Thread: Bugs Reports & Technical Help

  1. #4761
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    Could it be that the faction_turn_catholic event counter gets set at PreFactionTurnStart? I vaguely remember that buildings are progressing AFTER you press turnend, that migth then disable the building progress if it moves from 1 to zero.
    Changing it to a 'normal' FactionTurnStart should fix that.
    yes, it is!

    currently:
    Code:
        monitor_event PreFactionTurnStart FactionType sicily        log always Turn Start sicily    ==============================================================
            set_event_counter faction_turn_sicily 1
            set_event_counter faction_turn_catholic 1
            set_event_counter faction_turn_southern_european 1
    
    
            if I_IsFactionAIControlled sicily
                set_counter ai_ec_id 3
            end_if
    
    
            if not I_IsFactionAIControlled sicily
                set_counter pl_ec_id 3
            end_if
        end_monitor
    after the change - will it work in exactly the same way?
    Code:
        monitor_event FactionTurnStart FactionType sicily        log always Turn Start sicily    ==============================================================
            set_event_counter faction_turn_sicily 1
            set_event_counter faction_turn_catholic 1
            set_event_counter faction_turn_southern_european 1
    
    
            if I_IsFactionAIControlled sicily
                set_counter ai_ec_id 3
            end_if
    
    
            if not I_IsFactionAIControlled sicily
                set_counter pl_ec_id 3
            end_if
        end_monitor
    Should also this one be changed?
    Code:
    	;======================================================================================================		; RE-SETTING COUNTERS to 0 - at the beginning of each faction's turn (30 times a turn)
    	
    	monitor_event PreFactionTurnStart TrueCondition
    
    
    		; factions
    		set_event_counter faction_turn_abbasid 0
            set_event_counter faction_turn_sicily 0
    	    set_event_counter faction_turn_venice 0
            set_event_counter faction_turn_denmark 0
            set_event_counter faction_turn_egypt 0
            set_event_counter faction_turn_cumans 0
            set_event_counter faction_turn_turks 0
            set_event_counter faction_turn_hre 0
            set_event_counter faction_turn_england 0
            set_event_counter faction_turn_france 0
            set_event_counter faction_turn_portugal 0
            set_event_counter faction_turn_poland 0
            set_event_counter faction_turn_moors 0
            set_event_counter faction_turn_russia 0
            set_event_counter faction_turn_spain 0
            set_event_counter faction_turn_hungary 0
            set_event_counter faction_turn_aragon 0
            set_event_counter faction_turn_lithuania 0
            set_event_counter faction_turn_jerusalem 0
            set_event_counter faction_turn_kievan_rus 0
            set_event_counter faction_turn_serbia 0
            set_event_counter faction_turn_georgia 0
            set_event_counter faction_turn_zengid 0
            set_event_counter faction_turn_rum 0
            set_event_counter faction_turn_pisa 0
            set_event_counter faction_turn_papal_states 0
            set_event_counter faction_turn_mongols 0
            set_event_counter faction_turn_slave 0
    
    
    		; religions
            set_event_counter faction_turn_catholic 0
            set_event_counter faction_turn_islam 0
            set_event_counter faction_turn_pagan 0
            set_event_counter faction_turn_orthodox 0
    
    
    		; cultures
    		set_event_counter faction_turn_northern_european 0
    		set_event_counter faction_turn_southern_european 0	
    		set_event_counter faction_turn_eastern_european 0	
    		set_event_counter faction_turn_middle_eastern 0
    		set_event_counter faction_turn_greek 0
    
    
    		; AI and difficulty
            set_event_counter is_the_ai 0
            set_event_counter is_the_player 0
    		set_event_counter ai_level_easy 0
    		set_event_counter ai_level_medium 0
    		set_event_counter ai_level_hard 0
    		set_event_counter ai_level_veryhard 0
    
    
    		; others
            set_event_counter freeze_recr_pool 0
    
    
    	end_monitor
    Last edited by Jurand of Cracow; December 31, 2021 at 05:30 AM.

