Server-side modding 0.61 - New thread (m)
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bubu | Date: Wednesday, 2020-07-22, 9:54 AM | Message # 1 |
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| Previous SSM thread: Old SSM thread For everybody: Please feel free to post suggestions for server side modding. For modders: Please explicitly post the intended changes in this thread before applying them.
New policies in place: To prevent miscommunication, misunderstandings, doing changes without listing them in this thread, delays in implementation, etc., Marduk will only collect and post the SSM requests and suggestions. I will then work with E3 and Radio in order to implement them correctly and in some defined time frame that would not span months. It would be ideal if we could gather more SSM modders than Radio and E3, anyone up for this task, please check: SSM Modding Documentation
Current SSM modders: Radiosmersh (Currently on vacation) E-3
Changes that were introduced in the 0.611 version (document made by Radio): List of changes
List of applied SSMs: (needs manual updating)
A Day of Zitadelle Reinstated Ferdinand; spawn is attached to the hut flag, so once Germans cap it, it won't respawn anymore Removed Bergetiger Removed fly-by Stukas and Il2-s
Alaska replaced B29 kit with 2 P51 kits, with 40 second respawn instead of 100 seconds increased maxnumberspawn of T29 to 2
Alpenfestung • Killercage size reduced from 25 m to 5 m
Battle at River Don Increased respawn time of 88 by 100 seconds, captured T-34's - by 30 seconds, Sd.Kfz.251 with Pak 40 - by 30 second
Battle of Angaur Replaced Lion with Jenkins (Fletcher class destroyer) Removed one of the additional Japanese spawn points in the woods (south of flag 5) Removed Japanese spawn APC Immobilized aircraft carrier Replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags
Battle of Foy Allies now bleed until they capture flag 3 Decreased Goliath spawn time from 5.5 to 2.5 minutes Increased minimal amount of players and time needed to capture last flag
Battle of Luzon decreased respawn time of US vehicles
Battle of the Bulge • Removed Jagdtiger, Pz II and Hetzer • Exchanged 1x StuG and 1x Pz IV with 2x SdKfz 251 • Added 1x spawn APC with repair function based on Pz IV (respawn time between 100 and 120 s) • Made Brummbär counterspawn only when Allies main flag (fuel depot) gets taken
Battle over Hokkaido Banzai kit that spawns in the tent at Axis main base now has an explosion power of SturmTiger's rocket Two additional Tiger spawn
Berlin Outskirts Changed Maus to Elephant
Bizerte Hafthohlladung pickup kits Gebalte Ladung in Italian AT kit is replaced with Kampfpistole (40 mm HEAT ammunition)
Breakthrough Vehicle layout restored to pre-v0.6 state.
Bombing the Reich lowered objective HP from 260.000 to 100.000 Ships' respawn time increased to 6 minutes.
Desert Rose Replaced Bf 109G-2s with Bf 109G-6
Eagles Nest 1945 Doubled the respawn time of Greyhound Added 15 seconds to the spawn time of Sherman w/ sandbags
Crete Restored tickets to default FH0.7 values (25% more than in FHSW) Changed flag values from to 40 to 25 (default in FH), so now Germans will have to capture only 2 flags instead of 3 to stop the bleed
Counterattack French tanks in Germain main base replaced by Pz II/38 (t)
Eagles Nest 45 Slightly rotated Pak 40 near the tunnel flag so that it can fire on the road below
Eastern Blitz Replaced one Pz. II with Pz. IV Ausf. Decreased the total amount of spawnable Pz. IIIs at the same time from 2 to 1
El Alamein replaced Leopard with Pz III Ausf. J replaced towable Flak 18 with one on SdFkz 8 to avoid AA spamming When Axis/Allies take North flag at the buildings in F1 spawns: -halftruck with permanent spawn -one stationary 88 mm gun (that also respawns when Allies take that flag) -two stationary PAKs (50 mm for Germans (with APCR rounds), 57 mm for Allies) -two MG-kits with mines -one sniper rifle -one 2 cm-/Bofors-Flak on the roof
Fall Gelb-1940 added killer cage around French which dissapears after Germans capture all other flags fixed mobile Flak 18 and Stug double spawn Char B1's spawn time decreased by 45 seconds One of the R35 tanks replaced with a Somua S-35 Removed one remote Stuka kit, also they don't respawn anymore increased (30%) bleedrate for both teams
Fall Weiß Replaced Pz. III Ausf. E with Pz. IV Ausf. D
Fht Operation Dracula Immobilized Allied carrier Removed the British destroyer Added Chi-Ha APC that spawns after Allies capture the docks flag
Guadalcanal fixed a bug which made the Japanese cruiser Agano not spawn, now spawns when Allies take the village flag because the Allied cruiser also only spawns when the Japanese take that flag
Hungary Forest Increased ticket ratio by 75%
Ilomantsi Teamlocked ISU-152
In the Hell of Bocage Decreased Firefly respawn time from 150 to 100 seconds
Kasserine Pass Removed death zones at Allied base.
Kharkov Winter added 2 Schwimmwagens to German main base 37 mm AA gun now spawns when Soviets take hill flag added SdKfz 10/5 instead of Kettenkrad with Flak 30 added M3A1 with towable Bofors for Soviets removed obstacles at the north bridge Changed Axis spotter kit to Ju 88 with bombload of 6x250kg and 28x50kg added one sniper kit to each main base peplaced Carro Armato M13/40 and Semovente da 47/32 with Panzer IV peplaced one of the fighters on both sides with Ju87D and IL2 respectively added Flak 18 on Sd.Kfz. 8 chassis as countermeasure Soviet heavy tanks (spawns when they capture eastern flag) Replaced Bf 109G-6 with Bf 109E
Khota Bharu Bleed ratio increased by the 20% percent for both teams
Operation Forager D4 flag removed
Operation Goodwood The double Tortoise spawner now releases only one tank
Op. Kikusui Day 1 Removed wrenches from Japanese kits Lowered Yamato HP from 108k to 98k (the lowest option availible in map files)
Op. Kikusui Day 2 Moved American fleet and spawnrotator planes closer to the Japanese base.
Pakfront Churchill Kangaroo in Russian main base does not respawn once the flag is capped by Germans.
Midway Replaced usual Daihatsu boats on Tsurumi oiler with tanks and field guns Added one halftruck to each flag on the island Added spawnable AT kit for Allies Increased the range of sight from 500 to 1000m Axis are in poccession of sea flags from the start respawn time of submarines increased to 2 mins self-destroy timer for unused ships removed
Raseiniai Made flags marked by number 4 on the minimap recappable
Reichsbahn Removed Jagdtiger that spawns at 3rd flag Replaced Maus with Jagdtiger
Sandstorm Tiger with autoloading cannon now counterspawns in Axis main base
Saipan Moved plane spawnpoints at the last flag, so they don't explode immediately after spawning. Increased time needed to capture flags from 10 to 15 seconds.
Seelow Heights Axis reinforcements (spawn-PZ IV + 2 * Panther and 2 * Stug) spawn on the road leading from the southeastern border of the map when Axis main gets taken
Stalingrad Redsquare four flags removed train remove
Stashuv Area Changed Soviet assault kit with PPSh to officer's kit w/ binoculars Added sniper kit to the Soviet main base (in one of the tents) teamlocked ISU-152
The Merville Battery Increased the bleedrate by 30%
The Nebelwerfer Hunt Removed "Giesskanne"
Trois Points Replaced usual 6pdr's with longer barrel version
Tulagi Island Increased tickets amount by 100%
Westminster 1942 Additional Typhoon w/ rockets kit, which spawns near a pile of barrels at British main base.
Westwall Lowered insane Axis bleed from 100 to 8 tickets per min (twice as much as Allied) Removed two SP Tortoises which spawn at the second flag Slightly raised position of the static MG42 overlooking the wooden bridge at flag 2
Zveroboy Restored missing knife in German AT kit
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waldhurzak | Date: Thursday, 2020-10-08, 0:39 AM | Message # 41 |
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| Operation Longcloth its possible to add 155mm Howitzer gun for axis on flag 3?
Best Bf1942 version for FHSW: http://www.mediafire.com/file/818jqqez94ka80h/BF1942-HD.rar
rafal
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marduk | Date: Thursday, 2020-10-08, 9:28 AM | Message # 42 |
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| Sounds reasonable.
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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bubu | Date: Thursday, 2020-10-08, 4:24 PM | Message # 43 |
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| Not to add oil to fire but, that was also suggested "Type 38 Howitzers (75 mm) replaced with Type 96 Howitzer (155 mm)" in that post marked as spam. Glad it is reasonable now.
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marduk | Date: Thursday, 2020-10-08, 6:05 PM | Message # 44 |
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| Ohh Bubi becoming smart-ass! But extra for you: I said it is reasonable because rafal only picked one of the suggestions while aircraftcarrierofslove wanted to change the "entire" map. Not because I am extra-confused and don't know what I am doing and saying anymore
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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marduk | Date: Monday, 2020-11-02, 10:32 AM | Message # 45 |
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| Battle of the Bulge I was thinking to reduce the amount of German tanks and increase the respawn-time to make the map less of a one-sided rape-map. Germans had an issue regarding the lack of fuel in this offensive so it is unrealistic that they have tons of tanks that keep respawing quickly. I am against adding fighter bomber kits to US for balancing because the weather condition in the first days of the battle was bad and the Air Force could not engage the fights. I am also against adding super heavy tanks to US team. It would only make the map another version of Siegfried line or Reichsbahn with all the heavies fighting each other - no, thanks! Instead I would like to emphasise infantry combat (which was a major part of the battle) by adding several half-tracks and a kit for Ju 52 paradrop (since Germans used paratroopers in that offensive and there is no map with that feature yet) to Axis main. Further I suggest to remove the Tiger I (it's on many other maps and only 35 took part in this battle), the Jagdtiger and the Brummbär (those would better fit on the map Nordwind) and increase the respawn time of the remaining German tanks. Maybe that is enough or is more ssm needed - what do you think?
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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marduk | Date: Tuesday, 2020-11-03, 1:12 PM | Message # 46 |
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| Quote: "I like to keep the map the same as much as possible the way it is now but I do also like to make it fair."
That's contradictory because making it a the push-map would be a way bigger change than removing a few tanks and adding some half-tracks.
A characteristic of the map always was that it is open so both teams can make tactical movements in all directions. Making it a push-map would make it boring and the push-map system would cause several problems: -it wouldn't be shown on the map so old and new players would keep attacking back flags as they are used to and -since there are many flags on the map not lined up behind each other (like on Way to Paris) but sitting parallel the pushmap system would get crashed often. -once getting used to the pushmap system Axis would attack the actual flag with all tanks at the same time which would make the slaughter even worse plus giving Allies no chance to counterattack via tactical movements to other flags. Increasing the availability of a fighter bomber kit would not change this. It would only give one player the opportunity to kill a few of the attacking tanks.
Quote E-3: "We have giant tanks combined with infantry combat it's a unique experience you cannot get anywhere else."
Yea, but Bulge has hardly any Inf against Inf combat at the moment due to the massive amount of German tanks. Allied Inf is just getting slaughtered and removing the Tiger I will not be sufficient. This is why I suggest to also remove the Jagdtiger and the Brummbär (they are on many other maps too) and force Axis into more Inf combat that way.
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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E-3 | Date: Tuesday, 2020-11-03, 4:19 PM | Message # 47 |
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| Quote marduk ( ) A characteristic of the map always was that it is open so both teams can make tactical movements in all directions. Making it a push-map would make it boring and the push-map system would cause several problems:-it wouldn't be shown on the map so old and new players would keep attacking back flags as they are used to and -since there are many flags on the map not lined up behind each other (like on Way to Paris) but sitting parallel the pushmap system would get crashed often. -once getting used to the pushmap system Axis would attack the actual flag with all tanks at the same time which would make the slaughter even worse plus giving Allies no chance to counterattack via tactical movements to other flags. Increasing the availability of a fighter bomber kit would not change this. It would only give one player the opportunity to kill a few of the attacking tanks.
Quote E-3: "We have giant tanks combined with infantry combat it's a unique experience you cannot get anywhere else."
Yea, but Bulge has hardly any Inf against Inf combat at the moment due to the massive amount of German tanks. Allied Inf is just getting slaughtered and removing the Tiger I will not be sufficient. This is why I suggest to also remove the Jagdtiger and the Brummbär (they are on many other maps too) and force Axis into more Inf combat that way. As I said push mode would be very experimental because I do not even know if spawning these boxes would cause a mass disconnect or not so will not do that to the map it's just an idea for now. I believe the P-51 would make a huge difference the current spawn delay is 360 by cutting that in half the US would have an effective means of dealing with super heavy tanks, don't forget those super heavy tanks will have an increased spawn delay of 100 secs so every heavy tank that is taken out will not respawn for quite a while.
Also the Jagdtiger and the Brummbär are both very ineffective against infantry so the usa really doesn't have much problems taking them out with infantry. However axis currently has plenty of Tanks which are very effective against infantry like, the tiger 2, the Panzer 4, and Panthers, because of their rotating turret they can easily take care of attacking bazooka boys.
So shouldn't we remove a few of those tanks instead giving those bazooka boys a chance, oh by the way those tanks are on alot of maps so they wont be missed.
I'm an old bf1942 player I go far back all the way to 2002 and I also play cnc generals.
Message edited by E-3 - Tuesday, 2020-11-03, 5:36 PM |
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marduk | Date: Saturday, 2020-12-05, 10:16 AM | Message # 48 |
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| Jagdtiger and Brummbär are on so many maps already (Orel, A Day of Zitadelle, Pakfront, Kharkow Outskirts, Breakthrough, Warsaw Uprising, Trois Ponts, The Storm, Springawakening, Reichsbahn, Remagen, Seelow Heights, Berlin Outskirts...), nobody will miss them if we remove them from Bulge in order to make the map a bit more realistic (I was not talking about their ability to kill Inf. The Jagdtiger is a very powerfull (some say overpowered) tankkiller and thus responsible for making the map too biased while the Brummbar in fact is effective against Inf with the 15 cm HE shells). But I agree that two or three Pz IV and StuG should get removed too.
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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RADIOSMERSH | Date: Sunday, 2020-12-13, 2:56 PM | Message # 49 |
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| So, what's the consensus on the Battle of the Bulge? I'm starting implementing the SSM proposals listed in this spreadsheet that I compiled from the previous thread and from the current one today. Also, it would be nice to pin in it the first post.
Implemented and uploaded to server so far: A Day of Zitadelle Removed Pak 40s spawning instead of the Soviet guns on flags after the German capture them. Adresses this proposal.
Quote Arnhem add some MG-kits with mines for Allied team. I can replace the kit with stationary Bren with the one that has mines, will that do? (quote from this message)
Message edited by RADIOSMERSH - Sunday, 2020-12-13, 3:56 PM |
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hakanspray | Date: Monday, 2020-12-14, 11:54 AM | Message # 50 |
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| I agree with Marduk in removing Jagdtiger and Brummbar. Ju 52 kit seems interesting and more sdkfz also. Though im not sure whether any StuG or Pz4 have to be removed. It may make infantry more viable especially which could be good. But the Jagdtiger is the most prevailing issue I think.
aka Hawken (Ingame) aka Rikskorp (Wiki)
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starking018 | Date: Wednesday, 2020-12-16, 1:10 PM | Message # 51 |
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| RADIOSMERSH, here's an old SSM proposal (it's not on the spreadsheet) which I would consider a high priority : On Alpenfestung there was an old SSM (I guess it was for 0.552 and/or for 0.6) which reduced the radius of all death cages around flags. This greatly reduced the problems of planes flying in and creating permanent noise, and vehicles creating nasty invisible obstacles. Please reduce the radius of death cages the same way as last time (but please leave the flag capturing radius as is, or larger).
About Bulge:Quote marduk ( ) Jagdtiger and Brummbär are on so many maps already (Orel, A Day of Zitadelle, Pakfront, Kharkow Outskirts, Breakthrough, Warsaw Uprising, Trois Ponts, The Storm, Springawakening, Reichsbahn, Remagen, Seelow Heights, Berlin Outskirts...), nobody will miss them if we remove them from Bulge in order to make the map a bit more realistic Personally I won't miss the Jagdtiger, Tiger 1, Pz 4, Panthers, StuGs, StuHs, Pz 2 and Hetzer but I would miss the Sturmtiger and other armor if we have to wait longer for them to respawn. Also the Brummbär if completely removed.
Allies also get many tanks with good cannons, so I hope spawn times don't increase, to keep some balance with larger player numbers.Quote marduk ( ) Germans had an issue regarding the lack of fuel in this offensive so it is unrealistic that they have tons of tanks that keep respawing quickly. That's fair, but then this means that it would make sense if the Axis get more tanks if they capture the fuel depot (Allied main). How about making the Axis get back some of the tanks proposed for removal, such as the Brummbär? They can spawn at the fuel depot, or maybe they can spawn at Axis main immediately when the fuel depot is captured.
To encourage more infantry combat I suggest adding a spawn APC (based on Pz4 hull). Maybe it can also be a repair vehicle to encourage cooperation with tanks, otherwise players will want to abandon it and it will be visible on the minimap.
Air Troll a.k.a. starking018
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marduk | Date: Wednesday, 2020-12-16, 6:31 PM | Message # 52 |
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| Ok, so I suggest the following for Battle of the Bulge:
-remove Jagdtiger, Pz II and Hetzer -exchange 1x StuG and 1x Pz IV with 2x SdKfz 251 -add 1x spawn APC with repair function based on Pz IV -make Brummbär counterspawn only when Allies main flag (fuel depot) gets taken
It would be nice when those SSMs get applied till Sunday, 20th of December (I will put the map on the list for Bulge event then).
Another issue regarding Eagles Nest 1945: Close to tunnel flag there is a Pak 40 aiming at the bridge, but you can not lower the barrel enough to actually hit a target down there. Please fix this!
Thank all for help and discussion!
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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RADIOSMERSH | Date: Sunday, 2020-12-20, 11:11 AM | Message # 53 |
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| Quote marduk ( ) Ok, so I suggest the following for Battle of the Bulge:
-remove Jagdtiger, Pz II and Hetzer -exchange 1x StuG and 1x Pz IV with 2x SdKfz 251 -add 1x spawn APC with repair function based on Pz IV -make Brummbär counterspawn only when Allies main flag (fuel depot) gets taken
It would be nice when those SSMs get applied till Sunday, 20th of December (I will put the map on the list for Bulge event then). Was able to get to it only today. SSM was tested on my local server and uploaded to the dedi: Battle of the Bulge • Removed Jagdtiger, Pz II and Hetzer • Exchanged 1x StuG and 1x Pz IV with 2x SdKfz 251 • Added 1x spawn APC with repair function based on Pz IV (respawn time between 100 and 120 s) • Made Brummbär counterspawn only when Allies main flag (fuel depot) gets taken
Quote starking018 ( ) RADIOSMERSH, here's an old SSM proposal (it's not on the spreadsheet) which I would consider a high priority : On Alpenfestung there was an old SSM (I guess it was for 0.552 and/or for 0.6) which reduced the radius of all death cages around flags. This greatly reduced the problems of planes flying in and creating permanent noise, and vehicles creating nasty invisible obstacles. Please reduce the radius of death cages the same way as last time (but please leave the flag capturing radius as is, or larger). Actually, I already made these changes last Sunday, but forgot to upload them to the server. They should be in effect now.
Alpenfestung • Killercage size reduced from 25 m to 5 m
Message edited by RADIOSMERSH - Sunday, 2020-12-20, 11:25 AM |
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marduk | Date: Sunday, 2020-12-20, 1:33 PM | Message # 54 |
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| Thanks very much!!
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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marduk | Date: Sunday, 2020-12-20, 8:02 PM | Message # 55 |
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| Looks like the ssm fucked Bulge map. Looks like we cant apply ssms anymore without risking to crash maps.
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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E-3 | Date: Monday, 2020-12-21, 8:07 PM | Message # 56 |
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| Quote marduk ( ) Looks like the ssm fucked Bulge map. Looks like we cant apply ssms anymore without risking to crash maps. I will do a ssm of the map without removing stuff. But I will be adjusting spawn timers significantly it's going to take at least 100 seconds for a heavy tank to respawn when lost this minimalistic approach should work
I'm an old bf1942 player I go far back all the way to 2002 and I also play cnc generals.
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Gameplayer | Date: Sunday, 2021-01-10, 11:30 AM | Message # 57 |
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| Ok I got a proposal here for new ssm.
Suomussalmi-1939
Soviets: -remove 1 KV2 prototype tank & increase spawntime for the second one (5 minutes maybe) -remove 1 T-35 tank & increase spawntime for the second one (2 minutes maybe) -remove 1 plane from soviet team.
These ssm's should give better chance to finns defend flags. Last time we played this map Soviet team just crushed finns with their ultimate tanks with not much resistance and they cornered finns into their mainbase (just like in zitadelle)
Finns: -Add 1 more t-28 tank in mainbase with counterspawn if all flags are taken by soviet team. -Can we add satchels in engineer kit from 2 satchels to 4 satchels?
Hates too quick judgement.
aka Gameplayer or Gameplayer500
Message edited by Gameplayer - Sunday, 2021-01-10, 3:11 PM |
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marduk | Date: Sunday, 2021-01-10, 4:50 PM | Message # 58 |
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| Suomussalmi-1939
it's quite balanced the way it is imo. I have seen many rounds where Finns fought back Soviets very well (also with many players).
Too often I hear proposals only because "the last time" or "once" this and that happened.
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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hakanspray | Date: Monday, 2021-01-18, 3:49 PM | Message # 59 |
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| Proposal Way to Paris
Replace current RCL kit with 3GB_AT345RCL_HESHBHP, adding HESH to the RCL increasing french AT capability.
Would be the simple solution, but adding more tanks for the French might work also.
aka Hawken (Ingame) aka Rikskorp (Wiki)
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marduk | Date: Tuesday, 2021-10-12, 5:14 PM | Message # 60 |
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| Is somebody still doing SSMs? If yes, please remove the big tank landing ship from Battle of Gela. There are always some guys from the Kindergarten on the server who think it is superfunny to drive it on land and fuck up the whole map...
This is a gaming community. People come here to relax. If you start an argument you will get kicked.
Quid pro quo.
Marduk aka Postduk
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