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OwlFancier
Aug 22, 2013

Bubbacub posted:

Can you rationalize the extra button press as the effort your soldier would need to keep his load of 5 rockets balanced and not chafing on his shoulders?

"Press button to unstick ballsack from leg" while potentially an integral part of military service, is not what I'd call grade A simulator material.

I would much sooner lose the bonus from lowering your weapon and actually have to think about my equipment loadout.

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LCL-Dead
Apr 22, 2014

Grimey Drawer
Here's where definitions begin to differ:

1: Lots for practicality, less for "roleplay"

It's actually not practical to carry a lot of poo poo at all. It weighs you down, lowers your range and, as you've so painfully noticed, makes you pretty damned tired. I don't carry less for "roleplay" in this game. I carry less because I have a team that I work with that knows what it means to actually spread the load between players so that one Rambo-looking-motherfucker isn't carrying everything and slowing the rest of us down.

You carry 4-5 rockets and it takes you 2-3 to disable a tank? You're doing it wrong. You should be trying to get top-down or rear armor hits, where the armor is actually the thinnest and has the highest damage multiplyer so that you don't need to waste munitions on bringing down a single T-100. You carry 15 mags of 5.56/6.5/7.62? Maybe you should work on your aim and shot placement as it really does matter in this game if you want to conserve ammunition and be an effective shooter. I harped on my team for WEEKS about this alone. I beat it into their heads that they needed to slow the gently caress down. They were almost all coming over from Planetside 2 with very little to no ARMA experience at all and treated the game like it was a fast paced twitch shooter. It took a couple of months but I eventually broke them of spraying mags at a single target until it falls down and actually taking the time to aim their shots for vital areas of the body.

The only reason a few of us will carry more than 45 or so pounds of gear in-game is to bring it to a staging area, stage it, then move out with the lighter load. That way we have gear staged as a fallback option, resupply, etc. We've also had all of our rocket carriers drop their packs with the 1-2 rockets in them on overwatch positions overlooking the main line of advance so that they're not weighted down and the AT can stay in an elevated position to better engage targets.

2: A button doubles your endurance.

You're using it wrong, as has been pointed out to you before. This also comes back to the gear you are carrying, which is rightly an asinine amount of poo poo to be carrying by yourself in any situation. The speed you gain by dropping your rifle to a relaxed carry position in that 20m burst is negligible at best compared to the speed you run at while just holding the shift key with the rifle at the alert position. By the numbers, the fatigue gained between either stance is nearly the same.

You're frustrated. I get it, but don't take it out on a game mechanic that's actually pretty spot on just because you don't like it. Sure, the controls can be a bit poo poo-tastic at times, but you adapt to it and move along. We all understand what you're saying, we just don't all agree with you.

OwlFancier
Aug 22, 2013

Well I can carry all that stupid stuff pretty well by dropping my weapon all the time, so I don't see much reason not to save for control frustration.

If the game were real life I'd probably do it the way you suggest, if the game didn't have the lower weapon effect I would also do it that way, I did before I realised that lowering your weapon had the effect it does.

As it stands though, I can either carry lots and do better, or carry less for... no reason other than because I want to play realistic dress up with my soldier, honestly.

LCL-Dead
Apr 22, 2014

Grimey Drawer
So you'll continue to QQ about a button press because you want to be rambo. Problem solved.

OwlFancier
Aug 22, 2013

I want a gameplay reason not to be rambo. The game does not give you one at the moment. If it did I wouldn't do it. As it stands I'm just handicapping myself. Which, while sometimes fun, is difficult to justify when everyone else is doing the same and the challenges are scaled around your ability to carry a small arsenal with you at all times.

Unless you're playing a mission where all your gear is pre-assigned and the mission maker is going for a more realistic equipment set for you, it is a bit difficult to present a decent challenge for realistic players when you have the option of just packing a shitload of ammo and equipment.

Have you played on a server where they let you put sniper scopes on everything? It's a bit like that. You can elect not to do that, but it generally results in everything being dead by the time you get close enough to aim properly at things because everyone else put a scope on a zafir and shot the enemy from half a mile away. Or at the least, the mission is scaled around you being able to do that, because that's the optimal strategy.

