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Thread: Campaign Map: previews, discussions

  1. #1
    Vladyvid's Avatar Wizard of Turmish
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    Default Campaign Map: previews, discussions

    In this topic i will be posting campaign map previews and information. Since the next release will include the campaign, i will be posting here to show everyone what the map has to offer.


    1. Map Files: provinces, climates, terrains, etc
    Spoiler Alert, click show to read: 


    2. Regions list.
    Spoiler Alert, click show to read: 
    {Settlement_001}Bryn Shander
    {Region_001}Icewind Dale
    {Settlement_002}Luskan
    {Region_002}City State of Luskan
    {Settlement_003}Velprintalar
    {Region_003}The Yuirwood
    {Settlement_004}Baldur's Gate
    {Region_004}Baldur's Gate Province
    {Settlement_005}Calimport
    {Region_005}Calim Province
    {Settlement_006}Skuld
    {Region_006}Taranoth Province
    {Settlement_007}Cedarsproke
    {Region_007}Guthmere Province
    {Settlement_008}Hlammach
    {Region_008}Uplands Province
    {Settlement_009}Hlaungadath
    {Region_009}Northern Anauroch
    {Settlement_010}Gundbarg
    {Region_010}Gundarlun Island
    {Settlement_011}Ruathym
    {Region_011}Ruathym and the Whalebones
    {Settlement_012}Mirabar
    {Region_012}City State of Mirabar
    {Settlement_013}Mithral Hall
    {Region_013}Keeper's Dale
    {Settlement_014}Neverwinter
    {Region_014}City State of Neverwinter
    {Settlement_015}Silverymoon
    {Region_015}Lower Rauvin Vale
    {Settlement_016}Everlund
    {Region_016}Upper Rauvin Vale
    {Settlement_017}Waterdeep
    {Region_017}City State of Waterdeep
    {Settlement_018}Sultim
    {Region_018}Furitep Province
    {Settlement_019}Murghyr
    {Region_019}Murghôm
    {Settlement_020}Neldorild
    {Region_020}Upper Menesankh Province
    {Settlement_021}Aina
    {Region_021}Lower Menesankh Province
    {Settlement_022}Gheldaneth
    {Region_022}Asanibis Province
    {Settlement_023}Citadel Thaymount
    {Region_023}Tharch Thaymount
    {Settlement_024}Eltabbar
    {Region_024}Tharchs Eltabbar and Delhumide
    {Settlement_025}Surthay
    {Region_025}Tharchs Surthay and Gauros
    {Settlement_026}Pyarados
    {Region_026}Tharchs Pyarados and Thazalhar
    {Settlement_027}Amruthar
    {Region_027}Tharch Lapendrar
    {Settlement_028}Bezantur
    {Region_028}Tharch Priador
    {Settlement_029}Eartheart
    {Region_029}Eastern Shaar
    {Settlement_030}Furthinghome
    {Region_030}The Singing Sands
    {Settlement_031}Emmech
    {Region_031}The Tannath Pass
    {Settlement_032}Spandeliyon
    {Region_032}Altumbel and the Thousand Swords
    {Settlement_033}Laothkund
    {Region_033}Western Wizards Reach
    {Settlement_034}Escalant
    {Region_034}Eastern Wizards Reach
    {Settlement_035}Tyraturos
    {Region_035}Tharch Tyraturos
    {Settlement_036}Iron Keep
    {Region_036}Kingdom of Oman's Isle
    {Settlement_037}Caer Callidyrr
    {Region_037}Kingdom of Alaron
    {Settlement_038}Caer Corwell
    {Region_038}Kingdom of Corwell
    {Settlement_039}Dark Arrow Keep
    {Region_039}Lands Against the Wall
    {Settlement_040}Citadel Adbar
    {Region_040}Adbar Run
    {Settlement_041}Citadel Felbarr
    {Region_041}Rauvin Mountains
    {Settlement_042}Sundabar
