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Thread: Medieval II Total War 1.1 Bugs - Report them Here(Updated 13th Feb 07)

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  1. #1
    Lusted's Avatar Look to the stars
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    Default Medieval II Total War 1.1 Bugs - Report them Here(Updated 13th Feb 07)


    Confirmed bugs so far


    Battle map
    1. passive ai in battle map that lets you shoot at it, also ai not responding to flanking manouvers(partly fixed in 1.1))
    2. bug with ai and sieges where it can stall after taking the first wall on a settlement(partly fixed in 1.1
    3. Gunpowder units cease to work after suffering casualties, especially from ranged units(partly fixed in 1.1)
    4. AI sits there when it has no way of assaulting the settlement, after siege weapons are destroyed
    5. Monster Bombard causes crashes for some people when firing
    6. Huge fps drop in sieges when the ai loses all other siege equipment apart from 1 ladder.
    7. Soldiers only sometimes go up one ladder in a set of ladders
    8. If battle happens on steep mountain tile units can get deployed in inaccessible places so battle ends in a draw
    9. Ai ignores gates in sieges if it has a spy open them if it only has rams. It does not seem to realise the gates wil open when it gets near them.
    10. Javelinmen and handgunners/arquebusiers/musketeers on walls not firing
    11. Ballista towers shooting cannonballs, and cannon towers shooting ballistas
    12. Unit cohesion/spacing problems which lead to only front rank of unit charging sometimes, and seem to affect cavalry charges(partly fixed in 1.1)
    13. Some buildings can be passed through
    14. When pressing space bar to see where your units will end up after being moved, the yellow arrow markers flicker
    15. All units that have the 2handed animation used by Billmen etc are very ineffective in combat as they do not seem to kill anything.
    16. When defending a settlement there is not always the option to deploy, even if there isn't a spy in the settlement
    17. When sieging a castle with only artillery, even if you have put a hole in the wall and have ladders, if you run out of ammo you will loose the battle.
    18. Cavalry has problems chasing down routing units
    19. Bug with Pikemen swords animation where it gets stuck in this loop:
      I had dismounted knights fighting against pikemen. In melee, pikemen did draw their swords and start fighting against the knights.
      But then there were a couple of guys just repeating the same move (half-a-turn strike, block) They did it like 2 or 3 times per second and got stuck doing it. When I looked closer, there were many men in the fight doing it, and no one died because of that bug.
    20. Ai rushes its siege equipment across the bridge in bridge battles, and they push other units out the way
    21. Some soldiers in a unit will sometimes stay on the ground instead of going into ladders/towers
    22. Big pathfinding problems in sieges
    23. Missile units will go through the reload animation instead of running even when in skirmish mode.
    24. Bug where units shield defense value is being subtracted from a units defense in melee.
    25. Large fps drop in large cities and castles(not experienced by everyone).
    26. Units do not always go into the formation you dragged them out into if they run to a position.
    27. When you have the "general camera" preselected for every battle, every battle starts with the default "rts camera". You have to double click a unit to actually switch to the "general camera".
    28. Crash when fighting Timurid cannon elephants in campaign.


    Campaign Map
    1. Ai randomly blockades and unblockades ports
    2. Casulaties inflicted on enemy army do not appear in the campaign map if you withdraw from battle
    3. Crashes in campaign battles involving Timurid elephants for some people
    4. Wooden castle and tourney fields mention free upkeep units, yet castles cannot produce free upkeep units
    5. When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture
    6. Princesses get retinues characters who give bonuses to command
    7. Priests trained in a settlement with a Cathedral automatically become Bishops, but this does not happen with Huge Cathedrals(? Maybe only some priests become Bishops)
    8. Muslim characters can get Christian ancilliaries
    9. Bug with game getting 'hung' on a factions turn if both faction heir and faction leader captured in battle then executed. They may have been the last family members. Game can also get hung on a factions turn for a long time.
    10. With "Automanage taxes only" set to on and no governor is present, towns and castles will automatically retrain units even when the "Autobuild" and "Autorecruit" options are unchecked
    11. Ships can sail in and out of blockaded ports
    12. Ai sometimes sends 1 or 2 unit stacks to attack your cities
    13. Ai will sometimes have a ful stack army near a settlement with 1 or 2 units in your are beseiging and not attack you. It will also sometimes ignore your hostile full stacks walking through its territory when you are at war with it even if it has several full stacks nearby.
    14. Agents skill goes down far too much for unsuccesful mission. It should stay the same, or get a slight drop.
    15. Unrest caused by enemy spy continues even if he has been ejected. Adjusting the tax rate removes the unrest effect.
    16. Generals sometimes causing religious unrest yet do not have any traits/retinues that would cause it.
    17. Auto-resolve for sieges seems to be bugged in favour of the attacker
    18. Problems with family trees with princessess married in from other factions or with generals married in from other factions.


