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UEA New Race pack ?

 
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Lord Lancelot

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Since: Jun 11, 2007
Posts: 133



(Msg. 1) Posted: Sun Oct 14, 2007 7:17 pm
Post subject: UEA New Race pack ?
Archived from groups: alt>games>vgaplanets4 (more info?)

Many thing have being discussed and agreed uppon by the race creator
of the UEA a long times ago.

So how come we do not have a new race pack ?
(Distribution center fix etc...)

Lord Lancelot

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Magik

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Since: Jun 12, 2007
Posts: 121



(Msg. 2) Posted: Sun Oct 14, 2007 10:21 pm
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
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I had communication with the creator a while back and keep pinging him
hoping for a response. Last he said he was busy compiling a list of
changes.

Oh, and for the Solorians also.

Magik

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Andreas Benne

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Since: Oct 07, 2006
Posts: 83



(Msg. 3) Posted: Mon Oct 15, 2007 9:33 am
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> (Distribution center fix etc...)

What is wrong with the Distribution center?


--
Andreas

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home of ShipCalc utility
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Black No.1

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Since: Jun 02, 2007
Posts: 159



(Msg. 4) Posted: Mon Oct 15, 2007 11:47 am
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
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"Andreas Benne" wrote

> What is wrong with the Distribution center?

I think it was said o be overpowered, as it was planned as a compensation
for not being
able to sell contraband, which was a major source of income back then.
Due to the changes we had in the meantime, you can no longer make much money
with contra,
so the center would be toned down, too.

Cheers,
Jochen
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Black No.1

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Since: Jun 02, 2007
Posts: 159



(Msg. 5) Posted: Mon Oct 15, 2007 11:47 am
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
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"Magik" wrote:

>I had communication with the creator a while back and keep pinging him
> hoping for a response. Last he said he was busy compiling a list of
> changes.
>
> Oh, and for the Solorians also.


i just hope you tell him that the UEA of the next hosts "no moving after
jumping" rule, as
this affects the UEA quite much.

Cheers,
Jochen
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Chris Doolaege

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Since: Nov 26, 2006
Posts: 22



(Msg. 6) Posted: Mon Oct 15, 2007 6:45 pm
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
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How many 3th race creators are still playing games and are active in the
vgap4 world?


Magik wrote:
> I had communication with the creator a while back and keep pinging him
> hoping for a response. Last he said he was busy compiling a list of
> changes.
>
> Oh, and for the Solorians also.
>
> Magik
>

--


Greetings, Chris Doolaege
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Thriyon

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Since: May 31, 2007
Posts: 50



(Msg. 7) Posted: Tue Oct 16, 2007 5:50 am
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
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On 15 Okt., 23:38, Chris Doolaege <chris... DeleteThis @zeelandnet.nl> wrote:
> How many 3th race creators are still playing games and are active in the
> vgap4 world?

Well, that's a good question. I don't know exactly. I had Mutu
(Centaurs) in one of my games some time ago. I know that Paul
Honigmann (IMT) is playing. Mattrixx (Dracs?) is a famous player. I'm
not aware of the other authors V4 activities.

To the Redistribution Center: I also think, that it was intended to be
a replacement for playing the contraband market. Now since the
contraband market is quite dead it's the only device to buy food very
easily and very cheap. I will probably find a contraband in every game
that's worth only 2.2 mc. For these 2.2 mc you get 1 mc, 1 supply, 3
food and 100 ord (which alone cost 10 mc and 1 supply normally). The
UEA will never run out of ord or food.

Natives pay 250% taxes. Cities yield double income. Hissers provide
always good to excellent happiness and thus good tax income. The
training of HGs yield 1,000 to 2,000 mc per turn per planet
(Amaranthine's analysis). They are adept at taking prisoners which can
be converted to UEA troops. This raises the low growth rate and
combines with the food abundance to the biggest population at least in
the late game.

This excellent economy meets a ship list with excellent and dirt cheap
war ships, an excellent mobility via towing Transwarp ships and the
Pax Jumpship, a dirt cheap Grav mine dropper/Mine sweeper to stop
other hyperjumpers and mine drppers, a Tachyon emitter to stop
cloakers, Alchemy and Fuel Converter to be independant from mining in
the late game, excellent capturing abilities (Boarding and Grav mine
explosions) and no restriction to use alien devices.


