The Long Awaited Wish List!

all the talk around the remake

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Deathifier
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The Long Awaited Wish List!

Postby Deathifier » Thu Feb 13, 2003 10:36 am

Hello everyone,
It's finally here, a comprehensive list of everyones thoughts, idea's and other suggestions discussed here and elsewhere over the past 6 months.

I would like to thank everybody who has contributed to the discussion, your input has been quite valuable and none of this would have been possible without everyone's involvement :)

Comments and suggested changes are more than welcome.

Begin EFS Community Wish List:
This is a list of features that the EFS community as represented on the unofficial forums at http://www.kborek.cz have deemed important for a clone or sequel of the game.

Issues still not completely resolved:

Multiple Planets per System:
The addition of multiple planets per system still has no clear answer, people prefer to have just the single inhabitable planet present for simplicity with any other planets being raw material production (with the appropriate tech) only.

Stacks:
Some people want them to stay, others want them abolished and replaced with something else.
A compromise would be keeping the max unit limit in place (and possibly raise it by a few units, perhaps as a tech option) and allow certain units to combine together to beef themselves up - for example two militia units might combine to get a max armour boost and slightly extra damage.
Once combined these units act as one, and of course we put a cap on the number you can combine (with diminishing returns in different stats for each one combined).

Extra Detail for Units:
Units and their compositions could be broken down into different parts, for example a tank may have the actual vehicle and crew as separate entities.
Other stats can be tracked like what armour they have and instead of a generic health bar or health level it tracks what parts are destroyed/damaged/working which in turn affects combat and movement.

Completely change Stacks:
Instead of stacks these units could be grouped together to form army groups, divisions, regiments, etc. When different groups get together they form a larger one, and may get some bonuses during combat and so on.
Armies could cover multiple hexes, or just parts of hexes, depending on their size and deployment (user chosen).
Putting too many troops in one army in one spot can have side effects, such as disorganization.
Seems like the majority of people don't want such a large change...

Adding Supply:
Supplies could be implemented in different ways - from per-unit supply to a more general per-planet supply and more. Supplies are sent in to hostile worlds via dedicated transport routes, and moved around on a planet in a similar fashion. Supplies on friendly worlds could be generated by a certain building.
Seems a lot like the current food requirements, though perhaps we could make combat units use more food when on a hostile planet as a much simpler change?

Control of the Imperial Guard:
Possibly place the Imperial Guard units under the command of the regent, these units would be used for conflict prevention and planet protection. However care must be taken that a player doesn't take them and wipe out the other players...
Perhaps disable control of the Imperial Guard when an emperor is declared.

Issues Largely Resolved:

Space Transport stack:
Space transportation should have its own distinct stack; combat must first occur with any warships in the area and then move to attack the transports (with whatever warships are left still trying to protect them).
Ground transportation is mixed into the normal ground stack.
Ships in the Space Transport stack are a combination of troop carriers and ships on transport routes.
Different icons to represent transport groups (those on dedicated routes, which may include escorts that should not go into the generic warship stack) could be used to reduce interface clutter. There would be a maximum number of transport ships and groups allowed.
Any cargo in those ships not counted towards the stack size.

New AI Entities:
The following entities should be given their own AI and agenda to follow when not under the direct control of a player.
- Vau (Sneaky and Subtle)
- Imperial Guard (Defend planets they are on without compromising defense)
- Imperial Fleet (React to Symbiot invasions and rebel fleets)
- Imperial Eye (Uncertain)

Addition of smaller AI houses; these might be Rebels (or represented as such) but with the ability to behave like a small house and which could possibly be dealt with via diplomacy. Possible deals could include getting map(s) of the planet, info on enemy forces or even absorbing them into your own house for a fee.

More Player Control:
Let players control non-house entities, such as the church, league and Symbiots. In this situation the players would have reduced diplomacy options.
Possibly also let them control smaller houses, or a group of rebels, or something else which represents a minor power for an additional challenge.

Economy:
Better balanced player economy with revisions to Taxes, Church Tithe, Unit Costs and so on such that firebirds are hardly ever in abundant supply.
Suggestions include reworking the tax collection system and adding new house taxes such as an imperial tax to better balancing unit upkeep costs.
Making skimming the church tithe actually cause problems for a house will help here as well.

