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jokes
Dec 20, 2012

Uh... Kupo?

For years I would keep my drug addicts in prisons and force them to go clean. And then I realized it's easier to just keep a refrigerator with drugs in their room so they can wake up and then Wake-Up

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Leal
Oct 2, 2009

OwlFancier posted:

Someone must have made a mod where you can go full techno-horror and plug bits of people into machines that just constantly feed them drugs and food. Straight out of Quake 4.

The paste expanded mod has a dispenser that you can install near a bed that'll feed the person sleeping in it automatically.

Coolguye
Jul 6, 2011

Required by his programming!

jokes posted:

For years I would keep my drug addicts in prisons and force them to go clean. And then I realized it's easier to just keep a refrigerator with drugs in their room so they can wake up and then Wake-Up

the fallout 2 version is preferable nowadays. have them hang out in a caravan just outside town until they are clean, send someone out every so often with food if need be. caravans give +35 Very Low Expectations mood bonus and being stationary means that they spend more or less all their time just recreating. give them a decent bedroll and let them sweat it out.

jokes
Dec 20, 2012

Uh... Kupo?

But what if someone attacks them and they're all alone :ohdear:

Coolguye
Jul 6, 2011

Required by his programming!
honestly with how many times they're liable to get their rear end kicked coming off of wake-up or go-juice the overall expected asskicking is probably still less

Tesla was right
Apr 3, 2009

Whats with all the robot sex avatars?

jokes posted:

But what if someone attacks them and they're all alone :ohdear:

Blast some warriors over in drop pods!

TheWeedNumber
Apr 20, 2020

by sebmojo

Ms Adequate posted:

I suspect it's a reference to the state of Omsk in the Hearts of Iron 4 mod The New Order, where they are one of dozens of statelets in a balkanized Russia, and one of the most insane because every moment of their existence is devoted to A) Reuniting Russia militarily and B) Preparing for an apocalyptic war of revenge against Nazi Germany. Huge bunker-cities are a mainstay.

-----

My colonies aim for giving every colonist a decent home, nice and sizeable with a good bed to begin with. Later as we get richer they'll be given furniture, rugs, a TV, and at some point a freezer. If they're a family, they get a larger home with two bedrooms, one for the parents and one for the kids to share. Usually homes get en-suite facilities at some point though that can admittedly take a low priority. In colonies that have the space for it, homes get a small yard as well, which will get a tree or two, a bench, a sculpture maybe, stuff like that.

The main part of the colony will expand from a combination dining/rec room to one of each, and where possible and so modded, things like a sauna. Later still there will be a spa with a pool and hot tubs and ideally an exercise room.

As much drudge work as possible gets done by robots or mechanoids or whatever. Work that people do is distributed according to passions insofar as that's viable.

Nutritient paste is for emergencies. Otherwise we do our best to keep a stock of varied meals and drinks available. Booze is mostly from trade and drops, but there's weed and psychite tea available with pretty light restrictions. Making sure people get some free time is a priority once we're past early game, and I only section off a few hours (usually midnight to 5am) for mandatory sleep, otherwise I let them do whatever they feel like once work is done.

Healthcare is more than just slapping a bandage on a wound and calling it good. I do my level best to replace or regrow lost body parts, repair scars, cure diseases, etc.. Organ harvesting is frowned upon and only done in desperation.

Enemies get saved as long as it's possible to without losing our own injured, and either recruited or sent home once they're in okay shape. Kids are always saved if at all possible. Prison itself is kept clean and we grant dignity to the prisoners, even if it's a barracks there's a proper restroom and usually one or two entertainment options in there, regardless of need.

Colony animals get large paddocks; pets get comfy beds in the rooms of their people, and are likewise extended efforts to deal with health problems. Animals can be slaughtered in desperate times but pets never are, they're colony members like anyone else and eating them is no better than cannibalism. Which is something we don't do.

This isn't all true for all colonies of course, but any I build will have more than half of these features unless I set out not to on purpose.

