Galactic Ruler Early Access Updates Plan

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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.690 posted:
  • Savegame file format updated
  • --- Nav Points now kept in savegames
  • --- Research techs now support two "leads to" values (teach players A goes to B eventually)
  • More techs added to research
  • Idle Survey ships and drones will automatically survey their hex if needed if unit initiative > none.
  • Major rebalance of all combat stats for space units (Cruisers no longer OP)
  • Hotspots system design updated, space hotspots given separate meaning
  • Fixes to unit order clearing when given orders by players (for units that keep retreating)
  • AI work on understanding open space for pathing (in progress)
  • Fixes to AI adding units to production queue (improved, but more fixes coming)
  • Units can have upgrade components offset if researching later in the tech tree (not used yet)
  • Function of centring when clicking on flags updated slightly to focus location before changing levels.
  • Various alert messages added (surveying, space dock built, etc.), support for more message types
  • Back end improvements to land taken by lack of supply system
  • Back end work for Theaters/Battlezones for AI
  • Govtype update, extra fields added. See gamepedia page
  • Equipment file fixes
  • Translation updates
  • More ship models (survey ships)
  • Various UI/Graphics updates
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.697 posted:
  • Savegame file format updated
  • Space Pirate Factions added
  • Warning message for version mismatch on savegames
  • AI improvement, understanding planet/system levels for response to action request
  • AI improvement, now also considers aiinterest of leadsto[] techs when selecting research
  • AI will look at all categories for next best tech (cabbesttech)
  • Multiplayer map ping function added to right click menu
  • Support for techs that are accessible to only specific regions
  • --- If blank, accessible to all
  • --- First pass of techs for race atmosphere requirements added
  • Defaults for Maximum zoom in, space path lines updated (reset options to see changes)
  • Terrain types updated for "alien" world tests (pink grass) - still in progress
  • Fixed Rally Points at system level
  • Fixes to Survey and FTL orders
  • Fixed space autobuild to work even if no planet autobuild is set
  • Timing for 3D effects updated
  • Visuals of stars in UI fixed
  • Final survey ship models completed, each race has a unique survey ship model now.
  • Ongoing unit stat balance improvements
  • Newsitem updates and fixes
  • Tech Tree updates
  • UI graphic and layout updates
  • --- Font updates
  • --- Defense Department layout
  • --- Alerts list style
  • --- Minimap information panels
  • --- Filters and Elements
  • --- Extensive revision on UI backgrounds so panels line up properly, layout fixes
  • Backend change to Theatres, BattleZones - support for space/planet
  • Maximum supported systems in galaxy increased to 1024, landable planets in system to 64
  • Navpoints cleared on game release (reload etc)
  • Cleanup of unused old textures
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.706 posted:
  • Savegame file format updated (hopefully the last time for a while)
  • Multiplayer lobby generate/start functionality adjusted
  • Planet Atmosphere's now limit colonization if not the proper type, design still in review.
  • --- Most races need Earth Standard, more feedback needed for incompatible atmos
  • --- Planet Generation system updated to accommodate these changes
  • List Lines updated so that action buttons show only for moused over lines where suitable
  • Space Transit treaty added, implementation still in progress so has some quirks
  • Another set of 20 air unit models added, used for four of the races.
  • Ongoing backend change to Theatres, BattleZones
  • Improvements to Space Pirates system
  • Internal optimizations to main menu and starting lobbies
  • Rules of Engagement UI improved to be in sync with unit selections
  • System upgrades no longer applied to deployed ships on game reload
  • Refactored Mousemove() to eliminate mouseover glitch
  • Fixes to orders system
  • Update ParticleSystem to prevent too many particles from causing crashes
  • Fixed crashes in loading games, in combat, in research UI, with space units on planets
  • Various UI fixes, newsitems fixes and graphics fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.712 posted:
  • Atmosphere system update, planet atmosphere values revised
  • Atmosphere override value added to Region Profiles, to be used if planet is inhabited
  • Space Pirates data moved to CVP file for increased moddability
  • Various ProcGen updates / Bug fixes (Orbiting profiles, atmospheres, habitability)
  • Fixed potential crash on VFX pipeline not cleared on quit/load
  • Fixed possible declare war by dead regions/pirates
  • Large Research Panel has been properly adjusted for the list size.
  • Fixed system level supply indicator tooltip
  • Empty right click menu fix at galaxy level
  • Added Hotspots option to right click menu
  • Fixed capital star colouration option
  • Update draw order of FTL Paths, coloured display over uncoloured
  • UI fixes in Multiplayer lobby for selected faction images
  • Fixed unit orders list to show when surveying
  • Minor fix to on map notifications for FTL incoming
  • Code cleanup of listbox objects, data structures
  • Various minor graphic, UI and model fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.724 posted:
  • Fix issue where air units were subject to ground weather movement penalty
  • --- Air and naval units now get precipitation penalty instead
  • Air unit and space pathing improvements, order clearing improvements
  • Added support for "banking" of fixed wing aircraft in unit move animations
  • Fix weather movement penalties; also heavy storm is greater penalty land/air/sea
  • Update unit orders, better show order destination
  • Space orders (ftl, launch, drop) allowed for right-click move to orders
  • Drone fuel and movement range increased
  • Fixed unit retreat issue where wrong hex evaluated
  • Fixed VFX graphics glitch while game is paused
  • Redesign of Alerts UI so multiple categories can be shown simultaneously.
  • --- Shift click to see only selected category
  • Game will now pause on peace offer, message will open
  • Space docks now have cargo capacity, reserving space units will unload cargo into space dock
  • --- Solves units in space but new problem created of how to view/access cargo...
  • Map notifications bound to their relevant levels
  • Galaxy Profile/Settings data structure changed
  • Planet profile updates, new terrain set added for better swamp+jungle type planets
  • Rebalanced landmass lobby setting to have a greater effect on sea level
  • Added support for Construction Crane, two values, planet/system 3D models
  • Added Corvette ship models for all races. Command ships in progress.
  • Added "Offer Peace" function in UI, similar to "declare war" for ease of sending offers
  • Various graphics and UI improvements
  • Code clean up for saving/loading and navigating lobby screens
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.731 posted:
  • AI for explore and expand added. Works for AI factions and player's governors/unit initiative
  • AI Request responses at space implemented
  • AI Rulers now turn on space units auto build properly (hopefully)
  • Externalization of AIParams (moddability of AI responses)
  • Galaxy shroud added
  • --- minimap now defaults off
  • --- FTL path lines now start from explored systems only
  • Added options for Galaxy Type at game start
  • Pirate ship inventory updated (orbats)
  • --- Equipment entries updated, expanded to 3 ship types
  • --- Pirates now have their own unique ship models
  • Galaxy generation optimizations for start of game, fixes to Battlezones
  • Galaxy generation refactored for better design of galaxies. Some types still glitchy
  • Visuals and labels for planet sizes implemented
  • Function of double clicking a unit in the Command list is now a game option for Center on unit / Technical Readout / Both. Pulldown in game options.
  • Added technology requirements to unlock shields and other techs
  • Shield particle effect, only exists when target is alive, moves with target
  • beam-only space units will now fire properly
  • Space units with no energy/ammo will no longer try to fire
  • Adjustments to when shields "go down" energy level calculations
  • Beam weapons won't fire with energy/fuel < 10%
  • Atmosphere fixes, colonize limitation fixes
  • Fixed incorrect system name in system theatre controls menu
  • Fixed Survey order sometimes doesn't clear when completed
  • Realigned military and diplomatic priorities in theatres menu
  • Merchant marine equipment IDs now set per faction in .CVP, overrides WMData values
  • Various UI fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Fasttrack v.755 posted:

Sorry for the long gap, but in return we have an extensive list of changes this time!
  • Game now starts at space level instead of planet level (because space game)
  • Game speed improved
  • Refactor of system generations, focus on Cluster. Spiral and Band work also, more improvements to come.
  • --- Experimentation underway for asteroid belts
  • Game economy rebalanced for energy resource
  • --- Power plants now require map resource deposits to exploit, no synthetic power until later in the tech tree
  • --- Default product stocks are set to 100 days civilian demand
  • --- Possible to exploit non-landable worlds for resources. Lava moons and asteroids for ore, gas giants for energy. Requires research to unlock facilities.
  • Supply Chain implemented, bottom right of user interface. Shows flow of commodities in/out.
  • Refactored facility placement and high ground placement in procedural generation
  • --- Pirate/Minor faction placement updated
  • Refactor of planet sizing, now stores 2 values, actual scaling in strength, equivalent size in profile size
  • Performance optimizations for galaxy shroud, system view and planet maps
  • VFX updates to visuals and performance
  • --- Ballistic shots updated
  • --- Shields updated
  • --- Explosions on planet updated
  • Updated AI unit weighting for build decisions
  • --- UNITWEIGHTING Specialty column (5) now weighs space specialties
  • --- AIParams BUILDSEQUENCE - added new specialty flag values
  • Updated AI research logic
  • Updated AI FTL ability and focus
  • Galaxy level FTL path lines mouseover color added
  • Galaxy level FTL unit path lines color coded for FTL range
  • --- Green: In range / Valid Target
  • --- Yellow: In range / Invalid Target
  • --- Red: Out of range
  • Fixed space units getting stuck on edge of impassable hexes
  • Fixed AI missions to colonize planets going off into oort belt, hopefully
  • Updates to right click menu system
  • New message response added - Set Survey Hotspot
  • Faction discovery fixed (space unit deploy bug)
  • Shroud option added to game startup settings
  • Option for ‘shareable music’ added to game options, will use \Musicn\ folder instead of \Music\
  • Music looping callbacks added, set up for alternate music tracks
  • Shields Tech Effect (232) now used for determining if shields are used
  • Shield strength as percent of total now shown in unit popup and tooltip
  • Weather system removed from game - no longer part of the design
  • Fixes to MP Sync and lobby hosting/creation
  • Online Menu button remains gridded if Steam user not logged in
  • Updated HUDs filter to no longer hides planets and systems
  • Various Equipment, Graphics and UI fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Quick turn around on this one. A small list of changes but same major impacts on gameplay. Plus the first look at the Tutorial!

