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 CT Lab items primer 
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CT Lab

The CT Lab is a base module that your legion can and almost certainly will add to your base. It is required that you have researched up through Hybrid Theory Dynamics before you are allowed to access it. The basic idea is you convert common artifacts that you receive from your hourly production and convert them to specialized artifacts that can only be obtained through the CT Lab. The bottom line is the CT Lab is extremely useful and you should make it a priority to get finish the required research. We'll take a look at each item along with some commentary.


Aegis Capacitor
[ Special Module - Size:20, Shield:300, Shield Bonus:+5% ]
Installs an Aegis Capacitor on your ship.
Limit 3 per ship.
Required items: 100 XCharge cells; 200 Shield Amplifiers

The Aegis Capacitor is a very nice artifact that you should definitely acquire. It will take a while to gather the necessary items early in the game, so patience will probably be required. Or, a very helpful legion that is willing to donate them to you.

Gravimetric Flume
[ Special Module - Size:18, Scan:90 ]
Installs a Gravimetric Flume on your ship.
Limit 3 per ship.
Required items: 150 Grav-Whip Traps; 150 Nanite Swarm Capsules; 150 Spy Uplink Chassis

Gravimetric Flumes are handy and work best when paired with other artifacts that give percentage boosts to Scan. Worth having, but not overly efficient in size/scan ratio.

Crux Amplifier
Amplifies your weapon systems, boosting attack by 10%.
This effect is immune to removal from other artifacts.
Lasts 12 hours.
Required items: 30 Ancient Crystal Foci; 30 Crimson Obelisk

The Crux is great for PVP/NPC actions. There is no limit to how many of these you can own and you'll probably buy these regularly.

Spy Probe - Governance
This probe returns data on whether the current planet owner
is active or inactive. (Logged in within the last 7 days)
Required items: 25 Spy Probe-Weapons, 25 Spy Probe-Resources; 25 Spy-Probe-Defenses

A handy little artifact if you're active in invading enemy planets. It's far simpler to take a planet from someone that no longer plays.

Thermionic Intensifier
Transforms a volcanic planet into a Demon world,
enhancing its size by 1, attack by 800, and all resources by 1.
Required items: 50 Ion Storm, 50 Ion Repulsor Charge, 50 Space Elevator Chassis

This is a planet artifact that changes a Volcanic to a Demon. On the surface, these are great. But you will find in time that colonizing Volcanoes is a no no. You will want to change all of your Volcs to Demons and stop colonzing Volcanoes completely.

Phasic Chain-Ionizer
Transforms a gas planet into a Plasma world,
enhancing its size by 1, research by 2, and defense by 300.
Required items: 50 Ion Storm Charges, 50 Quantum Flares, 50 Processing Core Chassis

Same as the Thermionic. Changes a Gas to a Plasma. In time, you will stop adding research planets completely. Use these to convert yours and stop colonizing Gas.

Velox Thruster
[ Special Module - Size:30, Defense:250, Defense Bonus:+5% ]
Installs a Velox Thruster on your ship.
Limit 3 per ship.
Required items: 100 Android Helmsmen; 200 Void Shells

Must have item. Helmsmen can not be sent or traded, so patience will be needed to save up 300. Put this one near the top of your list.

Polychoron Vault
[ Planet Structure - Size:1 ]
Constructs a Polychoron Vault on your planet (limit 1 per planet).
Increases mineral, artifact, and research production capacities by 1000 units.
Required items: 20 Mass Storage Pods; 20 Tesseract Containers; 20 Contain Cages

This is another unlimited item. Not easy to save up for early on. Here's a little strategy hint. Save 1 space on every planet and put a Poly Vault on it. Each gives 1000 in max capacity and as you grow, you will be grateful you did this from the beginning. For example, you have 300 planets, each having a vault. 300 planetsx1000 capacity each=300,000 of each.

Recondite Intruder
Sabotages the systems of a non-player enemy, reducing its defense by 25%.
Can be used on elites and bosses. Lasts 12 hours.
Required items: 20 Alarm Sentry; 5 Drannik Sabs; 20 Engineered Virus

This is a nice little item for use against NPCs. Unlimited so buy as needed and use, especially when new 10 person elites become available to you. They'll save you a good bit of energy till you get stronger.