    Diplomacy
    1. Still problem with ai accepting vassal status
    2. Ai refusing gifts in diplomacy
    3. Errors with family trees when son-in-law married into the family from another faction takes the throne.
    4. Some diplomacy pop-ups can happen after a faction has been destroyed
    5. Pope will threaten to excommunicate you even if you are trying to protect yourself against attacking armies. He will often excommunicate the defender for just defending themselves.


    Graphical/Sound Bugs
    1. Venetian Heavy Infantry and Venetian Archers have their armour upgrades the wrong way round
    2. Native archers in the New World have roman peasant icon(the default unit info icon from RTw) for unit info card.
    3. Merchants Guild Apprentice trait mentions assassins guild instead.
    4. Some model bugs for some Byzantine units, and with the Norman Knight/Latinikon/Christian Guard upgraded armour model
    5. Neither Iconium nor Bucharest, at some unidentifiable point, get a "village" inside their harbours' walls. And Bucharest isn't connected to its harbour :http://img215.imageshack.us/img215/1993/harbaui2.jpg
    6. Sprites are too bright compared to the actual units
    7. Armenian Cavalry refer to themselves as light cavalry when they are heavy cavalry.
    8. Roads in Dublin do not appear on the map


    Miscellanious
    1. Errors in translated text for foreign languages versions of the game, including swear words in the Italian versions advisor's speech.
    2. French Diplomat says 'bein' instead of bien
    3. May be some issues with memory leak with long extended period of play
    4. Autoplay launcher no longer allows you to launch game


    Ideas for Fixes/Improvements
    1. Campaign AI
    2. Campaign ai should garrison its settlements better. It also just sometimes stands there with a full stack army next to your invading army and does nothing. Should also attack with more full stacks, sometimes it can attack with very small stacks
    3. Make ai build less siege units as it seems to have a lot in its armies, especially Milan/Venice.
    4. Tougher campaign ai on higher difficulties
    5. Princesses appear with not enough charm
    6. Witches appear with with not enough skill points

      Battle AI
    7. Make it more reactive to flanking and have it flank more.
    8. Have it make more use of the terrain.
    9. Have ai keep main army line close to skirmishers, at the moment it sends them too far ahead and they can be easily picked off.

      Campaign
    10. Make assassins slightly more able to kill targets at lower levels. In addition, make the "killer on edge" penalty trait much rarer; an assassin should not suffer a decrease in skill with every failed assassination attempt.
    11. Longer timer for sieges
    12. Some units missing from the campaign: Armoured Sergeants for the English, Dismounted Gothic Knights for HRE, Dismounted Broken Lances for Venice.
    13. Add back in thing from RTW that displayed how many movement points agents have left
    14. Rebels should be more aggressive, and attack nearby settlements
    15. Add back in view settlement feature from RTW.
    16. Have Crusading armies siege target city even if odds not in its favour, otherwsie they just sit there.

      Diplomacy
    17. Have a transgression option in diplomacy to ask other factions to move their troops off your land.
    18. Have relations with a faction improve the longer you are allied. But also allow for them to decline if there is nowhere else for an ai faction to expand apart from your lands.
    19. When an alliance is broken it should have a big effect on relations, and on a factions reputation
    20. Have your history with a faction affect your relations. eg if you have lots of wars with a faction it should be harder to get an alliance with them
    21. Cancelling treaties should not lower reputation at all, but probably faction relations. (not sure what is status quo).
    22. Make vassal status have more impact on human player, and make ai not pay for it.

