Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
markus_cz
May 10, 2009

The important question is: how do starbases protect trade over several stellar systems using guns? :iiam:

It’s basically magic, and I wish Stellaris didn’t rely on magic so much.

Adbot
ADBOT LOVES YOU

ConfusedUs
Feb 24, 2004

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





markus_cz posted:

The important question is: how do starbases protect trade over several stellar systems using guns? :iiam:

It’s basically magic, and I wish Stellaris didn’t rely on magic so much.

FTL ammunition.

Grouchio
Aug 31, 2014

The "effect orbital_deposit_tile={add_deposit=d_society_x}" Command isn't working for certain planets anymore, especially ones with new modifiers. How do I get around this?

hobbesmaster
Jan 28, 2008

markus_cz posted:

The important question is: how do starbases protect trade over several stellar systems using guns? :iiam:

It’s basically magic, and I wish Stellaris didn’t rely on magic so much.

Gun modules clearly don't just have guns on them, they also make defense platforms better through some sort of magic.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

It works exactly as 'magically' as trade collection range; the control exercised by your military starbase via small craft, sensor systems, and intimidation exists on the abstract layer much like trade freighters and low end pirates themselves.

Xenaero
Sep 26, 2006


Slippery Tilde

ConfusedUs posted:

FTL ammunition.

Warp-equipped missiles, holy poo poo that'd be terrifying

Vengarr
Jun 17, 2010

Smashed before noon
The weirdest/most interesting to me is that trade routes do not have any inherent modifiers. Longer trade routes make just as much money as shorter ones if you have enough piracy protection, and there's no way to boost the effectiveness of a trade route outside of increasing the amount of Trade Value being collected.

I had the idea to mod the useless Hyperlane Registrar starbase building to boost the effectiveness of trade routes running through it, but there's no way. The most you can do is boost the Trade Value of the system it's in by X%, or add Trade Value directly to the station. I'm still tweaking the numbers but a 10-15% boost seems significant enough that you might actually want to build one on trade-rich systems.

ConfusedUs
Feb 24, 2004

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





Xenaero posted:

Warp-equipped missiles, holy poo poo that'd be terrifying

Yes, it would be. You wouldn't even need warheads; the impact alone would be unimaginably strong.

binge crotching
Apr 2, 2010

ZypherIM posted:

Note that 1 starbase could supply 36 fleet cap (43 after supremacy), so 2 starbases gives you the supply to build a corvette fleet to supress piracy on that route easily. You could build a nice round fleet size of 50, which has a suppression value of 500, so your route has to increase by 120 value before you need to address it again. Even without supremacy, you could build 72 corvettes with 2 bases for 720 suppression, which will suppress a value of up to 2880 (an increase of 1000 over your current route).

The problem with using fleets for piracy protection is that you have a huge portion of the extremely small outliner wasted on useless things that you don't care about in the least and should be hidden away. Make a new section on the outliner where fleets that are in piracy patrols get exiled to, and then I would have much less of an issue with using ships for patrol. I could then mark it as hidden, and go back to ignoring it for the rest of the game.

Jabarto
Apr 7, 2007

I could do with your...assistance.

Vengarr posted:

The weirdest/most interesting to me is that trade routes do not have any inherent modifiers. Longer trade routes make just as much money as shorter ones if you have enough piracy protection, and there's no way to boost the effectiveness of a trade route outside of increasing the amount of Trade Value being collected.

I had the idea to mod the useless Hyperlane Registrar starbase building to boost the effectiveness of trade routes running through it, but there's no way. The most you can do is boost the Trade Value of the system it's in by X%, or add Trade Value directly to the station. I'm still tweaking the numbers but a 10-15% boost seems significant enough that you might actually want to build one on trade-rich systems.

It's kind of weird to me how few things boost trade value at all. There's a late-game building, a species trait (that's pretty much mandatory if you want any real gains from trade), and that's about it.