HyperSensor Satellite
[ Planet Structure - Size:2, Artifact:2, Research:2 ]
Installs a HyperSensor Satellite on your planet.
Required items: 40 Continuum Beacon; 40 Subspace Seeker; 40 Relay Tower

Nice little planet building that offers a size 2: production 2. You're going to use a lot of these on artifact planets.

Resonance Inhibitor
[ Planet Structure - Size:1, Cloak:250, Invasion Defense:500 ]
Installs a Resonance Inhibitor on your planet.
(limit 2 per planet)
Required items: 50 Dark Pyramids; 30 Contain Cages; 40 Spy Uplinks

Planet building that provides some cloak and defense. Has some use but once you go pure production on most of your planets (no defense or attack), these drop in value.

Flux Probe - Tracer
An advanced Flux Probe that returns the names and
ranks of ships who have scanned the target planet.
Required items: 20 Flux Probes; 20 Quantum Flares; 20 Planet Vortex

Can be very useful to find out who/rank of the players that have a particular planet on scan.

Domain Walker
[ Planet Structure - Size:1, Attack:600, Defense:600 ]
Deploys a Domain Walker on your planet.
(limit 2 per planet)
Required items: 30 Sentry Guards; 30 Shield Sentries; 30 Phase Cutters

If you are into putting defense/attack on a planet, these aren't bad. Only put these on planets that you are also getting attack/defense bonuses also on that planet. 600 alone is worthless.

DM79 Datacenter
[ Planet Structure - Size:1, Research:4 ]
If deployed on a non-Gas planet, the structure will provide 2 bonus research.
(limit 1 per planet)
Required items: 25 Alien Data Discs; 30 Positron Clouds; 30 Grid Consoles

Only put these on research planets, most notably Plasmas.

Isolation Bureau
[ Planet Structure - Size:2, All Resources:1, Cloak:200 ]
An agency specializing in keeping secrets...secret.
All bonuses double if built on a planet that only YOU have scanned (limit 1 per planet)
Required items: 50 Refining Labs; 50 Calming Amps; 50 Dark Pyramids

Note the bonus note with this one. Pretty useful item.

Astrobiology Ward
[ Planet Structure - Size:1, Population:500, Population Bonus: +50% ]
Installs an Astrobiology Ward on your planet.
(limit 1 per planet)
Required items: 50 Cloning Pods; 50 Longevity Serums; 30 Space Elevators

You'll use a few of these on planets that have artifacts that give population bonuses. It can be handy to have a few thousand extra population on, although high populations can be countered.

Hypergate Upgrade
Upgrades an existing Warp Gate structure on your planet to a Hypergate,
doubling all of its resource bonuses.
Required items: 50 Warp Gate Chassis; 30 Unstable Wormholes; 50 Tachyon Cylinders

Another useful planet item. Will use on your artifact planets and any planet that has high production across all three production types.

Galactic Concord Station
[ Planet Structure - Size:1, Mining:1, Artifact:1, Defense:+10% ]
If the planet has not been attacked in the last 9 months
when this is first built, all bonuses are doubled.

Planet building. Note the added bonus note. You'll use a lot of these too.

Anubix, AI Assault Drone
[ Ship Ally ]
Initial Stats: Invasion Attack: 160, Cloak: 60 (Upgrades with Rank)
Anubix gains a new rank whenever you Raid a Base Level 5+.
Requires Rank 200 or Greater.
Required items: 200 Ship Bots, 50 Android Helmsmen; 100 Grid Consoles

Only Ally available from the CT Lab. It will take a while to save up the necessary items, but well worth it. Gives a 3% Attack Bonus at rank 100. Not terribly difficult to rank, but will take some time.

Toxic Processing Plant
[ Planet Structure - Size:2, Mining:3, Artifact:2, Attack:+30% ]
if built on a toxic or irradiated planet,
the structure gains +2 mining and -2 artifact.
Limit 1 per planet.
Required items: 50 Engineered Virus; 50 Contain Missiles; 50 Processing Cores

Very nice planet artifact that can be used on Toxics for Mining: 5 or on planets with high production on mining and artifact. Must haves.