    {Region_042}Sundabar Vale
    {Settlement_043}Darkhold
    {Region_043}Sunset Mountains
    {Settlement_044}Elturel
    {Region_044}Elturgard
    {Settlement_045}Scornubel
    {Region_045}Reaching Woods County
    {Settlement_046}Berdusk
    {Region_046}Sunset Vale
    {Settlement_047}Iriaebor
    {Region_047}The Greenfields
    {Settlement_048}Keltar
    {Region_048}Marching Mountains Province
    {Settlement_049}Nesmé
    {Region_049}The Evermoors
    {Settlement_050}Yartar
    {Region_050}Barony of Yartar
    {Settlement_051}Loudwater
    {Region_051}Loudwater County
    {Settlement_052}Llorkh
    {Region_052}Gray Vale
    {Settlement_053}Daggerford
    {Region_053}Duchy of Daggerford
    {Settlement_054}Dragonspear Castle
    {Region_054}Edge of the High Moor
    {Settlement_055}Karse
    {Region_055}The High Forest
    {Settlement_056}Athkatla
    {Region_056}Zehoarast Province
    {Settlement_057}Crimmor
    {Region_057}Cloud Peaks Province
    {Settlement_058}Murann
    {Region_058}Muranndin Province
    {Settlement_059}Esmeltaran
    {Region_059}Esmel Province
    {Settlement_060}Eshpurta
    {Region_060}Old Valashar Province
    {Settlement_061}Velen
    {Region_061}Velen Province
    {Settlement_062}Zazesspur
    {Region_062}Kamlann and Purple Marches
    {Settlement_063}Myratma
    {Region_063}Ankaram Province
    {Settlement_064}Riatavin
    {Region_064}Riatavin Province
    {Settlement_065}Darromar
    {Region_065}Crown Lands and Golden Marches
    {Settlement_066}Saradush
    {Region_066}Suretmarch Province
    {Settlement_067}Memnon
    {Region_067}Memnon Province
    {Settlement_068}Manshaka
    {Region_068}Old Coramshan Province
    {Settlement_069}Almraiven
    {Region_069}Alimir Province
    {Settlement_070}Suldolphor
    {Region_070}Kush Province
    {Settlement_071}Sambar
    {Region_071}Lantan Islands
    {Settlement_072}Tethyamar
    {Region_072}Desertsmouth Mountains
    {Settlement_073}Baraskur
    {Region_073}Turnstone Pass and The Talons
    {Settlement_074}Ironmaster
    {Region_074}The Spine of The World - West
    {Settlement_075}Skaug
    {Region_075}Nelanther isles
    {Settlement_076}Beacon Cairn
    {Region_076}Eastern Rashemen
    {Settlement_077}Highcastle
    {Region_077}High Dale - Sesserendale
    {Settlement_078}Keczulla
    {Region_078}Keczulla Province
    {Settlement_079}Myrinjar
    {Region_079}Adaerglast and High Emerock
    {Settlement_080}Derlusk
    {Region_080}Shandolphyn's Reach and Smoking Star
    {Settlement_081}Innarlith
    {Region_081}City State of Innarlith
    {Settlement_082}Ankhapur
    {Region_082}City State of Ankhapur
    {Settlement_083}Saelmur
    {Region_083}City State of Saelmur
    {Settlement_084}Mintar
    {Region_084}City State of Mintar
    {Settlement_085}Yeshpek
    {Region_085}City State of Yeshpek
    {Settlement_086}Llorbauth
    {Region_086}Barony of Shalanar and Impresk
    {Settlement_087}Hlondeth
    {Region_087}City State of Hlondeth
    {Settlement_088}Nimpeth
    {Region_088}City State of Nimpeth
    {Settlement_089}Ormpetarr
    {Region_089}Ormpetarr Province
    {Settlement_090}Elbulder
    {Region_090}Elbulder Province
    {Settlement_091}Arrabar
    {Region_091}City State of Arrabar
    {Settlement_092}Shamph
    {Region_092}City State of Shamph
    {Settlement_093}Starmantle
