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Author Topic: Mad Arms Race - Mereth Design Division (Fall 1965 - Final Design Phase)  (Read 82318 times)

piratejoe

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Revision Phase)
« Reply #720 on: May 25, 2019, 08:27:07 am »

Quote from: Votebox
Ursine Vision: (1) Happerry
ORACLE-B/C:
Ursine Vision (Nuke’s Version): (5) NUKE9.13, m1895, DGR, Happerry, Piratejoe
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Revision Phase)
« Reply #721 on: May 25, 2019, 01:00:53 pm »

For reference, whilst I agree that this being Mad Arms Race, we could probably create miniature flat screen TVs in 1964, I don't think doing so would be a free action, as it were. It would increase the difficulty of the revision- and would be useful, but not substantially so: the Blackwell Technique is most effective against single targets, meaning whilst it's worth it for a SEEM to cripple themselves to take out a Grizzly, it's not often going to be worth it to take out a Bear Trooper. So, I figure the added difficulty would not be worth the added functionality.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Revision Phase)
« Reply #722 on: May 25, 2019, 08:33:18 pm »

Hello.

Neutral-ICE: N-ICE Electrical Grid and Thermodynamic Generator/Cooldown for MAGMA.
We've had issues producing enough ICE at home, and a new researcher to the group has come up with a design that should work, theoretically.

By taking ICE into the N-Dimension, the Volunteer can use equipment to change it's nature, charging it into N-ICE. N-ICE has a very weird property. When it comes into contact with large amounts of heat, it absorbs the heat, and that heat is changed to electricity. This electricity is emitted from the N-ICE, and the loss of heat in the area causes more heat to be drawn to the N-ICE. This creates a cycle where the heat is drawn in, converted, and then more is drawn in, consistently.

It effectively works off changing the law of thermodynamics for the ICE, so rather than heat being produced by lightning, it is instead heat being returned to lightning. This N-ICE can easily be placed in rounded spheres connected to a electrical grid, and used to cool areas of MAGMA themselves, as well as serving as lights. It is expected those SEEM will notice ICE and other materials affected this way, but for now it's to deal with the lowering amount of ICE supplies, reducing the amount needed and turning MAGMA's natural heat into a thermodynamic generator for us.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Revision Phase)
« Reply #723 on: May 26, 2019, 12:58:49 am »

We currently have no way of (reliably) retrieving stuff from DN. Also, whilst improving the civilian QoL might be a noble goal, it won’t win the war. If you’re hoping to gain Oil, we don’t need that as badly as Ore or Magmatite.
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Chiefwaffles

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Revision Phase)
« Reply #724 on: May 26, 2019, 05:41:37 am »

Ursine Vision (Nuke's Version)
The addition of a television system Grizzly Armor suits allows it to be much more resistant to Blackwell symbols. Four cameras are buried in the "head" and torso to provide the operator with redundant sources of vision. Screens are placed in front of the periscope array, but are movable so that the user can, if the television system is destroyed, still see.
In addition to this, an antenna array is added to the back of all Grizzlies, capable of transmitting a (grainy, jerky) copy of the camera feed back to field headquarters, which can then be converted into input for ORACLE-A, and/or used immediately to provide intel to local forces.
If possible, a variant Grizzly with more powerful cameras and antennas could be developed- better zoom and resolution cameras, better transmission quality antenna- to serve as a 'scout', though this is not a priority.
Revision: Ursine Vision
(Normal) (4+1) = 5: Average

The concept is simple. Take television cameras, attach them onto Grizzlies and mirror the footage to the pilot to avoid the nasty "being driven crazy by seeing into another dimension(?)" thing that our pilots have been complaining about. If possible, broadcast the footage back to ORACLE-A nodes for intel and sell give some of the more fluffier less "horrifically violent with people being blown up into plasma" footage we get to the media.

Execution is... complicated. The core idea is implemented fine. We can simply use cameras from the media and/or other parts of the military along with standard television screens. Pilots complained about not getting cooler display technology but we prefer pilots complaining over bureaucrats complaining about budget for this project. Broadcasting the footage proves simple enough, though amidst reasonable fears of enemies eavesdropping on the broadcasts, we include a simple switch to turn them off. Four cameras are in place with one screen each crammed in the already cramped cockpit. Cameras aren't the most durable or subtle target and we predict they can frequently be disabled, but the number of redundant cameras and the fact that they aren't necessary for operation should help that problem.

