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Real Name Ben   
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Nickname PsychoMoggieBagpuss
Email Concealed by request - Send Mail
ICQ None given.
Description International jetsetter, wannabe porn star.
Grummkol (WoW), Shodan (AoC/Darkfall/QW/SWTOR/SC)
Homepage http://www.futilez.com
Signed On May 9, 2000, 11:20
Total Comments 127 (Novice)
User ID 4537
 
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News Comments > Op Ed
7. Re: Op Ed Nov 15, 2013, 11:43 PsychoMoggieBagpuss
 
Simon Says wrote on Nov 15, 2013, 10:32:
Dagnamit wrote on Nov 15, 2013, 10:10:
Optional Nickname! wrote on Nov 15, 2013, 09:57:
Some sheep bleated: "But what about Steamís evil DRM, you might ask? Well, I really donít care about DRM. Not even a little bit. The fact that I have to be logged into Steam, or even connected to the Internet to play most of my games has never bothered me."


That insipid gem was buried at the very end of that pointless Gabe Newell circle-jerk mistakenly identified as journalism.


I agree with him, I don't care about Steam's DRM, and I wouldn't mind Origin's DRM either t'wer it owned by a different company. Steam offers enough in other value that the online requirement is fine. I have a bigger problem with publisher DRM, like U-Play.

It's the monopoly part that's stupid. Steam is certainly not a monopoly, as Blue pointed out.

Steam DRM is a P.I.T.A. when you're strapped for bandwidth like up here in canada mate. It's disgustingly horrible. Want to install that DVD and play right away? NOPE, gotta download that fat ass 2gb mandatory update before starting the game.

When like me, you pay 10$ per Gb and capped at 15Gb max. It's a fucking deal breaker.

Enough of a deal breaker that now everytime I spot steam on a game, my first reaction is to ask a buddy who is not capped to download it on piratebay for me so next time I drop by I transfer it to my usb key.

A few years ago, when everyone was complaining about one time online activations, starforce, etc. That's when I wasn't pirating AT ALL. I used to buy every one of them, even at full price, happily, I didn't mind one bit. Even tho I was on dialup, it was perfectly fine for me to have to stick the DVD in to play ( or go download a few meggers worth of no-cd crack ).

Right now with that online digital mandatory update crap, I mostly pirate. I'd WANT to reward the devs, but I just can't.

And that's not the only bothering thing.

PATCHES

Steam is a good thing right, makes patching easy, seemless, everyone receives it at the same time so no headaches for mismatching versions.

Yup there are good points.

But then again if you're strapped for bandwidth, you're FUCKED.

Strapped for bandwidth I prefer the old way, one time download, backupable redists FTW. If patch was too big, ask a buddy to download it, drop by with usb key, bing bang done till next patch or the end of time. Right now you can't manually download a patch for most games, which means, everytime I install it, I gotta PAY for the bandwidth AGAIN.

There are steam games I have here, the first ones I bought, that I'd want to play again, but never bothered to reinstall. Too much of a P.I.T.A. to patch. Old games? Easy, fast, doesn't cost a single penny, who cares if SecuRom bothers me during install. I don't.

I know it's not Valve's fault. But face it, caps are coming down to america, Comcast is already deploying them. Verizon would have orgasms if you all got stuck with it's 4G/LTE plans once the copper/dsl gets dropped ( and they want it and push for it, just read up on dslreports, it's coming guys ). At first, the caps will be very high, like up here. Then they'll get greedy and slash em while asking you to subscribe to a higher tier if you want more cap. Then new games and services using MORE and MORE bandwidth will surface. While caps will SHRINK and SHRINK again.

And guess what? One day you'll wake up, you'll want to install and play that game and you'll say: "No way I'm paying AGAIN for bandwidth for that game." Yup, you'll be stuck in the same situation as me. Isn't it grand?

Honest...

You need to move somewhere that isn't a third world country in regards to broadband.
 
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News Comments > Thief Dropping QTEs
13. Re: Thief Dropping QTEs Nov 15, 2013, 11:05 PsychoMoggieBagpuss
 
MajorD wrote on Nov 15, 2013, 10:49:
@PsychoMoggieBagpuss: Thank you, much appreciated. Thumbsup


You're welcome!

