ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
Leitoh, to add in to your suggestions, the Manta would make an awesome Corvette-class ship, allowing the Warden to move up to a second tier ship. Dark Eldar I would simply drop entirely, there isn't enough to pick from even if the Corsairs and Harlequins are used. And for a Chaos Transport, I feel like "Descecrator" would be a good name for that. Also on the topic of Chaos, we should have four Energy Modules for each pantheon: Khorne, boosts Kinetic damage. Tzeentch, boosts Beam damage. Slaanesh, boost Missile damage. And Nurgle, boosts defensive bonuses.
While I haven't even touched on modding ES, I will honestly sit down and learn if others are serious about this project. Would be a good community-building excersize.
I think this mod is more in the brain storming stage than anything else. There is not a large modding community yet in ES, the game is also new & patches will inherently brake mods that are released too early. I do hope that this mod takes off, the 40k mod for SINs was great. Sadly the mod died due to the modders disappearing.
Orks are not particularly adept space-farers, and as such, their fleets tend to be ramshackle affairs. Built using anything from destroyed hulks to asteroids, what Ork fleets do have going for them is firepower, typically backed up by thick prow armour. This means that the typical Ork "tactic" of charging forward with guns blazing actually works reasonably well. Hope this helps.
Mr.Spartan126 wrote: The idea of Warhammer 40k in general made me smile. As for implementing it in a mod? I would have no clue where to start.
Same here, i loved the table top game ( 40k battlefleet gothic ) & in ES the battle system reminded me alot of it with it's Card system. Sadly, my modding skins are limited & i too have no idea where to start.
Its more a need for balancing 40k to ES. Weapons are covered as 40k has torpedos ( missles ) Lances ( Beams ) weapons batterys ( Kinetics )
Ships, well every race in 40k at least has 6 ship classes that could fit in with ES system. Dont know if more ship classes could be added, but then you could easily upgrade as needed in-game but i digress now...
Races, there is enough to cover the 8 slots in ES.
Main problems to over come.... balancing 40k races to ES mechanics. Granted it can be over come just some races would not play like they should in 40k lore.
Speaking of 40k lore that's another problem but a minor one, as some races dont research or already know everything. thats realy a player point of veiw gripe tho. As being able to play with 40k ships in ES would be great regardless if it bypasses some of the fluff.
For what it's worth, there's already a mod for Dawn of War: Soulstorm that features ship-to-ship combat, called Battlefleet Gothic. At the moment, they only have Imperium and Chaos, though they were essentially done with Tau too, last I checked. Perhaps someone who frequents the Relicnews forums could go there and politely ask to use their ship models? Might get the ball rolling on this mod.
Romeo wrote: For what it's worth, there's already a mod for Dawn of War: Soulstorm that features ship-to-ship combat, called Battlefleet Gothic. At the moment, they only have Imperium and Chaos, though they were essentially done with Tau too, last I checked. Perhaps someone who frequents the Relicnews forums could go there and politely ask to use their ship models? Might get the ball rolling on this mod.
As great as that would be, i doubt those models would be able to be imported to ES. Models & skins for ES would need to be done anew. I cant remember what format ES is but its not the same as DoW series i'm sure....
I'm not a modeller, so don't laugh too hard if I say something stupid, but I had thought both Dawn of War and Endless Space use 3DS Max to make their models and import them? I know that Dawn of War and Dawn of War 2 use a completely different engine, for example, yet assets can be "stolen" and moved to either game through 3DS (Though that's technically illegal, so keep that hush-hush).
Not really sure what file type DoW uses but Endless Space uses one of the most common file format for models (.obj) so you can use just about any modeling program that's out there without going through the hassle of finding proper plugins (thanks god). It's definitely illegal to port DoW models to Endless Space. However from what I've seen from the Soulstorm BFG mod, the models they're using are original, so using those should be fine.
I've actually been considering starting a BFG reskin for the past several days. The plan is to replace every ship, faction/hero portraits, and some combat fx (if possible). Here's a breakdown of how I'm planning to implement the current BFG line with the current ship list:
Ship Type:
Dreadnaught > Battleship
Battleship > Grand Cruiser
Cruiser > Cruiser
Destroyer > Frigate
Corvette > Destroyer
Transport > Transport
List of BFG ship models to be used, listed in the order of ship type. Some slots will be labeled N/A because there isn't a BFG ship model that fits the ship type. That means I'll have to get creative when I get to them...
