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Thread: yet another question...re-emergence of factions

  1. #21

    Default Re: yet another question...re-emergence of factions

    I've just started implementing the ros_bonus into the province buildings, and it struck me - why not use an event_counter specific to each target locations for the ros_target switch, instead of messing around with creating and destroying buildings?

    In the target province buildings, the ros_bonus lines would have an additional and not event_counter [target province] 1, and the negative lines only in the buildings for the target locations with and event_counter [target province] 1.

    That removes all the problems with "temporary" buildings that have failed to be destroyed.
    Last edited by QuintusSertorius; June 18, 2018 at 08:24 AM.

  2. #22

    Default Re: yet another question...re-emergence of factions

    Yes, if EB2 has a unique province building level for each settlement, you can also replace the ros_target building by a event counter.

    Personaly, I have no troubles with destroying the ros_target building. The only reasons why some would fail to be destroyed would be:
    1, you didn't destroy them for each and every faction as a failsafe, which seem to be your case
    2, if you also use the ros_po_bonus, which isn't your case, or mine anymore, then you need to destroy the ros_temp_buildings twice. Because the destroy_buildings destroy only one level of the building at once, and need to be repeated for as many levels that have/could have been build.

    I can't afford to sacrifice around 30 building trees for unique provinces building and ros_target isn't a problem for me, only the the ros_bonus part used to be tedious, but I am glad if you find a way that suit you.

  3. #23

    Default Re: yet another question...re-emergence of factions

    Whereas for EBII, we already have all those building trees in - we use them to deliver the descriptions/images of every province, and for background mechanics, of which this would become another.

    So I'm freeing up a building tree by getting rid of the ros_temp building.

  4. #24

    Default Re: yet another question...re-emergence of factions

    This is the new main script:

    Code:
        monitor_event SettlementTurnStart IsSettlementRioting
            and SettlementName sett_040
            if not I_IsFactionAIControlled f_rome                 ; not needed if human player is this faction
                terminate_monitor
            end_if
            if I_NumberOfSettlements f_rome < 1
                and not I_SettlementUnderSiege sett_040
                inc_counter f_rome_emerge 1
                set_counter f_rome_building 0
            end_if
        end_monitor
    