LCL-Dead
Apr 22, 2014

Grimey Drawer
A gameplay reason -not- to be rambo?

How about because you have to juggle combat stances in order to maintain a playable fatigue level that allows you to justify the carrying of a small army's worth of equipment? A juggle that, as you've pointed out over the last few pages, really frustrates you.

Give yourself a challenge and stop carrying everything you think you'll need into the mission area. Scavage stuff off of corpses. I would also recommend getting off of pub servers if you want that reason not to be rambo and joining a team. Play with the AGM Goons here, or with one of the major teams that is not ShackTac or the 15th MEU.

I fully remember the days in A2 when I would drop into a Domination server, grab up a SMAW, a DMR, a rangefinder enough grenades to topple the National Monument and then truck out on foot or in a helicopter to the AO in an attempt to take it down by myself because I couldn't rely on other pubbies to be worth a drat. I have so much more fun now with a team.

OwlFancier
Aug 22, 2013

I don't really think that's a good limiting factor, and I certainly doubt it's the intended design. It seems rather more like they didn't really think it through very well and that it's possible to stretch the fatigue system further than it should go by using the lower stance.

Plus, even if I don't do it, other people can, which presents the aforementioned problems for creating a balanced challenge on public servers.

I appreciate that organised play can solve these issues but I dislike organised play, and, frankly, 'play with a clan' should not be the argument against every deficiency in the game, which it traditionally has been for most of ArmA's life.

The very existence of the fatigue system as it stands is geared towards freeform equipment choices, as it would have little utility in an organised and regimented mission with a realistic setting. If the fatigue system doesn't effectively restrict your carry ability, which it doesn't, then it's not doing its job properly and needs adjusting.

If you're going to put the system in, put it in properly so that it does what both you and I apparently want it to do, which is promote a lighter equipment load and enforce a degree of supply scarcity.

Chortles
Dec 29, 2008

Shanakin posted:

As for the fix, not working for me.
Sadly BI may have thrown in the towel on this: "We'll continue to see what can be going on, but we may have to live with this until November 4 (Steam does not properly support pre-release DLC)." However, the M-900 is supposed to be a free helo (as a civvie variant on the existing MH-9 minus the benches, just like there's a reskin of the existing Orca, whereas the CH-67 and Mi-290 are two new airframes) so they're trying to at least remove the DLC restrictions from the M-900.

Also, if anyone's wondering about the naming schemes on the Taru pods, "Cargo means the pod carries various items, whereas Ammo reflects the rearming functionality of the pod (similar to HEMTT Ammo)."

Finally, "No update this day - the Arma 3 development team will be at a shooting range."

Age of the Atomic Mom
Oct 15, 2009

OwlFancier posted:


The very existence of the fatigue system as it stands is geared towards freeform equipment choices, as it would have little utility in an organised and regimented mission with a realistic setting. If the fatigue system doesn't effectively restrict your carry ability, which it doesn't, then it's not doing its job properly and needs adjusting.


While I get the point you're trying to make I definitely think it does restrict your carry ability. Sure I can go large distances before fatiguing if I make sure I'm in the right stance. However I find that once actual combat begins, having all the extra weight makes me way less effective than the rest of my team. Particularly in CQB. The instant I need to be guns up for a few minutes at a time I suffer from sway. And since I play as the medic I'm constantly having to run around getting people up. All the extra weight I carry is definitely felt and causes lovely situations where I can see guys shooting at me and I know I can't shoot back accurately without waiting 30 seconds or so to rest. The weight and stances thing goes beyond just getting across distances because it's there where I think it's noticed the least assuming you're not trying to sprint everywhere.

I guess my points aren't good to you because like you said you play on pubs or don't play with groups. I only ever play with a bunch of people or Battle Royale where fatigue is disabled so I don't really experience it anywhere else.

Vitreous Rumor
Oct 21, 2004


https://www.youtube.com/watch?v=yeyAErLnrx4
This seems to have been glossed over while you dorks were flailing at eachother over who can count more toothpicks off the floor, but it's insanely good and I hope BI either hires the guy or steals it entirely. It's a shame he couldn't figure out how to override the [Use Default Action] binding so it sits more intuitively, but it's a really solid start at replacing the action menu and everybody should watch that video then be all like "Yeah, that's good."