Blockades:
Allow space forces to blockade planets properly, preventing any ships entering or leaving and possibly automatically engaging in combat if they try to leave via 'running the blockade'.

Customization:
Enhance the customization of the players’ house, allow custom portraits.

Traits:
Introduce better trait system(s), possibly allow the players to select from different ones depending on the scenario being played.

Better Container Management:
Improve Cargo Container management, especially with universal warehouse on.
For example add in auto-sentry ability and allow pods to hold more resources and possibly be upgradeable via research to hold even more.
Other options are allowing buildings to hold a set number of resources internally and only when full is a container produced.
Containers can also be produced by request.
Containers sitting in a hex for more then 2 turns with another container or a city that has space in storage for that resource may automatically attempt to merge with the other container(s) and city.

Better Espionage:
Add more options for the commander of the Imperial Eye.
Perhaps be able to spy on house details if they have an espionage unit on one of the targeted houses planets (and that planet has a palace).
Should be a risk of failure and discovery, and they unit must be close to the palace or other appropriate building.

More roles for espionage type units, perhaps small missions they can undertake.
- Investigate stack, letting you view its composition better than normal scouting.
- Investigate city, showing you a more detailed breakdown of its status.
- Sabotage city by slowing or setting back production, perhaps even damaging it.

Espionage units can pretend to be rebels, more sophisticated/better trained ones could pretend to belong to another house. They also will not cause automatic war when attacking, if the house which owns them is discovered then the players can decide to declare war.

Plague Changes:
Modify the way plague breaks out to enable the functionality of plague bombs whilst removing the ability for players to intentionally starve a city into plague.
Perhaps remove the ability to start a plague from famine, or have different types of plagues - ones caused by famine affect only that city and don't automatically spread (due to quarantine on the city). Plague caused by bomb usage acts similar to now, spreading rapidly due to the clouds generated from the explosion.

Game Settings:
Allow selection of Victory Conditions for each game.
These conditions will be different depending on who a player plays as, or could be different for all houses depending on what the players want for their game.
This enables shorter or longer games at the players’ discretion.

Allow for variation in player turn order, attempt to solve issues where houses that go first can get an advantage in certain areas (such as purchasing resources).

Let the player determine when to execute the different resolution phases, such as research, production, etc.

Hidden Planets and Jump Routes:
Make non-house planets not on major jump routes (such as to B2 or direct to other houses) be hidden at the start of the game.
They may then only be revealed after certain criteria are met (ship passing through system, planet colonized, relic found or random event).

Similarly some Jump Routes between two planets may be hidden.

Automated Trade Routes:
Add Trade routes for the automatic shipping of goods and units to and from certain locations.
Some level of AI is required if the movement of troops is allowed, especially if going into a contested area.

Unit Changes:
Units have a transport space size, and transports have a corresponding capacity. It can either be simplified (just # of slots available) or a little more complex (total capacity and used capacity).

Let larger units deploy and un-deploy for movement, rather than requiring construction of a special mobile unit or transport.

Unit and City loyalty could be reworked to include more factors instead of just pay rate (such as location and presence of hostile/enemy units).
Unit payment and tax rates and their effect on loyalty should not be linear, i.e. More Pay = Less Increase.

Church Overhaul:
A house should choose its default sect at the start of the game. Specific sects for units can be set in an editor, units and cities with 'default' selected are set to the selected sect whilst others are not affected.

Each Sect should have its own agenda and make attempts to convert houses/units/rebels/etc to their sect in an attempt to become patriarch. Sect units are still considered church units in general but may be under the control of different AI's (multi-tier command structure).

A house of the same sect as the patriarch should get a diplomacy bonus when dealing with them, this bonus should be relative to the number of other houses of the same sect and the number of units that house has which are part of the sect.

Church should start crusades against its enemies.
Especially the Symbiots if they break out, someone else invades their world(s) or anyone carrying out prolonged periods of prohibited tech research (and thwarting the normal inquisition).

Specific sects should influence church actions depending on their strength, this would be mostly seen by how active the church goes after its different enemies - an inquisition lead church would focus more resources on shutting down prohibited tech operations whilst Brother Battle might build more general combat units.

Church should make better efforts with the inquisition.
Replace lost inquisition units and increase the quantity and quality of units in attacks if they are repelled.
Disputes over proscribed tech should eventually lead to full scale war by the church against the house(s) possessing it.