Semi related, but does trade feel kind of weak to anyone else? Since clerks and their measly +2 trade power are the only easy way to increase it it seems like you need population levels that simply don't exist for most of the game to see a real return on it, even if you specialize your empire for trade. And consumer benefits is a trap option since your clerks will barely produce enough consumer goods to offset their own upkeep.

Nuclearmonkee
Jun 10, 2009


Jabarto posted:

It's kind of weird to me how few things boost trade value at all. There's a late-game building, a species trait (that's pretty much mandatory if you want any real gains from trade), and that's about it.

Semi related, but does trade feel kind of weak to anyone else? Since clerks and their measly +2 trade power are the only easy way to increase it it seems like you need population levels that simply don't exist for most of the game to see a real return on it, even if you specialize your empire for trade. And consumer benefits is a trap option since your clerks will barely produce enough consumer goods to offset their own upkeep.

Clerks provide amenities and pay for themselves at the same time. Optimally, they should be slaves or under a stratified economy and consume very little themselves. They are also an excellent way for your conquered/abducted subject species to produce consumer goods for you under a militarized economy focused on alloys.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Jabarto posted:

It's kind of weird to me how few things boost trade value at all. There's a late-game building, a species trait (that's pretty much mandatory if you want any real gains from trade), and that's about it.

Semi related, but does trade feel kind of weak to anyone else? Since clerks and their measly +2 trade power are the only easy way to increase it it seems like you need population levels that simply don't exist for most of the game to see a real return on it, even if you specialize your empire for trade. And consumer benefits is a trap option since your clerks will barely produce enough consumer goods to offset their own upkeep.

There are a few other things, overall you can get like +80-90% trade or something like that, plus stability (up to another 30%). If you focus hard on trade you can get a pretty disgusting amount generated, and it doesn't tie up a lot of empire resources so turning some planet or habitat into a paperwork hell takes very little effort (in terms of what you as a player need to do+think about) for straight gains. I saw someone turn their homeworld into an ecu that put out something like 1200 trade value.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Trade is kinda meh for normal empires but it can get truly stratospheric if you're playing the right traits/civics/megacorp build. Which is probably intentional, it's a nice little bonus for normal empires and then the heart and soul of the maximum overcapitalism empires. Maybe some numbers could use tweaking and things like piracy could use an overhaul (just let me take 50 corvettes and put them in the off-map "anti-piracy pool" for a route instead of having to manually set patrols :argh:), but the general idea seems to be working as intended.

Jabarto
Apr 7, 2007

I could do with your...assistance.

Nuclearmonkee posted:

Clerks provide amenities and pay for themselves at the same time. Optimally, they should be slaves or under a stratified economy and consume very little themselves. They are also an excellent way for your conquered/abducted subject species to produce consumer goods for you under a militarized economy focused on alloys.

I never stopped to consider the synergy between Consumer Benefits and a military economy, that's actually really cool. And yeah I think part of my problem is that I play Egalitarians with high living standards so I'm probably better off manufacturing consumer goods than generating them through trade - which seems a little backwards to me, but it's not too bad.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

buglord posted:

Whats the best galaxy generation settings for performance? It seems like even on Medium galaxy size (with the rest default values) is enough to make the game chug....odd considering I have an i7 8700. Maybe just the usual Paradox jank?

Are you running on the test patch? I find the game is running really fast, currently on Medium around 2330, even with the Khan running around there's no slowdown that I can notice aside from when wars end it has to recalculate tons of poo poo.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
So what are y'all goons favorite min max builds thus far?

I've been enjoying Technocracy with the post apocalyptic Civic and adaptable. Every world is 70% base habitable and you're running through repeatables exceptionally fast by mid end game.

Demiurge4
Aug 10, 2011

Gyshall posted:

So what are y'all goons favorite min max builds thus far?

I've been enjoying Technocracy with the post apocalyptic Civic and adaptable. Every world is 70% base habitable and you're running through repeatables exceptionally fast by mid end game.

Tomb worlds start isn’t working as intended so when they fix that you’ll have your continental or whatever habitability trait + survivor.

