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Messages - DunnoItAll

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26
Variants and Fan Cards / Re: Dominion: Subterfuge
« on: May 25, 2021, 06:53:24 pm »
I like Mausoleum but even without the extra Buy it would be too strong.

Also why does it have +1 Card? If +1 Card is on a non-terminal card, it should probably have a pretty good reason to be there.

Not sure what you mean.  Mausoleum is terminal. It's there to make it 3 total cards you can draw instead of 2. If you guys think it's too strong, it can definitely be 2 total by removing that.

27
Variants and Fan Cards / Re: Dominion: Subterfuge
« on: May 25, 2021, 10:27:14 am »
The next group of cards features a Night-Duration, a couple of Reserves, a sifter, and a trash for benefit.

Quote
Escort, $4 Night-Duration
Until the start of your next turn, when you gain a card you may put it into your hand. At the start of your next turn, +$2 and you may trash a card from your hand.
-
This is gained to your hand (instead of your discard pile).


Quote
Mausoleum, $5 Action
+1 Card
+1 Buy
Look at the top 2 cards of your deck. Choose one: Put them in your hand; Exile them, Trash them; or Discard them and +2 Cards.


Quote
Offering, $4 Action-Attack-Looter
Each other player gains a Ruins. Trash a card from your hand. If it has exactly...
1 Type: +$2         
2 Types: +3 Cards, +1 Action
3 or more Types: +3VP


Quote
Opportunist, $5 Action-Reserve
Put this on your Tavern mat.
-
At the start of your turn, you may call this for +$3.
While this is on your Tavern mat, when another player buys a card costing $5 or more, +1 Villager.


Quote
Vulture, $5 Action-Reserve
+3 Cards
Put this on your Tavern mat.
-
When another player buys a card costing $5 or more, you may call this to either gain a Gold or gain a Silver to your hand.





28
Variants and Fan Cards / Re: Dominion: Subterfuge
« on: May 24, 2021, 09:39:39 am »
For part 2, I thought I would move on to the split piles and a card that requires two extra non-supply piles.

Quote
Interest, $2 Action
Count the number of Interest and Savings cards in the Supply. If the difference is at least 2, draw a number of cards equal to the difference. Otherwise, +1 Card, +1 Action, +1 Buy.
Quote
Savings, $6 Treasure
$4
+1 Buy
Return this to the Supply.
-
This costs $1 less per Interest you have in play.

The interaction between the cards here is pretty fun, but it seems like it's way too often that Interest can draw 4 or 5 cards. I want to preserve the interaction and spirit here, but I think I need a way to calm that bit down. Open to ideas!

Quote
Housing, $4 Action
+1 Card
+1 Action
+$1 per other Housing you have in play.
You may put a Victory card from your hand onto your Housing Mat.
Quote
Residents, $5 Action
If there are any Victory cards on your Housing mat with fewer Meeples than its cost in $, choose one of them, then +1 Meeple and put it on that card.

This one has come a long way since its initial idea stage. I think I'm pretty happy with how the Victory points for Meeples scale, but I'm interested in other thoughts on this.

Quote
Nest, $3 Action-Duration-Host
+1 Card
+1 Action
You may discard a Treasure other than Copper to gain an Egg.
-
During clean-up, if this Hosts an Egg, it stays in play.
Quote
Egg, $4 Action
Put this on an empty Nest you have in play. If you did, at the start of each of your turns, turn this over. Then, if it's face-up, trash it, gain a Chicken, and +1 VP.
Quote
Chicken
+1 Card
+1 Action
Trash an Estate from the Supply, and if you did, +2VP; otherwise, trash a Duchy from the Supply, and if you did, +3VP.

Probably my favorite idea I've ever had, and I love that this actually works like I want it to.  It has probably gone through more revisions than any other card(s) I've made.  I don't know if the balance is perfect, but it feels close in my testing.

This set of card ideas overall consists of some of my absolute favorite ideas. I'm pretty excited to share them, though I'll bet a lot of you have seen me present them before. Can't wait to hear your thoughts!