Chaos:
Desolator Battleship
Repulsive Grand Cruiser
Chaos Cruiser
Infidel Class Raider
Iconoclast Destroyer
Imperial Transport (chaosified)
Dark Eldar:possibly a replacer for pirates
N/A
N/A
Torture Cruiser
Corsiar Escort
N/A
Eldar Transport (dark eldarifed)
Honestly, I don't like any of the Dark Eldar ships that GW currently sells, though I did find some sweet conversions through google using some of the new Dark Eldar bits.
Eldar:
Void Stalker
Shadow Cruiser
Eclipse Cruiser
Aconite Frigate
Nightshade Destroyers
Eldar Transport
Imperial:
Retribution Class Battleship
Vengeance Class Grand Cruiser
Imperial Cruiser
Sword Class Frigate
Cobra Class Destroyer
Imperial Transport
Necron:
Carin Class Tombship
Scythe Class Harvest Ship
Shroud Class Light Cruiser
Jackal Escort
Dirge Escort
Monolith
Ork:
Super Battleship
N/A
Kill Kroozer
Onslaught Ship
Ravager Attack Ship
Rok
Space Marine:
Battlebarge
N/A
Strike Cruiser
Gladius Class Frigate
Hunter Class Destroyer
N/A
Tau:
Custodian
N/A
Protector
Castellan Heavy Escort
Warden Gunship
Emissary Class Starship
I'll be using Forgeworld models for Tau as they look way better.
Tyranids:
Leviathan Hiveship
N/A
Razorfiend Hive Cruiser
Stalker Drone Ship
Prowler Drone Ship
Spore
The mod will likely be released in parts. 2 factions per release (ships and faction portrait). I highly doubt the mod will be fully completed as this is quite a bit of art to make. I think each ship will probably take around 2-3 weeks to make depending on detail. However I'll like to at least get 2 factions out.
For the first two factions, Imperial is definitely going to be one of them as I've already started on them. For the second, I'm think Chaos, but I'm open to suggestions.
Romeo wrote: I'm not a modeller, so don't laugh too hard if I say something stupid, but I had thought both Dawn of War and Endless Space use 3DS Max to make their models and import them? I know that Dawn of War and Dawn of War 2 use a completely different engine, for example, yet assets can be "stolen" and moved to either game through 3DS (Though that's technically illegal, so keep that hush-hush).
Leitoh wrote: Not really sure what file type DoW uses but Endless Space uses one of the most common file format for models (.obj) so you can use just about any modeling program that's out there without going through the hassle of finding proper plugins (thanks god). It's definitely illegal to port DoW models to Endless Space. However from what I've seen from the Soulstorm BFG mod, the models they're using are original, so using those should be fine.
mhmmm, looks like it mite be possible that way then yey. Problem that way is.. well if we in ES have any problems we dont have someone to go to help. Then again we dont have anyone leading this thing sadly :P Well apart from Leitoh now as your the only one with modding capability
As for your main post Leitoh, i dont know what i could do to thank you for such a thing. i dont know maybe a get a gift on steam or something Speaking of that, dont like the Dark Elder... make them in to the Dark Eldar Pirates as they only have two ship classes anyway in ES :P
While I haven't even touched on modding ES, I will honestly sit down and learn if others are serious about this project. Would be a good community-building excersize.
LocoMike: Heh, I appreciate the thought of the gift, but I doubt it'll help expedite work on the mod . I kind of like the idea of having dark eldar as pirates as they don't seem to be the type to have large battlefleets.
Romeo: Yeah, I can use the Manta, but I feel like it can only be a replacer for the warden. The castellan is an escort and won't fit the t3 cruiser slot and the protector is the tau's standard cruiser (forgeworld-wise).
Leitoh wrote: LocoMike: Heh, I appreciate the thought of the gift, but I doubt it'll help expedite work on the mod . I kind of like the idea of having dark eldar as pirates as they don't seem to be the type to have large battlefleets.
