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The Woodland Realm Custom Map OUT NOW!

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Gnomi:
Probably you're using a fortress object which isn't meant to be the citadel of a fortress. Try to use the WOTR_something objects, they are working. If you want to use other objects you have to give them all the behaviors of one of those objects with a map.ini :)

calsash:

--- Zitat von: Gnomi am  7. Dez 2015, 20:54 ---Probably you're using a fortress object which isn't meant to be the citadel of a fortress. Try to use the WOTR_something objects, they are working. If you want to use other objects you have to give them all the behaviors of one of those objects with a map.ini :)

--- Ende Zitat ---
All right thank you Gnomi :)

ThorinsNemesis:

--- Zitat von: calsash am  7. Dez 2015, 18:32 ---
--- Zitat von: ThorinsNemesis am  7. Dez 2015, 15:32 ---The map looks nice, I am actually also making a Woodland Realm map, but yours looks better  :). I actually used 3ds max 7 to cut some parts from the Mirkwood outpost buildings, and from those parts now I have Mirkwood columns, arches and stairs in WorldBuilder  :)

--- Ende Zitat ---
Yes thorin i could do with  tutorial on how to do that or if it would be possible if you could send me the new buildings that would be amazing if you could :P and thank you :D

--- Ende Zitat ---
It's fairly simple: you can open, for example, the Mirkwood citadel building's model in 3ds max 7, then delete all the parts of the model (by clicking them and pressing 'Delete') except one column, for example. Then extract the model of the column alone, and you have a Mirkwood column  :) You can repeat the process with other Mirkwood buildings and leave different parts of the models.
I know this may sound a bit complicated  :P. I'd love to just send you the models of the Mirkwood props, but I don't have access to my computer right now (cus it breaks down quite a lot... ) so I can't send them.
But I can describe to you how to do it in detail in PM if you wish  :).

magickoala:
So, heres the full code with Watchers. However, this code was made for the Lothlorien citadel, (LothlorienCastleBaseKeep). In case youre using another fortress, you will need to add some extra code. Ill try to go over what you will need to do:


Full map.ini code:

--- Zitat ---;;;------------------------------------
;;; Tauriel
;;;------------------------------------

PlayerTemplate FactionElves
    Side                      = Elves
    PlayableSide              = Yes       ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side.  And the skirmish scripts are what actually make it function.
    Evil                      = No
    StartMoney                = 0
    MaxLevelMP                = #DIVIDE( PLAYER_MAX_PURCHASE_POIN TS_DEFAULT PLAYER_PURCHASE_POINTS_G RANTED )
    MaxLevelSP                = #DIVIDE( PLAYER_MAX_PURCHASE_POIN TS_GOOD PLAYER_PURCHASE_POINTS_G RANTED )
    PreferredColor            = R:43 G:150 B:179
    ;StartingBuilding          = LothlorienFortress
   
    ;------------- NO STARTING UNITS FOR YOU -------
    StartingUnit0               = ElvenLorienWarriorHorde ;_StartUnit
    StartingUnitOffset0         = X:-70 Y:220 Z:0
    StartingUnit1               = ElvenLorienWarriorHorde ;_StartUnit
    StartingUnitOffset1         = X:60 Y:270 Z:0 ;250

    StartingUnitTacticalWOTR    = ElvenLorienWarriorHorde
    StartingUnitTacticalWOTR    = ElvenLorienWarriorHorde
    StartingUnitTacticalWOTR    = ObjectRingkriegStartScri pt

    IntrinsicSciences           = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_ELVES
    SpellBook                   = GoodSpellBook
    SpellBookMp                 = ElvesSpellBook_MapMirkwo od
    PurchaseScienceCommandSe t   = GoodSpellStoreCommandSet
    PurchaseScienceCommandSe tMP = ElvesSpellStoreCommandSe t_MapMirkwood
    DisplayName                 = INI:FactionElves
    DefaultPlayerAIType         = ElvesSkirmishAI        ; Needs to exist before I can change it.
    BeaconName                  = MultiplayerBeacon
    LightPointsUpSound          = GondorLightPointsUp
    ObjectiveAddedSound         = Gui_MissionObjectiveNew
    ObjectiveCompletedSound     = Gui_MissionObjectiveComp leted
    InitialUpgrades             = Upgrade_ElfFaction  Upgrade_LothlorienFactio n  Upgrade_AllFactionUpgrad e        ; Any upgrades this player template is born with.

    // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
    // attached to the first two buttons in the command set.

    BuildableHeroesMP        = CreateAHero RohanFrodo_mod RohanSam_mod LothlorienRumil LothlorienHaldir LothlorienCeleborn LothlorienGaladriel LothlorienTauriel LothlorienLegolas ElvenThranduil_mod GasthausGrimbeorn
    BuildableRingHeroesMP        = RingHeroDummy
    SpellStoreCurrentPowerLa bel     = APT:SpellStoreCurrentEvensta rPower
    SpellStoreMaximumPowerLa bel     = APT:SpellStoreMaximumEvensta rPower
    ResourceModifierObjectFi lter     = RESOURCE_MODIFIER_OBJECT _FILTER
    ResourceModifierValues        = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
    MultiSelectionPortrait        = UPElvenArmy
    LoadScreenMusic            = Shell2MusicForLoadScreen Lothlorien ;Shell2MusicForLoadScreen
End

Object LothlorienBeorningerHut
 CommandSet = BeorningerHutCommandset_ MapMirkwood
End

Object LothlorienOuterFortress
 CommandSet = LothlorienOuterFortressC ommandSet_MapMirkwood2
End

Object LothlorienCastleBaseKeep
 CommandSet = LothlorienCastleBaseKeep CommandSet_MapMirkwood2
End

Object MirkwoodCampKeep
 CommandSet = MirkwoodCampKeepCommandS et_MapMirkwood2
End


ChildObject ElvesSpellBook_MapMirkwo od GoodSpellBook
  CommandSet = ElvesSpellBookCommandSet _MapMirkwood

  ReplaceModule ModuleTag_MirkwoodWachen
    Behavior = OCLSpecialPower ModuleTag_MirkwoodWachen _MapMirkwood
        SpecialPowerTemplate = SpellBookMirkwoodWachen
        OCL                  = OCL_SpawnMirkwoodWachenS ummonEgg_MapMirkwood
        TriggerFX            = FX_ElvenAlliesSummon
        CreateLocation       = CREATE_AT_LOCATION
        AvailableAtStart     = No
        RequirementsFilterMPSkir mish = SPELL_BOOK_REQUIREMENTS_ FILTER
        RequirementsFilterStrate gic = SPELL_BOOK_REQUIREMENTS_ FILTER_STRATEGIC
    End
  End
End

CommandSet LothlorienCastleBaseKeepCommandSet_MapMirkwood2
    InitialVisible = 10

    1      = Command_ConstructElvenLo rienWarriorHorde
    2      = Command_ConstructElvenLo rienArcherHorde
    3      = Command_ConstructElvenLo rienPikemanHorde
    4      = Command_ConstructLothlor ienSängerinnen
    5      = Command_ConstructLothlor ienGaladhrimHorde
    6      = Command_ConstructLothlor ienCarasGuardHorde
    7      = Command_ConstructMirkwoo dWächterPfadeHorde
    8      = Command_RingMechanikLoth lorien
    9      = Command_SelectRevivables LothlorienCastleKeepHero es_MapMirkwood
    10     = Command_StartCitadelSelf Repair

    11     = Command_FakeRingHeroRevi veSlot
    12     = Command_CreateAHeroReviv eSlot
    13     = Command_FrodoRingHeroRev iveSlot
    14     = Command_SamRingHeroReviv eSlot
    15     = Command_HaldirsBrüderGen ericReviveSlot
    16     = Command_GenericReviveSlo t1
    17     = Command_GenericReviveSlo t2
    18     = Command_GenericReviveSlo t3
    19     = Command_FakeHeroReviveSl ot5
    20     = Command_FakeHeroReviveSl ot6
    21     = Command_FakeHeroReviveSl ot7
    22     = Command_FakeHeroReviveSl ot8
    23     = Command_RadialBack
End

