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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #221  
Old 12-04-2012, 10:28 AM
Kichigai Kichigai is offline
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Join Date: Dec 2012
Posts: 2
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Hi,

Sorry to resurrect the thread, but I've recently replayed SW3, and I would like to try out the mods- any chance for a reupload? Seems gamefront is not working now, which is the same as with the combined mods on the sticky.

Thanks!
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  #222  
Old 12-05-2012, 10:25 AM
Goblin Wizard Goblin Wizard is offline
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Join Date: Oct 2008
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Try alternate download links for my mod. About mod pack I can't help.
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  #223  
Old 02-03-2013, 10:24 PM
Darearkin Darearkin is offline
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Sorry to ubernecro here, but- when it says 'some missions require a certain mothership.' aside from the first freighter/transport/mastiff- are there others?
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  #224  
Old 09-03-2013, 08:05 PM
Paradoxon Paradoxon is offline
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Posts: 4
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Quote:
Originally Posted by Goblin Wizard View Post
Thank you guys for all kind words.
Yes, I stopped working on this mod because of Ashes of Victory but it was before release date was changed. Vacations are coming soon so I'll have some more free time. I'd like to add some new ships. I think about Eve Online models cause they are quite easy to transfer. I'm not a 3D artist so I won't make any new models. The ships I'd like to add the most are those from Alien and Predator movies like USS cruiser "Sulaco", predator's mothership, dropships, etc. I hope I'll find something with reasonable textures quality.

Hello Goblin Wizard !S


Despite being VERY late to the party and i am wondering if anybody will read this (), i wanna say:

GREAT WORK WITH THIS MOD !!! SALUTE FOR YOUR HARD WORKING !!!

I had played through SW3 a few times 2 yrears ago or so and sadly didnt found your mod compilation those days... maybe then i never hadnt stopped playing SW3 at all !!!

Now, when reinstalling it again, i luckily stumpled upon this mod and enjoy playing the game much more than in its vanilla status !! So again, thumbs up for the great work


I have a few questions:

1. with the cancellation of Ashes of Victory SW3 is up to now the latest version of this game

2. maybe you Guys will get again hooked by SW when reinstalling it the same way i did

3. if this would be the case, what about finishing your great mod ???

4. i think about adding your mentionend new ships out of the quota

5. And this is my BIGGEST wish:
you Guys came out with the idea a few pages earlier in this thread (yeah, i readed ALL of the 23 pages) with a greatly INCREASED HP-POOL of ALL ships ... i think, that would be AWESOME !!!

I agree that the battles are too fast over, this or the other way !!!

So would it be possible that you could make this real ??

- Either by DEFAULT with enhancing all Fighter HPs AND Shields by just a given number (i would say 3 times or even 5 times) and the bigger ships by a different one as being suggested (lets say 2 times or 3 times)
- Or maybe even with the help of a perk which gives the player the choice whether he wants to double, triple or whatever times he wants the HPs ???



So those are my suggestions, will check this every other day if someone of you brilliant guys are showing up again...


Cheers
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  #225  
Old 09-04-2013, 05:36 PM
Simbal Simbal is offline
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Join Date: Jul 2013
Posts: 59
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Quote:
Originally Posted by Paradoxon View Post
Hello Goblin Wizard !S


Despite being VERY late to the party and i am wondering if anybody will read this (), i wanna say:

GREAT WORK WITH THIS MOD !!! SALUTE FOR YOUR HARD WORKING !!!

I had played through SW3 a few times 2 yrears ago or so and sadly didnt found your mod compilation those days... maybe then i never hadnt stopped playing SW3 at all !!!

Now, when reinstalling it again, i luckily stumpled upon this mod and enjoy playing the game much more than in its vanilla status !! So again, thumbs up for the great work


I have a few questions:

1. with the cancellation of Ashes of Victory SW3 is up to now the latest version of this game

2. maybe you Guys will get again hooked by SW when reinstalling it the same way i did

3. if this would be the case, what about finishing your great mod ???

