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[Mod] Enhanced 4X Mod (for Diplomacy 1.37, Rebellion 1.1, updated 1/18/13)

Racial Abilities, Random Encounters, Heroes, Rebalanced Civic Mechanics and More!

By on December 26, 2011 11:53:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

GoaFan77

Join Date 10/2008
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Sins of a Solar Empire is often described as a 4XRTS game, or a game that tried to merge the action and tactics packed gameplay of a Real time strategy game with the deep, complex, empire wide strategy of a 4X turn based game. Its up to debate whether Sins succeeded in this goal, but I think all can agree that of the 4Xs of "explore, expand, exploit, and exterminate", Sins is much more focused on the exterminate than on the other three.

This mod seeks to give more depth to the other 3Xs of the game by adding additional game elements or refining the existing ones to reward players who give more strategic thought to the non-combat side of the game. Combat will still be the center point of the game, but players will find that the non-combat options available will be much more rewarding and will need to put more thought into developing their economies. This mod will also attempt to address some other weaknesses of Vanilla Sins where possible, such as increasing race diversity or improving the AI. With version 1.1, the first step towards reworking the Diplomacy system has been released.

Features

Faction Diversity - Exploit all new racial bonuses to crush your enemies.

Hero Units - Lead your race's champions into battle with their powerful new abilities to base your strategies off of.

Random Encounters - Keep your eyes peeled when scouting, new challenges and opportunities await you in the depths of space.

Embassies and Espionage - Friend or Foe, interacting with other Empires will never be the same again.

Ship Upgrades - Customize your capitalships and titans with unique upgrades (Rebellion).

New Planets - Your Empire will never look the same again. Meticulously balanced for competitive play.

New Skyboxes - 12 unique skyboxes provide a fantastic backdrop to your conquest of space (Rebellion).

New Artifacts and Bonuses - The fringes of your Empire hold great power if you know where to look...

Civics Matter - Almost all civic structures have an impact on your Empire. You must develop your planets wisely to get the most out of them.

Culture Matters - Don't underestimate the ugly stepchild of Sins anymore, its back with a vengeance!

Customization - Play the game the way you want it with a growing library of optional minimods and enhanced mapmaker support!

 

Download

WinCustomize (Diplomacy 1.34)

Moddb (Rebellion 1.1)

Enhanced 4X Mod

Credits

People

Axel Dude - For his wonderful planet textures in the Infinite Space mod, most of which is included in E4X.

IskatuMesk - For his awesome library of sound effects released to the community, a few of which are included in this mod.

Sinperium - For making the phase probe mesh and good feedback.

ZombieRus5 - For getting channeling abilities to work correctly (after we ironed out a few bugs) and for his many hours of "experimental" modding that lead the rest of us realizing more things are possible than we thought.

Seleucia - For his thoughtful analysis and for allowing me to use some of his rebalanced abilities.

Ue_Carbon - Intelligent Feedback.

Mods


Maelstrom - Awesome new planet module meshes

Infinite Space - Main source of planet textures and other astronomy related changes, as well as some planet bonuses.

Uzi's Sins Plus - Several planet textures and bonuses have been incorporated from it.

Celestial Bodies - For an additional source of planet textures.

Project Equilibrium - For an awesome set of fun balance changes.

 

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July 31, 2012 9:06:57 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting gefer8,
I'm not sure if it was intentional, but artifact-starbases can go to different gravity-wells as Vasari Rebels. (Mwahahaha)

Yeah, I haven't had a chance to come across one in game yet, but I didn't think it would be possible since it can't move in gravity well. Though maybe if you build it on the edge of the gravity well...

 

Not really related, but some defense related changes will be made in the next patch.

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July 31, 2012 9:25:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Like the proposed changes.  I already have antifighter mines and plan to do an anticorvete one at some point.  I do use a combination though--AoE and physical impact.  Some do both.

Great job on the mod.

One day I'll go through your files and begin pilfering!  Muwahahahahahhahah!

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August 4, 2012 1:54:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Quoting gefer8, reply 375I'm not sure if it was intentional, but artifact-starbases can go to different gravity-wells as Vasari Rebels. (Mwahahaha)

Yeah, I haven't had a chance to come across one in game yet, but I didn't think it would be possible since it can't move in gravity well. Though maybe if you build it on the edge of the gravity well...

Wat. My ancient-starbases can move... 