CommandSet MirkwoodCampKeepCommandS et_MapMirkwood2
    InitialVisible = 7
    1      = Command_ConstructLothlor ienMirkwoodFighterHorde
    2      = Command_ConstructMirkwoo dWächterPfadeHorde
    3      = Command_ConstructLothlor ienMirkwoodElkriderHorde
    4      = Command_ConstructLothlor ienMirkwoodPalaceGuardHo rde
    5      = Command_SpecialAbilityMo bilisierungsbefehl
    6      = Command_SelectRevivables MirkwoodCampKeepHeroes_M apMirkwood
    7      = Command_StartCitadelSelf Repair

    8      = Command_FakeRingHeroRevi veSlot
    9      = Command_FakeCreateAHeroR eviveSlot
    10     = Command_FakeHeroReviveSl ot1
    11     = Command_FakeHeroReviveSl ot2
    12     = Command_FakeHeroReviveSl ot3
    13     = Command_FakeHeroReviveSl ot4
    14     = Command_FakeHeroReviveSl ot5
    15     = Command_FakeHeroReviveSl ot6
    16     = Command_GenericReviveSlo t7
    17     = Command_GenericReviveSlo t8
    18     = Command_GenericReviveSlo t9
    19     = Command_FakeHeroReviveSl ot10
    20     = Command_RadialBack
End

CommandSet LothlorienOuterFortressC ommandSet_MapMirkwood2
    InitialVisible = 9

    1      = Command_ConstructElvenLo rienWarriorHorde_Outpost
    2      = Command_ConstructMirkwoo dWächterPfadeHorde
    3      = Command_ConstructElvenLo rienPikemanHorde_Outpost
    4      = Command_ConstructLothlor ienSängerinnen_Outpost
    5      = Command_ConstructLothlor ienGaladhrimHorde_Outpos t
    6      = Command_ConstructLothlor ienCarasGuardHorde_Outpo st
    7      = Command_SelectRevivables LothlorienOuterFortressB uildingUpgrades
    8      = Command_SelectRevivables LothlorienOuterFortressU pgrades
    9      = Command_StartCitadelSelf Repair

    10     = Command_PurchaseUpgradeL othlorienGrenzwächterflü gel
    11     = Command_PurchaseUpgradeL othlorienHeiligtumsflüge l
    12     = Command_PurchaseUpgradeL othlorienGaladhrimflügel
    13     = Command_PurchaseUpgradeL othlorienSchmiedeflügel
    14     = Command_RadialBack

    15     = Command_PurchaseTechnolo gyLothlorienBasicTrainin g_OuterFortress
    16     = Command_PurchaseTechnolo gyLothlorienForgedBlades _OuterFortress
    17     = Command_PurchaseTechnolo gyLothlorienLongBows_Out erFortress
    18     = Command_PurchaseTechnolo gyLothlorienSilverthornA rrows_OuterFortress
    19     = Command_RadialBack
End


--- Ende Zitat ---

So, i marked in RED the parts you must note. Also, in the Mirkwood Base and in the Camp, i replaced the default archer with the guardians.

In case youre not using a LothlorienCastleBaseKeep as primary base, you will need to add this to the end of the code, changing accordly in the red parts.


--- Zitat ---Object YourBaseObjectName
 CommandSet = YourBaseObjectNameCommandSet_MapMirkwood2
End

CommandSet YourBaseObjectNameCommandSet_MapMirkwood2
    InitialVisible = 10

    1      = Command_ConstructElvenLo rienWarriorHorde
    2      = Command_ConstructElvenLo rienArcherHorde
    3      = Command_ConstructElvenLo rienPikemanHorde
    4      = Command_ConstructLothlor ienSängerinnen
    5      = Command_ConstructLothlor ienGaladhrimHorde
    6      = Command_ConstructLothlor ienCarasGuardHorde
    7      = Command_ConstructMirkwoo dWächterPfadeHorde
    8      = Command_RingMechanikLoth lorien
    9      = Command_SelectRevivables LothlorienCastleKeepHero es_MapMirkwood
    10     = Command_StartCitadelSelf Repair