    {Region_093}City State of Starmantle
    {Settlement_094}Lheshayl
    {Region_094}City State of Lheshayl
    {Settlement_095}Ormath
    {Region_095}City State of Ormath
    {Settlement_096}Alaghôn
    {Region_096}Throne of Turmish Province
    {Settlement_097}Xorhun
    {Region_097}Halondar Province
    {Settlement_098}Gildenglade
    {Region_098}Aphrunn Province
    {Settlement_099}Hlath
    {Region_099}City State of Hlath
    {Settlement_100}Reth
    {Region_100}City State of Reth
    {Settlement_101}Shaarmid
    {Region_101}The Shar
    {Settlement_102}Mourktar
    {Region_102}Mourktar Province
    {Settlement_103}Messemprar
    {Region_103}Messemprar Province
    {Settlement_104}Shussel
    {Region_104}Shussel Province
    {Settlement_105}Unthalass
    {Region_105}Unthalass Province
    {Settlement_106}Airspur
    {Region_106}City State of Airspur
    {Settlement_107}Cimbar
    {Region_107}City State of Cimbar
    {Settlement_108}Lutcheq
    {Region_108}City State of Lutcheq
    {Settlement_109}Mordulkin
    {Region_109}City State of Mordulkin
    {Settlement_110}Akanax
    {Region_110}City State of Akanax
    {Settlement_111}Five Spears Hold
    {Region_111}Barony of Tanistan
    {Settlement_112}Hammerstead
    {Region_112}Nordheim Isles
    {Settlement_113}Oparl
    {Region_113}Lands of Bedorn
    {Settlement_114}Evereska
    {Region_114}The Shaeradim
    {Settlement_115}Oeble
    {Region_115}Oris Plains Kingdoms
    {Settlement_116}Beorunna's Well
    {Region_116}Cold Vale
    {Settlement_117}Karuck Camp
    {Region_117}The Spine of The World - East
    {Settlement_118}Yhep
    {Region_118}City State of Yhep
    {Settlement_119}Hillsfar
    {Region_119}City State of Hillsfar
    {Settlement_120}Fireshear
    {Region_120}The Frozenfar
    {Settlement_121}Gnarhelm
    {Region_121}Hardangheight Region
    {Settlement_122}Melvaunt
    {Region_122}Northwest Moonsea Region
    {Settlement_123}Hulburg
    {Region_123}Northeast Moonsea Region
    {Settlement_124}Nonthal
    {Region_124}Alaoreum Province
    {Settlement_125}Westgate
    {Region_125}City State of Westgate
    {Settlement_126}Phent
    {Region_126}Southern Thesk
    {Settlement_127}Tammar
    {Region_127}Ashanath Province
    {Settlement_128}Uthmere
    {Region_128}The Great Dale
    {Settlement_129}Arabel
    {Region_129}Duchy of Arabel
    {Settlement_130}High Horn
    {Region_130}The Stormhorns
    {Settlement_131}Marsember
    {Region_131}Duchy of Marsember
    {Settlement_132}Suzail
    {Region_132}Duchy of Suzail
    {Settlement_133}Immilmar
    {Region_133}Immil Vale
    {Settlement_134}Mulsantir
    {Region_134}Mulsanyaar Region
    {Settlement_135}Citadel Rashemar
    {Region_135}The High Country
    {Settlement_136}Mulptan
    {Region_136}The North Country
    {Settlement_137}Immurk's Hold
    {Region_137}The Pirate Isles
    {Settlement_138}Lyrabar
    {Region_138}Easting Coast Province
    {Settlement_139}Heliogabalus
    {Region_139}Morov and Soravia
    {Settlement_140}Peltarch
    {Region_140}Narfell
    {Settlement_141}Nyth
    {Region_141}City State of Nyth
    {Settlement_142}Ilmwatch
    {Region_142}Farwater Province
    {Settlement_143}Dilpur
    {Region_143}Barrowlands Province
    {Settlement_144}Trailsend
    {Region_144}Ostel and Polten
    {Settlement_145}Valls