ORACLE-A nodes are easily fit with equipment to receive these broadcasts. ORACLE-A is, however, not meant to interpret this kind of visual data -- it fares better with more easily interpretable data like Earth Ear's "movement in this area which is not us." Some brought up the Birdbrain as an example to the contrary, but Birdbrain is fit with a large number of sensors to check against each other, is just for targeting weapons, and is quite specialized. Not that we think it's impossible for ORACLE-A to ever help with this. Just not yet.
For now, humans are required to interpret and sanitize the data for the ORACLE. Though we had to implement some hard blocks in this process -- some unexpected bugs caused data to somehow be routed directly into the ORACLE, bypassing technicians; more-so in the rare instances where our test flights encountered Blackwells and Aratamite psychics. The data luckily was evidently automatically discarded as useless instead of being processed, as none of our technicians found any remnants/attempted reports of it in ORACLE-A's databanks.
We expect small yet still notable benefits to ORACLE-A's intelligence gathering (more-so in areas where our Excavators' Earth Ears are disrupted). One of the predictive computer's advantages is it taking in all the data to make broad predictions that humans' minds just aren't of a great enough scope to properly conclude. When we have human handlers bottlenecking the footage, using grainy visuals to try and see what's relevant to pass onto ORACLE-A, that advantage is largely nullified. Still though, a step forward.

Addressing the human problem in handling the intelligence, we've moved past existing ORACLE-A technicians and instead are employing trained "handlers" in the nearest ORACLE-A nodes -- one for each Grizzly. Handlers are given a constant feed of their Grizzly wards' screens. They have a 2-way radio communication setup with the pilot to discuss tactics and strategy, and point out anything they find important in the feeds. Their second duty is to pass on relevant intelligence to ORACLE-A.
ORACLE-A nodes are already planned to drastically increase in size to accomodate these handlers' accomodations, stations, as well as the broadcast equipment. Reportedly, military command is worried about the potential of ORACLE-A nodes as tactical targets and for attachment between Handler-Pilot pairs.


But now onto the actual bad stuff. While cheap and easy to implement, these cameras aren't great for real-time front line personal combat. Despite our firmest instructions, test pilots consistently moved away the screens to actually get a better view of what they're fighting or moving to. Reports and logs show that with the hectic and precise nature of combat encountered by Grizzlies, this level of capture/display technology just doesn't cut it. When we could force our pilots to use the screens in mock combat, we found their performance significantly down.
Talking with the Grizzly pilots as well as military brass has lead to a compromise. Pilots are to use their screens whenever possible in non-combat situations (though occasionally the screens may have to be ignored, or tricky grounds require precision vision) and only use them in combat where Blackwell use is suspected.


It's... nowhere near perfect. We still expect Blackwell to be a substantial thorn in our side for now, but this should make it significantly less crippling. We're quite interested to see how the Handler program fares, though. A second pair of eyes and tactical advice could be very useful, in addition to the small yet still notable benefit to ORACLE-A intelligence.

Every Grizzly is to be equipped with the Ursine Vision system at no additional cost. No drawbacks outside of directly using this system (and encountering the mentioned problems with poor vision) are expected. Overall a victory, according to the military.

Spoiler: Designs (click to show/hide)

The Combat Phase of Spring 1964 has begun. Vote where to deploy your National Effort.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #725 on: May 26, 2019, 06:46:17 am »

Right then.

Quote from: GATE/HAUNTER - Mountain Chokepoint Deployment
This season, we will be deploying a GATE in the mountains. Specifically, it will be situated underground, in a reinforced bunker, near a strategic chokepoint. A few strategic 'retreats' will be enacted in order to entice Aratam into pushing the chokepoint, ensuring a high concentration of SEEMs in the area. If HAUNTERs are successful at crippling the enemy 'psychics', then a counterattack can be mounted to take advantage of them losing their trump card.

So, there is also the option of letting ORACLE deploy the GATE wherever it feels it would serve best. I prefer manually deploying it in the Mountains for two reasons: first, the Mountains are so much more important than the plains that even if there's only a slim chance of the GATE holding back the Aratamite advance there, I'd still want to take it; second, we don't have any data on how effective the GATE is and in what way, so ORACLE won't really know where it's most effective, which may lead to it deploying it sub-optimally. I dunno, I wouldn't be super bothered if we left it up to ORACLE, but I'd definitely prefer the manual deployment.

Quote from: Strategy Vote
GATE/HAUNTER Deployment
Mountain Chokepoint: (1) NUKE9.13
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #726 on: May 26, 2019, 08:07:07 am »


Quote from: Strategy Vote
GATE/HAUNTER Deployment
Mountain Chokepoint: (1) NUKE9.13, TricMagic

Agreed. The Ore makes the Bear Suits cheap.

