a=0, c=1
    for a=1, c=4/5
    for a=2, c=7/10
    for a=3, c=3/5
    for a=4, c=1/2

    Gains in war:

    GBP maximizes at 20%
    Relative Kingdom NW is irrelevant (right?)
    Minimum gains are 3% of someone's land. This minimum is affected by GS/Orcs, so orcs can take 3.6% of someone's land as minimum gains.

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

    Networth:

    Acre: 15
    Building (complete): 55
    Building (under construction): 30
    Peasant: 1
    Soldier: 2 (3 if Halfling)
    Defense specialist: Defense Points * 1
    Offense specialist: Offense Points * 0.8
    Elite: Racial value
    Horse: 0.6
    Prisoner: 0
    Thief: 4
    Wizard: 4
    Gold: 1/1000
    Food: 0
    Runes: 0
    Science: 1/92

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

    Thievery:

    Needed:
    -More input on relative networth influence on damage and successrate. AS far as I know, propaganda is hugely affected, whereas NS is a lot less affected.

    Note: Faeries +20% damage extends all the caps given here. So if it says to a max of 20%, for faeries it's 24%.

    Sabotage Wizzards:

    -Reduces enemy mana by 10-15% (Need confirmation)
    Reduces enemy stealth, only works if enemy stealth is high, which is:
    -Have to send target acres x2 thieves

    Rob the Granaries:
    -31.5% max (46% in war)
    -95 bushels/thief (135 in war)

    Rob the towers:
    -24.5% max (35% in war)
    -18.2 runes/thief (26 in war)

    Rob the vaults:
    -5.2% max (14% in war)
    -40 gc/thief (106 in war)

    Kidnapping:
    -1.75% of enemy peasants taken (2.5% in war)
    -0.1 peasant/thief (0.27 in war)

    Arson:
    -Destroys a small amount of enemy buildings

    Greater Arson:
    -Destroys 7% of a specific building

    Incite Riots:
    -Decreases target income
    -Send aprox enemy acres * 5 thieves for max effect (Needed: Confirmation)

    Steal Horses:
    -Steals 20% of enemy horses, of which half are taken to your land
    -0.35 horses/thief

    Bribe Thieves:
    -Decreases enemy thieves effectiveness by 10%

    Bribe Generals:
    -20% chance of +15% losses on all combat

    Free prisoners:
    -12% (17% in war)
    -0.06 prisoners/thief (0.07 in war)

    Night strike:
    -Kills 13% solier, 0.55% specs, 0.3% elites

    Quote Originally Posted by jmiedema View Post
    Nightstrike Calculation. I think Thieves to send is based on "stacks" of troops. and soldiers home would be 1 stack, soldiers away a seperate stack, but if all are home they combine to be 1 stack.. Same with Elites. If soldiers are the largest overall stack you send # of soldiers/6. If ospecs or dspecs or elites are the largest stack it is the stack # divided by 5.

    Example:So if they are fully home and they have 6000 soldiers, 8000 dspecs and 10000 elites, elites is the largest stack so you divide by 5 and send 2000 thieves. However if they have 6000 soldiers home, 8000 dspecs home, 5000 elites home, and 5000 elites away, elites are no longer the biggest stack, dspecs are, so you divide the dspec stack by 5 and send 1600 thieves.
    Quote Originally Posted by Tadpole View Post
    On nightstrike I think kills are 13% solds cap/0.67 kills per thieve, 0.55% specs cap/0.035 kills per thieve, 0.3% elites cap/0.015 kills per thief.
    NS works a little differently to normal ops. It doesn't target the enemies total number of soldiers, specs or elites, instead it targets separately each 'stack' of them present. What I mean by a stack can be best seen in the Military Affairs page, where each different troop in a different army is it's own stack. So if the enemy has say 100 elites in each of the five armies, that's five stacks of 100 elites, and damage is applied seperately to each stack.

    For example, lets say a province of same nw has:
    1,000 soldiers, 1,100 DSpecs and 600 elites home and
    500 Ospecs and 1,000 elites in army #2.