    {Region_145}Arcata and Carmathen
    {Settlement_146}Bloodstone
    {Region_146}Bloodstone and Brandiar
    {Settlement_147}Telflamm
    {Region_147}City State of Telflamm
    {Settlement_148}Procampur
    {Region_148}City State of Procampur
    {Settlement_149}Raven's Bluff
    {Region_149}City State of Raven's Bluff
    {Settlement_150}Daerlun
    {Region_150}City State of Daerlun
    {Settlement_151}Saerloon
    {Region_151}Saerloon Province
    {Settlement_152}Selgaunt
    {Region_152}Selgaunt Province
    {Settlement_153}Ordulin
    {Region_153}Ordulin Province
    {Settlement_154}Archenbridge
    {Region_154}Archendale
    {Settlement_155}Harrowdale
    {Region_155}Harrowdale - Scardale
    {Settlement_156}Essembra
    {Region_156}Battledale
    {Settlement_157}Tantras
    {Region_157}City State of Tantras
    {Settlement_158}Tibold
    {Region_158}Barony of Carrelath
    {Settlement_159}Mulmaster
    {Region_159}City State of Mulmaster
    {Settlement_160}Darmshall
    {Region_160}Sunderland
    {Settlement_161}Palischuk
    {Region_161}Northeastern Vaasa
    {Settlement_162}Myth Drannor
    {Region_162}Woods of Myth Drannor
    {Settlement_163}Old Elven Court
    {Region_163}The Elven Court
    {Settlement_164}Tangled Trees
    {Region_164}Vale of Lost Voices
    {Settlement_165}Semberholme
    {Region_165}Woods of Semberholme
    {Settlement_166}Proskur
    {Region_166}City State of Proskur
    {Settlement_167}Elversult
    {Region_167}City State of Elversult
    {Settlement_168}Teziir
    {Region_168}City State of Teziir
    {Settlement_169}Glister
    {Region_169}Thar
    {Settlement_170}Ilinvur
    {Region_170}The Ride
    {Settlement_171}Dagger Falls
    {Region_171}Daggerdale
    {Settlement_172}Zhentil Keep
    {Region_172}Old Teshendale
    {Settlement_173}Citadel of the Raven
    {Region_173}Dragonspine Mountains
    {Settlement_174}Highmoon
    {Region_174}Deepingdale - Tassledale
    {Settlement_175}Ashabenford
    {Region_175}Mistledale
    {Settlement_176}Shadowdale
    {Region_176}Shadowdale
    {Settlement_177}Gwarch
    {Region_177}The Stonelands
    {Settlement_178}Wheloon
    {Region_178}Duchy of Wheloon
    {Settlement_179}Phsant
    {Region_179}Central Thesk
    {Settlement_180}Beregost
    {Region_180}Beregost County
    {Settlement_181}Caer Westphal
    {Region_181}Snowdown Island
    {Settlement_182}Ascore
    {Region_182}Arn Forest
    {Settlement_183}Triboar
    {Region_183}The Long Road
    {Settlement_184}Secomber
    {Region_184}Secomber County
    {Settlement_185}Rogarsheim
    {Region_185}Norland
    {Settlement_186}Caer Moray
    {Region_186}Moray Island
    {Settlement_187}Uttersea
    {Region_187}Tuern Island
    {Settlement_188}Griffon's Nest
    {Region_188}The Crags
    {Settlement_189}Dunkapple Castle
    {Region_189}Marsh of Chelimber
    {Settlement_190}Duhlnarim
    {Region_190}Barony of Ahlarkhem
    {Settlement_191}Alaor
    {Region_191}Tharch Alaor
    {Settlement_192}Castle of Illusion
    {Region_192}The Fell Pass
    {Settlement_193}Glarondar
    {Region_193}The Watchwall
    {Settlement_194}Thultanthar
    {Region_194}Southern Anauroch
    {Settlement_195}Assam
    {Region_195}City State of Assam
    {Settlement_196}Nagarr
    {Region_196}Serpents' Holding
    {Settlement_197}Soorenar
    {Region_197}City State of Soorenar


