Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sega Chief

Pages: 1 ... 128 129 130 131 132 [133] 134 135 136 137 138 ... 164
3301
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-17 06:30:45 »
The location of items, Materia, etc. are detailed in the Database that can be found next to the ReadMe link on the main page (or at least, they should be). It's use is limited with 1.2, but most Materia is in the same place in 1.3 so it'll be handy for that.

3302
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-16 15:34:34 »
Looks like I fixed that problem; I think adding the new script in caused two short-jump labels to no longer reach their targets. Changed them to long-jumps and gave it a few runs, seems to be okay now. I'll upload the hotfix for it just now, should take an hour or so.

what are your plans for the dark cave side quest
are you gonna anything new to your dark cave sidequest

Just general scripting improvements, really.

Edit: The new flevel patch has been uploaded; it only contains the fix, not the new stuff I've been working on.

3303
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-16 15:15:06 »
I'll look into just now and see what I find.

Edit: Encountered the error, now I need to figure out what the cause is. It's likely something to do with the new difficulty modes option that was added to the script here; it'll have interfered with it somehow. Once it's fixed, I'll upload a field hotfix patch for it.

3304
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-16 03:28:23 »
It's a fully-functioning event, just a bit rough around the edges and in need of tweaks. I kept a copy of the original flevel fields too, just in case it proves unpopular. And only one of the two optional characters is needed for the Bizarro fight to function at the moment, so there's no need to make Vincent's recruitment mandatory just now.

3305
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-15 23:28:00 »
School holidays soon and no work for 2 months. Looking forward to getting stuck into an updated version! :)

It'll have Arrange mode in it, so that might be worth checking out for a different take on the mod.

\\McUpdate//

So according to feedback, a common headache caused in a FF7 playthrough is hunting through Junon's forests for Yuffie (this is where she has the lowest chance to turn up, unless it's based on level). While this isn't strictly an NT issue, it's still something worth tackling.

There's also a potential problem on the horizon with the Bizarro encounter in this mod, which forces a three-party fight; at present, if the player doesn't recruit at least one optional character before entering this fight then they'll become stuck, as they won't have enough people to form three parties (the game demands three characters for the first two teams). Not a likely scenario, but it has happened to at least one person which makes it something to be fixed.

So to remedy both problems, I've set up a new event at Kalm which immediately follows the flashback and which will add Yuffie to the party. There's a small amount of evidence that Yuffie was going to be recruitable before passing through the Mythril Mines anyway, if theories about the position of the unused TRAP field and the impossible Zolom/Mythril Mines dialogues are anything to go by.

Just going to fine-tune it then continue my balancing playthrough.

3306
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-14 21:38:44 »
Ah, I see; the hotfix patches are mostly for just repairing any issues that pop up. It should be mostly the same.

3307
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-14 12:48:44 »
Yeah, I've just passed through Kalm in my playthrough and fixed that NPC; he had some left-over script from a scrapped event that was interfering with it. I've set it back to normal. I'm also re-working the dialogue boxes to catch any alignment issues.

As for battle square is this with the Main Installer + Flevel hotfix patch applied? If so, then it seems that something slipped through the gap for the correct battle mode flag. I can hopefully correct that easily enough. Glad to hear there were no other issues popping up.

As far as Materia goes, I won't be doing anything too drastic with Original; maybe a few side events here and there where the player can nab a pre-leveled Materia drop. I think I'll go with a 'rare' Materia system for Arrange though, could be quite interesting.

3308
Troubleshooting / Sephiroth's AI
« on: 2015-05-14 00:21:39 »
I've encountered an unexpected and annoying problem. In NT, there's a cutscene skip for the Nibelheim Flashback but as an easter egg for players who did the flashback anyway, I set up Young Cloud and Sephiroth to be player-controlled with a small arsenal of high-level Materia. It worked fine until what must be very recently.

Young Cloud is still controllable, but Sephiroth seems to have bugged out. His Main AI appears to be active, despite there not being any which results in a 'blank' turn. The flags for both to make them invincible to damage also appear to be non-functional.