Make techs that have been proscribed stay that way unless later un-proscribed.

League Overhaul:
Properly refill agora's on planets where they are not at war with the planets owner.
Transfer of supplies for agora's through safe routes and provide appropriate escort.

When declaring the 3rd republic actively attack houses and/or other entities, possibly attempt to gain control of Byzantium 2.

Improved internal league economy, with prices at Agora's better reflecting actual supply and demand in the galaxy.

Add guilds which behave much like church sects but on a smaller scale and without much actual influence on events.

New Diplomacy Options:
Ask the current church patriarch to un-proscribe a tech.

Let players’ votes be divided amongst different houses.

Enable peaceful trade of resources and other items (Relics, maybe certain units).

Increased range of demands such as the surrender of specific items (including cities) for peace.

More effective/useful “or else” type diplomacy options.

Some notion of borders for planets occupied by more than one house/entity.

Be able to demand the removal of enemy units from your territory.

Interface enhancements:
Allow most warning dialogs to be toggled on or off permanently.

All GUI windows should float, and thus be movable and dockable.

Improved construction system for units - queues (short term), schedules (long term, multiple queues), better overview screens.
Allow saving of customized queues and schedules for later use.
This includes options such as continual build mode.
Allow production in one or more cities to be paused, either indefinitely or for a set period of time.

If multiple planets or objects are added per system then introduce a layered star map approach showing only the systems and their connecting jump routes. To expand a system, just click on it, which will then expand that particular system to show all the sub-entities within it.
Fleet strengths are still summarized at the highest level though, and fleet movements (and bombardment/landing if only one habitable planet per system) can be made without needing to leave the highest level.

Enhanced movement which better considers the cost of moving through terrain for different unit types.
Allow setting up of patrol routes.

Add rally points for newly constructed units, make it smart enough to not rally units to locations which they can't get to (ships moving to land) or may be destroyed before they arrive (air units).

Extra summary and statistics screens to ease the management of larger empires, the more flexibility in viewing and issuing orders from these screens the better.

A hotkey or some other button which cycles through various displays - everything, just terrain, just buildings, building harvest radii, construction progress and more.
Alternatively have hotkeys for showing/hiding certain things to allow for easier customization of the view without including every possible choice in the cycle.

Should be a voting summary screen showing who received how many votes but not who they came from.

View city/unit/location button is required along with keys to cycle through different types of buildings on a planet.

Automatic change of control to next active stack should be optional.

Graphics Changes:
Each unit should have their own unique icon where possible.

Improved graphics in general, no need for flashy special effects though.

No issues with task switching.

Look and feel should remain the same, or be customizable.

Combat:
Improved combat model, adjust stacking and phases.

Allow multiple allied houses to fight alongside each other.

Destroyed units may leave remnants of the resources used to build them in a hex that players could salvage with a special salvage vehicle. The number of resources left could be linked to how bad the killing blow was and the composition of the destroyed unit.

Combat should use up movement points above and beyond what are normally required to move into the hex, should there be insufficient points left after the move for combat then the user is warned before movement take place. If they choose to still do combat then their army fights at reduced effectiveness due to exhaustion.

Cities should receive some sort of defensive bonus when attacked, specific cities may receive more bonuses (for example forts). Cities should be able to upgrade their capabilities to increase this bonus.

Terrain can effect combat, making it easier to attack or defend - some units may have advantages on certain terrain types.

Small changes to the experience gain and effect system, harder to gain levels and more bonuses at higher levels.

Enable the ability to capture ships in space combat, better chances with specific types of ships.

Allow indirect capable units to conduct special bombardment attacks. It costs more than normal combat due to the units moving to the enemies hex, bombarding, then retreating back to their original hex. During the combat only the indirect or other long-range phase resolves, though all units participate.

Loadable space combat units like fighters or marauders cannot be launched into space combat or unloaded into space unless on a unit which is capable of doing that - such as carriers.
Other units such as Psychics should be able to participate in combat regardless.

Units at high % loyalty should be routable (for example when faced with overwhelming odds) such that in theory you could capture any unit in the right circumstances.

Events:
Add the option of having small random events happen to a game entity each turn. The effects should be small such as minor damage to units, perhaps small changes in terrain, temporary drop or rise in loyalty, new resources found and so on.

