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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sun Oct 12, 2014 10:10 pm 
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AH i see. Thanks for the work on the mod and website. Love tropico 5 with your mods.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Dec 13, 2014 12:31 pm 
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I have downloaded and unzipped the loader and Resource Manager. The latter now shows the two .lua files in my T5 folder, but should they be in the Configs sub-folder which contains (only) MainConfig.lua ? The instructions say "keep the same directory structure" but not the precise locatio necessary.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Dec 13, 2014 3:17 pm 
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No, just in the mod folder, not in a sub-folder ^^
The config file only contains ... well, configs files which you can edit to change the numeral data of some mods.



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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Dec 13, 2014 3:32 pm 
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In the T5 folder, these two files don't appear to do anything.
In the Configs folder they work.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Sat Dec 13, 2014 4:29 pm 
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Yes, they don't do anything in the T5 folder, but they does in the Mods folder, and subsequently in every folders in this folder, such as the Config folder.
You have to put them in the mod folder, but you don't need to place them in the Config folder (but you can) ^^



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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Mon Dec 15, 2014 2:41 pm 
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Is possible to use "Completely rewritten code for determining the destination building of a resource" feature only?
I'm pretty happy with options provided by vanilla game, but this feature is must have.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Tue Dec 16, 2014 7:18 pm 
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Shished wrote:
Is possible to use "Completely rewritten code for determining the destination building of a resource" feature only?
I'm pretty happy with options provided by vanilla game, but this feature is must have.

No, it's designed specifically to work with Independent trucking. I have no plans to create a version that uses Teamsters and Teamster's Offices to move goods.


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 Post subject: Re: Resource Manager 3.0 - New Version Sept. 16, 2014
PostPosted: Fri Dec 19, 2014 12:12 pm 
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New version: 3.1

Now works with the Waterborne Expansion and patch 1.08


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Sun Jan 11, 2015 3:16 am 
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I have been able to get every mod working. The ones with your mod loader or without...except...this one. Either I cannot get the otherbgone or this one to even load. I am not sure I installed a clean copy of the game. Only installed your mod loader and this resource mod and I get nada. Here is the log. And everything is in the folders. I didn't move anything. Mod loader (the newest one) and this resource folder all in the tropico folder in the exact same structure. And again..I can get other mods to load. Just not this one which is the one I want the MOST haha..please help. Maybe I am not doing something to a config file or something?


Spoiler:
@ 1625, 1625
# 4664, 'Render'
*** executable info
Name: C:\Games\Tropico 5\Tropico5.exe
Timestamp: 5489ba51
Date: Thu Dec 11 07:37:53 201


*** hardware info
CPU Intel(R) Core(TM) i7-4700HQ CPU @ 2.40GHz
CPU count 8
Phys. Memory 12207 MBytes
Memory In Use 18%
Disk Free 45694 MBytes


*** OS info
Windows 7 or later
Version 6.2.9200
MyDocs folder: C:\Users\Ro\Documents
AppData folder: C:\Users\Ro\AppData\Roaming
Current folder: C:/Games/Tropico 5


*** Debug::Init()


@ 2281, 656
Mod Loader Registered Mods:
---------------------------
Mod Loader
By: DarthPresidente
Version: 2.3
---------------------------

@ 2453, 172
Platform: {
developer = false,
editor = true,
goldmaster = true,
kalypso_launcher = true,
pc = true,
steam = true,
}

@ 3109, 656
# 4844, 'CPU Task'
BuildingTweak ModPack: ModPack Sample(v1.0) by DarthPresidente's Apprentice loaded...
SourceFile: Mods/Tweaks/Sample.lua

@ 3266, 157
# 6988, 'Lua'
Lua revision: 188035
Assets revision: 19542
Steam AppID: 245620
@ 3281, 15
Loading account storage...
@ 3359, 78
Account storage loaded successfully in 89 ms
@ 8906, 5547
DLC dlc2 loaded, lua revision 188711, assets revision 19584
DLC dlc4 loaded, lua revision 188711, assets revision 19584
DLC dlc7 loaded, lua revision 188711, assets revision 19584
DLC dlc9 loaded, lua revision 188711, assets revision 19584
DLC retail loaded, lua revision 181599, assets revision 18186
DLC steam loaded, lua revision 188711, assets revision 19584
DLC waterborne loaded, lua revision 188888, assets revision 19596
DLC dlc2 loaded, lua revision 188711, assets revision 19584
DLC dlc4 loaded, lua revision 188711, assets revision 19584
DLC dlc7 loaded, lua revision 188711, assets revision 19584
DLC dlc9 loaded, lua revision 188711, assets revision 19584
DLC retail loaded, lua revision 181599, assets revision 18186
DLC steam loaded, lua revision 188711, assets revision 19584
DLC waterborne loaded, lua revision 188888, assets revision 19596
@ 9344, 438
Mod Loader Registered Mods:
---------------------------
Mod Loader
By: DarthPresidente
Version: 2.3
---------------------------