        monitor_event FactionTurnEnd FactionType slave
            if not I_IsFactionAIControlled f_rome                 ; not needed if human player is this faction
                terminate_monitor
            end_if
            if I_CompareCounter f_rome_emerge > 1
                set_event_counter ros_bonus 1 ; order bonus for everywhere but intended location - to stop wandering re-emergence
                set_event_counter ros_target_040 1 ; order penalty in Roma
                set_counter sett_040_riot 1
                ; Spawn
                if I_EventCounter ecCamillanEra > 0
                    spawn_army
                        faction f_rome
                        character	random_name, named character, age 30, x 128, y 163, family
                        traits NaturalIntelligence 4 , NaturalCharisma 4 , NaturalEnergy 5 ,  Temperament 2 , Selflessness 4 , LoyaltyLevel 4 , Plebeian 1 , RomanMilitaryService 3 , RomanRank 3 , MilitaryTribune 2 , PlebeianTribune 2 , PlebeianAedile 3 , GoodLeader 1 , PoliticsSkill 2 , GoodAdministrator 3 , CommandExperience 2 ,  GensAtilia 2 , AtilivsRegvlvs 1 , EthnoDetermined 1 , Nobile 1
                        unit		roman cavalry equites consulares	exp 4 armour 0 weapon_lvl 0
                        unit		roman cavalry equites camillan		exp 0 armour 0 weapon_lvl 0
                        unit		italic cavalry sabellian		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry triarii camillan		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry triarii camillan		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry principes camillan	exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry principes camillan	exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry principes camillan	exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry hastati camillan		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry hastati camillan		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry hastati camillan		exp 0 armour 0 weapon_lvl 0
                        unit		italic infantry samnites spearmen	exp 1 armour 0 weapon_lvl 0
                        unit		italic infantry samnites spearmen	exp 0 armour 0 weapon_lvl 0
                        unit		italic infantry samnites spearmen	exp 1 armour 0 weapon_lvl 0
                        unit		italic infantry samnites spearmen	exp 0 armour 0 weapon_lvl 0
                        unit		italic infantry etruscan		exp 1 armour 0 weapon_lvl 0
                        unit		italic infantry etruscan		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry leves			exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry leves			exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry leves			exp 0 armour 0 weapon_lvl 0
                    end
                    inc_counter unitlimit_f_rome 20
                end_if
                if I_EventCounter ecPolybianEra > 0
                    spawn_army
                        faction f_rome
                        character	random_name, named character, age 30, x 128, y 163, family
                        traits NaturalIntelligence 4 , NaturalCharisma 4 , NaturalEnergy 5 ,  Temperament 2 , Selflessness 4 , LoyaltyLevel 4 , Plebeian 1 , RomanMilitaryService 3 , RomanRank 3 , MilitaryTribune 2 , PlebeianTribune 2 , PlebeianAedile 3 , GoodLeader 1 , PoliticsSkill 2 , GoodAdministrator 3 , CommandExperience 2 ,  GensAtilia 2 , AtilivsRegvlvs 1 , EthnoDetermined 1 , Nobile 1
                        unit		roman cavalry equites consulares	exp 4 armour 0 weapon_lvl 0
                        unit		roman cavalry equites polybian		exp 0 armour 0 weapon_lvl 0
                        unit		italic cavalry sabellian		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry triarii polybian		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry triarii polybian		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry principes polybian	exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry principes polybian	exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry principes polybian	exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry hastati polybian		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry hastati polybian		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry hastati polybian		exp 0 armour 0 weapon_lvl 0
                        unit		italic infantry cohors sociorum		exp 0 armour 0 weapon_lvl 0
                        unit		italic infantry cohors sociorum		exp 0 armour 0 weapon_lvl 0
                        unit		italic infantry samnites spearmen	exp 1 armour 0 weapon_lvl 0
                        unit		italic infantry samnites spearmen	exp 0 armour 0 weapon_lvl 0
                        unit		italic infantry etruscan		exp 1 armour 0 weapon_lvl 0
                        unit		italic infantry etruscan		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry velites			exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry velites			exp 0 armour 0 weapon_lvl 0
                        unit		hellenistic infantry sphendonitai			exp 1 armour 0 weapon_lvl 0
                    end
                    inc_counter unitlimit_f_rome 20
                end_if
                if I_EventCounter ecMarianEra > 0
                    spawn_army
                        faction f_rome
                        character	random_name, named character, age 30, x 128, y 163, family
                        traits NaturalIntelligence 4 , NaturalCharisma 4 , NaturalEnergy 5 ,  Temperament 2 , Selflessness 4 , LoyaltyLevel 4 , Plebeian 1 , RomanMilitaryService 3 , RomanRank 3 , MilitaryTribune 2 , PlebeianTribune 2 , PlebeianAedile 3 , GoodLeader 1 , PoliticsSkill 2 , GoodAdministrator 3 , CommandExperience 2 ,  GensAtilia 2 , AtilivsRegvlvs 1 , EthnoDetermined 1 , Nobile 1
                        unit		roman cavalry equites consulares	exp 4 armour 0 weapon_lvl 0
                        unit		roman cavalry equites polybian		exp 0 armour 0 weapon_lvl 0
                        unit		roman cavalry equites auxilium		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry cohors evocatae		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry cohors evocatae		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry cohors evocatae		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry reformata first	exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry reformata first	exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata	exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata	exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata		exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry cohors reformata		exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry antesignani			exp 1 armour 0 weapon_lvl 0
                        unit		roman infantry antesignani			exp 0 armour 0 weapon_lvl 0
                        unit		roman infantry antesignani			exp 1 armour 0 weapon_lvl 0
                    end
                    inc_counter unitlimit_f_rome 20
                end_if
                ; Re-emergence
                if I_SettlementOwner sett_040 = f_pergamon
                    faction_emerge f_rome f_pergamon 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_carthage
                    faction_emerge f_rome f_carthage 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_makedonia
                    faction_emerge f_rome f_makedonia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_epeiros
                    faction_emerge f_rome f_epeiros 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_kh
                    faction_emerge f_rome f_kh 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_seleukid
                    faction_emerge f_rome f_seleukid 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_ptolemaioi
                    faction_emerge f_rome f_ptolemaioi 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_baktria
                    faction_emerge f_rome f_baktria 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_hayasdan
                    faction_emerge f_rome f_hayasdan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_parthia
                    faction_emerge f_rome f_parthia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_aedui
                    faction_emerge f_rome f_aedui 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_arverni
                    faction_emerge f_rome f_arverni 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_casse
                    faction_emerge f_rome f_casse 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_lusotannan
                    faction_emerge f_rome f_lusotannan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_sweboz
                    faction_emerge f_rome f_sweboz 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_getai
                    faction_emerge f_rome f_getai 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_saba
                    faction_emerge f_rome f_saba 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_saka
                    faction_emerge f_rome f_saka 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_sauromatae
                    faction_emerge f_rome f_sauromatae 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_numidia
                    faction_emerge f_rome f_numidia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_pontos
                    faction_emerge f_rome f_pontos 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_gandhara
                    faction_emerge f_rome f_gandhara 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_lugia
                    faction_emerge f_rome f_lugia 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_bosporan
                    faction_emerge f_rome f_bosporan 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_arevaci
                    faction_emerge f_rome f_arevaci 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_boii
                    faction_emerge f_rome f_boii 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = f_nabatu
                    faction_emerge f_rome f_nabatu 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                if I_SettlementOwner sett_040 = slave
                    faction_emerge f_rome slave 1 400.0 0.0 1.2 town true unused_label1 unused_name 30
                end_if
                historic_event HE_ROMANI_REBORN
                set_counter f_rome_emerge 0
                set_counter sett_040_riot 0
                add_money f_rome 40000
                set_counter RomeAtPeace 0
                set_counter f_rome_emerge_lt 0
                wait 1
                destroy_buildings f_rome govallied true
                set_event_counter ros_bonus 0 ; switch off order boost for everywhere else
                set_event_counter ros_target_040 0 ; switch off order penalty in Roma
            end_if
        end_monitor
    