Technology:
Increase technology costs and the range of technologies available to research.
Goal is to make it take longer to acquire all of them, and a considerable effort to maintain all of them.

Perhaps make certain techs only obtainable with specific relics which are initially held by rebels or possibly the church.

Special tech may be purchasable from the league, church, Vau or other entity that isn't in the normal tech tree. These would be more exotic in nature and carry a hefty price tag.

Resource Harvesting:
Have the ability to make resource deposits exhaustible or at least reduce their output over time.
For example a fertility marker could start by providing +50 food, but over time degrade to just +10 food.

Some types of resources (like gems) could run out completely instead of just diminishing.

Certain resources may not run out at all, it all depends on how we decide they are generated in the game - a renewable vs. non-renewable issue.

AI Enhancements:
Make it scriptable to some extent.

Ability to set the aggressiveness of rebels, Symbiots and other game entities when starting a game. This is an initial setting and as an option could slowly climb during the game until it reaches maximum. It should affect how eager the AI is to attack other entities and the quantity and quality of forces sent.

All AI controlled entities need to try and maintain their power position, which may mean expanding to new worlds, conducting research and building more units. Each AI should try to maintain a certain level of 'power' relative to the other entities, for example the league and church should try to maintain forces capable of crushing most house forces.

General improvements in these areas:
- Determining where to place new buildings.
- Construction of new units in the most useful location.
- Add in exploration, restrict AI view to just what it can see and not let it see everything.
- Determining potential threats and placing appropriate defenses against them.
- Selection of planets to attack and execution of an assault strategy.
- Diplomacy

Setting appropriate parameters for different areas of the game to assist in evaluation, determining evaluation priorities (e.g. saving my planet is more important than killing some units on another) and creating a turn plan based on these.

Units:
Enable the ability to make house or other entity specific units.

Provide a 'not capturable' flag for certain units, primarily for Symbiots. These units will always fight when attacked.

Allow units to be upgraded with certain abilities as they become available.

Loyalty has a set rate it should be at given the circumstances. If loyalty is lower (such as is often the case with captured units) then it should increase slowly per turn until it reaches the 'normal' level.

Nobles having names and histories, as well as having more impact in running the planet they are on, perhaps adding a bit of an RPG element where Nobles has or can gain skills, traits and abilities for performing actions.
When on a planet in the Palace these attributes may effect the planet in some way.

Planets:
Damage to terrain or presence of units and buildings on terrain should affect harvest efficiency of gathering type buildings working on it.

Allow terrain to be 'terraformed' in some ways, for example repeated bombardment might create craters or cause fires in forests.
In turn the terrain will heal itself, for example forests will regrow provided they weren't obliterated repeatedly.

Allow planets to have certain types of atmosphere which affects units on the planets depending on what type of units they actually are.

More planetary types, such as moonscape, asteroid, volcanic.

Different planet sizes, smaller planets would obviously have less surface area and a smaller map.

Game Editor and general design:
Should be closely tied to the actual game engine, with features such as quick-test or even editing during a game (useful for tweaking attributes).

As much as possible should be parameter driven, have as few hard coded values or predefined group designations (such as movement types) as possible.

All graphics should be editable; a common format will need to be selected.

Random Galaxy generator should be improved to take various parameters for all the variable attributes - ratio of water:land on certain planet types, scarcity of resources, etc. Level of detail can range from generic to highly specific (e.g. % types of rebel units on a planet, for each individual planet).

Modifications should exist separately in their own directory and have no interaction with anything else.

----END of Wish List----
Once again a big thank you to everyone in the EFS community!

- Deathifier

Edits:
13th Feb - UBB doesn't have underlining...
16th Feb - Added auto-merge of containers, added pausing of construction.

<small>[ 16-02-2003, 05:11: Message edited by: Deathifier ]</small>

Grimly
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Posts: 158
Joined: Mon May 17, 2004 1:01 am
Location: Philadelphia, PA

Re: The Long Awaited Wish List!

Postby Grimly » Sun Aug 01, 2004 1:51 am

I'm coming to this discussion a little late, but I have suggestions that, if developed in a remake or pushed to the limit in a mod, could lead to really significant improvements in the feel of the game. I have tried to apply them to my own mod but the possibilities are limited. You'd need a dual system of AI units and human units, with the AI effectively unable to upgrade units, or else really lame AI Houses.