Fasttrack v.761 posted:
  • Savegame file format updated
  • Fixed broken space combat from v.755 (Oops! Sorry)
  • First draft of Tutorials now available. Chapter 1 and 2 mostly working.
  • Pirate AIs reinforced for more aggressive capture attempts
  • --- Game Lobby options to customize Pirate capture responses.
  • Merchant AI trading implemented
  • --- Requires a Spaceport to be built on planet, AI factions build spaceports
  • --- Requires minimum 1 product set to import and 1 product set to export
  • --- Autotrade cannot turned off once enabled and you cannot ignore yet (Will be added to future builds)
  • --- Game Lobby options for other trade mechanics
  • Ability to attack enemy facilities using advanced orders
  • Backend support for unit and facility descriptions (will be visible in UI in a future build)
  • Backend changes to economy system for demand/usage scaling
  • Better AI understanding of power usage/needs
  • Code optimizations for performance
  • Updates to UI and graphics
  • Updates to equipment data
  • Localization updates (translation)
  • Refactor of particle system and VFX
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Our latest fasttrack tweaks some of the economy and also makes both the merchant AI and the pirates more active. And you can now capture facilities. But be prepared to get really beat up by the pirates short term until you can build up a bit, they might now be too aggressive...

Hint: if you can research up to shields, they make a big difference.

Also, chapter 1 of the tutorial is now complete, although we might still add a bit more content to it. Feedback on this would be greatly appreciated.

And lots of miscellaneous updates and fixes.