After all this one could think they are unbeatable if played well.
What are your experiences with the UEA? Who played or met them
recently? How is the UEA perceived in regular games? In league games?

Thriyon
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Amaranthine

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Since: Jun 01, 2007
Posts: 91



(Msg. 8) Posted: Tue Oct 16, 2007 7:46 am
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Oct 16, 6:50 am, Thri....RemoveThis@googlemail.com wrote:
> On 15 Okt., 23:38, Chris Doolaege <chris....RemoveThis@zeelandnet.nl> wrote:
>
> > How many 3th race creators are still playing games and are active in the
> > vgap4 world?
>
> Well, that's a good question. I don't know exactly. I had Mutu
> (Centaurs) in one of my games some time ago. I know that Paul
> Honigmann (IMT) is playing. Mattrixx (Dracs?) is a famous player. I'm
> not aware of the other authors V4 activities.
>
> To the Redistribution Center: I also think, that it was intended to be
> a replacement for playing the contraband market. Now since the
> contraband market is quite dead it's the only device to buy food very
> easily and very cheap. I will probably find a contraband in every game
> that's worth only 2.2 mc. For these 2.2 mc you get 1 mc, 1 supply, 3
> food and 100 ord (which alone cost 10 mc and 1 supply normally). The
> UEA will never run out of ord or food.
>
> Natives pay 250% taxes. Cities yield double income. Hissers provide
> always good to excellent happiness and thus good tax income. The
> training of HGs yield 1,000 to 2,000 mc per turn per planet
> (Amaranthine's analysis). They are adept at taking prisoners which can
> be converted to UEA troops. This raises the low growth rate and
> combines with the food abundance to the biggest population at least in
> the late game.
>
> This excellent economy meets a ship list with excellent and dirt cheap
> war ships, an excellent mobility via towing Transwarp ships and the
> Pax Jumpship, a dirt cheap Grav mine dropper/Mine sweeper to stop
> other hyperjumpers and mine drppers, a Tachyon emitter to stop
> cloakers, Alchemy and Fuel Converter to be independant from mining in
> the late game, excellent capturing abilities (Boarding and Grav mine
> explosions) and no restriction to use alien devices.
>
> After all this one could think they are unbeatable if played well.
> What are your experiences with the UEA? Who played or met them
> recently? How is the UEA perceived in regular games? In league games?
>
> Thriyon

General Khael, playing as UEA, is in the process of stomping several
other players.

I, as a Robot, have already conceeded.

Caveats:
He is a skilled player and is willing to devote quite a bit of time to
micromanagement (at least until this Semester started).
He had an excellent starting position (off in a corner, with the more
aggressive players/races at a considerable distance).
He has been able to get the plans for the Raffa and the Dark Wing.
These have both contributed to his strength, but are only supplements
(though the combination was the last straw on this camels back).

That said, there were really only two items that I would consider
"broken".
1. The bottomless Food stockpile. I believe contra -> food will be
limited to the Soil of the planet in the future, changing from
bottomless to only double production (similar to Fed/RCS).
2. Grav detonation System damage. If you are within 30ly of 2 Maxims,
you're screwed. I think there will be changes to this, but IIRC, it
seemed like it would just require a larger number of Maxims for the
same effect (System damage related to target hull mass). However, if
a more general change to minelaying/sweeping happens (previously
discussed, in which mines aren't swept the turn they are dropped), a
Barbitic dropper will be able to counter the Maxim, as the Barbitic
Mine will be able to detonate and "sweep" the UEA Gravs.
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protomatter

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Since: Jun 07, 2007
Posts: 205



