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Author Topic: Dwarf Therapist (LATEST 0.5.7 7/13/10 see first post)  (Read 624318 times)

forsaken1111

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Re: Dwarf Therapist Alpha Release
« Reply #45 on: July 26, 2009, 09:37:39 pm »

I don't know if this is the right place to make a suggestion, but it's something I suggested for DM as well:
Ability to mark animals for slaughter. I hate having to track down every last puppy or kitten to mark for slaughter. Added bonus would be being able to mark pets, visitors (Elf leather crafts, anyone?), and nobles for slaughter.

From what you said it seems you're unaware that the stocks screen (z) has an animals tab from which you can easily designate animals for slaughter. No need to track them down.
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JanusTwoface

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #46 on: July 26, 2009, 09:43:34 pm »

I don't know if this is the right place to make a suggestion, but it's something I suggested for DM as well:
Ability to mark animals for slaughter. I hate having to track down every last puppy or kitten to mark for slaughter. Added bonus would be being able to mark pets, visitors (Elf leather crafts, anyone?), and nobles for slaughter.

From what you said it seems you're unaware that the stocks screen (z) has an animals tab from which you can easily designate animals for slaughter. No need to track them down.

And Dwarf Companion for the butcherable everything else (albeit only with 40d, it doesn't have the correct memory locations for 40d# yet).
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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #47 on: July 27, 2009, 09:45:59 am »

*replying to keep track of thread (incase a linux version turns up)*
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smjjames

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Re: Dwarf Therapist Alpha Release
« Reply #48 on: July 27, 2009, 09:50:57 am »

I don't know if this is the right place to make a suggestion, but it's something I suggested for DM as well:
Ability to mark animals for slaughter. I hate having to track down every last puppy or kitten to mark for slaughter. Added bonus would be being able to mark pets, visitors (Elf leather crafts, anyone?), and nobles for slaughter.

From what you said it seems you're unaware that the stocks screen (z) has an animals tab from which you can easily designate animals for slaughter. No need to track them down.

True, but not so great for marking specific animals for slaughter rather than going all out.
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ManaUser

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #49 on: July 27, 2009, 07:17:22 pm »

I just wanted to put in a suggestion. Consider using bolder colors for the columns. After I changed them, I found it much easier to see what was what. I just mixed the game colors 50/50 with white. Here's the relevant lines from game_data.ini in case anyone else wants to try it:
Code: [Select]
[labors]
0/name = Mining
0/id = 0
0/skill = 0
0/color = 0xD5D5D5