@ 10109, 765
BuildingTweak ModPack: ModPack Sample(v1.0) by DarthPresidente's Apprentice loaded...
SourceFile: Mods/Tweaks/Sample.lua

@ 10266, 157
New UI mode "Game" set in 0 ms
@ 10344, 78
# 6200, 'CPU Task'
VideoImpl::ReadAndDecodeFrame: skipped frames: 127
@ 19609, 9265
# 3840, 'CPU Task'
VideoImpl::ReadAndDecodeFrame: skipped frames: 28
@ 34766, 15157
# 6988, 'Lua'
Random map process start: 21114 KB
Random map generator: PlaceObj('RandomMapPreset', {
'ei_type', "import",
'ei_name', "IslandSize5Elevation2",
'ei_id', 0,
'ei_waves', true,
'starting_population', 200,
'starting_era', 4,
'seed', 293287119,
'c_min_radius', 15000,
'm_enabled', false,
't_stick_together', false,
't_stick_count', 400,
't_offset', range(20, 40),
't_scale', range(50, 80),
'tl_enabled', false,
'tl_fraction_count', 0,
'tl_fraction_percents', 1,
'tl_percents', range(0, 10),
'tm_fraction_count', 4,
'tm_fraction_percents', 200,
'tm_percents', range(230, 230),
'th_fraction_count', 1,
'th_fraction_percents', 1000,
'th_percents', range(10, 10),
's_stick_count', 1000,
's_stick_step', 64,
's_offset', range(20, 60),
's_scale', range(100, 200),
's_fraction_count', 5,
's_fraction_percents', 40,
's_percents', range(330, 330),
'deep_water_dist', 7500,
'underwater_slope_modif', 75,
'i_enabled', false,
'i_count', range(0, 1),
'dv_marker_offset', -500,
'o_prefab_humidity', 1,
'bld_min_radius', 15000,
'bld_min_shore_dist', 8000,
'bld_iron', range(3, 4),
'bld_gold', range(2, 3),
'bld_bauxite', range(3, 4),
'bld_coal', range(3, 4),
'bld_uranium', range(2, 3),
'bld_oil', range(2, 5),
'bld_ancient_ruins', range(0, 2),
'bmd_oil', range(2, 6),
'tex_type_deep_water', 20,
'tex_type_lake', 19,
'tex_type_ramp', 6,
'tex_type_shallow_water', 20,
'op_slight_slope', "steep_slope",
'op_slight_slope_scarce', "steep_slope",
'op_terrace_empty', "terrace_empty",
'tex_type_volcano_crater', 2,
})
@ 34859, 93
Random map import variant: 87
@ 38813, 3954
Random map placed objects:
1. Building "Palace"
2. Building "ConstructionOffice"
3. Building "ShippingWarehouse"
4. Building "CountryHouse"
5. Building "AnimalFarm"
6. Building "CountryHouse"
7. Building "CountryHouse"
8. Building "CountryHouse"
9. Road_G
10. RoadSpline
11. RoadSpline
12. RoadSpline
13. Road_T
14. RoadSpline
15. RoadSpline
16. RoadSpline
17. RoadSpline
18. Road_G
19. RoadSpline
20. RoadSpline
21. Road_G
22. RoadSpline
23. Road_T
24. RoadSpline
25. RoadSpline
26. Road_G
27. Building "DepositIron"
28. Building "DepositGold"
29. Building "DepositBauxite"
30. Building "DepositCoal"
31. Building "DepositUranium"
32. Building "DepositOil"
33. Building "DepositIron"
34. Building "DepositBauxite"
35. Building "DepositCoal"
36. Building "DepositIron"
37. MarineOilDeposit
38. MarineOilDeposit
39. MarineOilDeposit
40. MarineOilDeposit
41. FishingDeposit
42. FishingDeposit
43. FishingDeposit
44. FishingDeposit
45. FishingDeposit
46. FishingDeposit
@ 43719, 4906
Map changed to "Maps/RandomMap". Lua memory in use: 31401 KB.
@ 43797, 78
Random map process end: time 9 s, memory 29768 KB
Randoms:
calc_ramp_rands = 0
calc_textures_rands = 0
island_rands = 0
mountains_rands = 0
place_objects_rands = 61374
shore_rands = 0
terraces_rands = 0