LCL-Dead
Apr 22, 2014

Grimey Drawer

EvilDrWong posted:

"Yeah, that's good."

OwlFancier
Aug 22, 2013

It is pretty good, does it address the fiddlyness of the action availability itself? I can't imagine using just a button press if the menu was still as finnicky about what actions you can do in any given place.

Though having a button I can press which doesn't default to planting a mine if I don't aim precisely would be a nice bonus.

Vitreous Rumor
Oct 21, 2004

There's still some jankiness involved unfortunately. The way he had to map out action availability for larger vehicles in particular means you may need to rub your nose on it before it'll register that you're trying to get into a position, but for the most part it feels intuitive and responsive.
And yes, even if it's still kind of clumsy and feels very Arma, it's nice to have a button dedicated to doing things that doesn't default to swapping to your sidearm or hammering on a detonator whenever you're a few degrees off from a gate's Open trigger.

Love Stole the Day
Nov 4, 2012
Please give me free quality professional advice so I can be a baby about it and insult you

OwlFancier posted:

I feel like I'm talking to a wall.

I know exactly how you feel. Back in April I posted to the exact same treatment, albeit about a different issue with the game/community.

ArmA goons are lovely people.

You just gotta learn who the non-autistic goons are and talk to them about this stuff. Once you realize that the thread isn't for discussing the game or its community, but rather for circlejerking against anyone who complains about something that isn't uniform/vehicle/weapon details and designs, you'll be able to discover the "real" ArmA goon community.

the real arma goons don't post inthe threads for this very reason

OwlFancier
Aug 22, 2013

As I recall when you did I told you something along the lines of get gud scrub.

So I am the autist all along I guess.

Not that it wasn't fairly obvious to begin with.

EvilDrWong posted:

There's still some jankiness involved unfortunately. The way he had to map out action availability for larger vehicles in particular means you may need to rub your nose on it before it'll register that you're trying to get into a position, but for the most part it feels intuitive and responsive.
And yes, even if it's still kind of clumsy and feels very Arma, it's nice to have a button dedicated to doing things that doesn't default to swapping to your sidearm or hammering on a detonator whenever you're a few degrees off from a gate's Open trigger.

It certainly can't be worse than the existing action menu, it's true.

Praseodymi
Aug 26, 2010

Love Stole the Day posted:

the real arma goons don't post inthe threads for this very reason

Can't wait to hear the story behind this :allears:.

Mederlock
Jun 23, 2012

You won't recognize Canada when I'm through with it
Grimey Drawer
Owlfancier: Don't get me wrong, I do see where you are coming from. Correct me if I'm wrong, but you seem to be saying that the problem is is that by doing the described control gymnastics you can circumvent the intended effects of the fatigue system. What most of us are asserting is that its nowhere near as dramatic a difference between doing the constant stance switching or not as you're making it out to be, as the published numbers paint a pretty clear picture that its a pretty marginal improvement in overall stamina at best. Anything else we've been posting basically was us saying 'get gudd' in various different ways, yeah

I don't feel the precise balancing of the fatigue system is perfect as is, and I'm sure most would agree that it could stand with being tweaked here and there, but overall its a pretty nice system to have in place. The very fact that you've had to start considering downsizing your usual load means its working as intended, with room to be improved.

e:

Praseodymi posted:

Can't wait to hear the story behind this :allears:.

Its exactly like I think you're expecting it to be. Anytime anyone brings up the idea of being a "real (insert group of choice here)" I prepare myself for the sort of person that tends to be one of those ideoligically pure socialist/holier then thou folks

Mederlock fucked around with this message at 23:39 on Oct 21, 2014

frank.club
Jan 15, 2011

by Jeffrey of YOSPOS
You should bring less gear if you're getting too fatigued. Though I don't whats up with any kinda weird button combinations that circumvent the fatigue system.
I don't mean to be a dick man but that's just how it is I guess. I don't consider myself very good at this game. I usually just stick to a singular roll (Medic, engineer, squad lead etc) and that usually keeps my man from collapsing of exhaustion.

frank.club fucked around with this message at 00:57 on Oct 22, 2014

Roshnak
Jul 22, 2007
Owlfancier, would you feel batter about the system if lowering your weapon only reduced the fatigue rate to 0.8?