        monitor_event PreFactionTurnStart FactionIsLocal
            and I_CompareCounter f_rome_building < 1
            if not I_IsFactionAIControlled f_rome                 ; not needed if human player is this faction
                terminate_monitor
            end_if
            if I_SettlementOwner sett_040 = f_rome
                and I_CompareCounter f_rome_emerge < 1
                and I_CompareCounter sett_040_riot < 1
                set_event_counter ros_stabilisation_040 1          ; order bonus to help stabilise re-emerged faction
            end_if
            if I_SettlementOwner sett_040 = f_rome
                and I_CompareCounter f_rome_emerge < 1
                and I_CompareCounter sett_040_riot < 1
                and I_EventCounter po_bonus_time_040 > 2                    ; it's been three rounds of order bonus
                set_event_counter ros_stabilisation_040 0                  ; switch off order bonus
                set_counter f_rome_building 1
                set_event_counter po_bonus_time_040 0                        ; reset order counter
            end_if
            if I_SettlementOwner sett_040 = f_rome
                and I_CompareCounter f_rome_emerge < 1
                and I_CompareCounter sett_040_riot < 1
                inc_event_counter po_bonus_time_040 1                        ; increase order counter
            end_if
            if not I_SettlementOwner sett_040 = f_rome                ; in case the town is lost before the order bonus counter reaches it's end
                set_event_counter ros_stabilisation_040 0                  ; switch off order bonus
                set_counter f_rome_building 1
                set_event_counter po_bonus_time_040 0                        ; reset order counter
            end_if
        end_monitor
    In the relevant province building:

    Code:
                    law_bonus bonus -20 requires event_counter ros_target_040 1
                    population_health_bonus bonus -20 requires event_counter ros_target_040 1
                    happiness_bonus bonus -20 requires event_counter ros_target_040 1
                    law_bonus bonus 20 requires event_counter ros_stabilisation_040 1
                    population_health_bonus bonus 20 requires event_counter ros_stabilisation_040 1
                    happiness_bonus bonus 20 requires event_counter ros_stabilisation_040 1
    				law_bonus bonus 20 requires event_counter ros_bonus 1 and not event_counter ros_target_040 1
                    population_health_bonus bonus 20 requires event_counter ros_bonus 1 and not event_counter ros_target_040 1
                    happiness_bonus bonus 20 requires event_counter ros_bonus 1 and not event_counter ros_target_040 1
    Last edited by QuintusSertorius; June 18, 2018 at 02:21 PM.

  5. #25

    Default Re: yet another question...re-emergence of factions

    I would make these little changes, and don't forget to close the rome emerge at the end with the second end_if:

    Code:
        monitor_event SettlementTurnStart IsSettlementRioting
            and SettlementName sett_040
            if not I_IsFactionAIControlled f_rome                 ; not needed if human player is this faction
                terminate_monitor
            end_if
            if I_NumberOfSettlements f_rome < 1
                and not I_SettlementUnderSiege sett_040
                inc_counter f_rome_emerge 1
                set_counter f_rome_building 0
            end_if
        end_monitor
    
        monitor_event FactionTurnEnd FactionType slave
    ;;;;;; no need to repeat the terminate_monitor here, beside it would be harmful to compressing all your factions re-emergence within the monitor
            if I_CompareCounter f_rome_emerge > 1
            and not I_SettlementUnderSiege sett_040 ;;;; check again that rome isn't undersiege since the first check
    
                set_event_counter ros_bonus 1 ; order bonus for everywhere but intended location - to stop wandering re-emergence
                set_event_counter ros_target_040 1 ; order penalty in Roma
                set_counter sett_040_riot 1
                ; Spawn
    ;;;; ect, ect
                ; Re-emergence
    ;;;; ect, ect
                ;; ending
                if I_NumberOfSettlements f_rome > 0
    
                historic_event HE_ROMANI_REBORN
                set_counter f_rome_emerge 0
                set_counter sett_040_riot 0
                add_money f_rome 40000
                set_counter RomeAtPeace 0
                set_counter f_rome_emerge_lt 0
                wait 1 ;;;; why wait here?
                destroy_buildings f_rome govallied true ;;;; shoudn't you destroy that several time if there are several possible levels?
                set_event_counter ros_bonus 0 ; switch off order boost for everywhere else
                set_event_counter ros_target_040 0 ; switch off order penalty in Roma
            end_if
    
    if I_NumberOfSettlements f_rome < 1 ;;;; failsafe for failing
                set_event_counter ros_bonus 0 ; switch off order boost for everywhere else
                set_event_counter ros_target_040 0 ; switch off order penalty in Roma
                end_if
    ;;;;;;;; You could add your stabilisation if blocks here rather than in a PreFactionTurnStart monitor, optionaly?
               end_if ;;;; last end_if finishing the rome emerge loop
    
    ;;;;;;   move on to another faction emerge in the same monitor
    ;;;;ect, ect;;;;           
        end_monitor
    Last edited by selv; June 18, 2018 at 03:29 PM.

  6. #26

    Default Re: yet another question...re-emergence of factions

    Re-emergence doesn't happen if the player is that faction, it's to help the AI return. So every monitor needs a "not the human player - terminate" loop for good housekeeping. The fewer active monitors in the script, the better, there's no point leaving these three active if they're never going to be used (because they're for a faction the human is playing).