Polaron Emitter
[ Planet Structure - Size:1, Research:1, Cloak:100, Cloak:+15% ]
If the planet has a Small Moon, Large Moons,
or Planetary Rings when this is built, this structure
gains +1 artifact and +1 mining.
Limit 1.
Required items: 60 Spy Uplinks, 60 Quantum Traps; 60 Positron Clouds

Another strong planet artifact. Note the added bonuses. Will use these on planets you wish to have a high amount of cloak.


Wed Feb 10, 2016 12:44 am
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DarthNefarious wrote:
HyperSensor Satellite
[ Planet Structure - Size:2, Artifact:2, Research:2 ]
Installs a HyperSensor Satellite on your planet.
Required items: 40 Continuum Beacon; 40 Subspace Seeker; 40 Relay Tower

Nice little planet building that offers a size 2: production 2. You're going to use a lot of these on artifact planets.

eventually the hypersensors become the least valuable since they only provide 1:1 arti with no other boosts. the adumbrate station beats it with its bare 200 cloak, but can now be doubled.

DarthNefarious wrote:
Resonance Inhibitor
[ Planet Structure - Size:1, Cloak:250, Invasion Defense:500 ]
Installs a Resonance Inhibitor on your planet.
(limit 2 per planet)
Required items: 50 Dark Pyramids; 30 Contain Cages; 40 Spy Uplinks

Planet building that provides some cloak and defense. Has some use but once you go pure production on most of your planets (no defense or attack), these drop in value.

these are essential for maximizing cloak. i don't see any drop in value.

DarthNefarious wrote:
Domain Walker
[ Planet Structure - Size:1, Attack:600, Defense:600 ]
Deploys a Domain Walker on your planet.
(limit 2 per planet)
Required items: 30 Sentry Guards; 30 Shield Sentries; 30 Phase Cutters

If you are into putting defense/attack on a planet, these aren't bad. Only put these on planets that you are also getting attack/defense bonuses also on that planet. 600 alone is worthless.

2 domain walkers takes up the same space as an obviation barrier .. but give an additional 1200 attack, so if you have any planet with an OB, replacing it with 2 domain walkers gives a handy boost. a great decision if you have %attack boosters on the planet.

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Wed Feb 10, 2016 1:52 am
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senatorhung wrote:
DarthNefarious wrote:
Resonance Inhibitor
[ Planet Structure - Size:1, Cloak:250, Invasion Defense:500 ]
Installs a Resonance Inhibitor on your planet.
(limit 2 per planet)
Required items: 50 Dark Pyramids; 30 Contain Cages; 40 Spy Uplinks

Planet building that provides some cloak and defense. Has some use but once you go pure production on most of your planets (no defense or attack), these drop in value.

these are essential for maximizing cloak. i don't see any drop in value.


Essential? Not even close. They can be handy, especially as a temporary measure but given how many cloak artis there are that give production, these are fairly useless.


Mon Feb 15, 2016 10:04 am
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Ranqul wrote:
senatorhung wrote:
DarthNefarious wrote:
Resonance Inhibitor
[ Planet Structure - Size:1, Cloak:250, Invasion Defense:500 ]
Installs a Resonance Inhibitor on your planet.
(limit 2 per planet)
Required items: 50 Dark Pyramids; 30 Contain Cages; 40 Spy Uplinks

Planet building that provides some cloak and defense. Has some use but once you go pure production on most of your planets (no defense or attack), these drop in value.

these are essential for maximizing cloak. i don't see any drop in value.


Essential? Not even close. They can be handy, especially as a temporary measure but given how many cloak artis there are that give production, these are fairly useless.

you are just wrong.

here is the list of non-%cloak artis that give 250 cloak per space or more:

silthion t-plasma vesicle II - requires nabai LM success and rank 900 NPC drop
b'elna's altar (shrine) - requires vortov ally
crimson rift aperture (2rift) - requires 2 rift planets
scruuge calibration chamber A - requires thraccti ally
adumbrate station upgrade - requires maxed oruas ally
archotage transmitter (amplified) - requires archotage amplifiers
xc1 transport probe - requires ravyn ally
raix refinery (transformed) - requires raix chain completion
alarri comm tower 3 - requires 2 race / profession changes
chron shifter - 5 per player
uldri spacial folder - requires uldrinan race
raix refinery - 10 per player
morphogenic inhibitor - requires mawks LM
dark null beacon - rank 900 NPC drop
silthion t-plasma vesicle - rank 900 NPC drop
bioship landing platform - 10 per person; colossal or mega.colossal planet
resonance inhibitor

so out of all those ... only the resonance inhibitor is infinitely repeatable with no extra allies or special conditions (other than sufficient research for the ct.lab). dark null beacon and STV are NPC drops that are rank restricted.

so as i said at the start .. you are just wrong.