Some character AI was added recently to the others; is there a limit to how much AI the kernel can hold? At the moment the total script size is just over 1000; is that above the limit (if there is one)?

3309
CD Mage should be a good tool for that; I use it for applying FFT PS1 mods. Open the CD image (I think you need to tell the program what kind of disc it is; select M2/2352 track) and then look for the kernel file in the CD's folders. Copy-paste that out onto your desktop, make modifications, then copy-paste it back into the CD Image and save it.  That should hopefully do the trick but PS1's kernel has size constraints, etc. that I don't know much about; a PS1 modder would likely know much more about it.

3310
So the text is separate, that's good to hear. I didn't know Touph handled kernel text as well; I'll try using that to save time in the future.

@NFITC1 I'll keep a copy of this kernel and test different edits with it. I can reproduce the problem by changing Mythril Rod's item description + stat modifier from +10 to +5. The patch with the kernel in it is here, if someone wants to give it a try and see if it happens on their end (mind to back up your scene + kernel before applying): https://mega.co.nz/#!Tp9yDDLY!YBfJcE_xy9yb2kEOHN75EgqGiIsvTtLJHMb6Tu3eLbQ

3311
Hey all,

Been having some weird issues pop up with Wall Market now and then, mostly with certain text patterns disappearing (for instance, on saving and then re-loading the kernel it'll have deleted all instances of the letter 'd', or a phrase like 'is used' or similar either from names or descriptions or both). These were fairly minor up until now, quick to correct and rarely repeated, but the most recent one has me a bit worried.

This time, it combined names with each other and in Materia it combined descriptions to create long chains of text in addition to it's usual routine deleting certain patterns of text, etc. But the weirdest thing was KOTR's attack name 'Ultimate End' being mysteriously renamed to Crusader; I've never renamed this attack before, let alone to something specific like that. I don't think I've ever typed in the word Crusader into Wall Market at all. I've actually had a recent glitch turn up in the kernel before this which displays KOTR's attack name when summoned as a blank box, so it's bugged in some way. As for the sudden renaming, is it somehow possible that some memory from another mod leaked through the program? I've looked at other mod's kernels in the past; it's the only thing I can really think of, unless it's coded into the tool somewhere.

I'm not looking for a solution as such, I just wanted some info on what the glitches are caused by and/or how serious they are. The kernel appears to be fine after I corrected all the mess, and the game seems to be running okay, but is there likely to be corruption of some kind in the file? The text it combined in some of the Materia's description boxes were really long; could that have run over into other code and overwritten something important?

Edit: Lucky 777th post!

3312
Ah, didn't see this reply until just now. The original 1998 version, and I think Steam as well, both used the 'O' mouth texture. No idea what they were thinking with that one.

3313
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-11 06:28:40 »
I wouldn't say FF7's Materia system is perfect, but it is quite solid. I'll work something out.

3314
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-10 20:38:59 »
I see! I'll remember that; speaking of, I'd better get that Fort Condor PNJ up and working finally.

3315
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-10 18:29:36 »
\\Progress Update//

So I started my playthrough last night, and one thing that's quickly become painfully clear is that the mod is in dire need of a renovation for enemy stats & attacks; the changes made since 1.1 have taken a serious cumulative toll and as things currently stand, enemies aren't keeping up anymore, at least early on in the game. Aps in particular was a bit of an eye-opener; he was landing attacks for 30-40 damage compared to his original 150 or so. We'll see how it pans out later, but I'll be fine-tuning every single enemy as I go through each area.

Edit: Found a small issue; a deactivated battle is still used in Floor 1 of Shinra HQ when choosing to enter the building through the front door. Fortunately, it seems harmless enough; just two Grenade Combatants called 'Blank' who can't attack. I've changed the battle to it's identical but working counterpart. That'll be present in the next update.

3316
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-10 16:47:41 »
hey sega chief

how is the ultros boss fight coming along on your mod?

It's on the backburner until the mod's fundamentals are fixed.

lol ultros?

what battle map is he on, the same one as bottomswell would probably work well for him.

