Скриншоты юнитов.
Описание мода (английски)
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What’s new
BC 2.0 is the product or many months of development. The most obvious changes from the first release will be the new AOR system, newly reworked units by Strelac and YeluDashi, newly configured factions and recruitment system, various graphical contribution form community artist like Pacco, Bward and Leif_Erickson
In addition to visual upgrades, BC 2.0 features brand new unit balance system, economy, as well as the newly adjusted diplomatic system. BC 2.0 embraces various suggestions, complaints and new ideas, by BC players and Dev team, to offer more polished and improved game play. As always, we will continue to monitor our work, and listen to your recommendations and reports, with scope to shape the BC mod to meet expectations of large variety of BC player
Recruitment
Recruitment is in BC 2.0 broken into the Native Region recruitment tree and Auxiliary Regions recruitment tree.
Native Recruitment
Native recruitment starts and stop in the regions first settled by the factions. *Everything outside the native regions is considered AOR recruitment.
In BC 2.0 recruitment of native units will be still constrained to the building tree, however, the technology gap has been reduced to allow recruitment of the highest tier units already in level 3 of barracks, stables or missile range. As the development of the training building advances, availability of low level, untrained native units will diminish, leaving only the professional army recruitment toward mid to end of the campaign. The presence of high Class units (Elites) is minimized mainly by rate of occurrence in the training building, although, cost will also play a moderate factor in units selection.
AOR Recruitment
Fig 1: AOR Regions
BC 2.0 uses on auxiliary system to provide unit recruitment for each faction on non-native areas, or otherwise considered captured territory. The Auxiliary system allows for realistic recruitment of regionally characteristic units. The BC 2.0 Aux system is only a baseline for further work development which could be limitlessly expended.
The auxiliary territories are divided into 15 new regions (See Fig 1). Each region offer 3 classes of unit types: Levy – Professional – and *Nobles. In addition, KOJ and Muslim faction also feature mounted and dismounted units as part of the solely religious supporter group.
AOR Levy units
These can range from different types of inf and cav, commonly characterized as Class 1- 2 strength of units. These units are available to all faction regardless of faction’s territorial, religious or cultural background, and they simulate common men being turned into the fighting force either forcefully or voluntarily. They are recruited in castles or cities.
AOR Professionals.
These can range from different types of inf and cav, commonly characterized as Class 3-4 strength of units. These units are available to *all faction regardless of faction’s territorial, religious or cultural background, and they simulate trained local recruits, and available in castles only.
AOR Nobles
These units are represented as heavy cav, or cav archer of Class 4 of BC system of units.
Every occupier puts and emphasis in winning the support of local rulers. The AOR Nobles simulate the landlords of the region who are willing to join the occupying force from financial or other reasons. Nobles are recruited in predefined cities or castles, and they are not tied to the building tree development, which means that they are recruitable from the beginning of the game. *All factions can recruit nobles in any regions regardless of faction’s territorial, religious or cultural background.
*Exception: KOJ is the only faction excluded from recruiting some ‘Muslim’ nobles, or some Muslim based professional AOR units. This is aligned with strategy that KOJ must attract the native ‘supporters’ of the cause to join the recruitment ranks. For this purpose, KOJ is ”allowed” some native recruitment outside its native territories.
AOR Religious supporters
These units are divided into Muslims or Christian heavy inf and heavy cav. A religious and logistical preconditions must be met in order to recruit these units.
Muslim Infantry Supporters
Inspired by local rules to aid the ruling sultan, in order to secure favorable place in the new regime for their rulers. These are able men, well armed and provided by their rulers.
Since there are highly skilled, it’s conceivable that they are of the local rules personal regiment, which makes them scarce. Their recruiting cost is low, and their primary income comes from pillaging captured cities and armies, which by Islamic rule they are entitled and obligated to do. In BC this will reflect on high upkeep costs. They travel with caravans, and pilgrims to the frontier cities to extend their help in fight against unbelievers.
Minimum preconditions for recruitment is city SilkRoad level 2
Muslim Jihad Cavalry - Askari Nobles
Warrior-Aristocrats of the greater Arab world, it is a greater bond than mere tribal or feudal blood which draws these expert soldiers to all corners of the Islamic World. The spirit of Jihad, the righteous defense of all lands held by those who obey the Holy Word of Allah, swells the hearts of noble birth and equally noble spirit. But no petty squabble of a selfish Sultan will stir these peers to the Latin's Knights, only the greatest of threats to the greatest of Dar Al-Islam's cities will spur the Askari to battle. Minimum preconditions for recruitment is city Jama.
