Total Annihilation

Форум сайта http://www.total-annihilation.org/
Текущее время: 24 июн 2018 17:00

Часовой пояс: UTC + 3 часа [ Летнее время ]




Начать новую тему Ответить на тему  [ Сообщений: 43 ]  На страницу Пред.  1, 2, 3, 4, 5  След.
Автор Сообщение
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 25 ноя 2015 12:21 
Не в сети
Аватара пользователя

Зарегистрирован: 24 мар 2011 10:27
Сообщений: 568
Новая версия:
[url]http://koti.mbnet.fi/wiitanen/TAZ31_071115_1915.zip
[/url]
New changes in orange, recent changes in green.

Test Build Notes:
-T2 aircraft factories are available for early public testing.
-T2 gunships are available for early public testing.
-Arm Predator now has depth charges instead of Arm Corsair.
-Core Blackout Overload Cannon adjusted to do damage relative to target size and durability. Damage to heavier targets increased significantly, but still minor compared to what it does to radars and jammers. Also good for clearing up minefields now.
-Core Raider durability increased. Also sonar range increased so that they can see a bit further under water.
-Core Raider open/close animations are now much faster.
-GoK Faerie now has a special weapon, Disruptor Flares, which leaves a trail of floating paralyzer charges that detonate in a couple seconds.
-Many weapon ID numbers have been changed. Don't try to load up old skirmish saves.
-TotalA.exe has been edited in order to fix a couple old bugs, and it must be used in conjunction with this test build's TAZ31.gp3 data archive.

New Features and Major Changes:
-Arm Underling construction submarine is now available.
-Arm Riptide submerged mine is now available.
-Arm Frontier Extractor is now available.
-Arm Striker fast attack jumpjet kbot is now available.
-Arm Infiltrator sniper/saboteur kbot is now available.
-Arm Scrambler radar jammer hovercraft is now available.
-Core Raider amphibious stealth tank is now available.
-Core Blackout electronic warfare hovercraft is now available.
-Core Patron and Bastion shield generators are now available.
-GoK Emissary field engineer hovercraft is now available.
-GoK Haven and Sanctuary shield generators are now available.
-All sound effects added by TA Zero have been upgraded to a better format. Bothersome background hiss has been filtered away.
-AI profiles reworked. Weight values now use correct range; AI will now behave more according to the plan. Easy AI will eventually build T2 units, but is very limited regarding artillery. Hard AI cheat mex count reduced to 3 from 4.

Minor Changes:
-Team color selection changed. Dark blue and light blue replaced by orange and teal.
-Minimap dots adjusted to be brighter and more colorful.
-All unit descriptions sanitized.
-Corners of footprints of many round GoK structures (and a few others) are now marked as empty instead of yard.
-All shield effects will now be located accurately in the direction of impact.
-Core Behemoth and Mediator tread turning animation improved.
-New explosion animations added.
-New sound effects added.
-New textures added.
-Several old textures improved.
-Core Mediator artillery pulse cannon explosion animation improved.
-GoK Ecplise now has a full set of new sounds.
-Commander location markers and factory direction arrows now have a texture specifically made for them.
-Many Arm and Core tanks changed to actually use *_TANK soundset instead of *_VEHICLE.
-Volume of several sound effects adjusted.
-Build menus of several construction units reorganized.
-Battleroom now shows release version in upper left corner.

