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AI 10 - The Horsemaster (April 27!)
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Author |
File Description |
murdilator |
Posted on 08/28/20 @ 07:20 AM (updated 04/27/21)
File Details |
Game Version: |
TAD |
AI 10 - The Horsemaster
This AI builds mostly same as AI 9 - Big Daddy: It is a work in progress.
It trains four unit types at a time. The point of making this AI is to improve it gradually over time, and release and re-release new versions of it.
In the Horsemaster, I have tried to fix the small errors that I did with the previous Big Daddy: Dutch not always building Units, Slow-training for Iroquois, Chinese economy, and the Cavalry-only army for India.
AI is still primarily a Deathmatch AI. Custom maps such as Legend Maps are good for testing purposes on Discovery Age starts.
The AI works now alright for 30 Minute Treaty.
If you've downloaded this file before, download again and replace the old with the new files.
- Final Update 27 April 2021: French AI trains original values.
- Update 19 April 2021: Native American Civs have their bonus Handicap for Treaty reduced back to 1.50 (was 1.65). This allows for Expert AIs to play online, even with people who don't have AI installed. Host has to put it at Expert however (This is because Baseline Handicap is different in Basic AI, AImain.xs for Asian Dynasties).
- Update 17 April 2021: French AI now trains the old core of Troops, but prioritizes Cuirassiers, Dragoons, Hussars and Skirmishers more.
- Update 13 April 2021: French AI now trains a Napoleonic Core of Troops: Musketeers, Skirmishers, Cuirassiers, Hussars, Dragoons. This allows them to counter cost-effectively. French AI also uses Richeleiu's Regiment instead of 4 Infinite Cuirassiers.
- Update 12 April 2021: German AI priorities returned to original (0.4 Cav, 0.6 Inf, 0.0 Art, from 0.4 Cav, 0.7 Inf, 0.1 Art).
- Update 11 April 2021: Wonders, Castles and Town Centers now place with 1.0 spacing (up from 0.0). This is to make the AI move troops easier through its base.
- Iroquois use Onondaga Support rather than Seneca Support (14 Tomahawks +5 Crates of Wood instead of 10 Forest Prowlers +2 Travois).
- Update 1 April 2021: Russian Units returned to Normal/Original, Bias Cav returned to 0.2 (0.5). (This was because I tried a value which didn't make them train many units.)
- Update 28 March 2021: In Treaty, AIs will now focus on 95 Economic Population, and less for French (85), Dutch (75), Japanese (85); 200 Population except for 220 for Chinese. Sioux now can correctly research Strong/Mighty War Hut. Bonus Handicap for Natives in Treaty brought down to 1.40 for Hard, 1.65 for Expert.
- Ottomans correctly build extra Town Centers on regular maps (I had tried a condition that didn't work)
- Spanish Units returned to Normal (I had tried values which didn't work for training units)
- Update 26 March 2021: Aztecs train better military; No Aztec Mining. Ottomans use Spahi Shipments rather than Grenadiers. Better handling for Infinite Shipments added. Royal Decree Unit Shipments are sent beginning at 10 minutes (for custom treaty games). Factories are on Gold/Food/Wood until Imperial, then they switch back to Gold/Cannon/Cannon. Russians always upgrade Bastion. Iroquois and Sioux always upgrade Strong/Mighty War Huts. Bonus Forecasts of 2500 food added for Imperial Age. Better Handling for Industrial Age unit Shipments added. Added Handling for Distributivism, Colbertism, Capitalism. Bonus Handicap for Treaty brought back to 1.25 for Hard, 1.15 for Moderate, 1.0 for Easy, 1.5 for Expert (Natives still have 1.5, 1.25, 1.15, 1.75). Russian/Spanish AI slightly updated.
- Update 23 March 2021: Shrines, Houses for India and Mango Groves all have 1.0 placing (down from 3.0). Simple build plan radius increased from 50 around the town to 100. Japan Builds its two extra stables in Industrial Age rather than Fortress.
