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Messages - Liberal Elitist

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151
Curses / Re: Suggestion: throwing cream pies at conservatives
« on: September 27, 2013, 04:49:52 pm »
Obviously, there should be a small chance of decapitation with the pie tins.

That is an AWESOME idea that I fully endorse, on the grounds that it would be hilarious to throw a pie in someone's face in the game and accidentally decapitate them.

152
Curses / Re: LCS coding tips?
« on: September 27, 2013, 04:46:29 pm »
It's written in C++, so I'd recommend learning C++. There are many websites where you can learn C++.

Anyway, just read this tutorial here, it explains most stuff you need to know, and isn't very long to read. And yes, you'll want to read the whole thing, as pretty much all features of C++ explained in that tutorial are used in the code of Liberal Crime Squad. So you'll need to know all of the stuff in it if you want to make sense of the code.

Hope that was helpful. ;)

Oh yeah, one last thing... that tutorial explains the standard C++, standardized in the 1997, and revised very slightly in 2003. There is a different version of C++ that came out in 2011 with a bunch more features. Nowadays some C++ projects use the good old-fashioned C++97 (like Liberal Crime Squad), while other C++ projects are written in the newer version with more features, C++11 (called that because it came out in 2011). So if you find a reference or tutorial that is about C++11 rather than about C++97, DON'T READ IT, because half the stuff it tells you about won't work and this will be misleading to you and also frustrating. Just read references or tutorials about C++97 because that's what this game is written in. The reference I linked to above is a perfectly acceptable reference that tells about C++97 and not about C++11, I recommend reading it. Any C++ reference or tutorial written prior to the year 2011 should be fine. I am only warning you about this C++11 business because I had trouble with this problem myself. Some references and tutorials are available for BOTH versions of C++, the 1997 and 2011 versions. If you select the 1997 version in those you'll be fine.

153
Curses / Re: Different Locale?
« on: September 25, 2013, 01:36:54 pm »
Why don't you try changing the console window for Liberal Crime Squad from Raster Fonts (i.e. Terminal) to the TrueType font Lucida Console? Liberal Crime Squad is set to change its locale and display code page to display Code Page 437, the standard one from DOS on U.S. English locales, as well as the standard one for DOS boxes and console windows in Windows on U.S. English locales. Liberal Crime Squad overrides the locale to display Code Page 437 on Windows if you're not set up for a U.S. English locale, but this only works if the console window is using a TrueType font, rather than a raster font. See if the workaround of using Lucida Console for your console window works (you should be using version 4.07.4 beta or later, as this feature did not exist in any previous versions).

Or, for a completely different strategy, you could try the Linux/Mac OS X/UNIX-like operating system version of Liberal Crime Squad, which you CAN compile and run on Windows, by using Cygwin (Cywin builds a POSIX-compliant layer on top of Windows that is quite similar to Linux). If I recall correctly, the Linux/Mac OX X/UNIX/Cygwin version is able to use Unicode for all text display, avoiding any problems with code pages, and always displaying the correct characters. At least in theory that's what should happen, I haven't personally tested it out to verify this. And with Cygwin you can even compile, build, and run the Linux version of the game on Windows, which would have the primary benefit of displaying the correct characters no matter what locale you have Windows set to, and without having to switch from raster fonts to Lucida Console.

Of course, that all goes out the window if Cygwin implements console windows through direct calls to the Win32 API, in which case you'd still get the wrong characters when your console window is set to a raster font, even if you compile the game under Cygwin. After all, this is all because of a bug in the Win32 API and how it implements console windows. Using Cygwin to ensure proper display of extended characters would only work if Cygwin has its own separate implementation of console windows that is independent of Microsoft's implementation of console windows. And I don't really know whether or not that's the way Cygwin has it set up. But it could be worth a try... if any of you are feeling adventurous why don't you try it out and report back whether or not this idea of mine works?

154
Curses / Re: Cutbacks in protecting the Nuclear Power Plant?
« on: September 25, 2013, 01:09:40 pm »
I think it would be neat for a combination of genetic monsters and mutants to respond to attacks on the Nuclear Power Plant. Just because... the Nuclear Power Plant's radiation is the source of all their powers, and they don't like it when anyone messes with the source of their powers.