Because here's the thing: In real life, having rifle held up to your shoulder all the time is more tiring than having it lowered. This is a thing that Arma is trying to approximate, and having your weapon lowered has real gameplay effects outside of just lowering your fatigue rate.

OwlFancier
Aug 22, 2013

It would be better at 0.8, but I don't really see a useful gameplay reason to have a differentiation between the standing stances.

At high degrees of variation it infringes on the effectiveness of the fatigue system, at low degrees of variation, it becomes increasingly irrelevant.

0.5s of response time or a button press isn't really a significant gameplay change, it's not like, oh, let's say putting your army into forced march stance in Rome 2 Total war, to use the first thing that came into my head. It doesn't have a major penalty associated with it, so if the fatigue benefit is significant (as I do think it currently is under high equip loads) then it becomes something you have no reason not to do. Whereas if the fatigue benefit is not very significant then it becomes sort of a meaningless distinction in general?

I don't really see a problem just setting your fatigue rate to 1 regardless of your weapon position (ready or not ready, at least, combat pace holding it to your shoulder is obviously different for a good reason) and balancing your fatigue loss while moving from there. The other option I guess would be introducing a bigger penalty to the 'movement mode' stance or whatever it would have to be, like actually putting your weapon on your back or something, but even then I don't think it would be a great system.

I think just letting players stay in the ready stance 90% of the time would make the game flow better, if you need to use combat pace there's a button for it and it's a good ability with sensible and meaningful tradeoffs. I don't see a lot of need for a third stance devoted to running long distances when you could fold that comfortably into the default stance.

OwlFancier fucked around with this message at 03:00 on Oct 22, 2014

Chortles
Dec 29, 2008
Welp, according to a BI dev the lack of DLC-ownership recognition on dev branch may not be resolved before the scheduled release: a dev reported that s/he'd already verified through Steam WebAPI that the complainants' accounts did indeed have the Supporter Edition or DLC Bundle, reporting "a permanent ownership (exactly as it should). This means that everything is set up as it should be for the Helicopters release, but it also means that it is not some stupid mistake or omission, which we can fix easily, but rather a system problem in the Steam - Steam was never really made to handle pre-release of DLCs." The official release of said DLC should eventually make this a moot point for said users, but until then they may have to use the same workarounds as those who didn't buy the Supporter Edition or DLC Bundle.

Also, according to a BI forums member, "The Black and white Orca has 12 simple DAR rockets (exactly the one of littlebird/wildcat) instead of 12 guided missiles. You can now now fire them 'fullauto', but there is no lock on ability."

Turin Turambar
Jun 5, 2011



I'm playing more. Now in a mission with the 7.62mm MG, with just two spare magazines (150 bullets each), a pair of fak, two grenades, a pistol, a pistol magazine. So not exactly Rambo. Even going with the weapon always lowered, the soldier starts to breath heavily and even the vision to blur after just 5 minutes jogging.
They have to relax the fatigue system a bit, imo.

Slashrat
Jun 6, 2011

YOSPOS
Being out of breath after 5 minutes of constant jogging in armor and carrying an LMG with reloads sounds just about right actually. Jogging instead of walking for travel on foot is trading speed for being rested upon arrival.

In any case, you can use something like this to remove fatigue if you want to: http://www.armaholic.com/page.php?id=26727

Turin Turambar
Jun 5, 2011



Slashrat posted:

Being out of breath after 5 minutes of constant jogging in armor and carrying an LMG with reloads sounds just about right actually. Jogging instead of walking for travel on foot is trading speed for being rested upon arrival.


I have no idea if it's right or not, I've never been a soldier... but from what I heard, sometimes they have to be able to move at good pace for half an hour with all the weapons and armor.

first test of SAS posted:

One of the first tasks was a pack walk of 20 kilometers (about 12 miles) with nearly 30 kilograms (about 66 pounds) of pack and equipment in under 3 hours 15 minutes. This needs to be done at around 6.5-7 kilometers an hour walking/jogging pace to be comfortably under the time limit. This should not be too difficult a task for a fit young soldier or fit applicant soldier. Those who dropped out at this stage were not physically prepared.

I'm not saying the values are way off... I would say it would be enough with a 30% more endurance overall, that would be a good compromise.