  2. #4762
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    You are also logging faction turns which are better off with PreFactionTurnStart. My suggestion would be to put event counters that are used in the EDB into a separate, FactionTurnStart monitor. It actually can utilize the faction's event counter and be put into if sections, thereby only requiring one monitor:
    Code:
    ; --- setting event counters for EDB use ---
    
    monitor_event FactionTurnStart TrueCondition
        if I_EventCounter faction_turn_sicily = 1         ; sicily's turn
            set_event_counter faction_turn_catholic 1   ; we are catholic
            set_event_counter faction_turn_islam 0
            set_event_counter faction_turn_pagan 0
            set_event_counter faction_turn_orthodox 0
            set_event_counter faction_turn_northern_european 0
            set_event_counter faction_turn_southern_european 1  ; we are SE
            set_event_counter faction_turn_eastern_european 0
            set_event_counter faction_turn_middle_eastern 0
            set_event_counter faction_turn_greek 0
        end_if
        
        ; add the other factions
        
    end_monitor
    Make sure this monitor is BELOW those two existing monitors and remove the 'religion set to zero' section from the second monitor. You can also include the culture section if it appears in the EDB in the same way.

    This way religion and culture event counters get (re)set at a faction's turn start and will not interfere with building sequences.

    It should take about 5 minutes to create that full monitor using GED's script replicator using this template, all you have to do set the correct religion\culture to 1 after replicating:
    Code:
        if I_EventCounter faction_turn_[faction] = 1
            set_event_counter faction_turn_catholic 0
            set_event_counter faction_turn_islam 0
            set_event_counter faction_turn_pagan 0
            set_event_counter faction_turn_orthodox 0
            set_event_counter faction_turn_northern_european 0
            set_event_counter faction_turn_southern_european 0
            set_event_counter faction_turn_eastern_european 0
            set_event_counter faction_turn_middle_eastern 0
            set_event_counter faction_turn_greek 0
        end_if
    Last edited by Gigantus; December 31, 2021 at 06:08 AM.










  3. #4763
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    I'm not sure it's so simple. In my notes I've got something, perhaps after Withwnar advice, that shows some light:

    1. PreFactionTurnStart
    2. CharacterTurnStart [..n]
    3. SettlementTurnStart [..n]
    4. FactionTurnStart
    (Moves, etc.)
    (For player: end turn button clicked)
    (Buildings constructed, units recruited)
    5. CharacterTurnEnd [..n]
    6. CharacterTurnEndInSettlement [..n]
    7. SettlementTurnEnd [..n]
    8. FactionTurnEnd

    Using only FactionTurnStart would mean that the counter values will linger from one faction into the other faction - and will fire upon characters' traits etc.

  4. #4764
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    Looking at that list I have to admit that I share your concern for event counters that are also shared with characters - my bad for not thinking of that possibility. I should have assumed that the event counters are also embedded in EDCT and EDA, given their names - so maybe a slight renaming for those event counters used in the EDB and then use my monitor (with the renamed counters) might be a solution.

    In other words: leave the existing monitors as they are. Do a simple rename (find&replace) of event counters in EDB and use those in my monitor. Underneath 'faction_turn' is replaced with 'EDB'
    Code:
    ; --- setting event counters for EDB use ---
    
    monitor_event FactionTurnStart TrueCondition
        if I_EventCounter faction_turn_sicily = 1         ; sicily's turn from other monitor
            set_event_counter EDB_catholic 1   ; we are catholic
            set_event_counter EDB_islam 0
            set_event_counter EDB_pagan 0
            set_event_counter EDB_orthodox 0
            set_event_counter EDB_northern_european 0
            set_event_counter EDB_southern_european 1  ; we are SE
            set_event_counter EDB_eastern_european 0
            set_event_counter EDB_middle_eastern 0
            set_event_counter EDB_greek 0
        end_if
        
        ; add the other factions
        
    end_monitor
    Last edited by Gigantus; December 31, 2021 at 06:42 AM.










  5. #4765
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    But when exactly is the time when the counter takes a wrong value?

    As you've written: "buildings are progressing AFTER you press turnend, that migth then disable the building progress if it moves from 1 to zero."

    Why after pressing "turn end" the counter would move to 0 ?

    1. PreFactionTurnStart
    2. CharacterTurnStart [..n]
    3. SettlementTurnStart [..n]
    4. FactionTurnStart
    (Moves, etc.)
    (For player: end turn button clicked)
    (Buildings constructed, units recruited)
    5. CharacterTurnEnd [..n]
    6. CharacterTurnEndInSettlement [..n]
    7. SettlementTurnEnd [..n]
    8. FactionTurnEnd

