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Showing content with the highest reputation on 2022-01-03 in all areas

  1. Hello people!! Happy new year everyone! I hope y'all had some nice holidays.. here it's been a bit of a mess getting sick for a couple of weeks. I took advantage of the circumstances to advance a bit with this little project. I wanted to share some advancements with you all so I made this little bullshit promo image ahahaha - Anyway some changes have revolved around a restyle of the current civs and now I finally tackled the new one the Rus which is already quite playable! - I tried to introduce also some little game mechanic variations, like a couple of buildings in the roast when necessary and some alternative techs for some civs. Nothing extraordinary, but maybe it could be a bit of an experiment for features in the Vanilla About the assets: - Music have been sourced here: https://pixabay.com/%2Fsv/music/ and https://archive.org - Textures have been sourced here: https://www.textures.com/ which is a pretty good repository for assets that can be used for game production and similar (it clearly states in the terms that: "You are allowed to use our photos for many kinds of projects and even sell them in combination with 3D models.") - The rest of art / 3d models and illustrations have been made by me (aaand the previous people that worked on it obv). So is 100% free stuff The game still need some polishing but I feel like it's getting to a nice advanced stage, so guys I would be happy if some of you want to try it out and share some feedbacks. The game can be downloaded here: https://github.com/stereotipo/millenniumad
    7 points
  2. Hi, dropping something a BAR friend made for 0ad (Floris): Hope you like it :-)
    5 points
  3. Btw: I think you had also worked with Millennium AD previously, if I'm not wrong .. right? I remember you made Umayyads units which were super cool and probably my favourite! ehehe I wanted to ask about some of the original material, like the portrait units that I couldn't replicate exactly, but I was a bit too timid to ask around and I wasn't sure you were still active around and interested in this Sure! It would be super cool to have you onboard if you want to have fun again!
    3 points
  4. That looks awesome if you want guys I can accept your merge requests here https://github.com/0ADMods/millenniumad or give you after discussion with @Stan` some access so that the work is not duplicated.
    2 points
  5. Do you guys need help with new unit textures?
    2 points
  6. Hello game Dakara vs Dakeyras Dakara vs Dakeyras.rar
    2 points
  7. Slightly adjusted the old helmet mesh and made a new texture for it. I remember @Alexandermb tried working on the cloth helmet too, should it commit this one instead? @Stan` Cleaning some unit textures too
    2 points
  8. Ok guys I added all other ranged units to the mod, now calling it the "sauce_update." I figured if we add it to archers, other units should benefit from this change and we can now test it for all the ranged units in the game, does anyone want to setup a TG using the mod?
    2 points
  9. https://www.epicgames.com/store/en-US/p/rise-of-the-tomb-raider Free until 06.01.2022 at 5:00 PM https://www.epicgames.com/store/en-US/p/shadow-of-the-tomb-raider Free until 06.01.2022 at 5:00 PM https://www.epicgames.com/store/en-US/p/tomb-raider Free until 06.01.2022 at 5:00 PM
    2 points
  10. So, I implemented a huge change to heroes many months ago. While I've made a lot of progress, there still remains a lot to be done. Essentially, the player chooses a Hero at the start of the match, and this hero is your civ's leader for the remainder of the match. You can retrain this hero 5 times throughout the match if they are killed. And this Hero's cost increases for each passing Phase. All heroes have these 3 auras standard: "Forced Labor" Nearby Builders construct buildings +10% faster "Supply Lines" Nearby Gatherers +10% gathering rate for all resources "Stalwart Defense" When garrisoned in a Structure or Siege Weapon, the hero gives it a bonus of +2 capture recovery rate Each Hero has his or her own special bonuses and auras. Sample: Hero Aura or Bonus 1 Usually something combat related Aura or Bonus 2 Usually economically related or some kind of other bonus; sometimes a secondary combat aura or bonus Special Technology Selecting this hero unlocks a special technology that is usually related to the hero in some way Upgrade to Mount (or other special state) This is usually unlocked in City Phase Mounts have greater speed, trample aura, extra health, etc. Horse Elephant Chariot ======================================================================= Hero Selection Samples:
    1 point
  11. Today, I tested the latest svn26161. I compiled the game program using vs2017, and the compilation failed: 18>LINK : fatal error LNK1181: cannot open input file 'D:\trunk\binaries\system\engine.lib' 18>Done building project "test.vcxproj" -- FAILED. ========== Build: 14 succeeded, 4 failed, 0 up-to-date, 0 skipped ========== I cleaned up the solution and tried to compile again, but it failed.