Also, while I was a bit late, I did read all the combat reports. The N-ICE was meant to be a stepping stone. I saw that the Electrogel had heat/melting problems somewhere? If the heat could be diverted to a N-ICE Pack to generate it's own electricity to help cool/recharge the Electrogel, would that be useful?

N-ICE could also be used to help with problems with heatstroke in the desert. Though my final idea with Nice is also to use the Magmatite to create something that can store heat, and that heat can be released to create electricity through N-ICE. I'll need to read through the relevant design/revisions, but I kinda wonder about the lasers. And if it's possible to create a highly efficient generator.
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #727 on: May 26, 2019, 08:28:28 am »

Agreed. The Ore makes the Bear Suits cheap.
Actually, SERF already makes Bear Armour cheap. In fact, getting an extra Ore wouldn't change the cost of any of our equipment, now that I look at it. And for our enemies, it would only make their destroyer cheaper.
...hmm. Perhaps the Mountains aren't as important as I thought. I mean, more Ore would definitely bring us closer to making a bunch of stuff cheaper, as it would for Aratam. I'll leave my vote on the Mountain option for now, but I could be convinced to change it.



E: A design we might want to do next turn, although there are many equally viable options:
Quote
PITHIA:
ORACLE-A is a strange piece of kit. The technicians responsible for maintaining it swear they haven't made any changes, yet it seems to grow more capable by the day. There are some in the department who consider this a worrying trend, but the general consensus is that it's probably fine. What could possibly go wrong?
Besides, it's still very limited. It's a massive machine, and can only 'focus' on a few things at a time. We may not have the resources to produce more computers of a similar scale, but smaller units could still augment ORACLE's abilities by offloading more mundane tasks, and providing more localised processing power.

The Portable Intelligent Tactical Helper & Information Analyser borrows much from the ORACLE-A in terms of structure, but is less powerful- having about 1/3rd the processing capacity-, and considerably smaller, thanks to the reduced performance and exponential improvements in computer technology. Where ORACLE takes up an entire floor, a PITHIA can fit into a single room. It can even be disassembled and transported with relative ease, allowing for field headquarters to be supplied with a PITHIA that can be moved as the campaign progresses.

A PITHIA can be used for many purposes: to generate short-term predictions of enemy actions in a localised area; to pre-analyse intel before it is sent to ORACLE-A, allowing ORACLE-A to dedicate more of its time to big-picture concerns; to provide the computing power needed to operate a GATE; etc. Essentially, whilst no PITHIA is as powerful as ORACLE-A, each can handle a portion of its duties.

The most innovative and experimental aspect of the PITHIA is one devised by a rogue computer engineer: the creation of a 'network' that 'interconnects' several computers- the 'Net-Inter'. By creating direct connections between ORACLE-A and PITHIAs, they can share data without human intervention, allowing them to coordinate more quickly. Some people have raised concerns that this could result in the Net-Inter becoming self-aware and turning on us, but that's just a silly fantasy.
« Last Edit: May 26, 2019, 12:19:24 pm by NUKE9.13 »
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #728 on: May 26, 2019, 03:43:55 pm »

2 questions. First, discord link. Second, Is it possible to set sail from Meridithian Tundra and intercept the sea route that way?
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NUKE9.13

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #729 on: May 26, 2019, 03:55:33 pm »

Discord link: literally the very first thing in the core thread OP.
Sail from Mereth to the Sea zone: no, don't be silly. That's not how the game works mechanically. If you want an in-universe justification, there's, I dunno, strategic ports along the shore of the Plains that we need to control to provide logistical support to a serious attempt at contesting the sea.
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TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #730 on: May 26, 2019, 05:56:04 pm »

ICEBERG

The Intense Chemical Endothermic Battlecarrier Enemy Response Giant. Or ICEBERG for short.

The Concept is pretty simply. Use Supports as necessary, spray with an ICE Derivative, QUICKFREEZE, designed to super-cool liquids that contact it, which spreads into the ice as it forms and causes additional water to super-cool as well to a certain diameter, then do it again.

Using this method, we can create an island(if fairly small for an island) of sheer ice using water pumps, while carving and placing rooms, water pumps, ICE storage, and wiring inside it. The end result is a literal ICEBERG. From there we use a combination of basic flamethrowers ICEBERG, and Instant Road, followed by wood on top. This gives us a mobile aircraft carrier, or at least the basics of one. If the ice gets damaged, just dump the QUICKFREEZE into and through the cracks, then pour/pump more seawater in.
After this, we apply QUICKFREEZE to the bottom of the ICEBURG, ensuring it has suitable mass underneath the water for the later half of the project.