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August 22, 2012 1:53:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

AI players can build multiple embassies in your grav wells.

I had one planet with 8 embassies :- 5 from one ally, 3 from another.

I presume that, like envoy ships, diplo bonuses do not stack with multiple units.

Could it be possible to limit a grav well to one embassy per faction?

Looks a bit odd seeing all embassies together - one faction's embassy was sandwiched by two from my other ally.

 

 

 

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August 22, 2012 3:12:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NewHorizons,
I presume that, like envoy ships, diplo bonuses do not stack with multiple units.

Well, they technically can stack, its just there is a cap to the amount of diplomatic points you can get from each planet. Multiple embassies will earn points faster but can't increase your max potential points.

That said, I have intentionally build more than one embassies occasionally to keep their abilities active at all times. I had 3 or 4 Advent embassies at an allied homeworld for example to prevent an enemy fleet from bombing it out, forcing him to take out my embassies next to the player's starbase.

I have seen that bug occasionally, its not a huge deal since the AI gets reimbursed for their envoy cruisers, since they can't just use one like a player can. That said I might be able to fix it in Rebellion in a way that wasn't possible in Diplomacy. We'll see.

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August 22, 2012 4:31:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

An awesome mod!

 

I especialy love the TEC planetary defenses!

 

Although it is somewhat pity that you cant see the current status of them. How many of them are build or how powerful they are currently.

 

Would there be a way to somehow have their build up process visible in the game? Preferably only to me^^.

 

If not, how long does it take until a planet is fully fortified?

 

Does planet size affect the damage output?

 

Do any other upgrades you can resarch effect the damage? Like the rocket damage upgrades?

 

 

BTW, I have suggested some of your changes in the general TEC Loyalist Rebalancing thread here.

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August 22, 2012 6:25:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ARESIV,
I especialy love the TEC planetary defenses!

Thanks

Quoting ARESIV,
Although it is somewhat pity that you cant see the current status of them. How many of them are build or how powerful they are currently.

Would there be a way to somehow have their build up process visible in the game? Preferably only to me^^.

Not that I can come up with. I'd have to apply more random buffs that do other things, but I can't put "Has Antispace Nuclear Missile launchers Deployed" or something on the infocard. The most basic one is visible, the planetary garrison, that gives 500 extra health and reduces bombardment damage by 5% as well. That's your only clue that a planet has them, and what weapons, if any are online you sadly can't tell until you see them fire.

Quoting ARESIV,
If not, how long does it take until a planet is fully fortified?

The TEC loyalist homeworld always starts out fully fortified, to make rushing them difficult. Other planets that are colonized after the research will take 26 minutes to become fully fortified, with the garrison after 3 minutes, the short range missiles after 8, the Gauss cannons at 16, and finally the nukes at 26.

Quoting ARESIV,
Does planet size affect the damage output?

Do any other upgrades you can resarch effect the damage? Like the rocket damage upgrades?

Unfortunately not to all accounts. I suppose if needed something could be done about the first. The planetary weapons are of course powered by abilities though, and as such deal special ability damage that doesn't have a weapon type, just like cleansing brilliance doesn't get buffed by research, or Phase missile swarm not getting a chance to bypass shields.

 

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August 23, 2012 6:54:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Quoting ARESIV, reply 382I especialy love the TEC planetary defenses!

Thanks


Quoting ARESIV, reply 382Although it is somewhat pity that you cant see the current status of them. How many of them are build or how powerful they are currently.

Would there be a way to somehow have their build up process visible in the game? Preferably only to me^^.

Not that I can come up with. I'd have to apply more random buffs that do other things, but I can't put "Has Antispace Nuclear Missile launchers Deployed" or something on the infocard. The most basic one is visible, the planetary garrison, that gives 500 extra health and reduces bombardment damage by 5% as well. That's your only clue that a planet has them, and what weapons, if any are online you sadly can't tell until you see them fire.


Quoting ARESIV, reply 382If not, how long does it take until a planet is fully fortified?

The TEC loyalist homeworld always starts out fully fortified, to make rushing them difficult. Other planets that are colonized after the research will take 26 minutes to become fully fortified, with the garrison after 3 minutes, the short range missiles after 8, the Gauss cannons at 16, and finally the nukes at 26.


Quoting ARESIV, reply 382Does planet size affect the damage output?