FastTrack v.771
  • Adjusted default starting game difficulty levels
  • Merchant AI trading system optimized
  • More fixed to galaxy generation
  • Order added for space combat units, they can now capture facilities if undefended.
  • Hotspots in right click menu now let you select type of hotspot directly from the menu list
  • Added Orbital Control hotspot to indicate where to place space docks
  • Updates to tutorial system, Tutorial chapter 1 now works from start to finish
  • Sensor array now allows spotting of FTL activity for system in which it's built, regardless of line of sight
  • Surveying the world of a minor race makes them "discovered"
  • Pirate economy balance updated
  • Pirate aggression level updated, declare war on sight vs. regular factions
  • Pirate declare war on players and alliance between pirates update
  • Refactored use of Shields by units and User Interface to communicate what's happening
  • Space Transport ships now have basic fighter carrier capacity
  • Space unit descriptions added, text due for more review
  • Adjusted Space Docks and Engineer ships to have the same weight
  • Technology Popup UI for "Leads to" techs now fully implemented. Double click to follow up the chain.
  • Asteroid HUDs redesigned
  • Updates to planet types, sizes for both text and visuals
  • Fixed wrong city models until end of first day
  • Some performance optimizations
  • Space ranges ("Sectors") are now counted in hexes (not 16perhex)
  • Fixed border supply creep 'wobble' that's been around forever
  • Updated handling of "dead" regions. Require > 1000 population to be restored as alive
  • Updates for scripted events to understand system vs. planet levels
  • Updated AI base location routines
  • Fixes to some unit orders
  • Fixes to diplomatic trades between factions
  • Updates to loading/unloading of units on planet
  • Updates to alert message system
  • Fixed loading savegame starts as main empire faction, not start as colony
  • Refactor of various visual effects
  • Refactored how the total population per planet is calculated.
  • Fixes to switching between colony and main faction
  • Fixed small memory leak that would have created a crash eventually
  • Refactored calculation for number of "sustainable" days of commodity reserves
  • Decolonize by parent will now keep all treaties (including alliance, transit)
  • Fixed rare situation where alert bar product stocks show wrong region
  • Fixed NavPoints list of Inhabited worlds
  • Fixed response options in some alert messages
  • Various UI fixes, graphic updates, data file fixes and localization fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Our latest fast track has a small list of changes, but some very significant things have changed, specifically that FTL Beacons are now required to jump to a specific location in a system. Engineering and Survey ships can deploy beacons. Also, space docks can now both store and move units between the planet and the transports in space.

The feedback messages in game have been updated to reflect the new feature designs.

FastTrack v.776
  • Improve Pirate responsiveness and aggression
  • Improve AI build/deploy sequence for space level
  • Ability to attack facilities as a Rule of Engagement
  • Transfer of planetary units between space dock and spaceport
  • --- From space dock can be sent to planet or onto available transport ship
  • Redesign of FTL jump mechanic - added Beacons
  • Map locations can be assigned hotkeys (mutually exclusive with BattleGroup numbers)
  • News Items messages updated to match changes in feature implementations
  • Improvements to galaxy generation algorithms
  • Merchant AI ships now come with shields (no extra charge)
  • Faction awareness and declarations of war rebalanced
  • Pirate worlds have custom city meshes
  • Fixes to Merchant AI trading with minor races
  • Planets rotate on their axis
  • VFX touch ups
  • General UI and graphics fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

NOTE: This fasttrack may break the multiplayer synchronization. This will be fixed for the next fasttrack build. It does however include lots of big changes. Tutorial Chapter 1 is complete, music has been redone for most of the game and trades between factions works properly again. We also have lots of improvements on the use of space docks and beacons. Check out the full changelog below.

FastTrack v.782:
  • Fixed missing Merchant Marine unit on planet (oops!)
  • Big updates to Tutorial chapter 1
  • --- Custom load screens to provide player basic info
  • --- Help UI redesigned
  • --- Progress on chapter 2
  • Improved relationship between space dock and spaceport
  • Updated to trade between factions. Merchant AI now work as delivery service
  • --- on trade of commodities, set quantity is put into a "crate" in the space dock for pickup
  • --- future potential for capture/destroy of goods/units in transit
  • Added Space Dock Launch Pad facility
  • --- Ability to build a facility on planet that will create a space dock in orbit if dock is lost
  • Added visual "bounce" effect when going up a level (visual improvement only)
  • Refactored Music Playback system
  • Replace many music tracks, added many more, music almost completely redone
  • Updated AI build preference system for better mix of ships
  • Updated energy shield and Survey VFX
  • Updated Command Unit and Radar Truck 3D models
  • Added condition test 36 for hotspot counts.
  • Added advanced orders to tell space units to station in place
  • Rebalanced planet scale sizes, add more variability to gas giant sizes and non-landable
  • Beacon mechanics improved, minor fixes
  • --- Systems with a beacon show a blue ring around the system status medallion
  • Fix factions sending multiple diplomatic offers with different products
  • Fix factions always asking for energy in some other conditions
  • Fixes to facility attack order
  • Improved performance for level change
  • Fixed issue causing people silhouette graphic not to appear on missing pics
  • Fixed FTL order conflict with Formation move. Everything arrives at the beacon
  • Cleaned up some GameTexture allocation memory leaks
  • Various UI and graphics fixes
  • Various newsitem fixes
  • Localizations updated for tutorials
[Edit: oops, version number was off by 1]
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

We have a shorter list for this Fasttrack. Because of the break in multiplayer we wanted to be sure it was resolved quickly. Also found and fixed three more crashes, so that's always good!

