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The Junkyard Here lie the battered and broken remains of threads and posts that didn't survive the May 2005 transition from IPB to vB. They're mere fragments of what they were: threads without posts and posts without threads, provided in case anyone is intereste

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repman
Old May 11, 2008, 11:17 AM / Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #1
 
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Deus lo Vult Kingdoms 5.0 is out + Patch 5.6

Only for Kingdoms !!!!!!!!!!!!!!!!!!!



Factions


Kings Stuff:banner,..


**Forum: Total War Center, Hosted Mods
http://www.twcenter.net/forumabrmocoss/forumdisplay.php?f=309
**Download DLV 5.0 Kingdoms: 614 (586) MB
http://files.filefront.com/DLV+50+Kingdoms+installexe/;8503652;;/fileinfo.html
**Download Patch DLV 5.6 : 838 (799) MB
http://files.filefront.com/DLV+50+Patch56exe/;10191073;/fileinfo.html

Handbook english for DLV 5.0 Patch 5.6
http://files.filefront.com/Deus+lo+Vult+56+Kingdoms+hpdf/;10186393;/fileinfo.html

Patch 5.6
- turntimes reduced by 50%
- new unit skins\models on the campaign map: thanks to Isilendil
- adapted settlement parameters
- all field costs for armies + agents + the settlement maintenance costs are collected (in rounded up 500 steps) in a popup available through clicking on the finance screen (only 1x per turn)
- the 2 population popups (Used Military Size, Maximum Possible Military Size ) are available through clicking on recruitement advice button on the recruitement screen
- implemented +adapted Lithuania 1.3 + Teutonic Halbbruder: thanks to Isilendil and MadTao Team

- flagbearer officer units: thanks to Isilendil and Niko's mod

- many (> 200) permanent stone forts in all campaigns + moved some main events backwards in time: thanks to Furin


- removed rankdependent recruitement of horseunits (not working since 5.4)
- Refill Population factor: randomized with chance > 40%
- added brewery building: needs grain
- changed health techtree: well -> sewers -> public_baths -> aqueduct -> city_plumbing
- new interactive event: royal justice
- added 2 Catholic Orders: Dominicans (law and order) + Franciscans (spiritual) with 3 level-building tree and corresponding priest traits + event triggers
- economic events: reduced spawning rate + higher costs and higher start buildings
- added some map textures from Charge
- adapting recruitement tree: thanks to Ivanhoex
- added some Ivanhoex battle stuff: AI + Sinuhet AI Formations
- implemented Music from kingdoms: thanks to Dave Scarface
- civilian\military student careers need education buildings: scholarium (civil) in large towns or drillsquare (military) in castles
- battle terrain smoother: thanks to Lusted

Patch 5.5
- new battle animations (RomanStory, SigniferOne): thanks to Lord_ET
- new historical custom campaign: thanks to Lord_ET
- adapted Battle AI
- rebalanced units attack\defend parameters: thanks to ivanhoex
- added missing texts for aztecs
- added units: Geonese sailors, Templar Sergeant,Byzantine Gunners, Canons of the Holy Sepulcher,Dismounted Halbbruder,Halbbruder, Pronoia Infantry thanks to isilendil
- Byzantium recoloured, new portraits, new officers, reworworked templar and hospitallier orders thanks to isilendil
- changed models\skins for english...thanks to Ornamentum mod thanks to isilendil
- disabled conversion: cities<- >castles
- added event : moneylender (yes, no), if player- treasury < 0: gives 20000 florin loan and takes 1000 florin payback each turn for 40 turns (double loan).
- aztecs full playable: buildings, characters
- more texts for events
- fixed mining, irregular building construction stops,
- merchants: replaced the fix 20% Judaism with 5, 10, 15, 20, 25% requirements dependent on market level.
- added population limited recruitement: the player has only a pool of recruitement with a dynamic maximum depending on settlement number and levels. The pool (Factionsize) is filled up by the recruitement of units, their values are accumulated to an unitindex depending on number and level of units. If Unitindex > Factionsize --> Recruitement Freeze. Two popups will inform the player about actual Factionsize and rounded UnitIndex. Thanks to Tsarsies
A timedependent\factionsizedependent refreshrate will reduce the unitindex over time so that the Factionpool can be refilled.
- added event WarDraft: after a Wardeclaration the player is offered a 10 point reduction in the Unitindex for 3000 Florins (or more dependent on factionsize). Accepting will give bad traits