Technical Fixes:
-Battleroom watcher button graphic index corrected.
-Battleroom ally button graphic position corrected.
-Main menu background "flying dots" removed.
-Units that self repair no longer do so while under construction.
-Units that are cloaked by default no longer do so while under construction.
-Weapon damage lists rebuilt. None of the newest units should have missing entries anymore. Minor changes in ground units' weapon damage towards aerial units.
-Multiple faulty entries fixed and missing semicolons added. Thanks to Armoured Fish and his TDF file checking tool.
-All build menu entry files cleaned. Large amount of unnecessary entries for AI units removed.
-Burning tree and shrub weapons fixed. Forest fires now spread as they should.
-Modified versions of Atlantis, Siberia, and Luna metal deposits included. They will now give correct amount of metal.
-Core Energy Storage is now targeted automatically like all other units. Yes, they've apparently been missing that "shootme=1;" line since Alpha 1 release.
-Stealth Field Generators are no longer categorized as anti-air units.
-GoK Magus no longer leaves a blocking corpse when destroyed over water.
-All tank and spider tank movement classes have their MaxWaterDepth increased by 4. They should now be able to cross shallow water areas without issues.
-Arm Custodian AI version turn rate corrected to be 300 instead of 250.
-Core T1 Naval Factory build speed corrected to be 480 instead of 600.
-GoK Reaper sight range corrected to be 550 instead of 500.
-Arm Defiant, Core Tyrant and Core Adamant now take correct amount of damage from Arm Retaliator tactical nukes.
-Minor mistakes in Arm Settler walk script fixed.
-Minor mistakes in scripts of all T1 bombers fixed.
-All wake objects are now hidden via script, rather than just being textureless and mostly upside down.
-Core Extinguisher is now written correctly.

General Unit and Gameplay Adjustments:
-Perimeter defence walls reworked. They now remain as units instead of turning into map features, and as such they can be damaged by all weapons. Stealth added, durability increased via added damage modifier, and cost increased significantly. Wreck changed to be passable. Destruction effects added.
-Aircraft factories are now built at a halved rate.
-GoK heavy void shield minimum damage increment further increased to +50% from +25%.
-GoK heavy void shield efficient blocking threshold reduced to 100 from 150.
-Turret turn rates of several T1 light vehicles improved significantly.
-Turret turn rates of all T1 anti-air units improved significantly.
-Turret turn rates of all T2 mobile heavy artillery units improved.
-Edge effectiveness of largest unit death explosions reduced.
-Lightning strike stun damage reduced to 0.
-Reclaimable metal and durability of Creon rock features adjusted to be significantly lower. River of flame rock features now use identical values.