    3. Previews.

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 



    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    If you happen to have any questions/suggestions concerning the campaign map, or would like to see a specific part of the map in a preview - post in this topic.

    Also, the strat map models for settlements, trade resources or generals/captains, that will be all changed at a later date. For the next release, things will most likely be as you see above.
    Last edited by Vladyvid; August 10, 2020 at 10:43 AM.

  2. #2
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Campaign Map: previews, discussions

    Updated first post with some previews.

  3. #3

    Default Re: Campaign Map: previews, discussions

    love it! I dont have any suggestions at the moment. Keep up the good work!!

  4. #4
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Campaign Map: previews, discussions

    Cool, thanks!

    In the future the map could be updated somewhat, like there could be more navibale rivers maybe. The main focus for map updating will be map models for generals, captains, agents, settlements and resources. That will be the main focus for map development for the next , for after the next release. Faerun has many unique places that could be replicated. Several capitals are gigantic sprawling cities that would look great on the map if done well. One day i hope it will be all there, its just a matter of time.

  5. #5
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Campaign Map: previews, discussions

    This is an idea for now, i dont know if i want to do it, but im thinking about deleting the permanent stone forts feature from the mod. All of them.

    There are several problems that this feature creates, and two main issues are the fact that the AI is not using forts and the fact that we are sacrificing 1 faction slot for the display of forts names. Additionally each fort requires an agent and a script, so removing all that would potentially improve stability of the campaign. The map would get less detailed by that action i know, but the possible benefits could be worth it. I mean i spent literaly weeks working on adding the PSFs, and there is more than 500 of them, but for all the coolness of having more detailed campaign environment, they are not doing all that much in terms of actual gameplay.

  6. #6

    Default Re: Campaign Map: previews, discussions

    There's areas where the forts look quite logical - e.g. Hillfort Ishla, Torbold, Keshla - and I assume they're on choke/defend points, is the AI not doing anything to defend/attack those?


    We gave up on the idea of PSF's in PKH quite early, I'd wanted to do custom ones to get some minor castles in like Tintagel, but I couldn't get garrisoning to work (though I think others have managed that since then) - also our map is relatively compact anyway... and we need to make enough custom settlements without generating even more work!

  7. #7
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Campaign Map: previews, discussions

    There's areas where the forts look quite logical - e.g. Hillfort Ishla, Torbold, Keshla - and I assume they're on choke/defend points, is the AI not doing anything to defend/attack those?
    There are locations where the forts could work in a way as intended, but for the vast majority of them i see the AI mostly ignoring them. Keeping that in mind, the only forts that will be used as intended (with a few exceptions) would be those under player control. This means all of those other hundreds of forts would be there for basicly only the looks - having some named locations on the map. Also, as it is now, the named PSFs that we have in the mod are used to represent a wide variety of settlements, from cities of tens of thousands to literal hamlets, even some inhabited caves, basicly all named locations that we couldnt add as regions. Im thinking now it was a mistake, cause i thought i could simulate more settlements in a way with that, give more strategy with different forts, but for the most part it doesnt work during the gameplay.

    The map could still be improved by adding new models for resources, settlements and armies, aswell as perhaps some custom models for few special places, that could very well compensate for the 'emptyness' that the removal of all PSFs would cause.

  8. #8

  9. #9
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Campaign Map: previews, discussions

    Ok so im really lost now, whether to try to fix this feature or just get rid of it. The thing is, fixing it will be more time consuming, so i might want to remove it for the next release. Or maybe i should remove some of them, limit their numbers to only those strategically placed? There are certainly areas where there are (too?) many PSFs, like you could see above in the screenshots from the Silver Marches area.

  10. #10
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Campaign Map: previews, discussions

    Ive been thinking, and there could also be another solution - removing PSFs labels and the strategicaly useless forts, while keeping the stragicaly viable PSFs, just without the labels. Then if convincing the AI to use the remaining forts would be really as workable as described - thatd be applied.

  11. #11

    Default Re: Campaign Map: previews, discussions

    great work! Awesome an idea and thanx for inspiring! I think your project could be the best Setting to be made ever!
    Swords no words! Minsk

  12. #12
    Vladyvid's Avatar Wizard of Turmish
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    Default Re: Campaign Map: previews, discussions

    Thanks a lot for the kind words! Cheers!

