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Truga
May 4, 2014
Lipstick Apathy

quote:

* Clicking your own empire shield on colonized systems in the galaxy map will now open planet view and cycle between colonies in that system
goty

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Meme Poker Party
Sep 1, 2006

by Azathoth

Aethernet posted:

If the +5 starbases perk also gave +10% sublight speed in systems with starbases it would turn from a joke into something amazing. Call it "Hyperspace Bypass Construction."

Next patch notes:

Grasp the void changed from +5 starbases to +6 starbases

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



Inward perfection is a weird civic.

It gives you lots of bonuses around being peaceful and keeping to yourself. However there are no win conditions which allow you to be peaceful and keep to yourself. Like you can't get a science or culture victory like you can in Civ, so it's a civic that you're pretty much required to drop at a later point, and loose all those tradition trees you spent time building out to actually win the game.

LordMune
Nov 21, 2006

Helim needed to be invisible.

3 DONG HORSE posted:

Five by five!!!!!! Stop triggering me

Wait... what

tooterfish
Jul 13, 2013

LordMune posted:

Wait... what
https://www.youtube.com/watch?v=fOZk--oZdQk

Consider your nerd card revoked, nerd.

Guildencrantz
May 1, 2012

Somewhere, something incredible is waiting to be known.

Nitrousoxide posted:

Inward perfection is a weird civic.

It gives you lots of bonuses around being peaceful and keeping to yourself. However there are no win conditions which allow you to be peaceful and keep to yourself. Like you can't get a science or culture victory like you can in Civ, so it's a civic that you're pretty much required to drop at a later point, and loose all those tradition trees you spent time building out to actually win the game.

There's a victory condition?

Magil Zeal
Nov 24, 2008

I feel as though Synthetic Age is kind of in a weird spot as an Ascension Perk. After you've researched the three +1 trait point techs (and, optionally, completed Versatility) it seems like any further benefits you get from additional robomodding are pretty marginal, and the Ascension Perk requires two others as a prerequisite, so it's not like you can get it early to make hyper-efficient robots very early in the game. I think it needs a little more "oomph", like some advanced robot traits or something.

LordMune
Nov 21, 2006

Helim needed to be invisible.

tooterfish posted:

https://www.youtube.com/watch?v=fOZk--oZdQk

Consider your nerd card revoked, nerd.

gently caress

Truga
May 4, 2014
Lipstick Apathy

Guildencrantz posted:

There's a victory condition?

beating the endgame crisis imo.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Magil Zeal posted:

I feel as though Synthetic Age is kind of in a weird spot as an Ascension Perk. After you've researched the three +1 trait point techs (and, optionally, completed Versatility) it seems like any further benefits you get from additional robomodding are pretty marginal, and the Ascension Perk requires two others as a prerequisite, so it's not like you can get it early to make hyper-efficient robots very early in the game. I think it needs a little more "oomph", like some advanced robot traits or something.

It should give you access to the Synth mods like farming and unity bonuses as a minimum.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Nitrousoxide posted:

Inward perfection is a weird civic.

It gives you lots of bonuses around being peaceful and keeping to yourself. However there are no win conditions which allow you to be peaceful and keep to yourself. Like you can't get a science or culture victory like you can in Civ, so it's a civic that you're pretty much required to drop at a later point, and loose all those tradition trees you spent time building out to actually win the game.

The victory conditions in Stellaris are a joke and not worth trying to achieve except as a completionist thing or if you happen to be really close already by accident.

That being said, now that war has been focused down on, I would really like to see some more improvements to pacifist play so that you actually have worthwhile options for interacting with the world other than war. Actual non-conquest-based victory conditions would just be the cherry on top.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Magil Zeal posted:

As a suggestion in addition to what's already been said, I like to stick anchorages/trade hubs in nebulae and black hole systems when possible, for the Nebula Refinery and the Black Hole Observatory special buildings. I'd do the same for Enclaves if I could ever luck into having one in my territory.
I ended up with three artist enclaves in my territory, one in a nebula :getin:

genericnick
Dec 26, 2012

Do you have to actually end the game for the victory to count? I got the most common win screen, the spontaneous non-aligned alliance pop up, but it didn't seem to count.

Edit: Also, since we are making wishes: Pirates are lame, give us space critter ecology. There are a lot of fun things you could spawn in an unoccupied system.

genericnick fucked around with this message at 17:13 on Mar 9, 2018

Sloober
Apr 1, 2011

Tomn posted:

The victory conditions in Stellaris are a joke and not worth trying to achieve except as a completionist thing or if you happen to be really close already by accident.