4. i think about adding your mentionend new ships out of the quota

5. And this is my BIGGEST wish:
you Guys came out with the idea a few pages earlier in this thread (yeah, i readed ALL of the 23 pages) with a greatly INCREASED HP-POOL of ALL ships ... i think, that would be AWESOME !!!

I agree that the battles are too fast over, this or the other way !!!

So would it be possible that you could make this real ??

- Either by DEFAULT with enhancing all Fighter HPs AND Shields by just a given number (i would say 3 times or even 5 times) and the bigger ships by a different one as being suggested (lets say 2 times or 3 times)
- Or maybe even with the help of a perk which gives the player the choice whether he wants to double, triple or whatever times he wants the HPs ???



So those are my suggestions, will check this every other day if someone of you brilliant guys are showing up again...


Cheers
Your last wish is actually possible

You only need to mod carcasses.xml ( i recommend notepad++ for modding XML files)

if you want to modify HP&Shield stats you need to see for something like this:

Code:
	<Interceptor name="Excalibur_pl0">
		<short_name>#M_Name_Excalibur</short_name>
		<hint>#M_Hint_Excalibur</hint>
		<short_desc>#M_SDesc_Excalibur</short_desc>
		<long_desc>#M_LDesc_Excalibur</long_desc>
		<mesh_name>Excalibur_gamer</mesh_name>
		<flat_image>Excalibur_player</flat_image>
		<hit_points>130</hit_points>
		<mass>720</mass>
		<disable_trade/>
		<cost>15000</cost>
		<technology/>
		<EPR>1.2</EPR>
		<explosion_script>Fighter</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>50</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>7.5</max_speed>
		<maneurability>8</maneurability>
		<steering_power>25</steering_power>
		<sensor_resolution>0.38</sensor_resolution>
		<sensor_length>135</sensor_length>
		<threat>2</threat>
		<mapping_name>excalibur_shop</mapping_name>
		<HolderProperties>
			<big_guns>1</big_guns>
			<small_guns/>
			<rockets>2</rockets>
			<systems>2</systems>
			<turrets/>
			<gk_guns/>
			<gk_turrets/>
		</HolderProperties>
		<engine_sound>Engine-Class1.wav</engine_sound>
		<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
		<level>1</level>
	</Interceptor>
hp_points = HP
max_energy = Shields

please note: player ships are marked with _pl0
like:
Code:
<Interceptor name="Hrimturs_pl0">
		<short_name>#M_Name_Hrimturs</short_name>
		<hint>#M_Hint_Hrimturs</hint>
		<short_desc>#M_SDesc_Hrimturs</short_desc>
		<long_desc>#M_LDesc_Hrimturs</long_desc>
		<mesh_name>Hrimturs_player</mesh_name>
		<flat_image>Hrimturs_player</flat_image>
		<hit_points>700</hit_points>
		<mass>2205</mass>
		<disable_trade/>
		<cost>105000</cost>
		<technology/>
		<EPR>1.5</EPR>
		<explosion_script>Fighter</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>300</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>8.5</max_speed>
		<maneurability>9</maneurability>
		<steering_power>199</steering_power>
		<sensor_resolution>0.38</sensor_resolution>
		<sensor_length>135</sensor_length>
		<threat>5</threat>
		<mapping_name>hrimturs_shop</mapping_name>
		<HolderProperties>
			<big_guns/>
			<small_guns>1</small_guns>
			<rockets>4</rockets>
			<systems>2</systems>
			<turrets/>
			<gk_guns/>
			<gk_turrets/>
		</HolderProperties>
		<engine_sound>Engine-Class3.wav</engine_sound>
		<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
		<level>4</level>
	</Interceptor>
Fighter = Interceptor

