1.12 SP Drake Campaign, Brave Wings

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breversa
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Re: 1.6.x and 1.7/1.8.x SP Drake Campaign, Brave Wings

Post by breversa »

SkyOne wrote:Oh, it is possible to be said, and so is Mamba Spear, also Shadow Bane. (on easy difficulty, there is a Spearman.) I have to think about it.

For Halbert: my dictionary said Halbert is equal to Halberd, but it is 20 years old one. I will change it to what you said. If you have a nice name for it, I will take it though.:smile:
Come to think of it, yes, I've also sometimes read "halbert", but I think it's an outdated spelling. As for the name, why not... hum... if you want to make a tribute to Sega's Shining Force III (which has many common points with BFW, and is one of the reasons I love BFW so much), you may call it the Ark Halberd (it's one of the best non-cursed halberds in the game). ;-)
SkyOne wrote:Thank you so much for these ideas. Sergeant Tyngel won't be back forever. #2 is probably more fun to play, but at this moment, I just took #1 because a serious problem has been found on BfW 1.7.11. I have to find out immediately why the campaign does not work as well on it. I have installed a note on the objectives on the new edition as:
all humans and dwarves will leave the party at the end of next level
But you are playing on 1.6.x, aren't you?
Indeed, I'm playing 1.6.5.
If you intend to have him drop his halberd, that's perfectly fine. Your warning should be sufficient as well.
SkyOne wrote:I think that the bow is okay because there are 6 scenarios, including the scenario to pick up the bow, even a human archer takes it. But not for Flame Sword. If Master at Arms or Drake Lord picks it up, only 2 scenarios to go for them. I have to think about it...
Yes, you may be right, I remember using this bow for more than just one or two battles, so why not. Nonetheless, I still hate losing unique items (but YOU are the campaign-maker, not me) ! ^^
I also remember having to alter the WML file to allow my level 2 human archer to pick the bow, as I had no-one skilled enough to use it otherwise (I didn't want to give it to Zylvia, and since you cannot recall any elvish archer throughout this campaign...).
SkyOne wrote:Very good! It is exactly the reason why. When I was just a player, I always repeat to play for the campaigns I like.
For example, when I played Dead Water:
At the first time, I let the King, Kai Krellis, take Storm Trident.
At the second time, a loyal unit, Gwabbo, then at the third time, I picked one of level=0 units to take it.
However, I know that many players do not play like I played, so I will do something to avoid to get frustrations on both campaigns.

Thank you so much again, breversa. I appreciate your comments.:smile:
Yes, giving the unique items/weapons to different units add diversity. It's LOSING them that sucks ! :-P

BTW, is Kasii the only one to get special AMLAs ?
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SkyOne
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Re: 1.6.x and 1.7.8-1.7.10 SP Drake Campaign, Brave Wings

Post by SkyOne »

I hope that the problem on this campaign to correspond to BfW 1.7.11, which is more sensitive than 1.7.10, has been fixed on the edition that I have just uploaded as 0.4.5.

The problem was that changing side=1 leader (canrecruit=yes) at the middle of a campaign requires to kill the original leader on each scenario on 1.7.11 if creators would like to keep the same recall list. It was not necessary on BfW 1.6.x and 1.7.8-1.7.10 if the leader was killed once as well. It might effect some of the other campaigns.
breversa wrote:
SkyOne wrote:For Halbert: my dictionary said Halbert is equal to Halberd, but it is 20 years old one. I will change it to what you said. If you have a nice name for it, I will take it though.
Come to think of it, yes, I've also sometimes read "halbert", but I think it's an outdated spelling. As for the name, why not... hum... if you want to make a tribute to Sega's Shining Force III (which has many common points with BFW, and is one of the reasons I love BFW so much), you may call it the Ark Halberd (it's one of the best non-cursed halberds in the game).
Thanks! Ark Halberd sounds good! More Wesnoth-like.:smile: Hyper Halberd is more machine-like. I have already installed it on the new edition on BfW 1.7. I really appreciate it. I will put your name on the credit list if you do not mind. Would you mind it?
breversa wrote:I also remember having to alter the WML file to allow my level 2 human archer to pick the bow, as I had no-one skilled enough to use it otherwise (I didn't want to give it to Zylvia, and since you cannot recall any elvish archer throughout this campaign...).
Well, on normal difficulty, there is supposed to be a couple of Elvish Recruit as Háwclyn's follower. I designed that four elves go to the journey (for looking for Princess Ameck) to specify each elf. So on my set up, one of them takes the bow although a human level=3 archer is also able to take it.
breversa wrote:BTW, is Kasii the only one to get special AMLAs ?
Oh, Wyngilla gets them one time each for his melee and ranged attack.
Kasii does not advance to level=3 unit, so he really needs them. Well, one day, I might create his level=3 unit although creating drake unit images is one of the hardest (I think).
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breversa
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Re: 1.6.x and 1.7.8-1.7.10 SP Drake Campaign, Brave Wings