    11     = Command_FakeRingHeroRevi veSlot
    12     = Command_CreateAHeroReviv eSlot
    13     = Command_FrodoRingHeroRev iveSlot
    14     = Command_SamRingHeroReviv eSlot
    15     = Command_HaldirsBrüderGen ericReviveSlot
    16     = Command_GenericReviveSlo t1
    17     = Command_GenericReviveSlo t2
    18     = Command_GenericReviveSlo t3
    19     = Command_FakeHeroReviveSl ot5
    20     = Command_FakeHeroReviveSl ot6
    21     = Command_FakeHeroReviveSl ot7
    22     = Command_FakeHeroReviveSl ot8
    23     = Command_RadialBack
End
--- Ende Zitat ---

Thou i seriously advice you to use one of the Lothlorien bases, because if you dont do it you gonna have to add all the Behaviours from the normal base to your base, and thats really.. extensive. And potentially problematic. XD

Heres an ingame example:



Let me know how it works^^



calsash:

--- Zitat von: magickoala am  7. Dez 2015, 22:45 ---So, heres the full code with Watchers. However, this code was made for the Lothlorien citadel, (LothlorienCastleBaseKeep). In case youre using another fortress, you will need to add some extra code. Ill try to go over what you will need to do:


Full map.ini code:

--- Zitat ---;;;------------------------------------
;;; Tauriel
;;;------------------------------------

PlayerTemplate FactionElves
    Side                      = Elves
    PlayableSide              = Yes       ; Please note: the presence of "SIDE:Elves" in the string file is what makes this appear in MP as a playable side.  And the skirmish scripts are what actually make it function.
    Evil                      = No
    StartMoney                = 0
    MaxLevelMP                = #DIVIDE( PLAYER_MAX_PURCHASE_POIN TS_DEFAULT PLAYER_PURCHASE_POINTS_G RANTED )
    MaxLevelSP                = #DIVIDE( PLAYER_MAX_PURCHASE_POIN TS_GOOD PLAYER_PURCHASE_POINTS_G RANTED )
    PreferredColor            = R:43 G:150 B:179
    ;StartingBuilding          = LothlorienFortress
   
    ;------------- NO STARTING UNITS FOR YOU -------
    StartingUnit0               = ElvenLorienWarriorHorde ;_StartUnit
    StartingUnitOffset0         = X:-70 Y:220 Z:0
    StartingUnit1               = ElvenLorienWarriorHorde ;_StartUnit
    StartingUnitOffset1         = X:60 Y:270 Z:0 ;250

    StartingUnitTacticalWOTR    = ElvenLorienWarriorHorde
    StartingUnitTacticalWOTR    = ElvenLorienWarriorHorde
    StartingUnitTacticalWOTR    = ObjectRingkriegStartScri pt

    IntrinsicSciences           = SCIENCE_GOOD
    IntrinsicSciencesMP         = SCIENCE_ELVES
    SpellBook                   = GoodSpellBook
    SpellBookMp                 = ElvesSpellBook_MapMirkwo od
    PurchaseScienceCommandSe t   = GoodSpellStoreCommandSet
    PurchaseScienceCommandSe tMP = ElvesSpellStoreCommandSe t_MapMirkwood
    DisplayName                 = INI:FactionElves
    DefaultPlayerAIType         = ElvesSkirmishAI        ; Needs to exist before I can change it.
    BeaconName                  = MultiplayerBeacon
    LightPointsUpSound          = GondorLightPointsUp
    ObjectiveAddedSound         = Gui_MissionObjectiveNew
    ObjectiveCompletedSound     = Gui_MissionObjectiveComp leted
    InitialUpgrades             = Upgrade_ElfFaction  Upgrade_LothlorienFactio n  Upgrade_AllFactionUpgrad e        ; Any upgrades this player template is born with.

    // NOTE: It is very important that the create-a-hero be the first buildable hero, to ensure that the create-a-hero and the ring hero are always
    // attached to the first two buttons in the command set.

