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  1. Lope de Rojas

    The RUSSIA thread

    http://standuptohate.blogspot.com.es/p/winston-churchill-and-anti-fascist.html just change the name of the countries, it can be applied to everyone.
  2. Lope de Rojas

    The RUSSIA thread

    Talking about the russian president and all... aren't they financing the French far right?
  3. Lope de Rojas

    Funny pictures and videos thread. Not very new but still newest version.

    El Perro Finlandes 说:
    8s5Sw.jpg

    Harold?
    http://imgur.com/gallery/KjtbV
  4. Lope de Rojas

    Mount & Blade: Warband - Viking Conquest DLC (Release Date: 11th December)

    That article is not saying that there were female warriors, just that the vikings took their women with them when they kind of "colonized" the place... Even more, maybe they arrived latter, when the territory were conquered, not during the "invasion". But you know, media tends to do that kind of things (http://www.tor.com/blogs/2014/09/female-viking-warriors-proof-swords)

    You can read more about it here:

    http://www.medievalists.net/2014/09/03/2011-article-viking-women-now-getting-mainstream-media-attention/
    http://www.themarysue.com/viking-warrior-women-disappointed/
    http://www.missedinhistory.com/blog/raining-on-your-parade-about-those-women-viking-warriors/


    Idibil would apreciate more this link: http://thevalkyriesvigil.com/2014/09/08/la-mitad-de-los-guerreros-vikingos-no-eran-mujeres-y-otras-formas-de-tergiversar-la-historia/
  5. Lope de Rojas

    Ukraine Today

    KYIV, 3 October 2014 - The OSCE Special Monitoring Mission to Ukraine (SMMU) acknowledges that a breach of its own internal security regulations occurred in early September 2014 in Donetsk city involving one of our vehicles. The SMMU regrets the incident where two uniformed individuals boarded our vehicle. We have also undertaken all measures to prevent such a regrettable incident from occurring again.

    http://www.osce.org/ukraine-smm/125102

    and also... from yesterday...

    Upon arriving at the “Joint Coordination Center for Ceasefire Monitoring” in Soledar, the SMM noticed that one military officer from the Russian Federation was wearing an OSCE patch on his uniform as well as carrying an ID card with the OSCE logo. The SMM  made the necessary demarches in response to this unauthorized use of OSCE insignia.

    http://www.osce.org/ukraine-smm/125107

    Must be also part of the humanitarian/peacekeepers/ICRC russian convoy
  6. Lope de Rojas

    Ukraine Today

    It's also the way NATO is called in Spanish (Organización del Tratado del Atlántico Norte).
  7. Lope de Rojas

    Ukraine Today

    It would settle a precedent... so everytime Russia wants a piece of a neighbour country, they just have to wave the conflict/war threat, and then, this neighbour would have to give them (the region) enough autonomy to let Russia put a puppet government there and annex it... sure it would avoid a bloodshed...

    Hope Germany doesn't make that in Mallorca (afaik, there are some villages there whose majors are german tourists that settle their residence there long time ago).
  8. Lope de Rojas

    Ukraine Today

    or... http://www.ft.com/intl/cms/s/0/9363e834-b5c4-11e3-81cb-00144feabdc0.html (Spain positions itself as alternative to Russian energy supply)

    Spain positions itself as alternative to Russian energy supply

    By Tobias Buck in Madrid

    Spain is trying to position itself as an alternative gas supply route to the rest of Europe, saying it has spare capacity that could help reduce the continent’s dependency on energy shipments from Russia.

    Spain buys all its gas from non-Russian sources, and has invested heavily in recent years to bolster its ability to import liquefied natural gas (LNG). Politicians and industry representatives are calling on Europe to invest more heavily in interconnectors and other infrastructure to ease the flow of gas from its own network to countries further north.

    According to an estimate by Spain’s gas industry association, the country could provide about 10 per cent of the current Russian gas exports to Europe. Using a different comparison, José Manuel Soria, minister for industry and energy, argues that Spain could cover almost half the gas that flows to Europe through Ukraine.

    Securing and diversifying Europe’s energy supply has emerged as a challenge for politicians and business leaders, amid fears that the stand-off over Ukraine could prompt Moscow to curb exports of natural gas. Russia is the biggest supplier of natural gas to the EU by far, accounting for close to a third of annual demand.