- Update 21 March 2021: Wonders, Town Centers, Castles and Factories all can be built next to other buildings without extra spacing. This should help the AI age up with the Asians to Imperial Age and help tight-bases for Europeans. Simple build plan radius increased from 30 around the town to 50.
- Update 20 March 2021: Ottoman AI now builds extra Town Centers in regular matches. Handling for Pioneers moved to Imperial Age.
- Russian AI builds old units, but also uses Boyars Shipment. This AI also focuses more on Cavalry: Cossacks and Cavalry Archers.
- Target Settler Counts increased to 80 in Colonial Age and 90 in Fortress (up from 50, 85)
- Native AIs have higher Handicap Bonus for Treaty Games than other AIs (1.25, 1.35, 1.50, 1.75).
- Aztecs now dance for Warrior Priests at the dance pit (up to 4). All Native AIs use 1/7 of their Villagers on the Dance pit rather than 1/6.
- Ottoman AI researches Topkaki earlier in the game (25 villagers rather than 33 villagers). Increased normal btOffenseDefense to 0.45.
- Update 19 March 2021: Factory Cannery and Factory Water Power are upgraded by the AI. Easy, Moderate, Hard, and Expert now have a separate bonus handicap for Treaty Games: 1.0 for Easy, 1.25 for Moderate, 1.35 for Hard, 1.60 for Expert. Hard brought back up to 90 economic population; Moderate has 180 total population, and Hard and Expert use 99 Villagers with Natives. Easy uses 80 villager population as Natives, Moderate uses 90 (75 and 80 for other Civs).
- Update 18 March 2021: Easy and Moderate have +10 Population on Treaty Games (80, 160; 90, 190), Hard has 5 less economic population on Treaty Games (85). AI's now build 2-3 extra Town Centers in Fortress if they can and have less than two Covered Wagons available.
- Spanish, Portuguese, and Russian AIs improved; Spain builds Hussars, Musketeers, Skirmishers, Lancers and Rodeleros; Portugal builds more Infantry/Cavalry, Russia builds more Cavalry Archers, balanced amount of Infantry, and Cossacks.
- Infinite Grenadiers, Infinite Cavalry Archers, Infinite Musketeers included; Handling for Industrial Age Units Shipments added if included in deck.
- Native Villagers and Asian Villagers can build Town Centers for the AI.
- European Factories produce food/coin/wood if there are 2 to 3 of them. This is instead of Cannons, which they often don't have the population for.
- Update 15 March 2021: AI Main updated: Aztec AI builds Coyote Runners, Eagle Runner Knights, Macehualtins, Jaguar Prowl Knights, Puma Spearmen, but very few Arrow Knights.
- Aztec AI uses Aztec Mining and 1000 Infinite Coin Card on high homecity levels (100 and above). Iroquois use Pioneers Card, and Seneca Support (10 Forest Prowlers +2 Travois). Handling added for Aztec Mining, 1000 Infinite Coin, Pioneers Cards. Grain Market Card (+20% Mills) will ship earlier than before for Aztecs. AI chooses 15 Special Cards (up from 14).
- Update 13 March 2021: AI Main updated: Chinese AI uses Refugee & Migrant Shipments which give Villagers and also Covered Wagon Shipments at the right time in the game. This should give them a large advantage in games where they previously sent villager shipments too late.
- Update 10 March 2021: AI Main updated: Iroquois AI Builds one more War Hut and Sioux AI builds two more War Huts. Additional Fort Wagons are better used now, and should not interfere with initial forward base, and the AI can use Outpost Wagons to build Blockhouses. Natives & Asians now put Factories, if they have any, on Food/Coin/Wood rather instead of trying to build Heavy Cannons.
- Update 9 March 2021: AI Main updated: AI now builds two Town Centers in Fortress, Three in Industrial. Moderate AI uses 85 economic pop, and has 1.0 handicap (up from 0.90). The Extra two Mills are built before the extra two Plantations. Germans build one mill in Fortress always. 1500 food/1500 coin added for treaty non-spending escrows.
- Update 6 March 2021: AI Main updated: Russians once again train less priority to Ranged Infantry, thereby a balanced army like in earlier versions of Horsemaster AI (0.93, instead of 0.935).