Changelog Patch 5.4
- Changed Battle AI
- Ages of Darkness
- included hre skinpack from Tyre: thanks to Isilendil
- fixed invisible aztecs
- lifted death age from 30 to 50 years
- added cathar heresy in the pyrenees
- reinstalled banners on the strat map
- added ressources: glass + salt in the campaign map
- map: added lakes: constanze, balaton, geneve...;rivers: england, ireland, france (Seine)
- changed danube to full navigable river: sea trade, ports for Nuremberg, Vienna, Pest, Bucharest
- new buildings related to resources and to economic events: thanks to Isilendil + Kivals
- higher core buildings (walls) give negative trade boni to reduce money overflow
- added unique kings: from Harry Lime
- added recruit priorities to edu file
- reduced defensive skills of pike phalanx troups
- new economic agriculture (climat) event
- two dynamic events : trade_fair, banquet have effects on governor career
- governor and general career are now seperated up from level 2 (e.g. > knight)
- included partially changecapital from Lord finga: only included: cost of capital change 10000 + negative loyalty effects
- kiev/armenia/georgia strat models: Isilendil
- many new generals/captains/leaders battle models: Isilendil
- added byzanz, russia skins from Disgruntled Goat mod: thanks to Isilendil
- renamed\added governor career ancilliaries
city: new governor_path ancilliaries
Magistratus Inferior
Magistratus Superior ................... get the ancillary governors ring
Magistratus Nobile .....................get the ancillary governors coin
Magistratus Excellentis ..................get the ancillary governors key
changed the roleplay building\recruiting requirements
- you need a Governor (any subject any rank) to upgrade and build anything. Nobody in the settlement-- > no building possible
- Horses are the most valuable units on the battlefield. A horse belongs to a knight. So if you want to recruit horse units, you have to place a character of the military career into the settlement. If not then you get only the units of the lowest building stables.
So here is the recruitment of horse units:
Anybody --> Stables units
Knights ---> Stables units + new Knight stables units
Banneret --> Knight units + new Baron Stables units
Commander --> Baron units + new Earls_stables units
GrandCross + Character with Crown -- > All units

includes old changelog 5.3
- new faction Georgia: thanks to Harry Lime integrate the russian "Knights of Honour Mod 5.0" (Skinner NeoUA)


- new strat models for captains: thanks to Isilendil

- integrated more skins from Lithuania mod: thanks to Isilendil+MadTao

- reworked skins Teuton Order: thanks to Isilendil
- reworked campaign map texture files
- more aggressive mongols
- faster campaign turns
- included in Campaign AI: religious buildings influence faction standings with other factions (see XAI mod 2.20D from Xeryx\Naimad)
- interactive medieval events with player decision effects: adapted from Anno Domini mod:
Royal Hunt (stables), Royal Banquet(Townhall), Trade Fair(Market), Holy Council(Church,o_church(masjii), Royal Tournament(Knight stables)
Yes: give positive traits, no: declining the event give negative traits in a certain distance to the capital