    The three Baltic countries – Estonia, Lithuania and Latvia – along with Bulgaria, the Czech Republic and Finland receive 100 per cent of their gas from Russia. Germany’s total is 36 per cent, a factor that has weighed heavily on decision-makers in Berlin.

    In contrast, Spain’s campaign to diversify its gas supplies and invest in LNG has allowed Madrid to view the tensions with relative calm. LNG can be shipped from anywhere in the world, but then needs to be converted back into gas before it can be fed into a pipeline. Out of 21 re-gasification terminals in Europe, six are in Spain, with a seventh ready to go into operation. The Spanish terminals account for 38 per cent of European capacity.

    Far from seeing a risk to their own energy supply, Spanish officials view the crisis with Moscow as a chance to highlight its own gas model – and Spain’s potential to help the continent as a whole to reduce dependency on Russia.

    Antoni Peris, president of Sedigas, Spain’s gas industry association, said the country was able to send 5.2bn cubic metres of gas across the border into France, rising to 7.1bcm next year. “But we can send much more gas . . . Spain could supply 10 per cent of the gas that Europe currently gets from Russia,” he said.

    “What Spain can offer is the capacity to connect [northern Europe] to the rest of the world,” he added, in a reference to Spain’s LNG capacity.

    Mr Peris said Spain could increase gas exports to at least 14bcm, though that would require building the long-awaited third interconnector and pipeline between Spain and France. Known as the MidCat project, the third gas link has been the subject of debate for years but has failed to get off the ground.

    Both the Spanish government and industry are renewing calls for more investment. “If this crisis has demonstrated anything, it is that interconnectors are valuable, not just to Spain and Portugal but for all of Europe,” Mr Soria told a news briefing earlier this month.

    Not that I don't prefer other energy sources, but...
  9. Lope de Rojas

    Ukraine Today

    pentagathus 说:
    trueten 说:
    There are no seps. I mean true separatists.
    Yes there are. I'm not disputing the fact that Russia has been heavily involved in supplying men and arms to the seps but there are people in Donetsk who want either to become independent or part of Russia.

    https://twitter.com/TKulakowski/status/508899180166017024

    #Gubarev: it's not only #DNR and #LNR, we say about all #Novorossiya, Zaporozhye, Kherson and other districts

    erm... separatist, even if the people from other regions doesn't want to?
  10. Lope de Rojas

    The 2014 FIFA World Cup, and the protests in Brazil.

    trueten 说:
    Oh, c'mon, del Bosque will simply blame Friday 13 and will be good about it.

    ...and the rain
  11. Lope de Rojas

    The 2014 FIFA World Cup, and the protests in Brazil.

    Well, that was ridiculous... the speakers in T5 (a Spanish tv channel) were saying that we shouldn't complain about this result, because they won 3 major cups... way to go, Spain, way to go... for sure...

    tbh, we needed something like this, this was an awful match and the coach must now think about his choices for our national team (Not that the Dutchs didn't deserve winning, but... come on... 1-5?).
  12. Lope de Rojas

    New siege map: Dlegion forest ambush

    Seems funny for a siege...

    It remembers me to the Forest Hideout map (I miss that map so much... haven't played it since... hrm, can't remember xD)
  13. Lope de Rojas

    Mount & Blade II: Bannerlord Old Discussion Thread

    Being a Hulk (in strength terms) in real life doesn't make you better at aiming with bows/crossbows. A trained longbowman could run out of arrows in quite few seconds (with successful shots, which is the most important thing here, not how much time you can have your bow drawn) not because he was strong, but because he had dexterity with his weapon. I'm not saying that they were weak people, but strength wasn't the most important thing for them.

    If we are talking about Agility/Dexterity, and you just talk about the impact of the agility just while "reloading" a bow and not during the whole process of "reloading"-aiming-shooting, why are you applying it to the dexterity with a sword in combat and not just the unsheathing movement?

    I always thought about it (the agility) as the dexterity of using any weapon...
  14. Lope de Rojas

    Mount & Blade II: Bannerlord Old Discussion Thread

    Yabloko 说:
    I see your point, I think it's a wrong way of naming things, but you're right.

    Henryk Sienkiewicz is the one to blame then.

  15. Lope de Rojas

    Nations Cup 2013, ¿España?

