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Charah

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Everything posted by Charah

  1. Good afternoon, I guess about this. But I don't have an exact understanding of how it works, and it is perceived rather negatively. I understand that not many people probably play with bots, but still, at least for beginners, they should be worthy rivals in order to understand the basics of the game. Still, I want the game to get better)
  2. Maybe you should rename this mod to PATCH 26.01, for example.
  3. I like the direction of development. But I'm still testing your bot and I'm ready to share new information: 1. Gauls don't make swordsmen 2. Brits don't make horsemen with swords and dogs. 3. Women often hide later than they would like, but already better than before. 4. When attacking the city center, the battering ram, standing nearby, tries to hide in it (moves towards it) 5. The Kush, Persians, and Mauryas make the "archery traditions" one of the first improvements. I'm not sure that this improvement is so necessary that it would be done immediately after the first two women. It seems to me that this has a bad effect on the economy. 6. Kush still makes a lot of mercenaries, depending on the situation, but elites (except elephants) practically does not. 7. Carthage is not worth mercenaries at all, uses only spearmen, archers and sometimes horsemen-throwers. This is a huge problem for this faction. 8. The bot is still laying trade routes very close to enemies, sometimes through enemy territory (after capturing foreign markets) or near fortress towers. 9. The bot does not improve the towers. I don't know how necessary it is at all, but you never know. Now one more general remark, it is extremely inconvenient for me to distinguish units by icons. If the infantry is more or less different in appearance, then the cavalry is a huge problem. especially the Persians with their 7 types of horsemen. It may be worth doing something about it, it will be very difficult for beginners (and not only) to figure out during the battle what exactly needs to be ordered. Changing the proportions of the interface does not help. At 125%, it groans very large, the center of the screen gets out too far, limiting the view. The icons are all arvno not very well understood. It would be desirable not to increase it more, but rather to increase the length to the left and right, and the size of the icons too. Perhaps it is worth adding the ability to display the designation of at least his weapon when hovering over the icon? Or make the weapons on the icons more visible. For example, Han horse archers have weapons clearly visible, but swordsmen and spearmen do not.
  4. Yes, I use a translator, I'm sorry, but my knowledge of the language is not enough to communicate without it(( fat in this case means too much, too strong. Yes, it seems to me that these fighters can be made analogues of Spartan swordsmen. Just having a T3 fighter at this stage can greatly break the balance. Although I judge exclusively from fights against bots. Online games may show otherwise. By chariots - this can be an interesting mechanic. A melee chariot could look interesting, and besides, it could only be used to move fighters quickly across the battlefield. Maybe it's worth making them "empty" by default, and giving players the opportunity to plant soldiers in them themselves? Or make an improvement? once mechanics are possible. But there is a problem here - overlapping models on top of each other. Now the models go into each other, which looks very bad. For companies, most likely yes, there are not enough models. You can go for a simple option - as in the old games, just take the models of ordinary units in maximum pumping and add something to them, such as flags, flags, changing the colors of clothing and armor, etc. So you can make officers or generals there. Heroes can be left as is, just work on the balance of faction bonuses and bonuses. As I wrote above, the game has problems with this. Because historical features can set a very narrow scope of possibilities. You can go the other way - choose, conditionally, 5-10 bonuses, economic, attacking, defensive, etc. and balance them. Then give each hero 1-2 abilities, depending on their strength. Without getting attached or little attached to the story. In some mods or games, each faction may have sub-factions, development options. For example, depending on the chosen hero from the Kushites, I could get a discount on the elite infantry of the temple of Meroe and pikemen, and choosing another one - a discount on cavalry. The third one can give a bonus to the defense or attack to the soldiers around.
