1.23 Development and Discussion

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
Last couple months have been pretty hectic for me, so I haven't had a great deal of time to devote to HR. Work is underway on 1.23 though; here's a synopsis of what's planned:



Burma

I've already started work on Burma. 2 leaders already done: Anawrahta and Bayinnaung. Anawrahta uses Hayam Wuruk's old art, Bayinnaung is a new addition. May add a third leader, Shin Sawbu, unless I decide the art I'm considering for her is better used elsewhere. Very few female monarchs in SE Asian history though. Flag is made, currently working on citylist and sorting unit art. UUs, UB and UW not determined yet.


Another New Civilization

Most probably the Mississipians.


More New Leaders

Candidates have been discussed in other threads. Since I recently made some art for one, there will be a 4th Polynesian leader (Tu'itatui). No other selections made yet.


Updated Unit Art for Southeast Asian Civilizations

Primarily Angkor and Indonesia, maybe a few other replacements here and there.


Improved Culture Mechanics

I've been experimenting with culture disseminating over trade routes (domestic and foreign). Also been looking into what K-Mod does with culture, seeing what would be possible/desirable to adapt to HR.


Organised Crime

A modest extension of the Corporation system, and still very much in the conceptual/experimental stage. No solid details to share yet, other than to say that the Mafia and the Triads are coming to a city near you.


New 6th Civics Category

Tentative plan is to add a 'Society' category. Some shuffling of other civics would occur (e.g. Tribalism and Caste System shifting to the Society category, Professionalism shifting to the Labour Category). New civics might include things like Nationalism and Multiculturalism. All subject to change, and I want to wait and see how the culture and corporation changes turn out first, as they may require some interactions with civics.


Reworking of the Modern Era

Self explanatory. Just doesn't flow as well as the earlier eras.


Natural Wonders on Real World Maps

Because I said I would for 1.22 but forgot.


Solve Multiplayer Instability

1.22 seems to have introduced at least one new crash and one new OOS error. Both proving nightmarish to solve.
 
Hi Xyth,

nice to let us know how HR will develop, thanks!

What I think is that balancing the AI dissent should be one of the priorities. I really enjoy how I have to deal with the dissent (which involves so many mechanics of the game: civics, culture, religion, happiness...), but I think the AI opponents are not doing their best to manage all this whole of values and keep dissent in safe numbers. In the game you deal with continuous Rebellions on the opponent's field, so they fractionate so many times. I would like to see an AI smarter in this aspect, or at less, being less vulnerable to the rebellions.

Also the complexity of the civics and tenets choosing is hardly understandable for the AI, I mean now it's very important to complement the civics between them and with the tenets system and take profit of the synergies. So, adding a new 6th civic category, won't do the AI disadvantageous as they will have more values and complexity to deal?

I hope my thoughts were expressed properly.
Thanks again!
 
What I think is that balancing the AI dissent should be one of the priorities. I really enjoy how I have to deal with the dissent (which involves so many mechanics of the game: civics, culture, religion, happiness...), but I think the AI opponents are not doing their best to manage all this whole of values and keep dissent in safe numbers. In the game you deal with continuous Rebellions on the opponent's field, so they fractionate so many times. I would like to see an AI smarter in this aspect, or at less, being less vulnerable to the rebellions.

There's a couple of factors at play here. Firstly, removing the religious civics messed with dissent balance. Though I made I made some changes to address this, they were unexpectedly challenging for the AI. Secondly, I need to rethink how I implement difficulty level scaling of dissent. Currently it affects human players only. Both these issues will be addressed in 1.23.

Also the complexity of the civics and tenets choosing is hardly understandable for the AI, I mean now it's very important to complement the civics between them and with the tenets system and take profit of the synergies. So, adding a new 6th civic category, won't do the AI disadvantageous as they will have more values and complexity to deal?

The AI for tenet selection is written entirely by me, so if you notice the AI making any particularly foolish decisions there, let me know. With civics we're at the mercy of the BTS AI, which is why I can't be nearly as adventurous with civic effects as I can with tenets. I intended to reshuffle the existing effects around a bit, and restore some effects that were removed. Any custom effects will be supplementary. Overall, the AI should be able to cope just as well as it did when there were 6 categories before.
 
Ok Xyth,
so much thanks. I will keep an eye on the development.
 