(Msg. 9) Posted: Tue Oct 16, 2007 10:09 am
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Oct 16, 10:46 am, Amaranthine <Michael.Richardson.2....RemoveThis@gmail.com>
wrote:
> On Oct 16, 6:50 am, Thri....RemoveThis@googlemail.com wrote:
>
>
>
> > On 15 Okt., 23:38, Chris Doolaege <chris....RemoveThis@zeelandnet.nl> wrote:
>
> > > How many 3th race creators are still playing games and are active in the
> > > vgap4 world?
>
> > Well, that's a good question. I don't know exactly. I had Mutu
> > (Centaurs) in one of my games some time ago. I know that Paul
> > Honigmann (IMT) is playing. Mattrixx (Dracs?) is a famous player. I'm
> > not aware of the other authors V4 activities.
>
> > To the Redistribution Center: I also think, that it was intended to be
> > a replacement for playing the contraband market. Now since the
> > contraband market is quite dead it's the only device to buy food very
> > easily and very cheap. I will probably find a contraband in every game
> > that's worth only 2.2 mc. For these 2.2 mc you get 1 mc, 1 supply, 3
> > food and 100 ord (which alone cost 10 mc and 1 supply normally). The
> > UEA will never run out of ord or food.
>
> > Natives pay 250% taxes. Cities yield double income. Hissers provide
> > always good to excellent happiness and thus good tax income. The
> > training of HGs yield 1,000 to 2,000 mc per turn per planet
> > (Amaranthine's analysis). They are adept at taking prisoners which can
> > be converted to UEA troops. This raises the low growth rate and
> > combines with the food abundance to the biggest population at least in
> > the late game.
>
> > This excellent economy meets a ship list with excellent and dirt cheap
> > war ships, an excellent mobility via towing Transwarp ships and the
> > Pax Jumpship, a dirt cheap Grav mine dropper/Mine sweeper to stop
> > other hyperjumpers and mine drppers, a Tachyon emitter to stop
> > cloakers, Alchemy and Fuel Converter to be independant from mining in
> > the late game, excellent capturing abilities (Boarding and Grav mine
> > explosions) and no restriction to use alien devices.
>
> > After all this one could think they are unbeatable if played well.
> > What are your experiences with the UEA? Who played or met them
> > recently? How is the UEA perceived in regular games? In league games?
>
> > Thriyon
>
> General Khael, playing as UEA, is in the process of stomping several
> other players.
>
> I, as a Robot, have already conceeded.
>
> Caveats:
> He is a skilled player and is willing to devote quite a bit of time to
> micromanagement (at least until this Semester started).
> He had an excellent starting position (off in a corner, with the more
> aggressive players/races at a considerable distance).
> He has been able to get the plans for the Raffa and the Dark Wing.
> These have both contributed to his strength, but are only supplements
> (though the combination was the last straw on this camels back).
>
> That said, there were really only two items that I would consider
> "broken".
> 1. The bottomless Food stockpile. I believe contra -> food will be
> limited to the Soil of the planet in the future, changing from
> bottomless to only double production (similar to Fed/RCS).
> 2. Grav detonation System damage. If you are within 30ly of 2 Maxims,
> you're screwed. I think there will be changes to this, but IIRC, it
> seemed like it would just require a larger number of Maxims for the
> same effect (System damage related to target hull mass). However, if
> a more general change to minelaying/sweeping happens (previously
> discussed, in which mines aren't swept the turn they are dropped), a
> Barbitic dropper will be able to counter the Maxim, as the Barbitic
> Mine will be able to detonate and "sweep" the UEA Gravs.


the UEa is probably one of the only races with no real Weakness. one
of the things ive overheard Tim talking about is that when players
create races and racepaks, he hates the fact that creates dont want to
put a weakness into the race design. with that being said, i dont know
if it foreseen to have a weakness when it was created.

the UEA rules the galaxy when it comes to mobility, for the simple
cost of 100kt fuel the UEA can virtually move a billion warships 650
lyrs. thats terrific fuel economy, reducing the need for fuel
conservation ET's

the UEA also holds the cheapest minesweeper minelayer combination that
defeats early hyper attacks, the only ship i know of that can be built
in mass early in the game lay down a defensive perimeter of minefields
then turn around and be shuttled 650 lyrs to sweep enemy minefield
defense, and lock down hyper escapes. all in a matter of a couple
turns. and lots not forget the ordinance bay on this very useful ship.
10k ord, can lay for a while before having to be ressuplyed. so its
long range and long duration of play is of awesome power as well.

population, as mentioned before the population is already growing at a
fast rate. combined that with prisoner to trrop conversion, and
getting money for converting, the population and economics of this
race has weakness either,

ship hull list, the race has probably one of the best ship lists in
the game. and what they dont have, they can capture via boarding.

