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Lostconfused
Oct 1, 2008

Turkey?

Israel?

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gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
sat down and played a little over an hour of Xenonauts 2, finishing two missions

the thing I'm really liking so far is the Suppression mechanic - once a target is suppressed, you can have your pistol+shield-wielding troopers just walk up and shoot the enemies in the face, execution style

indeed, it almost encourages the use of fire-teams: a machine-gunner for suppression and fire support, a rifleman (or sniper) for landing long-range shots, and a "shield" loadout for close-in work

as well, the UI continues to be great: the game always tells you how many TUs are left at the end of any action before you take it, and when combined with the readout along the lower-left indicating how many TUs it costs to take a shot, it's trivial to leave behind enough TUs for reaction fire, or to check how many more shots you can (or cannot) take

Fat-Lip-Sum-41.mp3
Nov 15, 2003

Sleekly posted:

i went for this on p500
https://www.gmtgames.com/p-1011-next-war-iran.aspx

which does sound fun but i notice a certian US ally is missing lol

goblins and hobgoblins don't like it when you out that they are both orcish peoples

also seems to be missing the bugbear nation of syria

Fat-Lip-Sum-41.mp3 has issued a correction as of 21:17 on Aug 5, 2023

Stairmaster
Jun 8, 2012

hmm i probably should not be doing abduction missions in xenonaut 2 till i get some upgraded equipment huh

Tankbuster
Oct 1, 2021
the not-Sectoids have big females and small males. Cool!

Sleekly
Aug 21, 2008



Fat-Lip-Sum-41.mp3 posted:

goblins and hobgoblins don't like it when you out that they are both orcish peoples

also seems to be missing the bugbear nation of syria

israel was the one which surprised me, id have thought in an all-in vs Iran that theyd be heavily involved

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
https://twitter.com/unityofcommand/status/1688124055843430400?t=1HMjQjqKVBT9IlUuvbykcg&s=19

Slava 1st Ukraini

Stairmaster
Jun 8, 2012

xenonauts 2 protip: make sure your base has a full garrison even when you got guys away on missions. just had my base attacked 37 days in and I only had four guys to defend it with.

Lostconfused
Oct 1, 2008

That's a xcom
:goonsay:

Stairmaster
Jun 8, 2012

Am I supposed to be sending out the helicopter when little activity notices pop up on the map?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Stairmaster posted:

Am I supposed to be sending out the helicopter when little activity notices pop up on the map?

AFAIK no - it's just a marker to tip you off that there's alien activity in that region (and you'll want some kind of radar coverage there eventually at the minimum)

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

man victoria 3 is half finished and the other half is broken as poo poo but the goofy rear end politics are still really engaging, especially after the most recent patch

Typo
Aug 19, 2009

Chernigov Military Aviation Lyceum
The Fighting Slowpokes

does unity of command actually have good a.i

it kinda look like panzer generals 3 and the a.i was so bad in that one you literally just walk ur army frm one end of the map to the other and you win

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.

Typo posted:

does unity of command actually have good a.i

it kinda look like panzer generals 3 and the a.i was so bad in that one you literally just walk ur army frm one end of the map to the other and you win

It doesn't really have to since most of the time you're on the offensive and they just have to sit there. My set piece attacks and suppressive fires and air strikes don't work a lot of the time but the AI's attacks always seem to work out fairly well.

StashAugustine
Mar 24, 2013

Do not trust in hope- it will betray you! Only faith and hatred sustain.

Yeah UoC 1 at least less has good AI and more has good scenario design: the AI won't do much beyond punish you for overextending and cut off your supplies, but that's all it really needs to do

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
baller alert:

Command: Modern Operations - 64-Bit Update

quote:

We have big news for Command: Modern Operations. Today we are going live with a major update that upgrades the engine to 64-Bit architecture. The full changelog and notes on new features and performance are available below.

* MAJOR NEW FEATURE: 64-bit architecture.
Command is now a 64-bit application.