includes old changelog 5.2
- new strat models for sea blockade, siege and trade routes thanks to riczu74
- some reskin of teutons thanks to Rex Cobalt
- new strat models for Faction leader, heir, general, captain thanks to Isilendil and Tyre
- new religion judaism: merchants require 20% judaism (only for the player), jewish synagogues available to convert (but will create unrest in the mother factions... so you have to decide where to build them..)
- all priests have fieldcosts on enemy territories :300
- reduced\semitransparent flag symbols on the campaign map: strength of armies no more visible
- small battle parameter changes
- double ressources in capitals: monopoly traits,....(idea from Averroës)
includes old change log 5.1
- bugfixing: SiegeEngines, oil,......
- update + minimal modify Campaign UAI 1.6 (+bugfixer) von GrandViz
- all recruitement is religion dependent: normal units > 60% (corresponding religion), generals and Navy Seals > 80%
- new province Santiago de Compostella, Visby
- includes 3 units from Lithuania Mod (recruitable in temple): thanks to MadTao and Team
- transfer of building textures from Kingdoms: teutonic forts, ....
- music from Kingdoms Teutonic Campaign
- fixed age mod (with kingdom scripts)
- refined the map: roads, textures...
- techtree buildings: included highway for greeks, amber_route for northern,eastern factions, Hanseatic League
- fixed all Custom- Quick, Historical Battles
includes old Changelog 5.0 bugfixer_01:
- bugfixing: sea trade, scottish princess, denmark death,... thanks to Harry Lime
- new faction norway + new region Bergen: thanks to Harry Lime
- small changes to campaign AI
- transfer units from kingdoms: thanks to Harry Lime, Ordensritter
byzantium
.greek_firethrower
egypt
.dismounted_ghulams
.ghulams
elo
.edessan_squires
.edessan_guard
teutons
.ritterbruder
.clergymen
.prussian_archers
.order_spearmen
.dismounted_ritterbruder
ireland
.calivermen
.mounted calivermen
turks
.hasham
.dismounted_hasham

Changelog DLV_50 :
- newest Artfixer + Interfaces: Tokus*Maximus, Wirapuru
- Triumph and Tragedy: thanks to Tokus*maximus, Abrocomos
- includes all Sambos skins
- bugfixing : thanks to Abrocomos
- Kingdom Features: Menue adaptions, Permanent Forts, Oil (?), AI (campaign,battle) parameter,...
- Retrofit mod: thanks to unspoken knight
- some AI Adaptions

########################################################################################
Installation :
DLV 5.0
+DLV 5.6

Installation 5.0: not save compatibel to 4.0...only works with kingdoms.exe !!!!!!!!!!!!!!!!!
- Install MTW II
- Install Kingdoms + Patch 1.5
· IMPORTANT: Make sure there is no old DLV_ext folder in your Medieval II Total War folder before attempting to install (Uninstall and Delete them !!!!!)
. Delete any old DLV_ext folders or stuff !!!!
· Not save compatible with DLV4.0 or earlier versions
· Your original M2TW files will not be changed, DLV_5.0 creates a seperate installation path which includes nearly all changed files: except a necessary new small folder DLV_ext in the standard data path
· Execute file Deus_lo_Vult_50_Kingdoms_Install.exe and enter the correct path for the installation
Example: C:\Program Files\SEGA\Medieval II Total War
(For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)
· The automatic setup creates a desktop icon, a program icon and an uninstall option
· To start the game doubleclick
on the Deus lo Vult 5.0 desktop icon
or the program icon
or the Launch_DLV_ext.bat in the path C:\Program Files\SEGA\Medieval II Total War (default path...you may have changed this to your custom path during installation)

Installation: Patch 5.6 not save compatible to DLV 5.0 or patch 5.5 or older stuff, any betas...
- Install MTW II
- Install Kingdoms + Patch 1.5
- If you have older versions as 5.3 or 5.4 or hotfixes installed, then uninstall all old DLV versions + delete all DLV_ext folders (whole 5.0 +5.3 or 5.0 + 5.4 or hotfixes)
in C:\Program Files\SEGA\Medieval II Total War
and
in C:\Program Files\SEGA\Medieval II Total War\data
- Install DLV 5.0
- no DLV Addons installed
· Execute file Deus_lo_Vult_Patch56_Install.exe and enter the correct path for the installation
Example: C:\Program Files\SEGA\Medieval II Total War
(For Germans change it to: C:\Programme\SEGA\Medieval II Total War !!!!)

