Paradox Interactive Thread: V3 'Check out my sick Germany blob'
4,999 replies, posted
What's ridiculous about it ? with a tech tree you'd do the same thing every single game. I like the idea of having rare and weirder technologies, we just need more of them.
Like, I assume the random tech was to try and make games more dynamic instead of people finding one tech route and always rushing it but at the same time relying on rng to actually give you tech you need is just painful. At least the ability to influence certain techs would be nice, like a edict to focus on colonization tech that makes colony techs more likely to appear.
[QUOTE=honestfam;50349890]What's ridiculous about it ? with a tech tree you'd do the same thing every single game. I like the idea of having rare and weirder technologies, we just need more of them.[/QUOTE]
Because it's genuinely annoying to need one specific tech only to not get it for decades because lolrng.
[QUOTE=JCDentonUNATCO;50349865]I've reloaded saves and had different technologies pop up.[/QUOTE]
Because they're all weighted differently.
[QUOTE=Anderan;50349893]Like, I assume the random tech was to try and make games more dynamic instead of people finding one tech route and always rushing it but at the same time relying on rng to actually give you tech you need is just painful. At least the ability to influence certain techs would be nice, like a edict to focus on colonization tech that makes colony techs more likely to appear.
Because it's genuinely annoying to need one specific tech only to not get it for decades because lolrng.[/QUOTE]
Can't say i was ever frustrated by it really, there's few techs i could say that i really really needed at any specific moment. And i think [i]you can[/i] increase the chances of a particular type of tech showing up by having a scientist that specializes in that area, but i'm not sure.
The AI is pretty dumb, a fallen empire got mad at me, attacked my empire with 3 fleets of over 20k worth of battlecruisers and escorts. They destroyed my military, and i had to limp to my capital with my remaining ships to save my empire from destruction. They ended up sieging one of my planets for the next 20 years with one battlecruiser until I could recover.
The scientist you assign does have some weight to what cards are drawn based on their aptitude.
[QUOTE=ilikecorn;50351326]It'd be nice to be able to weight it a little more. Like if I wanted to put research into energy creation, i'd lose some physics output, but i'd only draw cards related to energy creation. Such as power plants, ship board reactors, etc etc.
Or something similar[/QUOTE]
So you mean like an edict?
[QUOTE=ilikecorn;50352244]That'd be perfect actually. A temporary thing to get you the research you need.[/QUOTE]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=687603224]Okay then.[/url]
[editline]a[/editline]
Speaking of techs, the AI doesn't research Hyperlane Mapping, because apparently it doesn't need it.
[img_thumb]http://images.akamai.steamusercontent.com/ugc/450736355944244566/9BB9BE8F59280ABD79B517B28BD27DA8E0043964/[/img_thumb]
An online game me and a friend have been playing. It's getting out of hand
Welp
[img]https://i.imgur.com/aQaZA1I.png[/img]
I said it before, but GMG has a 25% off code IRON25 works for any edition, I got Cadet.
they're giving out Keys now because of the War Stories pre-order bonus. Which I don't think you can even download, its listed as DLC
[editline]19th May 2016[/editline]
Ah
[url]https://forum.paradoxplaza.com/forum/index.php?threads/hearts-of-iron-iv-war-stories-gamebook-faq.933358/[/url]
Instructions there
Took me like 4 hours to get these custom turrets working right because I was accidentally editing the wrong thing :v::
[t]http://i.imgur.com/DNCOrKR.jpg[/t]
[QUOTE=TheTalon;50352895][img_thumb]http://images.akamai.steamusercontent.com/ugc/450736355944244566/9BB9BE8F59280ABD79B517B28BD27DA8E0043964/[/img_thumb]
An online game me and a friend have been playing. It's getting out of hand[/QUOTE]
Shit like this makes me really wish my friend didn't leave for basic literally the day of release.
[QUOTE=Lupin;50354796]Took me like 4 hours to get these custom turrets working right because I was accidentally editing the wrong thing :v::
[t]http://i.imgur.com/DNCOrKR.jpg[/t][/QUOTE]
I looked everywhere and couldn't find a way to add custom ship models in. How'd you do it?