There isn't one; Zara suggested adding Ultros into NT and I had a look into it, but it's complicated because any enemy I make needs to use a pre-existing one as a base. I can change the look, but not the animations (animations can be changed, but it's very time-consuming so I generally try to avoid it outside of small tweaks to unused ones that look a bit jittery).

on the materia thing I think you should just remove AP and chuck it out the window, I'm not sure what the point is in going half way like you are saying about giving people a base amount of materia, and the people that keep materia equipped 24/7 will have more than someone that does not.

I'm considering setting up both alongside each other because it's a drastic step to remove AP altogether and it'd force players to use what the game gives them, rather than letting them choose which Materia to develop.

If it's possible for the game to check for materia that aren't supposed to be equipped, perhaps the NPC that you fight could eject you from battle like the Zolom does if you equipped materia you aren't supposed to.  If he sees you've equipped fire in addition to bolt, he ejects you (or even kills you!).  Or possibly, he could have an attack like Emerald Weapons big move that deals damage based on how many materia you have equipped.  If you're supposed to equip a bolt and cover on each person, that's a max of 2 materia per person.  Maybe his attack could kill anyone equipped with 3 or more materia.

Not sure if these ideas are possible but if they are, it could be cool.

The battle AI can't check for Materia (I think) and it doesn't seem like the field script can either, though Makou lists some functions that make it seem like it can. Doing it with a battle = ejecting the player, etc. seems a tad too fiddly and there's that room for mistakes/abuse where they don't get the AP they need or they get it onto other Materia.

What I might do is separate the Materia systems into Original and Arrange. Original would use traditional AP & stores, while Arrange would use the proposed system of dropping Materia 'upgrades' instead. It could all be handled through field variables fairly easily, and I can add script to the Materia stores where perhaps one-off purchases can be made.

3317
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-10 13:52:29 »
Hi Sega Chief,

I had an alternate idea for how players could get new spells without having as many materia equipped as possible all the time.  The idea of finding materia with ap already on them would work, but requires players to replace their existing materia.  So I thought of a way that would allow the player to level up his or her own materia without equipping it when they don't want to use it.  You could set up either  forced optional events when you think a player should gain a new spell.  I'll give an imaginary example because that's easier to communicate:

You decide that before fighting bottomswell is when players should gain bolt 2, and level 2 cover.  You put an NPC in Junon that tells you he can upgrade your magic, but you have to do what he says.  He tells you to equip your lightning materia and cover materia but remove all the others.  Once you do that, you enter a battle with him in which you just cast bolt on him or something and then the battle is over.  He gives you the exact amount of AP to level up those 2 materia.  Done.

To make it a little more interesting the NPC could be like a Magic Pot enemy and demand that you give him an item.  This item could be something that you have to win from a tricky or difficult normal enemy.  Maybe buff the Zemzelet a bit and make his drop the item you need to give the NPC.  That would make it kind of like a mini-quest to upgrade your materia.

The weakness to this solution would be that it relies on trusting the player to actually remove his or her other materia (a reward of 1500 ap would be hard to pass up).  But if players wanted to cheat and make it easy for themselves, I kind of feel that that's up to them.  They can choose whether or not to follow the rules and really play NT like it's supposed to be.

Anyways, I think that either solution could work.  I hope this latest idea is helpful, and I'm looking forward to seeing what you do with your mod.

The problem right there is trust; I don't trust anybody  :-D

I like the idea, though. Materia is basically a grind, and it's always been a hard grind in FF7. I've tried to set up basic Materia to level up at certain points in the game, but unlike level there's too much variation to do it reliably; encounters fought, AP growth of equipment, whether or not player has Materia equipped, etc.

In Karifean's Super Boss Rush mod, he tried to set up a field-script check that would look for banned Materia in the player's inventory and remove them but I don't think it worked (the commands seemed to be there, but it was non-functioning or had been interpreted wrong by the tool). So I think the only way to make instanced fights for AP work is to 'trust' the player, but if they make a mistake or keep their other Materia on then it's going to fall apart.