Can you rewrite the civics AI?

No. Doing so requires DLL changes. BTS civics AI isn't too bad to be honest, it's pretty good at calculating which civic is best for it's situation and strategy. It's only the custom bonuses I've added that it has no clue about, which is why I'm very careful about where I add those. I can assign extra 'weight' to a civic, to tell the AI it's more valuable than it's calculations show, but it's a very blunt tool. I can't tell the AI a civic is more valuable in some situations and not others. I can do this with tenets because I control exactly when and how tenets can be changed (reformation).
 
Actually, after some more thought I reckon I could override AI civic selection. The question is whether I can code something better to replace it with. Maybe eventually, but for the moment I don't think it's worth the considerable effort and inevitable short-term balance issues.
 
Hi Xyth. If is there a talk about AI, then i have question.

I Notice in my games that somethimes surended AI players got a insane Research boost. I have 12 cities they have 4 and they got in advance. I check the vasal of other empires (syde empires table on main screen (enof spy point to show research)) and they have sometymes 5x faster research progres that i have.
How is that?
PS: Plaing on good dif.

When i typing, i write this here:
Dont know if this is alredy reported:

-Mangudai (Mongolian UU) Can take promote Nomad I when alredy on Nomad III. Presing the buton is vasting the xp.

-Canot change spy point redistribution in spy page. (+ - dint work)
When i click on the portrets they will mark and dis mark and thats all.

I realy want the option to kick out Vassal empire from aliance. Or kick out some city from empire.

:science: (Warning: Bad idea. bad EN.)
Long ago, in my games i find a single mountrain in ocean. And barbarian ships around that mountain.
+And, there can be placed wiliages on vater when start new game.
=So, can this wiliage near this mountain turn into some barbarian fort/city/barbarian spawner.
That will somethime generate a ship full whit units? (somthing like barbarian party from Civ I, II)
sry, im leazy to create new topic.
 
"In the game you deal with continuous Rebellions on the opponent's field, so they fractionate so many times."

I would like to agree that the AI cannot handle the new Dissent function. Basically I have had to crank up at least two difficulty levels in v.22, and even then, if you just hang tight for a bit as the AI races ahead, soon enough all of its Civs will overextend and endlessly fragment leaving you easy roads to victory. Don't know what it will take to fix this, but it's quite a change. One of the AI's most successful strategies used to be building up giant militaristic Civs and overwhelming you: that won't work with Dissent. For some reason Ghandi has been the most succesful AI I have faced quite a few times in about 20 games.

At every other level v. 22 is really terrific-- all the crash issues I had with v. 21 and the prepatch v. 22 have vanished. Choosing tenets is interesting, although I tend to follow the same paths. Lots of overall balance in other areas. Also I have had great success with the Command "C" override to the endless "Waiting for Other Civs" bug.

Thanks to Xyth.
 
For some reason Ghandi has been the most succesful AI I have faced quite a few times in about 20 games.

That's probably because of his traits. Humane halves dissent from civics (which is where most of it usually comes from), while Philosophical increases golden age length by 50% (which would drop his already low civic dissent to zero for its duration). So it's not surprising he would be the AI most resistant to dissent.
 
Merry xmas everyone!

Do you know the current AI algorithm?

It's all in the DLL source code. I'm familiar with how it works overall, but not the specific weightings.

I Notice in my games that somethimes surended AI players got a insane Research boost. I have 12 cities they have 4 and they got in advance. I check the vasal of other empires (syde empires table on main screen (enof spy point to show research)) and they have sometymes 5x faster research progres that i have.
How is that?
PS: Plaing on good dif.

There is a technology 'catchup' mechanic in HR called Tech Diffusion. Roughly, the more civilizations that know a technology in a game, the bigger a bonus civilizations that don't know it yet get towards researching it. This effect is modified by Open/Closed borders, leader attitudes, and other such things. This is probably what you're seeing here.

-Mangudai (Mongolian UU) Can take promote Nomad I when alredy on Nomad III. Presing the buton is vasting the xp.

That situation can happen with Mounted/Gun/Recon units built in a city with the Kilimanjaro Natural Wonder. Presuming that's what caused it here as the Mongols don't have any special connection to the Nomad promotions. It's not a waste of xp either, as the effects of Nomad I stack with the effects of Nomad II and Nomad III.

