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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 989360 times)

Silver Silence

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #855 on: May 15, 2015, 11:44:46 AM »

6 forward facing large universals plus countless small slots to fill with PD and create perpetual no-missile zones around the ship, the HERP Emitter AND a steerable Burn Drive. The 6 universals can allow you to get spammy with just about any weapon that will fit in them.6 Large Ballistae, 6 Hadrons, 6 Tach Lances, 6 Arondights, 6 Javelins, 6 Trebuchets, the list can go on. But yes, it does require that it drags around a fleet of freighters to feed it but as long as it is fed, it is an abhorrent fighting ship that looks pretty cool.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #856 on: June 07, 2015, 09:09:01 PM »

Well, what to say this time? Hmm...I finally infected other part of this mod? OK, that's true.

http://www.mediafire.com/download/cj9w4ezj54zjuuy/Neutrino_corp_(not_only)Missile_Boost_RC5.6.zip

Change log
Spoiler
Code
RC5.6(for Neutrino corp v 1.81)
----------------------
-Supports Nexerelin's Corvus mode.

RC5.5(for Neutrino corp v 1.81)
----------------------
Unstable Photon Cannon
-Split reworked. Now a Unstable Photon shot will split into 4x3x2 = 24 final projectiles (75 energy damage each) plus 1 large unstable projectile and 4 small unstable projectiles.
-Large unstable projectile has 300 energy damage. Will does addition 300 energy damage on shield plus a shield-piercing chain EMP arc can cause 6x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Small unstable projectile has 150 energy damage. Will does addition 150 energy damage on shield plus a shield-piercing chain EMP arc can cause 3x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Flux pre shot rise to 4500.
-Base ammo down to 8, Regenerate 3 ammo per min.
-(To sum up, an Unstable Photon shot full hits on shield will cause 3600 energy damage on shield and 18x50 shield-piercing fragment damage and EMP. And an Unstable Photon shot full hits hull will cause 2700 energy damage, 1800 HE damage and 900 EMP.)
-(Sounds terrifying, isn't it?)

Adv. P. Torpedo
-Some modification for the payloads releasing VFX(hope it won't be too bright).

And now this is not only a missile boost anymore...

Ships
-A new Hullmod named "Neutrino Autonomous Drone" for Drohne, Schwarzgeist and Schwarm.
-Neutrino Autonomous Drone "Although it still need someone to maintain, this advanced AI drone is fully autonomous in battle so will not cause any casualties when it is destroyed."
-Fix the bug when some fighter piercing projectiles hit Guardian or Aegis's shield will pierce and instantly overload them.(I had tried to fix the fighter piercing beam pierce issue, but it was too buggy so I gave up(for now)).
-Guardian's flux can not be reset to 0 by recall it now.

Other weapons
-New particles trace VFX for Pulsar Beam(all size).
-New particles path VFX for Pulsed Beam Cannon(still in test).

RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.

Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.

Javelin Torpedo Launcher
-Simplified some script.

Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.

Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.

RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)

Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).

Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.

Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.

Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).

Graviton Inversion Device
-An enhanced VFX.

Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstabler?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.

Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead an missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.

[close]
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19_30s

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #857 on: June 09, 2015, 07:47:16 AM »

Well, what to say this time? Hmm...I finally infected other part of this mod? OK, that's true.

http://www.mediafire.com/download/cj9w4ezj54zjuuy/Neutrino_corp_(not_only)Missile_Boost_RC5.6.zip

Change log
Spoiler
Code
RC5.6(for Neutrino corp v 1.81)
----------------------
-Supports Nexerelin's Corvus mode.