Something to tide you by while you download

Thief
System Shock 2


Obviously you'll want to grab the latest SHTUP and rebirth mods for SS2, the first provides higher res texture, the second high res enemy models. Can get those here , some other good mods and that over at https://www.systemshock.org/ as well (for both SS and thief).
 
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News Comments > Thief Dropping QTEs
8. Re: Thief Dropping QTEs Nov 15, 2013, 10:40 PsychoMoggieBagpuss
 
MajorD wrote on Nov 15, 2013, 10:16:
PsychoMoggieBagpuss wrote on Nov 15, 2013, 10:06:
At least I can content myself replaying the glory that was the original T1 and T2 (and SS2!) in high res goodness thanks to that unofficial patch that came out in September 2012.

Did I miss this one? Please share a link to this 'high res goodness unofficial patch' you speak of you Taffer. Wink


A guy named "Le Corbeu" released what has come to be known as the Newdark patch for theif/thief2 and system shock 2 on an obscure french forum.
It's up to 1.21 (released march 2013), the most recent patch improved the multimonitor support for those smug bastards who have three monitors sat on their desk.
SS2 is now at 2.42


A small sample of changes and fixes
-----------------------------------

Renderer:
- Added windowed mode
- Added single display mode option - no resolution change between menus and game
- Added ingame support for all common resolutions, including widescreen
- Added support for 32-bit color
- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
- Added UI framerate cap option to avoid GPU fan spinning up in UI
- Added DDS/PNG image support
- Added full 24/32-bit TGA/BMP image support
- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
- Animated texture rate can now be specified via a material file for that texture
- Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys

General:
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
- Added "head_bob" config var to control amount of head bob
- Added mousewheel support to options menu
- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Changed screenshot output format to BMP and also added support for PNG screenshots
- Changed mouselook sensitivity to be resolution independent
- Added check to avoid trying to open files with reserved system name like com ports
- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
- Fixed star rendering
- Added "log_player_pos" command that dumps current player pos to log file (when enabled)
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Fixed a bug which limited number of sound channels to 16 even if more were selected
- Fixed a bug that sometimes caused doors to float away into infinity
- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
- Added "fixed_star_size" option for resolution independent star size
- Fixed some bugs when attaching to a ladder from water.
- AIs who are facing very close to a wall will no longer turn to face south when the game begins
- Health bar drawing adjusted in widescreen
- Added option to fix arm rendering
- Added AA to rendering of loadout screen items
- Fixed pickpocket count bug that would always show 1 more maximum pickpocket than there actually was.
- Added "Blocks frobs" property, allowing objects to block frobs of objects behind them (e.g. to stop frobbing items through safe doors)
- Added option to left-align map notes text
- Made navigation of map/objectives screen a little bit more in-game friendly (screen can also be closed with space, arrow key navigation and return to switch map/obj)

DromEd:
- Lightmaps are now properly displayed in the editor 3D view
- Added support for HW rendering in editor viewports
- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
- Increased the maximum number of visible on-screen objects from 128 to 1280
- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
- Integrated csgmerge tool into editor exe
- Added support for 32-bit lightmaps
- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
- Fixed a bug where the game would crash when deleting a large multibrush
- Added fallback check to find Motiondb.bin in resource paths
- Fixed resource lock errors when loading TGA images (for object textures and distance art)
- Fixed solo view editor issues when going back to edit mode from game mode
- Added ability to change the brush colors in DromEd via values in DromEd.cfg.
- Added light-based transparency property
- Added ability to enable/disable eye zoom in Thief 2
- Vast improvements to editor dialogs, including crash fixes and improved functionality
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
- The texture rotation control can now interpret negative values
- Fixed a crash while generating reports
- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
- Added new Windows-style texture palette (which also supports more than 256 textures)
- Added support for all editor window sizes
- Added Pendulum (/sinusoidal) curve type to tweqs
- Added DetailAttachement link type
- Added Distance Alpha property
- Added Bitmap Color property for custom modulation color on bitmap objects
- Added "Face camera (axial)" setting to Bitmap Worldspace
- Added color param, additive blending and spotlight cone falloff support to coronas
- Added "Editor Comments" property
- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
- Added the ability to place graphical decals on book pages
- Corpses with Contains links no longer count as pickpockets
- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
- The stimulus on existing receptrons can now be changed
- The intensity for sources is no longer reset when changing the propagator
- The receptrons list now correctly shows the max intensity value for existing receptrons
- Meshes can now be scaled with the Scale property
- Scaled objects now cast properly scaled shadows
- Objects can now obscure coronas
- Bitmap Worldspace objects can now be locally lit
- Precipitation will now collide with OBB objects as well as terrain
- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
- Added numeric keypad input support
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging)
- Increased the time range of Tweqs to 0-65535
- The same property can no longer be added to an object multiple times
- Fixed a crash when adding the Texture Anim Data property to a concrete object