-Canot change spy point redistribution in spy page. (+ - dint work)
When i click on the portrets they will mark and dis mark and thats all.

It's working fine as far as I can tell, and I've not made any changes to that screen at all. Does it work after quitting and reloading?

I realy want the option to kick out Vassal empire from aliance.

I don't know if this is possible/viable, will have to investigate at some point.

Or kick out some city from empire.

This would trivialize several aspects of gameplay, and I don't think it's particularly historical either.

Long ago, in my games i find a single mountrain in ocean. And barbarian ships around that mountain.
+And, there can be placed wiliages on vater when start new game.
=So, can this wiliage near this mountain turn into some barbarian fort/city/barbarian spawner.
That will somethime generate a ship full whit units? (somthing like barbarian party from Civ I, II)

I'd like to do more with Barbarians, but I don't know what yet. Depends what's possible. Something to explore in future versions.

"In the game you deal with continuous Rebellions on the opponent's field, so they fractionate so many times."

I would like to agree that the AI cannot handle the new Dissent function. Basically I have had to crank up at least two difficulty levels in v.22, and even then, if you just hang tight for a bit as the AI races ahead, soon enough all of its Civs will overextend and endlessly fragment leaving you easy roads to victory. Don't know what it will take to fix this, but it's quite a change. One of the AI's most successful strategies used to be building up giant militaristic Civs and overwhelming you: that won't work with Dissent. For some reason Ghandi has been the most succesful AI I have faced quite a few times in about 20 games.

I'm working on something to address this, partially at least.

At every other level v. 22 is really terrific-- all the crash issues I had with v. 21 and the prepatch v. 22 have vanished. Choosing tenets is interesting, although I tend to follow the same paths. Lots of overall balance in other areas. Also I have had great success with the Command "C" override to the endless "Waiting for Other Civs" bug.

Great to hear. Has the 'Waiting for Other Civs' bug reduced in frequency since the Pirate unit was disabled? Wondering if I should restore it for 1.23 or not.
 
About that research:
Thxxx for explain.

About that spi page:

If i click + or - it dint do anything. All is still on 0.
Points is redistributed to everyone.
spies can operate normaly, but only cant focuss spi points to some empire. Or stop sending it to someone.
This is on my every game.
 
Since revamping the Modern era tech tree (yay!) is now on the agenda (finally ;) )...

How about we lay out what thoughts we have? For me it's been a while. I recall major issues being:
1) Untangling the tech tree and/or adding more technologies.
2) Possibly introducing a few new units, and/or rebalancing old units (?)
3) Making the wonders and improvements available in the late-game desirable even though they appear so late in the game.

Anything else?
 
If i click + or - it dint do anything. All is still on 0.
Points is redistributed to everyone.
spies can operate normaly, but only cant focuss spi points to some empire. Or stop sending it to someone.
This is on my every game.

So the Weight stays at 0 for each civ? Do you have python error logging enabled? If so, anything showing up in your PythonErr.log? I've tested it and it's working fine for me, so I'm not sure what's going on. I plan to replace/rework that screen eventually.

Since revamping the Modern era tech tree (yay!) is now on the agenda (finally ;) )...

How about we lay out what thoughts we have? For me it's been a while. I recall major issues being:
1) Untangling the tech tree and/or adding more technologies.
2) Possibly introducing a few new units, and/or rebalancing old units (?)
3) Making the wonders and improvements available in the late-game desirable even though they appear so late in the game.

Anything else?

4) Consider options for relabelling/redefining the Modern and Future eras.

I find the labels 'Modern' and 'Future' restrictive and a barrier to good design of that end of the tech tree. What's 'modern' and what's 'future' is forever shifting, resulting in not enough room for the former and too much room for the latter. Doing this would allow us to add more techs and untangle the existing ones better, without having to add a new era or mess with turn calendar.
 
Spi tab
No erors shows.




4) how about Economic(Modern) and Informative(Future) eras?:nuke:

2) It will be nice have more leves betven some units. Like armor/ advanced armor or Fighter/ steal Figter. (some like armor generation.I , II, III... or Bi plane/ fighter / Jet Fighter / Super Fighter / steal Fighter)
Or maybe not.

I think its too deep gap betven these.
If i remember corectly... I have question: Why atack submarine cant carry missles?

