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YANI: Leprosy

 
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AngleWyrm

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Since: Nov 19, 2007
Posts: 30



(Msg. 1) Posted: Mon Jan 28, 2008 2:34 pm
Post subject: YANI: Leprosy
Archived from groups: rec>games>roguelike>nethack (more info?)

Leprosy, a long-lasting degenerative ailment, but curable.

Every dozen turns or so, leprosy rots one point off a random character
trait, chosen from Stregth, Constitution, Charisma, or Dexterity. Should
last a long time, so that the player can opt to continue as a leper, rather
than an emergency that must be immediately resolved (such as food
poisoning/stoning/sliming). Will eventually result in death if a stat falls
below racial minimum.

Can be caught from humans, monkeys, rotted corpses (and walking ones), and
contaminated water. Don't know about dwarves or elves. Also, might be some
filthy demons have such diseases.

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Derek Ray

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Since: Nov 12, 2007
Posts: 194



(Msg. 2) Posted: Mon Jan 28, 2008 4:46 pm
Post subject: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-28, AngleWyrm <anglewyrm.RemoveThis@yahoo.com> wrote:
> Every dozen turns or so, leprosy rots one point off a random character
> trait, chosen from Stregth, Constitution, Charisma, or Dexterity.

A variant of this has been tossed back and forth in #sporkhack for a
couple months now, and the placeholders are in the Spork code so it
can be implemented without any save break required. In its current form,
it will actually affect all stats and never result in direct death; it
will also be much harder to cure, requiring either the "cure sickness"
spell, one particular item, or divine intervention (but will be
marked as a minor trouble, so a single prayer won't necessarily fix it).
None of the methods which cure the disease itself will restore the stats
lost; that will require different methods.

It will also take effect much slower than "every dozen turns". By the
time you get down to XX:3 on all stats, you'll effectively be dead
anyway simply from the sheer inability to do _anything_ effectively.

It's still up in the air as to exactly what should cause this; currently
I'm leaning towards being hit with rusted weaponry, grey fungi, and a
few other things, but I'm still doing the analysis on how this is going
to affect a player's game at each stage; if it's too harsh for early
characters, the methods will have to be modified to be sure that
early-game characters can only contract this through active mistakes.

--
Derek

Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack

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AngleWyrm

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Since: Nov 19, 2007
Posts: 30



(Msg. 3) Posted: Mon Jan 28, 2008 7:24 pm
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Derek Ray" <derek RemoveThis @moot.its.only.a.spamtrap.org> wrote in message
news:slrnfpsmqe.8hj.derek@still.just.a.spamtrap.org...
> On 2008-01-28, AngleWyrm <anglewyrm RemoveThis @yahoo.com> wrote:

> It will also take effect much slower than "every dozen turns". By the
> time you get down to XX:3 on all stats, you'll effectively be dead
> anyway simply from the sheer inability to do _anything_ effectively.

Death as a secondary result; an excellent idea.

> It's still up in the air as to exactly what should cause this; currently
> I'm leaning towards being hit with rusted weaponry, grey fungi, and a

Some interesting disease variants:

Leprosy is borne of filth and malnutrition, and is contageous.

Tetanus can be had from rusty cuts (blood contact), and is generally
paralyzing, although not contageous. Might affect Dexterity, Strength and
the ability to speak clearly -- maybe hampering spell casting.

Black Plague is transferred by the fleas of infested rats, and causes
bleeding and starvation.

Malaria: The parasite is transferred by mosquitos, and causes vomiting,
anemia, coma.
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3cnfsat

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Since: Nov 15, 2007
Posts: 14