    Don't riots happen in the slave turn? If so, the counter in the first monitor wouldn't have pushed f_rome_emerge up to the requisite 2 to trigger re-emergence if it were under siege in that turn.

    The wait gives the game a moment to make sure it's done everything it needs to before moving on.

    A "failsafe" based on I_NumberOfSettlements at the end is a good idea.

    The stabilisation is better off separate, not least because it runs for a few turns, and the less additional things intermixed with the main re-emergence the better.

    Efficient though it might be to put them all in the same monitor, that will make it impossible to read, and this has been temperamental enough without risking it.

  7. #27

    Default Re: yet another question...re-emergence of factions

    Quote Originally Posted by QuintusSertorius View Post
    Don't riots happen in the slave turn? If so, the counter in the first monitor wouldn't have pushed f_rome_emerge up to the requisite 2 to trigger re-emergence if it were under siege in that turn.
    Nope, riots are processed within any faction turn, most often during the turn of the current owner:
    http://www.twcenter.net/forums/showt...-strange-error

    CityRiots happen between the CharacterTurnEnd and SettlementTurnEnd events, while IsSettlementRioting condition can be true on any Settlement event, it simply mean that the riot symbol in the settlement tab is on, therefore that a riot already happened and that there are big chances of it happening again at the next CityRiots event for this settlement.

    I am doing things a little differently and not in the only purpose of re-emergence but here is the sequence of events I am using for a loyalist system:

    Code:
    monitor_event SettlementTurnStart IsSettlementRioting 
    and SettlementName Samarobriva
    
    
    if not I_SettlementOwner Samarobriva = england
    and not I_SettlementUnderSiege Samarobriva
    and I_IsFactionAIControlled england
    set_event_counter samarobriva_riot 1
    end_if
    end_monitor
    
    ;;;; next is a very large CharacterTurnEnd used for many things so I just copy the relevant example:
    monitor_event CharacterTurnEnd
    
    if I_EventCounter samarobriva_riot > 0	
    and not I_SettlementOwner Samarobriva = england
    and not I_SettlementUnderSiege Samarobriva
    and I_IsFactionAIControlled england
    set_event_counter loyalist_samarobriva_revolt 1
    end_if
    
    ;;;;next are the turn of processing for my EDCT CharacterTurnEnd triggers, those for the targetting BadGovernorT hidden trait, as explained in earlier posts
    ;;;;next is again a large monitor, so far on CityRiots for the loyalists but I am thinking of merging it with yet a other large SettlementTurnEnd used for other purposes, I am still hesitating but not for functionality reasons
    
    monitor_event CityRiots
    ;;;;;;;England loyalists	
    	
    if I_EventCounter loyalist_samarobriva_revolt > 0
    and not I_SettlementUnderSiege Samarobriva
    	
    	set_event_counter ros_bonus 1
    	console_command create_building Samarobriva ros_target
    ;;;; ect, ect
    
    ;;;In this last monitor, the not UnderSiege check might be redundant since it is already rechecked during the CharacterTurnEnd, but I am paranoid, can't help it
    Now it's true that the less active monitors the better, and maybe compressing work well for me because of the extra mesures I am taking to remove any chance of errors/wrong targetting.
    I am just wandering if terminating the monitors for the local faction has that much effect for you, when if you don't compress you still have all the other factions monitors active, but whatever work well enough for you of course.

  8. #28

    Default Re: yet another question...re-emergence of factions

    OK, I'll need to add and not I_SettlementUnderSiege to the second monitor.

    Every monitor should have at least one means of terminating if it doesn't need to be on all the time - that's good housekeeping. Yes, those others are still active, but if that's the cost of ensuring it works, it's worth it. Plus it's much easier to keep track of what's going on in each one than if they're one long series of IF loops.

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