1/name = Bowyer
1/id = 66
1/skill = 50
1/color = 0xFFFFAA

2/name = Carpentry
2/id = 11
2/skill = 2
2/color = 0xFFFFAA

3/name = Wood Cutting
3/id = 10
3/skill = 1
3/color = 0xFFFFAA

4/name = Masonry
4/id = 13
4/skill = 4
4/color = 0xFFFFFF

5/name = Stone Detailing
5/id = 12
5/skill = 3
5/color = 0xFFFFFF

6/name = Architecture
6/id = 14
6/skill = 59
6/color = 0xFFFFFF

7/name = Animal Training
7/id = 15
7/skill = 5
7/color = 0x80D580

8/name = Animal Care
8/id = 16
8/skill = 6
8/color = 0x80D580

9/name = Animal Dissection
9/id = 20
9/skill = 8
9/color = 0x80D580

10/name = Hunting
10/id = 38
10/skill = 58
10/color = 0x80D580

11/name = Trapping
11/id = 19
11/skill = 11
11/color = 0x80D580

12/name = Armor Smithing
12/id = 41
12/skill = 28
12/color = 0xD5D5D5
 
13/name = Furnace Operating
13/id = 39
13/skill = 25
13/color = 0xD5D5D5

14/name = MetalCrafting
14/id = 43
14/skill = 34
14/color = 0xD5D5D5

15/name = Blacksmithing
15/id = 42
15/skill = 29
15/color = 0xD5D5D5

16/name = Weaponsmithing
16/id = 40
16/skill = 27
16/color = 0xD5D5D5

17/name = Gemcutting
17/id = 44
17/skill = 30
17/color = 0xAAFFAA

18/name = Gemsetting
18/id = 45
18/skill = 31
18/color = 0xAAFFAA

19/name = BoneCarving
19/id = 48
19/skill = 37
19/color = 0xAAAAFF

20/name = Clothesmaking
20/id = 27
20/skill = 16
20/color = 0xAAAAFF

21/name = GlassMaking
21/id = 49
21/skill = 35
21/color = 0xAAAAFF

22/name = LeatherWorking
22/id = 21
22/skill = 36
22/color = 0xAAAAFF

23/name = Stonecrafting
23/id = 47
23/skill = 33
23/color = 0xAAAAFF

24/name = Weaving
24/id = 26
24/skill = 13
24/color = 0xAAAAFF

25/name = Woodcrafting
25/id = 46
25/skill = 32
25/color = 0xAAAAFF

26/name = Strand Extracting
26/id = 50
26/skill = 26
26/color = 0xAAAAFF

27/name = Brewing
27/id = 23
27/skill = 14
27/color = 0xD5AA80

28/name = Butchery
28/id = 18
28/skill = 10
28/color = 0xD5AA80

29/name = Cheesemaking
29/id = 30
29/skill = 19
29/color = 0xD5AA80

30/name = Cooking
30/id = 32
30/skill = 21
30/color = 0xD5AA80

31/name = Dyeing
31/id = 71
31/skill = 64
31/color = 0xD5AA80

32/name = Farming
32/id = 33
32/skill = 22
32/color = 0xD5AA80

33/name = Plant Gathering
33/id = 34
33/skill = 23
33/color = 0xD5AA80

34/name = Lye Making
34/id = 70
34/skill = 61
34/color = 0xD5AA80

35/name = Milking
35/id = 31
35/skill = 20
35/color = 0xD5AA80

36/name = Milling
36/id = 28
36/skill = 17
36/color = 0xD5AA80

37/name = Potash Making
37/id = 69
37/skill = 63
37/color = 0xD5AA80

38/name = Soapmaking
38/id = 25
38/skill = 62
38/color = 0xD5AA80

39/name = Tanning
39/id = 22
39/skill = 12
39/color = 0xD5AA80

40/name = Plant Processing
40/id = 29
40/skill = 18
40/color = 0xD5AA80

41/name = Wood Burning
41/id = 72
41/skill = 60
41/color = 0xD5AA80

42/name = Fishing
42/id = 35
42/skill = 24
42/color = 0x8080D5
 
43/name = Fish Cleaning
43/id = 36
43/skill = 9
43/color = 0x8080D5

44/name = Fish Dissection
44/id = 37
44/skill = 7
44/color = 0x8080D5

45/name = Mechanics
45/id = 67
45/skill = 56
45/color = 0xFFAAAA

46/name = Pump Operating
46/id = 73
46/skill = 65
46/color = 0xFFAAAA

47/name = Siege Engineering
47/id = 64
47/skill = 48
47/color = 0xFFAAAA

48/name = Siege Operating
48/id = 65
48/skill = 49
48/color = 0xFFAAAA

49/name = Health Care
49/id = 17
49/skill = -1
49/color = 0x80D5D5
 
50/name = Animal Hauling
50/id = 8
50/skill = -1
50/color = 0x80D5D5

51/name = Wood Hauling
51/id = 2
51/skill = -1
51/color = 0x80D5D5

52/name = Item Hauling
52/id = 6
52/skill = -1
52/color = 0x80D5D5

53/name = Food Hauling
53/id = 4
53/skill = -1
53/color = 0x80D5D5

54/name = Stone Hauling
54/id = 1
54/skill = -1
54/color = 0x80D5D5

55/name = Refuse Hauling
55/id = 5
55/skill = -1
55/color = 0x80D5D5

56/name = Furniture Hauling
56/id = 7
56/skill = -1
56/color = 0x80D5D5

57/name = Cleaning
57/id = 9
57/skill = -1
57/color = 0x80D5D5

58/name = Burial
58/id = 3
58/skill = -1
58/color = 0x80D5D5

59/name = Alchemy
59/id = 24
59/skill = 15
59/color = 0xFFFFFF
You'll probably want to change the main color setting in to go with that (Settings->Color Settings). I'm using black for active labors.
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chmod

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #50 on: July 27, 2009, 08:00:44 pm »

I just wanted to put in a suggestion. Consider using bolder colors for the columns. After I changed them, I found it much easier to see what was what. I just mixed the game colors 50/50 with white. Here's the relevant lines from game_data.ini in case anyone else wants to try it:

/snip

You'll probably want to change the main color setting in to go with that (Settings->Color Settings). I'm using black for active labors.
That's a pretty good idea. I wasn't really sure how to go about the color scheme. Some people would rather the actives stand out more than the other skills. This should probably be a separate file so people can trade them, or configure them through the GUI.