Post by breversa »

SkyOne wrote:Thanks! Ark Halberd sounds good! More Wesnoth-like.:smile: Hyper Halberd is more machine-like. I have already installed it on the new edition on BfW 1.7. I really appreciate it. I will put your name on the credit list if you do not mind. Would you mind it?
Of course I won't mind ! I'll give you my name by PM. ;-)
SkyOne wrote:Well, on normal difficulty, there is supposed to be a couple of Elvish Recruit as Háwclyn's follower. I designed that four elves go to the journey (for looking for Princess Ameck) to specify each elf. So on my set up, one of them takes the bow although a human level=3 archer is also able to take it.
I do have an elven fighter (by now, champion) in my recall list, but I don't remember having any archer. Maybe I allowed myself to lose a recruit, thinking I could replace it in the nearest keep... Oh well, I'll check this out when I play this campaign again. :-P
SkyOne wrote:Oh, Wyngilla gets them one time each for his melee and ranged attack.
Kasii does not advance to level=3 unit, so he really needs them. Well, one day, I might create his level=3 unit although creating drake unit images is one of the hardest (I think).
Haha, good to know ! Those AMLA really add personnality to your heroes ! I just love them ! :D
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Roarmalf
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Re: 1.6.x and 1.7.8-1.7.11 SP Drake Campaign, Brave Wings

Post by Roarmalf »

If you want help creating a more polished story and dialog with more of a fantasy tone let me know. If you're happy the way it is then don't mind me :geek:

Enjoying everything so far!

Thanks for a drake campaign!

~Roarmalf
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SkyOne
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Re: 1.6.x and 1.7.8-1.7.11 SP Drake Campaign, Brave Wings

Post by SkyOne »

Roarmalf wrote:If you want help creating a more polished story and dialog with more of a fantasy tone let me know. If you're happy the way it is then don't mind me

Enjoying everything so far!
When I published this campaign, I was so rush to do it because all drake images had just been replaced from the old one, and none of my drake images had not matched to the new images at the time. English on the dialogues was also terrible at the first time. After that, Sneezy helped me to correct my English on the dialogues. I am very happy for his work and appreciate it to him.

However, I have to listen to any opinions to make this campaign better as long as publishing it on the add-ons. Also, I have created it for making players enjoy, not just for self-satisfaction. So please let me know what your ideas to make it better when you finish playing it.
Roarmalf wrote:Thanks for a drake campaign!
Oh, sure! Thanks for playing.:smile:


To breversa:
I actually informed one thing wrong. Master at Arms is impossible to take Flame Sword on the version on BfW 1.6.x. That is only on the version on BfW 1.7/1.8. Because all new drakes do not have swords, I changed inside of the [filter] in between them. Sorry!


Notice:
The bug that Dultas gets into the deep-water terrains on this campaign will be fixed on BfW 1.7.12. Soliton has fixed it already. Thanks you so much, Soliton. And Thank you, shisui, for reporting it.:smile:
Fate of a Princess/feedback thread: "What is in own heart that is the most important, not who you are."
Drake Campaign: Brave Wings/feedback thread, Naga Campaign: Return of the Monster, Saurian Campaign: Across the Ocean
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breversa
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Re: 1.6.x and 1.7.8-1.7.11 SP Drake Campaign, Brave Wings

Post by breversa »

SkyOne wrote:To breversa:
I actually informed one thing wrong. Master at Arms is impossible to take Flame Sword on the version on BfW 1.6.x. That is only on the version on BfW 1.7/1.8. Because all new drakes do not have swords, I changed inside of the [filter] in between them. Sorry!
No problem. It'll be a reason to start it again when 1.8 comes out. :-P

As for Brave Wing, I'm now past Dark Ocean... and I confess I tweaked the XML so that Bam, the second leader, does not get 50 gold income each turn : otherwise, I would have had to keep my leader on the second keep, and continuously pump out fresh units (mermen, as drakes are pretty much useless on water, even reefs), which I don't find particularly exiting (that's why I hate Northern Rebirth !). But again, that's my taste, and yours doesn't have to fit with.