I’ve gotten good mileage out of aristocratic elite, the stability’s bonus from nobles is great for specialists and they count very high for happiness purposes so it’s perfect for a large slave population. Tech is still king though and technocracy just owns.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Jabarto posted:

And consumer benefits is a trap option since your clerks will barely produce enough consumer goods to offset their own upkeep.


Jabarto posted:

I never stopped to consider the synergy between Consumer Benefits and a military economy, that's actually really cool. And yeah I think part of my problem is that I play Egalitarians with high living standards so I'm probably better off manufacturing consumer goods than generating them through trade - which seems a little backwards to me, but it's not too bad.

Wealth Creation is the trap option, not Consumer Benefits. Consumer Benefits produces the exact same amount of energy per trade if consumer goods are at the default sell value, and produces more energy per trade above the default sell value (which they almost always are in my experience, because the AI usually buys them more than they sell them). That's not even counting what it would take in energy-equivalents to produce that amount of consumer goods for yourself. Pops are priceless and Consumer Benefits frees some of them up to do other things. This is true even under Utopian living standards where you definitely still need a dedicated Consumer Goods world or two.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

the default sell value of consumer goods, counting fees, is 1.7e. To break even, you need the sell value to be 2e, or you need to be in a cg shortage such that you need to buy some (for a cost greater than 2e).

bear in mind one of the bugs fixed in 2.2.4 is that AIs would always increase to price of a good when interacting with the market, irrespective of whether they bought or sold.

Staltran
Jan 3, 2013

Fallen Rib

TheDeadlyShoe posted:

the default sell value of consumer goods, counting fees, is 1.7e. To break even, you need the sell value to be 2e, or you need to be in a cg shortage such that you need to buy some (for a cost greater than 2e).

bear in mind one of the bugs fixed in 2.2.4 is that AIs would always increase to price of a good when interacting with the market, irrespective of whether they bought or sold.

Oooh so that's what was going on.

Nitrousoxide
May 30, 2011

do not buy a oneplus phone



TheDeadlyShoe posted:

the default sell value of consumer goods, counting fees, is 1.7e. To break even, you need the sell value to be 2e, or you need to be in a cg shortage such that you need to buy some (for a cost greater than 2e).

bear in mind one of the bugs fixed in 2.2.4 is that AIs would always increase to price of a good when interacting with the market, irrespective of whether they bought or sold.

With a market fee of 30% you only need the buy consumer good to cost more than 1.54 energy on the market for the effective 2 energy cost trade value produced consumer goods to be less expensive.

Raenir Salazar
Nov 5, 2010

College Slice

Grouchio posted:



I was dreaming months ago and I remember seeing this exact screencap. What the gently caress is going on?? :psyduck:

I love the tradition of having funny tabs open going strong.

Though don't let anyone police what anime you like. :shobon:

Freudian
Mar 23, 2011

You should probably let people police you for being on alternatehistory.com though.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Ignoring modifiers each consumer good requires 1/6 of an artisan and 1/4 of a miner, or 5/12 of a pop. 0.25 consumer goods requires 5/48th of a pop, or let's say 1/10.
Ignoring modifiers 0.5 energy requires 1/8th of a pop, so generating energy is winning.
As the game goes on though you get a lot of modifiers to generating energy and minerals but not a lot to consumer goods. On the other hand you get more and easier +minerals modifiers than +energy modifiers. On the other other hand consumer goods require specialists, potentially meaning higher upkeep. On the other other other hand you can use robots and slaves for minerals but not energy. On the other^4 hand goods from trade don't take up building slots and aren't affected by war economy.