    1 point
  12. Can't look at specific stats individually. Have to look at the big picture. You can win games with high k/d ratio while extremely low economic stats (e.g., Carth Merc). You can win games with extremely low k/d but really high economic stats (e.g., Mauryas/Persians who can outpop other civs by a lot). You can win games with extremely low k/d and extremely low economic stats (e.g., tying up the best player on other team). You can win a 1v1 with low k/d but capturing a lot of buildings (e.g., outmaneuvering the other player). There is no way to interpret the stats just a good way to measure average progress. There also should be an "idle unit time" stat that takes into account units garrisoned inside structures (except for mercs - that should be a seperate stat).
    1 point
  13. kill/death ratio means ratio of enemy units killed/ your units lost. It is an indicator of how well your battles are going. Usually you want to kill your enemy more than he kills you so a KD greater than 1 is good and a KD less than 1 is bad. It certainly is possible to win games with KD < 1, but it is not common.
    1 point
  14. KDR = Number of units which you kill (except gaia units) / number of units which you lose (also while fighting gaia) So 0.9 sounds not great. But this depends also on the unit types, so 0.9 can actually be good if your opponents use units which are more expensive.
    1 point
  15. Here's something @Radiotraining 256x256 resolution working files based on the Norse unit texture working files and current textures that I use norse_256.psd
    1 point
  16. AWESOME!! ^^ darn..! Sorry to hear about the laptop incident that really suck! I hope to not face a similar trouble No worries about the material.. if it's possible to recover something it would be great, but I can still use what's already available! No stress You mean about units? I guess I'm fine with it! I saw some of the models you shared recently and they seemed to work pretty well, so I don't think there's a problem with resolution. I only used larger files for the buildings to host more textures and also have more crisp details. But that comes only from my preference. I'm not that experienced with modelling after all, so I'm interested to hear who has more experience and knowledge than me in the matter
    1 point
  17. Let me patch up some of my working files that I still have with me, most of my materials were at my old hdd which I still haven't accessed yet to recover Yes, I am a project member for Millennium AD, just got occupied with school related stuff plus my old laptop gave up on me so I was not around for almost a year. Count me in, let's slowly work on things. First thing that I want to address is that if we should still use 512x512 textures or maybe use 256x256 since most of my current working files are at that resolution
    1 point
  18. Hey man!! Thanks so much! I wouldn't have hoped for this proposal! especially since I've seen your great work recently! Short answer: yes. Some help on that would be very appreciated. Especially because it's just me (and @Andronikos Medina) working on it at the moment, and I'm bad with units texturing LOL. Honestly is really the part I would need some assistance! I tried a bit, but I'm starting from scratch and the material available in the trac is pretty old so not much usable sometimes.. it would be cool if you also want to experiment a bit with this! Maybe we can find a way to collaborate so it becomes a more easy work for everyone involved? I would definitely love to give it some final polish and I definitely appreciate the help of whohever has more experience in the field!
    1 point
  19. 1 point
  20. http://www.twcenter.net/forums/showthread.php?71605-New-factions-in-Iberia-TW-Gold
    1 point
  21. Also wondering if we can use Millennium AD's round shield mesh to replace our old one in the game? Does it have too much polycount to be added as a prop in the game?