    Lets say we send 150 thieves to NS this target, the damage

    would look like this:

    Stack 1 = 1,000 soldiers, (0.67 kills/thief, 13% max kills)
    150 x 0.67 = 100 kills, 13% x 1,000 = 130 max kills.
    So 100 soldiers killed from this stack.

    Stack 2 = 1,000 Dspecs, (0.035 kills/thief, 0.55% max kills)
    150 x 0.035 = 5 kills, 0.55% x 1,100 = 5 max kills.
    So 5 Dspecs killed from this stack.

    Stack 3 = 500 elites, (0.015 kills/thief, 0.3% max kills)
    0.015 x 150 = 2 kills, 0.3% x 300 = 1 max kill.
    So 1 Elite killed from this stack.

    Stack 4 = 1,000 elites, (0.015 kills/thief, 0.3% max kills)
    0.015 x 150 = 2 kills, 0.3% x 1,000 = 3 max kills.
    So 2 Elites killed from this stack.

    So you'd get a message telling you that your thieves have killed 108 enemy troops - 100 soldiers, 5 Dspecs and 3 Elites.

    Two things which can be handy to remember is if all of a targets troops are home you will need a lot of thieves to get max gains. If they are spread evenly across a few armies it will take less thieves to get the same gains.
    Assassinate Wizzards:
    -Kills 1.4% of enemy wizzards (2.8% in war)
    -Rate of 0.007 wizzards/thief (0.014/thief in war)

    Propaganda:
    -No cap (send max thieves)
    -Highly randomized
    -Only works on troops at home
    -Need input on average damage

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

    Magic:

    Needed:
    -Successrate formula based on relative wpa and spell difficulty
    -Self spell success rate based on % guilds.
    -Offensive spell duration based on % guilds and relative NW.

    Self-spells:

    Duration:

    Minor Protection (MP):
    - +5% DME
    -Max duration 24 hours
    -Stacks with Greater Protection

    Greater Protection (GP):
    - +5% DME
    -Max duration 36 hours
    -Stacks with Minor Protection

    Magic Shield:
    - +20% defensive wpa
    -Max duration 24 hours

    Fertile Lands (FL):
    - +25% food production
    -Max duration 30 hours

    Nature's Blessing (NB):
    -Protects against storms and drought
    -Max duration 36 hours

    Love and Peace (LP):
    -Increase Birthrate (BR) to 2.8%/tick
    -Max duration 22 hours

    Builders' Boon (BB):
    -Decrease construction time by 25%
    -Max duration 24 hours

    Inspire army (IA):
    -Decreases wages by 15%
    -Decrease training time by 20%
    -Max duration 24 hours

    Invisibility (Invis):
    -Increase offensive tpa by 10%
    -Max duration 22 hours

    Clear Sight (CS):
    -Catches 25% of enemy thievery operation
    -Max duration 22 days

    Fanaticism (Fana):
    -Increases OME by 5%
    -Decreases DME by 3%
    -Max duration 12 hours

    Mage's Fury (MF):
    -Increases offensive wpa by 20%
    -Decreases defensive wpa by 20%
    -Max duration 12 hours

    Fountain of Knowledge (FoK):
    -Increases allocated science learnt by 10%. In other words, only the books that you allocate and are currently being learnt, get the 10% bonus. It does NOT increase your science production.
    -Max duration 24 hours

    Town Watch (TW):
    -Every 4 peasants make 1 defensive point
    -Peasants die on defense
    -Max duration 18 hours

    Aggression:
    -Soldiers get +1 offense, -1 defense
    -Max duration 24 hours

    War Spoils (WS):
    -Land taken in combat is immediatly given to you
    -Max duration 6 hours

    Reflect Magic (RM):
    -20% enemy spells are reflected back upon the sender. The effect happens BEFORE success calculation.
    -Max duration 18 hours

    Patriotism (Pat):
    -Increases draft rate by 30%
    -Reduce propaganda results by ???
    -Max duration 20 hours

    Instant:

    Mystic Aura (MA):

    -Blocks the next offensive spell cast against you

    Quick Feet (QF):
    -10% attack time

    Tree of Gold (ToG):
    -Creates gold (26.66% until 53.33% of your income)