This next bit is the tricky bit. Pumping seawater and freezing it on means we just need QUICKFREEZE. Even the supports are only there to provide a faster building process, since we could just apply QUICKFREEZE to a patch of Seawater instead and just add more. That and ensure the Ice has something to hold on to when cracks start to appear.

We have the Excavator as a base for drilling into the ice and applying the same things we did for the Flight Deck. Using it is going to require a ship and a bridge, and a slope to actually start the drilling into the ice. We also have the Earth Ear and some very long drills for digging straight down when we are finished, mostly to pump more seawater in to freeze in the cracks once we've finished. Assuming we did wiring/pumps during the first phase, we're done.

All that's left is equipment. For one, we obviously have enough space to act as an aircraft carrier, and transfer our own supplies. We can also mount the obvious, just about every missile system we have can be used on this thing. Especially the Shike Air Burst Model for Anti-Air. For this reason, the SARUKH is getting used, though with a tweak. All this ice means we can hollow out the sides underneath the edge of the flight deck, where we can mount the missile launchers, though they only have 4 tubes aligned in a straight row. Easy for the crew to reload quickly, and the rooms are connected to the main control hub for fire assistance. These rooms are effecitvely hollowed out aund the entire outer edge of the ICEBERG, giving it insane defensive capabilities. Though it's not the only thing placed there, we also have a CLAW variant, the FANG.

The FANG is pretty simple, it's designed up from the CLAW, to be mounted on a ship, giving the ship a long range anti-ship option. Given it can and will melt holes in ships, and the ICEBERG's ability to take hits and recover on the sea from them, it's even more defense paired with an ending offense. ICE missile can freeze a ship into it's own little iceberg, if it survives that long, give the ICEBERG is a massively Giant aircraft carrier first and foremost. The Fang can also be used against enemy aircraft through Birdbrain assistant tracking to wipe out entire fleets of aircraft in a single sweep of it's laser, though the FANG has a limit to prevent overheating.

As for what powers everything, it's this. The MAGMA-ICE Generator. Using revolutionary science, an ICE-STONE instantly cools steam to a liquid, where that liquid is then boiled in a furnace near instantly. It then returns to the ICE-STONE, becoming liquid once more, repeating the process. A super powerful steam engine which generates electricity for the entire ship and it's weapons and computers.

As for what an ICE-STONE is, it is just a variant of Liquid ICE, which has been permanently turned to a solid state, preventing evaporation upon such light use. A single ICE-STONE as used in one of the generators of the ship lasts for about 72 hours before it needs to be replaced, and the other engines keep power going. This Ship has eight MAGMA-ICE generators, each of which can be connected to a bank of propellers underwater to push our ship through the sea at a fairly impressive rate of a less than moderate speed. Given it's so large, it's mostly the water polishing the ice underwater which lets it reach that speed. Just don't expect not to take one hour to slow down to 0 knots though.

It can actually turn, keeping it's speed, though the one hour mark for removing speed in a single direction still applies. The banks are in a compass point design, so it's max speed requires three banks active, while a T movement of three banks is mostly meant for slower movement. Propeller speed can be adjusted somewhat.

Assuming it's viable, we also drill some holes in the ice with rivets to hold metal armor sheets to the ICEBURG. Good idea not to make cracking us easy. Though we need to use a scale-type formation given the ICEBERG's size. we also build soem control towers on top of the ICEBERG for viewing/command, and cameras. Main Command Room is inside the ship.



Done. Assuming that Magmaite's properties once I read it, this might get adjusted. It is a giant ICEBERG aircraft carrier Island and mobile fortress.


Quote from: Strategy Vote
GATE/HAUNTER Deployment
Mountain Chokepoint: (1) NUKE9.13,
Plains: (1) TricMagic
ORACLE-A's Assistance in GATE placement and prediction of enemy N-linked: (1) TricMagic.



Quote from: QUICKFREEZE
Derivative of ICE. Henceforth referred to as QF in this report.

ICE in contact with air sucks heat out of the area into itself in a chemical reaction, consuming itself in a destructive manner. This forms ice in the area out of every water source, including humans and air.

QF instead acts as a cooling agent when coming into contact with large amounts of H2O, or water. Interaction with the atmosphere shows ice forming on areas sprayed with QF, but open containers containing QF only show ice forming on the top layer, with ice forming on the container's walls breaking off and slowly floating up in pieces.