Crusader Infantry- Crusader Sergeants
Destiny, desire, fate, the will of the Almighty, or mere circumstance has brought many from Latin Christendom to the shores of Asia. Though what drives them to the Holy Lands and those beyond vary, what unites these wayward children of the Latin West is the brotherhood brought on by war. Too poor to afford horse, too rich to be sequestered to that of skirmishing crossbowman, they assume the role of strong-armed spearmen. They are available only to KOJ. Minimum preconditions for recruitment is dockyard (Shipwright –C) and presence of catholic church (small chapel –C) in the region.
Crusader Cavalry - Norman Knights
As if bloodied kin borne from the same torn womb, the Normans and Turks shook the foundation of Christendom and the Dar Al-Islam respectively. Theirs would be a legacy which would forever change the nature of warfare for their respective communities, instituting a superiority of equestrian warriors not to be eclipsed for many centuries. With their ancestors of Northmen Vikings and Turkish Nomads emerging roughly simultaneously, these two maelstroms of North-West and North-East swept across the world of Islam and Christendom to contest for the throne of martial supremacy of the known world in the Near East. Their ranks consisting of Normans drawn from the full breathe of battlefield experience across Christendom and her frontiers, these knights represent the very best of their warrior class outside perhaps only the Religious Orders. Their arnaments are at the cutting edge of Latin Christendom.....It is with these spears which their task is realized, achieving the same vicious, unrelenting disciplined charge which brought the lands of Christ back into the fold of Christendom and shall see to it that the savior's feet touch down upon the soil of his disciples - not the sands of Muhammad.
Available to all Christian factions except Makuria. Minimum preconditions for recruitment is Council Chamber for all regions for KOJ. Other Christian factions are limited only to the ”noble-cities” regions (see Fig 1)
BC System of Units
Changes from old system for unit balance.
Classes vs. Tiers
Classes are now used in the EDU to symbolize the overall ”worth” of the unit in the battle. Tiers are used for building recruitment system, and often do not correspond to classes. For example, a unit can be Tier 1, which means that is recruitable from early stages of campaign, but it can be Class 2, based on its battle grade.
Classes directly impact: defense, attack points, moral, charge, range (for missiles)
Unit types and battle behavior
BC 1.5 separates various groups and subgroups of unit types based on their primary objectives. Stats are then assigned accordingly.
Heavy Cav
General – can be charger, HA or defensive cav
Chargers – excellent charge, excellent moral, excellent defense, excellent melee attack, if with bow then min missile count, and good missile accuracy.
HA – poor charge, good melee, excellent missile attack, good defense, retreats
Defensive cav – Excellent defense, poor charge, poor attack, good moral
Light Cav
Shock cav – good charge, good moral, poor defense.
Missile cav (HA/Jav) – retreats, poor charge, poor moral, good defense
Elephants
General unit – can be charger or missile unit
Chargers – heavy cav, good charge, excellent moral, good defense
Missile units – light cav, poor charge, poor moral, good defense
Heavy Inf
Spearmen – poor melee properties, good anti cav properties, excellent charge resistance
Melee – excellent melee, poor anti cav, excellent charge resistance
Missile Hybrids – good melee, good missiles, poor anti cav, good charge resistance
Missiles – poor melee, excellent missiles, poor anti cav, good charge resistance
Light Inf
Spearmen – poor melee, poor anticav, poor charge resistance
Melee – good melee, poor anticav, poor charge resistance
Missiles – good missiles, poor anticav, poor charge resistance
Each subgroup is solved separately in terms of battle performance. For example, the Heavy HA has some diminished stats properties compare to a standard Heavy Cav Charger unit, or in same case Heavy HA is shaped primarily as charger with minimum number of arrows. In the end, the tradeoff factor had to be established to prevent players to spam battle with ”all purpose” units with no trade-off effect. The other example is heavy missile inf, these units are now characterized as primarily inf unit (less missiles and lower accuracy projectile then standard missile units of the same Class). Nevertheless, the advantage of so call hybrid cav or inf unit is still maintained, but with balanced benefits from both category..