Statistics:
alt_prefab_idx = 2
build_dock_retries = 0
lakes = 0
larger_terrace = 84827
last_rand = 0
map_grid_size = 768
max_height = 50000
peak_count = 0
peak_memory_kb = 0
ramps = 0
rand_count = 0
retries = 0
shore_percents = 33
shore_search_counter = 0
shores = 0
smaller_terrace = 11276
terrace_percents = 28
terraces = 0
terraces_search_counter = 0

Timers:
build_time = 194
calc_build_time = 0
calc_ramp_time = 0
calc_textures_time = 0
city_pos_time = 0
city_time = 32
dock_splines_time = 0
dock_time = 10
export_time = 0
find_lakes_time = 0
fix_underwater_time = 0
generate_time = 3096
h_erosion_time = 0
import_time = 18
invalidate_time = 1810
island_time = 0
lake_border_time = 0
land_dep_time = 74
load_terrain_time = 3
marine_dep_time = 1
mountains_time = 0
perturb_time = 0
place_animals_time = 24
place_objects_time = 1009
place_sounds_time = 0
prepare_grids_time = 0
set_textures_time = 133
shore_time = 0
smooth_zones_time = 0
t_erosion_time = 0
terrace_cliffs_time = 4
terraces_time = 0
total_time = 9064
types_modify_time = 47
update_build_grids_time = 2
update_flags_time = 1
water_time = 1

@ 87203, 43406
# 4664, 'Render'


Stopping the game threads after receiving WM_QUIT.

@ 87547, 344


*** Debug::Done()
Time (ms) 87547


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Mon Jan 12, 2015 8:34 am 
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GunKata:

Your log file indicates that the only mod that is loaded is Mod Loader. Make sure that you have ResourceManager.lua and OtherBGone.lua in the Tropico 5\Mods\ folder.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Mon Jan 12, 2015 6:30 pm 
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I was using the wrong files. Derp. Thanks for the help in figuring out my own dumbness


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Sat Jan 24, 2015 3:50 am 
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Is there a way to disable the Dock Import/Export toggles? I like using the other two portions of this mod, but all that the toggles do is make me have to scroll through the entire list every time I want to check the trade deals.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Sat Jan 24, 2015 10:42 pm 
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Tornhelm wrote:
Is there a way to disable the Dock Import/Export toggles? I like using the other two portions of this mod, but all that the toggles do is make me have to scroll through the entire list every time I want to check the trade deals.

At some point I may move the dock and warehouse settings into it's own panel but it requires modding the UI. UI mods are kind of a pain and patch/version specific so I am reluctant.

You don't need to scroll through the dock menu to bring up trade info though. Use the button on the bottom of the screen that looks like a ship's steering wheel to access the trade info window.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Wed Jan 28, 2015 3:47 am 
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DarthPresidente wrote:
Tornhelm wrote:
You don't need to scroll through the dock menu to bring up trade info though. Use the button on the bottom of the screen that looks like a ship's steering wheel to access the trade info window.


I can't believe I didn't think of that. It'll require retraining, but it'll do. Thanks.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Mon Mar 09, 2015 9:41 am 
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Love the mod! Only negative I see so far is that I have trucks showing up in Colonial era instead of the hand carts.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Wed Mar 11, 2015 10:38 am 
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ptr1ck wrote:
Love the mod! Only negative I see so far is that I have trucks showing up in Colonial era instead of the hand carts.
Did you set the config option "HandCartsInColonial" to true?


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Wed Mar 11, 2015 7:00 pm 
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DarthPresidente wrote:
ptr1ck wrote:
Love the mod! Only negative I see so far is that I have trucks showing up in Colonial era instead of the hand carts.
Did you set the config option "HandCartsInColonial" to true?