      Battle
    23. Reduce rate of fire for towers
    24. Reduce combat skills of siege crews/peasants as they get far too many kils when fighting elite units
    25. Give mortars exploding ammo as atm they are too ineffective

      Modder Requests
    26. Increase the hardcoded limit for provinces
    27. Fix problems with some file paths and the mod switch
    28. .mesh plugin for 3dsmax.
    Last edited by Lusted; February 13, 2007 at 11:55 AM.
    Creator of:
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  2. #2
    Hister's Avatar Domesticus
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    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    Hi Lusted! Just wanted to say I'm amazed by how much efford you put to make total war series better! Thank you from all my heart
    Since moding community managed to solve quite some problems listed here I'm wondering if second patch from dev team will adress these real problems or will we see another unsuccessful attempt. What's your opinion (info) since you have closer relations with the developers? Have you been updated from them how are things going? Are they undermanned not to be able to fix those bugs? Is it so hard to fix them? Are there any money lucking problems with which dev team is struggling?
    Thank you and I wish you a lot of success with modding and ofcourse in your personal life I hope you get a job invitation (in case you don't have one yet) from some software group

  3. #3
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    Well CA are aware of all the bugs, and from my understaind they will be trying to fix both the minor bugs, and improve things like the battle and campaign ai, as not all M2TW players use mods, and most will use a patch more than a mod.
    Creator of:
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  4. #4

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    I found another one in the battles. Soemtimes a unit will fight or shoot and then randomly stop what they were doing but the icon remains on the unit card. For example cavalry chasing the enemy and them stops out of sudden with fighting icon on. if you press stop and issue order again they will continue, I have noticed the same on archers and artillery - shooting icon is showing but no arrows fired or animations showing. Am I the only one who experienced that?
    Another one would be a graphical glitch where defending artillery unit or part of it can walk through the pallisade! In the effect you have some crew members or one catapult outside of the wall.
    Last one - gates not closing after your units, you have to manually move them away from the gate for it to close (even if there are no soldiers are nearby) I havent noticed AI using it to actually get inside but it is still nerve wrecking ;-)

  5. #5
    Soulghast's Avatar RAWR!
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    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    Can I ask a silly question? What's fps drop?
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  6. #6
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    Can I ask a silly question? What's fps drop?
    Frame-per-second drop, basically it lags.
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  7. #7

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    When I breach the first wall of a citadel my men can walk all the way along the walls into the center.

    Experience doesn't work properly. In my last battle the general's bodyguard got an experience point for making 3 kills but a heavy infantry unit making 30 kills got nothing. Experience shouldn't be given for taking prisoners either. In general units don't build up experience because of the heavy losses each battle and subsequent dilution with reinforcement.

  8. #8

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    Nice Lusted!!! I am very pleased to see you are back in action with this great bug list!!!

    I hope you can include also exploits, like the fallowings:

    Campaign AI

    - AI don’t garrison border cities! If AI is not at war with player, AI let the settlements empties…. In a game where taking settlements is the key for win, this is a major game break!
    - AI do many times landings with to small armies…… and they are not objectives and still quiet in same place instead attack a settlement or search for another with bad garrison if the next one had a good garrison!
    - AI spread to much it’s army in campaign map and has no capacity to fight highly concentrated players army.

    Pope and Religion Problems

    - Being excommunicated don’t bring any severe problem! If the Player attacks other Christians and is excommunicated, that only brings loyalty problems for settlements! Other Christian Kingdoms don’t attack player, Pope NEVER SENDS CRUSADES against player! Even if at war with him…..
    - All Crusades demanded by AI are settlements in middle east, Jerusalem, Bagdad, etc. Never sends Crusades against Moors, even if player is Moor and conquering all….. and never sends Crusades against excommunicated factions.
    - Pope always reappear alone, many times in player territory after is killed. That allows the player to easily kill him again if become excommunicate. Pope should reappear with a great army with him in a not excommunicated land.
    - Even if excommunicated and killing the Pope in battle, player can have a cardinal as the new Pope. Player easily controls Papacy, because have lot’s of priests, and if even excommunicate can put a Pope in the Papacy, what is the point in be excommunicate???
    - AI almost don’t realise Jihads…… Moors, Egypts, Turks, easily can start game doing Jihads and causing great problems….. but no, they never do it!!! BUT, player do!! It’s to easy in first turn, putting all army (and mercs) in a Jihad and conquer ANY border settlement in game! Even Turks easily take Constantinopla in first turns…. This must be revised asap!