Guys I think... I think it might be a balanced choice with distinct pros and cons that vary based on playstyle :ohdear:

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Splicer posted:

Ignoring modifiers each consumer good requires 1/6 of an artisan and 1/4 of a miner, or 5/12 of a pop. 0.25 consumer goods requires 5/48th of a pop, or let's say 1/10.
Ignoring modifiers 0.5 energy requires 1/8th of a pop, so generating energy is winning.
As the game goes on though you get a lot of modifiers to generating energy and minerals but not a lot to consumer goods. On the other hand you get more and easier +minerals modifiers than +energy modifiers. On the other other hand consumer goods require specialists, potentially meaning higher upkeep. On the other other other hand you can use robots and slaves for minerals but not energy. On the other^4 hand goods from trade don't take up building slots and aren't affected by war economy.

Guys I think... I think it might be a balanced choice with distinct pros and cons that vary based on playstyle :ohdear:
:stonk: ThE HORROR

This is some :discourse: analysis

LogisticEarth
Mar 28, 2004

Someone once told me, "Time is a flat circle".
So I keep hearing that the fleet manager is buggy, and I never experience it, until I get to Titans. Every time I try and add a Titan to a fleet, the whole thing bugs out and becomes un-reinforcable or registers as having ghost ships that make the fleet appear at full strength when it isn't. The only solution seems to be to scrap an entire fleet and start over. Even trying to split it up, the ghost ships still split along with it and gently caress it up.

Is there a fix for this, or are you stuck scrapping the ships? Between the late game slowdown and loss of a huge amount of alloys to rebuild, I usually end up ditching the game and restarting. I really want to finish a game to victory (or hell, even the crisis), but it seems to be like pulling teeth.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

I haven't run into titan bugs, but the fleet managed would bug out mostly from automated designs. I haven't had automated designs turned on for several versions and haven't had my manager bug out, but as always with edge case bugs sometimes it could be cropping up for a different reason.

binge crotching
Apr 2, 2010

LogisticEarth posted:

So I keep hearing that the fleet manager is buggy, and I never experience it, until I get to Titans. Every time I try and add a Titan to a fleet, the whole thing bugs out and becomes un-reinforcable or registers as having ghost ships that make the fleet appear at full strength when it isn't. The only solution seems to be to scrap an entire fleet and start over. Even trying to split it up, the ghost ships still split along with it and gently caress it up.

Is there a fix for this, or are you stuck scrapping the ships? Between the late game slowdown and loss of a huge amount of alloys to rebuild, I usually end up ditching the game and restarting. I really want to finish a game to victory (or hell, even the crisis), but it seems to be like pulling teeth.

Sometimes quitting the game and restarting it after you move all the ships to a new fleet will fix it.

Splicer
Oct 16, 2006

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

LogisticEarth posted:

So I keep hearing that the fleet manager is buggy, and I never experience it, until I get to Titans. Every time I try and add a Titan to a fleet, the whole thing bugs out and becomes un-reinforcable or registers as having ghost ships that make the fleet appear at full strength when it isn't. The only solution seems to be to scrap an entire fleet and start over. Even trying to split it up, the ghost ships still split along with it and gently caress it up.

Is there a fix for this, or are you stuck scrapping the ships? Between the late game slowdown and loss of a huge amount of alloys to rebuild, I usually end up ditching the game and restarting. I really want to finish a game to victory (or hell, even the crisis), but it seems to be like pulling teeth.
The cause of this seems to be having ships that belong to designs you don't have any more, which seems to be usually caused by leaving autodesign on. I'm guessing you're leaving autodesign on for titans because you only really ever have one design, as opposed to other hulls which you'll make a few designs of and incidentally delete the autodesign while you're at it. For future games every time you unlock a new hull immediately turn off autodesign and delete the autodesigned ship.

For an existing game, often those "ghost" ships do exist in that they're in your fleet there's just no way for them to show up in the fleet manager. Try this: Create a new fleet with a single ship in it. Check what ship designs you have and only transfer ships with the same name into the new fleet. You will either end up with the old fleet empty (problem solved!) or containing a bunch of ships that you no longer have designs for.

If the latter, take that fleet and try to upgrade it and they should (hopefully) upgrade to designs you have. If you can't upgrade it name it "that loving fleet", set the reinforcements in it to 0 in the fleet manager, and keep smashing it into ships until it eventually dies.