I totally missed that, but it's set now. Thanks a bunch for a great mod!


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Wed May 27, 2015 12:58 pm 
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If I am not wrong the one problem I see with this is the fact that indie trucks do not return from the delivery - which in a way helps too much with the traffic problems... Otherwise it's a great mod but to be honest it really really generates a big game play problem


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Sun May 31, 2015 9:28 am 
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rav wrote:
If I am not wrong the one problem I see with this is the fact that indie trucks do not return from the delivery - which in a way helps too much with the traffic problems... Otherwise it's a great mod but to be honest it really really generates a big game play problem

You want the trucks to be forced to do a return run with an empty truck? I could add such a feature at some point but it will probably jam up the docks pretty bad.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Mon Jun 01, 2015 11:21 pm 
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I know this is kind of an old thread, but I have just installed resource Manager 3.1 and it seems that the factories never have the finished product count, it always reads 0, the raw product count is there. I'm sure its somethign I have done but what??
Thanks for any help.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Tue Jun 02, 2015 8:42 am 
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shazziwazzi wrote:
I know this is kind of an old thread, but I have just installed resource Manager 3.1 and it seems that the factories never have the finished product count, it always reads 0, the raw product count is there. I'm sure its somethign I have done but what??
Thanks for any help.

It's an old thread but probably the most downloaded of my mods (other than mod loader). No necromancy rules exist for mod threads so you're fine.

Resource Manager will send out produced goods almost instantly so it's normal to see 0 output resources. Watch the building to see if trucks are leaving to make sure it is producing.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Mon Sep 21, 2015 5:20 pm 
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@DarthPresidente - I wasn't able to load a new game yesterday. The only change from yesterday and a couple of months ago is that I've purchased espionage. Are your mods compatible with this expansion? I just want to rule this out before I test *which* mods are failing

Edit: Yep. Turns out Espionage isn't compatible.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Sun Sep 27, 2015 9:19 am 
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t@ngent wrote:
Edit: Yep. Turns out Espionage isn't compatible.

I have both Espionage and Waterborne and use them successfully with Resource Manager 3.1.

Espionage does not introduce any new production buildings or methods of travel like Waterborne. It does introduce the Security Checkpoint which does impact vehicle travel. However, Resource Manager's Independent Trucks are vehicles without 'drivers' (a citizen is not attached to the vehicle). When CheckpointBarriers:VehiclePassing(vehicle) is called it will encounter this code
  if not IsValid(vehicle) or not IsValid(vehicle.driver) then
    return
  end
IsValid(vehicle.driver) is false so the function is returned without executing the rest of the code. The rest of the code handles revealing roles and applying the toll tax revenue. Independent Truckers are exempt from tolls since they already pay a percentage of the value of their cargo.

Espionage should have no impact on Resource Manager 3.1


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Wed Sep 30, 2015 9:11 pm 
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Hmmm... that's weird. Either another mod is conflicting with espionage or i just caught tropico on a temperamental day. Thanks for getting back to me


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Sun Nov 15, 2015 11:32 pm 
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Thanks for this works great!


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Mon Nov 30, 2015 9:01 am 
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DarthPresidente wrote:
shazziwazzi wrote:
I know this is kind of an old thread, but I have just installed resource Manager 3.1 and it seems that the factories never have the finished product count, it always reads 0, the raw product count is there. I'm sure its somethign I have done but what??
Thanks for any help.

It's an old thread but probably the most downloaded of my mods (other than mod loader). No necromancy rules exist for mod threads so you're fine.

Resource Manager will send out produced goods almost instantly so it's normal to see 0 output resources. Watch the building to see if trucks are leaving to make sure it is producing.


Hello!


I will resurrect this topic to ask, is it possible to add a config setting for minimum output resourses that a truck would start transfering resourses? So that in production buldings some resourses stock a bit. ( Looks like cheating with the way it works now )

It would be better if it moved resourses after stocking like 300 - 400 units. That way there would be less trucks around for no reason. I changed the setting for max trucks around but maybe this way it would make some buildings stuck.

Thank you!


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Tue Jan 12, 2016 9:13 am 
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Hello, DarthPresidente!

Very good job, I like this mod which completely removed annoying traffic jams for me and my friends :) However, we have one big issue and, therefore, some questions.