    Diplomatic AI

    - AI pays lots of money (10.000, 15.000 florins and so) to player to he becomes vassal state! Player just accept and in next turn attack AI again without any penalty!
    - Becoming AI Vassal don’t cause any problem to player.
    - AI diplomats ask for player to pay for a cease fire, even if they don’t need to stop it, or because they’re more powerfull or because they don’t have border with player at that moment. And they pays large amount of money.



    Miscellaneous


    - Rebels are passive and often stay still all the game and never attack nearby setlements with low garrisons!
    - Autoresolve in sieges HIGHLY benefit player! Autoresolve don’t consider towers and wall defences and player 99% of times get less causalities than if play in battle map!
    - Mercs in first turns! This unbalance game! Player easily contract all mercs in first turn and get more army than AI destroying a faction or conquering a major settlement in first turn! Mercs should be removed for first turns, or AI should always have the possibility to contract them, even if player have contracted any merc in that region at last turn.
    - In the settlements away from AI line of sight appears a question mark “?” for each unit inside, this helps a lot to estimate what is the AI strength there. That should be removed and the info only could be seen if a spy is around.
    - Princesses and Witches always appear in map with ZERO quality causing them to be harmless!
    - Assassins also are expensive and not very effective, they should start with more % of success.


    At last, not a real problem but a review to game mechanics:

    - Characters aging to slow! It is understandable that a turn takes 2 years of gameplay to get all campaign features in a long campaign! And it is also understandable that characters should getting old slower than 2 years by turn!!! BUT, 1 year by 2 turns (1 year by 4 in gameplay) is to much!!!! Any character easily live over 100 turns (50 years old)!!! That is absurd and very different from RTW and an abuse overcorrecting the aging problem! 1 turn for 1 year is a far better solution!

  9. #9

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    After installing the 1.1 patch, the launchers 'play' option is greyed out...

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  10. #10

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    Lusted, could you add "view settlement in battlemap" option to:
    Ideas for Fixes/Improvements

  11. #11

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    I'm not sure if this is the exact thread, but anyway..

    One rather infuriating bug is when assaulting walls with ladders. Every single time, the men climb the ladders and get onto the walls then just stand there whilst the enemy hacks them down, even if I give them the order to attack whatever unit is attacking them. If they do fight, it's only about one, maybe two units fighting at a time whilst the rest just stand there at attention.

    Again, apologies if this is the wrong thread. I've had this problem before the patch and it's the same with the patch.

  12. #12
    english tyrant's Avatar Domesticus
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    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    To LordSaradain

    I had the exact same problem.
    Last edited by english tyrant; January 16, 2007 at 01:16 PM.

  13. #13
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    First post updated.

    - Characters aging to slow! It is understandable that a turn takes 2 years of gameplay to get all campaign features in a long campaign! And it is also understandable that characters should getting old slower than 2 years by turn!!! BUT, 1 year by 2 turns (1 year by 4 in gameplay) is to much!!!! Any character easily live over 100 turns (50 years old)!!! That is absurd and very different from RTW and an abuse overcorrecting the aging problem! 1 turn for 1 year is a far better solution!
    CA meant it to be like that so your characters did not die too quickly, it was an intentional game design decision. They're not going to change it now.