Motherships = BigShip

for navy ships: _nav0
for uss ships: _uss0
for triad ships: _tri0
for inoco ships: _ino0

sure it would be a little work, but you can do it yourself
its easy, trust me

Last edited by Simbal; 12-21-2013 at 02:58 PM.
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  #226  
Old 09-06-2013, 12:24 PM
Paradoxon Paradoxon is offline
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Join Date: Sep 2013
Posts: 4
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Quote:
Originally Posted by Simbal View Post
Your last wish is actually possible

You only need to mod carcasses.xml ( i recommend notepad++ for modding XML files)

if you want to modify HP&Shield stats you need to see for something like this:

<Interceptor name="Excalibur_pl0">
<short_name>#M_Name_Excalibur</short_name>
<hint>#M_Hint_Excalibur</hint>
<short_desc>#M_SDesc_Excalibur</short_desc>
<long_desc>#M_LDesc_Excalibur</long_desc>
<mesh_name>Excalibur_Inoco</mesh_name>
<flat_image>Excalibur_inoco</flat_image>
<hit_points>130</hit_points>
<mass>720</mass>
<disable_trade/>
<cost>15000</cost>
<technology/>
<EPR>1.2</EPR>
<explosion_script>Fighter</explosion_script>
<work_sound/>
<silence/>
<max_energy>50</max_energy>
<energy_restore>2</energy_restore>
<max_speed>7.5</max_speed>
<maneurability>8</maneurability>
<steering_power>25</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>135</sensor_length>
<threat>2</threat>
<mapping_name>excalibur_shop</mapping_name>
<HolderProperties>
<big_guns>1</big_guns>
<small_guns/>
<rockets>2</rockets>
<systems>2</systems>
<turrets/>
<gk_guns/>
<gk_turrets/>
</HolderProperties>
<engine_sound>Engine-Class1.wav</engine_sound>
<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
<level>1</level>
</Interceptor>

hp_points = HP
max_energy = Shields

please note: player ships are marked with _pl0
like:
<Interceptor name="Hrimturs_pl0">
<short_name>#M_Name_Hrimturs</short_name>
<hint>#M_Hint_Hrimturs</hint>
<short_desc>#M_SDesc_Hrimturs</short_desc>
<long_desc>#M_LDesc_Hrimturs</long_desc>
<mesh_name>Hrimturs_Inoco</mesh_name>
<flat_image>Hrimturs_inoco</flat_image>
<hit_points>700</hit_points>
<mass>2205</mass>
<disable_trade/>
<cost>105000</cost>
<technology/>
<EPR>1.5</EPR>
<explosion_script>Fighter</explosion_script>
<work_sound/>
<silence/>
<max_energy>300</max_energy>
<energy_restore>2</energy_restore>
<max_speed>8.5</max_speed>
<maneurability>9</maneurability>
<steering_power>199</steering_power>
<sensor_resolution>0.38</sensor_resolution>
<sensor_length>135</sensor_length>
<threat>5</threat>
<mapping_name>hrimturs_shop</mapping_name>
<HolderProperties>
<big_guns/>
<small_guns>1</small_guns>
<rockets>4</rockets>
<systems>2</systems>
<turrets/>
<gk_guns/>
<gk_turrets/>
</HolderProperties>
<engine_sound>Engine-Class3.wav</engine_sound>
<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
<level>4</level>
</Interceptor>

Fighter = Interceptor

Motherships = BigShip

for navy ships: _nav0
for uss ships: _uss0
for triad ships: _tri0
for inoco ships: _ino0

sure it would be a little work, but you can do it yourself
its easy, trust me


OMG ... mate ... what did you to me ???? You costed me 3 days of my life !!!


Jokes aside... MANY thanks for your advices...i followed those and did it and the end result is AMAZING !!!


I just did it right from beginning and changed the HP- AND Shield-Pool of EVERY craft in the game, but not just doubled them or tripled... no i gave them 10 times (TEN !!!!!) the amount of HP !!!