    Pues ya sabéis, os juntáis y tratáis de montar un equipo, que en esto, como en la Selección, no debe haber colores más allá del rojigualda.
  16. Lope de Rojas

    añadir aldeas y castillos AYUDA, para el mod hispania 1200

    Necesitas toquetear unos cuantos archivos del MS, module_parties.py, module_troops.py (para los ancianos de las aldeas), module_scenes.py (para asignar a las nuevas aldeas y/o castillos sus respectivas escenas), la carpeta de SceneObj (duplica los *.sco -creo que se llamaban así, hace mil que no lo miro-) para los archivos de cada ciudad...

    Vamos por partes, lo primero es saber cuántas ciudades, castillos y aldeas nuevas necesitas. Cada tipo de localización lleva consigo un número determinado de escenarios, así pues, una aldea sólo tiene un *.sco asignado, un castillo creo que tiene 3 (la planta del castillo, la sala del trono y las mazmorras... ahora no recuerdo si el asedio es una scene aparte también) y las ciudades tienen 8 (la planta de la ciudad, mapa de asedio, sala del trono, la taberna, mazmorras, la arena de justas y torneos... y dos más (hace más de un año que no toco el juego, no me tiréis piedras, por favor xD)

    Una vez tienes claro lo que quieres añadir, vamos a module_parties.py y copiamos tantas líneas como escenas nuevas necesitemos:

    插入代码块:
    ("town_21","Ahmerrad", icon_town_desert|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(130.5, -78.5),[], 330),

    Este es de una ciudad, pero sirve como ejemplo para el resto. No se como de familiarizado estás con el MS, pero por si acaso, explicare cada parte:

    town_21 es el ID de la ciudad, si quieres añadir ciudades, simplemente coloca las nuevas a partir de la última ciudad, nombrándolas con numeración consecutiva town_23, town_24... y así sucesivamente.

    Después, Ahmerrad, obviamente es el nombre de la ciudad, pon el nombre que desees.

    Lo siguiente son las "flags" de esa localización en particular:

    Puedes encontrar previsualizaciones de los icon_whatever entre los *.brf del juego, eso define el icono de la localización (como si colocas el icono de una vaca), lo que viene después pf_town /pf_castle /pf_village define el tipo de localización y como debe actuar el juego cuando se trate de ella. blablablablablabla... (130.5, -78.5) son las coordenadas de la localización, y el último número creo que hacía referencia a la guarnición (que me corrijan si me equivoco).

    Si quieres añadir un castillo, haces lo mismo, solo que...

    插入代码块:
    ("castle_1","Culmarr_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),

    debe llevar el ID castle_X, donde X es el número de referencia, y los colocarás al final de la lista de castillos. Lo mismo se aplica para las aldeas.

    插入代码块:
    ("village_119","Iunet",  icon_village_c|pf_village, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(89, -115.5),[], 40),

    Una vez tienes realizados esos cambios, los guardas y pasamos a la carpeta SceneObj, donde copiaras y renombrarás tantos archivos como ciudades(x:cool:, castillos (x3... o x4, no lo recuerdo) y aldeas (x1). Si los archivos siguen la siguiente nomenclatura:

    插入代码块:
    scn_town_21_alley.sco
    scn_town_21_arena.sco
    scn_town_21_castle.sco
    scn_town_21_center.sco
    scn_town_21_prison.sco
    scn_town_21_store.sco
    scn_town_21_tavern.sco
    scn_town_21_walls.sco

    lo único que deberás cambiar será el número para que se ajuste a la nueva localización:

    插入代码块:
    scn_town_23_alley.sco
    scn_town_23_arena.sco
    scn_town_23_castle.sco
    scn_town_23_center.sco
    scn_town_23_prison.sco
    scn_town_23_store.sco
    scn_town_23_tavern.sco
    scn_town_23_walls.sco

    Cuando ya tenemos las scenes copiadas, es hora de referenciarlas desde el MS, así que vamos a module_scenes.py y empezamos a copiar y pegar como locos (del ejemplo del link que puse antes de editar...)