    1 point
  22. Ptolemaic Egyptian Heroes Note: Every Aura, Bonus, and Tech are subject to change and to critique. Please give suggestions for balance or ideas for better bonuses. Cleopatra VII "Father-Loving" Actors: Incomplete Templates: Incomplete Aura 1: "Consort" Type: Range Allied Heroes +50% health; Enemy Heroes -50% health Aura 2: "Patriotism" Type: Range Ethnic Egyptian soldiers fight +20% faster Tech: "" Phase: Research Structure: Library Mount: Chariot Cleopatra rides her golden chariot when upgraded Ptolemy I "Savior" Actors: Complete Templates: Complete Aura 1: "Mercenary Patronage" Type: Global Mercenaries -25% all resource costs while he lives Aura 2: "" Type: Range Tech: "Euclid's Geometry" Phase: City Research Structure: Library All remaining technologies -50% cost Mount: Elephant Ptolemy I rides his war elephant Ganymede when upgraded Ptolemy III "Benefactor" Actors: Complete Templates: Complete Aura 1: "Conquest of Babylon" Type: Range Nearby Soldiers +20% attack bonus vs. Structures Aura 2: "Serapeum" Type: To be determined Tech: "Decree of Canopus" Phase: City Research Structure: Library Egyptian Priests +50% health, +50% healing range Mount: Horse Ptolemy III rides his war horse Nephthys when upgraded Ptolemy IV "Father-Loving" Actors: Complete Templates: Complete Aura 1: "Raphia Preparations" Type: Global Egyptian Phalangites +10% health and -25% train time during his lifetime Aura 2: "Elephant Expeditions" Type: Global War Elephants -25% train time; Elephant Stables -25% build time Tech: "Tessarakonteres " Phase: City Research Structure: Library Heavy Warship +50% health, +2 default projectiles, but -25% speed Mount: Horse Ptolemy IV rides his horse Hathor when upgraded
    1 point
  23. You can check out UnitAI and then specifically the part around finishing construction. Units look for the closest resource there.
    1 point
  24. Nah, that's fine for the mod. It would probably just get streamlined if folded into public.
    1 point
  25. I don't think its necessary either, but since that is what @LetswaveaBook included for the first mod which only changed archers, I thought it best to continue with the same exact change for the other ranged units. I don't think it makes a difference tho, but for simplicity's sake I could change it.
    1 point
  26. This is a distinct possibility, and what I say when people argue against Hard Battalions™.
    1 point
  27. from brief testing of my mod update: Pros: battles are more balanced with both melee units and ranged units taking damage from ranged units, no more meatshield meta. battles look cool. Encourages healing: the victor has a higher number of higher ranked, but also very damaged soldiers, healing these units will be valuable. Healing during fighting is stronger now. intricate army composition is key to victory. better performance because of less overkill. Cons: less micro: players odds of winning an engagement are less dependent on their micro and more dependent on upgrades and army composition. (this is a big issue for me, but maybe new more subtle micro techniques will arise) Let me know what u all think. I think we should get a TG testing scheduled.
    1 point
  28. Double right click a swordsman (selects all swordsman), Right click 1st ram, Shift Right click 2nd ram, Shift Right click 3rd ram (creates order que). They will attempt to finish off the 3 rams in that order. This has always worked for me, but I think that adding ctrl to key mix may have some advantage, but I am generally fumble fingered under that kind of stress. I tend to keep garrisionable defensive buildings filled with swordsman. In which case I select the building (preferably before the ram reaches it), right click the ram, then click the icon to empty the building. For weakened rams sicking a CC full or women on them is sometimes sufficient.
    1 point
  29. Eventually, I want 4-5 heroes for each civ.
    1 point
  30. Back for the first Sunday game of 2022! Replay download below SG.72 4v4 Don't Poke the Bear.zip
    1 point
  31. I made a mod, where I gave archers buildingAI or tower targetting. In these settings, I set up 15 archers+pikes vs 15 skrimishers+pikes. The side with the archers won(13 archers survived, but there appears significant randomness and sometimes the side with the javelins wins). I also set up 5 archers+pikes vs 5 skrimishers+pikes and this time the side with the skirmishers won narrowly (4 pikemen won with a total HP of 103, but that is only because the archers did not run away after the javelins died). So (1) will shift the balance and it does enough to counter pikemen. Archers+pikes won't be OP, it is just that pikes lose some of their usefulness if they no longer absorb all damage. TemplateModwitharchbuildingAI.zip
    1 point
  32. Here the matches of Letswaveabook vs me Letswaveabook_vs_WeirdJokes.zip
    1 point
  33. Happy New Year to all and thank you again for this great game that you bring to life and evolve
    1 point
  34. Gelukkig nieuwjaar iedereen, ook voor @Grapjas!
    1 point
  35. slowly slowly I'm updating the mod to include some new features, assets and all the good stuff. If you want to try it out, you can find it here: https://github.com/stereotipo/millenniumad Current changes had been : - A full building set for the Umayyad civilization (was lacking) - An update of some Byzantine buildings, to make them more historically accurate and improved textures (thanks to @Andronikos Medina for his historical supervision, as scholar of Byzantinism) - A new civ, the Rus (currently on hold) with new planed features and mechanics Today, as a personal exercise I also made an alternative splash screen, featuring the Norse and I'm planning to make a few more! Once completed, I hope that this mod can have the chance to promote 0ad and Wildfire Games through early medieval history!