Do any other upgrades you can resarch effect the damage? Like the rocket damage upgrades?

Unfortunately not to all accounts. I suppose if needed something could be done about the first. The planetary weapons are of course powered by abilities though, and as such deal special ability damage that doesn't have a weapon type, just like cleansing brilliance doesn't get buffed by research, or Phase missile swarm not getting a chance to bypass shields.

 


Thank you for the information. Any info in the infocard would certainly be awesome, if is is possible and not to much work of course.

 

 

Well, in theory there is much more space for the weapons in larger planets, on the other hand the population is probably not to pleased to have such a thing next to their living room. On an asteroid thats probably not so much an issue, allowing for denser builded planetary defenses structures.Imho quite fine the way it is now.

 

Actually I am quite fine with them doing ability damage. I am just thinking about ways to scale those weapons troughout the game. Which brings me to another topic. Planetary shielding.

 

I always loved the idea of it, sadly the easy to destroy orbital structure pretty much ruins its entire point.

 

Now is it actually possible to give a planet a shield the same way it has weapons now? If is is not possible to mod it in, then read no further.

 

Balancing the shield: Assuming it is possible... and of course assuming you decide to add it to your mod, it is probably way to powerful in early game. So what about making it a Tech 8 Military Research? And moving it to the end of the queue?

 

Garrison: 3 minutes

Short range missiles: 8 minutes

Gaus guns: 16 minutes

Nukes: 26 minutes

Planetary shield: 40 minutes - yes that long... because it takes a lot longer to bomb the planet... which is unhealtyh against all those nasty defenses.

 

 

Another idea:

 

Right now the planetary shield does only mitigate the damage.

 

Is it possible to make it work the same ways normal shields do?

 

Something like

Planet Health: 6000

Shield Strenght: 2000 (random choosen number)

Total bombing damage needed to destroy the planet: 8000

total Bombing damage needed to begin killing population 2001 (shield fails)

 

Basically no loss of life until the shield is gone.

 

 

Just my ideas. And keep up your awesome work!

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August 29, 2012 3:42:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hello,

Does anyone manage to get this mod to work with Rebellion 1.4 ? I keep getting minidump error everytime i try to activate it.

 

PS : thx for this magnificent mod !

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August 29, 2012 7:31:00 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SgtKinCaiD,
Hello,

Does anyone manage to get this mod to work with Rebellion 1.4 ? I keep getting minidump error everytime i try to activate it.

 

PS : thx for this magnificent mod !

1.4 broke many mods.  You'll have to wait for them to update it.

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August 29, 2012 8:22:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ok, thanks for the response !

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September 8, 2012 6:52:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SgtKinCaiD,
Hello,

Does anyone manage to get this mod to work with Rebellion 1.4 ? I keep getting minidump error everytime i try to activate it.

 

PS : thx for this magnificent mod !

The mod will be updated by the end of this weekend. Here's the changelog for anyone who wants to read it in the meantime.

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September 9, 2012 4:39:04 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice.  Thanks for the changelog--looks very good.  Maybe if I can get my schedule free I can get back in with profuse posting again.  

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September 9, 2012 11:52:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks again !

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September 11, 2012 12:54:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Okay, took longer for moddb to authorize that than I thought, but the new version is now out.

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September 13, 2012 1:44:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Downloading now...I can't wait to try this!

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September 19, 2012 10:59:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This probably won't be released until after the 1.1 patch, but here's a new feature to look forward to.

 

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September 19, 2012 12:20:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Sounds awesome!

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September 22, 2012 4:17:49 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Goa, awesome mod, really.

 

I agree that this is Sins as it should be. If you need modding help, let me know. I have 3Ds Max and Zbrush. I can also work in Illustrator and Photoshop.

 

Question 1:

 

Would you have any use for colored, high poly 3D models of the various fractions? I've been wanting to do one in Zbrush for a long time, but really haven't been able to justify the time investment. If it could help your cause in any way, I'd do it. I guess it would look nice on the loading screen, in nothing else.

 

The one I was thinking of doing is Admiral Kol, the one that's already on the loading screen. I could do Advent too, or Vasari, or custom ships. W/e.

 

Note that high poly Zbrush models are not suitable for in-game display.  but I'm sure you know that.

 

Question 2:

 

Any chance for incorporating Titan hunting units as an in-game option? I mean like how you can turn pirates on/off at game start.