    插入代码块:
    ("town_22_center",sf_generate,"none", "none",(0,0),(100,100),-100,"0x000000025a03253200042d08000079d6000004fd00006910",
        [],[],"outer_terrain_desert"),
      ("town_23_center",sf_generate,"none", "none", (0,0),(100,100),-100,"0x0000000130001887000334d0000073ed00004f1a00007a35",
        [],[],"outer_terrain_steppe"),
    
    
      ("town_22_castle",sf_indoors, "arabian_interior_keep_a", "bo_arabian_interior_keep_a", (-100,-100),(100,100),-100,"0x00000007300005000002308c00004a840000624700004fda",
        ["exit"],["town_22_seneschal"]),
      ("town_23_castle",sf_indoors, "interior_castle_n", "bo_interior_castle_n", (-100,-100),(100,100),-100,"0",
        ["exit"],["town_23_seneschal"]),
    
    
      ("town_22_tavern",sf_indoors, "interior_town_house_steppe_c", "bo_interior_town_house_steppe_c", (-100,-100),(100,100),-100,"0",
        ["exit"],[]),
      ("town_23_tavern",sf_indoors, "interior_tavern_b", "bo_interior_tavern_b", (-100,-100),(100,100),-100,"0",
        ["exit"],[]),

    Así con todas las localizaciones (no he colocado todas las líneas, pero obviamente tienes que copiar los 8 tipos distintos, para que no quede nada colgando sin referenciar y después te de problemas.

    Para mejorar la inmersión, y no tener una Al-Isbili rodeada de nieve,
    插入代码块:
    ("town_22_center",sf_generate,"none", "none",(0,0),(100,100),-100,"0x000000025a03253200042d08000079d6000004fd00006910",
        [],[],"outer_terrain_desert"),

    ese "outer_terrain_desert" define el escenario que se ve más allá de los límites del mapa, tienes los siguientes:

    outer_terrain_plain              planicies
    outer_terrain_desert            desiertos
    outer_terrain_steppe          estepas
    outer_terrain_town_thir_1  para Thir (porque tiene puerto, es especial para esa ciudad)
    outer_terrain_snow              nieve

    Una vez tenemos eso, vamos a asignar los NPCs a sus correspondientes lugares (sigo usando el ejemplo de la ciudad, aunque es aplicable para todos los tipos, sólo que en el caso de las aldeas, lo que copias es el village_elder). Para eso vamos a module_troops.py:

    Buscamos los siguientes NPCs y los renombramos (cambiando el número del ID) para que se ajusten al castillo/ciudad/aldea (en el caso del village_elder):

    插入代码块:
      ["town_22_seneschal", "{!}Town 22 Seneschal", "{!}Town 14 Seneschal",  tf_hero|tf_is_merchant, 0, reserved,  fac_neutral,[ itm_blue_gambeson,      itm_blue_hose],     def_attrib|level(2), wp(20), knows_common, 0x000000000004728b01c293c694944b05],
      ["town_23_seneschal", "{!}Town 23 Seneschal", "{!}Town 14 Seneschal",  tf_hero|tf_is_merchant, 0, reserved,  fac_neutral,[ itm_blue_gambeson,      itm_blue_hose],     def_attrib|level(2), wp(20), knows_common, 0x000000000004728b01c293c694944b05],
    
    
      ["town_22_arena_master", "Tournament Master"," {!}Tournament Master",tf_hero|tf_randomize_face, scn_town_22_arena|entry(52), reserved,  fac_commoners, [itm_padded_leather,    itm_hide_boots],    def_attrib|level(2),wp(20),knows_common,man_face_middle_1, man_face_older_2],
      ["town_23_arena_master", "Tournament Master"," {!}Tournament Master",tf_hero|tf_randomize_face, scn_town_23_arena|entry(52),reserved,  fac_commoners,[itm_fur_coat,    itm_hide_boots],    def_attrib|level(2),wp(20),knows_common,man_face_middle_1, man_face_older_2],
    
      ["town_22_armorer", "Armorer", "{!}Armorer",  tf_hero|tf_randomize_face|tf_female|tf_is_merchant, 0, 0, fac_commoners,[itm_sarranid_common_dress,         itm_sarranid_head_cloth       ],def_attrib|level(5),wp(20),knows_inventory_management_10, woman_face_1, woman_face_2],
      ["town_23_armorer", "Armorer", "{!}Armorer",  tf_hero|tf_randomize_face|          tf_is_merchant, 0, 0, fac_commoners,[itm_fur_coat,         itm_nomad_boots     ],def_attrib|level(5),wp(20),knows_inventory_management_10, mercenary_face_1, mercenary_face_2],
    