    1 point
  36. This one is actually quite fun. If we can't include the Han for some reason, my vote is for this. It really closes the circle (pun intended).
    1 point
  37. 1 point
  38. Han themed: Zhang of Han https://en.wikipedia.org/wiki/Emperor_Zhang_of_Han Zhang Qian https://de.wikipedia.org/wiki/Zhang_Qian Chinese themed: Zen https://en.wikipedia.org/wiki/Zen Zhuge Liang https://de.wikipedia.org/wiki/Zhuge_Liang Zhuangzi https://de.wikipedia.org/wiki/Zhuangzi Zouyu https://en.wikipedia.org/wiki/Zouyu Zhurong https://en.wikipedia.org/wiki/Zhurong Zhulong https://en.wikipedia.org/wiki/Zhulong_(mythology) Zhūquè https://en.wikipedia.org/wiki/Vermilion_Bird Greek themed: Zeus https://en.wikipedia.org/wiki/Zeus Zephyr https://en.wikipedia.org/wiki/Anemoi#Zephyrus Persian themed: Zoroaster/ Zarathustra https://en.wikipedia.org/wiki/Zoroaster
    1 point
  39. Plans yes, what will happen may vary, as they were supposed to be included in A24 (had to fix the innacuracies, didn't make it in time), A25 with the fixes didn't get there in time, so who knows
    1 point
  40. link to valis video: Final version. This was supposed to be a random rant turned too long by me but it changed into something different. I spent some time to clean it up well grammatically and in terms of coherence. This should very easy to understand i removed 99% of all of the grammatical errors and all the incoherent or hard to understand parts have been removed or fixed. I also separated the sentences or groups of sentences by either general theme or just for simply making the parts maybe difficult to some to grasp have separations per sentence so you can think about and see each sentence more easily. DISCLAIMER!: I understand that just because you don’t follow these things doesn’t mean you don’t know them I know 0ad is mainly a sport about mental endurance ,multitasking, reflexes/micro and stability 0ad skill is very mildly related to the intellectual capabilities of a player. mentions not scouting (mortal ,stupid easily game ending ,irresponsible)mistake <3 mentions wood food balance fix basic idea (send units to lacking res from floating res) mentions too many units on wood line <3 don’t overload wood line to reduce units wasting time from bumping into each other and also the eventual walk/idle time caused by moving to the other woodline with so many units. depending on woodline size start a new one based on woodline size/men on that line. I guess that needs intuition. Here’s an easy to remember general rule of thumb: small woodline : get new storehouse placed on a different woodline for future woodcutters to walk to when spawned when unit count on that patch=20-25 med/large=25-30 and try to keep units on a single woodline for as long as possible. Do that so they don’t waste eco while walking to new one. Of course in extreme cases u might want to only keep 10-15 on woodline or even up to 45 but place 2 separate storehouses for the huge woodline u got 45 men on. prevent issues by following the heuristic above. mentions wood tech for nubz try your best to get the wood tech when you have between 20-25 units on wood. for experienced players from what I recall do your best to time getting the tech so that when its ready around 23 units are on wood. for food 6 farms for nubz and for experienced around when your going to have 6 farms or later. later is fine just get before placing the 7th farm) mentions "ego p2-ing" <3 which means p2-ing just to tell yourself that you p2-d at 100-120 pop and thinking like this is a very nub idea. pretty much almost literally only reason you p2 in the first place is that at around 100-110 pop or something approximating that spending the insane cost of 1000 food/wood to unlock the costly but very important p2 15% eco techs for food and wood is necessary for optimal eco development. you should be able to instantly get all techs you spent 1k for the simple privilege to unlock upon reaching p2. otherwise extremely wasteful to p2. if you messed up and can’t afford to do what’s mentioned above: balance out food/wood as fast as possible to p2 while keeping some wood/food to keep barrack(s)/cc active. Its wasteful to keep production buildings empty. In a standard build you need to float 550 wood and 200 metal so that upon reaching p2 you can get the food/wood upgrades asap. There are exceptions to this for example it’s often not worth getting food upgrade when pto because 25 food costing men so you need less farms. Less farms means less advantage gained from % increase of total unit productivity which makes it not worth it as since 200 wood 50 metal is worth it for 30 women on farms 300 wood 150 metal isn’t worth it for the same amount and you very likely won’t get more than 6 farms with your main solider unit costing half the food. Logically you’ll probably use a bit more than half the farms you’d normally use with the bit more being used for women and more food costing units you train in minor numbers. this is a relevant general rule of thumb everything is situational and can change based on various unique factors that occur during every match. Other important