* MAJOR NEW FEATURE: New DirectX 11-based map renderer.
The existing DX9-based map rendering engine has been wholly replaced with a new one based on DirectX 11. You should observe significantly improved zoom/pan performance, as well as reduced latency and increased throughput when rendering map layer tiles.

* NEW SIM FEATURE: Per-sensor mast height
(optional)
Apart from the existing ability to specify an overall mast-height for a platform/unit, it is now possibly to specify the mast-height value per sensor. This can be useful in modeling the different height placement (and thus horizon coverage, and the now-critical ability to clear the local skyline, see below) for each individual sensor in a platform.

* NEW MAJOR SIM FEATURE: Terrain type-dependent skyline / land-cover height.
The simulation now clearly distinguishes between terrain elevation height (ie. the actual ground) and the "skyline" height outlined by either natural features (forest trees, plantation etc.) or man-made structures (buildings, bridges etc.). This is critical for a number of different sim features, from land close-combat (e.g. land forces need to poke their sensors above local features to get sufficient LOS) to low-level flight (some aircraft can fly between the trees/buildings, most cannot).

...

Aircraft ‘Land Cover Masking’ Flight Mode

‘Land Cover Masking’ (aka "fly between the trees/buiildings") is a new flight mode for aircraft. Only aircraft with the DB capability flag for ‘land cover masking’ set will be capable of this flight mode (DB v499+ required). In DB3000 v499 all rotorcraft (incl. some UAVs) have this capability.

...

Aircraft flying ‘land cover masking’ will fly much lower than the existing terrain following mode, as low as 10 ft AGL at loiter speed in open terrain with good visibility.

If the scenario has the ‘Terrain Effects’ feature enabled, an aircraft flying ‘land cover masking’ will fly just low enough to be inside the land cover when possible. For example if land cover at the aircraft’s location is ‘urban/built up’ with a height of 9m then the aircraft will fly at 8m. This allows the aircraft to receive concealment from the land cover (see sensor changes below) while still exposing any mast-mounted sensors it may have (a good example is OH-58D with its mast-mounted optics).

Land Cover and Sensor Detection Ranges

The effect of land cover on the maximum sensor detection ranges for visual, IR, and radar sensors has been changed. (NOTE: as before, land cover only effects sensor detection range when the ‘Terrain Effects’ feature is enabled in the scenario settings.)

Previously, only the land cover at the target’s location influenced sensor detection range. Now the sensor itself is checked to see if it is ‘within land cover’ (ie. it clears the skyline or not) and this applies an additional reduction in detection range if the height of the sensor is below the local skyline. In addition, the land cover along the ‘line of sight’ between the sensor and the target will also reduce sensor detection range whenever the LOS point is below the local skyline.

These changes can result is significantly shorter detection ranges for ground-to-ground sensor detections when there is ‘high’ land cover in the area (e.g. woods and/or urban terrain.). Very low-flying aircraft (using the ‘land cover masking’ mode) can also have reduced detection ranges if they are flying below the local skyline (and dodging telephone poles or power lines, probably).

...

* NEW SCENARIO REALISM FEATURE: Weather and day/night cycle affect air sorties.
Aircraft that are not suitably equipped (either built-in or through their loadout, e.g. LANTIRN pods) for flying at night or in bad weather, will not be able to take off. If such aircraft are already airborne when the unsuitable conditions occur, they run a high risk of crashing on landing.

This is an optional realism feature, enabled by default for new scenarios but disabled for existing ones, to avoid disrupting existing scenarios.

* NEW MAJOR FEATURE: Targeting Priority
(part of Doctrine/ROE settings):

A new ‘Targeting Priority’ tab now appears on the Doctrine/ROE window. This tab allows the user to create a Targeting Priority List to control how a unit prioritizes engaging known targets.
Targeting Priority is a component of a Doctrine, and thus follows all the existing conventions for Doctrines in Command – they can be assigned at the unit, group, mission, or side level and will inherit from higher-level Doctrines:

Doctrine Targeting Priority applies as one of the final criteria when a unit is selecting a target. Other Doctrine settings (Rules Of Engagement, Weapon Release Authorization, etc.) and general AI targeting considerations (side posture, mission applicability, weapon effectiveness, etc.) are applied before the Doctrine Targeting Priority is checked. So for example, if a unit does not have a weapon to engage a given target, or that target is not considered relevant to the unit’s current mission, the target will not be considered as a potential target regardless of Targeting Priority.