      ["town_22_weaponsmith", "Weaponsmith", "{!}Weaponsmith",tf_hero|tf_randomiz  e_face|          tf_is_merchant, 0, 0, fac_commoners,[itm_linen_tunic,     itm_sarranid_boots_a],def_attrib|level(5),wp(20),knows_inventory_management_10, mercenary_face_1, mercenary_face_2],  
      ["town_23_weaponsmith", "Weaponsmith", "{!}Weaponsmith", tf_hero|tf_randomize_face|          tf_is_merchant, 0, 0, fac_commoners,[itm_shirt,           itm_hide_boots],def_attrib|level(5),wp(20),knows_inventory_management_10, mercenary_face_1, mercenary_face_2],
    
      ["town_22_tavernkeeper", "Tavern_Keeper", "{!}Tavern_Keeper", tf_hero|tf_randomize_face,           scn_town_22_tavern|entry(9),0,  fac_commoners,[itm_sarranid_cloth_robe_b,               itm_sarranid_boots_a],def_attrib|level(2),wp(20),knows_common, mercenary_face_1, mercenary_face_2],  
      ["town_23_tavernkeeper", "Tavern_Keeper", "{!}Tavern_Keeper", tf_hero|tf_randomize_face,           scn_town_23_tavern|entry(9),0,  fac_commoners,[itm_leather_apron,       itm_hide_boots],def_attrib|level(2),wp(20),knows_common, mercenary_face_1, mercenary_face_2],
    
    
      ["town_22_merchant", "Merchant", "{!}Merchant",          tf_hero|tf_randomize_face|tf_is_merchant, scn_town_22_store|entry(9),0, fac_commoners,    [itm_leather_apron, itm_leather_boots                   ],def_attrib|level(2),wp(20),knows_inventory_management_10, man_face_young_1, man_face_older_2],  
      ["town_23_merchant", "Merchant", "{!}Merchant", tf_female|tf_hero|tf_randomize_face|tf_is_merchant, scn_town_23_store|entry(9),0, fac_commoners,    [itm_woolen_dress,  itm_leather_boots,  itm_female_hood ],def_attrib|level(2),wp(20),knows_inventory_management_10, woman_face_1, woman_face_2],
    
    
      ["town_22_horse_merchant", "Horse Merchant", "{!}Town 18 Horse Merchant",tf_hero|tf_randomize_face|tf_is_merchant|tf_female,  0, 0, fac_commoners,[itm_sarranid_common_dress_b,       itm_blue_hose,      itm_sarranid_felt_head_cloth_b],     def_attrib|level(5),wp(20),knows_inventory_management_10, woman_face_1, woman_face_2],
      ["town_23_horse_merchant", "Horse Merchant", "{!}Town 16 Horse Merchant", tf_hero|tf_randomize_face|tf_is_merchant,            0, 0, fac_commoners,[itm_leather_jacket,      itm_hide_boots],                        def_attrib|level(5),wp(20),knows_inventory_management_10, man_face_young_1, man_face_older_2],
    
    
      ["town_22_mayor", "Guild_Master", "{!}Guild_Master", tf_hero|tf_randomize_face, 0,reserved,  fac_neutral,[ itm_sarranid_cloth_robe,      itm_sarranid_boots_a],     def_attrib|level(2),wp(20),knows_common,  man_face_middle_1, mercenary_face_2],
      ["town_23_mayor", "Guild_Master", "{!}Guild_Master", tf_hero|tf_randomize_face, 0,reserved,  fac_neutral,[ itm_fur_coat,       itm_leather_boots], def_attrib|level(2),wp(20),knows_common,  man_face_middle_1, mercenary_face_2],
    
    
      ["town_22_master_craftsman", "{!}Town 22 Seneschal", "{!}Town 14 Seneschal", tf_hero|tf_is_merchant, 0,reserved,  fac_neutral,[ itm_sarranid_cloth_robe_b,      itm_blue_hose],     def_attrib|level(2),wp(20),knows_common, 0x00000000200c658a5723b1a3148dc455000000000015ab920000000000000000],
      ["town_23_master_craftsman", "{!}Town 23 Seneschal", "{!}Town 14 Seneschal", tf_hero|tf_is_merchant, 0,reserved,  fac_neutral,[ itm_leather_apron,      itm_blue_hose],     def_attrib|level(2),wp(20),knows_common, 0x00000007680c3586054b8e372e4db65c00000000001db7230000000000000000],

    Podemos juguetear con eso cuanto queramos, cambiar rostros, sexo, nombre...