  6. #4766
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    I am starting to think that I might be mixing this issue up with the unique buildings issue, where the event counter gets reset (via AddedToBuildingQueue event) the moment the building is added to the queue. This part then re-enables the event counter to facilitate progress after the turnend button has been pressed:
    Code:
        ; Re-enable the event counter, if this isn't done the building will never complete.
        monitor_event ButtonPressed ButtonPressed end_turn
            if not I_IsFactionAIControlled england
                set_event_counter build_corn_exchange 1            ; enabling EDB event counter
            end_if
        end_monitor
    Quote Originally Posted by Gigantus View Post
    A building will not drop from a queue unless done so physically by the player. It might never finish if the building counter is disabled, which would be the case in your scenarios as the existence of the building sets to the counter to false.
    It seems I barked up the wrong tree - which would leave a drop in religion level (region_religion catholic 50) as the only other explanation why the building condition would become invalid in my mind. Pesky witch holing up in a nearby forest? Unholy priests lingering around?
    Last edited by Gigantus; December 31, 2021 at 07:33 AM.










  7. #4767
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by couchchou View Post
    The Notre Dame is 4 turns from completion on turn 58, and then has its construction cancelled at the start of turn 59. The money is not refunded and to restart its construction I have to pay the full price of it again and wait another 12 turns.

    I think it may have to do with some historical script tied to the Notre Dame, since turn 58 is the end of the year 1160 and the start of the year 1161.
    @couchchou - so the questions are:
    - Were you be able to eventually build the cathedral, or the issue repeated?
    - Did you play France?
    - What was the religion of the province - mayby the catholic religion dropped below 50?

  8. #4768
    kostic's Avatar Domesticus
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    Default Re: Bugs Reports & Technical Help

    Bugs and other quirks from my Spanish countryside (last 098 beta):

    - After a successful crusade against Ascalon and the capture of Jerusalem, the recruited merchant receives no income regardless of the material available
    Spoiler Alert, click show to read: 


    - The French, however at war against the English and Aragon, refuse all my attempts at alliance and even send a small army to be massacred with 2 generals against my town of Leon

    - Impossible to hold in holy ground. My crusaders are very expensive and it is for this reason that I immediately used them to reduce my enemies and take Jerusalem. Despite this, and even gathering all the survivors in Jerusalem, the 2 captured cities rebel and my treasure is impossible to hold. All the mercenaries crossed disappear. There weren't that many, but I noticed over 3000 corrupt spending ...

  9. #4769

    Default Re: Bugs Reports & Technical Help

    hello Kostic can you trade with an diplomat in this great submod?or did you mistaken take an diplomat for a merchant?
    getting older

  10. #4770
    kostic's Avatar Domesticus
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    Default Re: Bugs Reports & Technical Help

    You're totally right ! I am totally distracted !!! !!!!....

  11. #4771
    kostic's Avatar Domesticus
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    Default Re: Bugs Reports & Technical Help

    France continues to refuse to ally but gives me a gift ... No doubt a way of wishing me a happy new year !
    Spoiler Alert, click show to read: 

  12. #4772
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Hrvatska2014 View Post
    Hey guys! First, excellent submod, been playing it for years. I have a problem with CTD on end turn, just before my turn starts. Playing as France, year is 1227. No previous problems, I tried following AI with toggle_fow but can't find the problem. Maybe you could help.[CONTENTBOX][/CONTENTBOX]Attachment 366299Attachment 366299
    upload a save, pls.

    @couchchou: were you be able to eventually build the cathedral, or the issue repeated? Did you play France?


    @HaruHaias: I think your problems are related to your system, not to the mod itself.

    @Olaszv: some observations on your campaign:
    - it seems that the Rock in Edinburgh got destroyed in the meanwhile, and was rebuilt only later. Is it right? When it happened?
    On the crash: difficult to tell... it crashes for me as well.
    Code:
    16:17:58.458 [game.script.exec] [trace] exec <log> at line 47559 in mods/SSHIP_098/data/world/maps/campaign/imperial_campaign/campaign_script.txt16:17:58.458 [game.script] [always] ------ done
    16:17:58.634 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Last edited by Jurand of Cracow; January 04, 2022 at 01:18 AM.

  13. #4773

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    upload a save, pls.

    @couchchou: were you be able to eventually build the cathedral, or the issue repeated? Did you play France?
    Sorry, I tried to include the extra info, but my post got doubled and deleted the extra stuff I added.

    So the Notre Dame construction 4 turns from completion cancelled itself on the turn where the year 1160 ends, and 1161 begins. I have a feeling that somehow is connected to a historical trigger script for the Notre Dame.

    After I re-started construction (spending another 12k Medieval Bucks on it) it was able to successfully be constructed after another 12 turns, so it must be that that turn end in that year caused it.