- See the included modders_notes.txt for more details on editor changes
________________________________

The suspicion is that this was likely one of the original dev's with intimate knowledge and access to the source code who released it, as the changes implemented fixed a lot of things that were deemed unfixable or engine limitations (i.e. adding 32 bit color, increasing max number of onscreen polygons 20 fold, adding dds/tga/png support, etc), not just in the game itself but also dromed the level editor. Plus the guy who did release it did it on a fairly obscure french forum so there may have been some legality he was concerned about.

Grab the latest beta version of taffer patcher for T2 here

Grab the latest beta version of Tfix for T1 @ here

Grab the latest beta version of patch for System shock 2 @ here

This comment was edited on Nov 15, 2013, 10:51.
 
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News Comments > Thief Dropping QTEs
5. Re: Thief Dropping QTEs Nov 15, 2013, 10:06 PsychoMoggieBagpuss
 
Yeah, it's good that they're listening to the feedback, but this late in development?
It's sounding more and more that the lead designer and the rest of the team behind this completely missed the fucking point of what made the thief series so great and are frantically trying to re-design the whole thing in the 3 months remaining till release.
Will definitely hold fire on buying this until after a few reviews from the non-shill websites have come in.

At least I can content myself replaying the glory that was the original T1 and T2 (and SS2!) in high res goodness thanks to that unofficial patch that came out in September 2012.
 
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News Comments > Ships Ahoy - XCOM: Enemy Within
21. Re: Ships Ahoy - XCOM: Enemy Within Nov 12, 2013, 16:14 PsychoMoggieBagpuss
 
Arse. Us europeans have to wait another 2 days.
I thought we'd moved away from this bullshit staggered release dates, especially with DLC.................
 
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News Comments > Warhammer Online Goes Free Until Closure
12. Re: Warhammer Online Goes Free Until Closure Nov 4, 2013, 02:54 PsychoMoggieBagpuss
 
Biggest problem with this game was the balance between the two factions.
Everyone played the greenskin/chaos side, so those on the other side got fedup of being outnumbered in open world and rerolled, exacerbating the problem. Three factions would have avoided this problem (and was what worked for DAOC).
I enjoyed Tor-anroc on my female ironbreaker (aptly named Bridget The Midget), but I can imagine a lot of people getting pissed off after I punted them into the lava for the umpteenth time.
 
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News Comments > Morning Interviews
1. Re: Morning Interviews Oct 31, 2013, 12:13 PsychoMoggieBagpuss
 
Seems to be mainly mudslinging at Oculus. Hoped for better.
Not sure whether thats the way the castar team are playing it or just the slant put on the interview by the "journalists" at eurogamer....
 
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News Comments > GOG.Com offers Dark Matter Refunds
6. Re: GOG.Com offers Dark Matter Refunds Oct 22, 2013, 11:40 PsychoMoggieBagpuss
 
GOG.com showing how it should be done yet again.  
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News Comments > Dark Matter Ending Criticized, Explained
56. Re: Dark Matter Ending Criticized, Explained Oct 21, 2013, 05:02 PsychoMoggieBagpuss
 
PropheT wrote on Oct 21, 2013, 03:28:
As much as I like Steam, their customer service just isn't up to handling it and their policy of no refunds makes casual shopping a pain in the ass.