Each entry in the Targeting Priority List is evaluated in turn against a unit’s final potential targets. If an ‘immediate’ priority entry is matched, the unit will engage the target(s) that match that entry, ignoring lower priority targets. If a ‘delayed’ priority entry is matched the unit will engage the target(s) that match that entry only if there are no higher priority targets.

If there are multiple potential targets remaining after the Targeting Priority is applied the Command AI will select one of those targets based on its general AI and/or mission target selection behavior – typically closest-first, while attempting to spread attackers across multiple targets.

...

* NEW FEATURE: Decoy platforms.

...

* NEW FEATURE: Weapon-deployable platforms
(initially aircraft).

Some aircraft can be carried as payloads from other platforms and released to fly. This allows moddeling various systems that are carried as payloads (with the full penalties of drag, weight etc.) and are launched weapons, but are actually recoverable platforms.

The DB3000 v499 database contains one such example the Altius 600 UAV, carried as a loadout option for the XQ-58A Valkyrie UCAV. More systems (like the D-21 and WZ-8 Mach-3 UAVs) are to be added in the future. The UAVs are launched just like tactical decoys, using a BOL launch mode.

* ADDED: Zone selection paradigm for all types of mission areas, triggers, actions, nonav & exclusion zones, and flight plans.

* ADDED: New quick mission (Patrols) creation with Shift+RMB on clicked zones. This allows to select one or more units and quickly create a patrol mission on a zone (supports zone overlap).
The selected mission will be automatically created to the zone's RPs and selected relevant units or hosted unit will be assigned to the mission. The mission editor will also open, allowing the player to further refine it.

* ADDED: Various features to easily create usable zones:
-"Define area" now prompts the user to automatically create a standard zone and requests for a name, expanding the area-centric changes.
-Added a circle-shaped "define area" in addition to the rectangle-shaped one (shortcut ctrl+O)
-Reorganized the Refpoint Manager UI for reference points and areas
-Added a general text input dialog Returns the user's input, returns null if canceled

...

* ADDED: Special kinematic behaviour for hovercrafts (LCAC, for instance); they no longer behave like Martian flying saucers capable of hovering above trees.

* ADDED: Traction system for ground units (also fixes units getting stuck in sloppy area and adds collision bounce). Also improved how a land unit's speed is computed given slope, terrain type, and the unit's traction system (tracked, wheeled, foot).

...

* ADDED: Added support (incl. damage mechanics) for new "blimp" airship type

* ADDED: Added support for "multi-staged missile" flag. Multi-staged AAW missiles (e.g. SA-5) have a lower burnout weight in proportion to their overall launch weight. This helps them achieve better climb performance post-burnout, but if they loft it also means that they are less able to use their mass to re-energize on their post-loft dive.

...

* ADDED: Added new map layer: OpenTopoMap. This is a map layer optimized for displaying natural topography (see also: https://opentopomap.org/) . This can be useful for better evaluating the terrain around a given unit (and thus better understanding visibility, movement and damage effects). This layer is externally-provided, so tile-download reliability and speed are beyond our control.

* ADDED: Implemented rudder as factor in ship/sub turn rate, and rudder damage (stuck). Ships and subs are now more "sluggish" in their turns (especially large ones) as it takes time for the rudder to fully deflect to the desired position. Additionally, the rudder can be damaged (stuck) or destroyed, leaving the boat directionless (e.g. Bismarck in WW2).

* ADDED: [Event Editor] New trigger type: "Air/Dock Ops Status Change". This trigger fires whenever the air/dock ops status of the selected unit(s) changes - e.g. an aircraft takes off, a boat returns to its host unit, an aircraft shifts from "being turned around" to "ready and waiting" etc. The UI allows selecting which of the available states will cause the trigger to fire. This was available until now only through scripting but can now also be configured through the EE.