[QUOTE=Lord Hayden;50356243]I looked everywhere and couldn't find a way to add custom ship models in. How'd you do it?[/QUOTE]
Right now the only way I've messed around with so far is replacing pre-existing models. Also, I'm really, REALLY bad at tutorials.
Anyhow, first of all you need the jorodox tools to convert .dae models to the .mesh that stellaris uses.
[url]https://chrome.google.com/webstore/detail/jorodox-tools/pmhbboeiannanamjandkhiakpaaoecoo?utm_source=chrome-app-launcher-info-dialog[/url]
It's a browser extension for chrome for some reason.
Ship models are in Stellaris\gfx\models\ships\(insert race here)_01
I'm going to use reptillian as an example.
These are the two important files for new ship meshes:
_reptilian_01_ships_entities.asset
_reptilian_01_ships_meshes.gfx
Here's a quick example of showing what I did to get the ship at the top of this page in-game.
[b]_reptilian_01_ships_entities.asset (ORIGINAL):[/b]
[code] entity = {
name = "reptilian_01_corvette_M1S1_entity"
pdxmesh = "reptilian_01_corvette_M1S1_mesh"
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
scale = 1.05
}[/code]
The important line right now is
[code]pdxmesh = "reptilian_01_corvette_M1S1_mesh"[/code]
Which points to this:
[b]_reptilian_01_ships_meshes.gfx (ORIGINAL):[/b]
[code] pdxmesh = {
name = "reptilian_01_corvette_M1S1_mesh"
file = "gfx/models/ships/reptilian_01/reptilian_01_corvette_M1S1.mesh"
scale = 1.0
meshsettings = {
shader = "PdxMeshShip"
}
}[/code]
So in order to load my new mesh, I changed file = "gfx/models/ships/reptilian_01/reptilian_01_corvette_M1S1.mesh" to file = "gfx/models/ships/zeon_01/musai3.mesh" (zeon_01 being my mods new ship directory). Also, since my model doesn't have textures/normals/etc built in, I have to point the game to the right files. So I added the following lines to "meshsettings" texture_diffuse = "musai.dds" texture_normal = "musai_normal.dds" texture_specular = "musai_specular.dds". Textures go into the same folder as the new mesh.
[b]_reptilian_01_ships_meshes.gfx (MOD):[/b]
[code] pdxmesh = {
name = "zeon_01_corvette_M1S1_mesh"
file = "gfx/models/ships/zeon_01/musai3.mesh"
scale = 10.0
meshsettings = {
texture_diffuse = "musai.dds"
texture_normal = "musai_normal.dds"
texture_specular = "musai_specular.dds"
shader = "PdxMeshShip"
}
}[/code]
I changed the name to zeon_01 for the mod, but you can ignore this for now. Anyhow - unless you know how to properly model (I sure don't), your new mesh will will be missing a bunch of "locator"s which tell the game where various particle effects and turrets go. You have to manually add them in the ship_entities file.
[b]_reptilian_01_ships_entities.asset(MOD):[/b]
[code] entity = {
name = "zeon_01_corvette_M1S1_entity"
pdxmesh = "zeon_01_corvette_M1S1_mesh"
locator = { name = "medium_gun_01" position = { 0 2.4 2.8 } }
locator = { name = "small_gun_01" position = { 0 2.4 2.8 } }
locator = { name = "engine_small_01" position = { 3.5 0.5 11.5 } }
locator = { name = "engine_small_02" position = { -3,5 0.5 11.5 } }
locator = { name = "light_locator_01" position = { 0 3 5 } }
locator = { name = "light_locator_02" position = { 0 3 5 } }
locator = { name = "exaust_01" position = { 0 3 5 } }
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
scale = 1.05
}[/code]
Once again the name changes are just something I did on my end so I didn't replace the other races ships.
About locator positions:
[code]position = { 0 2.4 2.8 } }[/code]
If I recall, the first value moves left (-) and right, the second up and down (-) and the third forward and back (-). I could be wrong about which ones are negative.
I think that covers the fundamentals. I think they key to making 100% new, independent ship parts might be in _ships_entities.asset (Stellaris\gfx\models\ships), but I haven't gotten that far yet.
I probably missed a bunch of stuff, but if you look at how the stock ships are coded you should be able to reverse engineer them eventually, that's what I did.