    This was playing as France, yes.

    Thanks again for the great mod! The only other question I had was the use of Trebuchets. The AI seems to be able to build them from Siege Works, but I couldn't. Is there a historical moment where they are unlocked? If so, the AI seems to ignore that occasionally.
    Last edited by lolIsuck; January 03, 2022 at 06:26 PM.

  14. #4774
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Thanks, @couchchou, this is valuable.
    I've found the event messing with notre dame, indeed it just breaks the process and then the cathedral should be possbile to be built.

    On trebushets:
    - have a look at this discussion, it may answer your questions.
    - it is disabled for the AI, enabled for they human - but for most of the factions only after event around turn 100.

    siege_works city requires event_counter is_the_player 1 and building_present_min_level builders builders2 and factions { middle_eastern, byzantium, jerusalem, } or factions { all, } and event_counter FIRST_WINDMILL 1
    event historic FIRST_WINDMILL
    date 45 60
    - you've seen AI trebuchets but ones that were perhaps:
    -- produced in Toledo or Konya (I've forgotten to delete those initial buildings, it'll be done in the next release)
    -- given as a reward for a mission (? I don't know if the AI gets missions)
    -- spawned in a rebellion

  15. #4775

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    upload a save, pls.

    @couchchou: were you be able to eventually build the cathedral, or the issue repeated? Did you play France?


    @HaruHaias: I think your problems are related to your system, not to the mod itself.

    @Olaszv: some observations on your campaign:
    - it seems that the Rock in Edinburgh got destroyed in the meanwhile, and was rebuilt only later. Is it right? When it happened?
    On the crash: difficult to tell... it crashes for me as well.
    Code:
    16:17:58.458 [game.script.exec] [trace] exec <log> at line 47559 in mods/SSHIP_098/data/world/maps/campaign/imperial_campaign/campaign_script.txt16:17:58.458 [game.script] [always] ------ done
    16:17:58.634 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Hi JoC,
    I destroyed the rock myself when captured the settlement. Not sure why, maybe by mistake, or maybe I needed some money... Or I was just angry about those pesky Scots!
    Thanks for checking the crash, as I said I managed to get past it and no issue since then.

    Out of curiosity, is it normal that England only has Cogs and no option to build warships in 1250s something?

  16. #4776
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Olaszv View Post
    Out of curiosity, is it normal that England only has Cogs and no option to build warships in 1250s something?
    What actually a North European "warship" in 12-13th century is? There're cogs, and cogs with crossbowmen, that's all.
    The next technological advance was a holk, and it'll be available after the event Hanseatic Wars, sometime in late 13th century:

    ;;;;;; 125-160 HANSEATIC_WARS (lvl3 unique buildings available for Hansa Teutonica)
    ;---------- (IV) Hanseatic Wars : can build Kontors

    monitor_event PreFactionTurnStart FactionType slave
    and I_TurnNumber > 250

    if I_CompareCounter number_hansa2_faktorei_built > 7 ; 8 out of 17 cities with Faktorei
    and I_CompareCounter number_hansa5_holsteintor_built > 0 ; 1 in Lubeck
    and RandomPercent > 50

    historic_event HANSEATIC_WARS ; allows (in EDB) building of Hanseatic Kontors building (in 4 cities)


    terminate_monitor
    end_if


    if I_TurnNumber > 320 ; fall back : in case of failure or a bug
    and RandomPercent > 50

    historic_event HANSEATIC_WARS

    terminate_monitor
    end_if

    end_monitor
    Code:
        c_shipwright castle requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level builders builders2    {
          convert_to 1
          capability
          {
    ;---------------------------------------------------------------------------------------------------------------------------------
    ; UNITS
    ; ------ for the player
    