Individual Unit Adjustments:
-Arm Commander durability reduced to 2750 from 3500.
-Arm Commander energy production increased to 8 from 4.
-Arm Commander cloak energy costs reduced to 40/80 from 50/100.
-Arm Commander disintegrator gun range increased to 350 from 300.
-Arm Commander disintegrator gun projectile speed increased to 425 from 350.
-Arm Commander plasma bolt cannon range increased to 475 from 450.
-Arm Settler cost increased to M:102 E:204 BT:4080 from M:96 E:192 BT:3840.
-Arm Settler stun gun range increased to 400 from 350.
-Arm Marine cost reduced to M:21 E:28 BT:840 from M:24 E:32 BT:960.
-Arm Harasser missile reload time reduced to 1.45 from 1.6.
-Arm Harasser missile range reduced to 500 from 525.
-Arm Harasser missile turn rate increased to 20000 from 10000.
-Arm Scorpion cost reduced to M:96 E:128 BT:3840 from M:99 E:132 BT:5280. Metal drain per second changed to 12 from 9.
-Arm Scorpion sight range reduced to 450 from 500.
-Arm Havoc battle cannon range increased to 575 from 550.
-Arm Havoc battle cannon projectile speed increased to 475 from 450.
-Arm Havoc battle cannon inaccuracy reduced to 100 from 150.
-Arm Ballista cost increased to M:225 E:400 BT:12000 from M:207 E:368 BT:11040.
-Arm Broadside durability increased to 500 from 450.
-Arm Broadside damage modifier while open reduced to 1.25 from 1.5.
-Arm Broadside plasma cannon reload time reduced to 5 from 5.5.
-Arm Broadside plasma cannon salvo is now fired in 0.5 seconds instead of 1 second.
-Arm Broadside plasma cannon area of effect increased to 80 from 70.
-Arm Broadside plasma cannon edge effectiveness increased to 0.25 from 0.1.
-Arm Broadside bad target category changed to AIR from MOB.
-Arm Stinger missile turn rate increased to 30000 from 25000.
-Arm Patriot battle cannon range increased to 650 from 600.
-Arm Patriot battle cannon inaccuracy reduced to 100 from 200.
-Arm Steelhead depth charges removed.
-Arm Predator cost increased to M:54 E:216 BT:6480 from M:39 E:156 BT:4680.
-Arm Predator now has depth charges.
-Arm Rebel missile base damage increased to 20 from 18.
-Arm Rebel missile reload time reduced to 1.5 from 2.
-Arm Rebel missile turn rate increased to 30000 from 22500.
-Arm Rebel EMG base damage increased to 4 from 3.
-Arm Rebel EMG now has rapid fire and anti-light bonuses.
-Arm Hercules durability reduced to 175 from 200.
-Arm Corsair sight range reduced to 300 from 450.
-Arm Corsair depth charges removed.
-Arm Varjag plasma bolt gun reload time reduced to 0.166 from 0.2.
-Arm Varjag plasma bolt gun maximum heat is now 20% higher, but cooling down takes much longer.
-Arm Varjag stun grenade launcher stun damage increased to 120 from 90.
-Arm Varjag stun grenade launcher damage to map features reduced to 10 from 90.
-Arm Varjag stun grenade launcher bad target category changed to DS from SML. They will now avoid shooting targets they cannot stun.
-Arm Devastator cost increased to M:1080 E:3240 BT:43200 from M:1008 E:3024 BT:40320.
-Arm Devastator turn rate reduced to 175 from 200.
-Arm Mauler durability reduced to 1000 from 1100.
-Arm Mauler heavy artillery cannon reload time increased to 10 from 8.
-Arm Anarchist flak cannon base damage increased to 14 from 12.
-Arm Anarchist flak cannon anti-air area of effect reduced to 120 from 140.
-Arm Anarchist flak cannon anti-air edge effectiveness reduced to 0.25 from 0.5.
-Arm Caltrop mine explosion now has minor anti-light bonus.
-Arm Hammer artillery cannon inaccuracy reduced to 100 from 200.
-Arm Watchtower and Watchtower NS missile turn rate increased to 30000 from 25000.
-Arm Penetrator cost reduced to M:630 E:1512 BT:15120 from M:700 E:1680 BT:16800.
-Arm Radical cost reduced to M:540 E:1620 BT:12960 from M:600 E:1800 BT:14400.
-Arm Radical flak cannon base damage increased to 14 from 12.
-Arm Radical flak cannon anti-air area of effect reduced to 120 from 140.
-Arm Radical flak cannon anti-air edge effectiveness reduced to 0.25 from 0.5.
-Arm Light Ground Factory cost reduced to M:350 E:175 BT:4200 from M:400 E:200 BT:4800.
-Arm Air Factory cost increased to M:480 E:960 BT:11520 from M:450 E:360 BT:5400.
-Arm Solar Panel durability increased to 300 from 200.
-Arm Floating Solar Panel durability increased to 300 from 200.
-Arm Buster explosion area of effect increased to 100 from 90.
-Arm Enigma cost reduced to M:550 E:1320 BT:13200 from M:600 E:2880 BT:14400.
-Arm Enigma durability increased to 1800 from 1500.