LCL-Dead
Apr 22, 2014

Grimey Drawer

Turin Turambar posted:


I'm not saying the values are way off... I would say it would be enough with a 30% more endurance overall, that would be a good compromise.

If you really want to get technical, these guys (The game characters/avatars/general shtako) aren't SAS or special forces and people going into the SAS induction/selection process, or any special forces selection/candidacy program, are generally going to be in much better shape than their standard infantry counterparts as they know, coming in, that one of the first things the instructors/selections board is going to look at is if you are physically prepared or not.

For example, on the US side of the house, the IST (Initial Strength Test) for joining the Marine Corps is a 1.5 mile run that has to be completed in less than 15 minutes, with the final test (And yearly test after that) being a 3 mile run that has to be completed in less than 27 or 28 minutes. There's more, obviously, but the requirements are obviously a lot less than if you were trying to attend the selection schools for SEALs, Rangers, MARSOC, SAS, etc.

Even in the best shape of your life you're going to suffer after a few minutes when you're wearing 40-70 pounds of assorted gear and going for jog. The mechanic is fine. Patience is the key.

Turin Turambar
Jun 5, 2011





Holy poo poo. Do you see these two vehicles? Both were from my squad. I had assigned different waypoints to each one, so they were going at different speeds and... the tank crashed onto the offroad car, blowing it up.
I'm also tired of seeing the tanks getting stuck on the sandbags. It seems Bohemia at some point in the past made new sandbag models but they forgot to make them destroyable so the tanks can't roll over them destroying it like they can with normal walls and fences and trees.

Kerc Kasha
Apr 18, 2007

Turin Turambar posted:

I'm playing more. Now in a mission with the 7.62mm MG, with just two spare magazines (150 bullets each), a pair of fak, two grenades, a pistol, a pistol magazine. So not exactly Rambo. Even going with the weapon always lowered, the soldier starts to breath heavily and even the vision to blur after just 5 minutes jogging.
They have to relax the fatigue system a bit, imo.

Zafir is very heavy as it's an MMG rather than an LMG so getting exhausted after 5 minutes of constant jogging is pretty reasonable seeing as the gun itself is nearly 8kg unloaded.

you also have to remember that terrain makes a major difference as walking up slopes etc drains you much faster

Doctor Butts
May 21, 2002

I don't know why walking down some slopes makes you less fatigued.

That Awful Nick
Oct 7, 2008

"I've got the knowledge!"

Doctor Butts posted:

I don't know why walking down some slopes makes you less fatigued.

It's the endorphins from having such a fun time running down the little hills.

Here4DaGangBang
Dec 3, 2004

I beat my dick like it owes me money!
Regenerative braking.

Spoggerific
May 28, 2009
Also, fatigue is something very easily modified at the mission level. It's unlikely but possible that whatever mission you're playing is messing with the fatigue levels. One of the popular multiplayer gamemodes, King of the Hill (SA-matra version, anyway) has a ridiculous fatigue multiplier, to the point where sprinting across the street or walking up one of those green towers will fill up your fatigue bar three quarters of the way.

Chortles
Dec 29, 2008

EvilDrWong posted:

It's a shame he couldn't figure out how to override the [Use Default Action] binding so it sits more intuitively, but it's a really solid start at replacing the action menu and everybody should watch that video then be all like "Yeah, that's good."
From what I understand, if you're referencing a "point in 3D space" issue instead of a keybind, sometimes has to do with the model (specifically placement of the memory point for the action) so it may not be entirely his fault.

Incidentally, the last time BI seemingly stole someone's idea entirely said modder was bitter about it.

EvilDrWong posted:

And yes, even if it's still kind of clumsy and feels very Arma, it's nice to have a button dedicated to doing things that doesn't default to swapping to your sidearm or hammering on a detonator whenever you're a few degrees off from a gate's Open trigger.
This could at reproduced by getting those actions off of the action menu altogether and making them keybind-exclusive; I have admittedly no idea why they're still on the action menu (again, as opposed to being keybind-exclusive) other than there not being any pressure within BI to make it happen.