    No he dicho nada hasta el momento sobre compilar el build_module.bat, pero haciendolo tras cada paso nos ahorraremos disgustos posteriores. Si hay algún error, revisaremos hasta encontrarlo y corregiremos lo que esté mal.

    Ahora hay que asignar las ciudades, tanto a una facción como al lord exacto de dicha facción. Vamos a module_scripts.py y buscas:

    插入代码块:
    (call_script, "script_give_center_to_faction_aux", "p_town_22", "fac_kingdom_6"),

    Copias las líneas que hagan falta y las pegas a continuación (sólo en el caso de castillos y ciudades, las aldeas se asignan por proximidad... si no has hecho ningún cambio) y cambias los números de las ciudades y reinos para que se ajusten a tus necesidades.

    Buscas después la siguiente línea:

    插入代码块:
    (call_script, "script_give_center_to_lord", "p_town_22", "trp_knight_6_3", 0),

    y vas cambiando los números para asignar X ciudad (en el caso del ejemplo, la 22) a X noble. Los nobles y sus IDs las encontrarás en module_troops.

    Una vez esté hecho eso, sólo queda asignar las caravanas a las ciudades:

    buscas en el script "initialize_trade_routes" las siguientes líneas:

    插入代码块:
    #AHMERRAD - 6 Routes
          #Tulga, Halmar, Narra, Shariz, Durquba
          (call_script, "script_set_trade_route_between_centers", "p_town_21", "p_town_22"), #Bariyye
    
         #BARIYYE - 6 Routes
          #Tulga, Halmar, Narra, Shariz, Durquba, Ahmerrad

    y antes del ]),

    añades lo siguiente para cada ciudad:

    插入代码块:
    	  (call_script, "script_set_trade_route_between_centers", "p_town_23", "p_town_1"),		#sargoth
    	  (call_script, "script_set_trade_route_between_centers", "p_town_23", "p_town_4"),		#suno
    	  (call_script, "script_set_trade_route_between_centers", "p_town_23", "p_town_6"),		#praven
    	  (call_script, "script_set_trade_route_between_centers", "p_town_23", "p_town_7"),		#uxkhal
    	  (call_script, "script_set_trade_route_between_centers", "p_town_23", "p_town_14"),	#halmar
    	  (call_script, "script_set_trade_route_between_centers", "p_town_23", "p_town_15"),	#yalen
    	  (call_script, "script_set_trade_route_between_centers", "p_town_23", "p_town_16"),	#dhirim
    	  (call_script, "script_set_trade_route_between_centers", "p_town_23", "p_town_19"),	#shariz

    donde puedes decidir que ciudad comercia con cual.

    Compilas, y si no hay errores, esta acabado.
  17. Lope de Rojas

    ¡Reapertura de Mount & Blade.es! [Foro comunidad española M&B]

    Bueno, no somos tantos aquí porque la gente estaba en mab.es, basicamente por eso. Aquí la presencia española... era casi testimonial... aunque se abrían hilos y eso, nunca tuvo tanta actividad. Pero bueno... cosas que pasan... yo por mi parte estoy tan desconectado ya del Warband y el M&B en general que tampoco termino de preocuparme demasiado, para bien o para mal...
  18. Lope de Rojas

    ¡Reapertura de Mount & Blade.es! [Foro comunidad española M&B]

    ¿Ya podemos disparar tres salvas de fusil y rezar por él?
  19. Lope de Rojas

    ¡Reapertura de Mount & Blade.es! [Foro comunidad española M&B]

    Bueno, corrijo, es un backup de como mucho el 14 o el 15 de Marzo, ya que es el último post que hay (Mié Mar 14, 2012). De Arius... en la zona de la administración... a la que tengo de nuevo acceso al recuperar mis privilegios de moderador...

    Si es que toqueteamos a lo loco y...  :lol:
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