Those of us in the UK can get refunds on games that don't work under local law (sales of goods act, distance selling regulations), not sure what its like for the rest of europe.
You'll get the initial pushback, just follow up and you'll then get the refund and the game will no longer show in your library.
 
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News Comments > Star Citizen Passes $23M; Hangar Spaceflight Mod Video
16. Re: Star Citizen Passes $23M; Hangar Spaceflight Mod Video Oct 19, 2013, 22:41 PsychoMoggieBagpuss
 
CJ_Parker wrote on Oct 19, 2013, 22:30:
Seriously, the MMO demographic (especially current and ex-EVE players) is very strong in this one.
I don't play eve. I play goons in space, though at the moment I'm just changing skills on my accounts while waiting for us to go to war (Fountain lasted shorter than I'd hoped :().
Eve/Star Citizen aren't mutually exclusive. You're not going to get the thousands of players shooting each other in Star Citizen.
You're also not getting orbit/keep at range or fucking sentry drone assist. People are going to play both (I know I am).

This comment was edited on Oct 19, 2013, 22:47.
 
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News Comments > Star Citizen Passes $23M; Hangar Spaceflight Mod Video
13. Re: Star Citizen Passes $23M; Hangar Spaceflight Mod Video Oct 19, 2013, 22:14 PsychoMoggieBagpuss
 
Graham wrote on Oct 19, 2013, 20:23:
Doesn't Occam's razor point to the fact that people just want to play this game? Is it that unimaginable that around two hundred thousand people want to see this genre back from the dead and treated with respect?

I went in with the rear-admiral constellation package. My hanger currently contains the aforementioned constellation, a cutlass, retaliator and a gladiator.
I'm on the wait list for a scythe and a idris.

People are underestimating the amount of players who WANT to see this genre back. 10 years ago we were playing wing commander on our shitty xt's with vga graphics. We've grown up, got good jobs and then we look around and see theres none of those types of games around anymore.
Then Chris "JUST TAKE MY FUCKING MONEY" Roberts proposes the game that we've been waiting for.
There's no sodding conspiracy here, people WANT this back.
I'd just upgraded from CGA to VGA when the first wing commander came out. (don't get me started on buying ultima 6 earlier that year then realising that regardless of driverhigh= commands, i could never get the 600k base ram free to start the damn thing because it was an amstrad pc with 512k base memory. Lucky I managed to talk the old man into upgrading).
I was jealous of the people with 386's, they could run emm386.sys, convert there extended memory to expanded and then have the peoples faces on the viewscreen and the hand on the joystick ingame moving in relation to what you did with your joystick (usually connected via a 15 pin connection on your soundblaster) in game, those of us with 286's missed out.
My big decision right now is whether I should drop the dollars on a new HOTAS. My control of choice back in the day (IL-2, mechwarrior, etc) was a CH Flightstick Pro with the rudder pedals. It probably still works (it's in my attic), but who the hell still has a 15 pin joystick port on their PC anymore?
I know here on Blues we tend to take the pessimistic view. Hell I've been around on this site 13 goddamn years since back when it was Blues Quake News.
Trust me, there's no conspiracy regarding the funding. It's Joe Public wanting to see this genre back again.
 
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News Comments > Star Citizen Passes $21 Million
60. Re: Star Citizen Passes $21 Million Oct 14, 2013, 07:26 PsychoMoggieBagpuss
 
Mr. Tact wrote on Oct 12, 2013, 11:42:
Ouch. Is it a good story at least?

Oh yes, yes it is. Drunk
 
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News Comments > Star Citizen Passes $21 Million
58. Re: Star Citizen Passes $21 Million Oct 11, 2013, 12:24 PsychoMoggieBagpuss
 
Mr. Tact wrote on Oct 9, 2013, 11:18:
Verno wrote on Oct 9, 2013, 09:22:
I don't know, I would have no problem spending 5 grand on something I really believe in. I just don't really believe in videogames
Right, there are lots of things I might spend $5k on, but would you spend $5k for an evening on the town?