(Msg. 4) Posted: Mon Jan 28, 2008 7:32 pm
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 28, 10:24 pm, "AngleWyrm" <anglew....DeleteThis@yahoo.com> wrote:
> "Derek Ray" <de....DeleteThis@moot.its.only.a.spamtrap.org> wrote in message
>
> news:slrnfpsmqe.8hj.derek@still.just.a.spamtrap.org...
>
> > On 2008-01-28, AngleWyrm <anglew....DeleteThis@yahoo.com> wrote:
> > It will also take effect much slower than "every dozen turns". By the
> > time you get down to XX:3 on all stats, you'll effectively be dead
> > anyway simply from the sheer inability to do _anything_ effectively.
>
> Death as a secondary result; an excellent idea.
>
> > It's still up in the air as to exactly what should cause this; currently
> > I'm leaning towards being hit with rusted weaponry, grey fungi, and a
>
> Some interesting disease variants:
>
> Leprosy is borne of filth and malnutrition, and is contageous.
>
> Tetanus can be had from rusty cuts (blood contact), and is generally
> paralyzing, although not contageous. Might affect Dexterity, Strength and
> the ability to speak clearly -- maybe hampering spell casting.
>
> Black Plague is transferred by the fleas of infested rats, and causes
> bleeding and starvation.
>
> Malaria: The parasite is transferred by mosquitos, and causes vomiting,
> anemia, coma.

Why not make Demogorgon's sickness attacks additionally confer
leprosy? His description actually states that the sickness attacks are
a type of fast-acting leprosy.
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ghost

External


Since: Jan 29, 2008
Posts: 2



(Msg. 5) Posted: Tue Jan 29, 2008 5:53 am
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Jan 29, 4:55 am, Topi Linkala <n....DeleteThis@iki.fi> wrote:
> chuckcar wrote:
> > "AngleWyrm" <anglew....DeleteThis@yahoo.com> wrote in
> >news:8uqdnfiKXPfpAQPanZ2dnUVZ_sOrnZ2d@comcast.com:
>
> >>"Derek Ray" <de....DeleteThis@moot.its.only.a.spamtrap.org> wrote in message
> >>news:slrnfpsmqe.8hj.derek@still.just.a.spamtrap.org...
>
> >>>On 2008-01-28, AngleWyrm <anglew....DeleteThis@yahoo.com> wrote:
>
> >>>It will also take effect much slower than "every dozen turns". By
> >>>the time you get down to XX:3 on all stats, you'll effectively be
> >>>dead anyway simply from the sheer inability to do _anything_
> >>>effectively.
>
> >>Death as a secondary result; an excellent idea.
>
> >>>It's still up in the air as to exactly what should cause this;
> >>>currently I'm leaning towards being hit with rusted weaponry, grey
> >>>fungi, and a
>
> >>Some interesting disease variants:
>
> >>Leprosy is borne of filth and malnutrition, and is contageous.
>
> >>Tetanus can be had from rusty cuts (blood contact), and is generally
> >>paralyzing, although not contageous. Might affect Dexterity, Strength
> >>and the ability to speak clearly -- maybe hampering spell casting.
>
> >>Black Plague is transferred by the fleas of infested rats, and causes
> >>bleeding and starvation.
>
> >>Malaria: The parasite is transferred by mosquitos, and causes
> >>vomiting, anemia, coma.
>
> > Another one stolen from another open source game: tapeworm. increase
> > food usage and you don't know you have it. could come from water or
> > food.
>
> So for malaria and tapeworm curing sickness wouldn't suffice as they are
> parasite infestations. Divine intervention should be ok and maybe potion
> of full healing.
>
> Topi

Or potion of acid?
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chuckcar

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Since: Jun 26, 2006
Posts: 184



(Msg. 6) Posted: Tue Jan 29, 2008 6:21 am
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"AngleWyrm" <anglewyrm DeleteThis @yahoo.com> wrote in
news:8uqdnfiKXPfpAQPanZ2dnUVZ_sOrnZ2d@comcast.com:

> "Derek Ray" <derek DeleteThis @moot.its.only.a.spamtrap.org> wrote in message
> news:slrnfpsmqe.8hj.derek@still.just.a.spamtrap.org...
>> On 2008-01-28, AngleWyrm <anglewyrm DeleteThis @yahoo.com> wrote:
>
>> It will also take effect much slower than "every dozen turns". By
>> the time you get down to XX:3 on all stats, you'll effectively be
>> dead anyway simply from the sheer inability to do _anything_
>> effectively.
>
> Death as a secondary result; an excellent idea.
>
>> It's still up in the air as to exactly what should cause this;
>> currently I'm leaning towards being hit with rusted weaponry, grey
>> fungi, and a
>
> Some interesting disease variants:
>
> Leprosy is borne of filth and malnutrition, and is contageous.
>
> Tetanus can be had from rusty cuts (blood contact), and is generally
> paralyzing, although not contageous. Might affect Dexterity, Strength
> and the ability to speak clearly -- maybe hampering spell casting.
>
> Black Plague is transferred by the fleas of infested rats, and causes
> bleeding and starvation.
>
> Malaria: The parasite is transferred by mosquitos, and causes
> vomiting, anemia, coma.
>
Another one stolen from another open source game: tapeworm. increase
food usage and you don't know you have it. could come from water or
food.