However, the "phantom ship" is a nice idea : not too powerful, with an original trait, it makes it an interesting and nice, albeit specialised unit. Good point ! ;-)

And finally, I had hoped to trigger something when inspecting the sunken ships... I guess you got me used to finding goodies ! :D
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SkyOne
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Re: 1.6.x and 1.7.8-1.7.11 SP Drake Campaign, Brave Wings

Post by SkyOne »

breversa wrote:As for Brave Wing, I'm now past Dark Ocean... and I confess I tweaked the XML so that Bam, the second leader, does not get 50 gold income each turn : otherwise, I would have had to keep my leader on the second keep, and continuously pump out fresh units (mermen, as drakes are pretty much useless on water, even reefs), which I don't find particularly exiting (that's why I hate Northern Rebirth !). But again, that's my taste, and yours doesn't have to fit with.
Yes because if I give Bam some incomes from the beginning, Wraith appears too much on the middle of the scenario. So he gets incomes at the point of when the player saw the first Ghost Ship. And you are right! The best way to finish the scenario is to recruit your units twice, on each of two keeps. Didn't you have enough golds to recall or recruit your units at the second keep after defeating Merman Outcast? (also, yes! Drake is defensively not well on any terrains. But I like Northern Rebirth.:smile: although I do not have enough energy to play it again, especially a last few scenarios.)

That scenario is actually important to make Mermaids level=2 or 3 toward the final scenario which is the most difficult in the entire campaign.
breversa wrote:However, the "phantom ship" is a nice idea : not too powerful, with an original trait, it makes it an interesting and nice, albeit specialised unit. Good point !
Thank you! I was looking for something a new unit to be recruited by Bam because recruiting just Wraith is not interesting. But nothing was reasonable to appear on the middle of ocean by undead. Then when my wife was watching Johnny Depp's pirates movie on TV, the idea flashed into my head, "Here it is". Movies help me a lot to create campaigns.:smile:
breversa wrote:And finally, I had hoped to trigger something when inspecting the sunken ships... I guess you got me used to finding goodies !
Oh, yes, yes! If I were a player, and did not know how the scenario went, I was sure to expect something showing up at the sunken ships. Let me see... the holy water is the best because of the next scenario, but it has been used twice on the campaign already. Could you tell me your idea (if you have) to get the arcane damage type? (maybe, for ranged attacks) Or an ally unit, like a shark, a stingray, or a giant lobster, maybe? (those, I have to create.)
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Neilarmius
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Re: 1.6.x and 1.7.8-1.7.12 SP Drake Campaign, Brave Wings

Post by Neilarmius »

Really enjoyed. Thank you Skyone.

My comments are:
Deathtron is not a very good name. I know it is subjective however it sounds futuristic/robotic is an Wesnoth setting.
Spoiler:
Likewise tomahawk is a kind of axe unless you were referencing this in which case it jars to reference the modern day.

You could easily add a bit of transparency to the ghost ships - so that they are more ghostly.

The speech in the scenario could explain why they go through a mountainous labyrinth in the middle of the ocean.

I think Kassi's XP requirement is too high. I wanted to level him up to increase his HP but it took so long I had to always keep him at the back of the battle. He's weak and that a nice challenge at the beginning but I would be nice to be able to improve him. His death speech aproximatley "oh no, we've failed the mission" breaks the fourth wall - you need something personal to Kasii.

The summary on the campaign menu states the Drakes live in peace but the first scenario is them getting bothered by Nagas - and this is apparently a regular occurrence.

Its not very clear why the holy water is in the well in the final scenario but not there in the first scenario.

For a campaign on easy it was very easy. Hidden cave was my favourite -because it was the hardest - e.g. not running into those berserker with a important unit.

Thanks again. I liked the unconventional troop combinations and the story really great. Fix the issues and I think would be great mainline.
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Re: 1.6.x and 1.7.8-1.7.12 SP Drake Campaign, Brave Wings

Post by SkyOne »