Turin Turambar
Jun 5, 2011



Finished M.E.R.C.S!
It's the best campaign for now, with difference. Well, or at least it will be if and when he patches it a bit more. There are a pair of missions I found mission-stopping bugs and had to talk to the author to get some help of how to complete them, and another pair of missions where I had to replay them until the AI worked as intended to complete them. There is also a pair of missions where I would adjust the difficulty, there were too easy or too hard.
Also there are some features that are promising but he still has to work a bit more in them. But well, it's a beta.

But overall I liked the variety of missions, their inventiveness and how it all ties very well to the plot and themes, the feeling of progression in your status and equipment and the base, the idea of hiring mercs in exchange of sharing the profits, the several endings and the extra stuff like duels or side jobs clearing Stratis.

Summary of missions

Brave new wolld: Intro
Daddy's Girl: Simple mission searching for intel
Very important Pickup: escort / driving mission
Ransom Demand: driving / attack mission
Sauerland Expresss: driving convoy / survive ambush
Checkpoint Charlie: watch a police checkpoint, some action
Riot Control: clean up a protest, action
Protection Money: stealth/action, searching for an objective using uav.
Hostage Down: stealth or action, rescuing a hostage
Rest and Recuperation: narrative mission, including drunkenness
Panzerfaust: attack to armored platoon with some help
An Eye for an Eye: uav / mortars / infiltration to destroy a base
Hereford Calling: narrative mission
Cleanup: infantry fight on swamp
Badass One: stealth marking with laser air strikes, piloting the attack plane
Close Quarter Battle: stealth rescuing a hvt in a city in battle, action in the extraction
Force Recon: narrative mission, a bit of action
Surfin R.o.A.: amphibious stealth or stealth/action
Diplomatic Incident: assault to base / tank mission
Schnitzeljagd: small skirmishes against infantry and some armed offroads, puzzle
Uncle Kostas: a day on the army, assault to city with normal weapons
Enforced Cooperation: stealth/action, kidnapping a hvt
Smash and Grab: Base Assault and defense, high amount of AI
Case of Defense ending mission: Epic base defense, high amount of AI
Case of Defense ending mission 2: escape from friends and foes alike
Ground Zero alternative ending mission 3: dynamite goes boom and you have to escape from a radioctive Altis.

Runaway alternative ending mission 4: you escape from the mercs, but they chase you to the last corner of Earth
Getting out alternative ending mission 5: you pay your debts and get out of the merc company, but return to make a last mission with your ol' pal.

Turin Turambar fucked around with this message at 12:40 on Oct 23, 2014

Chortles
Dec 29, 2008

Dwarden on Twitter posted:

Arma 3 has free weekend @steam_games right now, it's best time to test it before using that 50% discount @Arma3official #arma3 #free #games
Also, the pod-less Taru is the only sling-loading-capable version, but that allows for...

Disclaimer: The jet engine is disabled while the airframe is underslung.

alr
May 14, 2009
Was pretty happy to see they allowed the two new helos to be able to lift the armed MRAPs, though I wasn't able to lift a littlebird, any idea if that's on the cards for later? Vortex ring state is cool to see, it's weird trying to adjust to flying a helicopter in a simish fashion rather than just abusing Armas physics and throwing them everywhere, especially when VRS doesn't really have any feedback at the moment, you just start descending like a brick. Really hope there's going to be some populated multiplayer PvP servers that run the new flight model as standard.

frank.club
Jan 15, 2011

by Jeffrey of YOSPOS
I subscribed to the MERCs on Steamworks but it's not showing up in my campaign or scenario folder?

tak
Jan 31, 2003

lol demowned
Grimey Drawer

Acquire Currency! posted:

I subscribed to the MERCs on Steamworks but it's not showing up in my campaign or scenario folder?

Did you launch the Arma 3 launcher, let it update your subscribed mods, and enable the mod to launch the game? It's not currently possible to have non-BI campaigns without making it into a mod PBO, and that's how the ones through steam workshop work.

frank.club
Jan 15, 2011

by Jeffrey of YOSPOS
Okay yeah that solved it

I lied it's still not there

frank.club fucked around with this message at 05:53 on Oct 24, 2014

tak
Jan 31, 2003

lol demowned
Grimey Drawer
What does configure -> expansions say in game?

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frank.club
Jan 15, 2011

by Jeffrey of YOSPOS
It says it has it installed just fine.

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