29
Variants and Fan Cards / Re: Dominion: Subterfuge
« on: May 24, 2021, 05:34:27 am »
7 villages! That's a lot for an expansion with about 30 cards. Then again I feel like I've played a lot of village-less games lately, so maybe increasing the average number of villages in the pool is a good thing.

I agree, it's a lot, but that was my reasoning. However, I do plan on cutting a couple of cards from this set to get it to 25, so I wouldn't be surprised if at least one of these went away.

Arcade: This is way weaker than Plaza for a few reasons. When you discard a Copper with Plaza, you're basically saving the $1 the Copper would have gotten you for a future turn. But Arcade doesn't save the effect of the action you discard, and +1 Villager is usually pretty poor compensation since your Actions are generally far stronger than a Copper. Add to that the fact that Arcade gives you +2 Actions, so you'd almost always rather play the Action cards instead of discarding them. I think this card needs major changes, probably away from being a village.
Agree on this one. Probably the weakest attempt of the bunch here. A prime candidate for the cutting room floor.

Cahoots: A little too complex, I think. Also I'm trying to figure out if this really provides any gameplay that Ironmonger doesn't already. It's a Laboratory far more often, I'm guessing. But I think overall it's too similar. Perhaps you can rework the concept of "if your top card matches the one of the player to your left" into a simpler, more unique form.
It lets you capitalize on the player on your left's top card. In theory (at least the one I made up in my head), the most valuable form for this card is the Lab form (a $5 card vs. a $4+ and a $3), so you want the types to mismatch. If your opponent has an unusual card type on top of their deck, you can stack these against it. Say they reveal a Curse, for example. Every Cahoot is then going to be a Laboratory. Alternately, if they have a Treasure on top of their deck, none of your Cahoots will wind up being the weakest form, the Village (all will become a Peddler or a Laboratory). Probably not a huge difference, but what I was going for, anyway. I can tell you during play-testing, you can feel that difference.

Cottages: Well, this seems reasonable, but maybe not exciting. Even once it activates, it's just a village. I think it needs a little something extra. Nothing crazy, since you usually want to trash your Coppers anyway, but something.
Yep, went for simplicity here.

Horse Ranch: Hmm, interesting. I like this one. As you say it's a village overall, but most of the benefit is deferred. I would cost it at $3! It's not strictly better than Village, so I think you can get away with that.
$3 is an interesting idea, and I didn't even consider it. I just think filling your deck with horses seems too strong for that, but you might be right.

Mining Town: In general, effects shouldn't just happen at any time during your turn. Being able to do things in the middle of resolving effects is asking for trouble. Beyond that, I'd say this seems strong. The way it's worded, you can gain a Gold per time you've played a Mining Town, and Mining Towns are cheap. Also Natural Resource should be white and green since it's an Action-Victory card. Natural Resource will certainly shake up openings, which is mostly good, though at this point lots of cards do that already.
I'd prefer it to be once per turn period, no matter how many Mining Towns get played. I'd love a wording suggestion here.  I think I struggled with that for awhile when I made the card. Interestingly, Natural Resource is white and green, I just use the Night Blend mode so only the top and bottom are green while the rest is white.  I hate the stripey look, so I just use that out of preference even though I know it's inconsistent. I should probably change it.

Township: This seems promising. I bet reasonably often you'll be able to get the benefit, but sometimes you won't. I'm guessing it's quite strong and maybe too strong, but I'm not willing to make that claim before testing it out.
Haven't gotten this one in a game yet, so I'm not sure either. Might consider a tiny nerf on top of it, but I have no idea what.

Thanks so much for the feedback!

30
Variants and Fan Cards / Dominion: Subterfuge
« on: May 23, 2021, 06:55:42 pm »
When I first got into designing fan cards, I went a little nuts.  I tried to design complicated, strategy heavy cards and travelers without really having any idea what I was doing.  I would try to get about 25 kingdom cards and a couple of new ideas and say done!  Then move on to a new expansion with a new theme.  It was terrible.  But I learned.

After doing 4 complete expansions (really more, but I scrapped a couple of them totally), I realized I didn't like any of them.  But, there were some good cards in there.  At least, I think there were.  I decided to take the cards that I thought were actually decent and make one expansion that I'm actually proud of.  That's where Dominion: Subterfuge comes from.