Neilarmius wrote:Deathtron is not a very good name. I know it is subjective however it sounds futuristic/robotic is an Wesnoth setting.
Spoiler:
Thank you, Neilarmius. I just have uploaded the version, 0.4.6, as the name of "Kragash Varg" for Deathtron.
Neilarmius wrote:Likewise tomahawk is a kind of axe unless you were referencing this in which case it jars to reference the modern day.
Yes, that is exactly the name came from. I was not able to find any good names. If you (or anyone) have a good name for it, I will use it happily because another name I can imagine is only "Scud" so far.
Neilarmius wrote:You could easily add a bit of transparency to the ghost ships - so that they are more ghostly.
Thank you! I have installed a few animations for it on the new edition. It was fun to add.:smile:
Neilarmius wrote:The speech in the scenario could explain why they go through a mountainous labyrinth in the middle of the ocean.
Is it on the scenario of Dark Ocean? I have added a sentence for Mélphine as "Our territory is supposed to be around here, and here is the place many rocks are sticking out on the ocean."
But it is not very clear, yet. I will think about it.
Neilarmius wrote:I think Kassi's XP requirement is too high. I wanted to level him up to increase his HP but it took so long I had to always keep him at the back of the battle. He's weak and that a nice challenge at the beginning but I would be nice to be able to improve him. His death speech aproximatley "oh no, we've failed the mission" breaks the fourth wall - you need something personal to Kasii.
Not a problem at all for reducing the XP. I actually worried about it a bit. So it is changed to "80", instead of "100", on the current edition, 0.4.6. And I replaced his death speech to "I'm not two centuries yet! I'm too young to die!" so far. It is not a "breaks the fourth wall" though. (Angiddon's death speech is a kind of it.)
Neilarmius wrote:The summary on the campaign menu states the Drakes live in peace but the first scenario is them getting bothered by Nagas - and this is apparently a regular occurrence.

Oh, that is right. It has just been changed to "At an island northwest of Wesnoth, a group of drakes had been living without much trouble although battling with Nages was as usual. However, when an unexpected visitor came down to the island, those drakes were in trouble seriously.
Brave drakes flew away to save their home." on the version, 0.4.6.
Neilarmius wrote:Its not very clear why the holy water is in the well in the final scenario but not there in the first scenario.
It is true. I haven't touched this one, yet, on the new edition because I would like to hear some opinions if possible.
Could you (or anyone) tell me which one is better on this campaign?

1. Editing the description for the well at the first appearance of it to specific there is a holy water in it.
2. removing the holy water from the well, then installing it at the sunken ship on the previous scenario. (possibly, two of them)
3. doing both #1 and #2 above.
Neilarmius wrote:For a campaign on easy it was very easy. Hidden cave was my favourite -because it was the hardest - e.g. not running into those berserker with a important unit.
Thanks.
Yes, maybe, sacrificing an unit is needed at the part. And I forgot to make more difficult on the first two scenarios on the EASY.
When I started creating this one, it was supposed to be a novice level, but I have changed the plan to an Intermediate level. So I adjusted the gold slightly on the first two scenarios, but untested, yet.
Neilarmius wrote:Thanks again. I liked the unconventional troop combinations and the story really great. Fix the issues and I think would be great mainline.
I appreciate the comments, Neilarmius. Those are very helpful and encouragement to develop the campaign. And yes, I like the unconventional troop combinations, too.:smile:


Also:
Anonymissimus on other subject wrote:SkyOne has avoided advertising his campaign so I'll do it a bit for him.
His Drake campaign Brave Wings probably still needs wml polishing but story-wise it's complete and suitable for mainline, and it seems to be quite popular, too. It would need to be made more independant story-wise from his other campaign.
Thanks you, Anonymissimus. These are very helpful.:smile:
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Neilarmius
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Re: 1.6.x and 1.7.8-1.7.12 SP Drake Campaign, Brave Wings

Post by Neilarmius »

Happy to help.

Kragash Varg 8)

Tomahawk - "Thunderthrow". I imagined it worked on the same technology as the dwarves thundersticks. Or If you want a more mechanical type - "Trebuchet". If you choose the latter I'll offer to attempt a sprite.

Yes Dark Ocean: How about naming the scenario "Mélphine's Home" and the story tag to...
"After helping to defeat the orcs, Wyngilla and company made for home via Melphine's native seas. However, ocean conditions seemed different...". Then when the player kills the Spectre at the end, Mélphine can say "Your courage has regained me my home. Thank you. I shall do the same for you friend by and helping you to return to Faith Island".
I have added a sentence for Mélphine as "Our territory is supposed to be around here, and here is the place many rocks are sticking out on the ocean."
- Doesn't she know where she lives?

I think adding the holy water to a sunken ship instead of the well is a very good idea (option 2).

In terms of difficulty on 'Dark Ocean' I think removing villages would be a good challenge. Drakes are high HP anyway and the players army has healers (Kasii, Priestesses, Enchantresses etc..) in it.
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Re: 1.6.x and 1.7.8-1.7.12 SP Drake Campaign, Brave Wings

Post by SkyOne »

Neilarmius wrote: Happy to help.