  5. Good afternoon, I am glad that the project is developing. But now I'm throwing a whole lot of negativity, please don't be offended. I do not know who set up the AI bot, but you partially broke it. Comments on the behavior of the BOT Petra in general: 1. The bot does not make part of the units. 2. When switching to T2 and T3 (and after some time) the bot may stop making some units of the previous era. 3. At some point, the Ptolemy and Selekvids bot may simply stop making citizen warriors and women. As a result, its economy is simply dying due to lack of resources. For understanding – at one point in the battle between two bots with approximately equal population, the ratio of workers was 40 to 160. 4. Since the bot moves attacking units from point to point, is it possible to make them move in formation? This can get rid of the situation when the cavalry has already died, and the heavy infantry has not even reached yet. 5. Women have become a little more active in running away during an attack, but still do not hide and die in packs. 6. Soldiers are still massively stomping into towers and fortresses, paying little attention to the enemy. Their behavior has become a little better, they react more often to an attack, but at the same time the shooters die in packs, trying to get through a bunch of enemies. 7. The bot studies espionage and anti-espionage technologies. What for? He can see the whole map anyway. 8. The Spartan arrow launcher is still used by the bot to shoot at buildings. 9. When setting up a building, how does the bot calculate the distance? Or puts it in pre-specified places. Very often warehouses and barns are located close to the source of resources, only on the hills, and resources are at the bottom, as a result, units go back and forth a lot. 10. Elephants and heroes on elephants are trying to hide in the fortress. Some comments on the behavior of bots of different nations: 1. Kush does not make swordsmen and mounted spearmen. On T2 (after some time) makes only pikemen and archers. 2. Kush on T3 often makes too many mercenaries, to the detriment of the elite and battle elephants. 3. Kush does not make a cavalry of spearmen-citizens (in any case, I have never seen them) 4. Ptolmei on T3 often does not make pikemen and slingers, as a result, he runs out of workers and the economy dies. Probably, the matter is in priority – mercenaries (spearmen and archers), by classes for AI replace the usual infantry and "stronger". 5. The same situation with selekevid. 6. Han on T2 and T3 does not make cavalry with swords, and this is their only unit purely with a chopping attack, and they really have nothing to fight off rams with. 7. Han does not use ministers and does not create foot archers. 8. Athens does not make epibates (and this is the only unit with a slashing attack) and often prefers hired archers rather than elite ones. 9. The Persian does not make riders with an axe at all, and this is the only unit with a significant chopping attack, which means they have nothing really to beat the battering rams with. 10. The Persian often makes horsemen with spears after studying elite cavalry, when they are no longer needed, but does not make them on T2. 11. The Persian does not make infantrymen of the Lydian auxiliaries (spear throwers). 12. The Persian does not use immortals with bows. 13. Sparta and Athens do not or do not improve the "Hoplite tradition". For them, this is one of the most useful improvements. 14. Sparta - in half of the cases, the bot uses not battering rams, but arrow-throwers to attack buildings 15. Mauri does not make swordsmen and horsemen with swords. Does not make warriors with a mace and archers on an elephant. As a result, there are no infantry to destroy the rams. Only their battering rams and elephants. Notes for map developers: 1. On the map of the Gali Highlands – bots can't get to the cows in the pens 2. The Greek Acropolis is on the map – the bot also cannot get to the sheep and the tree behind the fence 3. Do not surround resources with a solid wall. It may be beautiful, but it can break the behavior of the bot. Questions and thoughts on balance: 1. Isn't it fat for Athens to have epibates on T2? Top swordsmen from T3 are not too much at this stage? 2. Why do the Persians need chariots? In terms of parameters, they are identical to horse archers. 3. Absolutely unbalanced heroes in the game. I have already seen a separate branch in the game on this score. There are two options here – to use historical achievements and personality traits, or to go more from the balance side. For understanding: 1. All 3 heroes of the Ptolemies are excellent – we reduce the cost of all mercenaries, increase the life of the infantry or accelerate its attack. 2. Maurya does not have any such bonus. a. What is "better" – regeneration for warriors nearby at 0.8 hp per second, or +80 HP for elite pikemen from Ptolemies? b. Fat elephant without bonuses? c. Discount on technology research in the temple, which is used, to put it mildly, not often, and besides, there is a native discount of 50%. This bonus is useless. 3. Rome has two attack bonuses (cavalry and all) and one for defense, and this one is also for the whole map. Everything for the war and nothing for the economy, this is an interesting option. 4. Kush has bonuses to attack everyone, the elite and a discount on one type of elite. And is this bonus "equal" to the discount on mercenaries from Ptolemies? Or is he inferior to him in benefits? It seems to me that it would be worth trying to create some kind of balance here, so that each nation would have bonuses for both combat and discounts. Or maybe in different combinations, but so that they are approximately "comparable" in benefits. Give nations bonuses and heroes so that they are all about the same level, because now there are nations with useful heroes and bonuses, and boring ones. Divide the bonuses by type: increased attack, defense, discount, ore mining bonus, hp, etc. Check their balance, give them to weak heroes. a copy of this information is in the general chat of known issues. I think it can be atm deleted.