I have some ideas that might work. I can do the models and textures, but I don't have the coding skills beyond editing .entity files. Otherwise I'd just add them myself.

 

Also, the new upgrade system sounds great.

 

 

 

 

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September 22, 2012 1:12:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Codexehow,
I agree that this is Sins as it should be. If you need modding help, let me know. I have 3Ds Max and Zbrush. I can also work in Illustrator and Photoshop.

Well, graphics related stuff is what I could use the most help with. I don't mind doing the UI work (icons, loading screens etc.) and I can modify 3D models to get them into Sins, and in one case (badly) textured a 3D model. But that's about it, and even on these things if you think you can do a better job I'm open to the help.

Quoting Codexehow,
Would you have any use for colored, high poly 3D models of the various fractions? I've been wanting to do one in Zbrush for a long time, but really haven't been able to justify the time investment. If it could help your cause in any way, I'd do it. I guess it would look nice on the loading screen, in nothing else.



The one I was thinking of doing is Admiral Kol, the one that's already on the loading screen. I could do Advent too, or Vasari, or custom ships. W/e.



Note that high poly Zbrush models are not suitable for in-game display. but I'm sure you know that.

A friend has just recently showed me Z-brush, so I'm just starting to get familiar with it. I guess it might be kind of cool to give the Rebel and Loyalist factions different loading screen characters if you find it easier to Zbrush them rather than draw them, but that's not a huge priority unless you want to do them anyways. The only other thing I could think of for them would be for use in making a new intro movie, but that is also probably a bit excessive right now.

Quoting Codexehow,


Any chance for incorporating Titan hunting units as an in-game option? I mean like how you can turn pirates on/off at game start.

Unfortunately I cannot add additional menu options to the game (though I have thought about hijacking the occupation victory option for something else, I don't think it could be use to toggle an available unit).

I'm definitely aware that titans need some changes, especially with my attempts to make strikecraft less overpowering in large numbers, which are probably making them even more powerful. Once I get strikecraft in a good place though I will take measures to make them more manageable (assuming Stardock doesn't first). For the moment though, each race's final hero has been designed to be something of a titan counter; each has an ability that can disable titan abilities.

Quoting Codexehow,
I have some ideas that might work. I can do the models and textures, but I don't have the coding skills beyond editing .entity files. Otherwise I'd just add them myself.

Well if you're up to it, I'd love if I could replace some of the default model place holders I'm using, especially for the embassies or some of the ancient structures like the Rudra Annihilator cannon. Or if you're wanting to do something a bit larger, more ambitious and interesting let me know, I'll PM you the details.

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September 22, 2012 7:51:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

On an unrelated side question - I guess it would be a tremendous amount of work to implement the graphic updates from Distant Stars /Bailknights Graphic Mods and Volumetric explosions?

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September 22, 2012 7:59:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ARESIV,
On an unrelated side question - I guess it would be a tremendous amount of work to implement the graphic updates from Distant Stars /Bailknights Graphic Mods and Volumetric explosions?

If you can find those mods up to date by themselves, they should (mostly) be compatible with E4X. Just make sure E4X is at the top of it in the mod order.

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September 22, 2012 8:00:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Cool. I can def help out. PM with w/e details to get me started.

 

Zbrush excels at creating 3D models for use in 2D illustrations. What I mean is, you can create your models, paint them with Spotlight and then drop them onto the canvas. Once you do, the computer releases the 3D model from memory, and it becomes a 2D graphic.

The difference for your purposes is that the character on the loading screen would be photo realistic. I Just think it would look cool. Here's an example of a piece I'm currently working on, "Battle Slug:"

http://imageshack.us/photo/my-images/267/battleslug.jpg/

Here's a depth render of the front, for context:

 

http://imageshack.us/photo/my-images/88/battleslugdepthrender.jpg/

 

Photo-realistic Vasari would be epic, I think.

You can use Zbrush's hard surface brushes to create ships, you just have to be mindful of polygons. ZBrush is a high-polygon application, so you won't want to subdivide the model much. That said, I've tried it, and it works. It's much more intuitive than 3DS Max. You just output as .object to set your nulls and what not.

 

I don't know the Sins polygon limits for frigates, caps, etc, but if you let me know, I'll do those buildings for you.


