World Conquest II

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World Conquest II

Postby tekelili » November 22nd, 2013, 6:29 pm

Campaign available in 1.10 add on server. (Develoded until 0.5.3.2, used name World Conquest tek. Not longer maintained)
Campaign available in 1.12 add on server. (Last developed version. Maintained)
Note: All info is updated to last developed version and could not match 1.10
In BfW 1.12 scenarios are found in Multiplayer>>Random Maps

World Conquest II is an evolution from the awesome campaign created by TL and maintained by Natasiel.

What follows is info about changes developed from Classic World Conquest, aimed to players used to it. If you never played World Conquest before, there is a description for new comers in second post.
Warning about difficulty!:


WoCopedia: I have removed "heavy data" info from this post like trainings or factions recruit. All of them are available using the right-click help option "WoCopedia". It is more user-friendly consulte that info there and, as is autogenerated, save me editing work and is always updated and correct.

Changes developed:
New Era
Why new Era?:

- New era has 10 factions (add on only works by default with it). Units are defined in pairs, and every time a player recruit a unit, this one is remplaced in his recruit list.
This replace old system of cultivate or gain new recruits, players have "same recruiting list" all game.
As it is a variation from default, only host need era (included in add on). Era is for players only, AI still have same "factions" than WC Natasiel.
Factions_WC_II.png
*The Empire has provisional status and is not available as random faction with default configuration.

- Redefined Defeat Conditions: Now players are defeated when any leader dies, heroes are not longer promoted to leader. However, players can hire a Commander, wich is a random hero from his faction, and will be promoted if leader dies. So now, if players want "extra lifes", they have to invest in it. Lose 50 gold upon leader death, removed.
Heores
- Redefined heroes autorecall limit to castle size (was 6 in classic WC)

- Redefined hero lists and initial helpers. Removed fishes and lvl0 heroes from helpers and commanders .

- Heroes are uniques in each list, so players wont get twice same hero from their commander, pickupables, desserters lists or from bonus points.

- Reduced initial heroes (helpers) to 1 (in Nightmare) and removed extra heores (allies) from map 3 and 5 (map 5 removed anyway).

- Added Deserter option to heroes (random helper +15 gold)

-Added new heroes to bonus points (Woodsman, Peasant, Dwarvish Scout, Jundi, Arif, Naffat, Hakim, Rami, Khaiyal)

- Hero traits changes
Expert: Now gives extra attack only to melee and +3 hp.
Epic: +1 Attack to both ranges, +6 hp and always AMLA with 60 xp with double benefict (rises maximun health by 6 HP).
Legendary: Enables special advancement, +1 Attack to both ranges, +5hp and +1hp per level.
Hero extra traits:
In resume, players have 3 options in "persuade a great hero": Commander, pickupable or desserter. Each option has 2 different factions(default wise) for each faction(WC II wise). Empire is exception to this rule, consulte WoCopedia for complete list.

Trainings
Redefined Trainings to buff them. Now they apply their effect to all new recruits in campaing and have upgrades
Training beneficts are displayed in a trait "trained".
Trainers can be found as random bonus (scenario wont generate a trainer for a training that player has already at maximun level in a random bonus)
Added a Trainer only available in random bonus. (Dark)
There are "redundancy consolation bonus" of +1HP for:
- Specials (unit has at least 1 attack at required range with that special)
- Abilities (unit has ability)
- Fearless (unit has fearless or is neutral)
- Always rest heals (unit is healthy)
- Type arcane (unit has at least 1 attack type arcane at required range)
Usually trainers found in bonus points will give 1 training level; however for each training player already has, improves in 3% chances of find an advanced trainer (gives 2 levels). Map 4 will generete always advanced trainers and Dark one will be always advanced after map2.


Items
Redefined starting items, they are no longer related to factions. Players get a 10 random item list and is improved with 1 random item each map.
Normal units that pick an item become loyal (no upkeep) and gain overlay.
Item changes from Natasiel version:

- Redefined "Rise Founds" to "Stock up supplies": +70 gold and 1 village (the keep).
Created 8 image variations for supply-villages (5 for users without add on installed).

- Redefined gold carryover to be comunitary. All players gold added is taken into acount, become 0 if negative, is added to early finish bonus and spread in equal amount among players after carryover percentage is applied. Map village amount (for bonus calculation) has been fixed for each scenario to not be affected for generator variances.

- Modified recall cost to "cost +3 gold" for player´s cheap units. (Cost displayed in menu)
Units with cost 17 or higher are still recalled for 20 gold.