There are nearly 30 Kingdom cards and a few non-Supply piles and extras. No landscape cards, but there is a mat, a token, and meeples! I tried to stick to a theme of new takes on old ideas (you can often see the inspiration for a card quickly).

I'm going to introduce a few at a time to keep from being overwhelming, and I would LOVE feedback.  I want to make this set the best it can be.

EDIT: Here are the current versions of the cards in high quality.






31
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 09, 2021, 09:04:12 am »
Great contest, and the winner is the one I would've picked, too.  Very interesting card.  Definitely going to play with it.

32
I love this mechanic so much, and it is so fun reading everyone's ideas on it.  I was going to choose this mechanic for the contest the week I ran it, but I thought it would just be too on the nose for me.  I also intentionally avoided picking it because I was hopeful someone else would so I could enter and enjoy the cards without having to worry about judging them.

Yay! Everyone's ideas are so good.

33
This is such a cool mechanic!  I'm looking forward to seeing all the different entries, and hopefully I can come up with a decent one.

I'm a fan also.  I experimented with it a little bit in one of my expansions.  The first 6 cards all use this mechanic:

https://dominion-fantasy.weebly.com/

34


Having messed with this mechanic a lot (we play games with the Ice Age expansion a lot, I have implemented this mechanic in my own expansions), one of the things I've found is that it can be annoying to remember/easy to forget to remove ice tokens at the start of your turns. This card helps with that by giving you more incentive to remember to do it.  It acts as a temporary Hireling, but has a nice on-play effect as well: the +$2 obviously, but a little Cellar (or what I always think of is Recycle Station from Star Realms) action, too: discard up to 2 cards and draw that many, but that comes with the side-effect of weakening your Hireling effect. Toyed with making it cost $6 like Hireling, but I don't think the on-play effects quite make up for the lack of permanence, though I think it's close.

Interested in what everyone thinks of this card.

*updated price
*updated to add description

35
Variants and Fan Cards / Re: Dominion: Alchemy Reforged!
« on: May 03, 2021, 07:02:47 am »
We've incoroporated a few of these into our games recently.  So far my favorite was definitely the four elements. I bought the top 4 and most turns saw at least 3 of them on the table.  Opponent tried to abuse Transmute, but it wasn't fast enough.

36
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: May 01, 2021, 11:13:16 am »

37
Weekly Design Contest / Re: Weekly Design Contest #113: Power Up!
« on: April 30, 2021, 12:52:20 pm »


Cool card, but it doesn't fit the contest, which requires that it be something that affects all players equally in most cases.  This refers to your own Exile mat, meaning each player's Horsemaster would have a different strength, depending on how many Horses are in their own Exile mat

Yep, good point.  Will fix.

38
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 22, 2021, 10:02:19 am »
I am so sorry it took this long, but work was a bear this week (still is!).  I managed to get some time to write up my thoughts. I truly enjoyed playing with each card and seeing each entrants' creation performing in actual game situations. If I get to do this again in the future, I know a lot more about how to budget my time in play-testing and theorizing.

Here's how I saw things (please keep in mind, this how I viewed things, and others may see things differently!):

Family Loyalists by Xen3k:

Both my opponent and I felt that this one needed an on-play effect. Delaying the $2 discount is a little unsatisfying and is surprisingly more awkward to plan around than having the discount on the current turn (which is compounded by having to choose the card(s) you are going to target a turn before you will try to buy them).

Moving the Kin markers felt forced and usually unnecessary, in addition to being awkward both in the game sense and physically. In the game sense, you have only one FL in play, you can't just leave your markers where they are, and if you have two in play, you can effectively leave them there but then you either must move both or neither. I think the card has potential, but the awkwardness overshadowed that during our play-testing.

Palazzo di Famiglia by emtzalex:

The Kin mechanic itself has a few intrinsic problems, for me, but the foremost of them showed itself in most of the designs we tested: that is, the strength of the card depends entirely too much on which cards are randomly selected to also be Kin cards in your kingdom. This card gives each new Kin card an intrinsic VP value which we both felt helped neutralize this problem to a degree. It definitely felt like it could easy be pretty strong, even for $6 (as it's essentially a limited Laboratory that is likely going to be worth at least 2VP - consider that Harem is a Silver with 2 VP tagged on to it, and that adds $3 in cost to that card). A good card, probably needs a couple of tweaks.