The gift was more just a way of thank you if/when such a mod comes out, even if its just models for the vanilla factions with out any other changes to the game. What can i say... i just want to see my Armageddon Class Battle Cruiser or Lunar Class Cruiser brought to life. Then again you aint choosen either i would be happy with anything 40k to be frank hahahaha Either case if you choose to do such a mod, just wee idea that at least you'll get something from a fan other than e-love
Alright, well, not to look like a dictator/jerk, but perhaps we should all set some plans down, Leitoh. You know, who to start first, who does which race, skeletons first, then custom, then balanced custom. That sort of thing.
Dibs on Necron. And Tau, if nobody else likes or wants them.
i need help on putting the warhammer 4000 mod on i put it on my computer but it every time i try to open it. it tells me i have to download it. so please help me
davea wrote: @ romeo, I suppose he downloaded the attachment in the original post. It's not anything you did, but it is there.
@ scottiedog2, did you follow the instructions in the original post, which say:
That attachment is not a mod, it is a set of custom factions. It is highly likely they don't work in the current version of the game anyway.
yeah i'm pretty sure this is the case, i haven't really touched this stuff in a while... good to see there is some movement towards 3d models and a proper mod rather than my cobbled together set of custom factions.
the main problem i can see was mentioned in another thread (i think) andthat is that the AI is custom built for each faction and as such can't currently cope with custom factions. That means that someone will have to figure out how to tinker with the AI to either tailor it to each new faction or make it able to adapt to any given set of attributes that a custom faction gives it.
i think that it might be a job best suited for the actual dev team, enabling AI custom factions... hint hint
Ok guys, so i've taken some time to put together 8 custom races from the 40k universe for you all to try out.
Each race seemed (luckily) to fit fairly easily into the 8 affinity's for the existing races with only a little creative storytelling in the race description to justify it.
factions are:
-The Imperium of Man
-Chaos
-Eldar
-Dark Eldar
-Orks
-Tyranids
-Tau
-Necrons
Keep in mind these are just a first run. I already have a few changes in mind but i wanted to get them all out there for people to give me their thoughts. Hopefully this grabs the attention of someone with a little more skill than i who can have a crack at some of the more difficult tasks in creating a full blown mod.
All you need to do to play them is unpack the contents of the .rar file into your documents/endless space/faction folder then they should be available from the race selection menu.
Well Warhammer 40k relies lots to squadsize fights in either space or in ground and that can be major problem. (You could make modules called SpaceMarines and give those huge invasion or invasiondefence values but it just wouldn't feel same than seeing person armed with huge axe hacking through endless army of Orks)
Hupailija wrote: Graphics isn't possible... everything else is.
Well Warhammer 40k relies lots to squadsize fights in either space or in ground and that can be major problem. (You could make modules called SpaceMarines and give those huge invasion or invasiondefence values but it just wouldn't feel same than seeing person armed with huge axe hacking through endless army of Orks)
i must agree it would not feel the same way, but we have to work with that what we have, and i find the general idea of big mods emerging very good.
I Think the Warhammer Scenario could be a nice one. And who knows.. maybe amplitude will implement Ground Wars in the distant future.
I was thinking more along the lines of a mod set within the Warhammer 40000 universe, in terms of gameplay it would be (obviously) more like the Tabletop game Battlefleet Gothic, set in the 40k universe.
So basically we interpret the 40k factions as an entire race, rather than what would be represented purely on the tabletop.
For example, the Imperium of Man's fleets would be represented by our own models of Imperial Navy Vessals, the vast armies of the Imperial Guard would be represented by a massive defensive strength per population on Imperial worlds, the Adeptus Astartes (space marines) by heavily buffed Invasion strength of Imperial fleets, the Imperial rejection of technology and use of standard template constructs by a reduced research rate but increased production rate. the list goes on.
plainoldandrew wrote: I was thinking more along the lines of a mod set within the Warhammer 40000 universe, in terms of gameplay it would be (obviously) more like the Tabletop game Battlefleet Gothic, set in the 40k universe.
So basically we interpret the 40k factions as an entire race, rather than what would be represented purely on the tabletop.
For example, the Imperium of Man's fleets would be represented by our own models of Imperial Navy Vessals, the vast armies of the Imperial Guard would be represented by a massive defensive strength per population on Imperial worlds, the Adeptus Astartes (space marines) by heavily buffed Invasion strength of Imperial fleets, the Imperial rejection of technology and use of standard template constructs by a reduced research rate but increased production rate. the list goes on.