-Arm Enigma radar jam radius increased to 1000 from 800.
-Core Commander durability reduced to 3000 from 4000.
-Core Commander modulated burst laser reload time increased to 3 from 2.
-Core Commander modulated burst laser energy cost to fire increased to 150 from 100.
-Core Commander laser cannon reload time increased to 2.25 from 2.
-Core Monitor nanolathe build speed increased to 90 from 60.
-Core Monitor nanolathe range increased to 120 from 100.
-Core Errant pulse gun now has anti-gunship bonus.
-Core Errant pulse gun turn rate increased to 7500 from 5000.
-Core Errant movement speed increased to 3.5 from 3.25.
-Core Errant turn rate increased to 475 from 450.
-Core Errant acceleration increased to 0.3 from 0.25.
-Core Pathfinder cost reduced to M:63 E:140 BT:3360 from M:72 E:160 BT:3840.
-Core Pathfinder laser sniper stationary fire base damage increased to 45 from 40.
-Core Pathfinder laser sniper stationary fire range increased to 725 from 700.
-Core Grunt cost reduced to M:78 E:130 BT:3120 from M:81 E:135 BT:4320. Metal drain per second changed to 12 from 9.
-Core Grunt pulse grenade base damage increased to 80 from 75.
-Core Grunt pulse grenade area of effect increased to 80 from 70.
-Core Arclite plasma cannon inaccuracy reduced to 150 from 300.
-Core Tracker missile turn rate increased to 30000 from 25000.
-Core Sky Sweeper cost reduced to M:540 E:675 BT:21600 from M:612 E:765 BT:24480.
-Core Sky Sweeper missile launcher reload time reduced to 1.75 from 2.
-Core Sky Sweeper missile turn rate increased to 30000 from 25000.
-Core Sky Sweeper pulse gun base damage increased to 12 from 10.
-Core Sky Sweeper pulse gun now has anti-gunship bonus.
-Core Sky Sweeper pulse gun range increased to 500 from 450.
-Core Sky Sweeper pulse gun turn rate increased to 7500 from 5000.
-Core Proteus plasma cannon inaccuracy reduced to 150 from 300.
-Core Neptune sonance cannon removed.
-Core Overseer durability reduced to 200 from 225.
-Core Hornet missile base damage increased to 26 from 20.
-Core Hornet missile reload time reduced to 3 from 6.
-Core Hornet missile turn rate increased to 30000 from 20000.
-Core Aurora cost increased to M:235 E:705 BT:16920 from M:235 E:470 BT:16920.
-Core Aurora laser cannon projectile speed reduced to 700 from 900.
-Core Aurora sight range reduced to 300 from 450.
-Core Hunter depth charge range reduced to 300 from 400.
-Core Inquisitor cost increased to M:120 E:1200 BT:9600 from M:126 E:840 BT:6720. Metal drain per second changed to 12 from 18.
-Core Inquisitor minimum cloak distance reduced to 150 from 200.
-Core Inquisitor CTRL_K and CTRL_G categories removed.
-Core Nephilim cost reduced to M:336 E:1260 BT:13440 from M:348 E:1305 BT:13920.
-Core Nephilim durability increased to 900 from 800.
-Core Nephilim now has stealth while stationary.
-Core Behemoth plasma shield recharge time reduced to 1 from 2.
-Core Behemoth heavy plasma cannon range increased to 625 from 550.
-Core Behemoth heavy plasma cannon inaccuracy reduced to 100 from 300.
-Core Mediator durability reduced to 1600 from 1800.
-Core Mediator artillery pulse cannon reload time increased to 5.5 from 5.0, and delay between shots increased to 2.0 from 1.0. Total time per salvo is now 7.5 instead of 6.0.
-Core Mediator artillery pulse cannon area of effect reduced to 200 from 240.
-Core Mediator artillery pulse cannon edge effectiveness increased to 0.1 from 0.05.
-Core Mediator artillery pulse cannon inaccuracy reduced to 400 from 750.
-Core Crasher pulse cannon base damage increased to 21 from 18.
-Core Crasher pulse cannon anti-air area of effect reduced to 100 from 120.
-Core Crasher pulse cannon anti-air edge effectiveness reduced to 0.25 from 0.5.
-Core Extinguisher explosion area of effect increased to 200 from 180.
-Core Extinguisher explosion edge effectiveness increased to 0.25 from 0.1.
-Core Perforator light laser cannon reload time reduced to 0.2 from 0.25.
-Core Sentry and Sentry NS missile turn rate increased to 30000 from 25000.
-Core Adamant cost reduced to M:760 E:2280 BT:18240 from M:800 E:2400 BT:19200.
-Core Adamant durability increased to 2000 from 1800.
-Core Artemis cost reduced to M:610 E:1830 BT:14640 from M:650 E:1950 BT:15600.
-Core Artemis durability increased to 1600 from 1500.
-Core Artemis pulse cannon base damage increased to 21 from 18.
-Core Artemis pulse cannon anti-air area of effect reduced to 100 from 120.