So I think dropping the actual leveled Materia might be the way to go, maybe combine it with the current system if these drops were limited (so for instance, only one Bolt2 Materia would drop from an event; for a second or third, you'd need to be building one with AP; keeps 2x & 3x growth equipment and high AP monsters relevant). That way I could ensure every player has at least the bare minimum needed to effectively tackle enemies/bosses as they progress, with the option there to better equip yourself if you decide to keep some Materia on for AP. It also gives people some extra gil if they decide to sell their older/newer Materia instead.

Or would combining the two be a bad idea? They'd undermine each other to an extent. One thing I really liked in the Nightmare mod was that Materia was quite rare and expensive, so when you found one of the new Materia drops it was a big deal. What I could do is set up variables, etc. so that Materia becomes much rarer and hard to obtain when playing on Arrange (disabling Materia shops, shifting around placements, etc).

I could get some decent mileage out of it for small side events too. The more critical pieces would probably be dropped after certain boss fights or mandatory story events, but I could tuck some optional pieces away here and there.

Gold Saucer's Event Square

The theater for movie and music is good idea!
(can be an issue for original 1998 version since the movie are played on different Disc. but not a real problem I think).
Make a Boss at Disc 2 on this Event Square, like after Junon's Escape before the team know where Cloud is.
Then after defeating this new boss the player unlock the theater and 100 GP or maybe a cool armor/items.
Make movie free to watch but they 're unlocked after seeing them in game. Music could cost GP to unlock but are free to listen.
Also, you can add some PNJ like the one for Boss Rush in the Highwind. Plus why not a save point?

The auction ala FFIX why not :D

Another suggestion about Event Square:
Would be fun if the player can re-play the date scene but with a "new threat scenario" at Disc 3 before entering North Cavern.
The participation would cost GP (or Gils?), and give a reward depending of the player's choice.
The Dragon could be a new threat enemy too :D


About Save Point :
A mini-quest that consist to find all the Save Point in the game (except from North Cavern).
It's mostly for the fun of the completion, a reward is not necessary, maybe an useless key-item :P
In the mythril cave the PNJ give you information and say how many Save Point the player is missing.
Then hide some Save Point in the game and/or make one that attack the player on contact.
Not a hard battle ofc and the fake Save Point become a real one after the fight.

There's a lot of possibilities; a theater mode might be the easier thing to do, but it'd be nice to make lots of different things available in Event Square. But what's a PNJ?

Yay palmer boss fight works now! Neat attack Btw! Thank you   :D

Glad to hear it; sorry for the trouble.

3318
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-09 21:49:08 »
Yeah, an auction was one of the ideas. Cloudiar made one before, I think, so it's definitely possible. Problem is, I don't like auctions  >:(

I honestly don't know about the Bootleg thing; I think a lot of people tried but it didn't work out very well. As for 7H, maybe if you installed it and then applied mods on top it could work out...but you'd need to be careful not to replace any of the critical files like the kernel, scene, and certain parts of the flevel. Before doing anything though, make sure to back-up your FF7 Data folder in case something goes awry. That way you can swap it back in easier if it doesn't work out.

Edit: New patches are up. I didn't want to update just yet, not until I'd finished the overhaul of enemy AI & Balance, but a critical bug with Palmer needed fixing so up it goes. I think if you're playing the game on it's Normal difficulty then you don't necessarily need to update but if you do encounter trouble with Palmer when he dies then the patch will fix it.

Edit2: The damn battles in the Train Graveyard (the early ones with Sweeper, Mono-Drive, and Guard Hounds) weren't set properly. I'll (quickly) update the scene hotfix again.

Edit3: That's that fixed; forgot to change the Sweeper's ID in formations to the new 'junk' one I used in Gongaga.

Edit4: ...except that Junk Sweeper model is the 'type 2' sweeper model and has fewer animations than the type 1 sweeper which means it causes a soft lock when it tries to use Anim 5 (because it doesn't have one). Gimme a sec-

Edit5: Fixed it this time; all tested. New scene hotfix patch is up.