Defenses
Defenses in BC 2.0 are primarily designed around units ability to withstand cav charge. Defense is now product of unit Class, shield size, armor, and defensive property. These inputs resolve to total defense value. The function used is as following:
If total defense >= 25 then unit has excellent defense against cav charge
If total defense is smaller then 25, the units ability to withstand charge is degraded with every point drop in total defense. Anything below total defense 20 is considered poor charge resistance.
Missiles
Missile system is now based on the accuracy of the projectiles. There is 4 classes of projectiles based on accuracy settings and type of weapon
Levy - for untrained archer units
Medium - for trained archer units
High - for trained professional units
Ultra High - For trained professional based of faction selection.
Attack points are the same for med - ultrahigh.
Different flight profiles exist for HA, Longbows, Composite, HA and Xbows, to make visual distinguishing of different projectile weapons based on realistic expectations. The accuracy concept applies for all types of projectile, with different values based on primary and secondary purpose of the unit. For example, HA get less accurate arrows but more projectiles, while Xbow gets better accuracy with less projectiles. So if you compare tier 3 HA vs tier 3 XBOW, the kill potential is the same because HA, can in many instances use the ability of cav against targets.
Unit Cost
Unit cost is now directly derived based on unit type, Class, weapon type, number of man in the formation, and cost of animal if mounted. This formula is applied universally across all units. What this mean that economical impact on unit recruitment is now centered only on the player, while AI economic balance is offset with regularly added income. This method also eliminates the inconsistency from units of the same Class but different factions costing differently, which ultimately made it difficult to balance the faction economical system. You will get what you pay for in terms of skill and overall battle qualities regardless of what faction is played.
Auxiliary units may have different costing values, while mercenary cost has been increased from pervious release.
BC 2.0 is the product or many months of development. The most obvious changes from the first release will be the new AOR system, newly reworked units by Strelac and YeluDashi, newly configured factions and recruitment system, various graphical contribution form community artist like Pacco, Bward and Leif_Erickson
In addition to visual upgrades, BC 2.0 features brand new unit balance system, economy, as well as the newly adjusted diplomatic system. BC 2.0 embraces various suggestions, complaints and new ideas, by BC players and Dev team, to offer more polished and improved game play. As always, we will continue to monitor our work, and listen to your recommendations and reports, with scope to shape the BC mod to meet expectations of large variety of BC player
Recruitment
Recruitment is in BC 2.0 broken into the Native Region recruitment tree and Auxiliary Regions recruitment tree.
Native Recruitment
Native recruitment starts and stop in the regions first settled by the factions. *Everything outside the native regions is considered AOR recruitment.
In BC 2.0 recruitment of native units will be still constrained to the building tree, however, the technology gap has been reduced to allow recruitment of the highest tier units already in level 3 of barracks, stables or missile range. As the development of the training building advances, availability of low level, untrained native units will diminish, leaving only the professional army recruitment toward mid to end of the campaign. The presence of high Class units (Elites) is minimized mainly by rate of occurrence in the training building, although, cost will also play a moderate factor in units selection.
AOR Recruitment
Fig 1: AOR Regions
BC 2.0 uses on auxiliary system to provide unit recruitment for each faction on non-native areas, or otherwise considered captured territory. The Auxiliary system allows for realistic recruitment of regionally characteristic units. The BC 2.0 Aux system is only a baseline for further work development which could be limitlessly expended.
The auxiliary territories are divided into 15 new regions (See Fig 1). Each region offer 3 classes of unit types: Levy – Professional – and *Nobles. In addition, KOJ and Muslim faction also feature mounted and dismounted units as part of the solely religious supporter group.
AOR Levy units
These can range from different types of inf and cav, commonly characterized as Class 1- 2 strength of units. These units are available to all faction regardless of faction’s territorial, religious or cultural background, and they simulate common men being turned into the fighting force either forcefully or voluntarily. They are recruited in castles or cities.
AOR Professionals.
These can range from different types of inf and cav, commonly characterized as Class 3-4 strength of units. These units are available to *all faction regardless of faction’s territorial, religious or cultural background, and they simulate trained local recruits, and available in castles only.
AOR Nobles
These units are represented as heavy cav, or cav archer of Class 4 of BC system of units.