[QUOTE=honestfam;50349890]What's ridiculous about it ? with a tech tree you'd do the same thing every single game. I like the idea of having rare and weirder technologies, we just need more of them.[/QUOTE]
Not if you're going for different playstyles? There's already a LOT of RNG in this game, it's pretty dynamic, and something that would let you stabilize and adapt to your situation like a set tech tree would be nice.
No, I don't want to research 10% naval power, Defense Fortresses, or PSI Warriors at the moment, I need some fucking credits god dammit. Researching things that don't do anything for you isn't fun.
You really only get people always rushing the same techs when you have specific techs that are just plain better than others, people playing specific strats, or you get people that always play the same way, but that's not the game's fault. None of these are really a bad thing unless your playing against each other in multiplayer.
Even with the rng system there are certain techs that are pretty much an auto pick compared to other choices.
HOi4 DD on the free Poland DLC
[url]https://forum.paradoxplaza.com/forum/index.php?threads/hearts-of-iron-iv-development-diary-57-poland-united-and-ready.935191/[/url]
[QUOTE=JCDentonUNATCO;50356580]Not if you're going for different playstyles? There's already a LOT of RNG in this game, it's pretty dynamic, and something that would let you stabilize and adapt to your situation like a set tech tree would be nice.
No, I don't want to research 10% naval power, Defense Fortresses, or PSI Warriors at the moment, I need some fucking credits god dammit. Researching things that don't do anything for you isn't fun.[/QUOTE]
If you need credits/influence/minerals you can shift your building focus, trade or use edicts. Adapting to any deficiency is part of the empire management and replacing the card system for a tech tree would be a great way of turning an already simple game into something even more boring.
[QUOTE=honestfam;50357977]If you need credits/influence/minerals you can shift your building focus, trade or use edicts. Adapting to any deficiency is part of the empire management and replacing the card system for a tech tree would be a great way of turning an already simple game into something even more boring.[/QUOTE]
How exactly does the current system make it more exciting? It doesn't really add any depth to planning or force you to adapt, it just acts as an inconvenience or forces the player to twiddle their thumbs while waiting for a specific tech they want. Honestly I'd argue it's part of the current issue with the bad midgame since you can't actively work towards a specific goal the way you can in other 4x games.
I quite like the current tech system since it mostly removes the beelining that other games with tech trees are prone to. I'm pretty sure that having a scientist of a certain type does increase the occurrence of that type, having a computers scientist is basically required for Sentient AI to appear.
I like how the tech system works because it forces every empire to develop differently and thus be unique. Giving us a set tech tree would simply make everyone rush the same exact techs because they're the most efficient. It would make every empire pretty much the same.
[QUOTE=JCDentonUNATCO;50356580]Not if you're going for different playstyles? There's already a LOT of RNG in this game, it's pretty dynamic, and something that would let you stabilize and adapt to your situation like a set tech tree would be nice.
No, I don't want to research 10% naval power, Defense Fortresses, or PSI Warriors at the moment, I need some fucking credits god dammit. Researching things that don't do anything for you isn't fun.[/QUOTE]
Then build mining stations on planets and power plants on your colonies.
[QUOTE=Kyle902;50358240]I like how the tech system works because it forces every empire to develop differently and thus be unique. Giving us a set tech tree would simply make everyone rush the same exact techs because they're the most efficient. It would make every empire pretty much the same.[/QUOTE]
Techs aren't what makes empires different, their focuses and traits are. I see practically nothing different from other empires technology wise except what weapon they mainly use.
You can beeline for one thing in Civilization for example, but there's other paths to take that are equally viable. There's no reason Stellaris can't have a tech tree where it branches off into things like diplomacy, slavery, fleet size, colonization, terraforming, ect. A war empire doesn't need much in the diplomacy side for instance. Keep the random rare tech popups if you want as bonus options along the way, but it's just silly that I'm playing a xenophile diplomatic empire and all my scientists are telling me I need to research all these things that I want nothing to do with and have no use for.
I'll concede that a scientist's specialty makes more of that related tech pop up, but again, that comes down to RNG. You can roll a group of scientists that don't have a specialty you care for, or no affinity towards a technology at all.