That being said, now that war has been focused down on, I would really like to see some more improvements to pacifist play so that you actually have worthwhile options for interacting with the world other than war. Actual non-conquest-based victory conditions would just be the cherry on top.

I play until i get bored with a galaxy/empire and restart. I think i've only reached 'endgame' crisis once or twice?

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Splicer posted:

I ended up with three artist enclaves in my territory, one in a nebula :getin:

I've never seen more than one Artist enclave. Are you sure a couple of those aren't Trader or Curator enclaves, instead?

hobbesmaster
Jan 28, 2008

tooterfish posted:

https://www.youtube.com/watch?v=fOZk--oZdQk

Consider your nerd card revoked, nerd.

It just means "loud and clear"

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

canepazzo posted:

How do you guys build starbases? Modules are easy enough, but buildings often have me stumped beyond the 1-2 you need for the specific function. Listening posts? Registrars? Disruption Fields?

I only build starbases in systems with colonies, barring a really bad need to fortify a chokepoint until I power up, so I've been going with:

Offworld Trading Company (+Trading Hubs),
Naval Logistics Office (+Anchorages),
Resource Silo, Hydroponics Bay, or (lategame) Titan Assembly Yards.

That goes with a Module loadout of:

1 Shipyard (I spread these out so upgrading is more convenient)
2 Anchorages
3 Trading Hubs

and I don't think upgrading to Citadels is worth it unless you really really really gotta fortify a chokepoint or get the related cheevo.

LordMune
Nov 21, 2006

Helim needed to be invisible.

ConfusedUs posted:

I've never seen more than one Artist enclave. Are you sure a couple of those aren't Trader or Curator enclaves, instead?

There can be up to three Artisan Troupe Enclave stations, but they share one government and thus only have one entry in the Contacts list.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

ulmont posted:

I only build starbases in systems with colonies, barring a really bad need to fortify a chokepoint until I power up, so I've been going with:

Offworld Trading Company (+Trading Hubs),
Naval Logistics Office (+Anchorages),
Resource Silo, Hydroponics Bay, or (lategame) Titan Assembly Yards.

That goes with a Module loadout of:

1 Shipyard (I spread these out so upgrading is more convenient)
2 Anchorages
3 Trading Hubs

and I don't think upgrading to Citadels is worth it unless you really really really gotta fortify a chokepoint or get the related cheevo.

That seems kinda inefficient. Colonies are the only place you can build Trading Hubs and Offworld Trading Companies, so from an efficiency standpoint it makes more sense to pack them full of those and nothing else to maximize your energy collection (which you will need to pay for all those starbases). So once you've got that, you need naval capacity so it makes sense to build naval capacity starbases in some quiet corner of the galaxy packed with nothing but anchorages, maybe with a single shipyard for upgrading purposes. That leaves a need for shipyards, and those are better centralized in strategically-located super-shipyard systems with nothing but shipyards and the Fleet Experience-boosting building so, again, you get the most bang for buck.

The starbase system is nice, but right at the moment it heavily favors super-specialization to the point where there aren't really that many interesting choices to make once you work out a given starbase's role. I'd love to see more buildings that add more subspecializations and focuses beneath the broad umbrella of "trading hub, shipyards, anchorages," something like the variety that defense bastions get. Like, say, different buildings that add extra armor or hull or evasion or whatnot to given ships, so that you can have one shipyard that slowly produces elite big heavy bruisers and another that focuses on pumping out cheap dodgy throwaway corvettes.

Magil Zeal
Nov 24, 2008

Tomn posted:

The starbase system is nice, but right at the moment it heavily favors super-specialization to the point where there aren't really that many interesting choices to make once you work out a given starbase's role.


Absolutely. Stations, at the very least Trading Hubs and Anchorages, should be hyper-specialized in terms of modules. You need to think of the Offworld Trading Company in terms of how much Energy it provides. It can be +2 or +12. If you have six trading hubs it's +12. You want it to be +12. You don't want to build it if it won't be +12. Anchorages and the Naval Logistics are the same. Trading Hubs are also the ideal place to put your Deep Space Black Sites since they have the same requirements.