I managed to spend over $8k in one night, though that was due to being in a foreign country and putting the decimal point in the wrong place when I was converting stuff in my head
It was a good night, just not an 8k night...............
 
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News Comments > Early Word on Carmageddon: Reincarnation Early Access
12. Re: Early Word on Carmageddon: Reincarnation Early Access Sep 26, 2013, 15:08 PsychoMoggieBagpuss
 
Not too miffed about it (I was one of the backers who were in for a fair bit, currently waiting on my miniture eagle). There was no promise or commitment to provide any future DLC to backers, I just wanted the damn game made.
If it means we get another splat pack, then yeah I don't mind throwing down some more money for DLC. I don't automatically associate "update" with DLC, so again I don't see any broken promises (others view may vary, but lets be honest here, the days of things like the original UT'99 free multiplayer expansion packs are a long way behind us)
The tone of the updates is a very British type humour, so I can see why it would rub some up the wrong way. They've always been like that though since the early days. Nobby is awesome.
 
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News Comments > Star Citizen Hits $19M - $21M Goal Revealed
17. Re: Out of the Blue Sep 17, 2013, 12:19 PsychoMoggieBagpuss
 
Chris has maintained that it would take 20mill to fully fund the game he has designed, which equates to 23mill once all the paypal/kickstarter/ccard fee's are taken away.
They've been very clever with their use of stretch goals, only showing the next one as another completes. Still, if he's listing further stretch goals after the 23mill mark, especially if those goals sound that they've just been thrown together, then I will start getting concerned. Every other goal that they have listed has been a natural progression from the previous ones.
 
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News Comments > Godus Early Access
13. Re: Godus Early Access Sep 16, 2013, 07:12 PsychoMoggieBagpuss
 
Been playing since the alpha. Very addictive game, I'm really liking it a lot. There's a few niggly things in there which could do with some finetuning (i.e. amount of clicking you'll be doing), but I'm really happy with where the game is so far and looking forward to the rest of it.  
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News Comments > Star Citizen Hangar Module Released
41. Re: Star Citizen Hangar Module Released Aug 30, 2013, 15:58 PsychoMoggieBagpuss
 
SpectralMeat wrote on Aug 30, 2013, 13:58:
Nope I was wrong I do not have the 300i as I thought. Only have the basic ship.
Anyways speaking of sexy ships, take a look at this beast: https://robertsspaceindustries.com/pledge/products/constellation

Price tag is a bit over the top for my taste though

Thats the big one in the youtube I linked below. Have a constellation (big one), freelancer (not so big one), then the Origin 325a fighter.
Chris Roberts has said that the single player part of it is basically wing commander, you fly missions off the carrier (TIGERS CLAW!), etc. Then you muster out and get in the big multiplayer part. Or not. Run your own private server with mods, etc. Up to you.
I cut my teeth on the old origin games (and SSI gold box stuff). I spent a whole day installing wing commander 2 (uncrunching!)then the 6th floppy was fucked so I had to go back to the shop on the Monday to swap the damn thing. WC 1/2 , Privateer 1/2, Freelancer, plus all the ultima shit (though that was Garriot not Roberts).
Now I'm mid 30's and there's really been nothing thats really grabbed my attention gamewise for a long time.
Thats why when the crowdfunding for this started I was on the side of "Chris Roberts, just take my fucking money"
 
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News Comments > Star Citizen Hangar Module Released
2. Re: Star Citizen Hangar Module Released Aug 30, 2013, 10:02 PsychoMoggieBagpuss
 
My Hanger!

http://www.youtube.com/watch?v=6udBNWzWCSY
 
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News Comments > Chivalry: Deadliest Warrior Revealed
7. Re: Chivalry: Deadliest Warrior Revealed Aug 27, 2013, 09:40 PsychoMoggieBagpuss
 
Looking forward to this. Will definitely need different battlecrys though. Samurai/Spartan's shouting AGATHAAAAAAAAAA wouldn't work.  
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News Comments > XCOM Enemy Within Announcement This Month?
14. Re: XCOM Enemy Within Announcement This Month? Aug 1, 2013, 14:08 PsychoMoggieBagpuss
 
HELLO COMMANDER.


GIMME.
 
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