My current plan is to allow grouping labors into "sets". And you can then order sets in the order you want or change their background color. I think this would allow just about any config imaginable for those who like to tweak the colors.
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forsaken1111

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #51 on: July 27, 2009, 09:03:56 pm »

I just wanted to put in a suggestion. Consider using bolder colors for the columns. After I changed them, I found it much easier to see what was what. I just mixed the game colors 50/50 with white. Here's the relevant lines from game_data.ini in case anyone else wants to try it:
Code: [Select]
[labors]
0/name = Mining
0/id = 0
0/skill = 0
0/color = 0xD5D5D5

1/name = Bowyer
1/id = 66
1/skill = 50
1/color = 0xFFFFAA

2/name = Carpentry
2/id = 11
2/skill = 2
2/color = 0xFFFFAA

3/name = Wood Cutting
3/id = 10
3/skill = 1
3/color = 0xFFFFAA

4/name = Masonry
4/id = 13
4/skill = 4
4/color = 0xFFFFFF

5/name = Stone Detailing
5/id = 12
5/skill = 3
5/color = 0xFFFFFF

6/name = Architecture
6/id = 14
6/skill = 59
6/color = 0xFFFFFF

7/name = Animal Training
7/id = 15
7/skill = 5
7/color = 0x80D580

8/name = Animal Care
8/id = 16
8/skill = 6
8/color = 0x80D580

9/name = Animal Dissection
9/id = 20
9/skill = 8
9/color = 0x80D580

10/name = Hunting
10/id = 38
10/skill = 58
10/color = 0x80D580

11/name = Trapping
11/id = 19
11/skill = 11
11/color = 0x80D580

12/name = Armor Smithing
12/id = 41
12/skill = 28
12/color = 0xD5D5D5
 
13/name = Furnace Operating
13/id = 39
13/skill = 25
13/color = 0xD5D5D5

14/name = MetalCrafting
14/id = 43
14/skill = 34
14/color = 0xD5D5D5

15/name = Blacksmithing
15/id = 42
15/skill = 29
15/color = 0xD5D5D5

16/name = Weaponsmithing
16/id = 40
16/skill = 27
16/color = 0xD5D5D5

17/name = Gemcutting
17/id = 44
17/skill = 30
17/color = 0xAAFFAA

18/name = Gemsetting
18/id = 45
18/skill = 31
18/color = 0xAAFFAA

19/name = BoneCarving
19/id = 48
19/skill = 37
19/color = 0xAAAAFF

20/name = Clothesmaking
20/id = 27
20/skill = 16
20/color = 0xAAAAFF

21/name = GlassMaking
21/id = 49
21/skill = 35
21/color = 0xAAAAFF

22/name = LeatherWorking
22/id = 21
22/skill = 36
22/color = 0xAAAAFF

23/name = Stonecrafting
23/id = 47
23/skill = 33
23/color = 0xAAAAFF

24/name = Weaving
24/id = 26
24/skill = 13
24/color = 0xAAAAFF

25/name = Woodcrafting
25/id = 46
25/skill = 32
25/color = 0xAAAAFF

26/name = Strand Extracting
26/id = 50
26/skill = 26
26/color = 0xAAAAFF

27/name = Brewing
27/id = 23
27/skill = 14
27/color = 0xD5AA80

28/name = Butchery
28/id = 18
28/skill = 10
28/color = 0xD5AA80

29/name = Cheesemaking
29/id = 30
29/skill = 19
29/color = 0xD5AA80

30/name = Cooking
30/id = 32
30/skill = 21
30/color = 0xD5AA80

31/name = Dyeing
31/id = 71
31/skill = 64
31/color = 0xD5AA80

32/name = Farming
32/id = 33
32/skill = 22
32/color = 0xD5AA80

33/name = Plant Gathering
33/id = 34
33/skill = 23
33/color = 0xD5AA80

34/name = Lye Making
34/id = 70
34/skill = 61
34/color = 0xD5AA80

35/name = Milking
35/id = 31
35/skill = 20
35/color = 0xD5AA80

36/name = Milling
36/id = 28
36/skill = 17
36/color = 0xD5AA80

37/name = Potash Making
37/id = 69
37/skill = 63
37/color = 0xD5AA80

38/name = Soapmaking
38/id = 25
38/skill = 62
38/color = 0xD5AA80

39/name = Tanning
39/id = 22
39/skill = 12
39/color = 0xD5AA80

40/name = Plant Processing
40/id = 29
40/skill = 18
40/color = 0xD5AA80

41/name = Wood Burning
41/id = 72
41/skill = 60
41/color = 0xD5AA80

42/name = Fishing
42/id = 35
42/skill = 24
42/color = 0x8080D5
 
43/name = Fish Cleaning
43/id = 36
43/skill = 9
43/color = 0x8080D5

44/name = Fish Dissection
44/id = 37
44/skill = 7
44/color = 0x8080D5

45/name = Mechanics
45/id = 67
45/skill = 56
45/color = 0xFFAAAA

46/name = Pump Operating
46/id = 73
46/skill = 65
46/color = 0xFFAAAA

47/name = Siege Engineering
47/id = 64
47/skill = 48
47/color = 0xFFAAAA

48/name = Siege Operating
48/id = 65
48/skill = 49
48/color = 0xFFAAAA

49/name = Health Care
49/id = 17
49/skill = -1
49/color = 0x80D5D5
 
50/name = Animal Hauling
50/id = 8
50/skill = -1
50/color = 0x80D5D5

51/name = Wood Hauling
51/id = 2
51/skill = -1
51/color = 0x80D5D5

52/name = Item Hauling
52/id = 6
52/skill = -1
52/color = 0x80D5D5

53/name = Food Hauling
53/id = 4
53/skill = -1