combat. ship to ship combat losses is easily compensated by cheap
hulls purchased with a nearly endless pool of cashno weakness there.
ship to planet is overcome wiuth the superlaser literally turning the
base into an asteroid in a single stroke. however should they decide
to capture a base?... thats not a problem either, with the arresting
units to aid thier cause, troops are financially affordable, no risk
in makeing tons of troops as it pays for itself later with prisoner
conversion, that ultimately turns the UEA into one of the best Ground
assault races in the game.

with all this in mind, i believe i heard the creator say that tim had
asked him to town down the race,
so he asked this board what we thought would work. i dont recall all
the suggestions that were brought up, but heres the ones i do recall

implementation of the contraband confiscation device. confiscates
contraband from enemys. this was implemented to elimate the ability of
the UEA to buy contraband, something everyone thought was wierd for a
race that is so against contraband.

UEA would no longer buy or sell contraband, only process contraband
found , captured or confiscated.

the maxim would be weakened, removing the minesweeper device from its
hull,

the judgement would be enhanced by placing a minesweeper unit on its
hull.

the hisser would be removed from the sentinal.

the hisser would be built into one of the mech units instead.

the pax may or may not undergo some changes to limit the amount of
ships that could travel with it.
idea 1 was to decrease the amount of its fuel tank to limit its number
of jumps.
idea 2 was to change the amount of fuel consumption and tie it to the
number of ships being jumped, Example 10kt fuel burn for each ship.
idea 3 was to place a hard limit on the number of ships that could
travel thru the jumpoint generator with it, such as 10 ship max

minefield detonation would change, dont recall how.

citys would produce less cash.

redistribution centers would be toned down, produce less food. and
only process x amount of contraband per turn tied to population? or
something else?
training center income would be toned down possibly reduceing the max
income you can earn per planet.

lockdown devices on UEA ships would change having a switch to turn
them on and off.

lockdown devices would lockdown gold pod selling to enemy races. and
the consfication device would confiscate the gold pod contra. the
first part of this was already implemented thru host changes.

tachyon emitter would be removed from the ranger. providing to the
race at least one natural weakness.

some frieghter hulls would be removed from the ship list, not sure
which ones.

all of these ideas helped to improve the balance of the race while
still keeping the flavor of its design, without completely and utterly
weakening the race.

protomatter
anxiously awaiting the new race pack
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protomatter

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Since: Jun 07, 2007
Posts: 205



(Msg. 10) Posted: Fri Oct 19, 2007 7:07 pm
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
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On Oct 19, 3:00 pm, KlingonKommand <P....DeleteThis@nurk.fnord> wrote:
> >> > > How many 3th race creators are still playing games and are active in the
> >> > > vgap4 world?
>
> >> > Well, that's a good question. I don't know exactly. I had Mutu
> >> > (Centaurs) in one of my games some time ago. I know that Paul
> >> > Honigmann (IMT) is playing. Mattrixx (Dracs?) is a famous player. I'm
> >> > not aware of the other authors V4 activities.
>
> Captain Bloodaxe and Crayons also created IMT and are both still
> playing.
>
> >the UEa is probably one of the only races with no real Weakness. one
> >of the things ive overheard Tim talking about is that when players
> >create races and racepaks, he hates the fact that creates dont want to
> >put a weakness into the race design.
>
> I hope people acknowledge that IMT has some big weaknesses. No farms,
> minelayers, poor mobility until very high tech. We would be interested
> to know if people think they are overpowered. They are said to be
> finally getting planet towing and multi-tow in the next host, but I'm
> only just beginning to hear about them winning games. Like most races
> (UEA included) it has taken a while for players to figure out how to
> play them for maximum effect.
>
> >the UEA rules the galaxy when it comes to mobility
>
> Isn't the Pax blocked by grav mines and grav wells?
> --
> Paul Honigmann

yep it is, the grav mines are swept away easily with the cheap and
effective maxim. however the mention of mobility was meant in the
flavor of moving unlimited number of ship hulls a distance of 650 lyrs
all for the cost of 100kt fuel. but i supppose any chunnel race has
the same ability, but the chunnel races are limited as the
destination. they require a ship to be at the destination, so there
mobility is reduced in comparison to the pax's mobility which doesnt
have to have a ship at its destination. freeing them up to target
nearly any point within 650 LYrs +ship speed for thier destination.
this perticular freedom is what gives the race the title of having the
best mobilty in the game.