But there is one think i will ask. Is okey to have "trait?" for 0 unit upgrade cost?

Question about Canon unit. Curentli need Iron. Can be this change to Iron or Coper? (Coper is needed for bronze. And i think i remember bronze canons to.)

***
Question: If civ surende to me and become my vasal will be take benefid from mi wonders? (If they have all city ability or somthing that.):health:
 
Sorry for the wrong thread. I will try to change the content of the post and give a little suggestion for new versions. ;)

What I like the most about this mod is the way religion are founded. You need to spend a great prophet to estabilish a religion, and that's more "realistic" than the way this is done in Civilization IV.
However, I don't agree with the choice that gives every civilization can found only one religion. I think that would be better to make a religion foundable in a way similar to the starting of a golden age.
An example: if you want to found a religion, you must use one Great Prophet. If you want to found the second religion, you must use TWO great prophets, and so on.
I also find that in bigger maps minor civilizations, who generates only a little faith every turn, won't found any religion at all in the end if one is already present in their cities.
 
Sorry for the late responses, have been away on holiday.

Spi tab
No erors shows.

I loaded your saved game and the Espionage Screen controls are all working as expected for me. I honestly have no idea why it wouldn't for you.

4) how about Economic(Modern) and Informative(Future) eras?:nuke:

I think 'Information Era' or 'Digital Era' has a lot of potential, but I'm not sure what to pair it with. 'Economic Era' doesn't really work.

2) It will be nice have more leves betven some units. Like armor/ advanced armor or Fighter/ steal Figter. (some like armor generation.I , II, III... or Bi plane/ fighter / Jet Fighter / Super Fighter / steal Fighter)
Or maybe not.

Revamping the Modern era may allow an extra tier for some unit lines. I definitely want to add Biplanes. I don't want to get too carried away though, each unit should represent a significant leap in technology. At most, each line could have a unit for WW1, WW2, Cold War, Modern. Where appropriate.

If i remember corectly... I have question: Why atack submarine cant carry missles?

To give them a different game role to regular submarines. The way Firaxis names these units is confusing.

But there is one think i will ask. Is okey to have "trait?" for 0 unit upgrade cost?

The Tactical trait does that.

Question about Canon unit. Curentli need Iron. Can be this change to Iron or Coper? (Coper is needed for bronze. And i think i remember bronze canons to.)

Yeah, bronze was a preferable material to cast iron for making cannons. I'll fix that.

Question: If civ surende to me and become my vasal will be take benefid from mi wonders? (If they have all city ability or somthing that.):health:

None of the wonder or wonder effects I've added affect vassals, not sure about standard BTS wonders.

What I like the most about this mod is the way religion are founded. You need to spend a great prophet to estabilish a religion, and that's more "realistic" than the way this is done in Civilization IV.
However, I don't agree with the choice that gives every civilization can found only one religion.

Any player can found more than one religion, just not in an existing holy city.

I think that would be better to make a religion foundable in a way similar to the starting of a golden age.
An example: if you want to found a religion, you must use one Great Prophet. If you want to found the second religion, you must use TWO great prophets, and so on.

Interesting idea, but I'm not sure it's needed in addition to the faith system. Each prophet costs more faith than the last, and once you've founded one religion you have to weigh up whether using your prophets to found a second is more useful to you than building a Great Temple, triggering a reformation, etc.

I also find that in bigger maps minor civilizations, who generates only a little faith every turn, won't found any religion at all in the end if one is already present in their cities.

This shouldn't be happening unless the maximum number of religions for that game has already been reached. The first prophet isn't too difficult to obtain, and the AI is heavily weighted to founding a new religion with it. Leader personality is also a big factor.
 
This probably sounds like another dumb question, but is it possible to simply remove an improvement? Say I really need to get rid of a mine due to pollution/unhappiness/dissent, how do I do that if there are no other build options available (like 'building pasture will remove the camp')? I would love just a generic 'unbuild/destroy/remove' option on any tile for any improvement by any worker.

If I played more warlike games, I could also see the benefit of being able to destroy/remove roads or other improvements in order to prevent pillaging in certain circumstances. Or maybe just to reduce the risk of attack by removing desirability. Scorched earth policies by civ's towards their own resources in the face of invasion threat is definitely a historic and often successful tactic (think Russia/USSR).