    
            recruit_pool "longboat"        1   0.2        2  1  requires factions { denmark, norway, }
            recruit_pool "dragon boat"  1    0.1        2  0  requires factions { denmark, norway, } and hidden_resource denmark or hidden_resource norway 
            recruit_pool "cog"            1   0.15    3  0  requires factions { hre, france, scotland, england, }
            recruit_pool "holk"          1   0.1        2  0  requires factions { hre, scotland, france, england, }    and event_counter HANSEATIC_WARS 1
            recruit_pool "holk"            1    0.05    2  0  requires factions { russia, cumans, lithuania, kievan_rus, poland, } and event_counter HANSEATIC_COG 1
            recruit_pool "cog"            1   0.08    3  0  requires factions { hungary, poland, lithuania, }
            recruit_pool "ladya"        1   0.08    3  0  requires factions { russia, kievan_rus, }
            recruit_pool "ladya"        1   0.05    3  0  requires factions { cumans, }
            recruit_pool "dromon"        1   0.08    3  0  requires factions { georgia, serbia, }
            recruit_pool "dromon"        1   0.2        3  0  requires factions { greek, }
            recruit_pool "fire ship"    1    0.1        2  0  requires factions { greek, }
            recruit_pool "war galley"    1    0.1        2  0  requires factions { hungary, jerusalem, }
            recruit_pool "war galley"    1    0.1        2  0  requires factions { southern_european, }        ; source of ships for the papal states        
            recruit_pool "galley"        1   0.15    3  0  requires factions { sicily, jerusalem, }
            recruit_pool "galley"        1   0.3        3  1  requires factions { pisa, venice, }
            recruit_pool "cog"            1   0.15    3  0  requires factions { spain, }
            recruit_pool "cog"            1   0.2        3  1  requires factions { portugal, aragon, }
            recruit_pool "caravel"        0    0.05    2  0  requires factions { portugal, spain, aragon, } and event_counter world_is_round 1        
            recruit_pool "dhow"            1   0.08    3  0  requires factions { turks, rum, egypt, abbasid, zengid, }
            recruit_pool "dhow"            1   0.15    3  0  requires factions { moors, }
            recruit_pool "dhow"            1   0.05    3  0  requires factions { mongols, }
            recruit_pool "war galley"    1    0.1        2  0  requires factions { egypt, abbasid, moors, turks, rum, zengid, }
    @Olaszv: you'ver promised to write a short report (perhaps with pics ;-) from your campaing.
    Last edited by Jurand of Cracow; January 04, 2022 at 04:36 PM.

  17. #4777

    Default Re: Bugs Reports & Technical Help

    Glad to hear it got resolved Jurand! I was very confused by it happening. The mod seems incredibly stable for me which is great.

    One other thing that was a minor nuisance was that every new ship admiral comes with the "uses stars to navigate" trait and so I cannot merge ships from different ports.

    I am somewhat sure (it was a long time ago in my campaign I saw those trebuchets) it has to do with the settlement Konya, so it's good you are already on top of it.

  18. #4778

    Default Re: Bugs Reports & Technical Help

    Really love the work that you guys put in! Been enjoying SSHIP even more than when I first installed it some years ago =)

    Not sure if this has been mentioned before, but one thing I came across when looking at the differences in models between upgraded Hospitallers and Templars is that the Mounted Hospitallers all have the same base look across all armor upgrades. The Dismounted Hospitallers are just fine, but the armor of the Mounted Hospitallers seem bugged. Is there any fix for this?

    Thanks!

  19. #4779
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Guys,
    I want to make a teaser about graphical changes in the 098.
    Maybe somebody would be willing to make a pic on the resources (based on screenshots from the game) about the changes?
    What's needed to be done:
    - go to the SSHIP 098 and make screenshots of the campaign maps with all the resources,
    - cut-and-paste the resources into one pic
    - do the same for the SS6.4 or SSHIP092 - the old ones are there.

    It should look somehow like this - but with all the resources:


    @couchchou: yeah, the admirals' traits are to be redone
    @Yin_YeN - me, I've got no idea, sorry.

  20. #4780

    Default Re: Bugs Reports & Technical Help

    @Jurand of Cracow
    Ah, that's ok! I hope it gets patched somewhere down the line!

    Another thing I noticed was some potential stat imbalances with some units. I noticed that Feudal Foot Knights have absurdly high defense right below their later plate armored evolutions (13 armor vs. 14 armor compared to a unit of Chivalric Foot Knights). I also noticed issues with Norman Foot Knights having less points in their armor stat despite seeming to have the same armor type or equivalent when looking at both their models (Heavy Mail). Serbian Knights also have absurdly high armor (20 armor points) despite only having heavy mail/lamellar from what it looks like, and the Polish knights (mozhni and rycerze) fall behind in stats compared to their equivalents (Mailed Knights and Feudal Knights respectively).

    They're all easy fixes and I readjusted the stats to my liking, putting the units I noticed last night in-line or near in-line with each other, giving Serbian Knights a slight higher armor rating than Feudal Knights, but higher defense skill to reflect their faction's description of powerful and disciplined knights. But anyways, just thought I'd notify you here of potential stat imbalances in case if it hasn't been mentioned!

    Using version 0.98 as well.

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