RC5.5(for Neutrino corp v 1.81)
----------------------
Unstable Photon Cannon
-Split reworked. Now a Unstable Photon shot will split into 4x3x2 = 24 final projectiles (75 energy damage each) plus 1 large unstable projectile and 4 small unstable projectiles.
-Large unstable projectile has 300 energy damage. Will does addition 300 energy damage on shield plus a shield-piercing chain EMP arc can cause 6x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Small unstable projectile has 150 energy damage. Will does addition 150 energy damage on shield plus a shield-piercing chain EMP arc can cause 3x50 fragment damage and EMP. When it hit hull, the addition damage and EMP arc will turn into HE damage.
-Flux pre shot rise to 4500.
-Base ammo down to 8, Regenerate 3 ammo per min.
-(To sum up, an Unstable Photon shot full hits on shield will cause 3600 energy damage on shield and 18x50 shield-piercing fragment damage and EMP. And an Unstable Photon shot full hits hull will cause 2700 energy damage, 1800 HE damage and 900 EMP.)
-(Sounds terrifying, isn't it?)

Adv. P. Torpedo
-Some modification for the payloads releasing VFX(hope it won't be too bright).

And now this is not only a missile boost anymore...

Ships
-A new Hullmod named "Neutrino Autonomous Drone" for Drohne, Schwarzgeist and Schwarm.
-Neutrino Autonomous Drone "Although it still need someone to maintain, this advanced AI drone is fully autonomous in battle so will not cause any casualties when it is destroyed."
-Fix the bug when some fighter piercing projectiles hit Guardian or Aegis's shield will pierce and instantly overload them.(I had tried to fix the fighter piercing beam pierce issue, but it was too buggy so I gave up(for now)).
-Guardian's flux can not be reset to 0 by recall it now.

Other weapons
-New particles trace VFX for Pulsar Beam(all size).
-New particles path VFX for Pulsed Beam Cannon(still in test).

RC5.1(for Neutrino corp v 1.81)
----------------------
Phase Missile System
-Some adjustment in AI.

Adv. P. Torpedo
-Lower the release range to 400.
-Simplified some script.

Javelin Torpedo Launcher
-Simplified some script.

Unstable Photon Cannon
-Balance its track ability some how.
-Simplified some script.

Disruptor
-Add a fuse malfunction effect.
-Malfunction damage lower to 1/4 missile's max HP.

RC5(for Neutrino corp v 1.81)
----------------------
(The change log goes too long too read so I set up a summary for all changes I have done)

Phase Missile System
-Rework the phased stage. Improve track ability.
-Add a missile call in and phase out effect.
-Add a new system AI for AI(what did I just mean?).
-Rebalance max range a bit.(To about 2000-3000 maybe. Missile act wired in phase, so I don't know how long can it shot either.)

Adv. P. Torpedo
-A new AI make the missile aim better.(will aim to target lead.)
-Rework the payload release mechanism. Now it will need 1 sec to charge up and will stard charge up at range of 450.The range will extend slightly when you have missile speed bonus(so faster speed missile won't lead to a shorter final releass range). And missile will obtain +30/+60 release range bonus if you have Neutrino Sigma Upgrade/ECCM package(and may gain more range bonus if there are any other ways to improve missile guidance).
-Payloads now can not be shot down. Total dmg = 300 + 3x80 + 8x20 = 700 EN.
-Neutrino Sigma Upgrade will active missile's omni thrust system.
-Medium and large sized launcher' ammo now regenerate at a rate about half of their ROF.
-large/medium launcher will regenerate with 2/4 ammo pre clips.
-large and medium launcher base ammo down to 10/20.
-large launcher now double it's fire rate but only 2 missiles per burst.(DPS no change)
-Small launcher reload 1.2 ammo per min and have 20 sec cool down(was 13).
-Small launcher base ammo down to 2 form 12.Regenerate 1 ammo per 50 sec
-New render hints (for hide mounts).

Light Photon Torpedo & Photon Torpedo Launcher
-A new AI make they track better.(Neutrino Sigma Upgrade/ECCM package will make them track even more better.)
-Will acquire target when firing ONLY. Can not acquire new target once it was launched.
-Add a "lock on closest enemy in front" behaviour when firing if you do not have a target locked.
-Light Photon Torpedo base ammo reduce to 9, and regenerate 9 ammo in 30 sec.
-Photon Torpedo base ammo reduce to 15, and regenerate 15 ammo in 45 sec.
-Light Photon Torpedo fulx per shot set to 125.
-Photon Torpedo fulx per shot set to 250.Dmg up to 400 form 375.
-Light Photon Torpedo and Photon Torpedo turn acc donw to 35 form 200.