3319
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-09 18:12:13 »
Hey tried finding it on here but couldn't just want to ask, i skipped powersoul keeper and went straight to rocket town to fight palmer, but after defeating him the game kind of froze at the end of the battle as it wouldn't load the battle scene where palmer taunts the party runs away and gets hit by the lorry.  It literally kept my ATB at wait and was just playing the boss battle theme.

Is this because i skipped the boss battle with the powersoul keeper???

No, it's got nothing to do with Keeper; it's an AI error in Palmer. I just checked, and it looks like I forgot to add an attack to Palmer's animation pool; he got a new one for the difficulty modes update. I'll make a quick patch for it.

care to tell what is in the plan for 1.5 ;D

I just can't see it being more ambitious than it already is, maybe in that version yuffie and vincet become forced party members and tough bosses in their own right, maybe also even more new threat bosses, the ones I played seemed great anyway.

also if your expecting me to NOT do the end story bosses prior to the new threat bosses as you need to EXP, I think you should maybe make that understood to the gamer somehow, thus my frustration at beating hojo at level 40 then jenova/sephiroth being inpossible at level 42, this was on 1.2 as well so things may be different.

it may even be a good idea to not allow the final battle to be accessible until the new therats are dealed with, I'm not talking about the ruby weapon etc. I mean just like fighting Zack, aerith's mime etc.

I've got something big planned for 1.5. In the meantime, I'm just working through ideas for features and seeing what can be implemented and what can't. At the moment I'm wanting to do something with Gold Saucer's Event Square; it basically lies derelict after the date scene for the entire game so something could be done here; a movie/music theater was a suggestion someone made.

As for the progression curve on Disc 3, I'm about to start a new playthrough of NT so that I can correct balance, progression, etc. 1.2 is a bit different compared to 1.3, but it's been a while since I went through anyway so it's time to see where things are at.

3320
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-09 02:12:43 »
This isn't an update to 1.4, it's just maintenance fixes for 1.3 and some small additions here and there. I want v1.4 to be a 'completed' mod, with all of NT's features and content not just implemented but bug-free and working as intended. The mod will be sitting on 1.4 for a while, because the last addition going into NT for v1.5 (the last planned major update) is the most ambitious part of the project.

But for now, I'm focusing on improving 1.3. As for the IRO, Alyza's quite busy right now with her job and NT tends to be in a constant state of flux so it's likely best it stays as-is on 7H for now until I've gotten things settled a bit.

A change-log is something I should have been keeping from the start; I could put a loose one together based on versions then start doing it by date for recent updates.

3321
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.3)
« on: 2015-05-09 00:43:14 »
Quick update:

I'm currently working through the AI of every enemy in NT; the AI groups I used are quite old now, so I'm tightening them up and adding Arrange functionality for selected enemies so they have some additional attacks/AI to run through when that setting is selected. I also skipped some of the more complex enemies during initial development but I'm more confident with AI now to revisit these and clean up the majority of their scripts.

In addition to that, I'm taking the opportunity to 'shrink' the scene.bin and have started cleaning up duplicate enemy entries that aren't really adding much to the game. In their place, I'm either adding new low-key enemies to bolster the ranks or leaving the spaces empty for a future date.

There's some issues with the current build that need to be highlighted:
-) Difficulty Modes; While Expert is likely functional, AA is poorly optimised due to a bad decision on my part to boost enemy Magic Defence which renders a large number of fights too tedious. Save files started on Expert or AA will be compatible with the update that rolls out Original/Arrange in their place (using the same variables); but I recommend steering clear of AA for now.

-) Walter highlighted some AI issues with enemies using certain flags to direct their attacks. I'll hopefully have these cleaned up for the update, but in the meantime if you see an enemy decide to hit itself then that's why it's doing that :I

3322
Completely Unrelated / Re: FF8 and drawing
« on: 2015-05-09 00:24:03 »
Sounds good; I think a lot of people (including myself) will always feel compelled to Draw strong magic if they see it on an enemy so a boosted Draw rate + adjusted Junction bonuses would make for a solid base.