--
(setq (chuck nil) car(chuck) )
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Derek Ray

External


Since: Nov 12, 2007
Posts: 194



(Msg. 7) Posted: Tue Jan 29, 2008 8:12 am
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-29, AngleWyrm <anglewyrm.DeleteThis@yahoo.com> wrote:
> "Derek Ray" <derek.DeleteThis@moot.its.only.a.spamtrap.org> wrote in message
> news:slrnfpsmqe.8hj.derek@still.just.a.spamtrap.org...
>> On 2008-01-28, AngleWyrm <anglewyrm.DeleteThis@yahoo.com> wrote:
>
>> It will also take effect much slower than "every dozen turns". By the
>> time you get down to XX:3 on all stats, you'll effectively be dead
>> anyway simply from the sheer inability to do _anything_ effectively.
>
> Death as a secondary result; an excellent idea.

But most importantly, not a forced result, but instead an inevitable
conclusion to circumstances.

>> It's still up in the air as to exactly what should cause this; currently
>> I'm leaning towards being hit with rusted weaponry, grey fungi, and a
>
> Some interesting disease variants:

I'm not going to create variants; that overcomplicates a mechanic that
really won't play a major part in the game. For now, 'Disease' will be
sufficient, along with the according full-stat drain.

--
Derek

Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack
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Derek Ray

External


Since: Nov 12, 2007
Posts: 194



(Msg. 8) Posted: Tue Jan 29, 2008 8:14 am
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-29, ghost.RemoveThis@256k.org <ghost.RemoveThis@256k.org> wrote:
> On Jan 29, 4:55 am, Topi Linkala <n....RemoveThis@iki.fi> wrote:
>> So for malaria and tapeworm curing sickness wouldn't suffice as they are
>> parasite infestations. Divine intervention should be ok and maybe potion
>> of full healing.

Definitely _not_ potion of full healing. Those are overloaded with
utility right now in the same way the unicorn horn was, and until
alchemy is reformed in some fashion they're far too easy to obtain.

--
Derek

Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack
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Kent Paul Dolan

External


Since: Oct 15, 2007
Posts: 53



(Msg. 9) Posted: Tue Jan 29, 2008 10:05 am
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Derek Ray <de... DeleteThis @moot.its.only.a.spamtrap.org> wrote:

> Apparently the tobacco changes the chemical
> composition of your digestive system
> significantly; this stuns the critters for just
> long enough so your body can dispose of them
> naturally.

Not exactly. Tobacco is simply virulently poisonous.

A tea made from tobacco leaves has been used as a
home garden spray pesticide for aphids and such
since I was a kid, and probably long before I was
born as well.

xanthian.
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Topi Linkala

External


Since: Jul 12, 2005
Posts: 276



(Msg. 10) Posted: Tue Jan 29, 2008 11:55 am
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

chuckcar wrote:

> "AngleWyrm" <anglewyrm.RemoveThis@yahoo.com> wrote in
> news:8uqdnfiKXPfpAQPanZ2dnUVZ_sOrnZ2d@comcast.com:
>
>
>>"Derek Ray" <derek.RemoveThis@moot.its.only.a.spamtrap.org> wrote in message
>>news:slrnfpsmqe.8hj.derek@still.just.a.spamtrap.org...
>>
>>>On 2008-01-28, AngleWyrm <anglewyrm.RemoveThis@yahoo.com> wrote:
>>
>>>It will also take effect much slower than "every dozen turns". By
>>>the time you get down to XX:3 on all stats, you'll effectively be
>>>dead anyway simply from the sheer inability to do _anything_
>>>effectively.
>>
>>Death as a secondary result; an excellent idea.
>>
>>
>>>It's still up in the air as to exactly what should cause this;
>>>currently I'm leaning towards being hit with rusted weaponry, grey
>>>fungi, and a
>>
>>Some interesting disease variants:
>>
>>Leprosy is borne of filth and malnutrition, and is contageous.
>>
>>Tetanus can be had from rusty cuts (blood contact), and is generally
>>paralyzing, although not contageous. Might affect Dexterity, Strength
>>and the ability to speak clearly -- maybe hampering spell casting.
>>
>>Black Plague is transferred by the fleas of infested rats, and causes
>>bleeding and starvation.
>>
>>Malaria: The parasite is transferred by mosquitos, and causes
>>vomiting, anemia, coma.
>>
>
> Another one stolen from another open source game: tapeworm. increase
> food usage and you don't know you have it. could come from water or
> food.