  13. #13
    Mr_Nygren's Avatar Berserkir
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    Default Re: Campaign Map: previews, discussions

    The version 0.2 of Faerun: Total War has a very bare-bones campaign-map with no mercs, no scripts, no winning conditions (unless you download my file for the winning conditions) and no events.

    I looked into the version 0.1 release of the mod which also included the campaign (but you had to move it to the right folder as it's located in its own folder), and while it probably had issues on 0.1 I moved it over to 0.2/0.3 (my 0.3 version is the same in the campaign as 0.2 with the exception of me adding the Elves of Cormanrhyr to the recruitment back in 2020) and all those issues were gone, and instead of no scripts you have such a huge amount of active scripts that the campaign became really slow when ending turns on my HDD harddrive (I had to move Medieval 2 to my older HDD because the SSD faster harddrive is unreliable and started to randomly disappear which made me fear for my WIP:s of mods) but I let it play during the night and it's also super stable! I don't know what all the scripts are doing as there is no proper list for every script, but I do know that scrolling down the file takes forever -and that there are scripts connected to the forts as mentioned above, and scripts for merchants and such- I can tell you that the campaign is still super stable, and hadn't crashed once when I returned from bed - I can also tell you that everything in 0.3 was automatically moved over such as recruitment and units. What wasn't moved over was the changes in the descr_strat-file so that will have to be moved over manually - like the new garrisons and bodyguards.

    The descr_strat included over 500 forts and the AI do sometimes use these forts, even though many are ignored most of the time - but if there is an army inside one then that fort will be attacked.

    So in the version 0.1 release there is an old UI in use by the mod that couldn't allow for more than 21 factions in the faction selection screen, which resulted in the Duchy of Baldur's Gate being cut from the selection screen as every faction was available (there are 22 factions placed out on the map, and the ones without their proper rosters still share town guards and battle clerics with the other factions, and sometimes town guard archers too - and they have vanilla bodyguards) in that campaign, and when going to hotseat the option of hotseat wasn't there - but thanks to WarcraftHero (I presume) in 0.2 there are 31 factions available in the UI due to him replacing the M2TW.init-file and doing some work there to enable the maximum number of factions in the selection screen, and this also enabled the hotseat in multiplayer (good for letting the AI play by itself for playtesting) and it allowed the custom campaigns menu in both hotseat multiplayer and in single player.

    I did move the old 0.1 campaign into the "custom campaigns"-area and besides the over 500 forts on the map, and the million scripts -it also had winning conditions but they looked bad in the menu because too many areas had been picked for most factions that they would need to hold -making the settlements breach the confines of the UI. I can see why they were removed as it didn't look good, and the scripts while being 100% stable do cause a bit of lag on my HDD at least. The end turn times are much slower.

    But yeah, I'll include the old campaign as a custom campaign- it's clear a lot of work went into it - I'll probably go through the scripts in detail at some point to see what it brings besides the merchant trading feature that I've been reading about, and the forts.

    It does seem like a waste to throw all that out even though it's a problem that the campaign is so slow when using many scripts. So yeah, expect the heavily scripted campaign to be available as a 2nd campaign in the mod. It has over 500 forts placed out with names, while the other campaign has zero scripts and very few forts making it more of a bare-bones sandbox campaign - the benefit with it is that the end turns are much faster. Vladyviid/Wizard of Turnish wanted to remake the campaign from scratch but seeing as he said he quit modding it's better to include his old campaign with all the old scripts as an alternative. It's like finished in terms of scripts.

    Edit:

    The following scripts are available:

    1. Princess Spawns - a huge number of known princesses of Faerun are spawned by using the AI scripted faction (saxons) in order to spawn them to the campaign at the start.

    2. Merchant Trading Script - this script is VAST or HUGE and takes up most of the file - it allows the player to trade ancillaries that he or she acquires during the campaign.

    3. General Capture Settlement - Give Settlement - Destroys specific buildings when specific factions conquer an area, or are given an area - prevents said factions from getting those buildings.
    Last edited by Mr_Nygren; February 05, 2024 at 06:58 AM. Reason: Script features.
    Be your friend's, true friend. Return gift for gift. Repay laughter, with laughter again
    but betrayal with treachery.

    - The Havamal

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