- Removed Scenario 5. Campaign has now 5 scenarios with 1,2,3,4,6 enemies.
Map Generation
Removed Frozen Island map from fork 3.
Added a 5 new maps as variation to map2 (Lakes, Glaciers, Provinces, Paradise, Clayey)
Added a 4 new maps as variation to map3 (Delta, Sulfurous, Coral, Wetland)
Added a 5 new maps as variation to map4 (Volcanic, Mines, Podzol, Wicked, Wild)
Added a 3 new maps as variation to final one (Maritime, Industrial, Feudal)

Terrain changes to classic maps:
- Reduced clusters of cave wall to cave terrains.
Expanded snow to higher altitudes (very little gameplay effect).
Added reefs and underwater coast.
Changed a few hills and impassible mountains to mushrooms.
Chances of a few random castles on maps Desert-3, Island-4 and last one.
Chances of fords on map1.
Added bridges over swamp surronding castles in map 3 Savannah (old Desert), to soft isolation (not perfect solution). Desecated into sand some central swamps.
Added snow to last map.

New generators
Some new maps are just classic generator tweaked with some post generation filters. However other new maps try to offer a similar balance to classic one with different configurations for some chunks of terrain. I have also increased minimun keep separation to some of them (usually joined to caves at higher altitude). Addtion of new generators try to rebalance campaign in a soft way, trying to soft chances of extreme starting positions for players, and redefining how terraing profit each faction.


Help
- Players have a right-click option to remember them pairs of recruit list.

- Added WoCopedia: Rightclick option to consulte information and advises about campaigns mechanics and special stuff.

- Added special_overlay option. Players can right-click over their units to give/remove an overlay an help them to keep visual track of very trained units.

-Added rightclick option to preset advancement on units with multiple advance paths. (Credit to tsr, from whom I adapted code)

-Added rightclick option to consulte description of items on ground.

-Supported change team color when creating new game


Redefined difficulty levels
Nightmare
- Enemy power 9
- Players starting heroes 1
- Experiency penalty 50%
- Enemies trained: 7
- Scenario extra gold: 0
Grand Marshal
- Enemy power 9
- Players starting heroes 2
- Experiency penalty 46%
- Enemies trained: 6
- Scenario extra gold: 1
General
- Enemy power 8
- Players starting heroes 2
- Experiency penalty 42%
- Enemies trained: 5
- Scenario extra gold: 2
Lieutenant
- Enemy power 8
- Players starting heroes 2
- Experiency penalty 38%
- Enemies trained: 4
- Players start with 1 bonus random training
- Scenario extra gold: 5
Sergeant
- Enemy power 7
- Players starting heroes 2
- Experiency penalty 32%
- Enemies trained: 3
- Players start with 1 bonus random training
- Scenario extra gold: 7
Peasant
- Enemy power 6
- Players starting heroes 2
- Experiency penalty 25%
- Enemies trained: 2
- Players start with 1 bonus random training
- Scenario extra gold: 10

(enemy power is used as factor for enemy extra gold to starting 300 amount, and also for number of recalls at maps 3,4,5)
(players extra gold is multiplied by 2,4 for 2,1 players mods)


Versions for 2 and 1 players
Currently they have less test and balance is more rusty than 3p version.
WC Natasiel formula to adapt AI gold is still used.
There are no empty castles, right amount is generated for each mod.
Map´s surfaces are reduced in function of total sides (aka castles generated).
Village ratio reduced to balance enemy income (have into account surface reduction). A single player will have same bonus from early finish in any mode.
Extra changes to adapt WC II for less players:
WC II 2p
- Players start each map with +25 gold
- Enemy castles reduced in 1 hex
- Turn limit is increased in 1*scenario_level

WC II 1p
- Player starts each map with +75 gold
- Player starts campaign with 1 extra helper hero
- Enemy castles reduced in 2 hexes
- Turn limit is increased in 2*scenario_level

Scenario changes
Gameplay:
- Sligty reduced AI gold in maps 2 and 3.

- Improved AI recalls amount at map 6 .

- Redefined AI recalls list to add more unit-type. Improved randomization and variation of recruits lists.

- Enemy types now are random and not related to players factions.
Picked random enemy leaders type are deleted from list to no repeat unit-type/recuit-list during campaign.
Each default faction is copied 4 times in a random pull. Get a race as enemy decreases future chances until get it four times, where chance becomes zero. (Note that this not applied to allies, wich are pure random)

- Limited random bonus to 3 for map and none for map6. Maps where they becomed reduced give an AI recruit a random item and experience it. Item will be droped and available for be picked by players after kill enemy unit. items for AI per map:0,1,1,2,6
Enemy recruit with item gets 25 xp for scenario level (aka enemies number). Also gets 3 extra hp for scenario level if item is "Ghoul's blood".
Campaign wont generate twice same item from a bonus point and wont give twice same item to a enemy unit.