Shipyards typically want to go with the +100 starting EXP building, so an optimal Shipyard setup is probably 6 Shipyards as modules with Crew Quarters, Fleet Academy, and Titan Assembly Yard. However, there's something to be said for putting a shipyard or two on the front-end Bastions or whatever other setup you have for quick upgrades during war time or cold wars, but I try to disassemble those when they're not necessary so they don't produce ships without the +100 starting EXP.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Tomn posted:

That seems kinda inefficient. Colonies are the only place you can build Trading Hubs and Offworld Trading Companies, so from an efficiency standpoint it makes more sense to pack them full of those and nothing else to maximize your energy collection (which you will need to pay for all those starbases). So once you've got that, you need naval capacity so it makes sense to build naval capacity starbases in some quiet corner of the galaxy packed with nothing but anchorages, maybe with a single shipyard for upgrading purposes. That leaves a need for shipyards, and those are better centralized in strategically-located super-shipyard systems with nothing but shipyards and the Fleet Experience-boosting building so, again, you get the most bang for buck.

Building starbases only in colony systems means you can always build Trading Hubs, so they don't need to be specialized. Similarly, an Anchorage on one starbase is worth as much as an Anchorage on another starbase. I haven't really worried about the Fleet Experience building, but it could take that last slot.

The question is more - what else are you gonna do with the building slots? If my starbases ever touch combat I have hosed up (and similarly, they aren't on the border for Listening Post purposes).

ulmont fucked around with this message at 17:43 on Mar 9, 2018

Jazerus
May 24, 2011


Sloober posted:

Forming 'shortest route' network between starbases with registrars would be a cool idea (if it buffed your move speed down said route), as it stands i dont really think the buff is all that worthwhile to even bother slapping on a system. Rather have another silo or even hydroponics bay

Interstellar Highways mod

maybe a bit too strong, but the upkeep is fairly expensive so it feels fair enough

Magil Zeal
Nov 24, 2008

ulmont posted:

Building starbases only in colony systems means you can always build Trading Hubs, so they don't need to be specialized. Similarly, an Anchorage on one starbase is worth as much as an Anchorage on another starbase. I haven't really worried about the Fleet Experience building, but it could take that last slot.

The question is more - what else are you gonna do with the building slots? If my starbases ever touch combat I have hosed up (and similarly, they aren't on the boarder for Listening Post purposes).

I think the point is you're getting less out of each individual building by not specializing. Basically, if you specialized, you could get the same amounts of energy you're getting now but with less Offworld Trading Companies. You can use the remaining building slots for Hydroponics Bays, Resource Silos, Deep Space Black Sites, Crew Quarters, etc.

Personally, I don't upgrade starbases to Citadel level unless it's necessary (it's a Bastion/Shipyard). Just a waste of minerals, additional upkeep (remember, Starbase upkeep increases for each level now), and usually you don't need the last building slot. You do eventually want 6 module slots but I usually hold off on Star Fortress upgrades even until I'm flush with minerals. A Starhold is pretty efficient in terms of cost/output.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
So, issue with Federation mechanics - once the AI gets it into their head that they want a war with someone, they will not shut up about it, and they are completely willing to tear a federation in half demanding I go along with their dumbass plans.

I didn't realize there was an opinion penalty on the option, so when i saw that my fleets were ~2 years away from the front lines, and my ally's fleets were also on the wrong side of their empire, I voted no. Two months later, same vote. Same no. Fastforward -600 opinion later, and suddenly I discover there's a problem when my neighbor - who by now is 70% human anyway - annuls all our non-federation treaties.

What i'm saying is, when it takes literal multiple game years to fly a fleet from one side of your empire to the other, a three-month timer on a wardec vote just isn't enough. I really need buttons here for 'yes', 'I'm down, but give me a minute here,' (small opinion penalty, hold vote again in a year, exponential penalty increase if you keep choosing this), and 'just gently caress right off' (large penalty, whatever they wanted out of the war gets kicked to the bottom of the AI's priority stack)

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Tomn posted:

That seems kinda inefficient. Colonies are the only place you can build Trading Hubs and Offworld Trading Companies, so from an efficiency standpoint it makes more sense to pack them full of those and nothing else to maximize your energy collection (which you will need to pay for all those starbases). So once you've got that, you need naval capacity so it makes sense to build naval capacity starbases in some quiet corner of the galaxy packed with nothing but anchorages, maybe with a single shipyard for upgrading purposes. That leaves a need for shipyards, and those are better centralized in strategically-located super-shipyard systems with nothing but shipyards and the Fleet Experience-boosting building so, again, you get the most bang for buck.