Kragash Varg 8)
Thanks! Glad to hear them.:smile:
Neilarmius wrote:Tomahawk - "Thunderthrow". I imagined it worked on the same technology as the dwarves thundersticks. Or If you want a more mechanical type - "Trebuchet". If you choose the latter I'll offer to attempt a sprite.
Thanks for ideas. I am happy to use them.
How about the bullet, called "Thunderthrow", is stolen from the laboratory, then equipped with an orcish trebuchet?
I will appreciate anyway if you contribute the sprite for it because my Orcish Watchtower is not very good, and it is basically not for shooting anything.
Neilarmius wrote:Yes Dark Ocean: How about naming the scenario "Mélphine's Home" and the story tag to...
"After helping to defeat the orcs, Wyngilla and company made for home via Melphine's native seas. However, ocean conditions seemed different...". Then when the player kills the Spectre at the end, Mélphine can say "Your courage has regained me my home. Thank you. I shall do the same for you friend by and helping you to return to Faith Island".
I have added a sentence for Mélphine as "Our territory is supposed to be around here, and here is the place many rocks are sticking out on the ocean."
- Doesn't she know where she lives?

I think adding the holy water to a sunken ship instead of the well is a very good idea (option 2).

In terms of difficulty on 'Dark Ocean' I think removing villages would be a good challenge. Drakes are high HP anyway and the players army has healers (Kasii, Priestesses, Enchantresses etc..) in it.
Thank you so much these ideas. I will refer them as soon as uploading the new version of another campaign which is almost done. All of them seem to be acceptable, and I am happy to modify them, especially last two.:smile:
Merman FIghters are probably necessary to be recruited in this case on the scenario, aren't they?
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Re: 1.6.x and 1.7.8-1.7.12 SP Drake Campaign, Brave Wings

Post by LarsWyrdson »

Great campaign! One bug to report, though:

In the scenario "Tomahawk", the game terminates right after the animation of the fireball reaches Virgil. The error code is:

"Error while playing the game: game_error: Unknown unit type"

I am playing version 0.4.6 under Wesnoth 1.7.11-1.8.
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SkyOne
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Re: 1.6.x and 1.7.8-1.7.12 SP Drake Campaign, Brave Wings

Post by SkyOne »

Thanks LarsWyrdson!
The bug fixed version as 0.5.0 is on the 1.7/1.8 add-ons. Please restart from the scenario on the latest edition. Sorry for that happens.

The scenario of Dark Ocean has been modified on this edition, including the holy water.
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Neilarmius
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Re: 1.6.x and 1.7.8-1.7.12 SP Drake Campaign, Brave Wings

Post by Neilarmius »

SkyOne wrote: How about the bullet, called "Thunderthrow", is stolen from the laboratory, then equipped with an orcish trebuchet?
Sounds over-complicated. Orc's don't have siege equipment anywhere in mainline AFAIK. I like the idea of a one-off invention that the Dwarf regrets inventing (Einstein style) and destroys the plans for.
SkyOne wrote: Merman FIghters are probably necessary to be recruited in this case on the scenario, aren't they?
No. I didn't use them in 'Dark Ocean' as they are all pierce - rubbish against skelies and ghosts too I think. I was really keen for as many hunters levelled to Entanglers and Netcasters. They have impact - good against skelies. They also have Slow which I find essential for dealing with enemy level 2s and 3s. Plus as many mermaids as I could get away with.

Thunderthrow sprite is underway here. Advice welcome.

Looking forward to playing through again next release.
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Re: 1.6.x and 1.7.8-1.7.12 SP Drake Campaign, Brave Wings

Post by SkyOne »

New version, 0.5.1, is on the 1.7/1.8 add-ons server.

At this time, Neilarmius's Thunderthrow is installed with the animations. So the words of Tomahawk have been replaced to Thunderthrow in the dialogues, except scenario id and title. I left them in purpose for the testing reason; therefore, they will be changed in the future version. Some of his dialogues on scenario 11 have also been installed on this edition. I appreciate his help.

On the campaign description, it is written as "required BfW: 1.7.13 or higher" because of a couple of bugs (bug #15055 and bug #15146) which have been fixed on each of BfW 1.7.12 and 1.7.13. But the game is still playable on BfW 1.7.8-1.7.12.

Ghost Ship animations have slightly been touched up, and a few animations have been added for Orcish Galleon on this edition.

Feedbacks for Thunderthrow are also available on Neilarmius's subject on Art Workshop Forum: C&C for seige equipment sprite(s)
-----------------------------

Edited on Feb 19, 2010

0.5.2 is out, but changes are very minor issue.
There was a bug on Drake Lord's melee-attack-animations, so fixed.
The attack icon of Ark Halberd has been replaced.
The animations for Brazier have been added.


thanks
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