I'm gonna piggyback off of this to talk about my NEW COLONY


Basically what I did was set up a starting four that came equipped with a full set of combat gear. I mean they each had a AK, a pistol, a knife, full flak gear, uniform, boots, gloves, and a rucksack (backpack). Three days worth of food and some medicine. And apart from a APC that happened to drop with them with fuel and steel, as well as steel chunks/slag chunks scattered around from their troop ship getting smoked, that's it.



Currently at 22 soldiers, 2 babies, and a child rn. Definitely in "we need to shift people to outposts for TPS reasons or to get a better CPU" territory rn. We had 23 soldiers but uhh.


Momma got vaporized by diaboli


This is a typical trooper's loadout. A ranged weapon (service rifle of high quality, usually masterwork or legendary), a chain shotgun for close encounters, and ranged shield belts are starting to replace the ammo packs.


Melee/Brawler/Noncombatant's loadout.


A super soldier who became a world class cook and top tier doctor after surviving her last suicide mission. She's our pirate captain type


1337 sniper dude who is also the best builder in the colony and a mechanitor to boot. Technically anyway. Think I'm gonna transfer all the helper mechanoids and poo poo to him and have my main mechanitor develop combat bots for the colony.


The initial leader of the colony/forever priest. Father of two and a widow. Sculpts and researches in his spare time.


hahaha royal charge lance goes brrrr. Head miner and does plants on the side. Absolute madlad in the shooting department. Due to inherit a minigun at some point.


I forget how we inherited this dude but this here is the top mechanitor/production specialist of the colony.


Recruited this dude from a raid gone south (for him anyway). Current trader dude till I get another tycoon type in.



EL PRESIDENTE




Razor Company's Ideoligion has evolved significantly since the initial drop. At first these mercenaries were basically setup to be space taliban who violently converted people and threw bodies into the nutrient paste grinder because soylent green is just loving fine and dandy for a bunch of soldiers of fortune/psychos. But I never really liked to do cannibalism ever and the violent conversion poo poo kinda risks pawns I value on the recruitment front. So discarded both.

I gotta run so I'll have to make this a 2 parter but tl;dr the way my colony operates in contrast to the quoted post is as follows:

1. Barracks for all, separate rec room/dining room.
2. We kill everyone we don't intend to recruit. Used to eat them but we "grew past that" dark chapter.
3. On the other hand we don't shirk requests for charity and will go out of our way to help people who don't come to kill us in the night.
4. While kids don't work, everyone fights and kids man bunkers/drive vehicles to free up the mercs on the front line.

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.

jokes posted:

But what if someone attacks them and they're all alone :ohdear:

Legit wondering if the caravan's wealth would even be high enough to trigger attacks if all you have is a bedroll, an addict, and a week's worth of rations.

TheWeedNumber
Apr 20, 2020

by sebmojo

TheWeedNumber posted:

I'm gonna piggyback off of this to talk about my NEW COLONY


Basically what I did was set up a starting four that came equipped with a full set of combat gear. I mean they each had a AK, a pistol, a knife, full flak gear, uniform, boots, gloves, and a rucksack (backpack). Three days worth of food and some medicine. And apart from a APC that happened to drop with them with fuel and steel, as well as steel chunks/slag chunks scattered around from their troop ship getting smoked, that's it.



Currently at 22 soldiers, 2 babies, and a child rn. Definitely in "we need to shift people to outposts for TPS reasons or to get a better CPU" territory rn. We had 23 soldiers but uhh.


Momma got vaporized by diaboli


This is a typical trooper's loadout. A ranged weapon (service rifle of high quality, usually masterwork or legendary), a chain shotgun for close encounters, and ranged shield belts are starting to replace the ammo packs.


Melee/Brawler/Noncombatant's loadout.


A super soldier who became a world class cook and top tier doctor after surviving her last suicide mission. She's our pirate captain type


1337 sniper dude who is also the best builder in the colony and a mechanitor to boot. Technically anyway. Think I'm gonna transfer all the helper mechanoids and poo poo to him and have my main mechanitor develop combat bots for the colony.