155
Curses / Re: National LCS Revisited (4.07.4 Beta Release!)
« on: September 25, 2013, 01:02:48 pm »
I think I found a bug. It looks like I can't recruit any new members if I move to another city. Whenever I succesfully manage to arrange a meeting with someone, they just never come. If I switch to a character in the starting city it works just fine, if I move the characters that can't recruit back to the starting city it also works like normal. If I move a character that is recruiting someone to another city it's instantly broken off (well, that one makes sense actually). Liberating sweatshop workers works fine however. This was in the 4.07.4 win version.

Whoops, my bad. Sorry about that. This is because of a bugfix I made to prevent a ridiculous situation where if you move from one city to another, but had recruitment meetings and/or dates scheduled with people in your previous city, those people would keep meeting with you in person each evening despite being in a city very far away. It appears that bugfix led to some unintended consequences. My best guess at this time is that all recruits in the entire game most likely have their city of residence set to Seattle, regardless of what city you find them in. So the solution to this bug is to solve THAT problem, and to have new creatures generated by the game have their city of residence set correctly to be the same city as the city of the location where you encounter them.

Unfortunately, I'm out of town right now, in the Detroit International Airport, about to board a flight to Charles De Gaulle Airport in France and then another flight from there to Vienna, and I probably won't have much time for programming during this month-long Real Life vacation.

Anyway I feel really terrible about introducing a bug like this into the game by accident, and then being unable to fix it in a rapid amount of time. I'll see what I can do... I mean, this bug is serious, not being able to recruit people in other cities really cripples the whole multi-city mode feature.

Other programmers are welcome to try and tackle this bug, hopefully one of us will get it fixed soon.

156
Curses / Re: LCS Hey I didn't say you can go!
« on: September 25, 2013, 10:19:29 am »
Glenn Beck can say whatever he wants, but I'm certain he'd be the first to run if the LCS came knocking.  But it still makes a nice game mechanic, and LCS isn't reality.

Besides, LCS is an exaggeration of real life.  If in real life, a conservative talks big, then they should act big in LCS, even if conservative cowardice exists in the real world.

Agreed. I was just mentioning the Glenn Beck at the Alamo thing because it's rather funny and ironic. He wants the Tea Party movement to succeed and win, but he picked as a symbol the Alamo, where everyone fighting to defend it got massacred and there were no survivors. That is like launching an attack on another country and promising everyone it will be just as successful as Napoleon was at Waterloo. I'm not sure whether Glenn Beck knew this and did the thing in an act of self-parody as a performance artist, or whether he really is a true believer. I'm pretty sure the guy is just a performance artist, not that there's anything wrong with that.

But it works as a game mechanic to prevent high-level Conservatives from running away, and that's the main point. Having a CCS Lieutenant or CCS Founder run away when you're about to finish them off is the worst. Although I am wondering if maybe this change didn't go far enough. Many Conservatives run away even from a measly little Guitar, even when they aren't physically hurt at all, including, as one example, Corporate Executives. This makes it almost impossible to convert Corporate Executives to Liberalism by playing the Guitar at them, since they run away within a few turns. It would make a bit more sense for Conservatives who sense that you are weak, and who have perfect health, to attack you rather than running away. Running away only makes sense if they think you are more powerful than them, and I find it hard to imagine any Conservative being frightened of a stoned Hippie playing a Guitar, or a Liberal with zero Martial Arts skill who doesn't have a weapon equipped, or something like that.

157
Curses / Re: LCS on Mac update
« on: September 25, 2013, 09:59:06 am »
My dad has a Mac OS X 10.3 machine, but he doesn't let me anywhere near it. Plus I'm on vacation for the next month. I could try sneaking onto his computer and seeing if I can compile Liberal Crime Squad on his Power Macintosh G4 with a PowerPC chip. I am guessing it would PROBABLY work but I can't be quite sure until I try it myself. What would REALLY be tough is compiling it on classic Mac OS, like version 9.2.2 or earlier. There's actually some pretty neat stuff in Mac OS 9.2.2, like the latest TrueType version of the Chicago font, with Unicode support (a lot more glyphs in it than the versions you find online). Getting that Unicode version of the Chicago font would be VERY useful for people who add Advanced SubStation Alpha subtitles to Japanese anime shows. But I'm getting off-topic, so back to the main topic, I will maybe see if I can compile Liberal Crime Squad on Mac OS X 10.3 if I have the chance. Which won't be for another month, as I am traveling overseas and my dad's Mac isn't.