Basically I think they could really tone down the RNG side of this stuff. Neighbors are RNG, solar systems are RNG, planets in your starting area are RNG, distance between solar systems is RNG, anomalies are RNG, thats cool, it's space, who knows what the fuck is out there. But god damn does it really have to be random for a scientist to go "I think robots are pretty neat. We should build some robot workers."
[QUOTE=Adarrek;50358400]Then build mining stations on planets and power plants on your colonies.[/QUOTE]
What does this have to do with anything. Maybe I've already built all the stations I can, and my colonies are full? That's not the point.
[QUOTE=JCDentonUNATCO;50358436]Techs aren't what makes empires different, their focuses and traits are. I see practically nothing different from other empires technology wise except what weapon they mainly use.
You can beeline for one thing in Civilization for example, but there's other paths to take that are equally viable. There's no reason Stellaris can't have a tech tree where it branches off into things like diplomacy, slavery, fleet size, colonization, terraforming, ect. A war empire doesn't need much in the diplomacy side for instance. Keep the random rare tech popups if you want as bonus options along the way, but it's just silly that I'm playing a xenophile diplomatic empire and all my scientists are telling me I need to research all these things that I want nothing to do with and have no use for.
I'll concede that a scientist's specialty makes more of that related tech pop up, but again, that comes down to RNG. You can roll a group of scientists that don't have a specialty you care for, or no affinity towards a technology at all.
Basically I think they could really tone down the RNG side of this stuff. Neighbors are RNG, solar systems are RNG, planets in your starting area are RNG, distance between solar systems is RNG, anomalies are RNG, thats cool, it's space, who knows what the fuck is out there. But god damn does it really have to be random for a scientist to go "I think robots are pretty neat. We should build some robot workers."
What does this have to do with anything. Maybe I've already built all the stations I can, and my colonies are full? That's not the point.[/QUOTE]
Then it's why you start expanding and colonizing more or trading with the AI. It is the point because you can easily get energy credits if you wanted to even without techs. You can also start demolishing and replacing buildings in your colonies with power plants, and especially Betharian power plants and do the edict for all your colonies to get more credits, and build solar networks on all your spaceports. I literally cannot believe that you are going into minus with energy credits. What exactly is eating them? Your ships? You do know if you put them in orbit they take less upkeep right?
[QUOTE=Kyle902;50358240]I like how the tech system works because it forces every empire to develop differently and thus be unique. Giving us a set tech tree would simply make everyone rush the same exact techs because they're the most efficient. It would make every empire pretty much the same.[/QUOTE]
This is why I'm looking forward to more technology mods because then the empires get even MORE unique over time. Specifically, I want more rare technologies.
[img_thumb]http://images.akamai.steamusercontent.com/ugc/450736355948158963/E5B71B90FEE41606E0B221F1E028FF837587377E/[/img_thumb]
Invading a Fallen Empire with a friend who's smaller fleet is off screen. I had 448 strike craft just killing everything once my fleet got up there. 448 little craft with super high evasion doing 7.60/day in damage each. Then there's the Vettes, Destroyers, Cruisers, and Battleship's...
[QUOTE=Lupin;50356475]Right now the only way I've messed around with so far is replacing pre-existing models. Also, I'm really, REALLY bad at tutorials.
Anyhow, first of all you need the jorodox tools to convert .dae models to the .mesh that stellaris uses.
[url]https://chrome.google.com/webstore/detail/jorodox-tools/pmhbboeiannanamjandkhiakpaaoecoo?utm_source=chrome-app-launcher-info-dialog[/url]
It's a browser extension for chrome for some reason.
Ship models are in Stellaris\gfx\models\ships\(insert race here)_01
I'm going to use reptillian as an example.
These are the two important files for new ship meshes:
_reptilian_01_ships_entities.asset
_reptilian_01_ships_meshes.gfx
Here's a quick example of showing what I did to get the ship at the top of this page in-game.