53/color = 0x80D5D5

54/name = Stone Hauling
54/id = 1
54/skill = -1
54/color = 0x80D5D5

55/name = Refuse Hauling
55/id = 5
55/skill = -1
55/color = 0x80D5D5

56/name = Furniture Hauling
56/id = 7
56/skill = -1
56/color = 0x80D5D5

57/name = Cleaning
57/id = 9
57/skill = -1
57/color = 0x80D5D5

58/name = Burial
58/id = 3
58/skill = -1
58/color = 0x80D5D5

59/name = Alchemy
59/id = 24
59/skill = 15
59/color = 0xFFFFFF
You'll probably want to change the main color setting in to go with that (Settings->Color Settings). I'm using black for active labors.

Ahh excellent. I'm colorblind, so this bumps the program from annoying to extremely usable. The default colors are terrible for me.
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chmod

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #52 on: July 27, 2009, 10:29:10 pm »

Ahh excellent. I'm colorblind, so this bumps the program from annoying to extremely usable. The default colors are terrible for me.
Glad it works for you :)

Do you have any good links to programs that you really like the visual look of? As a developer I really want to make the most accessible product possible, and color blindness I'm not very familiar with. Are the GUI configurable colors not enough to give you a good experience, or is it the contrast with the background colors? Textured backgrounds are also an option, if that helps more.

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forsaken1111

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #53 on: July 27, 2009, 10:39:41 pm »

Ahh excellent. I'm colorblind, so this bumps the program from annoying to extremely usable. The default colors are terrible for me.
Glad it works for you :)

Do you have any good links to programs that you really like the visual look of? As a developer I really want to make the most accessible product possible, and color blindness I'm not very familiar with. Are the GUI configurable colors not enough to give you a good experience, or is it the contrast with the background colors? Textured backgrounds are also an option, if that helps more.



I had only played with the program for a few minutes earlier, but for me it was very difficult to distinguish the differences in color between the cells for active and inactive states. The fact that certain job groups are certain colors made it even more frustrating. I hadn't realized that the colors could be configured, as I only had a few minutes before work to play around with it. I will look at it again and let you know.

As to your first question, no I don't have any specific programs that I like the look of. Dwarf Foreman/Manager were always easy for me to use due to the high-contrast colors.

I was also using the program on Windows 7, and I don't know if that changes anything or if it matters to you. It does work well in 7 btw.
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HammerHand

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #54 on: July 28, 2009, 03:36:06 am »

A small bug(?) but many of my Dwarf names seem to be missing letters - naturally, the ones non-standard on a US keyboard but sprinkled liberally into Dwarf names.  A dwarf named "blil," "rith," "zun," or "tod" is kind of silly-looking when you know it's more like "Eblil," "Orith," and so forth.

Also, the military tab was really useful for me in DM, and I would like to see something similar here - at the very least, it's a quick breakdown of what each of my soldiers/guards are good at using, but I also liked to switch them around and get them legendary in several weapons.  Being able to set their armor level would be nice, too.
... And it would be nice if I could Activate them from here, too, into the military, the guard, or the royal guard, so I don't have to track them down in the units screen and do it in-game.

As it is, you have an incredibly solid mod here.  I'm most impressed, and look forward to your further developments.
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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #55 on: July 29, 2009, 03:55:26 am »

It'd be really nice if there were columns with three dwarf stats - after initial training (Pump/Siedge Operating, Mining) I need to assign new profession depending on stats - Tough goes to military, while Strong and Agile become haulers.