This rises up second question,
Unless we count Tau Warhammer 40k world is stagnant. There really isn't research nor progress (we can argue whether Tyranoids progress but honestly, even from them it's almost never completly new forms... amongst the Tyranoids there is no evolution, there is just ways to empty planets better).
Either tech trees should present progression to higher rank member inside of race (this gives interesting ideas) or players should from start have access to every technology unless they are Tau in which case research rate should be really high.
Also I'm fairly sure that Warhammer 40k doesn't know word: "approval" or "happiness". Civilians gets slaughtered by millions every day and they really don't have any option to complain about that.
(and then there are case of Tyranoids, Orks and Necrons which are just too unique... try to imagine unhappy Necron)
Last but not least is problem of tech difference between races and how each race uses technology.
Ork is first good example, their technology is just too confusing to present in any game. (I challenge you to present race which can hold weapon together just by beliving to it in any game)
Necrons are other, they are basically living robots.. they already own technology to rise buildings from ground and probably even move planets. Their shortcome in wh40k is that there is just too few of them... how one presents this in game.
Eldar is also, race which can happily just jump to out of planet if it gets attacked and move to some other planet. (not even speaking of Dark Eldars which are completly own topic)
There are quite many interesting things what one has to solve before making this mod...
Oh and biggest problem is that right now hardly any modder really is available.
This is another mod which could be created under 1 week if one would have team and good idea what one is doing.
you bring up some fair points so i'll try work through each and address them in turn.
First, stagnation within the universe. i don't believe this is really the case. yes the tabletop game is set in the 41st millenium but there is also an established background that goes back as far as recorded history and before.
Again using the Imperium of Man as an example; if we take our start point as at the Emperors rise to power and search for the Primarchs then we can see clear advances in technology reflected in things such as the forming of the Adeptus Astartes into legions initially then into chapters post the Horus Heresy. The progression from the early Marks of Power Armour to that which we see in the contemporary setting. Mankind's progress could be charted perhaps not by their technological advances so much as their organisational advances and their sheer scale. What does it matter if your enemy has a single division of highly trained, crack troops capable of most any task when you can push countless armies of willing conscripts into battle and wear him down by attrition alone?
Other races of course will have wildy different approaches to the "tech tree" which would reflect their own unique philosophies and advances.
Secondly, so far as hapiness goes this is a simple numerical modifier in the game which can be tweaked such that it could simply become irrellevant for certain races (chaos for exampl) or re labelled to reflect a different aspect of each society (such as the Orks Waagh or the level of wakefulness of a Necron Tomb world for example)
I think i've elaborated sufficiently on the tech differences between races but i will throw out another example to illustrate the point. Methods of travel; this could be a tricky one to accurately represent in game. short of scripting a simple 'teleport to X system' with a random number of turns where the ships are off the map i don't know how you would properly represent warp travel. If that was possible though, how cool would it be (in the long run) to have an invasion fleet go missing in the warp for a hundred turns only to have it reappear randomly in a system that you had all but abandoned in the face of and advancing enemy. This is the sort of storytelling stuff we should shoot for. If that is unachievable then regular travel will have to suffice. wormhole travel could be restricted to eldar and dark eldar players only to represent the Webway, and free travel outside of regular space lanes could be restricted to chaos to represent their ability to travel through the warp unimpinged.
Like you said there are a lot of things which need proper attention given to them to do them justice but i believe that there is no important aspect which could not be reasonably simulated in endless space.
I think i've elaborated sufficiently on the tech differences between races but i will throw out another example to illustrate the point. Methods of travel; this could be a tricky one to accurately represent in game. short of scripting a simple 'teleport to X system' with a random number of turns where the ships are off the map i don't know how you would properly represent warp travel. If that was possible though, how cool would it be (in the long run) to have an invasion fleet go missing in the warp for a hundred turns only to have it reappear randomly in a system that you had all but abandoned in the face of and advancing enemy. This is the sort of storytelling stuff we should shoot for. If that is unachievable then regular travel will have to suffice. wormhole travel could be restricted to eldar and dark eldar players only to represent the Webway, and free travel outside of regular space lanes could be restricted to chaos to represent their ability to travel through the warp unimpinged.