- Enemy bosses get trainings level 1 (applied also to recalls). Number of bosses trained per map:0,0,1,2,6 (they get random trainings among Melee, Ranger, Health and Movement).

- Enemy helpers are now commanders (they can promote) and level 2 units after map 4.
Each enemy faction has now different helper unit types (they had only one in Nat version).

- Reduced enemy leaders movement to 0 and removed passive behavior. They now get trait "heroic"

There is a "decorative event" with slight gameplay effect: Themed Enemies
On some scenarios there is a low chance of a boss of a perdefined race becomed themed. Good news for players are that his castle type will be changed and they can know his race under fog. Bad news is that Boss will start with an extra "heroic pet" (lvl1 hero unit).
Themed Enemy:


Flavor:
- Redefined bonus points names system (added a lot more) and used a "kill my eyes" color for labels. Added new images for bonus points with redefined rules. Allowed new terrains.
Slighty increased radius separation from keeps and other bonus points.

- Items now will display cleary game effect in menu and messages.
Added sounds and animations to pick up items.

- Improved found hero dialogues (some alternative replies)

- Added a lot-more variated terrain decoration. It combines randomess with themes for each map. Didnt check the exact count, but about 98% of all possible terrains are now used along campaign.

- Added decorative destruction on units death.

- Added soundsource to Volcanos and Whirpools (they can randomly sound while they are on screen).

- Unded enemy leaders get name

Bugs from Natasiel WC fixed:


Resources optimization
Classic World Conquest used a macro to write all campaign events in every scenario. This mean for user that every time he opens BfW multiplayer, World Wonquest events were written into user computer memory as many times as alternative scenarios had campaign. WC II solves this storing events into variables and writing some [insert_tag] in each scenario.

However, there is currently an undesired "multiplication by 3", due to different players versions. I expect solve this in future, via [modification], if a get a feature request accepted.


Info:
changelog:


Translations: Full translations wont start until campaign is fully developed (ant all strings revised).
All mainline strings are translated, but due to Wesnoth is unable to manage well them in multiplayer, they are disabled by default. To activate translation is neccesary edit config.cfg file inside add on and set them to "yes"

Compatibility: Addon can be played without have add on installed. Only drawback is few custom images will be replaced for "ok but not so good" (or just reduced variety) mainline images; custom sound "female unit pick up terrific disguise" will be missed.

Era is compatible with other scenarios, but can have different outcomes for sides Intended for AI. Depending how side recruit is coded in each scenario, can give: usual recruit, a WC II faction as recruit or empty recruit (hopefully this last case should be very rare).

If some era would need just minor changes in order to "work" with add on, let me know and I would try fix it.
In versions prior to 0.6.4.1 compatibility was often broken by development changes. From 0.6.4.1 user should not expect problems by upgrading, and code will warn user if neccessary (compatibility broken at 0.6.5)

Configuration: Add on has a config.cfg file to allow enable translations, allow any era, or enable The Empire as random faction. It has also a modification that can be activated from create game screen, to enable extra terrain-graphics effects. These options can have some drawbacks in compatibility, explained in file.

If you want use WC II "era engine" to create new factions here is a brief guide to faction creation

Bugs:
Using planing mode with recruits will fail, as planning doesnt detect recruit replace.
Use shuffle sides on 2p mode is bugged due to empty hidden sides.

Reported BfW engine bugs that affect WC II campaign:
BfW will crash if generator fails creating castles. This probably wont ever happen, just letting you know a crash loading a new scenario could be caused by that (please report it to me if happens)
There is a graphic bug that make flags beign displayed behind "supply villages" image.
Undo is disabled after use menu items in 2p/3p mode to avoid OOS due to bug in BfW 1.12
It is urged upgrade to BfW 1.12.4 Previous versions had severe security, reload, OOS and observers bugs
There are not other bugs currently confirmed for BfW 1.12.4
In case of get OOS, universal way to solve them is an inmediate save-reload (prefered done by host).