We did sneak in a few goodies as well.

FastTrack v.786:
  • Major update to colony system
  • --- Each new world reached immediately starts a colony for the empire
  • --- Empire planetary territory is now only on the homeworld
  • --- Resource inventory properly planet-bound
  • Fixes to trades/diplomacy
  • Rules of Engagement for space level implemented
  • Minor combat fixes
  • Fixed crashes (Load into, music loop and UI flaw)
  • Planet level procedural generation updated for better facility dispersion.
  • Resolved MP Sync issue caused by use of tprand in AI map list scan
  • MP UI fixes
  • Steam Username better handling in MP lobby and for savegame naming
  • Fixed next/previous space production location selector
  • New building for Space Dock Launch Pad
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Another crash found means another quick turnaround for the fasttrack build

FastTrack v.788:
  • Fixed crashes inspecting future facility designs
  • VFX Updates
  • --- space ballistic shot updated, style and speed refactored
  • --- Fixed FTL spin up effect. Adjusted growth model and maximum size
  • Colonize order builds spaceport
  • Merchant AI deliver to spaceport instead of spacedock as intermediary
  • Multiple diplomatic trade messages fixed
  • Declare War menumap item opens popup instead of department
  • Fixes for internal change of player counts related to updated colony model
  • Better support for long messages in MP chat
  • Multiplayer chat‘@’ to whisper in MP fixed
  • Steam player name cleanup now fixed for pre-Win10
  • Formation move ignored at galaxy level
  • Minor UI and graphic fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Another update, something for players to do on their winter break. We've added 2 more factions and some big additions in diplomacy - new treaties! Game zoom in and system zoom out also improved. Fixed a big bug with on planet enemy units not engaging direct attack targets.

FastTrack v.793:
  • Added Swarm and Rhydandite races (AI and Silica based)
  • Various new treaties added in Diplomacy with other regions.
  • Fixed colony flags
  • Multiplayer chat word wraps properly, whisper @ function cleaned up
  • Fixes to Steam username not displayed on older operating systems
  • Size of system maps adjusted for more zoom out
  • Max zoom in increased (reset options to apply)
  • Sound and music default values adjusted
  • Colony system fixes
  • Trade/Diplomacy system fixes
  • Flag updates
  • Fixes to multiplayer sync on reload
  • Fixed planet level direct combat attacks
  • Tightened up information bleeds in UI
  • Clean up of right click options at system and galaxy
  • Implemented faction edible resource (defines what they eat)
  • UI updates
  • Equipment stat fixes
  • Updated VFX for shots, hits
  • Updated tree models, work in progress
  • Added stability in unit order processing
  • Many minor fixes
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Re: Galactic Ruler Early Access Updates Plan

Post by Balthagor »

Our first update of 2022 us a bit short in the list, as many of the recent changes were back end fixes and optimizations done over the holidays.

FastTrack v.800:
  • Game Cursors updated (wait cursor, waypoint cursor, default choices)
  • Improved AI action request/response system
  • AIParams refactored AI Build sequence system
  • Fixed multi-threading issue on Random Number Generator
  • Fixed to sound system for War music
  • Game performance improvements and optimizations
  • Improved galaxy procedural generation mechanic
  • Improved multiplayer stability
  • Updated pathing through neutral territory at system level
  • Pirate faction influences and action archetypes updated
  • 3D Model Shader system updated for better tree visuals (work in progress)
  • Fixes to background graphics when using GUI scaling
  • Name system fixes for cities/planets
  • Improvements to Capture order system
  • Fixes to treaties system, updates to First Contact mechanic
  • Improvements to placement of military facilities when generating worlds
  • Various UI fixes
  • Fixed some models with wrong texture file type
  • Localization updates
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