Imagine the joy of both sides... when anything warps via warpspace it goes through chaos regions. Send army of spacemarines to somewhere, curse for noticing them to disappear for several turns... and curse even more when you notice that army of chaos spacemarines comes out to attack you from where those fleets disappeared (hey, we have historical documents that that happened atleast once before
But yeah, you are rising good point... When I think about Warhammer 40k I am thinking about tabletop/computer game time period and how that works, it's true that story is way bigger and starts way earlier. (though if game has spacemarines as a faction Emperor has to be "dead", adding tyranoid as a playable faction would bring it even close to our time (afaik tyranoid fleet become major threat quite recently) and Tau is also new race (no more than couple thousand years old)).
It's good idea that approval would mean different things for different races. Though I would probably add for chaos their closeness to chaos (if that makes sense). Dark Eldars is big question mark, how can utterly evil, corrupted, twisted creature which enjoys misstreatments be happy? (well ok, how can their slaves be happy but if we forget slaves it might even work
Actually this starts to be wonderful basis for good mod... I wish that there would be someone who would have time to create it :/
Quick research shows that Imperial surveys in M35 discovered the Tau homeworld with the Tau at approximately stone age advancement having only recently mastered fire. Expansion in to space appears to have occured late in M38.
Tyranids are a much later threat, with First contact reported within M41 although some sources cite M35 as initial contact.
All in all, i consider the most appropriate 'start date' to be at the beginning of M39 (that is, the year 38,000 AD).
I suppose 'favour' for Chaos could represent the favour of the Chaos Gods rather than the hapiness of the population, for Dark eldar Hapiness could work in reverse, the lower the hapiness of the slave population, the more efficiently their Dark Eldar masters are working them and thus the Happier the Dark Eldar are.
I really do hope there will be some kind of mod toolkit released for this game to make modding more accessible to the masses. At the moment this is all reliant on someone with the appropriate skills (not really me unfortunately) to devote the time towards enacting all these ideas.
I don't suppose there is anyone like that out there?
Oh and on another thought, maybe we could add a new missile class weapon 'Fighters' to try and build up the battles so that fighters engage first, then corvette's or 'Bomber' type weapons then the big ships engage for the finale.
Unless we count Tau Warhammer 40k world is stagnant. There really isn't research nor progress (we can argue whether Tyranoids progress but honestly, even from them it's almost never completly new forms... amongst the Tyranoids there is no evolution, there is just ways to empty planets better).
Either tech trees should present progression to higher rank member inside of race (this gives interesting ideas) or players should from start have access to every technology unless they are Tau in which case research rate should be really high.
Also I'm fairly sure that Warhammer 40k doesn't know word: "approval" or "happiness". Civilians gets slaughtered by millions every day and they really don't have any option to complain about that.
(and then there are case of Tyranoids, Orks and Necrons which are just too unique... try to imagine unhappy Necron)
Last but not least is problem of tech difference between races and how each race uses technology.
Ork is first good example, their technology is just too confusing to present in any game. (I challenge you to present race which can hold weapon together just by beliving to it in any game)
Necrons are other, they are basically living robots.. they already own technology to rise buildings from ground and probably even move planets. Their shortcome in wh40k is that there is just too few of them... how one presents this in game.
Eldar is also, race which can happily just jump to out of planet if it gets attacked and move to some other planet. (not even speaking of Dark Eldars which are completly own topic)
There are quite many interesting things what one has to solve before making this mod...
Oh and biggest problem is that right now hardly any modder really is available.
This is another mod which could be created under 1 week if one would have team and good idea what one is doing.
Well, you can't add new technology, but (and i'm taking strictly the imperium of man as example) you can "earn the right to use that technology". A basic transport ship it's easy to obtain since it's a common and replicable technology for the techpriests in mars. But if you want some ancient bigass flagship, well you have to earn the right to use it.
Hupailija wrote: Graphics isn't possible... everything else is.
Well Warhammer 40k relies lots to squadsize fights in either space or in ground and that can be major problem. (You could make modules called SpaceMarines and give those huge invasion or invasiondefence values but it just wouldn't feel same than seeing person armed with huge axe hacking through endless army of Orks)
I'm not quite informed but.. why ? It's a game limitation ? Any clue if it will be implemented the possibility of 3d modelling for modding ? Because pretty much all the mods that comes to my mind that i would like to play implies Graphic chenges (it will suck if the Galaxy Class ship would look like exacltly as a dreadnaught,... and it will make a star trek mod simply awfull). And.. pretty much all the mods for every recent game imply that you can at least ADD some sort of 3d modelling.