ProtoMobility
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KlingonKommand

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Since: May 29, 2004
Posts: 451



(Msg. 11) Posted: Fri Oct 19, 2007 8:00 pm
Post subject: Re: UEA New Race pack ? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

>> > > How many 3th race creators are still playing games and are active in the
>> > > vgap4 world?
>>
>> > Well, that's a good question. I don't know exactly. I had Mutu
>> > (Centaurs) in one of my games some time ago. I know that Paul
>> > Honigmann (IMT) is playing. Mattrixx (Dracs?) is a famous player. I'm
>> > not aware of the other authors V4 activities.

Captain Bloodaxe and Crayons also created IMT and are both still
playing.

>the UEa is probably one of the only races with no real Weakness. one
>of the things ive overheard Tim talking about is that when players
>create races and racepaks, he hates the fact that creates dont want to
>put a weakness into the race design.

I hope people acknowledge that IMT has some big weaknesses. No farms,
minelayers, poor mobility until very high tech. We would be interested
to know if people think they are overpowered. They are said to be
finally getting planet towing and multi-tow in the next host, but I'm
only just beginning to hear about them winning games. Like most races
(UEA included) it has taken a while for players to figure out how to
play them for maximum effect.

>the UEA rules the galaxy when it comes to mobility

Isn't the Pax blocked by grav mines and grav wells?
--
Paul Honigmann
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Lord Lancelot

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Since: Jun 11, 2007
Posts: 133



(Msg. 12) Posted: Fri Oct 19, 2007 9:37 pm
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I find warp chunnel to be the best ability, instant unlimited travel +
full movement after, and can not be blocked, the crystal block at
starting point is a joke.

My 2nd best ability would be the pax jump point, now do not get me
started with those two combined, I had them in a game...

Lord Lancelot
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KlingonKommand

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Since: May 29, 2004
Posts: 451



(Msg. 13) Posted: Sat Oct 20, 2007 2:56 pm
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protomatter writes

>the mention of mobility was meant in the
>flavor of moving unlimited number of ship hulls a distance of 650 lyrs
>all for the cost of 100kt fuel. but i supppose any chunnel race

ooh I hate that phrase, there should only be one chunnel race...

> has
>the same ability, but the chunnel races are limited as the
>destination. they require a ship to be at the destination, so there
>mobility is reduced in comparison to the pax's mobility which doesnt
>have to have a ship at its destination. freeing them up to target
>nearly any point within 650 LYrs +ship speed for thier destination.

Which is why we need ion storms.
--
Paul Honigmann
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protomatter

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Since: Jun 07, 2007
Posts: 205



(Msg. 14) Posted: Sat Oct 20, 2007 8:41 pm
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On Oct 20, 1:27 pm, KlingonKommand <P....RemoveThis@nurk.fnord> wrote:
> protomatter writes
>
> >the mention of mobility was meant in the
> >flavor of moving unlimited number of ship hulls a distance of 650 lyrs
> >all for the cost of 100kt fuel. but i supppose any chunnel race
>
> ooh I hate that phrase, there should only be one chunnel race...
>
> > has
> >the same ability, but the chunnel races are limited as the
> >destination. they require a ship to be at the destination, so there
> >mobility is reduced in comparison to the pax's mobility which doesnt
> >have to have a ship at its destination. freeing them up to target
> >nearly any point within 650 LYrs +ship speed for thier destination.
>
> Which is why we need ion storms.
> --
> Paul Honigmann


ion storms? i thought we had those already, they are called warp
bubble generators, and let me tell yahs, those things can mess up any
pax fleet, in a way that brings me nightmares (brrr... i just got the
shivers)
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Mutu

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Since: Aug 13, 2007
Posts: 36



(Msg. 15) Posted: Mon Oct 22, 2007 7:32 am
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> I hope people acknowledge that IMT has some big weaknesses. No farms,
> minelayers, poor mobility until very high tech. We would be interested
> to know if people think they are overpowered. They are said to be
> finally getting planet towing and multi-tow in the next host, but I'm
> only just beginning to hear about them winning games. Like most races
> (UEA included) it has taken a while for players to figure out how to
> play them for maximum effect.

That is not true actually. The IMT are quite able to farm if someone
builds them farms and provides them terraformers.

> >the UEA rules the galaxy when it comes to mobility
>
> Isn't the Pax blocked by grav mines and grav wells?

Yes
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