I really hope you do find a way of including triads, crime, other nonstate actors. I just really don't enjoy playing warlike games, but 'war by other means' seems a lot more fun and still certainly realistic. Having options for conflict even in 'always peace' games would be fantastic. I personally find building and maintaining military units tedious, as I do the battles themselves. I completely understand and agree with the idea that military research was integral to tech advancement in certain key ways, but I'd still love to have a complex game with all kinds of competition that doesn't actually involve wars and battles. That's why I think spies and pirates are key and if anything should be enhanced.

Still sticking with resource depletion/land degradation/climate issues from my post in the 1.22 thread:

There are cultures and civilizations that have invested huge amounts of effort in increasing land and resource productivity in ways that are sustainable and even an improvement on the natural endowment. Since some of them didn't end up conquering the world like the Romans I guess they are 'minor' lol, but since this is a game where we are rewriting history, why not provide some of those options?

If you haven't already heard of it, 'terra preta' is a fascinating topic; ancient amazonians basically created their own almost endlessly fertile soils from biochar and other enhancements like broken pottery. A very long time ago and before modern chemistry lol!

Planting trees, soil conservation and fertility enhancement, terracing, aquaculture, these are all things that have a very ancient history as I'm sure you already know. Even in major civ's like China, with its ducks/fish/rice paddy development that spread all over Asia. Those enhanced environments still provide to this day, thousands of years later. Why can't we add those techs and improvements early in the game? Not every culture did it like the those in the mediterranean. Imagine if Bali had expanded and grown into power lol, talk about an amazing built environment that has provided sustainable resources for an extremely long time;)

In the real world of course, destruction caused by civilization seems 'normal' and inevitable, but in the game I'd love to see a balanced way of allowing other options a chance at success. Say for example: playing as one of the ancient mediterranean cultures but having the tech options/ability to plant forest, build soil fertility with biochar, and integrate aquaculture in their terrain along with irrigation and qanats. Perhaps the degradation/depletion/collapse scenarios of our real world might turn out differently. And say the AI plays those civ's the 'normal' way, what if a nearby culture grows 'smart' and is able to overtake those civ's? I'd love to win out by creating terra preta and planting forest over my territories, turning the middle east into a real land of milk and honey lol;)

I imagine that providing balance is one of the more difficult things to create in the game, especially when modding. But is there a way to add, right from the beginning, ways of development that have costs and benefits that compete in a fair way with the old standby's of mining/quarries/chopping/cottages? I guess I'm saying I really think there should be a strategic pathway to get from forest/resource preservation and enhancement techs I hope to see to the too late techs of preserves/parks/environmentalism stuff through all the eras in a sustainable and successful way that makes it a viable option, if you want to play that way.

Maybe tweaking the AI so that it too thinks those options are attractive might be a real challenge. Or maybe that isn't so important; maybe the AI will still have the advantage playing the traditional way while the human player that tries to build towards sustainability will be taking a risk and adding difficulty but with potentially great payoffs after just a bit of a slower start.

I've done well so far with cities built on camps and pastures late into the game lol, so I'm very happy that those are viable options in the way you've created the game so far; I'm still figuring out how to transition those improvements into later techs and eras with new improvements in a way that doesn't just create the inevitable pollution/unhealthiness/unhappiness that I've been avoiding. Maybe that's partly why I tend to stop playing as we get into the industrial era.

Jungle camp (part of some other mods): please add it!! I understand why you've decided jungle clearance needs to be where it is in the tech tree with bronze etc, but if I play a civ in an area of much jungle, like Khmer lol, I'm way way behind when in reality many ancient civ's grew incredibly well in jungle/tropical/wet environments. And just to confirm: you did remove the jungle health penalty, right? I seem to remember seeing something about that. Definitely a dumb and euro-centric aspect of the game that should be dumped.

One more thought on this issue: I think it is great and appropriate that civ's start experiencing so much more dissent and revolution as they get more developed in the 'normal' way in HR. I'm always behind the AI because I'm building camps and pastures, but I have a chance to catch up when the other civ's start breaking apart and fighting civil wars because of unhealth/unhappiness/dissent. Perfect! This works even in 'always peace' games. I do end up having to fight rebellious barbarian cities on my borders but that is something to be expected and I was really happy to see that still occurred in my 'peace only' games. I would hope you don't alter the way dissent and revolution take place now, even if the AI suffers a bit more than I do because I work to prevent both in a smarter way lol;)

About modules: Platyping creates so much cool stuff. I'm just unclear on how exactly to add them to my game, meaning History Rewritten, as it is the only way I play now lol. For example, his Bad People mod, I'd love to just pop that into my HR games. Where would I put that folder so it loads into HR, or is that even possible? How about other modules?