Splicer fucked around with this message at 18:54 on Jan 28, 2019

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy
good loving god when you get fen habbanis as a devouring swarm :eyepop:

axeil
Feb 14, 2006

markus_cz posted:

The important question is: how do starbases protect trade over several stellar systems using guns? :iiam:

It’s basically magic, and I wish Stellaris didn’t rely on magic so much.

Hanger Bays giving protection makes sense because the smaller fighter ships could be going out and protecting the other systems.

Not sure how to justify Missiles/Gun Batteries doing anything though.

Crazycryodude posted:

Trade is kinda meh for normal empires but it can get truly stratospheric if you're playing the right traits/civics/megacorp build. Which is probably intentional, it's a nice little bonus for normal empires and then the heart and soul of the maximum overcapitalism empires. Maybe some numbers could use tweaking and things like piracy could use an overhaul (just let me take 50 corvettes and put them in the off-map "anti-piracy pool" for a route instead of having to manually set patrols :argh:), but the general idea seems to be working as intended.

Yeah, this is very true. In my GEICO game I straight up don't do alloy production because I generate around 1000 energy/month and can just eat the market penalty and buy off the market when I need them. It's great.

axeil fucked around with this message at 19:06 on Jan 28, 2019

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

axeil posted:

Hanger Bays giving protection makes sense because the smaller fighter ships could be going out and protecting the other systems.

Not sure how to justify Missiles/Gun Batteries doing anything though.

Only if they're FTL-capable, long-haul fighters. It takes like a year to get from one system to a system 6 jumps away, and another year back, at least at low tech.

I prefer to think of the defense modules as also coming with dedicated trade escort vessels capable of deterring pirates but not posing a significant military threat to true military ships except in bulk, represented by the starbase itself. The Space Coast Guard, basically.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

axeil posted:

Not sure how to justify Missiles/Gun Batteries doing anything though.

It's hard to actually do anything with your stolen goods, if you have to pass customs at several militarized star bases.

Hryme
Nov 4, 2009
Started my first real game after Le Guin yesterday. After 75 years everyone else is inferior or pathetic except the fallen empires. I assume the AI still needs work as I am no tactical mastermind?

Vengarr
Jun 17, 2010

Smashed before noon

Hryme posted:

Started my first real game after Le Guin yesterday. After 75 years everyone else is inferior or pathetic except the fallen empires. I assume the AI still needs work as I am no tactical mastermind?

Yes. Even on the beta patch with Glavius mod the AI is still broke.

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord

Hryme posted:

Started my first real game after Le Guin yesterday. After 75 years everyone else is inferior or pathetic except the fallen empires. I assume the AI still needs work as I am no tactical mastermind?
I'm like this guy, but this is my first extended dive into the game since launch. I maybe put 30 hours into it in the past 2-3 weeks?

I've only had war declared on me once because I had like 0 fleet power. However I was an economic and technological powerhouse so I formed a fleet in a few month's time and got a favorable peace really quick. Its silly to me that even the goopy octopus crisis race throws away their advantage by resigning themselves to their initial gains and only sending out exploratory fleets that get chewed up instantly.

Also, what alternative playstyles are there that are viable? Playing as a tall technocracy has been wildly successful because any deficiency in my empire can be solved by more tech. The limiting factor to that playstyle is slow-growing administrative cap, but mostly it's having to micro all the planets I take over and make sure people are happy and fed. Yeah I know I can ignore planet happiness past a certain point in empire development, but I need my digital people to be happy!

axeil
Feb 14, 2006

Hryme posted:

Started my first real game after Le Guin yesterday. After 75 years everyone else is inferior or pathetic except the fallen empires. I assume the AI still needs work as I am no tactical mastermind?