I've tried to play a multiplayer game with Resource Manager v 3.1 with my friend 1 vs 1.
We played normally until an advancement to the "Cold War" era. Then we saved our game BEFORE advancement and loaded this savegame after some time. When we BOTH advancing to the "Cold war" era, suddenly game stops in about 5-10 seconds after last player's advancement and the message about desynchronization appears.

We both use the same directory and file structure (added "CommonLua" and "Mods" to the root directory of Tropico 5).
We both use only your Mod Loader v 2.4 + Resource Manager v 3.1, no additional mods.
We both use licensed steam version of Tropico 5 (v 1.10) without any DLC's.

So, I will appreciate if you give me some additional information:
1) Is Resource Manager v 3.1 compatible with latest update of Tropico 5 v 1.10 ?
2) Maybe "Waterborne" DLC is required for Resource Manager v 3.1 ?
3) Where can I find any log files generated by the game engine or your mod, which can be helpful in the matter of solving the problem of desync?
BTW, I can't find any logs in %appdata%/Roaming/Tropico 5/ ! :(
4) Can the loaded savegame be the cause of desync?

I'm looking forward for you answer!
Best regards, FotonCat.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Thu Jan 14, 2016 10:00 am 
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FotonCat wrote:
So, I will appreciate if you give me some additional information:
1) Is Resource Manager v 3.1 compatible with latest update of Tropico 5 v 1.10 ?
2) Maybe "Waterborne" DLC is required for Resource Manager v 3.1 ?
3) Where can I find any log files generated by the game engine or your mod, which can be helpful in the matter of solving the problem of desync?
BTW, I can't find any logs in %appdata%/Roaming/Tropico 5/ ! :(
4) Can the loaded savegame be the cause of desync?
1. Yes.
2. No. It shouldn't be.
3. Try searching for Tropico5*exe*.log
4. Desynch in multiplayer has been a plague since the game's release. I barely played multiplayer when the game first came out. Once the powers that be blocked entry into multiplayer with mods I stopped entirely. Since then I have found a way to bypass their block but never played it myself. My mods were always in various stages of tweaks and rewrites so in order to play I'd have to do a lot of shuffling around of my mods. Multiplayer lobbies all seemed dead so I never bothered with the effort.

Testing and debugging of mods in multiplayer is way too big of a headache. Even if I were to find someone to play with that was running my exact configuration, it would be a guessing game as to whether the desynch was mod related or just typical of the game. If you and your friend have log files you can post I'd be happy to look at them and see if anything stands out. I have no reason to believe that there is something specific to the Cold War Era that would cause an issue with Resource Manager but there might be something I am overlooking.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Mon Feb 22, 2016 10:44 pm 
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Having an issue where imported materials are becoming stuck inside the docks and stuck inside the storage facility. I'm importing gold,bauxite and uranium and the nuclear power plant keeps running out of uranium even tho there is a ton in storage.

I've uploaded the save to mega https://mega.nz/#!a4InXSYB!VbkJJQdTp4bw ... VB6OGf5GrY


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Tue Feb 23, 2016 11:03 am 
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chromestalker wrote:
Having an issue where imported materials are becoming stuck inside the docks and stuck inside the storage facility. I'm importing gold,bauxite and uranium and the nuclear power plant keeps running out of uranium even tho there is a ton in storage.

I've uploaded the save to mega https://mega.nz/#!a4InXSYB!VbkJJQdTp4bw ... VB6OGf5GrY


I had the same problem and found out the resources were being transported between storage facilities and a dock was exporting them when i wanted to store them for industry. Ensure all docks are set not to export, also it might be worth only storing uranium in the storage facility closest to the nuclear power plant.

Way i do it, i only have 1 dock import and 1 to export, all other docks dont get used at all and thats basically sorted any issues i had.

Hope it works for you


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Tue Feb 23, 2016 7:04 pm 
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pheonixx wrote:
chromestalker wrote:
Having an issue where imported materials are becoming stuck inside the docks and stuck inside the storage facility. I'm importing gold,bauxite and uranium and the nuclear power plant keeps running out of uranium even tho there is a ton in storage.

I've uploaded the save to mega https://mega.nz/#!a4InXSYB!VbkJJQdTp4bw ... VB6OGf5GrY


I had the same problem and found out the resources were being transported between storage facilities and a dock was exporting them when i wanted to store them for industry. Ensure all docks are set not to export, also it might be worth only storing uranium in the storage facility closest to the nuclear power plant.