Family Reunion by mxdata:

Another Laboratory variant. This one is physically cumbersome, which was the first thing we noticed in playing, but not much more than many other cards. It did, however, noticeably slow down the game. Drawing more Family Reunions with this card is a feature, of course, but it definitely exacerbated the slowing down. I almost wonder if only the first FR played on a turn sifted for Kin cards and the others just plain old drew 2 cards if it would help. As is, this card is a shaky investment until you have a decent dive into the Kin piles in your deck.

The ability to sift for more FRs makes this card worth the extra $ over a Lab for sure, but the overall strength of the card, again, entirely depends on the value of those other 2 Kin cards. For the Kin mechanic to really work, I feel like this issue needs some mitigation.

Sepulchre by Timinou:

This one suffers from being terminal. When played, you may not have any means to play another Kin card, meaning the only way to fully utilize it is to trash itself, which is pretty limiting. The value of the random Kin cards plays a heavy role here, too. If you don't want to trash a card because it is useful to your deck, this makes Sepulchre less valuable, and likewise if you just don't want to buy or play the Kin card. I'm not worried about the single VP gain because 1) it doesn't seem like it would be very realistic for this strategy to compete with even Big Money and piling out Provinces, and 2) when playing a Sepulchre, you will want to trash something for the extra VP at least some portion of the time, which would then progress the game.  I think that aspect is fine, I just think it needs some means of getting the cards it needs to trash into play in games without Villages.

Kinslayer by Mahowrath:

This one was the most interesting to play with for sure. My main question is if +3 Cards, +1 Action, and +$2 is a little too much. My opponent focused on buying Labs and Wild Hunts (the other 2 Kin cards) and eeked out a win after trashing his last Lab on the last turn to give the last kick to his turn to buy 2 Provinces and a Duchy (to win by 3).  I tended to only use the Kinslayers to trash the other Kinslayers I had picked up. This leads me to believe it's not too strong, but man that just feels like a lot of reward. It makes me really pause to consider what it would've been like had the other Kin cards been something like Pearl Diver and Border Guard or something like that. Definitely a good card and good fun.

Collection by mathdude:

This one can definitely get out of hand. Generally speaking, you will want to take the bonuses in a certain order most of the time (ie, you might first want to take +1 Card, then next +$1 most turns), but you will surely want to switch that up from time to time. Tracking these things can easily get confusing, especially when you do it differently than you have. I think this is probably a little too cheap at $2, but again, a lot depends on what the other 2 Kin cards are.  This one is my favorite in terms of ideas, for sure.

Fratricide by johntgrizzz:

I missed this card entirely when looking through the thread for entries, so I'm thankful to Aquila for doing a quick write-up of all the entries. Without that, I wouldn't have noticed the omission.

This one is very strong for $4. The way this card is set up, if you can play this card as the last card out of your hand, you don't have to trash a card at all. Again, this is difficult enough to do, I don't think it sets up any game progression problems, but my balance sense says that this should be +2 VP for trashing Kin, for a total of 3 instead of +3 VP for a total of 4. The interaction with other Kin cards is minimal here, but effective.

My Finalists:
Palazzo di Famiglia
Kinslayer
Collection

My winner:
Kinslayer by Mahowrath

39
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 21, 2021, 09:40:31 am »
Work stuff has ramped up and I didn't get to test the last two cards.  Hopefully I can tonight, and I will get the results posted.  Sorry for the delay.

40
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 19, 2021, 09:22:12 pm »
Just a quick note:

Since there were only 6 submissions, I decided to play a complete game with each card.  I've gotten through 4 games now.  2 left. Tomorrow is possible, but Wednesday is likely. Sorry for the delay.

41
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 18, 2021, 01:24:53 pm »
Submissions are now closed. I will render judgement and critiques asap.

42
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 17, 2021, 11:06:42 pm »
12-ish hour warning!