The starbase system is nice, but right at the moment it heavily favors super-specialization to the point where there aren't really that many interesting choices to make once you work out a given starbase's role. I'd love to see more buildings that add more subspecializations and focuses beneath the broad umbrella of "trading hub, shipyards, anchorages," something like the variety that defense bastions get. Like, say, different buildings that add extra armor or hull or evasion or whatnot to given ships, so that you can have one shipyard that slowly produces elite big heavy bruisers and another that focuses on pumping out cheap dodgy throwaway corvettes.
Yup, once you get past your first two or three and have the respective specialisations unlocked there's no good reason not to specialise. I see that as a feature though. You start off with module level decisions (I need more food, stick a hydro in there. Argh my energy, I'll shove some more kiosks on the space lounge), then when you have enough stations that that degree of granularity stops being meaningful or fun the game smoothly swaps it out for one decision (bastion shipyard fleetyard or trade hub), letting you focus on positioning and buildings instead.

Seriously, absolute home run on stations. Amazing design.

Splicer fucked around with this message at 17:55 on Mar 9, 2018

hobbesmaster
Jan 28, 2008

Ceebees posted:

So, issue with Federation mechanics - once the AI gets it into their head that they want a war with someone, they will not shut up about it, and they are completely willing to tear a federation in half demanding I go along with their dumbass plans.

I didn't realize there was an opinion penalty on the option, so when i saw that my fleets were ~2 years away from the front lines, and my ally's fleets were also on the wrong side of their empire, I voted no. Two months later, same vote. Same no. Fastforward -600 opinion later, and suddenly I discover there's a problem when my neighbor - who by now is 70% human anyway - annuls all our non-federation treaties.

What i'm saying is, when it takes literal multiple game years to fly a fleet from one side of your empire to the other, a three-month timer on a wardec vote just isn't enough. I really need buttons here for 'yes', 'I'm down, but give me a minute here,' (small opinion penalty, hold vote again in a year, exponential penalty increase if you keep choosing this), and 'just gently caress right off' (large penalty, whatever they wanted out of the war gets kicked to the bottom of the AI's priority stack)

Ignoring a war in Iraq joke... Just put a 12 month timer on offensive war decs. Or an option for it. You've committed to the war either way.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

ulmont posted:

Building starbases only in colony systems means you can always build Trading Hubs, so they don't need to be specialized. Similarly, an Anchorage on one starbase is worth as much as an Anchorage on another starbase. I haven't really worried about the Fleet Experience building, but it could take that last slot.

The question is more - what else are you gonna do with the building slots? If my starbases ever touch combat I have hosed up (and similarly, they aren't on the border for Listening Post purposes).

That only applies if you have a ton of colonies, though. Odds are, you're going to end up with a good deal more starbase capacity than you have colonies for most of the game. When you're limited by how many colonies you have, it makes more sense to have all your colony starbases hyperfocused on Trading Hubs so as to wring the maximum potential energy you can get out of your colonies, and then have separate hyperfocused anchorages that give you the most naval capacity for the cheapest cost, and then have hyperfocused shipyards so that you can parallel-produce experienced ships en masse to reinforce a given front.

Like, if you have let's say six colonies, filling all those starbases with Trading Hubs and Offworld Companies means you can make +72 energy off them. Putting any other module on them at all reduces that maximum potential - so it's better to offload your anchorage and shipyard modules onto other starbases elsewhere.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

hobbesmaster posted:

Ignoring a war in Iraq joke... Just put a 12 month timer on offensive war decs. Or an option for it. You've committed to the war either way.

Yeah. Guys, I want to kill the Blotchulons too, just let me get my ships into position first.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Splicer posted:

Yup, once you get past your first two or three and have the respective specialisations unlocked there's no good reason not to specialise. I see that as a feature though. You start off with module level decisions (I need more food, stick a hydro in there. Argh my energy, I'll shove some more kiosks on the space lounge), then when you have enough stations that that degree of granularity stops being meaningful or fun the game smoothly swaps it out for one decision (bastion shipyard fleetyard or trade hub), letting you focus on positioning and buildings instead.

Seriously, absolute home run on stations. Amazing design.

I can see that argument, and I can see the idea that increasing granularity for all the possible late-game starbases could be a bit of an issue, but...still, I find it kinda boring myself to just build according to a pre-set template in the mid-late game. I would love to add individuality to starbases, with different starbases focusing on different aspects of the same job. That might just be differing design preferences, though.