Way i do it, i only have 1 dock import and 1 to export, all other docks dont get used at all and thats basically sorted any issues i had.

Hope it works for you


Yea. I have tried playing around with all those settings but like I said the material gets stuck in the dock.


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 Post subject: Re: Resource Manager 3.1 - Updated Dec 19, 2014
PostPosted: Sat Feb 27, 2016 10:14 am 
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chromestalker wrote:
Yea. I have tried playing around with all those settings but like I said the material gets stuck in the dock.
The priority for sending goods to a building is as follows:
  1. Production Buildings
  2. Storage Facility
  3. Dock
Each production building has an internal storage capacity defined in the buildings template. Resource Manager will respect that limit. Resource Manager keeps track of 'pending shipments'. Goods that are on the way count towards that storage capacity.

Stuck trucks can cause goods to never arrive. Resource Manager will, by default, eliminate trucks that have not reached their destination within 12 months. When the stuck truck is eliminated the 'pending shipment' is removed and the building is free to receive more goods. Stuck trucks happen in the vanilla game and happens most often by docks. You can try to resolve the issue by demolishing the road leading to the dock driveway and then reconstructing it. You can also change the default period stuck trucks get eliminated by changing the mod's config variable "StuckTruckThreshold" to something smaller. Don't set it too low though or trucks will start disappearing half way to their destination. I recommend nothing lower than 3 for normal game play although you can set it to 1 to purge your existing problem, save, change back, and then resume.

Overwhelmed docks can also cause a delay in goods. It takes time for trucks to exit a dock or warehouse one by one. It's very easy to have a queue of hundreds of vehicles waiting to exit an extremely busy dock. Tourists and immigrants add even more exit traffic. Use the import/export options on the dock to disperse traffic. Use the mod "Tourists Dock Here" to restrict cruise ships to certain docks (Will only help you with new docks).

I cannot attempt to use your save game. I would need to run the game with the same mod configuration that you have and you have not supplied that information. I'm not really willing to ditch my current configuration just to test one user's specific issue. Please supply a log file if the above suggestions to not work for you.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Sun Feb 28, 2016 1:58 pm 
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Update 2/28/2016

Added an optional plugin: Dynamic Capacity. Info in the first post.

I also suggest grabbing the updated version of Other-B-Gone (v1.4).


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Sun Apr 17, 2016 5:40 pm 
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I really like this mod but there is one thing that feel strange and destroy a little of the fun.
The orange trucks just drive trough other cars when there is traffic cues/jams.

Is there any way to fix this?


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Sun Apr 17, 2016 6:19 pm 
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xxx78 wrote:
I really like this mod but there is one thing that feel strange and destroy a little of the fun.
The orange trucks just drive trough other cars when there is traffic cues/jams. Is there any way to fix this?

I created a plugin that should do the trick. Download and install the Standard Trucks plugin in the first post.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Tue Apr 19, 2016 2:20 pm 
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DarthPresidente wrote:
xxx78 wrote:
I really like this mod but there is one thing that feel strange and destroy a little of the fun.
The orange trucks just drive trough other cars when there is traffic cues/jams. Is there any way to fix this?

I created a plugin that should do the trick. Download and install the Standard Trucks plugin in the first post.


Truly awesome, thanks for your dedication and helpfulness :)


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Wed Apr 20, 2016 8:59 am 
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Just a quick feedback:
The plugin make things look much better now and the trucks is following the normal traffic, very nice.
Only issue is when they slowdown because of traffic in front, they sometimes drive halfway through the car/truck in-front.

A problem I created?
I used this plugin on a savegame and I get a situation that some cars is stuck and never seem to move. Other cars wait in queue but nothing happens. I waited more than 12 months and they was still stuck.
I deleted all factories and production buildings and waited 12 months but it did not help.
I guess this happened because I did not have the plugin when this map was saved in campaign mode, and at that time those trucks was driving through each other.

Image

Any suggestion to how to fix this?


Last edited by xxx78 on Fri Apr 22, 2016 2:37 pm, edited 1 time in total.

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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Thu Apr 21, 2016 10:18 pm 
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More feedback:

With the latest plugin installed the drivers get stuck in the middle of the road if I delete the road, they just stand there frozen.
I started a new game and after playing a few hours I had around 15 drivers stuck in the road.
9-10 stuck drivers here:
Image

Also from time to time one or more trucks get stuck in is that the same way the drivers get stuck, trucks just standing in the middle of the road.
So far I have not find the reason for this.
8 stuck trucks in the picture:
Image

Is it possible to implement some kind of check that remove stuck drivers/trucks, or is it some other way to fix this?