158
Curses / Re: National LCS Revisited (4.07.4 Beta Release!)
« on: September 20, 2013, 10:10:29 pm »
Quote
- New Ultra-Elite Liberal issue text for all issues if you bring the country to Elite Liberal status when playing in No Compromise Classic mode.
Did you make the Ultra-Arch Conservative ones visible as well?
The Ultra-Arch Conservative issue text already was visible, it happens if the country is Reaganified (i.e., if everything becomes C+ and you lose the game because of the triumph of Arch-Conservatism). There's no change to that in this version, it worked fine before and still works fine now.

159
Curses / Re: National LCS Revisited (4.07.4 Beta Release!)
« on: September 20, 2013, 07:42:19 pm »
- Being naked makes seduction easier.
Go home Jonathan, you're drunk.
LOL... actually since I made that change I suppose I'm the one who's drunk... :P More seriously, though, being naked makes everything else in the game harder (it makes stealth impossible, doesn't work as a disguise anywhere except the Garment Makers, leaves you completely defenseless as far as armor when you're in combat, makes nobody take you seriously if you try talking to them about the issues, plus it's illegal too). So it would make sense to have ONE thing that nudity would actually help with, and seduction is the most obvious choice. Of course if you're naked at any place other than the Garment Makers and trying to seduce a Conservative, they'll be alarmed as soon as they see you because nudity automatically fails both the stealth and disguise checks, and then since they're alarmed they'll enter combat mode and you'll be unable to seduce them. So mostly this will only benefit you if you're trying to seduce a Moderate or a fellow Liberal, so it really has very little impact on the game. Conservatives who are hard to seduce, like the Corporate CEO, will still be hard to seduce.

160
Curses / Re: Leveling up in liberal activism
« on: September 20, 2013, 07:24:16 pm »
Generally I just have ONE character conduct interrogations, wearing Bondage Gear (a relatively cheap and easy-to-make armor which provides quite a nice bonus to interrogation, especially if you use drugs and/or violence). I use Beating+Expensive Props+Hallucinogenic Drugs until their Wisdom is 6 or less. Then I use Expensive Props+Hallucinogenic Drugs but NO beating once their Wisdom is 6 or less, until they convert to Liberalism. And I have the same person conduct the interrogation the entire time.

I would urge you to develop your Religion, Business, Science, Law, and Persuasion skills by talking to people about the issues. If you talk to someone about the issues (you can talk to up to 6 per day), this always trains your Persuasion skill. If they have Religion, Business, Science, or Law skill, you can train your skill up until it reaches the same level as the person you are talking to each day, simply by talking to them every day. I get Religion by talking to a Priest or Nun, I get Law by talking to a Liberal Judge or a Lawyer (Lawyers have lower Law skill though), I get Science by talking to an Engineer or Lab Tech (Lab Techs are Conservative so I need to turn them Liberal by playing the Guitar at them before I can talk to them about the issues), and I get Business by talking to anyone who has the Business skill (I've tried using the Guitar to turn Corporate Managers Liberal but the sissies always run away before their Heart gets high enough to turn them Liberal, very frustrating, so instead I am stuck talking to folks with lower Business skill like Car Salespersons).

Anyway, Religion, Business, and Science skill come into play in an interrogation, especially if you talk to someone and AREN'T using Hallucinogenic Drugs. Talking to someone without using Hallucinogenic Drugs can also be dangerous since sometimes they can raise your Wisdom. I don't think this happens if they are drugged though. Hallucinogenic Drugs and Expensive Props both give you nice bonuses to Interrogation that help you turn someone Liberal faster. And unlike Hallucinogenic Drugs or Beating someone, Expensive Props are perfectly harmless and don't cause any harm to the health of your little detainee.

But yes, you want your detainee to be drugged and to also use expensive props when you are trying to win them over and convert them (after you are done with violence and their Wisdom is low enough, 6 or lower).

Of course, my advice here will cost you $300 a day, and it is cheaper to do an interrogation without the Expensive Props or Hallucinogenic Drugs. But cheaper is not better, if you want to do a good job, that $300 on that stuff is money well spent. It increases your likelihood of success, whether you are using violence or trying to persuade them.