  6. In Scythian archers, when shooting, the cloak passes through the "body" of the shooter.
  7. Good afternoon, I am glad that the project is developing. But now I'm throwing a whole lot of negativity, please don't be offended. I do not know who set up the AI bot, but you partially broke it. Comments on the behavior of the BOT Petra in general: 1. The bot does not make part of the units. 2. When switching to T2 and T3 (and after some time) the bot may stop making some units of the previous era. 3. At some point, the Ptolemy and Selekvids bot may simply stop making citizen warriors and women. As a result, its economy is simply dying due to lack of resources. For understanding – at one point in the battle between two bots with approximately equal population, the ratio of workers was 40 to 160. 4. Since the bot moves attacking units from point to point, is it possible to make them move in formation? This can get rid of the situation when the cavalry has already died, and the heavy infantry has not even reached yet. 5. Women have become a little more active in running away during an attack, but still do not hide and die in packs. 6. Soldiers are still massively stomping into towers and fortresses, paying little attention to the enemy. Their behavior has become a little better, they react more often to an attack, but at the same time the shooters die in packs, trying to get through a bunch of enemies. 7. The bot studies espionage and anti-espionage technologies. What for? He can see the whole map anyway. 8. The Spartan arrow launcher is still used by the bot to shoot at buildings. 9. When setting up a building, how does the bot calculate the distance? Or puts it in pre-specified places. Very often warehouses and barns are located close to the source of resources, only on the hills, and resources are at the bottom, as a result, units go back and forth a lot. 10. Elephants and heroes on elephants are trying to hide in the fortress. Some comments on the behavior of bots of different nations: 1. Kush does not make swordsmen and mounted spearmen. On T2 (after some time) makes only pikemen and archers. 2. Kush on T3 often makes too many mercenaries, to the detriment of the elite and battle elephants. 3. Kush does not make a cavalry of spearmen-citizens (in any case, I have never seen them) 4. Ptolmei on T3 often does not make pikemen and slingers, as a result, he runs out of workers and the economy dies. Probably, the matter is in priority – mercenaries (spearmen and archers), by classes for AI replace the usual infantry and "stronger". 5. The same situation with selekevid. 6. Han on T2 and T3 does not make cavalry with swords, and this is their only unit purely with a chopping attack, and they really have nothing to fight off rams with. 7. Han does not use ministers and does not create foot archers. 8. Athens does not make epibates (and this is the only unit with a slashing attack) and often prefers hired archers rather than elite ones. 9. The Persian does not make riders with an axe at all, and this is the only unit with a significant chopping attack, which means they have nothing really to beat the battering rams with. 10. The Persian often makes horsemen with spears after studying elite cavalry, when they are no longer needed, but does not make them on T2. 11. The Persian does not make infantrymen of the Lydian auxiliaries (spear throwers). 12. The Persian does not use immortals with bows. 13. Sparta and Athens do not or do not improve the "Hoplite tradition". For them, this is one of the most useful improvements. 14. Mauri does not make swordsmen and horsemen with swords. Does not make warriors with a mace and archers on an elephant. As a result, there are no infantry to destroy the rams. Only their battering rams and elephants. Notes for map developers: 1. On the map of the Gali Highlands – bots can't get to the cows in the pens 2. The Greek Acropolis is on the map – the bot also cannot get to the sheep and the tree behind the fence 3. Do not surround resources with a solid wall. It may be beautiful, but it can break the behavior of the bot. Questions and thoughts on balance: 1. Isn't it fat for Athens to have epibates on T2? Top swordsmen from T3 are not too much at this stage? 2. Why do the Persians need chariots? In terms of parameters, they are identical to horse archers. 3. Absolutely unbalanced heroes in the game. I have already seen a separate branch in the game on this score. There are two options here – to use historical achievements and personality traits, or to go more from the balance side. For understanding: 1. All 3 heroes of the Ptolemies are excellent – we reduce the cost of all mercenaries, increase the life of the infantry or accelerate its attack. 2. Maurya does not have any such bonus. a. What is "better" – regeneration for warriors nearby at 0.8 hp per second, or +80 HP for elite pikemen from Ptolemies? b. Fat elephant without bonuses? c. Discount on technology research in the temple, which is used, to put it mildly, not often, and besides, there is a native discount of 50%. This bonus is useless. 3. Rome has two attack bonuses (cavalry and all) and one for defense, and this one is also for the whole map. Everything for the war and nothing for the economy, this is an interesting option. 4. Kush has bonuses to attack everyone, the elite and a discount on one type of elite. And is this bonus "equal" to the discount on mercenaries from Ptolemies? Or is he inferior to him in benefits? It seems to me that it would be worth trying to create some kind of balance here, so that each nation would have bonuses for both combat and discounts. Or maybe in different combinations, but so that they are approximately "comparable" in benefits. Give nations bonuses and heroes so that they are all about the same level, because now there are nations with useful heroes and bonuses, and boring ones. Divide the bonuses by type: increased attack, defense, discount, ore mining bonus, hp, etc. Check their balance, give them to weak heroes.