    BuildableHeroesMP        = CreateAHero RohanFrodo_mod RohanSam_mod LothlorienRumil LothlorienHaldir LothlorienCeleborn LothlorienGaladriel LothlorienTauriel LothlorienLegolas ElvenThranduil_mod GasthausGrimbeorn
    BuildableRingHeroesMP        = RingHeroDummy
    SpellStoreCurrentPowerLa bel     = APT:SpellStoreCurrentEvensta rPower
    SpellStoreMaximumPowerLa bel     = APT:SpellStoreMaximumEvensta rPower
    ResourceModifierObjectFi lter     = RESOURCE_MODIFIER_OBJECT _FILTER
    ResourceModifierValues        = 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
    MultiSelectionPortrait        = UPElvenArmy
    LoadScreenMusic            = Shell2MusicForLoadScreen Lothlorien ;Shell2MusicForLoadScreen
End

Object LothlorienBeorningerHut
 CommandSet = BeorningerHutCommandset_ MapMirkwood
End

Object LothlorienOuterFortress
 CommandSet = LothlorienOuterFortressC ommandSet_MapMirkwood2
End

Object LothlorienCastleBaseKeep
 CommandSet = LothlorienCastleBaseKeep CommandSet_MapMirkwood2
End

Object MirkwoodCampKeep
 CommandSet = MirkwoodCampKeepCommandS et_MapMirkwood2
End


ChildObject ElvesSpellBook_MapMirkwo od GoodSpellBook
  CommandSet = ElvesSpellBookCommandSet _MapMirkwood

  ReplaceModule ModuleTag_MirkwoodWachen
    Behavior = OCLSpecialPower ModuleTag_MirkwoodWachen _MapMirkwood
        SpecialPowerTemplate = SpellBookMirkwoodWachen
        OCL                  = OCL_SpawnMirkwoodWachenS ummonEgg_MapMirkwood
        TriggerFX            = FX_ElvenAlliesSummon
        CreateLocation       = CREATE_AT_LOCATION
        AvailableAtStart     = No
        RequirementsFilterMPSkir mish = SPELL_BOOK_REQUIREMENTS_ FILTER
        RequirementsFilterStrate gic = SPELL_BOOK_REQUIREMENTS_ FILTER_STRATEGIC
    End
  End
End

CommandSet LothlorienCastleBaseKeepCommandSet_MapMirkwood2
    InitialVisible = 10

    1      = Command_ConstructElvenLo rienWarriorHorde
    2      = Command_ConstructElvenLo rienArcherHorde
    3      = Command_ConstructElvenLo rienPikemanHorde
    4      = Command_ConstructLothlor ienSängerinnen
    5      = Command_ConstructLothlor ienGaladhrimHorde
    6      = Command_ConstructLothlor ienCarasGuardHorde
    7      = Command_ConstructMirkwoo dWächterPfadeHorde
    8      = Command_RingMechanikLoth lorien
    9      = Command_SelectRevivables LothlorienCastleKeepHero es_MapMirkwood
    10     = Command_StartCitadelSelf Repair

    11     = Command_FakeRingHeroRevi veSlot
    12     = Command_CreateAHeroReviv eSlot
    13     = Command_FrodoRingHeroRev iveSlot
    14     = Command_SamRingHeroReviv eSlot
    15     = Command_HaldirsBrüderGen ericReviveSlot
    16     = Command_GenericReviveSlo t1
    17     = Command_GenericReviveSlo t2
    18     = Command_GenericReviveSlo t3
    19     = Command_FakeHeroReviveSl ot5
    20     = Command_FakeHeroReviveSl ot6
    21     = Command_FakeHeroReviveSl ot7
    22     = Command_FakeHeroReviveSl ot8
    23     = Command_RadialBack
End

CommandSet MirkwoodCampKeepCommandS et_MapMirkwood2
    InitialVisible = 7
    1      = Command_ConstructLothlor ienMirkwoodFighterHorde
    2      = Command_ConstructMirkwoo dWächterPfadeHorde
    3      = Command_ConstructLothlor ienMirkwoodElkriderHorde
    4      = Command_ConstructLothlor ienMirkwoodPalaceGuardHo rde
    5      = Command_SpecialAbilityMo bilisierungsbefehl
    6      = Command_SelectRevivables MirkwoodCampKeepHeroes_M apMirkwood
    7      = Command_StartCitadelSelf Repair

    8      = Command_FakeRingHeroRevi veSlot
    9      = Command_FakeCreateAHeroR eviveSlot
    10     = Command_FakeHeroReviveSl ot1
    11     = Command_FakeHeroReviveSl ot2
    12     = Command_FakeHeroReviveSl ot3
    13     = Command_FakeHeroReviveSl ot4
    14     = Command_FakeHeroReviveSl ot5
    15     = Command_FakeHeroReviveSl ot6
    16     = Command_GenericReviveSlo t7
    17     = Command_GenericReviveSlo t8
    18     = Command_GenericReviveSlo t9
    19     = Command_FakeHeroReviveSl ot10
    20     = Command_RadialBack
End