reasons to p2 exist, mainly if you are going to do a large rush it’s great to match phasing up to engaging the enemy as the 20%+ hp advantage added with unlocking the techs, more territory and more unlocked buildings can be a huge motivator which can easily allow you to p2 even at as insane pops as 60,70. mentions barrack overload one of the ways to balance eco when you already nubbed overdoing wood/stone is by slightly overdoing barracks but of course not good to be in that spot but it’s a good improvisation option (jc and wendy overdid too much though even with gauls needing to get more barracks for optimal eco because cheaper than normal barracks both build time and cost wise) mentions rotating buildings for efficiency (important should be auto in your mind) repeatedly cries about wood walk time reducing efficiency of like 20-30 units by 2x/3x XD talks about mine storehouse count there’s a square collision point on metal and stone in relation to the animation orientation that you can memorize if you are insane. Pay attention to that by looking at the shape of the collision line of your units mining and use that for placing the second and the third storehouse. if necessary I’d say eventual 2 per mineral is a must or 2-3 total if some storehouses are used by both metal and stone miners.do this for max efficiency especially if getting p3 techs for the minerals. Potentially you could place up to even 4 storehouses per mineral maybe this is viable when you are p3 with all wood techs with wood being cheap and want to maximize mine efficiency with this insane fashion in this case each storehouse would accommodate 8 units with virtually no bumping into each other issue. If you do the 4 storehouse strategy get 1 woman per 7 men so 1 woman in each of the 4 batches of 8 to perfect the mine rate. mentions proper fort positioning relevant AsF easy rule to follow is if your placing on risky spot get 1-3 towers like a defensive frame way ahead of fort placement spot first so you secure it. If you get on medium risk spot you can get outpost with vision upfront or put few units way ahead to just patrol around where enemy might come from to deny your fort. these units can be ranged infantry not necessarily cav. Place outposts that have vision tech at the obvious potential enemy attack line spots. Scouting literally all the time throughout the game so you can tell how many forts enemy has, the weak spots the enemy has ect. so you can predict enemy actions like a siege attack you can counter with prepped anti ram. This is extremely underrated. underdoing late game barracks also exposes you to significant risks from small attacks. You could’ve dealt with these attacks with extreme ease had you have had 7 or even more barracks at that time with 7 barracks you can make 14 cav in like 20 sec enough to counter several rams assuming they are alone or other siege guaranteed while with having 3 barracks you will never be in time. That’s assuming you had outposts and saw them coming. mentions wounded unit retreat to heal. Nice! I have "O" set pretty low like below 40% like 33% so you can select really wounded units without overdoing it. cata area dmg is insanely op. Cata cost per dps vs mass of units if an infantryman rate is "x" cata rate could be 10x or even 15x especially vs ranged inf and you can target ranged inf behind mele because you have to micro each attack with shift click anyway with cat as cat target buildings automatically. Catapults are far more op than bolts which would probably be 5x-8x or something but bolts are faster in movement and unload of course. You can also snipe ele/heroes to neutralize heroes early on during a fight or take out enemy crush dmg unit significantly crippling enemy capacity and removal of elephants allows for easier use of units weak to crush damage which deal crush damage as elephants are extremely resilient vs crush damage and deal a lot of crush damage. Anyone who thinks when seeing obvious stupid mistakes from someone that the player wasn’t intelligent enough to have thought of the issue should know that 99.9% of the time its just confusion from brain overload that causes the mistake. 0ad is a very intense game so it’s not surprising that some days you are much worse at playing than others. Even "good" players make insane mistakes because of simply low stamina(at that time)/brain juice. Maybe they feel tired that day(week’s ,month’s) or are feeling off and that’s an easy to cause skill drop cause. It’s true that top 3-5 players are insanely stable and competent physiologically in sustaining proper functioning for long periods of time in a stable manner but don’t think that everyone is like that. It’s a big mistake to assume that everyone functions in the same way you do. It is also extremely self centered and arrogant to think so. everyone doesn’t have same capacities ,weaknesses or potential. For those stable ones their gameplay in several matches skill wise is extremely similar they can’t really play much better or much worse than their average skill level although even they can get really weakened significantly from getting sick or in any other