My main point is that the universe of EFS, at least on the House planets, consists of a feudal system and society and that the game could and should better express this. I'm proposing that the populations of cities be divided into classes to the extent possible (or treated as such), and that these classes be treated as resources controlled by technology, harvested and consumed for units. This system could allow Houses to express their true personalities by the tech they choose. By it, Decados could raise cheap units from peasants for cannon fodder AND a few really powerful units from a tiny elite; Li Halan and Hazat could use religion to mobilize their armies, and Hawkwood and Al-Malik could rely on education and a relatively open society to produce flexible, loyal units drawn from the middle class. Each House would best develop a particular society and economy, and would benefit from particular units, thus leading to Houses that look and feel different.

(I envision 3 types of economies---food-heavy, metal-heavy, and oil-heavy---that would operate in combination and that each would fit particular tech branches, unit types, and city types.)

ASSUMPTIONS
(1) Economies are neither centralized (planned) nor fully differentiated (developed). That means that companies as we know them do not exist, but also that dictatorships are impossible. Houses only control House properties and resources, including peasants. Political systems parallel economies, being neither centralized nor democratic. The social context determines everything. Notice that cities come in types according to what they produce: that's because the people who live in each type of city (or run them) are different, not because they have been issued different orders.

(2) Technology is neither completely centralized nor diffused among your cities. Much technology is available and out there, but it must be collected and directed to be useful to a House. (There is a valley in Pakistan where artisans will hand-make you a high-quality copy of any gun, provided it is made of metal and has no electronic parts, but they can't make you a lot of bullets for them. The Pakistani government can neither stop this trade nor steal the technology because it is traditional.) A mine city can't start making guns and tanks until you develop the means of transmitting the knowledge of their making and of the assembly-line approach---of getting Factory tech, or industrial skill, to the Mine. Meanwhile, your factory cities have that knowledge---they can take materials and construct an assembly line to make whatever you know how to make. This is a social technology. Logically, you can only research those techs that you can keep control over---if you were to research Printing, for example, and use it to publish, it would immediately be dispersed across the Known Worlds and lose its value unless suppressed. EFS assumes that many techs are held in common, and these techs do not show up in the tree. That explains the well-known gaps in the tree---apparently humans have never forgotten rockets!

(3) Wars are not won by material but by people. How many games have you played in which all you need is metal and oil, if that, and you can crank out tanks and planes by the hundreds? The men who crew the tanks are invisible---where do they come from? where do they go? Your society does not produce unlimited numbers of identical people ready to jump on a starship like in a Heinlein novel---EFS is not WW2 or a myth of democratic cohesion nor a society of machines or fascist robots or fanatics---unless you develop those technologies of social control. That's why the Psychosocial Engineering branch exists, not just to train psy-warriors and religious fanatics, but to give you more control over your society.

(4) Technology is not simply a matter of allowing more-expensive and more-powerful units. It also allows previously expensive units to be built more cheaply---that's what the assembly line did for rifles. It may allow a specialized tech to be made general.


WHAT THIS MEANS:
Units should be drawn from different segments of the population according to resources, cash, location (local skills), technology (applied and general, including means of social control) and acording to the established character of that segment of society. EFS society contains: peasants, laborers, townsmen/educated, priests/educated, and aristocrats/warriors/educated (including House nobles). Where do these things come from in a futuristic feudal/semifeudal society, and how are subjects converted to spacegoing units in a manner reflecting the above assumptions? (For "educated" you may read "indoctrinated." The original house traits give you some idea of how each House's society is indoctrinated and the path of development it might optimally follow.)

Resources
Extracted by peasants and laborers (or by serfs, slaves, and convicts) according to universal knowledge in cities specialized to that purpose.

Cash
Taxes are raised from peasants, laborers, and townsmen. Tithes are raised by the religious and in my mod go to the Church (the owner of each cathedral). You need to learn to build Palaces and Cathedrals.

Medieval rulers were always looking for ways to raise cash for their campaigns. They taxed imports and exports, they declared and enforced monopolies; married up, down, in, and out; they demanded/extorted tribute from neighbors and the local Church; they stole and robbed from Jews. heretics, and merchants; they exterminated dissenters; they begged for donations; they made demands of their vassals; they traded favors for cash; they authorized people to steal colonies for them; they trolled for investors among the merchant class. (Loans from the League, since they don't really need to be repaid, can be treated as investments but anyone can get them. Unfortunate!)