Oh, and also, having high Seduction skill is good if you use violence on them, this prevents them from becoming alienated towards you and hating you, and allows you to use the same Liberal for the entire interrogation process. Switching from one interrogator to another, that's only necessary if you don't have high Seduction skill. And if you have very high Religion, Business, and Science skills, well this will make anyone you interrogate quite impressed if they have 1 or more in any of those skills, and make them quite easy to convert.

The most important skill for Interrogation, of course, is Psychology, which goes up whenever you do any Interrogation. And of course if the person you are interrogating has a high Psychology skill, this makes them very hard to convert through Interrogation, unfortunately, although the techniques I outlined above are your best bet for breaking them and getting them to convert to Liberalism.

161
Curses / Re: Lowering wisdom?
« on: September 20, 2013, 06:58:42 pm »
Yes, the only technique for lowering Wisdom (at least currently) is to interrogate someone and beat it out of them using violence. Instead of playing Music to raise the Heart of the Agents and turn them Liberal (which doesn't reduce their Wisdom at all), you could ask them out on dates, then kidnap and interrogate them, and beat the Wisdom out of them. Of course I have usually found that people I successfully interrogate usually end up with quite low Heart, much lower than if I converted them to the Liberal Cause by playing a Guitar at them. Plus they still have some Wisdom, too, usually.

Anyway, what you are currently doing, turning them Liberal by playing your Guitar, is a very good technique and results in them having higher stats than if you interrogated them. This allows their skills (specifically Art and Music) to reach higher levels. Yes, they may have higher Wisdom than if you interrogated them, but they have higher Heart too, and so that particular trade-off is worth it. Just avoid having them do anything to increase their Wisdom even higher and you should be fine. Their Wisdom probably won't be a problem if they're a combat squad, unless you encounter Conservatives that use special argument-based attacks, such as Radio Personalities, Cable News Anchors, Hangin' Judges, Police Negotiators, etc. But if you have good enough weapons (read: guns) and high enough weapons skills, you should be able to kill anyone who uses a special argument-based attack before they can give you even more Wisdom. My weapon of choice for combat squads is, of course, the AA-12 Auto Shotgun. And the armor for them? Heavy Body Armor, of course.

162
Curses / Re: National LCS Revisited (4.07.3 Beta Release!)
« on: September 19, 2013, 05:16:33 am »
Forgive the rather conservative nature in which I found this bug. I'm using version 4.07.3 and when going through R > 1 and choosing a Liberal and Killing them while the leader is arrested, the leader somehow manages to execute the designated liberal.

Thanks for the bug report. I actually fixed that bug in revision 696, over a month ago, on August 8th, in the SVN, because other people also found and reported that same exact bug, too. Unfortunately for you, version 4.07.3 beta, which was released on June 29th, is revision 690, meaning it is older and was released prior to that bugfix, which is why you encountered that bug.

Want to get the latest SVN version with all the latest bugfixes and enhancements? Here are my standard instructions:

To get the latest SVN revision, go to https://sourceforge.net/p/lcsgame/code/HEAD/tree/... everything is in the trunk directory. The direct link to download the latest SVN revision is https://sourceforge.net/p/lcsgame/code/HEAD/tarball. And the revision history, so you can see a list of changes and bugs fixed, is at https://sourceforge.net/p/lcsgame/code/HEAD/log/. This is because on SourceForge, when you browse it, it has different release numbers, but if you use "HEAD" in the URL instead of a number, you'll always get the latest release.

As for what's in the .zip file once you download it... everything is in the trunk directory, to begin with. crimesquad.exe is in the workspaces\Release and workspaces\Debug subdirectories of that (depending on whether you prefer a Release build that's optimized to run fast and has smaller file size, or a Debug build that's full of debugging symbols, gives better error messages, and is suitable for use with debuggers, but is a larger file and runs slower). The required PDCurses.dll file is in the workspaces subdirectory, although if you already have a copy of PDCurses.dll, it should work just fine too. If you're on Linux or Mac OS X you'll need to compile and build the program using the instructions in LINUX_README.txt, since obviously the crimesquad.exe files, along with PDCurses.dll, are binaries for Windows.