  8. Also, elephants are very stupid if they can't get to the "intended goal". And very often they just stand surrounded by enemy soldiers and do nothing, or walk around the field back and forth. Elite fighters, battering rams, also often behave incorrectly. After repelling the attack, they just stand in the place where the battle was. As a result, they often either die uselessly at the next attack, or when they see an enemy, they run after him to the other end of the map (to the enemy base) and die uselessly
  9. Situation - two bots are fighting. The attacker demolished the fortress with battering rams and the battering rams went north to demolish the houses there. The rest of the army is fighting the army of the bot, which is defending itself. Bottom line - the bot, almost in the center of the base, has enemy rams rolling, but the war elephants are standing at the camp and doing nothing. Despite the fact that the rams are literally at a distance of 60 meters. Those elephants that the bot used to defend itself from an attack are also inactive.
  10. this is understandable. but then it's worth "explaining" it to AI)) the bot didn't think of that)) For him, everything that is done in the workshop is units for demolishing buildings.
  11. as well as oxybeles (Sparta, Athens, Carthage and some others). Their 240 stabbing damage is not the best means for demolishing buildings .
  12. 1. Yes, scorpion 2. Usually a battering ram, but I'll check again
  13. Good day to all, you were not waiting, and I am with a new batch of offers. Please do not hit hard)) A couple more things that could be improved in the game: 1. The AI uses a strelomet (a siege weapon with piercing damage) only to attack buildings. Which is absolutely ineffective. 2. AI likes to get stuck with siege guns in narrow places, especially near towers. 3. The AI actively places infantry in the tower (sometimes bringing it from the other side of the map), even if the tower is attacked by a single infantryman, and the tower does not have the ability to fire under itself (i.e. 5 stooges are sitting inside and doing nothing). 4. It would be cool to prioritize the extraction of resources: very often pikemen carry food from the fields, and the townspeople pick metal. it was also possible to think about the "limit" - often the AI accumulates 5+ thousand stones, and it continues and continues to mine it, then sell it for metal, which could be mined right next to it. 5. The problem with the animation of pikemen when capturing buildings is the spears turned upside down. In general, it's funny to watch how the guys hold a huge pike with one hand and wave it in the air. Especially when they are 30 + dug)) 6.Perhaps it's worth changing the animation of capturing buildings to the one that units have and is used when winning a battle? 7. I have already written, but I will point out again - pikemen, because of their low attack speed, are very slow to pump, and in fact, usually die without even getting 1 promotion. And swordsmen, often, on the contrary, because of the high attack speed, very quickly become veterans.
  14. Unfortunately, no, I do not save any replays of the game or screenshots. the system is in Russian, apparently because of this
  15. A very strange location in the main menu of some sections. There is a section to continue the campaign, at the same time in the single-player game there is also the same section, as well as there is a "new company" and "upload company". It seems to me that everything about the company should either be moved to a separate section in the main menu, or removed from the main menu and left for a single game. There is also a question about companies, at the moment one is available - a training one. I'm sure there are some companies from the players. It may be worth pre-installing such companies, at least a few. Not every player will go looking for them and download them.
  16. A question about the barracks. In this version, both infantry and cavalry can be placed in them for training. But only horses can be placed in the stables. Is this a bug or a feature?)