...

* ADDED: Shift now allows to move multiple RPs while keeping relative position. This makes it possible to move a selected zone in one go.

* ADDED: Zone creation by polygon

...

* ADDED: Added the ability to view/edit the assigned cargo for cargo missions using a list of cargo consolidated by unit type. This is done with a new check box "Show items grouped by unit type" under the cargo item list in the cargo settings tab. (So for example if you have 1500 individual rifleman units in your cargo, you can click this to see one "0/1500 Rifleman" entry in the list instead of 1500 individual Rifleman list entries)

* ADDED: The QuickSink-configured JDAMs (background: YouTube™ Video: Quicksink - The Bomb that Can Blast a Ship Out of the Sea in One Hit) - now correctly dive in front of the target ship and (try to) detonate under its keel (due to the CEP-based accuracy, the exact detonation point can vary). The underwater blast usually delivers much more severe damage than direct impact to the target ship.

* ADDED: Added 'Add Reference Point at...' menu item and dialog (on "Missions and Reference Points" menu); this allows placing a reference point with great precision, using known lat/lon coordinates.

...

* ADDED: Mission-level integration for "AC landing/takeoff weather/night limitation" feature: A per-unit check is performed on the takeoff and landing locations, to check if the AC will be able to take-off & land without any issue. At the end a warning is shown to the user (No hard-lock prevention).

• ADDED: Added mechanics for proximity-fuzed warheads on AAA rounds (such as flak rounds). General background on the proximity fuze: https://en.wikipedia.org/wiki/Proximity_fuze Proximity flak greatly boosts the effective "hit" probability against aerospace targets - whereby "hit" no longer means just a direct impact, but detonating withing a lethal sphere around the target. The dimensions of the lethal sphere depend on:
• The shell caliber: big shells like 85mm or 127mm have much larger lethal spheres than 35mm or 40mm rounds.
• The target speed: faster targets severely reduce the effective lethal sphere; this is a large part of why flak fell out of fashion post-WW2 as jet engines sharply increased the speeds of frontline aircraft. It's also why flak has seen a resurgence as an anti-UAS solution: drones generally are slow, flimsy air vehicles, and flak rounds are much cheaper than missiles.
When a proximity round "hits" an air target, we break down the detonation distance into five logical "distance slots" (20% probability on each), each representing a different distance from the target:
1) Point-blank ie. direct hit: The target receives the full warhead damage
2) A very near miss: The target receives 80% of the warhead damage
3) A less close miss: The target receives 40% of the warhead damage
4) Further out: The target receives 20% of the warhead damage
5) Edge of the lethal sphere: The target receives 10% of the warhead damage
(Notice that received damage falls sharply with distance; this represents the expanding frag pattern of proximity rounds).

• ADDED: On the "Scenario Migration" window, you can now customize the default WRA-range for AAW missiles when migrating a scenario

• ADDED: The Sentinel-2 map layer now uses an improved custom-tuned tileset. This has several improvements:

- It is hill-shaded, and thus relief (terrain elevations) stand out much more prominently:
https://imgur.com/a/urc9XXL - Because of the shading, desert regions are less eyeball-melting:
https://imgur.com/a/TTPUZOW - It is water-masked, so coastal outlines are a lot crisper:
https://imgur.com/a/RzDE4yZ - Also because of the water-masking, water regions are transparent, so now you can combine it with bathymetry:
https://imgur.com/a/PXOYLiY - The tiles themselves are compressed to higher quality, so you should see less compression-artifacts on high zoom.