Reasons:
- i was sick about that you could take out or get took out for yourself by every decent midtier ship and equipment !!
- the destructive power of 3 or even 4 heavy guns was just so much that all fights ended up in a slaughter !!
- add to this the now much more destructive power of missiles with the mod installed and the mess was complete
- so often you had to rely on an old savegame because the fight was first running good, letting you feel safe that you can handle it and BOOM, one decent enemy vessel aimed 3, 2 or even only 1 good salvo on one of your ships it was gone !!! Think about that 4 Asmos can deliver 1320 damage in ONE hit (without any multiplier) and thats was more than even the most advanced can take !!! Add a second salvo which you couldnt most time avoid anymore and your precious ship was gone
- i wanted SPACE BATTLES with tactics involved, not a slaughter fest
- 10 times looked much from beginning but first it was easy (just adding a "0" to everything ) but second, after countless fights i am now convinced that this way the battles are really EPIC
- Battleships are now lasting really long even under concentrated fire...as they should

Results:
- Now every larger scaled engagement results in an EPIC space battle raging for sometimes 10, 15 minutes !!!
- even those low tier Pirate teams consisting of Tier 1 Fighters takes a couple of shots
- in opposite to the vanilla gameplay when beginning with mid tier most vessels had the destructive power to kill every other vessel with just one salvo, NOW even Crafts with 4 heavy gun emplacements take multiple good hits to kill another decent ship
- i tested it making duels between my pilots both flying Panthers or Gunslingers (they have around 10k life now !!!)... those duels takes minutes with slowly reducing the other ones life

ATTENTION:
- larger engagements can be much more tricky now because you cannot reduce the number of enemy guns pointing at you with just taking out the first dozen ships with in a flyby before the melee fighting begins !!!
- yes, you have much more HP, but so does the enemy !!! It takes long to take those down, so you are fighting for a very long period of time against far superior numbers


Issues:
- i am at this point not sure whether i should adjust the passive REGENERATION and the one of the shield modules accordingly because this leads to situations where you can really TANK large enemy fleets INFINITELY because of your high end gear !!! I have to check this when i reach endgame again
- so up to now i changed just the HP-Pool of the shield modules but didnt changed the regeneration, so all ships goes into combat with a large amount of HP but those gets gradually decreased by time without proper regeneration
- this leads , wished by me, to a point at which ships must die after some time in combat
- only the repair modules gots adjusted, so you really have to take out those repaiting ships FIRST


Changelog:
1. First i adjusted ALL crafts in the game with 10times more HP and Shield (even Asteroids)
2. I BALANCED different vessels against each other adjusting MANEUVERING, MASS and STEERING POWER and TIER
3. adjusted a Bug in the PILOTS folder giving Baward and Joker right from beginning full 100% abilities making them super heros (gave them only 10 points like everyother pilot have from beginning, they had 100 points in every aspect)
4. changed the role of some fighters, making for example the BASTARD and SKOLM to fast, light RECON vesssels with huge sensor range from beginning
5. so many high tier crafts got changed that calling all of them would take too long now...


WISHES:

1. SLOT CHANGING:

- can someone tell me, how i change the NUMBER of SLOTS in vessels (f.e. adding more system-slots) ??
- and changing from light guns to heavy guns or rockets slots ??
- i dont want to bother with visual gun emplacements, so the end number of guns and rockets should stay the same !!!
- in "carcass" its not working, you just change the text of the description
- someone knows how to handle this ???

2. Changing Prizes in the Maintainance Stations ???
- they are just to cheap now, some crafts should cost 10 times as now


!!! Again, many thanks for the information, NOW i have a fantastic game to play !!!

Last edited by Paradoxon; 09-06-2013 at 12:38 PM.
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  #227  
Old 09-07-2013, 03:13 PM
Simbal Simbal is offline
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Join Date: Jul 2013
Posts: 59
Post

Quote:
Originally Posted by Paradoxon View Post
OMG ... mate ... what did you to me ???? You costed me 3 days of my life !!!