  17. Good afternoon. faced with such a problem: 1. during loading, quotes from different historical figures appear from the bottom of the screen. 2. on the transfixer website, the necessary lines are translated and displayed correctly. 3. However, during the loading of the game, dashes appear inside the words in the quotes. I can't take a screenshot, but the phrase looks something like this: «Я не умею лиру на-стро-­ить и играть на пса-л­ти-­ри, но, я знаю, как при-ве-сти го-род без-­вест-­ный, ни-чем не про-­сла-­вив-­ший­ся, к сла-в­е и ве-ли­-чи-ю». \n— Фемистокл, оправдывая своё неумение предаваться благородным развлечениям (Плутарх, «Сравнительные жизнеописания», «Фемистокл», часть 2) this problem does not manifest itself with all quotes
  18. Hello everyone! I played with the warriors with a mace. Yes, they are not as bad as they seemed to me. I just tried to use them for a long time, apparently they were made a little better. So my hitting them was wrong, I admit. But there still remains the problem that the AI uses them incorrectly and suffers greatly on metal. What I wrote about above. I really hope that the AI behavior will be corrected, it hurts to look at 20+ warriors with a mace who fight against 10 mounted fighters or elite swordsmen. I myself really like Kush, so it's doubly insulting for them. There is another idea - mercenaries still do not participate in the collection of resources, they just stand in front of the AI barracks (or other place of creation). Maybe we should make the AI send them to the barracks for promotion? How difficult will it be to implement such a thing?
  19. And another such moment – now Kush has Nubian mercenaries, by and large, are not needed. Warriors with a mace are useless trash, unable to effectively fight other infantry. At the same time, Blemish camel riders are slightly more expensive than Nubian spear throwers, but much stronger and more mobile. P.S. I seem to have translated almost everything, except for the names and names of Han buildings. Slightly corrected the wording of the translations.
  20. Good afternoon. In continuation to the previous message: 1. It was also not possible to repeat the problem with the cost of elephants. Perhaps this is a problem with the old version. 2. About improvements in the forge – it concerned AI. In some cultures, a huge amount of metal is spent on mercenaries. And then the AI does not have enough metal for the production of elite troops and improvements in the forge. 3. I corrected the translation about the temple. Questions about translation: 1. Some forms of translation in my language look strange (one word can be translated in different ways, all translations are correct, but some sound more familiar than others). With whom you can talk to understand why you chose such formulations? 2. Are there even those who check the translation so that everything would be in the same style? I just tweaked the text a lot, but now I'm not sure that everything is in the same style. 3. It is not entirely clear why the double name. I'm talking about the names of units and buildings "for historicity" and in my language in parentheses. They confuse new players (in my experience). • What is the meaning of a double title translated twice? • Perhaps it's worth swapping them, it's more important for me to understand – I'm going to make an equestrian javelin thrower or equestrian swordsman. I understand that after a few games I focus more on the icon rather than the name, but at first it's inconvenient. 4. Is it possible to add a brief description of the units for the popup window? What is there now with the indication of classes will say little to a beginner. And the additional information in the large window is very overloaded with information (especially on construction). For example: • Woman can build buildings and extract resources (especially berries and crops from the fields), but useless in battle. • Spearmen are the main heavy infantry of most states, especially effective in the fight against cavalry. Can mine resources and build buildings. • Pikemen (phalanx) – slow, but well-protected infantry, especially effective in the fight against cavalry. Can mine resources and build buildings. • Swordsmen are versatile, but expensive infantry. It resists other heavy infantry well, but not cavalry. Can mine resources and build buildings. 5. The Macedonian elite infantry, after improvement, can be replaced with the name "silver shield" (now I have not found such an opportunity) Notes on the game balance: 1. Melee infantry is now, by and large, needed as a human shield, because spear throwers cause much more damage than ordinary infantry. This can be seen both in AI battles and in YouTube videos. 2. Pikemen suffer greatly among the melee infantry. In a 1-on-1 battle, they lose even to spearmen. In addition, the mechanics with the increase of units play against them – due to a slower attack, they are pumped more slowly and get promoted. On the other hand, as a meat shield, for the protection of shooters, they are ideal. But it seems to me that this is not what you would like.