I have the following entries so far:

Family Reunion
Collection
Family Loyalists
Sepulchre
Palazzo di Famiglia
Kinslayer

If you don't see your card in that list, let me know.

43
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 13, 2021, 09:33:40 pm »


Quote
Family Loyalists
Action - Duration - Attack - Kin
At the start of your next turn, +1 Buy and Kin cards cost $2 less that turn.
Move a Kin marker from one Kingdom pile to another non-Victory, non-Kin Kingdom pile.
-
While this is in play, when another player plays a Kin, they put their –1 Card token on their deck.

Not sure if that is not allowed

My ruling is: heck yeah it's allowed.  Use the mechanic however you want, as long as you use the mechanic.

44
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 12, 2021, 07:12:15 pm »
Fan Card Mechanic Contest #7: Next of Kin.

"Kin" is a new card type from the Dynasties expansion by Aquila. Kin cards have a turqoise coloring. When a card with the Kin type is selected to be in a kingdom, two other (non-Victory) kingdom cards that were selected to be in the kingdom are randomly chosen to have the "Kin marker" placed under them. These cards are now "Kin" cards also.

The original Kin card can interact with these new cards in whatever way you choose (via being referred to as "Kin" cards in the card text).

Here are some implementations of the concept as examples (by Aquila):



Quote
Banner - Victory Kin, $5 cost.
Worth 1VP per 3 Kins in your deck (round down)



Quote
Festival Grounds - Action Kin, $2 cost.
+2 Actions
+1 Buy

-
In games using this, when you gain a 3rd differently named Kin on your turn, you may gain a Chief.

I will include Aquila's final note on his mechanic here, too:

Quote
Nothing stops you from playing with 3 or more of the original Kin cards, just too many can lead to analysis paralysis and too much going on. Having 2 opens up a fun interaction between them, just enough, or one can be influential on its own. I've tried to cover a wide variety of different relationships with them; one thing that's somewhat missing is one that completely supports other Kins. I'm working on it. At the least I hope I've got across the feel for compelling diversity and replayability I get with the Kin mechanic.

If you use the generator and want to use a standard color that is close to the Turqoise Aquila used, I suggest these:
R: 0.2, G: 1.1, B: 1.0

or something like RGB: 0, 240, 235 in a normal graphics program.


This will probably be impossible, but I plan to playtest each entry in at least part of an actual game in Tabletop Simulator. A complete game for each would almost definitely be out of the question, but at least throwing a few turns around should be possible. I plan to ask for feedback from several others and incorporate their thoughts and opinions into my judging process due to my inexperience in judging cards, but I promise I will do my best.

I will close submissions at noon (my time, central US) on the next Sunday of your life. Judging will then be as soon as possible.

To clarify: there are no restrictions on which cards can receive the Kin marker, except that they cannot be Victory cards?  E.g., they could be Night or Treasure cards?

Correct (I never saw anything that restricts anything but Victory and Kin, so that's what I'm going with).

45
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 12, 2021, 01:40:51 pm »
Fan Card Mechanic Contest #7: Next of Kin.
"Kin" is a new card type from the Dynasties expansion by Aquila. Kin cards have a turqoise coloring.

Would you like to standardize the custom color for Kin cards? When mathdude hosted a contest using Dawn cards, he gave us the RGB values for the card, so they could all look the same. I realize this is not exactly the same situation, as Aquila created the cards initially.

That's a good idea.  I have added it to the original post.

R: 0.2, G: 1.1, B: 1.0

46
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 12, 2021, 09:56:13 am »
Fan Card Mechanic Contest #7: Next of Kin.

"Kin" is a new card type from the Dynasties expansion by Aquila. Kin cards have a turqoise coloring. When a card with the Kin type is selected to be in a kingdom, two other (non-Victory) kingdom cards that were selected to be in the kingdom are randomly chosen to have the "Kin marker" placed under them. These cards are now "Kin" cards also.

The original Kin card can interact with these new cards in whatever way you choose (via being referred to as "Kin" cards in the card text).

Here are some implementations of the concept as examples (by Aquila):



Quote
Banner - Victory Kin, $5 cost.
Worth 1VP per 3 Kins in your deck (round down)



Quote
Festival Grounds - Action Kin, $2 cost.
+2 Actions
+1 Buy

-
In games using this, when you gain a 3rd differently named Kin on your turn, you may gain a Chief.