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Last edited by senatorhung on Tue Feb 16, 2016 2:17 am, edited 1 time in total.



Mon Feb 15, 2016 10:26 pm
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on this one im with senator. resonance inhibitors are very usefull structures for permacloaking planets between the worthy of clandestine and not worth permacloaking brackets. You wont put them on your mc 22x's but they go very well on vm 15-20x's

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Mon Feb 15, 2016 11:38 pm
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And yet I have a stack of max cloaked planets with maybe 1 resonance inhibitor between them all (which would have been there when the planet was invaded). Am I doing something wrong?

An why does it matter if the npc is rank restricted? They are still highly available for most people


Mon Feb 15, 2016 11:40 pm
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Ranqul wrote:
An why does it matter if the npc is rank restricted? They are still highly available for most people

i edited my listing above to indicate that those are rank 900+ NPCs. the ct.lab can usually be unlocked by around rank 200. so that is 700 ranks of gameplay where the resonance inhibitor is available while the silthion t.plasma vesicle and dark null beacons are not.

if you don't use them, fine. as peticks noted, they don't belong on MC 22x planets. but i have plenty of planets that i would like to have more cloak on, but don't have enough %cloak artis for all of them. resonance inhibitors go a long way for those planets.

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Tue Feb 16, 2016 2:19 am
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senatorhung wrote:
but i have plenty of planets that i would like to have more cloak on, but don't have enough %cloak artis for all of them. resonance inhibitors go a long way for those planets.


Which is fine but you said they were essential which is patently false.


Tue Feb 16, 2016 4:31 am
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Ranqul wrote:
senatorhung wrote:
but i have plenty of planets that i would like to have more cloak on, but don't have enough %cloak artis for all of them. resonance inhibitors go a long way for those planets.


Which is fine but you said they were essential which is patently false.

for those planets without %cloak artis .. they ARE essential. you can not get close to 30k cloak otherwise. are you brain dead ?

here, i'll give you an example to make it painfully obvious that you are clueless.

i have a VM 5x arti planet making a tad under 500 arti per hour ... not worth %cloaking, but still worth keeping around.

currently has: adumbrate x2, silthion gas vesicle, dark anti beacon, litheor deep-phase probe x2, isolation bureau (doubled), scruuge calibration chamber (doubled), ergosphere, bioship landing platform, siladon, chron shifter x2, polaron emitter, hyperluminal, and resonance x2. passive is currently at 2500 and waiting for 4 mag chargers to take it up to 3892. current cloak before legion bonus is just over 20k. after the passive is maxed, i can strip off the ergosphere and replace it with a belna's and still have 20k cloak, then i will finish doubling the adumbrates and put on the archotage next fall, and then hopefully get a 2d rift to put on the CRA. that would get me up to around 26k cloak with no %cloak artis (polaron is unlimited so i don't count that). without the resonance .. you can't get to 30k (unless you sacrifice production for a research cloak mod, which is exactly what you are arguing against).

if you want to argue numbers with a spreadsheet guy, learn to count first.

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Tue Feb 16, 2016 5:43 am
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Given that polaron emitters are infinitely available and CRAs, ergos and MTJs are all extractable, essential doesn't even come close to being an applicable description of resonance inhibitors. Your argument simply demonstrates yet again your arrogance as to how you believe your playstyle is the be-all and end-all. There are other ways to do things that are perfectly acceptable and just because you do it, doesn't mean anything is "essential".


Tue Feb 16, 2016 6:04 am
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A couple of quantum accelerators can give you 300 each. There are LM artis that also give cloak. Again, while you personally might find them useful, they simply cannot be described as essential.