In Subversion, Advisers bring in cash (not sure how, by advising i guess) and some transport units are used to raise cash on the side. I have come up with the Vassal, which is an Officer unit raised to a Noble in exchange for 500 FBs per year from the Officer's rich non-Noble or non-House uncle, or if you want, the Officer (whose family is rich) is married into the House. Whatever. The traits also cover some of this, both positive and negative. You could have a cathedral-built unit that draws pilgrims and donations from the religious. Holy Warrior tech could inspire donations to Preachers for your crusade; Dervishes could travel the worlds performing miracles. You could have a factory-built Efficency Expert who raises cash by saving you money. Any of these could allow you to raise an army or build and maintain a Dreadnought. Adding these units would allow either costs to increase or cash resources to be restricted, as AI Houses would be unlikely to build them. (I wish you could set the League to buy/sell at 50%/150%, not 90%/110%!!!)

Local skills
This means city type. Obviously certain cities concentrate certain skills. Harvesting cities don't build much but they can be made to with technology, and each city type can have a unit built only there. The game calls the population of all cities Peasants, but that is obviously wrong. City type should determine the population available: peasants in Farms, laborers in Mines and Wells and Chemplants; Factories and Fortresses would draw from the population in general, and cathedrals too. Palaces would draw from the elite.

Technology
Technology can change the relation between location, class, and unit. If peasants are inappropriate for raising a Star Legion because they are superstitious, untrainable louts, then raise them from workers and raise starship crews from townsmen. But if you research, say, Holy Warriors, then the problem disappears because you now know how to indoctrinate peasants into units ready to jump into space or crew starships. In the current EFS this would require 2 lines of star legion units with different sources and required technologies. One would need an infantry or conscript unit input and the other a peasant levy. The AI cannot be expected to build these units.

High tech is normally considered to be more expensive---and it is---but it has the ability to help you use your population more efficiently. You could build a regiment of infantry, or you could build a battalion of tanks, or you could build a company of Star Rangers---each one deadlier than the last, more mobile, and requiring ever fewer men.

Class
Took me long enough to get here, but here's the core idea. It would be great if each segment of your population increased slightly every year along with your taxes and resources according to how many cities you had of each type and their health, and if these populations could feed into units just like a resource such as metal. Then you could build a Star Legion in a fortress from your general Laborer population---drawn from your mines, wells, processing cities, and factories. Starship and tank crews could come from Chemplants and such---advanced production cities. Cities would lose a tiny percentage of residents each time you build a unit, and then heal at the normal rate. Cities could grow beyond 100%, allowing you to raise units without affecting your material economy. The basic system is already there in EFS. (I also wish Oil were consumed by mechanized units like Food---or instead of Food---but that's a different post.)

Without a remake, the only way to achieve this is to have nonmilitary, noncombat Peasant Levies bought with food from Farms and nonmilitary, noncombat Worker Levies bought with metal from Chemplants serving as input units for all non-noble and nontechnical units, each unit being upgradable according to social class and as your technology allows. The rest of the population would be assumed to be townsmen from resource processing cities, so that any unit lacking an input unit would be from that class (they would offer the best balance of being accessible, numerous, willing, and trainable.) Aristocrats would be assumed to build Officers, which ideally would then be inputs to most ships and aircraft. It could be done. But (a) the AI Houses can't handle upgrades and would need their own simple unit system if you want to see them build advanced units (b) there aren't enough slots for this and (c) only the first unit of each slot can be an input.
Grimly

Deathifier
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Re: The Long Awaited Wish List!

Postby Deathifier » Tue Aug 03, 2004 2:29 pm

Hmm the wishlist is supposed to be locked, oops :)

- Deathifier

Grimly
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Re: The Long Awaited Wish List!

Postby Grimly » Wed Aug 04, 2004 12:56 am

Sure. I guess this would be a new thread, as I don't think I have seen quite this topic addressed . . .
Grimly

Deathifier
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Joined: Thu May 24, 2001 1:01 am
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Re: The Long Awaited Wish List!

Postby Deathifier » Sun Aug 08, 2004 10:40 am

Thanks, I'll use my super-powers to tidy things up :)

- Deathifier


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