Speaking of other mods: I recently spent the far too many frustrated hours required to get a Wine version of the PC CivIV working on my computer, solely to be able to try out some of the big fancy mods that won't work on a mac (most of them lol). There are definitely some things that are very cool that I would love to see be incorporated into HR.

Have you already posted here a sort of detailed look at what aspects of the HR mod can and can't be added, given the limitations of the coding (the dll stuff)? I would hate to post some suggestions without already having some idea of what is possible and what isn't. I already suspect that many of the screen/advisor/automation options may not be possible, bummer lol. But I'll risk the threat of sounding dumb by posting ideas that have come to mind over the last couple of weeks.

Rise of Manking: A New Dawn has quite a few things that sound very intriguing, although it crashes so often that I have yet to actually play it much. The Diplomacy stuff (embassies etc) sound great; useable mountains with appropriate techs sound excellent and certainly would be historic (Inca, Tibet etc developed in mountains and tundra), could those abilities be added to existing techs in your tree?; additional spy missions like assassination etc.; building a fort/unit on a resource tile outside city boundaries in order to claim and use it (wow would that be so fantastic on these worlds where so many resources are in areas that simply won't sustain a city, I sure get a lot of desert planets lol); additional trading options; lots and lots of the future tech tree stuff (I rarely play any game to that era but I would if it included some of that lol).

That mod's fixed border options sound interesting, however since building culture to expand borders is such a MAJOR way I play the game, I'm not sure how it would change if certain kinds of fixed borders and cultural diffusion were altered in a significant way. If you want to post in more detail your thoughts on how you see making changes in cultural/tech diffusion in future editions, it would be something I would love to read lol.

PieAncientEurope also has a lot of things I find interesting, especially since it is mostly ancient to Renaissance games that I play. Unfortunately much of the text in the mod is very confusing so I have yet to figure out exactly how some of those interesting options work lol! I don't blame the modders, I'm sure it is all very clear in the original german, but perhaps translation doesn't seem to be something everyone is eager to rush in and help out with;) Have you had luck playing this mod on your mac using the mac civIV version? It always crashes for me.

I can't remember exactly which mod (it could be several of them), but plagues and spreading diseases were a significant factor. I think that would be a great addition, especially along trading routes and affected by open/closed borders.

I also like that in PAE there are a LOT more animals and they stick around a lot longer. That would be especially nice if a civ followed a strategy of environmental preservation, as I discussed above. Why not have a way to play that takes viable animal populations very late into the game, for hunting and just for the pleasure of seeing them run around lol? You could create improvements like hunting preserves and animal preserves even into the future era.

I think sending missionaries through closed borders should be an option. Some cultures hunted them to prevent religion spread, but perhaps most cultures have not had much luck in preventing surreptitious missionaries. Making these options more complex would be great and interesting, the interaction of missionaries and borders and diplomacy. Say for example, one option would be to have missionaries act like spies through closed borders, with calculated chances of success and failure and a variety of missions. Another option would be to have formal missionary missions, like trading missions, to civ's with open borders.

I like that in PAE's mod, you send trading missions through closed borders, so you have contact but not other civ's trampling all through your territory. Missionaries could do something similar, by initiative or even by invitation from the other civ.

I noticed in an older thread that you said you had upped the value/chances for finding resources on generic terrain plots as you build generic improvements. I would love to see that upped even just a bit more. I'm saying that because I've been playing games using the World option and finding that most of my continents are dry and forests/savannas are rare, along with resources needed to expand. Lots of deserts. Deserts with key resources but no way to support a city to get access to them lol;) Growth and development are very difficult if I'm not lucky enough to start on one of the green patches. More reason to add the environmental enhancing techs and improvements mentioned above lol;)

Okay, long enough for now. Apologies, but I hope you take it all as enthusiasm and respect for the huge amount of quality work you've put into this mod.
 
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