Geez, if i think on how it modify Sins of a solar empire the "Star trek : sacrifice of angels" mod, it still make me quite happy (if you never played that mod in that game, it basically add all the "star trek combat mode".. so the ships doesnt simply stand in formation and attack by pointing at the target but they "fly around", since they have phasers and photon topedoes all around the ship.).
Same problem would be here, it will suck (even if the "text part" of the mod will be awesome) if a Nyds mothership will look exaclty like a Tau or Necron or Chaos ship.
It's mostly because modding in this game is so beginning and it was created by team which didn't had anything to base this.
They on this version did break assets file to xmls.
Next version they let us add icons and race portraits.
I'm fairly sure that in under half of year they will let us add new ship images. (actually you have to ask from babylon 5 project how they will be doing it)
I myself don't really care how some ship looks for me it's more important to have different race mechanism and different experience with every race. Then again this can be mostly because I lack any kind of artistic sense of anything
Ther0 wrote: Geez, if i think on how it modify Sins of a solar empire the "Star trek : sacrifice of angels" mod, it still make me quite happy (if you never played that mod in that game, it basically add all the "star trek combat mode".. so the ships doesnt simply stand in formation and attack by pointing at the target but they "fly around", since they have phasers and photon topedoes all around the ship.).
Same problem would be here, it will suck (even if the "text part" of the mod will be awesome) if a Nyds mothership will look exaclty like a Tau or Necron or Chaos ship.
I'm glad you mentioned SoA! Endless Space gives me a very 'Homeworld' vibe for some reason - and SoA was by FAR the best mod for that game. A triumph really.
I would love to help out you out with this mod. I am a huge Warhammer 40k buff and i have worked on other mods before, mainly on the writing and the ideas.
Hi skynet, any help you can give would be great. it's just starting out at the moment but as you may have seen above i've already put together some custom races. do you have any experience with .xml editing or anything like that
EDIT: I just found out i'll be unavailable for at least 3 weeks so if anyone wants to have a go at putting some stuff together it'd be great to come back to progress! bye for now though!
Looking forward to this, so much. Probably be easier to do as was said, when the devs let us modify more files. But it's good to see it getting started!
How would I make them using existing rules... geez, you'd only really be interacting with the Administratum, the Mechanicus, the Navy, and the Guard in this game...
Things that would make sense for them:
Science: Space Cadets.
Fleet: Big Fleets, Optimal Structure, Slow Travelers, Strong Alloys
Defense: Fearless Warriors, Revenge
Hero: Death Before Dishonor, Sloppy Sawbones, Micromanagers
Diplomacy: Eternal War
Space Battle: Spray 'n Pray, Optimal Defense, Deadly Weapons
Building: The Price of Beauty, Builders, Masters of Destruction
Population: Crowded Planets, Pessimistic, Growth Plan
Economy: None
All in all... a pretty crippling mix... for an absolutely insane group... now, humanity during the Age of Technology would have a more sane mix, and perhaps be more appropriate to this game...
the Imperium of Man would need super cheap but incredibly weak ships, as well as larger fleets (like the Cravers). Tyranids would build upon this more; even weaker ships and even more of them. Chaos Space Marines and Space Marines would get bigger ships, but incredibly expensive. Necrons, off the top of my head, might have average ships but smaller fleet sizes.
No no... look at the sheer SIZE of their ships. Their ships are huuuuge.... Miles long and all of that. Those ships take decades to build and serve for centuries in huge gigantic massive fleets. Definitely NOT throw away ships!
Gavinfoxx wrote: No no... look at the sheer SIZE of their ships. Their ships are huuuuge.... Miles long and all of that. Those ships take decades to build and serve for centuries in huge gigantic massive fleets. Definitely NOT throw away ships!
Think about it relatively. Relative to the Space Marines, of whom some ships have served for over 10,000 years, the Imperium of Man's ships are as expensive as a pack of gum.
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38 900g2g ptsReport comment
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38 900g2g ptsReport comment
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Oddity
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Oddity
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Oddity
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