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Sat Apr 23, 2016 10:56 am 
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xxx78 wrote:
Is it possible to implement some kind of check that remove stuck drivers/trucks, or is it some other way to fix this?
I am not sure why the plugin would cause the issue. All it does is alter speed and distance rules for them.

Resource Manager should clean up stuck trucks on it's own. It's been a long while since I have really looked at the code in version 3.1 that handles it though. Version 4, which I have mostly abandoned, changed the way stuck trucks were detected and eliminated but I think some of the code could be adapted to work with 3.1.

See if this works for you. Paste the following code to the RMPlugin - StandardTrucks.lua file:
-- New Way to Detect and fix stuck trucks.  On New Month log position,
-- If the position is the same for x months then consider it stuck and remove

function OnMsg.NewMonth()
   local StuckTruckThreshold = ModGetConfigVar("DarthPresidente","ResourceManager","StuckTruckThreshold") or 3
   for i = 1, #g_Cities do
      local city = g_Cities[i]
      local ptrucks = city.labels.PrivateTrucker:GetObjects()
      for i = #ptrucks, 1, -1 do
         local unit = ptrucks[i]
         local dokill = false
         local car = unit.car
         local boat = unit.boat
         if car then
            local now_pos = car:GetPos()
            local last_pos = unit.lastcarpos
            if last_pos then
               if now_pos:x() == last_pos:x() and now_pos:y() == last_pos:y() then
                  if not unit.stuckmonths then
                     unit.stuckmonths = 1
                  else
                     unit.stuckmonths = unit.stuckmonths + 1
                  end
                  if unit.stuckmonths >= StuckTruckThreshold then
                     dokill = true
                  end   
               end   
            end
            unit.lastcarpos = now_pos
         elseif boat then
            dokill = false
         else
            dokill = true
         end
         if dokill then
            local sbld = unit.SourceBuilding
            local samt = unit.SourceAmount
            local sres = unit.SourceResource
            if sbld and samt and sres then
               if IsValid(sbld) then
                  sbld.storage:ChangeAmount(sres, samt)
               end
            end
            unit:SetCommand("SilentDeath")
         end
      end
   end
end

Set the StuckTruckThreshold config variable (in Config - ResourceManager.lua) to something low (like 1 or 2) but keep in mind that if you have docks or warehouses with a huge queue of vehicles waiting to exit then it will delete them because they have not moved. Huge queues at the docks can be caused heavy tourist traffic and imports leaving the dock garage.

If this doesn't work then please include any errors that are generated in your log file.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Sun Apr 24, 2016 7:06 am 
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Thanks again for the fix.

I tested quickly with a few scenarios in a new game and I had no issues.

Deleted the producer building that sent the trucks: The trucks delivered as planned
Deleted road in front of them: Trucks drive back to the building that sent them. Not sure if they added the products back to the building storage.
Delete road where they was, or in front and behind: Trucks disappeared and the drivers got stuck in the road. But after a short time all stuck drivers disappears also.
Upgraded building that sent the trucks: No effect, delivery as normal.
Deleted receiver: Trucks drive to closest storage facility, police station or drive back depending on situation. Not sure where the products in the trucks went.

The stuck drivers seem to be fixed, about trucks Im not sure since I have not found the exact reason for them being stuck. But this look very promising, thanks.

If you talk about the normal lua log I have never had any errors from this mod there.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Sat Apr 30, 2016 11:40 am 
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I just want to confirm that all trucks and drivers work great now. I have played many maps since last time and I have not experienced a single issues with stuck trucks or drivers.

But I have noticed something. Trawlers and oyster farms seem to have issues with delivering their products. They juts fill up storage and nothing happens.
Im not sure if this is a new issue or something that have happened before. Great if you can take a look at it, thanks :)


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Wed May 04, 2016 8:54 pm 
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xxx78 wrote:
But I have noticed something. Trawlers and oyster farms seem to have issues with delivering their products. They juts fill up storage and nothing happens.
Im not sure if this is a new issue or something that have happened before. Great if you can take a look at it, thanks :)
Confirmed. I forgot about those and didn't include a check for when a private trucker was in a boat. I have updated my post above to address it. Thanks.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Sun May 15, 2016 4:50 am 
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I'm guessing this is intentional, but if I turn on storage for a warehouse the trucks send everything to those storage and nothing gets sent to my docks for export. So I'm assuming that I need to have it switched off, and if production is stopped due to overflow of resources at the place (eg a mine), will it send it to the storage then?