WISHES:

1. SLOT CHANGING:

- can someone tell me, how i change the NUMBER of SLOTS in vessels (f.e. adding more system-slots) ??
- and changing from light guns to heavy guns or rockets slots ??
- i dont want to bother with visual gun emplacements, so the end number of guns and rockets should stay the same !!!
- in "carcass" its not working, you just change the text of the description
- someone knows how to handle this ???

2. Changing Prizes in the Maintainance Stations ???
- they are just to cheap now, some crafts should cost 10 times as now


!!! Again, many thanks for the information, NOW i have a fantastic game to play !!!

Nice i could help you, but the thing with slots is a little complicated.

for Adding/Editing Weapons/Turrets/Missiles

you need to have IMD Editor V3, you can get it here: http://forum.1cpublishing.eu/attachm...achmentid=2437
first of all: Select a IMD file of the ship you want to edit (The .IMD files are in the OBJECT folder), then if you want to add Weapons/Turrets/Missiles you need to Add them via the "AddReference" option (Theres too an ChangeWeaponType Option for changing the Weapon/Turret/Missile into something other) in the IMD editor, then if its Added
select it and give it the XYZ Position coordinates & XYZ Rotation coordinates (You can test a little bit and see how it works)

if you finished giving it the XYZ Coordinates & Rotation Coordinates then save the .IMD and go to carcasses.xml and search the ship you edited in the IMD editor and edit the amounts of Weapons/Turrets/Missiles to the amount you added in the IMD Editor

Like i have added one additional turret to the Excalibur.IMD file, then im going to have to do this:
Code:
	<Interceptor name="Excalibur_pl0">
		<short_name>#M_Name_Excalibur</short_name>
		<hint>#M_Hint_Excalibur</hint>
		<short_desc>#M_SDesc_Excalibur</short_desc>
		<long_desc>#M_LDesc_Excalibur</long_desc>
		<mesh_name>Excalibur_player</mesh_name>
		<flat_image>Excalibur_player</flat_image>
		<hit_points>130</hit_points>
		<mass>720</mass>
		<disable_trade/>
		<cost>15000</cost>
		<technology/>
		<EPR>1.2</EPR>
		<explosion_script>Fighter</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>50</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>7.5</max_speed>
		<maneurability>8</maneurability>
		<steering_power>25</steering_power>
		<sensor_resolution>0.38</sensor_resolution>
		<sensor_length>135</sensor_length>
		<threat>2</threat>
		<mapping_name>excalibur_shop</mapping_name>
		<HolderProperties>
			<big_guns>1</big_guns>
			<small_guns/>
			<rockets>2</rockets>
			<systems>2</systems>
			<turrets>1</turrets>
			<gk_guns/>
			<gk_turrets/>
		</HolderProperties>
		<engine_sound>Engine-Class1.wav</engine_sound>
		<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
		<level>1</level>
	</Interceptor>

If you want to add Modules to the ship

you just need to increase this here in the carcasses.xml
Code:
	<Interceptor name="Excalibur_pl0">
		<short_name>#M_Name_Excalibur</short_name>
		<hint>#M_Hint_Excalibur</hint>
		<short_desc>#M_SDesc_Excalibur</short_desc>
		<long_desc>#M_LDesc_Excalibur</long_desc>
		<mesh_name>Excalibur_player</mesh_name>
		<flat_image>Excalibur_player</flat_image>
		<hit_points>130</hit_points>
		<mass>720</mass>
		<disable_trade/>
		<cost>15000</cost>
		<technology/>
		<EPR>1.2</EPR>
		<explosion_script>Fighter</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>50</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>7.5</max_speed>
		<maneurability>8</maneurability>
		<steering_power>25</steering_power>
		<sensor_resolution>0.38</sensor_resolution>
		<sensor_length>135</sensor_length>
		<threat>2</threat>
		<mapping_name>excalibur_shop</mapping_name>
		<HolderProperties>
			<big_guns>1</big_guns>
			<small_guns/>
			<rockets>2</rockets>
			<systems>9999</systems>
			<turrets/>
			<gk_guns/>
			<gk_turrets/>
		</HolderProperties>
		<engine_sound>Engine-Class1.wav</engine_sound>
		<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
		<level>1</level>
	</Interceptor>
then INGAME you just need to double click the modules you want to put into the ship, but if you want too GUI Slots then you need to go the the directory: TEXTURE/Interface/Carcass/Slots/ and edit the "Ship Name".ini file
TEMPLATE > if you want to add one additional turret GUI Slot to the Excalibur:

Code:
[image]
name=ships01
tuv=ships
index=1

[slot1]
type=BigGun
refpoint=center
image_coord=11 48
text_coord=96 110
text_aligment= LEFT

[slot2]
type=RocketModule
refpoint=left
image_coord=11 148
text_coord=96 210
text_aligment=LEFT

[slot3]
type=RocketModule
refpoint=right
image_coord=419 148
text_coord=415 210
text_aligment=RIGHT

[slot4]
type=SystemModule
refpoint=system1
image_coord=11 248
text_coord= 96 310
text_aligment=LEFT

[slot5]
type=SystemModule
refpoint=system2
image_coord=419 248
text_coord=415 310
text_aligment=RIGHT

[slot6]
type=TurretModule
refpoint="IMD-Parameter name of Reference"
image_coord (XY Coordinates of Slot)=422 252
text_coord (XY Coordinates of Text)=426 260
text_aligment=DOWN
the results may be not the best, because i don't do much stuff with the GUI slots (once again the GUI is an optional thing todo, you can just double click the Weapon/Turret/Missile/Module and it will fit, but only if the IMD file of the ship supports more Stuff to be added)

Heres an screenshot of what you can do with the IMD Editor:
http://img189.imageshack.us/img189/8839/og61.png
*Note: I used Module references so i can add more ship objects into it

2. the Pricing at maintance stations

are you talking about GW's buyable ships?

EDIT: if you want to create a new ship without using a existing ship as Main-Object, you can use the NULL.IMD file found in the Objects folder (which is a Invisible mesh), so you can add new Ship Objects(IMD) with Modules, this works like so:

Open up IMD Editor V3 then open the NULL.IMD file in the Object folder of the game, then select the option AddReference then select Module, and put into the textbox which says "<name of IMD-file>" something like this (must be a valid IMD file name) "excalibur" or "IMDNameOfTheObject"

And put in the XYZ & ROTATION XYZ Coordinates, play around with it a little bit OR open up another Ship IMD file and use the allready existing XYZ coordinates of the ship

Hope it helps!
And sry for the bad english, i am not the best in it ^^

Last edited by Simbal; 04-25-2014 at 07:18 PM.
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  #228  
Old 09-11-2013, 12:13 AM
Lotrek Lotrek is offline
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Posts: 196
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I like where you are headed here. I have used the info you posted and started to tweak some things in game myself. Anything to breathe some life into the old girl.
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  #229  
Old 09-11-2013, 04:34 PM
Lotrek Lotrek is offline
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Posts: 196
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OK so whoah I am playing a new game and tweaked it with the 10x shields and doubled the restore power of the shield modules since it took forever to recharge but I thought 10x on that would have been way overpowered.

After that, I started on ship modding. Following your instructions I was able to change some of the player ships around. In each tier of player ships I selected 1 ship type and switched out the rockets to turrets and what a game changer for gunner/pilot specs. It made some types that were meh into nice dogfighter types.

Thanks so much for this tutorial!
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  #230  
Old 09-11-2013, 06:49 PM
Simbal Simbal is offline
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Posts: 59
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no problem

Quote:
Originally Posted by Lotrek View Post
and what a game changer for gunner/pilot specs
is this a question about how to mod Pilot perks?

EDIT: nevermind ^^

Last edited by Simbal; 10-10-2013 at 10:12 PM.
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