[b]_reptilian_01_ships_entities.asset (ORIGINAL):[/b]
[code] entity = {
name = "reptilian_01_corvette_M1S1_entity"
pdxmesh = "reptilian_01_corvette_M1S1_mesh"
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "mammalian_01_0_65_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "mammalian_01_1_45_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
scale = 1.05
}[/code]
The important line right now is
[code]pdxmesh = "reptilian_01_corvette_M1S1_mesh"[/code]
Which points to this:
[b]_reptilian_01_ships_meshes.gfx (ORIGINAL):[/b]
[code] pdxmesh = {
name = "reptilian_01_corvette_M1S1_mesh"
file = "gfx/models/ships/reptilian_01/reptilian_01_corvette_M1S1.mesh"
scale = 1.0
meshsettings = {
shader = "PdxMeshShip"
}
}[/code]
So in order to load my new mesh, I changed file = "gfx/models/ships/reptilian_01/reptilian_01_corvette_M1S1.mesh" to file = "gfx/models/ships/zeon_01/musai3.mesh" (zeon_01 being my mods new ship directory). Also, since my model doesn't have textures/normals/etc built in, I have to point the game to the right files. So I added the following lines to "meshsettings" texture_diffuse = "musai.dds" texture_normal = "musai_normal.dds" texture_specular = "musai_specular.dds". Textures go into the same folder as the new mesh.
[b]_reptilian_01_ships_meshes.gfx (MOD):[/b]
[code] pdxmesh = {
name = "zeon_01_corvette_M1S1_mesh"
file = "gfx/models/ships/zeon_01/musai3.mesh"
scale = 10.0
meshsettings = {
texture_diffuse = "musai.dds"
texture_normal = "musai_normal.dds"
texture_specular = "musai_specular.dds"
shader = "PdxMeshShip"
}
}[/code]
I changed the name to zeon_01 for the mod, but you can ignore this for now. Anyhow - unless you know how to properly model (I sure don't), your new mesh will will be missing a bunch of "locator"s which tell the game where various particle effects and turrets go. You have to manually add them in the ship_entities file.
[b]_reptilian_01_ships_entities.asset(MOD):[/b]
[code] entity = {
name = "zeon_01_corvette_M1S1_entity"
pdxmesh = "zeon_01_corvette_M1S1_mesh"
locator = { name = "medium_gun_01" position = { 0 2.4 2.8 } }
locator = { name = "small_gun_01" position = { 0 2.4 2.8 } }
locator = { name = "engine_small_01" position = { 3.5 0.5 11.5 } }
locator = { name = "engine_small_02" position = { -3,5 0.5 11.5 } }
locator = { name = "light_locator_01" position = { 0 3 5 } }
locator = { name = "light_locator_02" position = { 0 3 5 } }
locator = { name = "exaust_01" position = { 0 3 5 } }
default_state = "idle"
state = { name = "idle" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "mammalian_01_2_35_exhaust_idle_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "moving" state_time = 5
event = { time = 0 node = "engine_small_01" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "engine_small_02" particle = "mammalian_01_2_35_ship_exhaust_moving_particle" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_01" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
event = { time = 0 node = "light_locator_02" particle = "ship_light_blue_effect" trigger_once = yes keep_particle = yes }
}
state = { name = "death" state_time = 5 }
scale = 1.05
}[/code]
Once again the name changes are just something I did on my end so I didn't replace the other races ships.
About locator positions:
[code]position = { 0 2.4 2.8 } }[/code]
If I recall, the first value moves left (-) and right, the second up and down (-) and the third forward and back (-). I could be wrong about which ones are negative.
I think that covers the fundamentals. I think they key to making 100% new, independent ship parts might be in _ships_entities.asset (Stellaris\gfx\models\ships), but I haven't gotten that far yet.
I probably missed a bunch of stuff, but if you look at how the stock ships are coded you should be able to reverse engineer them eventually, that's what I did.[/QUOTE]
I assume you made that ship model yourself? And does this edit all ship types in that race category? Meaning, all reptile ships will become that model?
[QUOTE=Kyle902;50358240]I like how the tech system works because it forces every empire to develop differently and thus be unique. Giving us a set tech tree would simply make everyone rush the same exact techs because they're the most efficient. It would make every empire pretty much the same.[/QUOTE]
There honestly aren't enough techs at the moment for anyone to develop in a truly unique fashion.
One day, many ships such as the Chrysanthemum, and the Hyacinth used wormhole technology to flee the Solar System in search of a new, better home.
They could be thousands of light years away...
[IMG]http://i.imgur.com/EQoJVmo.png[/IMG]
[editline]20th May 2016[/editline]
[IMG]http://i.imgur.com/hEIIjkD.png[/IMG]
:dead:
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