Tue Feb 16, 2016 6:10 am
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Ranqul wrote:
A couple of quantum accelerators can give you 300 each. There are LM artis that also give cloak. Again, while you personally might find them useful, they simply cannot be described as essential.

more proof that you can't count. my previous list gave every non %cloak structure that gives more than 250 cloak per space, including every LM arti that meets that criteria. quantum accelerators give 300 .. but for 2 space, that is only 150 per space so less efficient. plus, if you are going to burn dark badges for cloak, the magnetosphere chargers are a much more worthy investment. the QACs are only good for the 22x planets where max production is valued more than max cloak (which you get from those %cloak artis anyway).

until there are more readily available cloak structures (say half a dozen more), resonance inhibitors ARE essential to maximizing cloak for planets that are not worth %cloak structures. my playstyle has nada to do with my argument. my argument is based on pure factual numbers.

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Tue Feb 16, 2016 7:08 am
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If i have anything cloaked to 30k its by accident.

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Tue Feb 16, 2016 1:17 pm
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Ranqul not sure what you're even arguing about, The OP said they drop in value and i 100% disagree with that. And i can't understand why you would agree with that statement, unless you have no planets worth cloaking, stolen no planet worth cloaking or just don't cloak. If you have on the off chance found a better way to cloak without them, then please do share, otherwise, i have no idea what your even arguing about.

Resonance Inhibitor are great 1:250 cloak, At almost rank 600, very few thing compare to it, I only have 3-5 ;very limited(in 3-4 cases stolen rather than earnt) ; struc's that give more cloak than it. And with all the projects i own and decent AP planet i stole, i dont have enough of the 3-5 very limited strucs to put on them.

I don't even have enough Resonance Inhibitor for my planets.I don't just need them for Good AP planets, like 15x, i still need them for 22x MC to get 30k+ cloak. At my rank; without a doubt; they are essential, unless you want to waste 2 rank doing one LM just to get a cloak Struc or 4/4+ ranks doing 2+ LM to get a bunch of cloak struc's, or just don't care about cloaking your planet.

Also, I can still see it being essential when im higher in rank and want to cloak some decent AP planet, 15x, since i don't want to waste limit arti's on them.

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Tue Feb 16, 2016 1:42 pm
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The only question Ranqul had, quite fairly in my opinion, was Senator's use of the word "essential" in regards to planet cloak.
I totally understand his point that Resonance Inhibitors are not "essential" to cloak a planet, but they are certainly very handy.

That's it really... Your best planets should not have resonance inhibitors on them, therefore they are not strictly "essential" to cloaking a planet.
They are undeniably very useful though for planets that are not top shelf but are still worth hiding.

Basically, they are essential for your lesser hidden gems, so I can also understand why Senator feels justified in calling them "essential".


Tue Feb 16, 2016 11:14 pm
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Deigobene wrote:
The only question Ranqul had, quite fairly in my opinion, was Senator's use of the word "essential" in regards to planet cloak.
I totally understand his point that Resonance Inhibitors are not "essential" to cloak a planet, but they are certainly very handy.

That's it really... Your best planets should not have resonance inhibitors on them, therefore they are not strictly "essential" to cloaking a planet.
They are undeniably very useful though for planets that are not top shelf but are still worth hiding.


Bingo. Thanks.

I never said they were worthless, I simply said they were not essential. Planets can be cloaked in many other ways that IMO are better than using artifacts that give zero production of any type.


Wed Feb 17, 2016 6:53 am
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I disagree. they are essential to the overall cloaking strategy of your planetary network hence I would, like senator, label them as essential for cloaking. Individual planets may not require them but overall, your going to need them unless your willing to leave vast planetary stores of wealth exposed, which I am of course grateful for but isn't really a good strategy for your ship. :P

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Fri Feb 19, 2016 3:54 am
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The simple fact that I do not use them and yet I still have MTJs, ergos and even a CSR in my cargo proves that they are not essential. There are so many cloak structures available that no single one of them is essential.


Fri Feb 19, 2016 9:10 pm
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Guys, stop arguing, this is pointless. They are very USEFUL, that's good enough. Each person builds their planets differently. There are several ways of effectively build a protected planet that also produces. You're not proving a point to anyone but yourselves.

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Fri Feb 19, 2016 9:49 pm
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TrinityThree wrote:
Guys, stop arguing, this is pointless. They are very USEFUL, that's good enough. Each person builds their planets differently. There are several ways of effectively build a protected planet that also produces. You're not proving a point to anyone but yourselves.

But they haven't even hit the second page yet!

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Sat Feb 20, 2016 12:14 am
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