You'll also want to copy the whole art directory and all its contents from the trunk directory (the art folder and the files in it are necessary for the game to work properly). The configuration file init.txt is also there in the trunk directory, you'll want that file in the directory you run the program in. And the documentation file Jonathan S. Fox also bundles with things, CrimeSquadManual.txt, that's in the docs subdirectory of the trunk directory.

Well, that pretty much covers everything. Thanks again for the bug report. If you have any more questions you can post them on these forums.

163
Curses / Re: LCS 4.07.0 Download (Sneak Attacks, April 2013)
« on: September 18, 2013, 10:47:29 pm »
Sorry for my absence, I've been thinking about other things lately. I got a new job, which saves me from the financial difficulties I mentioned in the liberal fundraising thread, but also leaves me with less time to spend on projects. Probably won't be doing much on LCS (or other projects, like ZSS) in the next month or two, but as I get settled I might come back to it.

Is your new job working at an LCS business front? Or are you an LCS sleeper agent working at a Conservative employer? In either case, good luck!! ;)

164
Curses / Re: National LCS Revisited (4.07.3 Beta Release!)
« on: September 18, 2013, 10:01:04 pm »
I'd also like to thank everyone who contributed to the game before I ever started coding on it. All 38 of you. Yes, I counted. I wouldn't have had a game to contribute to if it weren't for the 38 of you who contributed before I ever even started coding on it. And I'd also like to thank the 40th contributor whose first contribution came after mine (I'm contributor #39 out of a total of 40). Yep, 40 total contributors, can you believe it?

Started out as Tarn Adams, in 2002. Was still a Tarn Adams solo project until 2004 when Kevin Sadler joined, made some improvements, ported it to Linux. Then for 3 years, the project was dead, until Jonathan S. Fox and Chris Johnson revived it in 2007 (now up to 4 contributors). Since 2007 it's been an active project and the number of contributors has been growing exponentially, currently at 40.

Of course, more than half the people who contributed are no longer actively contributing to the project. BUT, the project has a faster rate of new people joining as contributors than the rate of old contributors becoming inactive. So, the Liberal Crime Squad project continues to expand and increase in activity levels; this has happened as a steady increase, every year from 2007 until now. The number of people who have made contributions so far this year alone (so far in 2013) is 14. That is an all-time high for any year and this year isn't even close to over yet.

So, keep up the great work everyone! As the 39th of the 40 people who have contributed so far I am quite pleased with what a wonderful game this has become. And if you count the 2 people who contributed to the Android port of Liberal Crime Squad but not the main project, that would bring us to a total of 42 contributors.

Since 42 is the ultimate answer to the ultimate question of life, the universe, and everything, as everyone who has read the Hitchhiker's Guide to the Galaxy knows, we now have the ultimate question to life, the universe, and everything, namely: How many people have contributed to Liberal Crime Squad?

And here is a list of all 42 of us:
1. Addie MacGruer (Android port)
2. Ari Rahikkala / arirahikkala (2009-2011)
3. blomkvist (2010-2013)
4. BManx2000 (2011)
5. Callum Davies (2012)
6. calrogman (2013)
7. Chris Johnson / grundee (2007-2008)
8. Christian Sergelius / cribozai (2011)
9. Ciprian Ilies / Addictgamer (2012-2013)
10. crickel (2009)
11. cybengineer (2013)
12. dreadmullet (2012)
13. dtomandl (2008)
14. Firewolf123 (2009-2010)
15. Gatleos (2010)
16. Grimith (2013)
17. Ighalli (2008)
18. infernozeus (2011)
19. Janus / brettflan (2010)
20. Jonathan Stickles / Jonathan S. Fox (2007-2013)
21. KA101 (2013)
22. Kay12 (2011)
23. Kevin Sadler / sadler (2004)
24. kuactet (2008)
25. Kurper (2010)
26. KViiri (2011-2013)
27. LethalFeline (2013)
28. Matthew Shute (Android port)
29. mdownie (2010)
30. nyxwise (2011)
31. Pesi (2011-2012)
32. Puzzlemaker (2008)
33. ransomeliolds (2011-2012)
34. Rich McGrew / Liberal Elitist / yetisyny (2013)
35. Scott C. Walton / LiteralKa (2009-2011)
36. Servant Corps (2009-2011)
37. seth-dash-dash (2013)
38. shibby1295 (2013)
39. Tarn Adams / Toady One (2002-2004)
40. usr_share (2013)
41. vherid (2013)
42. wisq (2008)

See? 42! That is proof! We have now solved the ultimate mystery, namely the significance of the number 42! Which means, by extension, that Liberal Crime Squad, as it is the subject of the ultimate question about life, the universe, and everything, is the most important thing in the entire universe.