Every occupier puts and emphasis in winning the support of local rulers. The AOR Nobles simulate the landlords of the region who are willing to join the occupying force from financial or other reasons. Nobles are recruited in predefined cities or castles, and they are not tied to the building tree development, which means that they are recruitable from the beginning of the game. *All factions can recruit nobles in any regions regardless of faction’s territorial, religious or cultural background.
*Exception: KOJ is the only faction excluded from recruiting some ‘Muslim’ nobles, or some Muslim based professional AOR units. This is aligned with strategy that KOJ must attract the native ‘supporters’ of the cause to join the recruitment ranks. For this purpose, KOJ is ”allowed” some native recruitment outside its native territories.
AOR Religious supporters
These units are divided into Muslims or Christian heavy inf and heavy cav. A religious and logistical preconditions must be met in order to recruit these units.
Muslim Infantry Supporters
Inspired by local rules to aid the ruling sultan, in order to secure favorable place in the new regime for their rulers. These are able men, well armed and provided by their rulers.
Since there are highly skilled, it’s conceivable that they are of the local rules personal regiment, which makes them scarce. Their recruiting cost is low, and their primary income comes from pillaging captured cities and armies, which by Islamic rule they are entitled and obligated to do. In BC this will reflect on high upkeep costs. They travel with caravans, and pilgrims to the frontier cities to extend their help in fight against unbelievers.
Minimum preconditions for recruitment is city SilkRoad level 2
Muslim Jihad Cavalry - Askari Nobles
Warrior-Aristocrats of the greater Arab world, it is a greater bond than mere tribal or feudal blood which draws these expert soldiers to all corners of the Islamic World. The spirit of Jihad, the righteous defense of all lands held by those who obey the Holy Word of Allah, swells the hearts of noble birth and equally noble spirit. But no petty squabble of a selfish Sultan will stir these peers to the Latin's Knights, only the greatest of threats to the greatest of Dar Al-Islam's cities will spur the Askari to battle. Minimum preconditions for recruitment is city Jama.
Crusader Infantry- Crusader Sergeants
Destiny, desire, fate, the will of the Almighty, or mere circumstance has brought many from Latin Christendom to the shores of Asia. Though what drives them to the Holy Lands and those beyond vary, what unites these wayward children of the Latin West is the brotherhood brought on by war. Too poor to afford horse, too rich to be sequestered to that of skirmishing crossbowman, they assume the role of strong-armed spearmen. They are available only to KOJ. Minimum preconditions for recruitment is dockyard (Shipwright –C) and presence of catholic church (small chapel –C) in the region.
Crusader Cavalry - Norman Knights
As if bloodied kin borne from the same torn womb, the Normans and Turks shook the foundation of Christendom and the Dar Al-Islam respectively. Theirs would be a legacy which would forever change the nature of warfare for their respective communities, instituting a superiority of equestrian warriors not to be eclipsed for many centuries. With their ancestors of Northmen Vikings and Turkish Nomads emerging roughly simultaneously, these two maelstroms of North-West and North-East swept across the world of Islam and Christendom to contest for the throne of martial supremacy of the known world in the Near East. Their ranks consisting of Normans drawn from the full breathe of battlefield experience across Christendom and her frontiers, these knights represent the very best of their warrior class outside perhaps only the Religious Orders. Their arnaments are at the cutting edge of Latin Christendom.....It is with these spears which their task is realized, achieving the same vicious, unrelenting disciplined charge which brought the lands of Christ back into the fold of Christendom and shall see to it that the savior's feet touch down upon the soil of his disciples - not the sands of Muhammad.
Available to all Christian factions except Makuria. Minimum preconditions for recruitment is Council Chamber for all regions for KOJ. Other Christian factions are limited only to the ”noble-cities” regions (see Fig 1)
BC System of Units
Changes from old system for unit balance.
Classes vs. Tiers
Classes are now used in the EDU to symbolize the overall ”worth” of the unit in the battle. Tiers are used for building recruitment system, and often do not correspond to classes. For example, a unit can be Tier 1, which means that is recruitable from early stages of campaign, but it can be Class 2, based on its battle grade.
Classes directly impact: defense, attack points, moral, charge, range (for missiles)
Unit types and battle behavior
BC 1.5 separates various groups and subgroups of unit types based on their primary objectives. Stats are then assigned accordingly.
Heavy Cav
General – can be charger, HA or defensive cav
Chargers – excellent charge, excellent moral, excellent defense, excellent melee attack, if with bow then min missile count, and good missile accuracy.
HA – poor charge, good melee, excellent missile attack, good defense, retreats
Defensive cav – Excellent defense, poor charge, poor attack, good moral
Light Cav
Shock cav – good charge, good moral, poor defense.
Missile cav (HA/Jav) – retreats, poor charge, poor moral, good defense
Elephants
General unit – can be charger or missile unit
Chargers – heavy cav, good charge, excellent moral, good defense
Missile units – light cav, poor charge, poor moral, good defense
Heavy Inf
Spearmen – poor melee properties, good anti cav properties, excellent charge resistance
Melee – excellent melee, poor anti cav, excellent charge resistance
Missile Hybrids – good melee, good missiles, poor anti cav, good charge resistance
Missiles – poor melee, excellent missiles, poor anti cav, good charge resistance
Light Inf
Spearmen – poor melee, poor anticav, poor charge resistance
Melee – good melee, poor anticav, poor charge resistance
Missiles – good missiles, poor anticav, poor charge resistance
Each subgroup is solved separately in terms of battle performance. For example, the Heavy HA has some diminished stats properties compare to a standard Heavy Cav Charger unit, or in same case Heavy HA is shaped primarily as charger with minimum number of arrows. In the end, the tradeoff factor had to be established to prevent players to spam battle with ”all purpose” units with no trade-off effect. The other example is heavy missile inf, these units are now characterized as primarily inf unit (less missiles and lower accuracy projectile then standard missile units of the same Class). Nevertheless, the advantage of so call hybrid cav or inf unit is still maintained, but with balanced benefits from both category..
Defenses
Defenses in BC 2.0 are primarily designed around units ability to withstand cav charge. Defense is now product of unit Class, shield size, armor, and defensive property. These inputs resolve to total defense value. The function used is as following:
If total defense >= 25 then unit has excellent defense against cav charge
If total defense is smaller then 25, the units ability to withstand charge is degraded with every point drop in total defense. Anything below total defense 20 is considered poor charge resistance.
Missiles
Missile system is now based on the accuracy of the projectiles. There is 4 classes of projectiles based on accuracy settings and type of weapon
Levy - for untrained archer units
Medium - for trained archer units
High - for trained professional units
Ultra High - For trained professional based of faction selection.
Attack points are the same for med - ultrahigh.
Different flight profiles exist for HA, Longbows, Composite, HA and Xbows, to make visual distinguishing of different projectile weapons based on realistic expectations. The accuracy concept applies for all types of projectile, with different values based on primary and secondary purpose of the unit. For example, HA get less accurate arrows but more projectiles, while Xbow gets better accuracy with less projectiles. So if you compare tier 3 HA vs tier 3 XBOW, the kill potential is the same because HA, can in many instances use the ability of cav against targets.
Unit Cost
Unit cost is now directly derived based on unit type, Class, weapon type, number of man in the formation, and cost of animal if mounted. This formula is applied universally across all units. What this mean that economical impact on unit recruitment is now centered only on the player, while AI economic balance is offset with regularly added income. This method also eliminates the inconsistency from units of the same Class but different factions costing differently, which ultimately made it difficult to balance the faction economical system. You will get what you pay for in terms of skill and overall battle qualities regardless of what faction is played.
Auxiliary units may have different costing values, while mercenary cost has been increased from pervious release.
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Added artillery units for Makuria.
Fixed General unit turning rebel having 'Unlocalized Placement Text' description.
Fixed Nagavarika's Guard and Raja's Guard missing their men on top of elephant.
Fixed missing shields stats for Paramara Bharat Saravani.
Fixed missing shields stats for Dismounted Templar.
Fixed missing shields stats for Dismounted Hospiteller.
Fixed missing shield stats for Dismounted Knights of St. John.
Fixed missing UI card for Sindh artillery.
Fixed missing unit info for Mongol units.
Fixed inaccessible resources on campaign map.
Fixed missing UI card for Hosarii Lancers.
Fixed missing text description for Syrian Nobles.
Fixed missing artillery units for Makuria in custom battles.
Fixed missing textures for Caucasus Hillmen (as Seljuks).
Fixed missing UI card for Abna Infantry of the Abbasid's.
Fixed errors in names.txt file.
Fixed missing UI info for Templar Cavalry.
Fixed missing UI info for Castle Academy building (Armenia, Georgia).
Fixed a bug in garrison script for Sivas, which generated units in Ankara.
Fixed a bug in Ghulam's defense stats.
Fixed missing unit card for Jagirdar Horse Archers with Ghorids.
Fixed wrong textures for Mongol general and captain.
Fixed corrupt banners for Mongol strat units.
Fixed missing unit card for Gakhari Tribesmen for Chauhan Rajputs.
Fixed missing unit card for Jat Spearmen for Oman.
Fixed missing unit card for Jagirdar Horse Archers for Oman.
Fixed missing unit card for Soomro Kshatriya for Oman.
Fixed missing building name for Marksman's Range.
Fixed missing unit card for KOJ galeass.
Fixed several minor text errors.
Removed restrictions for recruiting artillery units.
Revision of unit costs.
Extended AOR system featuring 3 instead of 2 recruitment zone types (Core, Close Border, Foreign).
Changelog of Broken Crescent 2.01
Fixed missing secondary attack value on Ghulam Infantry.
Fixed missing short text description for Paramara Avarudha Bhattara.
Fixed missing UI pictures for Makurian small orthodox chapel and church.
Fixed Abbasid watchtowers text description.
Added artillery to custom battles.
Shield bug on Turkish and Ghazni general units.
Added artillery for Makuria.
Fixed missing UI pictures for Makurian Catapult Maker and Alchemists Lab.
Removed Assassins Guild for Makuria, they solely should use the Middle Eastern version.
Fixed Wrong UI pictures of Alchemists Lab for muslim factions.
Added assassins to Kypchaks recruitment list.
Fixed wrong assignment of retreat counter values in battle AI.
Fixed some typos.
Установка:
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1 - Скачайте мод
2 - Подготовка к установке
Broken Crescent 2.02 устанавливается в свою отдельную папку и не затрагивает файлы других модов и оригинальной игры. Следуйте ниже приведённым инструкциям, чтобы корректно установить мод и избежать ошибок.
[*]Начните с удаления предыдущей версии Broken Crescent (1.0 или 1.05) и M2TW
[*]Установите Medieval Total War 2 (ванильная игра)
[*]Установите патч 1.3
[/list]Примечание: для людей, которые распаковывают файлы MTW2. Broken Crescent 2.0 и распакованные файлы не могут находится в одной и той же папке (SEGA/MTW2) Вместо этого распакуйте ваши файлы в отдельную папку. Игнорирование этого совета может привести к ошибкам.
3 - Инсталляция
[*]Начните установку при помощи файла exe
[*]Инсталлятор автоматически определит где установлен ваш M2TW , если этого не произошло,тогда вручную укажите директорию где у вас установлен M2TW (например, C:\Program Files\SEGA\Medieval II Total War)
[*]Выберите версию оригинальной игры (ENGLISH vs. NON-ENGLISH) и начните установку (Внимание: неправильный выбор версии игры вызовет проблемы)
[*]Начните игру Broken Crescent с ярлыка на рабочем столе.
[/list]4 - Установка на M2TW Gold Edition (пользователи M2TW Gold Edition пожалуйста следуйте этим инструкциям чтобы корректно установить мод Broken Crescent)
[*]Установите M2TW Gold Edition
[*]Установите патч 1.5 для Kingdoms
[*]Установите Broken Crescent 2.0
[*]При необходимости скачайте файл bc.cfg и поместите его в паку с игрой
[*]Установите патч 2.02
[*]Найдите файл map.rwm, который находится по адресу C:\Medieval II Total War\broken_crescent\data\world\maps\base и удалите его
[/list]Примечание: файл map.rwm может быть не найден при помощи поисковой системы, поэтому лучше найдите его вручную.
5 - Возможные проблемы
[*]Инсталлятор может не работать правильно с M2TW ,использующим Steam
[*]Система AOR recruitment может некорректно работать с US Gold Edition (американская версия),при использовании которой на дисплее вместо версии 1.03 отображается версия 1.02
[*]Выбор Quick Battle может привести к ошибке. Выберайте Custom Battle чтобы её избежать
[/list]
Ahiga, GrandViZ, Yellu Dashi, Miraj, Kinniken, Strelacs, Jermagon, Bward, Pacco, Leif_Ericson, Vlad
Сообщение отредактировал SHREDDER: 19 января 2013 - 13:09