So for malaria and tapeworm curing sickness wouldn't suffice as they are
parasite infestations. Divine intervention should be ok and maybe potion
of full healing.

Topi
--
"The whole problem with the world is that fools and fanatics are
always so certain of themselves, but wiser people so full of doubts."
- Bertrand Russell
"How come he didn't put 'I think' at the end of it?" - Anonymous
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Philip Potter

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Since: Nov 23, 2007
Posts: 52



(Msg. 11) Posted: Tue Jan 29, 2008 2:05 pm
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Topi Linkala wrote:
> chuckcar wrote:
>> "AngleWyrm" <anglewyrm.TakeThisOut@yahoo.com> wrote in
>> news:8uqdnfiKXPfpAQPanZ2dnUVZ_sOrnZ2d@comcast.com:
>>> Some interesting disease variants:
>>>
>>> Leprosy is borne of filth and malnutrition, and is contageous.
>>>
>>> Tetanus can be had from rusty cuts (blood contact), and is generally
>>> paralyzing, although not contageous. Might affect Dexterity, Strength
>>> and the ability to speak clearly -- maybe hampering spell casting.

Rusty weapons causing disease is an interesting idea - I can't think of
many situations where weapons can become rusty without the player's
knowledge (rust traps, monsters attacking rust monsters, maybe a few
others) so the problem would be largely under the player's control -
he'd just have to stash the rusty weapons where they couldn't be put to
nefarious purposes.

>>> Malaria: The parasite is transferred by mosquitos, and causes
>>> vomiting, anemia, coma.
>>>
>> Another one stolen from another open source game: tapeworm. increase
>> food usage and you don't know you have it. could come from water or
>> food.
>
> So for malaria and tapeworm curing sickness wouldn't suffice as they are
> parasite infestations.

I don't see how malaria (a protozoan infection) is a parasitic
infestation any more than a bacterial infection is a parasitic infestation.

> Divine intervention should be ok and maybe potion
> of full healing.

I can imagine a potion of acid doing a fair amount of damage to a
tapeworm. What about severe hunger? Would that kill a tapeworm?
IANADoctor...
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Derek Ray

External


Since: Nov 12, 2007
Posts: 194



(Msg. 12) Posted: Tue Jan 29, 2008 2:05 pm
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-29, Philip Potter <pgp.RemoveThis@doc.ic.ac.uk> wrote:
> Rusty weapons causing disease is an interesting idea - I can't think of
> many situations where weapons can become rusty without the player's
> knowledge (rust traps, monsters attacking rust monsters, maybe a few
> others) so the problem would be largely under the player's control -
> he'd just have to stash the rusty weapons where they couldn't be put to
> nefarious purposes.

Well, until certain types of monsters begin getting generated with rusty
weapons, that is. In general you should always see this in the message
though; ie. "The foo wields a rusty broadsword!"

The biggest problem here is that the most likely creatures for this are
kobolds and orcs, and this is where a lot of the analysis is occurring;
is it too strong to give a kobold lord a rusty dagger? How common does
disease have to be, and how fast-acting, before this is a problem?

> I can imagine a potion of acid doing a fair amount of damage to a
> tapeworm. What about severe hunger? Would that kill a tapeworm?
> IANADoctor...

Intriguingly, one of the more effective field remedies for some
intestinal parasites is simply to eat a cigarette or two.

Apparently the tobacco changes the chemical composition of your
digestive system significantly; this stuns the critters for just
long enough so your body can dispose of them naturally.