Of course, if we ever get a 43rd contributor, that whole theory goes out the window... :P

165
Curses / Re: The impossible liberal gang squad.
« on: September 18, 2013, 01:44:06 am »
Eek! at the Arch-Conservative term for tank top.

SEAL suits seem like they'd be comparable to SWAT armor?  Would expect a SEAL found at the MilBase (or the IntHQ; they ought to be rare but possible there, being specops and all) to be in uniform, not Stealth Armor.

Black Dress seems like it should be based on Womens' and/or Gay Rights.  If the MiniLuv wouldn't allow women as Agents, you probably shouldn't be able to pass yourself off as a WiB.

Thanks much, in any event.

Heh... Wife Beater is already the term the game users for tank top, I did not introduce that term to the game or change it. If you want that changed in the game to something else such as "Tank Top" you should say so. Navy SEALs, wherever they occur in the game, wear SEAL Suits a.k.a. SEAL Stealth Armor. You can get SEAL Stealth Armor by recruiting a Navy SEAL or killing one and looting it from their corpse. So any location where people would expect to see Navy SEALs, they would logically expect to see people wearing SEAL Stealth Armor since that's what every Navy SEAL in the game wears. Black Dresses were already an acceptable disguise at Intelligence HQ (the only other one being a Black Suit), and a place with only 2 valid disguises, that's quite a low number. 1 is an even lower number, that's the number of valid disguises there were when there was a CIA raid on one of your compounds, the only valid one was a Black Suit, for some reason the Black Dress was excluded. Anyway this game is from a Liberal perspective, gender and gender identities aren't supposed to be important, Jonathan S. Fox already explained this to me in another thread. Only allowing a Black Suit and not a Black Dress, that would be a bit sexist don't you think? And that is the only place in the disguise code that shows any gender bias. Everywhere else in the disguise code, wherever there is a suit there is a dress of the same type and vice versa (the 3 types being cheap suits/dresses, black suits/dresses, and expensive suits/dresses). And female spies are quite common, ever seen a James Bond or Austin Powers movie? These changes to disguise code were to make it more consistent with the rest of the game (namely whichever file it is that specifies what armors and weapons each creature type has, I think it's creaturetypes.cpp, and whichever file specifies which types of creatures appear at which location, which I can't remember off the top of my head).

I didn't make any changes that I didn't think were appropriate and consistent with the rest of the game. And I handled Death Squad Uniforms and SWAT Uniforms following your advice (Death Squad Uniforms work for being police when the Police Behavior and Death Penalty laws are both C+, and SWAT Uniforms work for looking like police when there is high security but are only a 2nd rate disguise when there is low security, and at places where Police Uniforms and Police Body Armor only work as 2nd rate disguises, SWAT Uniforms only work as 2nd rate disguises when there's high security and don't work at all if there's low security. And I noticed you didn't complain about Firefighter-style Bunker Gear working when the place is on fire, or complain about someone disguised as a Hick being allowed to carry a Pitchfork or Torch since people would consider those weapons in-character. So at least you don't seem to have a problem with those 2 changes... anyway I thought carefully about what I was changing before I changed it and reviewed the changes carefully before committing them.

I know this is a game a lot of people like and I try to be very careful not to do anything that might be harmful to it in any way, and only make positive improvements. So anyway, thank you for your contributions to the game too KA101, I know you did the maps, that was really great, they are quite good maps. I'll be going on a vacation to Europe in about a week, and I'll spend a month in places like Vienna and Rome where I don't speak the language, and I won't do ANY programming while I'm gone since I'm not taking my main desktop computer, just a little laptop maybe. If there's any changes I made to the code that people think are horrible and want to undo, you can undo all of them while I'm off in Europe and I probably won't even have Internet over there or if I do I'll probably be spending my time doing other things than going online anyway... have fun while I'm gone. I WILL be back sometime in mid-to-late October though...

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