The initial leader of the colony/forever priest. Father of two and a widow. Sculpts and researches in his spare time.


hahaha royal charge lance goes brrrr. Head miner and does plants on the side. Absolute madlad in the shooting department. Due to inherit a minigun at some point.


I forget how we inherited this dude but this here is the top mechanitor/production specialist of the colony.


Recruited this dude from a raid gone south (for him anyway). Current trader dude till I get another tycoon type in.



EL PRESIDENTE




Razor Company's Ideoligion has evolved significantly since the initial drop. At first these mercenaries were basically setup to be space taliban who violently converted people and threw bodies into the nutrient paste grinder because soylent green is just loving fine and dandy for a bunch of soldiers of fortune/psychos. But I never really liked to do cannibalism ever and the violent conversion poo poo kinda risks pawns I value on the recruitment front. So discarded both.

I gotta run so I'll have to make this a 2 parter but tl;dr the way my colony operates in contrast to the quoted post is as follows:

1. Barracks for all, separate rec room/dining room.
2. We kill everyone we don't intend to recruit. Used to eat them but we "grew past that" dark chapter.
3. On the other hand we don't shirk requests for charity and will go out of our way to help people who don't come to kill us in the night.
4. While kids don't work, everyone fights and kids man bunkers/drive vehicles to free up the mercs on the front line.

Bird's eye view


Primary killing field

Moats slow them down severely while the north west corner of the walls are embrasures, which will allow three double autocannon turrets, the mini turret bunkers, and the manned bunkers to shoot dudes crossing the bridge over. Soldiers in the trench shoot it up while melee troops hang out behind the APC and the tank to charge in should anyone actually locse the distance.

Bugtrap/a good view of the western half of the base. The strip mined area tends to attract bugs because of the Infestations spawn in darkness mod (https://steamcommunity.com/sharedfiles/filedetails/?id=2017514331)


I'm using dubs bad hygiene for once so we can see the factory floor, which handles yayo production, steel production, component production, medicine production, and chemfuel production (theres a factory building that turns corpses into chemfuel). The barracks are clearly visible as is the hospital and the hydroponics bay. Let's take a look at some other things.


Animals are shoved into a room and fed off of nutrient paste. We got chickens, radyaks (uranium production) and devilsheep (lowlevel devilstrand production for bionic eyes). The workshop produces everything I need and the storeroom has decent capacity though its been known to overflow. You can also see the classroom and the lab, as well as the kitchen/water storage/pumping off to the side. Also there is one poor gently caress in a draincasket to keep the bloodbank stocked.

Hospital/Factory/Etc.


The hospital works off of connected beds (https://steamcommunity.com/sharedfiles/filedetails/?id=2957904090) which are basically super hospital beds hooked into the hygiene, hemogen, and nutrient past network. Each bed has a surgical lamp and instruments table off to the side, and every two beds benefit from a vitals monitor and a IV drip station. Bionics are stored here as well as medicine and hemogen

Kitchen, generator room, water storage/pump room/chemfuel production/food storage/prison/primary and secondary barracks/rec room (partial)

Most of this is pretty self explanatory. Since free love is a thing we have a mod that solves the poly issue (https://steamcommunity.com/sharedfiles/filedetails/?id=2572109781). Prison setup is pretty simple: if they break out, they run into a buncha dudes in the rec room or in the base and get punched out.

Better look at rec room/reactor/hydroponics bay.


The room that's being mined out will become a second factory room. Need more space for things tbqh.

Massive corn field and poo poo, as well as garage door out of base.


If it can't be grown via hydroponics, it gets grown out here. Ez pz. Turrets are set up covering the walls to discourage sappers from breaching. All walls are rebar concrete citadel walls from the fortifications industrial citadel mod. All doors on those walls are rebar concrete armored doors. And we have the helixian gas pump to run the hydroponics sun lamps. ez pz.