3323
Completely Unrelated / Re: FF8 and drawing
« on: 2015-05-08 02:24:54 »
Having characters leaning toward certain roles isn't necessarily a bad thing; a common complaint in FF7 & FF8 is that characters are too similar to each other outside of Limits and attacking animations. Taking that further, it would be interesting if GFs could be restricted to certain characters only, and if they played a more prominent role in developing the character's stats; it worked very well in that BNW mod for FF6 because it let you make different but effective character builds in each run so you felt more involved with developing a team beyond just leveling them up.

Limits would be very tough to fix outside of doing something drastic. Aura's effect would need to be changed for a start, unless it was made very rare/limited in supply somehow (like a one-off draw point in the field or world map). Limits work on some kind of threat level that determines the potency of some of them, maybe that could be adjusted so it's always the lowest possible under the Aura status?

Big problem is that a lot of them are multiple-hit Limits. They'd need to be prevented from hitting for max damage on each strike to have any chance of balancing them off against other sources of damage. But the total for the later ones should maybe creep past 9999 so Ult Weapons can keep that 'edge' for taking the trouble to craft them. A base power adjustment could do it, but it depends on how high the character's attack stat can go within the confines of the (theoretical) mod.

That leaves fixing the manipulation of HP to get a steady supply of them. You can 'cycle' the battle menu for a character quickly (even if only one character is currently active) until a Limit pops up which is at the heart of the problem, so that could be a place to tackle Limits (somehow). Or the trigger for it would need to be changed, but not sure what the options for that could be; adding a gauge like some other FF games use for Limits would likely require a tonne of work (assuming it can even be done at all). The HP bracket when they trigger could be pushed down, but it's not a great way of doing it; there'd likely still be ways to manipulate it.

3324
Completely Unrelated / Re: FF8 and drawing
« on: 2015-05-07 22:07:21 »
Timu's got the right idea there; any balance mod for FF8 needs to start with bringing down Junction boosts. I don't know how the formulas in that game work, but setting up some uniqueness between characters with their stat growth would be good too.

As far as drawing goes, I try to avoid it but the temptation tends to be too great when confronted by an opportunity to stock something OP. The battle with Odin is probably the best example because he does nothing the entire time (only the timer is the threat, but you can easily arrive here with 10+ minutes) and is a dispenser for Double, Triple, Stop, and Death no matter the party level.

The overly strong magic made available by some monsters at certain parts of the game is part of the problem. Some of that stuff should only be available either through refining rare items or toward the end of the game. As it is, you can have maxed stocks of some of these fairly easily either through Card or a little patience (though the time spent maxing a spell if you're drawing 9 each time is inconsequential compared to the grinds in other games, like maxing Materia).

I would be more interested in a mod rebalancing things in FF7/FF6's battles and implementing interesting and practical AIs on enemies giving use for more skills or strategies in battle.
All that without unreasonably upping the game difficulty for non-experts or first-timers. This is a rule of thumb for me, even if I'm an expert I don't like too tedious battles either.

There should be a way "to hit the sweet spot" there.

Edit: I've got a mod for the PC version of FF7 called NT that aims for what you're describing. It's not 100% yet (had a faux pas with difficulty modes recently that I'm working on correcting), but feedback tends to be mostly positive: http://forums.qhimm.com/index.php?topic=14938.0

For an FF6 re-balance, I recommend a mod called BNW. It's hosted on Insane Difficulty's forums but it's a great re-balance of the game with a lot of depth in character builds, equipment, and strategies: http://www.insanedifficulty.com/board/index.php?/files/file/66-final-fantasy-vi-brave-new-world/

3325
Edit: I don't still understand why two women are watching the Building Shinra on sixty floor, the models should not be soldiers or warden?

Besides Keibi in japanese is "Guard".
Regards.

Well, the model name is Edea so they're clearly Shinra Sorceresseses (?)

Pages: 1 ... 128 129 130 131 132 [133] 134 135 136 137 138 ... 164