Combination of items and trait effects can be a conffusing issue, so here is a try to explain it:
(All explanation inside spoiler can be resumed as: "Effects modify what they see. they only see unit basic stats and effects attached before them.")
Order of unit modifications:

last outdated versions:
Last edited by tekelili on September 10th, 2017, 11:08 am, edited 356 times in total.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
World Conquest II
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Re: World Conquest tek

Postby tekelili » November 26th, 2013, 9:50 pm

--EDITED--- (info for last version developed in BfW 1.11)
World Conquest II explained to newcomers

World Conques II is placed in a difuse border between a campaign and a multiplayer survival. If you are looking for an interesting history with well designed characters and bright speechs, then World Conquest II is not your campaign. Its main attractive is challenge, replayability and balance. (In my personal and parcial opinion, WC II offers the ultimate experencie as Army Commmander fighting vs AI: You face unexpected enverioments and circunstances, and you must do lot of tactical and strategic deccisions to get the best of them 8) )
As it was origanilly designed as a 3 players campaign, it gets full flavor at that mode, and 2p/1p modes are adaptations that have some lacks in gameplay, but offer a similar challenge.

Replayability: World Conquest feature a bright random map generator designed by TL. Players will face very different strategic/tactical decissions every game and every map due to different terrain configurations and enemy/allies distributions. Scenarios beyond 1st one have several alternative maps that are chosen randomly, and each map has different decoration filters for terrain. Players have up to 10 different factions to play campaign and enemies factions will be also random. In addition, invest options and bonus gotten at special points will also vary from game to game.

Balance: Classic World Conquest achieved a succesfull design to get hooked lot of players that replayed campaign tens (if no houndreds) of times. Given its lack of plot, being multiplayer, battles´scale and big difficulty, most of players attracted had an average/high skill level. This allowed to stack an incredible amount of valuable playtesting/feedback among years. Its mechanics are polished by a constant learning from every spoil players were able to imagine. I really doubt any campaign has been played or observed games, for its designer, so many times as I did for WC II.

Challenge: I am a quite skilled player with high rating in ladder 1v1 and good results in 2v2 tournaments (sorry for lack of humilty, I thought was relevant information :oops:). I loved classic World Conquest and my main task was tune its difficulty to allow AI beat me (and 2 mates of similar skill) about 50% of times in Nightmare difficulty. I also did a great effort in redefine lower difficulty levels to just give more room players mistakes instead weak AI to a not challenging level. In other words, every player can find the right level of difficulty for his skill level to have a nice challenge. (completly begginers to Wesnoth will find this campaign probably too difficult and its mechanics too complex, so it is not recomended for them). Please, consulte "Warning about difficulty!:" spoiler in 1st post. (Note: WC is designed around replayability and difficulty is designed in asumption players will start a new campaign if they become defeated and save/reload is not used to cheat randomess. A single scenario can sometimes look not very challenge, but challenge is beat campaign.)

All my credit to TL for a campaign design created while "being blessed by Gods". I am only responsable for final tweaks applied after what he couldn´t have when created it: Lot of testing years and new mainline graphics. (Also some credit for more variated generator development):)

GAMEPLAY:
Campaign has 5 scenarios with medium/big scale battles.
All scenarios have same victory/defeat conditions. Players must kill all enemy leaders without lose any leader. WC II has also some special heroes (commanders) that will promote to leader upon boss death, preventing lose.
Each new scenario, players get 2 bonus to invest. Invest menu is called when each player recruit or recall a unit for first time. There are 4 possible bonus invest options: Hero, Magic Item, Training, Supplies. Every scenario will have some special points that will give a random bonus (hero, item or training) once a player unit step on them.
Bonus:

Enemies will have some times commanders, trainings or units holding a magic item (more as greater scenario level). Once is killed an enemy holding a magic item, it will be droped an available to be picked by players.

Scenarios:


To offer balanced factions, World Conquest II features a custom era based in rebuild/remix default era. It has also a tweaked recall cost rule. (Era features a special recruit system, be sure to check help option to know your faction).

World Conquest II has a tweaked carryover system, but beside complicated minor factors it is pretty much a classic carryover of 15% (so it worth finish early and save gold, but it is not a capital factor to succeed).

World Conquest II features a quite complete help system with right-cilck options:
- Info about recruit system.
- Wocopedia that list all WC II special mechanics and stuff.
- Option to preset units advancements.
- Overlay to visually detect special units.
- Option to inspect items "on ground".
- Supported change team color when creating new game. (Automatic, do not need action)

Check last part of 1st post ("Info") for extra details.
Last edited by tekelili on May 15th, 2016, 1:07 pm, edited 46 times in total.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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Re: World Conquest tek

Postby Rigor » November 26th, 2013, 10:23 pm

schedule a time here when its most likely to play a game: monday-sunday 18-22h or something should suffice. so we also knwo whos interested :)
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Re: World Conquest tek

Postby tekelili » November 27th, 2013, 6:47 am

Ty a lot Rigor, unluckyly I am not often awake at your time lately. The good point is I am employing that time in test and depure bugs heavyly (I think Version 0.3.9 should be finally a "stable" one). If I can get to server at normal hours, I will look for you :)