Yeah I noticed the same in my GEICO game. It's okay because I'm sticking to my profiteer ethos and never declaring an offensive war, but I did manage to make a bunch of subsidiaries in the 2 wars I had declared on me, one by a rival megacorp with an allied hive mind ( :rip: hive mind pops) and another by a fanatical purifier that got fanatically purged by the rest of the galaxy DOW'ing it while it was busy getting beat up again and again by my perimeter stations.

buglord posted:

I'm like this guy, but this is my first extended dive into the game since launch. I maybe put 30 hours into it in the past 2-3 weeks?

I've only had war declared on me once because I had like 0 fleet power. However I was an economic and technological powerhouse so I formed a fleet in a few month's time and got a favorable peace really quick. Its silly to me that even the goopy octopus crisis race throws away their advantage by resigning themselves to their initial gains and only sending out exploratory fleets that get chewed up instantly.

Also, what alternative playstyles are there that are viable? Playing as a tall technocracy has been wildly successful because any deficiency in my empire can be solved by more tech. The limiting factor to that playstyle is slow-growing administrative cap, but mostly it's having to micro all the planets I take over and make sure people are happy and fed. Yeah I know I can ignore planet happiness past a certain point in empire development, but I need my digital people to be happy!

I used to always play wide but after my 3 system + 1 system I got late after I uplifted a population megacorp game I think I'm always playing tall, it's so much less tedious and I feel way more connected to all my territory. Plus I only have 1 achievement left to get (1000 pops as a hive mind) and for that I think I'm just making a galaxy with only me in it and running it in the background while I watch TV.

I finally will be free of the prison that is achievement hunting and can use mods that fix things.

axeil fucked around with this message at 21:18 on Jan 28, 2019

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Hryme posted:

Started my first real game after Le Guin yesterday. After 75 years everyone else is inferior or pathetic except the fallen empires. I assume the AI still needs work as I am no tactical mastermind?

Yeah. You can play on Grand Admiral which makes them vastly more powerful in the early game due to how much free poo poo they get, but it'll just make it 150 years before you've totally surpassed everyone. Although at least then the crises can fire I guess, though they to be incredibly weak.

I wish I could make the Khan spawn further away from me, I find every time he spawns his fleets are much weaker than mine, and if you defend your space at all it seems to attract the Khan's personal fleet like a lamp draws moths. Just means the whole crisis ends before it can accomplish anything.

Also has anyone else noticed an issue with war exhaustion on the test patch? Like it doesn't tick up at all passively, meaning wars can last decades? I'd beaten some AI badly enough that it stopped building any fleet, and I'd taken all my objectives but I needed to redirect my fleets to stop the Khan. So that war just sort of stopped, with no change in exhaustion for either side, for at least five years.

binge crotching
Apr 2, 2010

PittTheElder posted:

I wish I could make the Khan spawn further away from me, I find every time he spawns his fleets are much weaker than mine, and if you defend your space at all it seems to attract the Khan's personal fleet like a lamp draws moths. Just means the whole crisis ends before it can accomplish anything.

I've never thought about it, but that seems to be an issue with the Grey Tempest as well. If I can fight them off they will redirect every single one of their fleets to me and ignore the rest of the galaxy. At some point I give up and just take over the L-Gates since the 10 year respawn on fleets is basically forever. I would really love to see an actually dangerous Grey Tempest spawn, but I pretty much never see more than 1 empire get eaten.

PittTheElder posted:

Also has anyone else noticed an issue with war exhaustion on the test patch? Like it doesn't tick up at all passively, meaning wars can last decades? I'd beaten some AI badly enough that it stopped building any fleet, and I'd taken all my objectives but I needed to redirect my fleets to stop the Khan. So that war just sort of stopped, with no change in exhaustion for either side, for at least five years.

No issues last night with 2.2.4. I had a stalemate with a FP that eventually they white peaced out of because war exhaustion got too high. Neither of us wanted to push into the other's fortresses, so we just sat there and stared at each other for a decade.

Adbot
ADBOT LOVES YOU

Hryme
Nov 4, 2009
I guess I will try again in a few months then.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply