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Discuss games in the Endless universe.

Endless Space 2 has recieved a community patcb that squashed bugs, improved AI, and nerfed the Nakalim.
https://community.amplitude-studios.com/amplitude-studios/endless-space-2/blogs/1022-community-update-out-now
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>>2353191
The contribution rewards don't really matter. You only want to finish that quest if you're using behemoths as a key part of your strategy, and Hissho output depends on mining probes. All your active probes as Hissho feed FIDS back to your home planet so it's really important to get access to behemoth creation asap
>>
>>2351767
Warfare based factions are shit now. One of the guys who did the community patch is an afk economy player who didn't like people disrupting his game of sim city, so he completely crippled ground invasions.
You can still win easily, but the game has become a boring afk end turn simulator because any proactive action is inefficient now.

t. Horatio player who switched to culture flipping everything instead of invasions due to the patch
>>
Am I just crazy or are behemoths a bit of a noob trap? I don't think I have ever had a game where I build one and its a significant impact on my empire's plan. Remote mining just seems.... bad, having it float around a planet to provide passive boosts is okay albiet very expensive for the bonuses provided unless its endgame, and military behemoths need tons of military research to make them good.
>>
>>2354511
Mining behemoths are pointless unless you're Hissho, in which case they become essential since they also mine FIDS
FIDS boosting behemoths orbiting a system are good if you have a big major system (umbral choir, hissho, sometimes unfallen/riftborn/horatio), otherwise mediocre. They're nice to stick on a system where you're building wonders to get them done faster since you can move it to the next wonder building system afterwards.

I agree military behemoths tend not to be worth it
Obliterators are really strong if you have good strategics income, but I've tended to find that when you have that sort of strategic income you could just build wonders and win the game faster
Citadels were pretty much never worth it before. They got buffed and seem better now but I haven't messed with them in this patch. The issue with them is regular FIDS boosting behemoths provide more output, and you tend not to need the extra defences a Citadel offers considering you can build Obliterator shields without one.

Science behemoths orbiting the special nodes (asteroid fields, solar nebulae etc etc) are really good. You can stack 5x the science module on them for 15% cost reduction to a specific research tree. With 7 behemoths you can just instantly finish an entire quadrant of the tech tree. Also, if you're playing a low resources galaxy with few strategics, the strategic mining modules actually become really useful (but otherwise not worth it).

The real value of them is that they're flexible once you have them built. You can have it FIDS boost a system to get an emergency fleet out, then once you no longer need the FIDS you can make it reduce research costs or harvest strategics. It also can't be overstated how useful it is to have a decently strong ship hanging around your system in case someone decides to send a bunch of small ships just to blockade and be annoying.
>>
>start unfallen game on a colossal galaxy
>no expectation of minor civs going into the game since unfallen need to vine their systems
>start just close enough to the minor civ cluster that it's suddenly a temptation
>prioritize vining towards them
>1 turn away from vining pulsos and getting thinkers & tinkers 1
>umbral choir assimilates them and deletes them from the map
deleted my save game right there
i mean i expect to not get minor civs as unfallen but don't dangle the absolute best one right in my face and then take it away at the last possible second

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Game
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War against the soviets has started and going pretty well. Germans and Italy on their way to help.
Using mainly Heavy Armour + infantry regiment x3, and armoured cars for later encirclement and breakthroughs


Poland starts off with a huge army of infantry regiment x3 so its very viable to rush heavy amor, make lots of HArm brigades and attach them to each infantry division made of regiments
>>
Is it possible to makes mods like TFR in HOI3, superevents and all?
>>
>>2353456
Yes but it would be extremely painful
>>
>>2355367
you're a big guy
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>>2355712
For you.

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This game has spoiled me as far as QoL in gaming goes

I don't care if you like it or not, if you're a SucKom moldy sandwich hugger or campaignlet or whatever, what I'm saying is that the QoL that this game has introduced is by far the best experience in controlling anything in an RTS and makes me uncomfortable to play anything else now. I want this level of easiness to play to another game like Age of Empires or even Starcraft clones. Runs on any potato seamlessly with 8v8 people as well, looks incredible, is a proper sandbox and supports modding as well on top of being free.

But I don't want more BAR. I want others to realize how much they have been sucking lately and how mogged can they be. I want more RTS with different flavors and rules in my life, not only more TAs, but with this level of quality.
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>>2355415
If you already play (and endure) PA: Titans and FAF then BAR is the next best thing
Its the most refined so far and its free, I don't know how you're asking this instead of just trying it you dumbass
>>
Zero-K is better. Try that instead of BAR.
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Best city builder in your opinion?
>Cities: Skylines
Shitties of them all in my opinion. In this one you have shit like 16 people living in a skyscraper and you can't even build realistic sized cities. The traffic simulation is supposed to be good but its nonsensical (drivers are incapable of changing lanes, the game puts pedestrian crossings through roundabouts etc.).
>Cities: Skylines 2
Not even top tier computers can run this past a certain city size.
>Simcity 4
You can build massive cities in it. Its a shame that the game was designed to build american style cities though (no mixed zones, no public housing, etc.). Game runs like shit too because of its old engine.
>Citystate 2
This is the best one in my opinion. Economics makes sense and you have neat details like poor people building slums if you can't fill their housing demand either through making enough housing zones or building public housing units. There is also an entire legislation system that allows you to make anything between a communist hellhole and an anarcho-capitalist dystopia. I wish the game was moddable though.
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>>2330967
Yeah, I'm addicted to A-Train, but I think the real appeal of the game is the trains and the complex operations you can do using the timetables (no signals, all train departures programmed by hand).
I don't usually do that, I keep the trains running 24 hours a day and just set up the basics so that one train doesn't "collide" with another and shut down the entire system, but when you play like that, there's not much to manage, the game becomes kind of just: create stations, provide construction materials, watch the city grow, and that's it.
That's super satisfying anyway, but you don't really need to manage much, I think.
Now train autists who want a model railroad simulator will like it, because you can do almost anything in A-Train 9 Ultimate, as long as you have the infinite patience to manage all the trains by hand, which can be an absurdly time-consuming task.
>>
>>2306278
can't modders just, you know, fluke the numbers? Like everything in the simulation works as intedned, but the numbers displayed are "realistic"?
Like yeah, the skyscraper might have 25 slots, but each slot counts for 50 people being displayed.
It kinda falls apart in displaying traffic or the people themselves, but you gotta work with what you have.
>>
>>2335585
I enjoy against the storm but I feel it's more closely related to something like frostpunk than any other city building game. I agree that builder games can get boring once you get stable and producing surplus but I feel like against the storm doesn't give you enough time to appreciate it and build a vanity project because there's just not enough slack. Also building a self-sustaining town is not really a goal anyway. It's all about outrunning the timer to hit the objectives. It's more of a puzzle game where you have to figure out how to combo cards, stuff you discover in glades and requests. This is especially true for seals.
Also you can make anything out of anything with the right buildings but I feel like that just makes it more difficult upfront to remember how all the intermediate goods can be produced but doesn't make it more interesting in the long run.
>>
>>2335585
>The early phase of city builders is almost always the best part
that's because you're a brainlet
>>
>>2115891
An integrated RTS system not unlike Total War would be really cool. Think Age of Empires but more long-term and focused on the city builder aspect. Set it in Ancient Greece with a focus on establishing smaller cities, spread out over your region that slowly become interconnected over time. This could then lead to war with your neighbours over resources, land, or other issues like politics, trade and alliances. Of course going to war would put a strain on your population, income, and resources to support it. There's a lot of cool things you could do with the concept, imo.

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if some of you mouth breathers actually want to challenge yourself

https://linesofbattle.net/

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Strategy games aren't popular because people are idiots. They're unpopular because devs can't understand the average joe.
1. If your tutorial is dogshit or takes hours, that's on the devs. Player's shouldn't rely on online video essays to enjoy the product they purchased. if I am just building things I don't understand, I'm not having fun whether I'm winning or losing. I need to understand the pros and cons of every decision I make.
2. If you don't make your AI smart and rely on unfair resources or other stat increases for difficulty. The player either fights a worthless idiot or must play unfair catchup until the enemy is a worthless idiot. Once I'm notably smarter than the AI, no difficulty level is fun anymore.
The counter argument to both of these is, we only have so many resources to put into the games development but in the age of updates that's not an excuse anymore.
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>>2336283
>because devs can't understand the average joe
Devs do understand however when it comes to actually playing efficiently, the devs aren't around, they can only give players the tools and see what the average player does with them until someone above the bell curve does something different that works and everyone else copies, and it becomes common place or meta.
>>
>>2336724
>This thesis is supported by literal trillions of gaymers who keep saying they enjoy building cities in age of empires 2, surrounding them with walls, towers and castles, building up their army, maxing out and A-moving into the enemy, then watching your guys slaughter the enemy and burn down their city.
>What is the first rule of competitive multiplayer RTS? "Don't watch your guys fight, use that time to macro in base".
>And then the vast majority stay with skirmish against AI once they discover real multiplayer has nothing to do with what people enjoy about RTS games
This is why the total war games have survived and(unless fucked with by the devs) make money and have fans btw, they segment the build phase and combat into separate instances
RTS like starcraft and shift have problem with time = power so wasting time makes you lose
>>
>>2355011
>general unit behavior (settings that tell all units to defend this location <....
most RTS games already have this, all units default to defending their immediate surroundings when not given further commands, and modern games let you set a "rally point" for your unit production buildings that tells them "first thing you do is go there"
some games also let you set a retreat point, like Zero-K, where units will run away to and wait until fully healed.
>unit tactics
AoE2 already has this, and some other games (like ZeroK again) have a less cool but still useful "drag a line and the units will stand in that line" feature, as well as the usual "hold relative position if able while moving"
>targeting
most RTS games I know have two targeting modes: attack this guy in particular, and attack the closest thing to you, also known as the A-move. it's not a perfect spread fire but it's close enough and gets the job done.

so really tthe "RTS games are too hard" crowd is talking about games from 30 years ago as if they're games of today.

also, lol and lmao at how you didn't read the second post you quoted
>>
>requires hundreds of hours of learning to become fun
>Extremely toxic community
Huh I wonder why
>>
>>2355630
>be me, retarded 8yo playing Dune II
>has ton of fun
We are extremely toxic because apparently you need "hundreds of hours of learning" to achieve what a rug rat achieve after having watched the manual's pretty pictures once.

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>play
>press buttons faster than the enemy
>win
Why is this considered strategy and allowed on this board? This shit is basically just Osu but without the music and in pvp mode.
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>>
Why are map randomizers not a thing?
Imagine the seethe if a sweaty had to play an unknown map.
Of course it would need some kind of referee or point balance mechanic to ensure people who get the worse spawn do not get shafted entirely.
>>
>>2355086
>deliberately handicap yourself in a stupid unrealistic way
why? what is the intended result of this experiment? and most importantly, what game?
>>
>>2355407
Hey, it's not his fault you're too dumb to get the point.
>>
>>2355404
AoE2 has one that's decently popular iirc.
>>
>>2355404
They literally are a thing and referees order a rematch if it turns out after spawn that one player got shafted by generation.

>the cancer that killed total war
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>>2251844
It's strange that we're getting 40kTW and DoW4 at the same time, and they fucked up so badly by dumping relic for the iron harvest hacks that 40kTW might actually be the true DoW4 since they seemingly changed the TW formula so much.
>>
>>2346216
He has a place for you at the tip of his lance
>>
>>2346216
ALL THREE OF THEM LOL
>>
>>2316016
>I for one don't understand why people fellate FotS that much in the first place
Because it's Empire conceptually, but actually works.
That's literally it.
It's the only game CA ever made that is about line infantry volley fire and functional artillery deciding the course of battles and still doesn't suffer from obtuse mechanics that got introduced later. Basically the golden mean of stuff people wanted to see and acceptable issues and limitations.
>>
>>2346216
I have some kind of strange obsession with Imrik, specifically his ME campaign. Probably because of the Dragon Princes landmark which was the only way to make Dragon Princes viable in that game.
Dragon Princes in WH2 are that perfect level of high buy-in and shittiness that makes me obsessed with trying to make them viable, like Ultralisks in Wings of Liberty. You could just barely pull it off with Knights of Caledor and they were total dogshit anywhere else.

dwarven ethics edition

Previous: >>2312368
Avaliable for free at https://www.bay12games.com/dwarves/
or as a paid premium version on Steam or Itch.io

>What is the difference?
Both are the same game on the same version (53.xx). The free version uses ASCII as a tileset (but you can mod other usermade tilesets and graphic packs)
With the premium version you pay for a premium tileset + premium OST + access to beta branches and steam integration (if on steam).

>!!NEWS!!
1/12/26 - Dwarf Fortress 53.09 and 53.10 released since the previous /dfg/ with bug fixes, new portraits, and replacements for the goofy animal portraits.
>What is next?
Bugfixing/maintaince cycle and later Siege Update Part II, which aims bring some magic into fort mode by adding spellcasters and warlocks into the besiegers ranks, and have them set your dorfs pants on fire. Also some form of magical defense for your dorfs.


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New update dropped. Will upload in a bit
>>
General updates

Made happy food thought levels easier to obtain (more in line with newer food values).
Dwarves seek good meals more aggressively and value better foods over worse ones more precisely.
Stopped dwarves from forgetting friends/grudges they rarely meet after a few years.
Added item dimension check to strange moods to make sure they don't gather e.g. infinite cloth from hospital zones.
Stopped world gen interrogations from sometimes disordering known site records.
Fixed crash issue with error-logging for certain modded languages.
Fixed some potential multithreading stability issues.
Added some crash-proofing to conversations.
Worldgen now aborts instead of quitting the whole game when a raw object is missing.
Fixed issue causing deletion of nemesis records for units.
Made several distance calculations euclidean instead of rectangular.
Fixed issue with temperature check so that certain items (butchery products etc.) respond to temperature properly.
Changed filesystem for certain setups to support UTF-8 strings.

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>>
>>2355552
>>2355600
Does this means we need to make a new world gen, or can I continue playing my current one?
>>
>>2355614
It should be fine. They will usualy warn if something fucks up saves.
The only updates that break shit is when so big data structure changes.
And when new stuff gets added to the game, then they might only show up in new worlds since your current worlds never generated them.
>>
Uploaded

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Amevian edition

0.70 is live
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This is my ongoing game, 2.5k tilapi with bugmen slaves. I'm sort of going for a spartan society where everyone gets warrior training while the bugmen helots do all of the work. I had to install a mod to get the possible slave cap above the usual, and even then I haven't reached the real spartan ratio yet.

I was intending to go for a army/combat heavy game, but it seems that because my city has a much larger army and weapons stocks than probably expected for its size, raiders have largely stayed away from me. So I had to install a mod to reverse that too. I initially tried to go for the empire building subgame, but let alone battles, it's just been ages of waiting outside of towns and then having them surrender. By this time I've concluded that side of the game is still far too undercooked so I released all of my regions as vassals and retreated to my capital once more.

I guess my current project is getting birthrates up by constructing nurseries in my main city and however much I can fit in the outlying villages. It seems I've hit a wall in fulfillment so I can't get immigrants anymore - though I sort of like the idea of a fully native population, in any case.
>>
These uncollectable corpses of dead old people are piling up in my homes and it's a real pain the ass manually collecting them by dismantling the home and rebuilding it again. Do uncollected corpses disappear on their own over time? My health is above max anyway, and if it means I can just leave them to turn into ash on their own, I'd happily tank a little hit.
>>
>>2352554
I hate warhammer fags for trying to make everything a warhammer mod. Combat in that one is horribly unbalanced too.
>>
do you guys bling out your throne room and build like a castle for it or do you just place it and forget about it?
>>
>>2355503
I place it in a fortified castle to play sieges in, preferably outside my main city so the battle doesn't break my rooms

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>removes features from the game and replaces them with unfinished ones
it's over, isn't it? we will never get a proper city builder with combat
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>>2355297
restart until you get rich iron as your resource. Get tools building up before your starting tools run out. If you have raids enabled get 2 plots to level 2 and make a blacksmith a joiner. Make sure the plots you upgrade like that only have one family and not too, they are very efficient so anything more than 2 is a waste.
>>
>retardedly settle a new territory in october
>everyone starves
Lesson learned
>>
i hate that settling a new region controlled by AI takes over their buildings and population. i get that this is not "genocide simulator" but i just hate having to deal with whatever dogshit they've built
>>
>>2355297
the noobs keep rerolling until they start with rich iron and stone. the pros look at what resources their region got and pick the correct village origin card to make the most money from it
>>
>>2355302
The AI lord can hire mercenaries
So your counter is to hire them before him

What strategy game has the best logistics mechanics?
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>>2339788
Aurora4X, X4
Shadow Empire is basically that image except made by someone who understood it as a meme.
>>
>>2339788
OpenTTD
>>
>>2341490
>Warships cost command points. You get command points by building starbases. You get more points by upgrading starbases, and communications tech. If you exceed the available command points, you have to pay cash every turn.

this was pretty shit as the various starbases are the most expensive things to build. MOO1 had more streamlined mechanics.
>>2339788
Themepark and Rollercoaster Tycoon and SimAnt.
>>
>>2354714
Tower Defence count for "logistics"? then Gem TD custom maps for Warcraft 3.
>>
>>2355572
Too bad MOO1 had that silly anti-immersive slot system for designs. Wish RotP didn't keep it.

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Hi guys. What do you think about this upcoming 4X Grand Strategy game? Unlike similar titles, you already manage a vast but declining empire.

https://www.youtube.com/watch?v=wRhPm-FSHGo
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>>2355161
No, it sort of plays like a cross between a Paradox grand strategy game with more simple building mechanics along the lines of Total War. As far as I can tell the 'point' of the game is to reverse the decline of your country. You start with a massive empire that has tons of problems, it's close to falling apart, broke as shit, but still a fair amount of resources that you're supposed to survive with by triaging issues. Unfortunately as I mentioned the UI is kind of bad and often doesn't tell you what you need to know
>>
Been having this on my wishlist.
Will wait for some more reviews.

Also gives me some Shadows of Forbidden Gods vibes, which was great.
>>
Well, I was expecting it to launch to mixed reviews. But it actually launched to so little reviews it didnt even generate a rating. What reviews exist are positive though.
It has been on my wishlist since 2022 though so I will probably get it. My only hope at this point is that the dev doesnt get demoralized from the lack of attention and abandon it
>>
I will check it out because some trannies are sneeding about AI and I don't care
>>
Boough it, hopefully the refund window will be enough to tell me if it's good.
If it's half decent I wouldn't mind keeping it just to support the dev.

>>2355395
Based.

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now that it has been cracked, whats your excuse for not playing the BEST anno title?
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>>2332820
You're wrong.
Anno 1800 unleashed a new wave of autism where your coffee factory now also produces bicycles for some reason.
>>
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>plop down pier on the opposite of the island
>as its closer to another island
>my current trade route ships decided to use this new pier instead
Can I select which pier to use when setting up a trade route?
>>
>>2353709
You can upgrade to an advanced pier and have them only accept one trade good. I think you need the kangz DLC for it though.
>>
>>2332594
I haven't touched any of the newer Anno games since 2070 which was fucking terrible. Is this one ever more dumbed down?
>>
>>2353467
I like 1800 too, it' s great, just don' t want to play that much city builders.

Have you tried New Horizons (the Chaina mod)?

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TFR is dying edition

——-MODDING RESOURCES———
>bit dot ly 3GPdwPD
General Index of tutorials for photoshop, GFX, scripting, etc. This is a google doc, so be aware.

>https://hoi4.paradoxwikis.com/Modding
General article hub on modding, also has a lot of info in general on all pages.

>Text Editors/Coding
https://notepad-plus-plus.org/
https://www.sublimetext.com/
https://code.visualstudio.com/

Programs to write out proper syntax for code/scripting. Try to keep everything centralized in one program if possible; experiment and decide which one is right for you.

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>>2348441
>cropped to hide the trans and pride flags next to NATO
>>
>>2348460
it's the same flag
>>
I decided not to play TFR again until the American Experiment comes out. A lot of stuff feels hollow, especially playing as the NSM. Almost no events and the focuses don't even have descriptions.
>>
>>2350613
sence day one I've been waiting for the NOI
>>
>>2335658
Not trying to start shit, but american education level is currently so bad american teens and young adults are 1/4 illiterate, and most of the remaining ones have difficulty with "difficult words".

Criticize Russia all you want but their people are still obligated to learn to read and they have some good historical authors, like Tolstoy who you mentioned, that inspire them to love literature in general.

This is probably what bothers you, americans don't have any motivation to learn or write anything, no good authors or books other than moby dick yadda yadda. To hate Russian writers because they make an effort to learn to write and read out of love for literature is not an own, it feeds into america's ignorant view of the world.


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