TheWeedNumber
Apr 20, 2020

by sebmojo
Ok so that's the base rn. Remember how i was talking about the space taliban theme? Yeah its because we're set up to gently caress with the imperials as part of the VFE Deserters mod. Using the Faction Control mod, most factions that matter to me are grouped up. This means that in my case, I'm stuck with the fake romans and the medieval dudes for trading partners. We also apparently pissed off the civil xenohumans. I think its because early on they had a trader come by within the first week and we killed him for his royal charge lance and other assorted goods. Again, bad dudes at first and we still are.



The current thing I've been doing is having my mosquito helicopters mount up either miners for plasteel mining or up to 16 troops (pilot plus 3 passengers) to raid mechanoid ships. I'm still waiting to do a VFE Deserters quest because I've just missed the opportunities. The thing you wanna do with the choppers is you wanna stagger their launches. I mean set one to the destination, let the rotors spin up, send another and another till all four are headed out. Otherwise what will happen is they will land in the center of the map and your pawn will go straight into combat in an inconvenient way or poo poo will get bugged somehow. I'm looking to get SRTS setup so that I can move past the vanilla expanded vehicle stuff and just roll out.

As for the combat vehicles like the Tango and the Bulldog, I find that the Tango is actually better for infantry and the bulldog is better for its main gun for burst damage. You basically want both vehicles involved.

As far as theme goes, mercenaries turned guerillas is the move. They aren't nice people and they are the baddies as far as random work sites go because we will raid for shits and giggles. But I'm hoping we can take it to the imperials soon.

That said this isn't a colony where anyone gets their own house or room. Everyone is part of the war machine and the only people who survive more than a day on my map are either neutrals, friendlies, or useful enemy recruits. The rest die screaming.

TheWeedNumber fucked around with this message at 20:17 on Aug 31, 2023

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."
a tribal vehicle mod dropped JUST NOW and im feasting

Alpha Vehicles - Neolithic, trying it out right now
https://steamcommunity.com/sharedfiles/filedetails/?id=3028675048

jokes
Dec 20, 2012

Uh... Kupo?

A slave-drawn carriage for my pig man to ride into battle

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

DoubleNegative posted:

Legit wondering if the caravan's wealth would even be high enough to trigger attacks if all you have is a bedroll, an addict, and a week's worth of rations.

Visibility for a one-pawn caravan without animals is low enough that it’s very unlikely, I can count on zero fingers the number of times I’ve had a solo caravan get waylaid.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Does visibility depend on tribal origin? I get one-pawn trade caravans ambushed occasionally but I usually play crash landed.

The Velvet Witch
Jul 24, 2017

"I don't have a "make better posts" spell, you're on your own."

jokes posted:

A slave-drawn carriage for my pig man to ride into battle

the chariots look like a great way to use the dozens of horses you end up breeding as a horde

drat the horses come with the vehicle smh

The Velvet Witch fucked around with this message at 21:40 on Aug 31, 2023

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Mzbundifund posted:

Does visibility depend on tribal origin? I get one-pawn trade caravans ambushed occasionally but I usually play crash landed.

The Rimworld wiki says
code:
 Visibility is how easy your Caravan is to notice. It multiplies the chance that your caravan will be waylaid by enemies. Visibility does not affect your ability to find things you want. Visibility is based on the total body size of all people and animals in the caravan. The default visibility for 1 person in a caravan is 20%, it does not scale linearly for additional people, as two people is 36%. You can see the visibility in the upper right while forming a caravan.
I’ve gotten old information there before and reported it to the thread (flammability for sandbags) so if someone loads up a game and sees there’s different details in a devmode tooltip that’s the real hottness.

TheWeedNumber
Apr 20, 2020

by sebmojo

The Velvet Witch posted:

a tribal vehicle mod dropped JUST NOW and im feasting

Alpha Vehicles - Neolithic, trying it out right now
https://steamcommunity.com/sharedfiles/filedetails/?id=3028675048

sweet

TheWeedNumber
Apr 20, 2020

by sebmojo

TheWeedNumber posted:

I'm still waiting to do a VFE Deserters quest because I've just missed the opportunities.




https://www.youtube.com/watch?v=C8whVKnanC4

DoubleNegative
Jan 27, 2010

The most virtuous child in the entire world.
My only real experience with visibility is it going up to 138% when my nomads are walking from home to home with all their valuables on camelback. So it definitely goes up with valuables on the caravans. But even at such a high number, ambushes are very rare. Usually the worst I have to contend with is a single manhunting fox "ambushing" eight heavily armed and armored people.

Coolguye
Jul 6, 2011

Required by his programming!
the ambushes are wealth-tuned by what's literally on the caravan so a single cat with a broadsword or assault rifle they are remotely comfortable with is, in general, going to slaughter all comers like a demigod amongst ants (presuming the colony usual of a flak vest and a devilstrand hood).

if the single person in question has no combat skills to speak of then that's an issue, but in that case i'd probably just feed the addiction long enough to have them develop 4+ in shooting by hunting.

and even in the case where they really step in it, the aforementioned drop pod situation is also fine. the rescuing soldiers can always just walk back - if they're one tile out of the town they are absolutely not gonna starve.

Mzbundifund
Nov 5, 2011

I'm afraid so.
Saw something unexpected tonight, had a mech cluster drop outside my base and I decide to take a couple days to prepare to deal with it. Then a lifter I forgot to restrict to the base tried to haul a wastepack past the cluster and woke the thing up. In the shootout as the mechs were massacring my boy, an inferno turret took some damage, and an enemy tesseron got killed by friendly fire.

To my surprise, the enemy mechs then decided to charge the base instead of continuing to defend the cluster. Was this caused by the death of that single tesseron? I don’t think I have any mods that affect enemy mechs or behavior.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
There is a threshold of damage/casualties for loiter type raids (clusters, sieges, raids that "prepare for a while") that will provoke an assault. For mech clusters it's probably pretty small.

Coolguye
Jul 6, 2011

Required by his programming!
it definitely is pretty small. my SOP for dealing with clusters is to use mortars to piss off the cluster enough for its guards to rush my defenses, and then disassemble the static defenses using smoke as cover. i very rarely need to drop more than 2 high-ex shells on the cluster structures before the defenders lose their cool. much of the time it's only one.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



The Velvet Witch posted:

a tribal vehicle mod dropped JUST NOW and im feasting

Alpha Vehicles - Neolithic, trying it out right now
https://steamcommunity.com/sharedfiles/filedetails/?id=3028675048

This does rule but I confess I was hoping for some Fred Flintstone action

Tesla was right
Apr 3, 2009

Whats with all the robot sex avatars?

Ms Adequate posted:

This does rule but I confess I was hoping for some Fred Flintstone action

Mod FAQ posted:

Q: Where Flintstone Car?
A: In every mod, there is just this SUPER OBVIOUS joke that everyone repeats until it loses all meaning. In the mushrooms mod, it was references to Deep Rock Galactic. In Highmates, it was constant furry references. Here, it is Flintstones Car.

You, me, and everybody else

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Lmfao I didn't even see that.

Sounds like Sarg needs to give the people what thry want tbh

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here
So how are the regular vanilla vehicles? They look cool but I'm expecting balance hell.

Asimo
Sep 23, 2007


They're... fine really? It basically works as advertised. There's the occasional pathfinding issues since they definitely had to make new code for the multi-tile movement and pathfinding but most of those were smoothed over quickly.

In terms of actual use... you probably won't be wowed by them if youre used to SRTS or other heavily reskinned drop pod caravan but they're still pretty fun to mess around with. Yes, having an armed military vehicle or three will trivialize a raid (in either direction) but that's kind of the whole idea. And importantly there's a lot of maintenance to consider. Even the tanks are more fragile than they look (still tough, but not "overpowered regenerating archotech mod guy" invincible), using them to fight or caravan burns a lot of steel and chemfuel, and when you do use vehicles in a close fight you either risk having a lot of resources explode or taking ages to repair. A heavily damaged tank can literally take a quadrum for a single skilled pawn to repair, but thankfully multiple pawns can work at the same time. So eventually in the mid/early late game you're going to want multiple vehicles up and running so you can use them in rotation.

Also you can run people down. It's fun.

VVE launching with only the early planned tiers has probably skewed things a bit, especially now that Alpha Vehicles is out and the team has shown they're able and willing to add new mechanics to use. And now that it's been out for a while the steam workshop is full of all the giant robots and worryingly overdetailed russian tanks you could ever possibly need.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
My dudes are getting married and they got a really good open bar:

Don't mind the behemoths, they like pets.

edit: just realized someone drank all the beer

Archenteron
Nov 3, 2006

:marc:

metasynthetic posted:


Don't mind the behemoths, they like pets.


More concerned about that spatial distortion in your lobby.

QuarkJets
Sep 8, 2008

Archenteron posted:

More concerned about that spatial distortion in your lobby.

Side effect of a good open bar

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
That's a Vanilla Psycasts Expanded skipdoor. Weirdly enough that one power by itself is making a huge deal to my game, to the point that I think I might try a future run where I restrict VPE usage to just setting up those portals and nothing else. I got a bunch of them all over my home map, they make travel a snap and they make some unusual base layouts possible / practical. (Not that you can see that in this screenshot, this is basically the core of where this base started and it's mostly conventional.)

Kitfox88
Aug 21, 2007

Anybody lose their glasses?
How do I get nice item stacks like that. Dudes throwing poo poo all over my shelves looks unprofessional as hell when I'm trying to be a nice overnight stop with hospitality mods.

metasynthetic
Dec 2, 2005

in one moment, Earth

in the next, Heaven

Megamarm
LWM's Deep Storage for extra big shelves and similar storage furniture.

If you mean them literally piling up neatly, that's new to me, as far as I can tell it just happens when there's only 1 or 2 item types in a storage stack.

Kitfox88
Aug 21, 2007

Anybody lose their glasses?
Yeah, I meant the pretty nice stacks specifically, maybe I should make individual item shelves

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Looks like just a lot of micromanagement setting single item allowances on each shelf group.

LonsomeSon
Nov 22, 2009

A fishperson in an intimidating hat!

Rimworld allows an incredibly fine level of control over all kinds of things, especially where something is stored and what is stored near it, if only you put in the clicks to establish everything.

Just like with scheduling and work assignments, you can run a settlement without going into it too much but the benefits you can get from doing it all are substantially greater than you’d think on first glance, both mechanically and in how your colony feels to you when it operates.

Coolguye
Jul 6, 2011

Required by his programming!
the level of effectiveness that you get out of reasonably granular storage assignments is crazy because it reduces walks all over the place. same general deal with scheduling. if you set up a normal workday where people have 5 hours on the job, 3 hours for "lunch", and another 5 hours on the job, you'll be stunned at how much more poo poo gets done and how much happier overall everyone is than if you just leave it on a 13 hour Anything. and it's all basically to do with lowering walks, more or less.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
Next you'll tell me that pawns aren't supposed to have a daily meeting where the boss gives a speech for two hours and that it's killing both productivity and morale. :colbert:

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TheWeedNumber
Apr 20, 2020

by sebmojo

Coolguye posted:

the level of effectiveness that you get out of reasonably granular storage assignments is crazy because it reduces walks all over the place. same general deal with scheduling. if you set up a normal workday where people have 5 hours on the job, 3 hours for "lunch", and another 5 hours on the job, you'll be stunned at how much more poo poo gets done and how much happier overall everyone is than if you just leave it on a 13 hour Anything. and it's all basically to do with lowering walks, more or less.

Gonna try this, thanks.

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