Ignore the warnings of write protected files !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Important Language Versions !!!!
During the Installation Process on the last page you are asked if you have an english or non- english (german, french,...) Version. For english people you have to unclick the Launch- nonenglish- Version Button, the other can continue. The program loads the correct language version files from the folders sound_english or sound_non-english and copies them into the path DlV_ext\data. During the next step the files events.dat, events.idx, Music.dat, Music.idx under the path DLV_ext\data\sounds are deleted and the game regenerates the correct language version + new music during the first game start. You can do it manually later by yourself if you have messed something during installation.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Don't close the pop-up windows even if takes minutes to perform, wait until they close by themselves.
If the game is not starting on the first turn then delete the bin files in the path C:\Program Files\SEGA\Medieval II Total War\DLV_ext\data\text !!

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
--------------------------- --------------------- --------------------------------- ------------------------------ -- -

Sincerest thanks to all the folks who have contributed to Deus lo Vult
Repman (the "Creator")
- TheDrakken: Traits\Ancilliary System
- Tokus Maximus: Graphical Artwork and Ideas (Artist Maximus Augustus)
- Wirapuru: graphics
- Miak : america map
- Unspoken Knight: Retrofit + custom campaign mods
- Harry Lime: bugfixing, minimods, betatesting
- Gaius Baltar: betatesting
- juggernawt: skinning Teutonics
- DeZzErX: Flanders
- SB2ean: Armenia, Desert Tribes
- Boicote: Kiev Rus, Lithuania, Crusader
- Joedreck: banner, shields, graphics
- Renown: Traits/Ancillaries
- Darth Vader: BATTLE AI + EDU balancing
- Pinko: Battle AI tweaks + edb file elements
- Oda Nobunaga: Traits/Ancillaries Enhancements
- GrandViz: Ultimate AI mod 1.5
- Spurius: Big Map 1.06
- Rawghi: Heraldic mod
- Kobal2: Traits Bugfixer
- Marcus Camillus: old Career System, refined by Drakken
- GAFH modder: Age simulation
- Dearmad : smoke mod, cannon fix; traits/ancillary system
- Kivals: adjusting parameters and optimizing russian\kiev faction
- Rob the celt: ireland faction
- Zapppa: Career System
- Hephaistos: naval addon 1.1
- Zaid: islamic enhancements
- gladiatort, madtao: Lithuania mod
- character names: deRougemont, finneys13
- byg: Grim (supply) mod
- Belgae: trait optimization
- Belgae, StrikeQ : Student System
- deRougemont, finneys13: characternames project
- Byg: Grim (supply) mod
- LAca's: Byzantine spearman
- Megalos: english skins
- Sambo: reskinning
- gfortune: KoJ tweaking
- riczu74: strat models: siege, sea blocade
- Rex Cobalt: ordo teutonicus reskin
- Isilendil and Tyre: strat+battle models: leader, heir,...
- Averroës: ressources
- NeoUA: Georgian skins from Knights of Honour Mod
- Kivals: resource buildings
- Niko: battle models
- Lord_ET: battle stuff, Historical Campaign
- RomanStory, SigniferOne: Animations
- Ivanhoex: edu stuff
- Tsarsies: Population Limited Recruitement
- Flagbearer mod: Niko, Isilendil
- Dave Scarface: Kingdoms music
- Furin: Forts


Addon:
- Ordensritter
- Burrek
- Eternal cocoon
- Himmelsfeuer
- Horsearcher
- Salty
- plasticfigurine
- WhiteWolf
- zhumin1978
- ziher
- Maced0n
- Silent Resident

BareBonesWars 8.1 for RTW 1.5
Integration Mod which combines unique strategic challenges due to a 4 Season scripted campaign from 280 BC - 180 AD on several big/small maps and with an ruthless AI on the battlefield.
Deus lo Vult DLV 6.2 for MTW II Kingdoms
Norway+Ireland+Flanders+Kiev+Lithuania+Teutonic_Order+Armenia+Crusader+Georgia,1y2t script, army field costs, Ultimate AI 1.6, big map, military career, economic system, age simulation, heraldic system, new factions, garrison script, Crowns + Swords, Trait bugfixer, religion dependent recruiting, ancillary enhancements, darth battle mechanics
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hekk
Old May 11, 2008, 11:48 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #2
 
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Cheers to the Repman!