--
Derek

Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack
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MightyQuinn

External


Since: Jan 14, 2008
Posts: 6



(Msg. 13) Posted: Tue Jan 29, 2008 2:15 pm
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Tue, 29 Jan 2008 09:12:58 -0500, Derek Ray wrote
(in article <slrnfpud3a.dkm.derek.RemoveThis@still.just.a.spamtrap.org>):

> On 2008-01-29, AngleWyrm <anglewyrm.RemoveThis@yahoo.com> wrote:
>> "Derek Ray" <derek.RemoveThis@moot.its.only.a.spamtrap.org> wrote in message
>> news:slrnfpsmqe.8hj.derek@still.just.a.spamtrap.org...
>>> On 2008-01-28, AngleWyrm <anglewyrm.RemoveThis@yahoo.com> wrote:
>>
>>> It will also take effect much slower than "every dozen turns". By the
>>> time you get down to XX:3 on all stats, you'll effectively be dead
>>> anyway simply from the sheer inability to do _anything_ effectively.
>>
>> Death as a secondary result; an excellent idea.
>
> But most importantly, not a forced result, but instead an inevitable
> conclusion to circumstances.
>
>>> It's still up in the air as to exactly what should cause this; currently
>>> I'm leaning towards being hit with rusted weaponry, grey fungi, and a
>>
>> Some interesting disease variants:
>
> I'm not going to create variants; that overcomplicates a mechanic that
> really won't play a major part in the game. For now, 'Disease' will be
> sufficient, along with the according full-stat drain.
>

I really like this idea, and it makes sense to subsume the different sources
of disease that have been mentioned (bubonic plague from rats, tetanus from
rusty weapons, etc.) into a generic 'Disease'. The bite of a rabid rat
should certainly have a small chance of causing disease, although I can see
this being a problem for low-level characters. Yet another argument in favor
of ranged weapons....
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Derek Ray

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Since: Nov 12, 2007
Posts: 194



(Msg. 14) Posted: Tue Jan 29, 2008 3:19 pm
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-01-29, MightyQuinn <nospam RemoveThis @nospam.com> wrote:
> On Tue, 29 Jan 2008 09:12:58 -0500, Derek Ray wrote
>> I'm not going to create variants; that overcomplicates a mechanic that
>> really won't play a major part in the game. For now, 'Disease' will be
>> sufficient, along with the according full-stat drain.
>
> I really like this idea, and it makes sense to subsume the different sources
> of disease that have been mentioned (bubonic plague from rats, tetanus from
> rusty weapons, etc.) into a generic 'Disease'. The bite of a rabid rat
> should certainly have a small chance of causing disease, although I can see
> this being a problem for low-level characters.

Yep. (And by definition, a broken thing that only happens very rarely is
still broken, but now it's random, too.)

> Yet another argument in favor of ranged weapons....

I am always looking for ways to encourage players to use ranged
weaponry; something like rabid rats causing incurable horrible disease,
on the other hand, smacks more of "forcing" and is less palatable. Smile

--
Derek

Game info and change log: http://sporkhack.com
Beta Server: telnet://sporkhack.com
IRC: irc.freenode.net, #sporkhack
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Sergey Zaharchenko

External


Since: Dec 04, 2007
Posts: 2



(Msg. 15) Posted: Tue Jan 29, 2008 3:43 pm
Post subject: Re: Disease [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Hello Topi!

Tue, Jan 29, 2008 at 11:55:14AM +0200 you wrote:

> chuckcar wrote:
>
> > Another one stolen from another open source game: tapeworm. increase
> > food usage and you don't know you have it. could come from water or
> > food.
>
> So for malaria and tapeworm curing sickness wouldn't suffice as they are
> parasite infestations. Divine intervention should be ok and maybe potion of
> full healing.

Tapeworm code should keep track of what the player is polymorphed into
(the creature should probably have a stomach). For an added twist, a
tapeworm could also be killed by drinking a !oSickness (as it's in your
digestive tract).

--
DoubleF
No virus detected in this message. Ehrm, wait a minute...
/kernel: pid 56921 (antivirus), uid 32000: exited on signal 9
Oh yes, no virus:)
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