    Anonimity (Anon):
    -Next attack will be anonymous
    -Next attack cannot be ambushed
    -Next attack does not take honor, but destroys a small % of enemy honor

    Animate Dead (AD):
    -50% of dead troops in defensive combat return as soldiers

    Shadowlight (SL):
    -Reveals the performer of the next thievery operation on your land

    Paradise (Dice):
    -Creates 3-8 acres
    -Takes land from exploration pool

    Damage spells:

    Duration:

    Storms:
    -1.5% total peasant population/tick

    Drought:
    - -25% food production, -15% draft rate, -50% horse production

    Gluttony (Glut):
    -Increases enemy food consumption by 25%

    Greed:
    - +25% enemy wages
    -Should be blanket 24/7 on all enemy provinces.

    Pitfalls (PF):
    - +25% defensive casualties

    Chastity (Chas):
    -Stops peasant growth

    Explosions:
    -50% chance to destroy 55-80% of an aid shipment

    Meteor Showers (NS):
    -Kills random amount of troops/peasants

    Instant Damage:

    Expose Thieves (ET):
    -Decreases enemy stealth by 15%

    Fool's Gold (FG):
    -Destroys gc (15-25%)

    Fireball (FB):
    -4-7% enemy peasants

    Lightning Strike (LS):
    -30-65% runes

    Amnesia:
    -Remvoes 13% of enemy science, 65% is relearned over a period of 24 hours.

    Nightmares (NM):
    -1.5% enemy military back into training (8 days) (Needed: Spec/Elite/Soldier ratios, differences between Hostile/War?)

    Mystic Vortex (MV):
    -Removes spells (50%/spell)

    Tornadoes (Nadoes):
    -Destroys random amount of buildings (Needed: Average damage)

    Land Lust (LL):
    -Transfers land to your province
    -Bell curved, max gain is 1.35% of enemy land

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

    Strategy Section

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

    Bouncing Hits

    Goal: Make sure an enemy attack does not break your defense
    How: Make sure your defense rises between them taking your intel and hitting by:

    1. Spells: MP/GP/TW. Keep a seperate tab open with one of these spells activated. Monitor your news page. Wait for the enemy to take intel, then quickly cast one of these spells.
    2. Soldier blocks: Monitor your news, keep an allied province with a tab open to send you soldier aid. Wait for the enemy to take intel then ask your KD mate to quickly send the soldiers.

    Requirements:

    1. Quick fingers and internet connection
    2. Coordination between two or more provinces (in the case of soldier blocks)

    Counter:

    1. Take intel
    2. Wait a few seconds for soldier stacks to be sent
    3. Night strike
    4. Re-take intel
    5. Hit
    Last edited by Bart of Sparta; 21-05-2016 at 00:08.

  2. #2
    Forum Fanatic Darkz Azn's Avatar
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    Its not like there is no wiki or anything


    Odd of Absalom

    Beastblood is #oddplay


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  3. #3
    Forum Fanatic Darkz Azn's Avatar
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    Gs doesn't protect honor


    Odd of Absalom

    Beastblood is #oddplay


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    Odd is a three-edged sword.
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  4. #4
    Forum Fanatic Darkz Azn's Avatar
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    Orc gains doesn't affect raze...but orc gains does affect plunder gain
    Last edited by Darkz Azn; 19-05-2016 at 18:04.


    Odd of Absalom

    Beastblood is #oddplay


    ˙ppo ǝɹɐ noʎ
    #odd
    Odd is a three-edged sword.
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  5. #5
    Forum Fanatic Darkz Azn's Avatar
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    If you want to be specific.. Prop only work on troops at home not away


    Odd of Absalom

    Beastblood is #oddplay


    ˙ppo ǝɹɐ noʎ
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  6. #6
    Forum Fanatic Darkz Azn's Avatar
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    No moar dwarf be bonus


    Odd of Absalom

    Beastblood is #oddplay


    ˙ppo ǝɹɐ noʎ
    #odd
    Odd is a three-edged sword.
    ( ͡? ͜ʖ ͡?)

  7. #7
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    Thx Dark AZN. Adjusted the things you mentioned.