-Core Artemis pulse cannon anti-air edge effectiveness reduced to 0.25 from 0.5.
-Core Tyrant plasma shield recharge time reduced to 1 from 2.
-Core Arbiter cost increased to M:2200 E:6600 BT:52800 from M:2000 E:6000 BT:48000.
-Core Arbiter weapon changed to artillery pulse cannon. Weapon statistics, model and script adjusted accordingly. Range increased to 2600 from 2400.
-Core Air Laboratory cost increased to M:500 E:1000 BT:12000 from M:500 E:500 BT:6000.
-Core Arcanum cost reduced to M:600 E:1800 BT:14400 from M:650 E:3120 BT:15600.
-Core Arcanum durability increased to 2200 from 1600.
-Core Arcanum radar jam radius increased to 1125 from 900.
-GoK Guardian durability reduced to 1800 from 2500.
-GoK Guardian cloak energy costs increased to 60/120 from 50/100.
-GoK Guardian minimum cloak distance reduced to 150 from 200.
-GoK Guardian ion beamer reload time increased to 0.125 from 0.1.
-GoK Guardian VSOC duration increased to 6 from 5.
-GoK Guardian VSOC shield energy boost upon activation increased to 150 from 125. Shield regeneration rate multiplier increased to 4 from 3. Total shield energy gain during VSOC is now 750.
-GoK Guardian void shield now cannot be disabled while VSOC is running, rather than just being forced to reactive every half a second.
-GoK Faerie now has disruptor flares.
-GoK Faerie turn rate increased to 750 from 600.
-GoK Faerie photon gun turn rate increased to 7500 from 5000.
-GoK Faerie cloak energy costs reduced to 4/8 from 6/12.
-GoK Faerie minimum cloak distance increased to 250 from 200.
-GoK Disciple durability increased to 125 from 100.
-GoK Reaper distort gun range increased to 575 from 550.
-GoK Reaper torso turn rate improved.
-GoK Harbinger photon torpedo ground fire now has siege bonus instead of anti-turret.
-GoK Harbinger photon torpedo turn rate increased to 40000 from 32500.
-GoK Domina void bomb range reduced to 300 from 350.
-GoK Sea Dragon artillery blaster inaccuracy reduced to 200 from 500.
-GoK Eudaemon durability reduced to 150 from 200.
-GoK Spectre photon torpedo reload time reduced to 0.5 from 0.65.
-GoK Spectre photon torpedo turn rate increased to 45000 from 27500.
-GoK Dirgesinger sight range reduced to 350 from 500.
-GoK Immortal void shield increased to 525 from 500.
-GoK Immortal turret turn rate improved.
-GoK Magus dimensional splicer energy cost to fire reduced to 1600 from 2000.
-GoK Magus dimensional splicer damage to map features reduced to 1 from 6.
-GoK Nightfall durability reduced to 900 from 1000.
-GoK Nightfall heavy distort cannon reload time increased to 10 from 8.
-GoK Nightfall heavy distort cannon inaccuracy reduced to 200 from 500.
-GoK Daybreak starcannon base damage increased to 21 from 18.
-GoK Daybreak starcannon anti-air area of effect reduced to 80 from 100.
-GoK Daybreak starcannon anti-air edge effectiveness reduced to 0.25 from 0.5.
-GoK Shield Node cost increased to M:12 E:96 BT:480 from M:15 E:72 BT:360.
-GoK Shield Node void shield reduced to 300 from 500.
-GoK Shield Node void shield recharge rate increased to 7.5 from 4.
-GoK Shield Node no longer has a limited duration.
-GoK Black Dawn distort cannon projectile speed increased to 500 from 400.
-GoK Stargazer and Stargazer NS photon torpedo turn rate increased to 40000 from 32500.
-GoK Exhorter durability increased to 750 from 700.
-GoK Pillar of Light cost reduced to M:810 E:2916 BT:19440 from M:900 E:3240 BT:21600.
-GoK Pillar of Light void shield changed to the heavy subtype.
-GoK Blazing Orchid cost increased to M:1950 E:9360 BT:46800 from M:1800 E:8640 BT:43200.
-GoK Blazing Orchid warp cannon reload time increased to 12 from 9.
-GoK Blazing Orchid warp cannon range increased to 2800 from 2700.
-GoK Fermata cost reduced to M:560 E:2688 BT:13440 from M:580 E:2784 BT:13920.
-GoK Starburst cost reduced to M:630 E:2268 BT:15120 from M:700 E:2520 BT:16800.
-GoK Starburst enhanced photon torpedo turn rate increased to 35000 from 30000.
-GoK Starburst enhanced photon torpedo anti-air area of effect increased to 80 from 40.
-GoK Starburst enhanced photon torpedo anti-air edge effectiveness reduced to 0.25 from 0.5.
-GoK Starburst enhanced photon torpedo ground fire now has siege bonus instead of anti-turret.
-GoK Aero Platform cost increased to M:500 E:1200 BT:12000 from M:500 E:450 BT:6000.
-GoK Eclipse cost reduced to M:550 E:2640 BT:13200 from M:650 E:4680 BT:15600.
-GoK Eclipse radar jam radius increased to 1225 from 980.