OwlFancier
Aug 22, 2013

It is a bit weird that there is basically no reason whatsoever to not fill a starbase with 100% of the same module. You could remove modules and replace them with an extra building slot that does the same thing and it would achieve the same goal.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Aethernet posted:

Yeah. Guys, I want to kill the Blotchulons too, just let me get my ships into position first.

Well, the other half of my issue is if i don't want to kill the Blotchulons, for instance because the Great Khan is chewing through the last empire before he hits our border, there's no option to say that. No doesn't mean no, it means 'i'm going to get mad at you and ask again in five minutes anyway'

I just want being the only member of a federation who understands how positioning fleets works, to feel less like being the driver of the minivan in the mcdonalds meme.

Ceebees fucked around with this message at 18:16 on Mar 9, 2018

Magil Zeal
Nov 24, 2008

OwlFancier posted:

It is a bit weird that there is basically no reason whatsoever to not fill a starbase with 100% of the same module. You could remove modules and replace them with an extra building slot that does the same thing and it would achieve the same goal.

There are edge cases (there are always edge cases) but in general yeah.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Hey Mune I don't know if the whole Great Khan event chain is your doing, but I've run into the same problem a few times. If they lose their constructors early on they never seem to get new ones and can then only destroy systems, not claim them. A little event that checks if they don't have any constructors and gives them a couple new ones every X months might be handy. Or just letting them conquer/flip star systems like any other power instead of having to outright destroy them and rebuild might make things easier too.

Also the last couple Great Khans I had were wiped out super fast because a random fallen empire on the other side of the map zoomed over and destroyed them the moment the event triggered.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Tomn posted:

That only applies if you have a ton of colonies, though. Odds are, you're going to end up with a good deal more starbase capacity than you have colonies for most of the game.

I have had more colonies than starbase capacity for all but the early early game in my Apocalypse plays (which admittedly haven't been that many, probably only 20 hours into Apocalypse), but I am like the platonic ideal of the "wide" player.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Tomn posted:

I can see that argument, and I can see the idea that increasing granularity for all the possible late-game starbases could be a bit of an issue, but...still, I find it kinda boring myself to just build according to a pre-set template in the mid-late game. I would love to add individuality to starbases, with different starbases focusing on different aspects of the same job. That might just be differing design preferences, though.
Oh, it could be interesting to have two different mutually exclusive buildings that affect anchorages in different ways, or that work off a 50/50 anchorage/energy split for example. The main thing is that early game you're making choices on a per module basis, but late game it's on a per-building basis. Early game I'm making decisions for one building slot and two module slots. Late game I'm making decisions for one "system" slot, one "specialisation" slot, and the one to three remaining building slots. These two sets of choices have about the same relative empire impact at their respective parts of the game. It's the exact zooming out of choices that is lacking in the planet game, and it is handled super smoothly.

OwlFancier
Aug 22, 2013

Magil Zeal posted:

There are edge cases (there are always edge cases) but in general yeah.

The only edge case I've ever had is putting a single shipyard at border forts to refit ships. but even then it's barely worth the hassle you incur by breaking the reinforcement origin.

I would replace the shipyard requirement with allowing ships to refit at any sufficiently large starbase.

Gobblecoque
Sep 6, 2011
I do wish you could automate the starbase building/upgrading process a bit for ones that are just energy or ship capacity farms so I don't have to keep checking up on it. Just let me pay a lump sum and queue up all the associated buildings and upgrade through to citadel.

Pigbuster
Sep 12, 2010

Fun Shoe

LordMune posted:

gently caress

I mean, "by the by" is a valid phrase with zero relation to "5 by 5" so I'm kinda confused about why this all started.

Gadzuko
Feb 14, 2005

ulmont posted:

I have had more colonies than starbase capacity for all but the early early game in my Apocalypse plays (which admittedly haven't been that many, probably only 20 hours into Apocalypse), but I am like the platonic ideal of the "wide" player.

Starbase cap is based in part on pops, so as your colonies fill in you will find that you have more bases than you can fit on your colonies. Particularly once you get to the point where your pops are swarming to migrate to new colonies and filling them in lightning fast.

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Pigbuster posted:

I mean, "by the by" is a valid phrase with zero relation to "5 by 5" so I'm kinda confused about why this all started.
The full quote is "we're in the pipe, 5 by 5" so "in the pipe, by the by" while describing a successful bug hunt in a space game...

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