way suffer anything that weakens you physically. These types off people are the best at reaching the top of 0ad. number one issue stopping people from improving in 0ad is physiology. yes it’s fun to think of 0ad strategies and non-simple matters but what really matters for being a good player and nearly practically completely decides your skill is: physiology. Stamina 45%-self explanatory multitasking efficiency 22.5%-extremely low cost in stamina to be aware constantly, of many extremely simple variables. micro22.5%-reflexes in fighting and micromanaging basically anything that requires lots of clicks, timing or reflexes. then comes probably the (areal)awareness 5%- real time awareness of your future potential and theoretical plans: strategic building placement, enemy unit(s) theoretical position awareness based on units speed and last seen position, knowing all likely enemy’s future plan(s)(for example if they didn’t scout and they are a competent high rated player you know they won’t risk attacking a point that as far as they are concerned will be highly secure), mineral(s)/woodline(s) position awareness ect. key point awareness. (areal)awareness5% also includes the skills of "trapping" unit(s) with same speed units or slower, map control, woodline/working men positioning, attack planning, scouting, outposts, targeting enemy awareness(targeting enemy scouts/outposts). the % of relevant stats for a player might be mildly confusing but I think I wrote it quite clearly and it should be understandable .Of course not all pros are just good at those specific proportions for example Valihrant is highly reduced multitasking(10%+?) but insane micro his endurance is huge but slightly less than feld and borgs I’d guess 5%- less(5% of the borg/feld total stamina) although right now I’m sure his stamina is even larger than those 2s stamina as those 2 don’t play much recently. He is unmatched in micromanaging things and sustaining this insane micro use with much less stamina cost than anyone else in 0ad. Although you could argue that maybe he is just incorrectly using his stamina by exhausting himself with extremely costly micro abuse. In that case maybe his stamina is 50% larger than borg or felds and he’s just not using it wisely but I don’t think that’s the case people usually naturally intuitively lean in the most efficient direction as they progress and improve over time. You can tell while he plays he occasionally forgets houses ect. and during a game randomly keeps quickly turning to random usually multitasking tasks as if they were an enemy attack. An extremely high level multitasking player wouldn’t forget simple variables ever even in the most exhausted state as a high level multitasking player has such low multitasking stamina cost. An extremely high level multitasking player wouldn’t need to with such high speed/intensity manage his eco or adjust it as it would all come to him naturally. You can see in the way he thinks in commentary his style is really not about saving as much energy as possible with minimal micro/improvisation/high intensity and expending stamina in a calculated manner. Stuff like being aggressive, constant high intensity high harass often with small amount of cav exchanging your stamina for enemy’s stamina with the one with superior micro suffering far less in stamina loss but this has no other ulterior motive like a clear strategic plan towards victory) ect. The few cav often highly outnumbered by enemy woodline forces stands no chance of directly attacking the enemy or scaring enemy off the woodline making him lose position thru simple proportion of strength its simply human error based play not error of something relating to intelligence but of something simpler, micro. This isn’t multitasking as the tasks that are often optional but are still preferred. The tasks are too complex and frequent this is all conscious all on the surface of the mind at once functioning in conscious clarity aka micro. More like fighting or playing basketball 1 one 1 or a primitive FPS? than lets say umm what preserves alot of capacity for a calculated use? a caveman hunter gatherer? I’m getting off point... There’s a strategy style of defense : defend ,progress with perfect security and look for an opening, an advantage to expend your saved capacity through and there’s a strategy style of offence : keep attacking and exhausting the opponent wait for HIM to make a mistake you can take advantage of to secure the victory offensive style. Of course most players fall in the middle. If i get a total of 5$ worth donated here i'll write a 500 words of content relating to something interesting in 0ad in same or superior quality to this essay. For any requests also PM me here on forums. When you send an amount send a wierdly specific amount > pm me the amount and suggest a topic which i might pick based on donated amount and the subject suggested. Monero - 84iSSAx1H6mWG7z49sgcBe7ZWfLHoQp4TCMcpnq94KZpGPKqRehMZ8LeKMpADRaiCEMSJKmcueLU1HLtPTqu6nDQRQDNU9o Bitcoin - bc1qtgl8mr6f6fcdgj5x92vd37jhvceft7e4j06g3d
    1 point
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