_________________
Изображение


Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 20:07 
Не в сети

Зарегистрирован: 04 май 2016 20:04
Сообщений: 16
Друзья добрый день помогите пожалуйста без сарказма и издевок правда нужна помощь. Я действительно очень запутался в мире ТА. Дело в том, что я видел кучу модов и все они по-разному интересны, но хочется найти тот золотой где (!) Есть все из других модов, с хорошим балансом и возможностями. не говорите мне про оригиналку ТА (я ее заиграл до дыр) хочу просто мод против ИИ (я не люблю мультиплей). Помогите друзья, просветите.


Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 21:15 
Не в сети

Зарегистрирован: 01 июн 2009 18:38
Сообщений: 940
.


Последний раз редактировалось Pilot 05 май 2016 05:25, всего редактировалось 1 раз.

Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 21:26 
Не в сети

Зарегистрирован: 04 май 2016 20:04
Сообщений: 16
Пилот ты прикалываешься? 1) Рутрекер сдох в РФ сегменте... зеркал я не знаю.... а Такой мод как - TA:Enhanced - http://www.moddb.com/mods/taenhanced/reviews


Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 21:30 
Не в сети

Зарегистрирован: 01 июн 2009 18:38
Сообщений: 940
.


Последний раз редактировалось Pilot 05 май 2016 05:25, всего редактировалось 1 раз.

Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 21:32 
Не в сети

Зарегистрирован: 04 май 2016 20:04
Сообщений: 16
ТЫ не знаешь тот мод что я указал?


Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 21:39 
Не в сети

Зарегистрирован: 04 май 2016 20:04
Сообщений: 16
Да и МИНИ ТА чото не впечатляет. ПОнимаешь, друг мой, я хочу взять вот самый типа нормальный мод и довести до ума:

1) увеличить лимит по максимум
2) Закинуть супер сложный ИИ
3) Найти способ поворачивать производящие юнитов здания (такая тема была в каком то моде)
4) Ну и чтоб было много новых зданий и юнитов но в меру (слишком много не надо)
5) И чтоб графика была у моделей новее но узнаваема
6) Чтоб Анимация взрывов и выстрелов была новая
7) чтоб грунты и окружение было тоже по-новому
8) Как можно больше карт для случайной схватки

помоги плз советов/ответом.... я реально запутался но я хочу именно так как написал. хелп =)


Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 21:42 
Не в сети

Зарегистрирован: 01 июн 2009 18:38
Сообщений: 940
.


Последний раз редактировалось Pilot 05 май 2016 05:26, всего редактировалось 1 раз.

Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 21:45 
Не в сети

Зарегистрирован: 04 май 2016 20:04
Сообщений: 16
а что все короче забили на ТА? или все просто перешли в другое место?


Вернуться к началу
 Профиль  
 
 Заголовок сообщения: Re: TA:ZERO
СообщениеДобавлено: 04 май 2016 21:46 
Не в сети

Зарегистрирован: 01 июн 2009 18:38
Сообщений: 940
.


Последний раз редактировалось Pilot 05 май 2016 05:26, всего редактировалось 1 раз.

Вернуться к началу
 Профиль  
 
Показать сообщения за:  Поле сортировки  
Начать новую тему Ответить на тему  [ Сообщений: 43 ]  На страницу Пред.  1, 2, 3, 4, 5  След.

Часовой пояс: UTC + 3 часа [ Летнее время ]



Кто сейчас на конференции

Сейчас этот форум просматривают: нет зарегистрированных пользователей и гости: 1


Вы не можете начинать темы
Вы не можете отвечать на сообщения
Вы не можете редактировать свои сообщения
Вы не можете удалять свои сообщения
Вы не можете добавлять вложения

Перейти:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Вы можете создать форум бесплатно PHPBB3 на Getbb.Ru, Также возможно сделать готовый форум PHPBB2 на Mybb2.ru
Русская поддержка phpBB