 

As for titan hunters, I agree with the camp that says it seems unrealistic that the factions would not have one. I don't mean buffed corvettes, I mean slow, lumbering kamikaze units that can only attack titans and do 50% damage to HP. Maybe with upgrades that make them invisible in certain situations.

 

It could even be as simple as a spatial depth charge. A phased out mine that only reacts to a Titan's relatively huge gravitational pull. Extremely expensive to deploy, but does a lot of damage.

On the other hand, making the heroes into titan hunters is a good idea. Anything that prevents the late game from devolving into Sins of The Titans.

 

 


Something I've always felt this game lacked was a morale scale. I doubt it would be possible to implement now, but I think all ships, buildings and planets should get small, dynamic buffs/nerfs to their various systems depending on how the war is going. Lose a planet? Lose some weapons damage. Destroy a starbase? Small armor upgrade. It would make it easier to finish off a weakened enemy, and would make it so that every decision is critical.

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September 22, 2012 8:12:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Codexehow,
It could even be as simple as a spatial depth charge. A phased out mine that only reacts to a Titan's relatively huge gravitational pull. Extremely expensive to deploy, but does a lot of damage.

This would be easy to do. Take any of the stock mines, and swap out it's main ability for something that exclusively targets Titan entities and does various fun things to them.

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September 22, 2012 9:47:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Codexehow,
The difference for your purposes is that the character on the loading screen would be photo realistic. I Just think it would look cool. Here's an example of a piece I'm currently working on, "Battle Slug:"

Yeah, a Vasari like that would be pretty cool. I think it was Sinperium that was trying to make a Vasari character model but that was in sketch up I think, and it looks like your slug has more detail that he ever added.

Quoting Codexehow,
You can use Zbrush's hard surface brushes to create ships, you just have to be mindful of polygons. ZBrush is a high-polygon application, so you won't want to subdivide the model much. That said, I've tried it, and it works. It's much more intuitive than 3DS Max. You just output as .object to set your nulls and what not.



I don't know the Sins polygon limits for frigates, caps, etc, but if you let me know, I'll do those buildings for you.

There was a pretty ambitious machinima maker named Istaku Mesk who was the main guy having issues with the polygon limit. If I remember correctly 50k was the limit, but that was for capitalships and things. You'd want far less than that for more common structures and ships for performance reasons. He tended to have a lot of detailed turrets as well which I'm sure greatly increased his counts.

That said, they may have increased the limit with Rebellion and titans, not sure. And I think there are some scripts that will try and reduce your poly count by sacrificing some detail, and the tool that actually gets models into a format Sins can read also tries and reduce the polycount where it won't be noticeable.

Quoting Codexehow,
As for titan hunters, I agree with the camp that says it seems unrealistic that the factions would not have one. I don't mean buffed corvettes, I mean slow, lumbering kamikaze units that can only attack titans and do 50% damage to HP. Maybe with upgrades that make them invisible in certain situations.

Well, as something of a history buff the big things that really killed the battleship were submarines and aircraft. Unfortunately, aircraft translated a bit too well in Sins, and in sufficiently large numbers they'll kill anything far better than anything else, so I definitely don't want them to be a good counter to titans.

Something like submarines might be cool to try and implement, though complete stealth is not fully possible in Sins. If at all possible I would also like a titan counter to have some other purpose, and it would be quite easy to add additional roles to subs, if nothing else commerce raiding, which is a bit more effective in 1.45. The big problem will probably be getting the AI to use it well, and figuring out just how it should be countered.

If I can't find a different role that I'd like to go with a titan killer, a mine would indeed be a good idea. It would give players a way to defend their own planets but leave titans the unchallenged offensive weapon, and as Lavo says would be quite easy to implement.

Quoting Codexehow,
Something I've always felt this game lacked was a morale scale. I doubt it would be possible to implement now, but I think all ships, buildings and planets should get small, dynamic buffs/nerfs to their various systems depending on how the war is going. Lose a planet? Lose some weapons damage. Destroy a starbase? Small armor upgrade. It would make it easier to finish off a weakened enemy, and would make it so that every decision is critical.

While I actually didn't think of it as a morale system, I do have plans as a faction that has a very good military but is very vulnerable if its losing planets, meaning they can't be reckless with that military without getting hit by combat and economic debuffs if they are losing ground. I'll look into it more, but its possible it could be crudely simulated. It might be hard to explain to what's going on to the player though.

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