It would be also nice if detailed description of skill for dwarf would include exact experience points in that skill - it would help with game investigation. It can be configurable option so that most users don't get annoyed by extra details.
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forsaken1111

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #56 on: July 29, 2009, 04:10:04 am »

Yeah, I'm finding this program incredibly useful and user-friendly. I have to say thanks again for taking the time to make it.

If this could designate butchering, that would be a huge time saver. If you decide to put that in, make sure it indicates gender as well. :)
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chmod

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #57 on: July 29, 2009, 09:06:29 am »

Quick update guys. I'm working on a new column set system, that will allow custom ordering/coloring of each column in different "sets". More on this later. I also now have sex, money, and happiness :) (for the dwarves that is)

I'm out of town for the rest of the week, so I just want to remind everyone:

PLEASE PUT FEATURE REQUESTS IN THE PROJECT ISSUE TRACKER, OTHERWISE THEY WILL BE LOST FOREVER ON PAGE X OF THIS THREAD.

(in caps for the skimmers)
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chmod

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #58 on: July 29, 2009, 12:30:27 pm »

A small bug(?) but many of my Dwarf names seem to be missing letters - naturally, the ones non-standard on a US keyboard but sprinkled liberally into Dwarf names.  A dwarf named "blil," "rith," "zun," or "tod" is kind of silly-looking when you know it's more like "Eblil," "Orith," and so forth.

Also, the military tab was really useful for me in DM, and I would like to see something similar here - at the very least, it's a quick breakdown of what each of my soldiers/guards are good at using, but I also liked to switch them around and get them legendary in several weapons.  Being able to set their armor level would be nice, too.
... And it would be nice if I could Activate them from here, too, into the military, the guard, or the royal guard, so I don't have to track them down in the units screen and do it in-game.

As it is, you have an incredibly solid mod here.  I'm most impressed, and look forward to your further developments.
HammerHand: Thanks for the praise! I still haven't seen a fort with illegible names. Would you mind creating an issue here http://code.google.com/p/dwarftherapist/issues/entry and attaching a region folder that has a fort with the weird names?

The military tab is going to be implemented soon. And will allow weapon selection. I'm not sure about activating soldiers though, I'll have to do some more digging in the RAM.

It'd be really nice if there were columns with three dwarf stats - after initial training (Pump/Siedge Operating, Mining) I need to assign new profession depending on stats - Tough goes to military, while Strong and Agile become haulers.

It would be also nice if detailed description of skill for dwarf would include exact experience points in that skill - it would help with game investigation. It can be configurable option so that most users don't get annoyed by extra details.
denspb: Custom columns are coming. In addition to str/agi etc... there will be amount of gold, sex, and happiness. The exact experience thing proved to be a bit of a problem. Other people's research indicated that it would be a simple 4byte integer in the skill structure. But I get really odd values when reading from there. It's gotta be somewhere, so I'll find it eventually.

Yeah, I'm finding this program incredibly useful and user-friendly. I have to say thanks again for taking the time to make it.

If this could designate butchering, that would be a huge time saver. If you decide to put that in, make sure it indicates gender as well. :)
Thanks a lot forsaken! I think you'll like the new custom column sets I'm working on. You'll be able to set the columns to higher contrast and configure their background color. The butchering is going to be a little tricky, as I still don't quite get how the racial table works with mods. A cat is easy to find in stock DF, but with mods the ID jumps around. I'll do some digging. I have a fort with over 250 animals that I can't wait to test DT's butchering on :)
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DracoGriffin

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Re: Dwarf Therapist Alpha Release (LATEST 0.1.6 see first post)
« Reply #59 on: July 29, 2009, 02:37:58 pm »

denspb: Custom columns are coming. In addition to str/agi etc... there will be amount of gold, sex, and happiness. The exact experience thing proved to be a bit of a problem. Other people's research indicated that it would be a simple 4byte integer in the skill structure. But I get really odd values when reading from there. It's gotta be somewhere, so I'll find it eventually.

Dwarf Companion seems to be quite accurate concerning exact xp. To replicate it;
  • Make an adventurer and give him random xp in several different skills.
  • Travel to somewhere embarkable for Dwarf Mode and retire. Note exact xp before retiring.
  • Embark on location and look up Adventurer with Dwarf Companion and compare xp.

I know I've done it before because I was trying to test if my adventurer would level up weapon skills while retired. Stayed the same; however it probably increases if there's ambushes/sieges/etc and the adventurer engages hostiles.

This was done in 40d however, not any d# releases.
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