Javelin Torpedo Launcher
-Regenerate 2 ammo pre min.
-Javelin torpedo will use a new AI if launching ship has ECCM package.
-Omni thrust system now will unlock when both Neutrino Sigma Upgrade and ECCM package installed. This will make them harder to dodge.

Sapper SRM & Goliath SRM Launcher
-New render hints (for hide mounts).
-Use a script to control their speed, so player skill and hull mod won't shorter their range now.
-Found some way teach AI how to use them correctly(hopefully).

Graviton Inversion Device
-An enhanced VFX.

Unstable Photon Cannon(So this one is a missile weapon?)
-Use a new AI so the Unstable Photon will goes...em, more unstabler?
-Unstable Photon will act as Photon Torpedo. And the shot will split in about 3 sec.
-Base ammo reduce to 20. Regain 5 ammo in 125 sec.

Disruptor(Well...this one is not a missile weapon.)
-Use a script to apply missile disrupt effect.
-Disrupt on missile will have some chane to lead an missile engine malfunction effect, which will make the disrupted missile flameout and lost half of it's HP.

[close]

wonderful,and someone else had downloaded this,why not post your work in Tieba :P
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spartan117pr

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #858 on: June 09, 2015, 04:55:11 PM »

So this is a patch made by deathfly, but supported by flashfrozen the mod author? Sorry just didn't realize there was more to download after getting 1.81 from the beginning of this post.  If this is so is this patch all inclusive or do I need to get an earlier version from an old post on this topic?
« Last Edit: June 09, 2015, 04:56:45 PM by spartan117pr »
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Nanao-kun

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #859 on: June 09, 2015, 06:00:14 PM »

So this is a patch made by deathfly, but supported by flashfrozen the mod author? Sorry just didn't realize there was more to download after getting 1.81 from the beginning of this post.  If this is so is this patch all inclusive or do I need to get an earlier version from an old post on this topic?
Should be all inclusive.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #860 on: June 09, 2015, 10:50:34 PM »

So this is a patch made by deathfly, but supported by flashfrozen the mod author? Sorry just didn't realize there was more to download after getting 1.81 from the beginning of this post.  If this is so is this patch all inclusive or do I need to get an earlier version from an old post on this topic?

Yes and....well, you need to download the Neutrino Corp. 1.8 first then overwrite the original files with this patch.

wonderful,and someone else had downloaded this,why not post your work in Tieba :P

I will post it on Baidu later...
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Histidine

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #861 on: June 21, 2015, 07:45:43 AM »

The Phased Array Cannon is showing up in places it probably shouldn't (Prism Freeport, and for that matter the secret stash). If it's not supposed to exist except as a built-in on the Jackhammer, it should have the SYSTEM (and SHOW_IN_CODEX) tags.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #862 on: June 21, 2015, 11:16:39 PM »

The Phased Array Cannon is showing up in places it probably shouldn't (Prism Freeport, and for that matter the secret stash). If it's not supposed to exist except as a built-in on the Jackhammer, it should have the SYSTEM (and SHOW_IN_CODEX) tags.

The 75 OP one is supposed to be purchasable. And you can buy it, install it on a Maul, fire it up with it's ship system on, and you will get +500% range, resulting a 9720 range super beam.
(oh, that's not right. gona to nerf that one)
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

DMCN

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #863 on: June 22, 2015, 01:27:21 AM »

The Phased Array Cannon is showing up in places it probably shouldn't (Prism Freeport, and for that matter the secret stash). If it's not supposed to exist except as a built-in on the Jackhammer, it should have the SYSTEM (and SHOW_IN_CODEX) tags.