  21. Good afternoon! Thank you so much for a beautiful and interesting game. Strategies are going through hard times right now. I have collected a bunch of different problems encountered during the games. I hope this will help you make the game better. Common problems: 1. Nations are not balanced. Some are much better than others. I understand that it is unrealistic to achieve a perfect balance, but there are cultures that are much inferior to others, do not have economic or team bonuses. 2. Ram and other workshop units suffer from poison. It seems illogical to me. 3. War elephants are very stupid, trying to get to a separate unit, dying often on the way. 4. Lion attack animation does not work. The speed of the animal is very small. 5. The problem with the visual display of chariots (first of all), elephants, cavalry. If there are a lot of them, the models begin to "run over" each other, perhaps it is worth increasing the "size" of the models? 6. Shooting units are not balanced. Spear throwers are much stronger than others, and slingers are generally useless. Warriors with crushing weapons are useless in battle, because ALL units have high protection from crushing damage. 7. Some heroes are useless. 8. Arson from elite Iberian spear throwers makes this unit the most effective. 9. The Kushite team bonus for a discount for elephants does not work for elite elephants (for AI Mauri for sure). Why would the Kushites need a bonus on rams if there are elephants that are, in general, more useful? 10. Improvements in the forge are often not made or are made late (especially if there is not enough iron that went to mercenaries) AI Problems: 1. When attacking a city, women do not hide in houses or command centers. As a result, they die en masse. 2. Builders are trying to build something and sometimes try to walk through the territory or under the towers of the enemy. The same applies to the placement of building frames under the fire of enemy towers – time after time they are placed after destruction. If you forbid AI to build buildings in the same place after demolition (and move them closer to the main base) or if you lose a large number of workers on the way, this could solve the problem. 3. Often, when attacking, units go in a liquid line, one or two at a time to a tower or fortress to hide in it. They do not respond to enemy attacks and the cavalry of the attacking AI destroys them. As a result, the units did not reach the goal and died uselessly. 4. The healers and aura of the temple treatment are not used. At the same time, improvements are being made in it. 5. When moving, the cavalry comes first and dies first (especially the arrows that have little HP) which can greatly affect the outcome of the battle. 6. Behavior during construction on its territory suffers from a huge problem – units are sent to build from the other end of the map. Which means a loss of time and may lead to the fact that the defense will not be built BEFORE the attack. 7. Trade routes are built along the longest route, but often it passes very close to enemy territories or through places where caravans will be destroyed first. 8. The second market is being built uselessly – it is too close and there are few resources from it. Merchants are built much later. Maybe we should make it so that the AI builds a second market AFTER the second city center? And the distance will be longer, and the merchants will be more useful. 9. Very often the market is built far away, but without protection. Maybe it should be done so that fortresses or towers are built first, and then the market? 10. Offer – heroes retreat at 25% HP or lower. They're dying too fast right now. 11. If the attacker could not capture the tower, he begins to beat it. Spearmen and shooters do not fight, but attack the tower, which makes them an easy target for defenders. 12. High priority for the construction of mercenaries. As a result, there is not enough iron for elite units. 13. The estate and fields should not be placed from the enemy's side 14. The improvement of the loom (HP for women) is not being done. Problems of AI Persians: 1. Do not make spear throwers. 2. A lot of chariots. 3. In the late game, he often makes almost only elite cavalry and chariots, from which the economy suffers. 4. Makes an improvement on military service and practically does not do infantry afterwards. Kushite AI Problems: 1. Builds too many mercenaries, there are no resources for elite infantry and elephants. Hired warriors with a mace are useless trash. 2. I very rarely see elite temple guards in battle (they don't have iron on them) 3. Does not build swordsmen. Problems of AI Mauri: 1. They don't build swordsmen. 2. Does not build working elephants. A working elephant often stands near the city center. 3. Does not build elite warriors with a mace (but makes improvements on them), which is good, because crushing damage in the infantry game is useless. 4. He does not build archers on elephants. 5. There are a lot of chariots. 6. The proposal for a working elephant is to set the minimum distance from the nearest warehouse where the AI should put it (40-60 meters), or send it to construction sites (but then workers who carried resources to the elephant can run half a map after it) Problems of AI ptolmeyev: 1. There are too many mercenaries, especially archers. There is almost no elite. P.S.q Incorrect translation of the hero of the Kushites And the river (on the elephant) - the price of the temple and the temple guard of Apedemak decreases (you have indicated that it increases) P.S.2 I apologize for the clumsy translation, I am a Russian speaker. The text is in Russian, if it will be useful to you somehow
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