Can't wait to finally try this, but I got to ask, did Izzy's new Russian units make it in this patch? I don't see them on the list...
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Kodiac
Old May 11, 2008, 03:50 PM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #3
 
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343KB/Sec 30mins to go. Thankyou very much Repman
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Xtiaan72
Old May 11, 2008, 10:55 PM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #4
 
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Nice one, Repman!
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Artemikon
Old May 12, 2008, 04:21 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #5
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Repman thank you very much! I love this mod much stronger, this muslim music is so cool!! Hehe time to play al-muwahhidun
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alqaedaarmy
Old May 12, 2008, 05:12 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #6
 
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Thanks a lot! Great mod.
I have no enemy, O God. But if I am to have an enemy,
let his strength be equal to mine. So that truth alone may be the victor
--Khalil Gibran
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Marcus Tullius Cicero
Old May 13, 2008, 08:16 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #7
 
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Long-time fan of DLV is back for this one ; )

Be sure to check out my gallery!
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ttme
Old May 16, 2008, 07:25 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #8
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Hi, I'm new to DLV
I'm just wondering is the 1.5 patch necessary for DLV?? because I heard some people had problems with playing SS with 1.5 patch
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Aeon`
Old May 16, 2008, 08:38 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #9
 
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You need the patch.
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Brips
Old May 16, 2008, 10:33 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #10
 
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Hi! Good work! Awesome! I hope 0 CTD... The only boring thing, is that we must each time restart a campain because you work too fast!=>When I'll see guns in DLV (one time)?!
And turntimes reduced by 50%?? Longer than 1 turn=6 monds??
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Overkill
Old May 16, 2008, 11:04 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #11
 
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Quote:
Originally Posted by Brips View Post
Hi! Good work! And where can I find this patch 1.5?? I never see it...
http://www.totalwar.com/en/support/supportkingdoms.html
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Overkill
Old May 16, 2008, 11:10 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #12
 
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Quote:
Originally Posted by Brips View Post
And turntimes reduced by 50%?? Longer than 1 turn=6 monds??
No...1 turn is still 6 months. Turntime is a time needed for the game controlled factions to make their moves after you end your turn.
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Brips
Old May 16, 2008, 11:13 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #13
 
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Oooh, great!
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Mokuch
Old May 17, 2008, 09:42 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #14
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Deus lo Vult .Thanks a lot.
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Takverely
Old May 19, 2008, 07:31 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #15
 
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please tell me where can i find patch 1.5??
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Marku
Old May 19, 2008, 07:58 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #16
 
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you dont need 5.5


Roma Surrectum 2.0 Beta tester
/ Darth mod/DMUC Beta Tester

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Takverely
Old May 19, 2008, 08:13 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #17
 
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I said 1.5 and not 5.5
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Marku
Old May 19, 2008, 08:39 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #18
 
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ok my bad, but why do you want 1.5?


Roma Surrectum 2.0 Beta tester
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Brips
Old May 19, 2008, 08:42 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #19
 
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Look:
Quote:
Originally Posted by Brips
Hi! Good work! And where can I find this patch 1.5?? I never see it...

http://www.totalwar.com/en/support/supportkingdoms.html

I have an important question:
The others factions have the maximum military size too????? Because they have lots of armies and me just one big... If the IA doesn't have this limit, that's not equitable...
But good job, this version is more realistic, the story of my country is credible. Now, we feel that soldiers are men and come from population! We take care to their life.
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Overkill
Old May 19, 2008, 11:25 AM / Re: Mod Deus lo Vult Kingdoms (DLV 5.6 ) (Patch 5.6 05\11\2008)   #20
 
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It will take some time to create big (or in my case HUGE army ). Remember economy is very important in this mod. I tend to take a very slow pace when it comes to creating army. My first priority is building markets, roads, ports...recruiting merchants. More money means more army. Send your merchants to trade asp...salt, wine and gold are very profitable. Obtain trade rights...I have noticed that you can trade without trade rights but you will gain less profit. OMG I sound like a Ferengi .
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