The 75 OP one is supposed to be purchasable. And you can buy it, install it on a Maul, fire it up with it's ship system on, and you will get +500% range, resulting a 9720 range super beam.
(oh, that's not right. gona to nerf that one)


buff or nerf, that's a question lol
?????????????????23333
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DeusFSBJ

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #864 on: July 29, 2015, 08:15:37 AM »

Is the faction programmed to not build special ships every game you play? Or is it just randomized and there is such a low chance you may not see them? I really want to buy one and pilot them, but they do not get built.
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                     -Blackjack.

NightfallGemini

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #865 on: July 31, 2015, 01:25:28 AM »

If you mean Falken and Unsung, Unsung is in a secret location in the (non-Nexerelin) campaign, and Falken just never spawns I believe.
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Deathfly

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #866 on: October 03, 2015, 06:23:19 AM »

Long time no see there. Just got myself super busy in these days.
Here we came with some more bugs fixed, some nerfs, and a shiny new toy to play with.

*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

https://www.mediafire.com/?j5ptzktao7ucucx

Spoiler
Code
Build 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

-Fix the Corvus markets being doubled issue.

-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)

-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)

-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)

-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.

-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)

-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)

-And...did I mised something?
[close]
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

Takion Kasukedo

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #867 on: October 03, 2015, 01:48:14 PM »

I managed to get my hands on a falken the other day...in my Nexerelin playthrough...


Spoiler
HOLY *** YOU'RE IN FOR A TREAT.
[close]
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Nanao-kun

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #868 on: October 03, 2015, 10:37:31 PM »

Long time no see there. Just got myself super busy in these days.
Here we came with some more bugs fixed, some nerfs, and a shiny new toy to play with.

*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

https://www.mediafire.com/?j5ptzktao7ucucx

Spoiler
Code
Build 6.0 (for Neutrino corp v 1.81)
----------------------
*Due to some files need to be deleted so this one cann't be provided as a patch. And please make a clean install.

-Fix the Corvus markets being doubled issue.

-Add a new weapon for test. Named Silver Lance, reused the old Phased Array Beam spirit.
-A high energy burst beam. It can penetrate most hulls, unshielded or shielded. And leave significant EMP effects on its path. Unfortunately, this beam can not deliver all its damage onto target in most of situation.
-(Fire in 5x burst. Have 1000 range. Cost 9900 flux to fire. Turret facing will be locked when beam charging up.)

-(If it hit unshield target, will do 500 x 5 EN damage on hit point and 50 x 5 EN and EMP damage per 10 SU in hull.)
-(If it hit on shield, will always try to rise 2500 hard flux and 2500 soft flux(both can be increased by damage bonuses) and penetrate it. do 5 x 5 EN and 95 x 5 EMP damage in hull.)
-(Hit a too hard shield may cause it run out of damage and stop.)

-Guardian Shield's flux can not be reset to 0 by recall it now.(Really this time.)
-Lock Guardian Shield to where it should be, just in case.
-Fighter piercing projectiles and beams can not longer penetrate Guardian Shield and Aegis.(Ah, finally fixed this one for sure.)

-Neafed Javelin Torpedo's ECCM AI's target leading calculation ability some how.

-Maul's Siege Mode only give 33% range bonus for beams now.(And only 50% trun penalty.)

-A slightly enhanced VFX for all Neutrino's Micro-Phase Actuators(Or I should say phase cloak?). And they will provide a minor motility boost in 0.8 secends.
-The Phase Ring on the END will stop when the ship is disabled.(And rotate a little faster when the Micro-Phase Actuators is activated but I think no one will notice that.)

-And...did I mised something?
[close]
Is this standalone, or do we need to paste this over the original Neutrino 1.81?

EDIT: Oh wait, I see.
« Last Edit: October 03, 2015, 10:56:56 PM by Nanao-kun »
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Roasted pig

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Re: Neutrino Corp. (v. 1.81)[0.65.2a]
« Reply #869 on: October 04, 2015, 02:49:13 AM »

your mod is cool.I played it long time.
but may I use some texture in your mod to make my strange mod?

« Last Edit: October 04, 2015, 02:52:35 AM by Roasted pig »
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