    Port_Lobo im also not including many of your points as they are not as bad as you claim they are.
    Creator of:
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  14. #14

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 10th Jan 07)

    Quote Originally Posted by Lusted View Post
    First post updated.Port_Lobo im also not including many of your points as they are not as bad as you claim they are.
    Why you think the points i claim are not bad??? I notice that you didn't include:

    - AI don't garrisoning borders with human player if not at war with him.
    - Rebels are passive with huge stacks inside your territory (even a mod was created to fix this).
    - Being excommunicated is harmless for player, except for loyalty in settlements
    - Almost Absence of Crusades/Jihads against player
    - To easy to kill reappeared Popes and electing one of ours cardinals even if we were excommunicated and killed the previous Pope in battle
    - AI pays lots of money to player to he becomes vassal
    - Becoming AI Vassal don’t cause any problem to player
    - Princesses and Witches always appear in map with ZERO quality

    Where are the errors here? Can you point me plz?


    About aging characters, they overcorrected, is simple. If characters getting 1 age by turn, they would live for near 50 turns as adults, what is different than 100! I know the hope for they correct this is almost zero, but i cannot pass it without a mention. As we all know CA programmers are humans and make errors in their evaluation.
    Last edited by PorT_Lobo; January 11, 2007 at 09:26 AM.

  15. #15
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 11th Jan 07)

    - AI don't garrisoning borders with human player if not at war with him.
    I have not seen this

    - Rebels are passive with huge stacks inside your territory (even a mod was created to fix this).
    That is in the list of ideas for improvements.

    - Being excommunicated is harmless for player, except for loyalty in settlements
    When i was excommunicated i had 5 factions crusade to me and all neighbouring factions attacked me.

    - Almost Absence of Crusades/Jihads against player
    Crusades/Jihads rarely happen anyway, playing as the Byzantines though i had several called against me.

    - AI pays lots of money to player to he becomes vassal
    - Becoming AI Vassal don’t cause any problem to player
    - Princesses and Witches always appear in map with ZERO quality
    Forgot to include those.
    Creator of:
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  16. #16

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 11th Jan 07)

    Quote Originally Posted by Lusted View Post
    When i was excommunicated i had 5 factions crusade to me and all neighbouring factions attacked me.
    Wow !!!!

    In my game experience and of all my friends (i am part of Portuguese Community and we talk about this, it never happened!!!

    That are great news, but i am afraid you had luck because that is to rare and the ideal situation is that happen everytime that player is excommunicated! That would force player to respect Pope!

    I am sure that this is rare for you also ..... can you put it in the list like a rare situation?

    And what about we easily control the election of a new Pope even previously excommunicated, in war with Papacy and had just killed in battle (where everybody knows) the Pope?

  17. #17
    Burebista's Avatar Electro Artifacts AP
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    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 11th Jan 07)

    Crusade on Rome Crash Bug v1.1 unmodded game - High - Effect CTD.

    Reproductibility 100%

    Descrition:

    I was playing Portugal and a crusade on Rome is announced. Probably somone conquered it. In the next turn the pope dies and the crusade is called of by default (??? Why it always happen like this). Elections are made in the same time ... after you vote etc and all messages are seen you get a nice CTD.

    Suggested fix - Give the papal states the horde attribute so they can survive without a city.
    Modding Arts Inc.

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  18. #18

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 11th Jan 07)

    Also you should put that the AI doesn't defend against crusades very well, whenever a crusade gets called they should immediatly start ramping up defense in that city.

  19. #19

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 11th Jan 07)

    For the Campaign Map #14 bug (Agents skill goes down far too much for unsuccesful mission. It should stay the same, or get a slight drop.) is might be useful to CA to specify that the source of the problem appears to be that the AntiTrait functionality is not working as designed.

    Orientis has more information, but from what I gather, if you have GoodSpy 4, and then get an event which gives you BadSpy 1, your agent winds up with GoodSpy 0 instead of GoodSpy 3. One value of the AntiTrait will wipe out the trait you already have, regardless of the level. This also does not appear to be limited to spies, but is an issue across all traits.

    -Mark

  20. #20

    Default Re: Medieval II Total War 1.1 Bugs - Report them Here(Updated 11th Jan 07)

    errors with family tree with princess leaving your tree and seduced foreign males not appearing:
    http://www.twcenter.net/forums/showthread.php?t=75740

    Ebullient Princesses! Titles! Bloodlines! Bastard Traitors!
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