I will include Aquila's final note on his mechanic here, too:

Quote
Nothing stops you from playing with 3 or more of the original Kin cards, just too many can lead to analysis paralysis and too much going on. Having 2 opens up a fun interaction between them, just enough, or one can be influential on its own. I've tried to cover a wide variety of different relationships with them; one thing that's somewhat missing is one that completely supports other Kins. I'm working on it. At the least I hope I've got across the feel for compelling diversity and replayability I get with the Kin mechanic.

If you use the generator and want to use a standard color that is close to the Turqoise Aquila used, I suggest these:
R: 0.2, G: 1.1, B: 1.0

or something like RGB: 0, 240, 235 in a normal graphics program.


This will probably be impossible, but I plan to playtest each entry in at least part of an actual game in Tabletop Simulator. A complete game for each would almost definitely be out of the question, but at least throwing a few turns around should be possible. I plan to ask for feedback from several others and incorporate their thoughts and opinions into my judging process due to my inexperience in judging cards, but I promise I will do my best.

I will close submissions at noon (my time, central US) on the next Sunday of your life. Judging will then be as soon as possible.

47
Variants and Fan Cards / Re: New Weekly Contest: Fan Card Mechanics
« on: April 11, 2021, 08:31:53 pm »
Results!

Very well designed cards everyone! There's not a single card I would describe as lackluster, and with a few minor tweaks I think any of these cards could have been in the number one spot! Very close call, congratulations all! This judgement was so delayed because I had to just spend a whole day thinking about the cards and seeing how they looked on second sight, and then another day for the feedback they all deserved. This is a very tough choice to make but I think I have to go with:

Honorable mentions: Orcs/Elven Village, Faustian Dealings
Runner up: Fishwife/Townspeople
Winner: Craftsman

Congratulations to user DunnoItAll! Seems you do know something after all!

Wow. That was unexpected. Thanks!

I suppose the way it works is I run the next contest? If so, I will have details tomorrow.

48
Variants and Fan Cards / Re: Equipment - Update
« on: April 10, 2021, 10:46:50 am »

I've replaced the images in the original post now with images of higher quality.

A few notes, if you want to play with those cards:

- They are only a subset of a large expansion. I am still working on some cards before I may show them.

- From the cards shown here, Drummer/Drums and Mahout/Elephant use Morale. This is a pile of 30 landscape cards, comparable to a mix of Boons/Hexes. All players are affected from the actual Morale until the next one is revealed. Players receive the actual Morale at the start of their turns (not when they are revealed).

- Elephant and Coach can gain a Cart. This is in a non-Supply pile with a limited copy number. My current setting is 6 copies for 2 players, +2 copies for every additional player. Please note that Cart says "empty pile" and not "empty Supply pile". So, also non-Supply piles count, i.e also the Cart pile itself.

- Most importantly, I recommend not to play with too many of the Equipment cards at once. That can be confusing at the beginning, and even annoying after a while (if done too often). Consider it like a game full of Heirlooms and/or with a lot of Fate and Doom cards.

Nice, I'll be adding all of this to my TTS today.

49
Variants and Fan Cards / Re: Equipment - Update
« on: April 07, 2021, 11:12:22 am »
I see. Would the following quality be high enough?

Easily.  Sorry it's a pain.  I thought you probably just had a stash of them on your computer from the generator.

No, there are still too often changes. For that purpose, it's quicker and easier to work with low resolution images. If you like, I can gradually replace (some) of the images over the next couple of days. Although it wouldn't be highest on my priority list. Anyway, if you indeed play with some of my cards, I would be very happy if you could give me some feedback. Thanks.

Oh, for sure. I would even record the games and put them on youtube if you'd like. I'll just check this thread from time to time if you want to update the images. If not, no big deal.

50
Variants and Fan Cards / Re: Equipment - Update
« on: April 07, 2021, 09:44:47 am »
I see. Would the following quality be high enough?

Easily.  Sorry it's a pain.  I thought you probably just had a stash of them on your computer from the generator.

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