  8. #8
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    Builders' Boon (BB):
    -Decrease construction time by 25%
    -Max duration 24 hours

    I am assuming that the max duration you put up here does not account for the Faery +spell duration, correct? Just double checking cause I just cast a 25 hour builders boon spell as a fae/mystic

  9. #9
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    Most of this is in the wiki Bart. Some things aren't though, but really should be. Wouldn't it be better to update it there?

    On nightstrike I think kills are 13% solds cap/0.67 kills per thieve, 0.55% specs cap/0.035 kills per thieve, 0.3% elites cap/0.015 kills per thieve.

    As for the mechanics, its a bit special. I found this old forum post among my uto notes. I don't remember who wrote it, and I never did extensive testing. But it seemed accurate when I did a few runs some age back,

    Quote Originally Posted by UNKNOWN but not Tadpole
    NS works a little differently to normal ops. It doesn't target the enemies total number of soldiers, specs or elites, instead it targets separately each 'stack' of them present. What I mean by a stack can be best seen in the Military Affairs page, where each different troop in a different army is it's own stack. So if the enemy has say 100 elites in each of the five armies, that's five stacks of 100 elites, and damage is applied seperately to each stack.

    For example, lets say a province of same nw has:
    1,000 soldiers, 1,100 DSpecs and 600 elites home and
    500 Ospecs and 1,000 elites in army #2.

    Lets say we send 150 thieves to NS this target, the damage

    would look like this:

    Stack 1 = 1,000 soldiers, (0.67 kills/thief, 13% max kills)
    150 x 0.67 = 100 kills, 13% x 1,000 = 130 max kills.
    So 100 soldiers killed from this stack.

    Stack 2 = 1,000 Dspecs, (0.035 kills/thief, 0.55% max kills)
    150 x 0.035 = 5 kills, 0.55% x 1,100 = 5 max kills.
    So 5 Dspecs killed from this stack.

    Stack 3 = 500 elites, (0.015 kills/thief, 0.3% max kills)
    0.015 x 150 = 2 kills, 0.3% x 300 = 1 max kill.
    So 1 Elite killed from this stack.

    Stack 4 = 1,000 elites, (0.015 kills/thief, 0.3% max kills)
    0.015 x 150 = 2 kills, 0.3% x 1,000 = 3 max kills.
    So 2 Elites killed from this stack.

    So you'd get a message telling you that your thieves have killed 108 enemy troops - 100 soldiers, 5 Dspecs and 3 Elites.

    Two things which can be handy to remember is if all of a targets troops are home you will need a lot of thieves to get max gains. If they are spread evenly across a few armies it will take less thieves to get the same gains.
    Last edited by Tadpole; 19-05-2016 at 20:48.
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  10. #10
    Needs to get out more
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    I don't read the wiki, but it hasn't stopped me yet.

    The interesting part in running dwarves, I never noticed the BE bonus till I adopted Maxin's dwarf rogue. Then I was like "wow". I must really build garbage like everyone tells me. Oh well. I don't want to overpower others and get bored.

    And thank you, Bart. I'm in war, but I'll look through this when we CF.
    Last edited by StratOcastle; 19-05-2016 at 20:37.
    Quote Originally Posted by Bishop View Post
    Correct me then, instead of being a dick about it.
    love that thick mahogany back with no belly carve or anything...pure thick wood ! The thing ROCK is made of !
    ________
    Weed bowls

    http://www.bing.com/videos/search?q=...+say&FORM=VDRE

  11. #11
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    As for LL. No mods apply. At all. And I'm quite sure gains are bell curved. Max gain is 1.35% enemy land.

    Patriotism decreasing prop?

    Storms droughts canceling each other out?
    Last edited by Tadpole; 19-05-2016 at 20:32.
    RoughKnecS

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  12. #12
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    I've seen that same NS info and I *think* clampy is the original author.

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    I know part of the stuff is on wiki, part is not. This is simply an easy way to check up on relevant stuff while foregoing the entire long-ass description. I will also add more strategy to it as the age progresses.

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    Thanks for input taddy. Herp --> fae is cap-extending (says so in my guide).

    @Tad. Is pat and prop confirmed?

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    Very cool thread. The wiki is outdated so I'm sure lots of the info to be added here will be quite useful for many.

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