* Includes improved graphics for the depiction of mount/sensor coverage arcs.
Example: https://imgur.com/a/M4cZsm8

• Includes updated and corrected versions of the following official scenarios:
- Chains Of War #1 - Blue Dawn
- Command LIVE - Kuril Sunrise
- Command Showcase - Queen Elizabeth
- Choking Halifax
- Raid On Kismayo
- Falklands #8 - Pebble Island Raid
- Falklands Bonus #1 - The Empire Strikes Back
- Falklands Bonus #2 - Operation Mikado
- Kashmir Fire #13 - Over The Hump
- Desert Storm #3: First Night (Fixed grammatical errors)
- Command-LIVE: Aegean In Flames (Fixed a number of issues: Airbase magazines, missing mounts and weapons, turned off unlimited airbase magazines)
- Command-LIVE: Don of a New Era (Adjusted description and briefing text style)
- Command-LIVE: Broken Shield 300 (Fixed airbase magazines, various other fixes)
- Command-LIVE: Pole Positions (Fixed broken links in scenario description)
- Command-LIVE: The King of the Border (Adjusted description and briefing text style)

• Includes all official scenarios rebuilt to DB v499, with their default AAW WRA-range set to 75% of maximum range.

Danann
Aug 4, 2013

can't believe i missed out on the flying saucers in cmo

ro5s
Dec 27, 2012

A happy little mouse!

Typo posted:

does unity of command actually have good a.i

it kinda look like panzer generals 3 and the a.i was so bad in that one you literally just walk ur army frm one end of the map to the other and you win

the unity of command 1 AI consistently makes me feel very stupid as it cuts me off

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique


Interesting, they haven't updated the PE to have all of these features yet.

Did you join the beta for the upcoming Definitely-Not-Niger showcase?


e: I'm really impressed with some items on this list.

NEW SCENARIO REALISM FEATURE: Weather and day/night cycle affect air sorties.
Aircraft that are not suitably equipped (either built-in or through their loadout, e.g. LANTIRN pods) for flying at night or in bad weather, will not be able to take off. If such aircraft are already airborne when the unsuitable conditions occur, they run a high risk of crashing on landing

NEW SIM FEATURE: Per-sensor mast height
(optional)
Apart from the existing ability to specify an overall mast-height for a platform/unit, it is now possibly to specify the mast-height value per sensor. This can be useful in modeling the different height placement (and thus horizon coverage, and the now-critical ability to clear the local skyline, see below) for each individual sensor in a platform.

* NEW MAJOR SIM FEATURE: Terrain type-dependent skyline / land-cover height.
The simulation now clearly distinguishes between terrain elevation height (ie. the actual ground) and the "skyline" height outlined by either natural features (forest trees, plantation etc.) or man-made structures (buildings, bridges etc.). This is critical for a number of different sim features, from land close-combat (e.g. land forces need to poke their sensors above local features to get sufficient LOS) to low-level flight (some aircraft can fly between the trees/buildings, most cannot).

ee: I had no idea they hadn't already modelled this

ADDED: Added mechanics for proximity-fuzed warheads on AAA rounds (such as flak rounds). General background on the proximity fuze: https://en.wikipedia.org/wiki/Proximity_fuze Proximity flak greatly boosts the effective "hit" probability against aerospace targets - whereby "hit" no longer means just a direct impact, but detonating withing a lethal sphere around the target. The dimensions of the lethal sphere depend on:
• The shell caliber: big shells like 85mm or 127mm have much larger lethal spheres than 35mm or 40mm rounds.
• The target speed: faster targets severely reduce the effective lethal sphere; this is a large part of why flak fell out of fashion post-WW2 as jet engines sharply increased the speeds of frontline aircraft. It's also why flak has seen a resurgence as an anti-UAS solution: drones generally are slow, flimsy air vehicles, and flak rounds are much cheaper than missiles.
When a proximity round "hits" an air target, we break down the detonation distance into five logical "distance slots" (20% probability on each), each representing a different distance from the target:
1) Point-blank ie. direct hit: The target receives the full warhead damage
2) A very near miss: The target receives 80% of the warhead damage
3) A less close miss: The target receives 40% of the warhead damage
4) Further out: The target receives 20% of the warhead damage
5) Edge of the lethal sphere: The target receives 10% of the warhead damage
(Notice that received damage falls sharply with distance; this represents the expanding frag pattern of proximity rounds).

Frosted Flake has issued a correction as of 13:53 on Aug 9, 2023

Flipswitch
Mar 30, 2010


I keep meaning to pick up the Horn of Africa Twilight Struggle game. Anyone here played that?

KomradeX
Oct 29, 2011

Flipswitch posted:

I keep meaning to pick up the Horn of Africa Twilight Struggle game. Anyone here played that?

Its fun. Twilight Struggle over two turns. Its the perfect on boardinf tool to get someone into the game or if your looking for that half hour fix. Also you can always add its cards into regular Twilight Struggle

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

I love Imperial Struggle, it's a lot of fun.

Typo
Aug 19, 2009

Chernigov Military Aviation Lyceum
The Fighting Slowpokes

Flipswitch posted:

I keep meaning to pick up the Horn of Africa Twilight Struggle game. Anyone here played that?

Yes

it's fun

problem is that it's also much higher variance, because there's only 2 rounds. So there's less rounds to even out bad card draw variance or bad rolls

It's like faster/less competitive version of base game.

Typo has issued a correction as of 17:38 on Aug 10, 2023

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
The CMO dev went off on someone in the grog games thread lmao.

KomradeX
Oct 29, 2011

skooma512 posted:

The CMO dev went off on someone in the grog games thread lmao.

Over?

skooma512
Feb 8, 2012

You couldn't grok my race car, but you dug the roadside blur.
https://forums.somethingawful.com/showthread.php?noseen=0&threadid=3887173&pagenumber=267&perpage=40#post533794803

KomradeX
Oct 29, 2011


Oh thats solid gold


quote:

You had at least six months to figure this out before committing to the purchase. Perhaps next time you should consider a product from Battlefront

Fat-Lip-Sum-41.mp3
Nov 15, 2003
grog dev says "go outside" lmao

Fuligin
Oct 27, 2010

wait what the fuck??

Frosted Flake posted:

I love Imperial Struggle, it's a lot of fun.

i will play it, someday :(

Fuligin
Oct 27, 2010

wait what the fuck??

Typo posted:

does unity of command actually have good a.i

it kinda look like panzer generals 3 and the a.i was so bad in that one you literally just walk ur army frm one end of the map to the other and you win

it's very very good at punishing you if u leave an opening for it

Cuttlefush
Jan 15, 2014

gotta have my purp
rip that command dev

Frosted Flake
Sep 13, 2011

Semper Shitpost Ubique

lol "buy something from Battlefront" was p sick though

Bip Roberts
Mar 29, 2005

Fat-Lip-Sum-41.mp3 posted:

grog dev says "go outside" lmao

preceded by "of course I didn't do the QA here, you should have"

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
gotta wait for the next CMO update to add simulated touchable grass

Stairmaster
Jun 8, 2012


but will my planes shoot missiles at the enemy fighters now

KomradeX
Oct 29, 2011

Stairmaster posted:

but will my planes shoot missiles at the enemy fighters now

You shouldnhave beta tested it. Go touch grass

Typo
Aug 19, 2009

Chernigov Military Aviation Lyceum
The Fighting Slowpokes
so I played Cuba Libre for the first time today, played as the Government

holy gently caress it was rough, you basically needed to understand all the other faction's mechanics to have a chance of winning. Really wish I picked an easier faction.

KomradeX
Oct 29, 2011

The Mob is the easiest to win with in Cuba Libre

Tekopo
Oct 24, 2008

When you see it, you'll shit yourself.


Gov in CL is the most boring faction in any COIN ever. You basically just concentrate on the three cities and the central region since that’s all you need to win, and as the game progresses you just get more and more unable to do anything about the board state. It’s just not a very pleasant experience.

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Typo
Aug 19, 2009

Chernigov Military Aviation Lyceum
The Fighting Slowpokes

Tekopo posted:

Gov in CL is the most boring faction in any COIN ever. You basically just concentrate on the three cities and the central region since that’s all you need to win, and as the game progresses you just get more and more unable to do anything about the board state. It’s just not a very pleasant experience.

yeah all of us were new players and the game dragged on, halfway through all 4 of us just wanted the game to end

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