Running into an issue, not sure if it's because this is a mod, but I have Majestic's coffee shop, and the espresso is acting weird. The people will send all of it to the Coffee Shop, and never to the dock for export (even though I have an active trade for expresso and the export option enabled). If I allow the espresso to go into storage, it then just...sits there, doing nothing, and not being used, the same goes for any other resource though, if I enable them to be sorted into the storage, then they just sit there and never get moved into the dock for exporting (they do however go into shops etc when those get low on resources). I'm guessing I only turn on exports when I'm actually exporting that material?

At current what I have to do is turn off storage for items I am exporting at the time, and hope it's sent to the docks, but in some cases (eg the case of the espresso) I first have to get it sent to the storage next to the docks, then stop the storage on it so it's taken out and immediately placed in the docks!

I dunno how to explain it...but I want to make sure that I'm getting an even distribution of resources to buildings, eg, some goes to the docks for export, some go to buildings for supply, even though I have those turned on, it seems if the building is using it for supply, it instantly sends it to the docks to be exported, although I might be missing something here.

To be honest, I am a little confused xD


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Wed May 18, 2016 9:26 am 
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Elfykins wrote:
I'm guessing this is intentional, but if I turn on storage for a warehouse the trucks send everything to those storage and nothing gets sent to my docks for export.
Yes. This is the intended behavior. The only time the goods will be shipped to export will be when the storage capacity has been met. The purpose of the storage facility is to prevent the export of selected resources.

When the storage facility is full then excess resources will be directed to the docks for export. The config variable "WarehouseCapacity" controls the capacity of the storage facility. The default is 100,000.




As for your issue with the Coffee house, Resource Manager will keep shipping to production building until its reached or exceeded it's storage capacity. The Coffee house has a default input storage capacity of 10,000.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Mon Jul 04, 2016 5:03 am 
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Cool mod, somehow it messed up with my game.

I'm using a trainer with inf. dock resources, after I activated this mod, I can't export and earn anymore from the docks resources.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Wed Jul 13, 2016 1:46 am 
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ActualCannibal wrote:
Cool mod, somehow it messed up with my game.

I'm using a trainer with inf. dock resources, after I activated this mod, I can't export and earn anymore from the docks resources.


Try using the mod without the trainer and if all works well then the mod didnt mess up your game, using the trainer did. Like all mods, there may be compatibility issues which will make trainers inoperable.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Thu Aug 18, 2016 2:35 pm 
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I just finally got this game, and downloaded this mod. What I want to know is how does the importing work cause nothing comes in when from the dock, do I have to import like normal or is there something else to it?


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Tue Feb 14, 2017 4:51 pm 
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I would like to report a bug, resources imported, when stored in a warehouse, become completely inaccessible, they cannot be exported, moved, or otherwise used by production buildings, even if you tell the warehouse to not store the item anymore.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Tue Apr 04, 2017 8:28 am 
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ActualCannibal wrote:
Cool mod, somehow it messed up with my game.

I'm using a trainer with inf. dock resources, after I activated this mod, I can't export and earn anymore from the docks resources.


I have the same problem but without using any trainer or other mods. Resource Manager 3.1 is the first mod i have installed.
When i load my save (Steam last version) there is new building "Storage facility" in building menu.
But the export mechanism (docks) are not working. I see that plants sends resources to facilities (in orange tracks), but facilities does not produce any goods, their "Monthly production" field always "0".
If i would destroy all facilities then plants are NOT send resources to docks or storage facilities. Its all works fine without mods.


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 Post subject: Re: Resource Manager 3.1 - Updated Feb 28 2016
PostPosted: Tue Apr 04, 2017 8:44 am 
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The mod is intended to be used with new games. If you are playing from a save game that was created before installing then you will probably have issues.

If you want to try and work with the save you have then try rebuilding your docks. Old docks by default will have all exports off and will not have the menu to adjust import export options.

Production buildings will probably also need to be rebuilt.


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