CommandSet LothlorienOuterFortressC ommandSet_MapMirkwood2
    InitialVisible = 9

    1      = Command_ConstructElvenLo rienWarriorHorde_Outpost
    2      = Command_ConstructMirkwoo dWächterPfadeHorde
    3      = Command_ConstructElvenLo rienPikemanHorde_Outpost
    4      = Command_ConstructLothlor ienSängerinnen_Outpost
    5      = Command_ConstructLothlor ienGaladhrimHorde_Outpos t
    6      = Command_ConstructLothlor ienCarasGuardHorde_Outpo st
    7      = Command_SelectRevivables LothlorienOuterFortressB uildingUpgrades
    8      = Command_SelectRevivables LothlorienOuterFortressU pgrades
    9      = Command_StartCitadelSelf Repair

    10     = Command_PurchaseUpgradeL othlorienGrenzwächterflü gel
    11     = Command_PurchaseUpgradeL othlorienHeiligtumsflüge l
    12     = Command_PurchaseUpgradeL othlorienGaladhrimflügel
    13     = Command_PurchaseUpgradeL othlorienSchmiedeflügel
    14     = Command_RadialBack

    15     = Command_PurchaseTechnolo gyLothlorienBasicTrainin g_OuterFortress
    16     = Command_PurchaseTechnolo gyLothlorienForgedBlades _OuterFortress
    17     = Command_PurchaseTechnolo gyLothlorienLongBows_Out erFortress
    18     = Command_PurchaseTechnolo gyLothlorienSilverthornA rrows_OuterFortress
    19     = Command_RadialBack
End


--- Ende Zitat ---

So, i marked in RED the parts you must note. Also, in the Mirkwood Base and in the Camp, i replaced the default archer with the guardians.

In case youre not using a LothlorienCastleBaseKeep as primary base, you will need to add this to the end of the code, changing accordly in the red parts.


--- Zitat ---Object YourBaseObjectName
 CommandSet = YourBaseObjectNameCommandSet_MapMirkwood2
End

CommandSet YourBaseObjectNameCommandSet_MapMirkwood2
    InitialVisible = 10

    1      = Command_ConstructElvenLo rienWarriorHorde
    2      = Command_ConstructElvenLo rienArcherHorde
    3      = Command_ConstructElvenLo rienPikemanHorde
    4      = Command_ConstructLothlor ienSängerinnen
    5      = Command_ConstructLothlor ienGaladhrimHorde
    6      = Command_ConstructLothlor ienCarasGuardHorde
    7      = Command_ConstructMirkwoo dWächterPfadeHorde
    8      = Command_RingMechanikLoth lorien
    9      = Command_SelectRevivables LothlorienCastleKeepHero es_MapMirkwood
    10     = Command_StartCitadelSelf Repair

    11     = Command_FakeRingHeroRevi veSlot
    12     = Command_CreateAHeroReviv eSlot
    13     = Command_FrodoRingHeroRev iveSlot
    14     = Command_SamRingHeroReviv eSlot
    15     = Command_HaldirsBrüderGen ericReviveSlot
    16     = Command_GenericReviveSlo t1
    17     = Command_GenericReviveSlo t2
    18     = Command_GenericReviveSlo t3
    19     = Command_FakeHeroReviveSl ot5
    20     = Command_FakeHeroReviveSl ot6
    21     = Command_FakeHeroReviveSl ot7
    22     = Command_FakeHeroReviveSl ot8
    23     = Command_RadialBack
End
--- Ende Zitat ---

Thou i seriously advice you to use one of the Lothlorien bases, because if you dont do it you gonna have to add all the Behaviours from the normal base to your base, and thats really.. extensive. And potentially problematic. XD

Heres an ingame example:



Let me know how it works^^

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Thank you for putting so much effort in to help me, so i entered the code but this error came up everytime i tried to play the map: http://imgur.com/XWwXjY2

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