Edit: 0.3.9 are not still stable, see post 1.
Last edited by tekelili on November 28th, 2013, 6:27 am, edited 1 time in total.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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Re: World Conquest tek

Postby MRDNRA » November 28th, 2013, 12:07 am

Although I would by no means consider myself a World Conquest expert, it certainly looks like an interesting variation on standard World Conquest and I look forward to seeing your ideas come to fruition. Should make for a very good challenge!
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Re: World Conquest tek

Postby tekelili » November 30th, 2013, 12:57 am

I have learned that I cant fix all bugs while I am creating new ones with updated versions. From version 0.3.9.3 I freeze temporaly new features addition. It has right now a decent set of features developed with comfortable menus, so I will update add on only to fix bugs. When finally a whole campaingn game can be played without mayor issues, I will update to 0.4 and then test new experimental features.

@MRDNRA: Thanks a lot, some feedback/bug report, would be very helpfull :)
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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Re: World Conquest tek

Postby MRDNRA » November 30th, 2013, 9:21 pm

I've found a couple of bugs today (although one of them may have been fixed by a subsequent update between the games I've done):

The Sylphs Bow item and the Hammer of the Wose item both do not currently appear to do anything. (Sylphs Bow bug found earlier on today in early game, Hammer of the Wose bug just found having already updated. I presume they are meant to add new attacks to units?)
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Re: World Conquest tek

Postby tekelili » December 3rd, 2013, 1:14 pm

Version 0.4 on add on server. On our last test game (currently saved at map 3) I was attacked by a lvl2 cav equiped with storm trident. I could save the day thanks to pick "stock up supplies". 8)

@MRDNRA: Thnks for report. But yea, bug was only messages and was fixed time ago.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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Re: World Conquest tek

Postby MRDNRA » December 5th, 2013, 11:52 pm

Hmm, I upgraded to 0.4.0.6, and the Hammer of the Wose is still just showing text and not giving anything when I pick it up. If it helps, I'm using Wesnoth 1.10.7.
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Re: World Conquest tek

Postby tekelili » December 6th, 2013, 5:00 pm

@MRDNRA: Did you take "The Hammer of the Wose" with a unit with a melee impact attact? That item has only effect on such units (it gives them +1 strike). Pick it with other units has no effect, as pick poison with no pierce/blade unit. In my test games my friends picked twice this item and worked for them.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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Re: World Conquest tek

Postby MRDNRA » December 6th, 2013, 5:07 pm

tekelili wrote:@MRDNRA: Did you take "The Hammer of the Wose" with a unit with a melee impact attact? That item has only effect on such units (it gives them +1 strike). Pick it with other units has no effect, as pick poison with no pierce/blade unit. In my test games my friends picked twice this item and worked for them.


Ah I hadn't thought of that! I guess that's going to be the same for the Sylph Bow too, to give to archers?
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Re: World Conquest tek

Postby Paulomat4 » December 8th, 2013, 7:44 pm

hey, i'm quite enjoying this. minor bug I found:
one of the name of the points is always like this: male_names=Bai'ais point
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"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
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Re: World Conquest tek

Postby tekelili » December 9th, 2013, 1:42 am

Paulomat4 wrote:hey, i'm quite enjoying this. minor bug I found:
one of the name of the points is always like this: male_names=Bai'ais point

:) Thanks a lot, will try fix that bug.

In version 0.4.1 I have introduced wich should be my last experiment: Modified Recall cost
I am aware this can be very disruptive, so it is very likely test modify it or even become removed. However I want give a chance to those poor grunts to get recalled.
As I am more interested in test, this feature isn´t very well developed. When units are recalled, they will have a floating text "+5 gold" to show amount refund after recall. I say refound and no discount because this is what is currently happening, so it is not possible recall a unit when you have less than 20 gold. it is a very poor design, but hopefully provisional :oops:

Units wich cost is less than 17 gold, can be recalled by their cost + 3 gold
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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Re: World Conquest tek

Postby Paulomat4 » December 10th, 2013, 9:19 pm

hey, still playing it. (this time alone) Is there an actual end to it? I suppose no.... :mrgreen:
For the first time after wanting a new commander at the beginning, this happened:
Sans titre.jpg
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"I thought Naga's used semi-automatic crossbows with incendiary thermite arrows . . . my beliefs that this race is awesome are now shattered." - Evil Earl
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Re: World Conquest tek

Postby tekelili » December 10th, 2013, 9:48 pm

@Paulomat4: The campaign ends after map 6. That bug when picking a commander looks an old one already solved (but I cant be sure). Update to new version of add on, and please report me if that bug happens again after update.
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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