Applied to wood, it soaks in to the pores of the wood, and a small ice layer begins to form on it from atmosphere. Applying a hose of water shows ice forming in icicles as a small mountain quickly forms to about a quarter of a meter before breaking. More even applications show ice forming along the entire wood support to a thickness of 1 meter. Additional applications and testing of QF show that applying a new layer every half meter results in a quick build-up of ice. Applying Pyrite to the process shows an even quicker freezing.

Examination of QF affected ice shows QF blending in with H2O and Wood Pulp, creating an even stronger bond than normal, resulting in a lowered base temperature of the ice/pyrite/QF mix. Melting the QF affected ice resulted in the QF bonds breaking back down into their original state, and once water was evaporated, the base chemicals of QF remained.

Mixing 14% QF into an ICE solution resulted in a 25% increase to the freezing radius of ICE. Testing shows that that's about the best we can do, as greater QF to ICE ratios result in a lowered freezing radius. Separating QF from ICE also resulted in QF breakdown in the ICE itself. It can be concluded that QF-QUICKFREEZE bonds with and into any liquid, and in doing so, strengthens the structure. Preliminary studies are ongoing into using QF to freeze ICE into a solid block that emanates cold from heat, rather than simply flash-freezing. See ICE-STONE Project.
« Last Edit: May 26, 2019, 06:53:41 pm by TricMagic »
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andrea

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #731 on: May 26, 2019, 06:32:02 pm »


Quote from: Strategy Vote
GATE/HAUNTER Deployment
Mountain Chokepoint: (1) NUKE9.13,
Plains: (1) TricMagic
Let ORACLE-A choose: (1) Andrea

Additional deployment rules
ORACLE-A's Assistance in GATE placement and prediction of enemy N-linked: (1) TricMagic.
Deploy GATE underground: (1) Andrea

TricMagic

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #732 on: May 27, 2019, 08:41:46 am »

More stuff. For next turn, design and revision. Oil and Magmatite, here we come!


OUTREACH
Overland United Trailways REaching ACross Hills.

While not our main focus, MAGMA has gotten too deep for civilian populaces. Moreover, there is that oil GASOLINE found. So we've gotten started on creating a train network to those locations, and starting digging some new bore holes. These Trailways will carry us materials while also eventually forming a better network of towns connected by them. Now everyone can live where it's warm!


O.R.E. System
Ore Radar Examination System

The O.R.E. System is a mobile radar system connected to ORACLE-A. It uses it's own modified Earth Ear system, with more colors than the usual thanks to it's additional space. The modified computer tracks the area as usual, and stores the information. That info can then be taken and later input into ORACLE-A for research purposes.

What the O.R.E. System is mainly supposed to do is this. Green is ores of use to us. Red, as well as denoting unauthorized people, also shows the radar presence of underground magma streams. Blue, other than showing authorized people and equipment, also shows underground springs and rivers. And Yellow means GASOLINE and oils.(Which is also attached to the System by itself.)

White shows air pockets, and silver-white shows the presence of diamonds and gemstones. Which was fairly expensive to scan. The last color is the black, the lack of presence. These are materials not recorded, or hiding themselves, like Magmatite. Unless we can figure out a way to scan that properly, this is the best way to get more of it. We may also hope to find other materials with this system, and anything we do find that's normal will go into the O.R.E. System. ORACLE-A should eventually spot patterns in magmatite formation, assuming we find enough of it.
« Last Edit: May 27, 2019, 11:00:33 am by TricMagic »
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Madman198237

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #733 on: May 27, 2019, 10:17:23 am »

Quote from: Strategy Vote
GATE/HAUNTER Deployment
Mountain Chokepoint (plan): (2) NUKE9.13, Madman
Plains: (1) TricMagic
Let ORACLE-A choose: (1) Andrea

Additional deployment rules
ORACLE-A's Assistance in GATE placement and prediction of enemy N-linked: (1) TricMagic.
Deploy GATE underground: (1) Andrea
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m1895

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Re: Mad Arms Race - Mereth Design Division (Spring 1964 - Combat Phase)
« Reply #734 on: May 27, 2019, 11:23:17 am »


Quote from: Strategy Vote
GATE/HAUNTER Deployment
Mountain Chokepoint (plan): (2) NUKE9.13, Madman
Plains: (1) TricMagic
Let ORACLE-A choose: (2) Andrea, m1895

Additional deployment rules
ORACLE-A's Assistance in GATE placement and prediction of enemy N-linked: (1) TricMagic.
Deploy GATE underground: (2) Andrea, m1895
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