- AI now uses Chinese Fire Ships and Aztec Tlaloc Canoes when available, and more Canoes and War Canoes for Iroquois and Sioux, and uses German, French, Japanese, and Spanish Consulate upgrades when available. Settler Wagons can be trained in Fortress by the AI, rather than in Industrial.
- AI can now use Fort Wagons around the town if it has extra Fort Wagons
- Update 4 March 2021: AI Main updated: Iroquois once again train more Mantlets and less Kanya Horsemen, thereby a balanced army like in earlier versions of Horsemaster AI (Mantlets, 0.80, Kanya 0.80 rather than 0.80, 0.85).
- Update 27 February 2021: AI Main updated: Easy difficulty brought up to 70 Economic Pop, 150 Total Pop, and 0.75 handicap (up from 55 Economic Pop, 140 Total Pop, and 0.65 handicap). Be sure to copy it in to Program Files or Steam install and try out 3v3/4v4 Easy on NR Maps!
- Update 6 January 2021: AI Header file now has 120 Defense Reflex Radius rather than 150. This makes team-game AIs a bit less aggressive. It also prevents AIs from spending too many resources on unfruitful attacks. In the previous aggressive AI, sometimes the AI would run out of resources by attacking too frequently; this makes them build up for more attacks. Initial Offense-Defense left as is.
- This above change is due to continual team-game testing. I want the AI to build up attacks and not require additional resource tribute in order to play games.
- Included Original Horsemaster AI along with Backup files. This is the earlier version and is defensive, from September 2020.
Fixed major bug with Sioux AI not aging up. Recreated from an older file without the bug.
- Temporarily decreased base radius back to 60.0; studying it and found that Outposts and Tower Units could be built further away than other buildings in 100.0 or above.
- German AI Builds more Infantry, no longer uses Cavalry Hitpoints.
- Sioux and Russian AI should build a little more Cavalry.
- Iroquois AI trains more Infantry, Mantlets, and Kanya Horsemen.
- Japanese AI builds some Ashigaru Musketeers lategame, but mostly Samurai and Naginata
- AI Offense-Defense strategies increased. 0.40-0.50. Some remain 0.40, 0.45, and occasionally 0.35.
New Handling added for Early Settler Shipments. 3 Villagers, 2 Settler Wagons, 3 Coureur des Bois, 3 Settlers should be first card sent in every Basic Supremacy Game.
German AI (NOT IN THIS VERSION) Builds an extra Mill in Fortress Age for Settler Wagon Production; Sends Settler Wagon Shipments in Early Game.
Opportunity Defend bonus decreased from 0.25 to 0.15. This gives defending AIs more priority to attack your units than going for your base.
AI Defensive Attack Radius increased to 150, up from 100. This helps in 3v3 Team Games where on large maps the AI sometimes would only fight half-map. Also 2v2 is helped along because Allies will defend greater portions of the map.
AI Offense-Defense strategies randomized between 0.35, 0.40, 0.45. This gives an aggressive AI, that does not spend its resources wildly; also 0.2 values increased to 0.35, 0.5 values decreased to 0.45, 0.40 or 0.35, depending on civilization.
AI Header File updated. Defensive Attack Radius and Search Radius increased to 100 from 60. This will make them defend larger places of the map. Be sure to copy and paste it in AI3 over the old aiHorsemasterHeader!
Better Handling enabled for, Temple of Xolotl (10 Villagers +10 Gathering rates) and Oneida Support (10 Villagers +1 Covered Wagon).
Iroquois AI uses Oneida Support (10 Villagers +1 Covered Wagon), Cavalry Hitpoints, and 9 Kanya Horsemen +2 Medicine Men in its deck.
Economics addressed. (NOT THIS VERSION) Extra support for gold gathering (0.35), all civs now try to keep up 90-99 villagers, and Hunting has been reduced from 0.80 priority to 0.78 priority (improves farming and fishing).
Single Player Scenario games addressed: Moderate has 150 pop with 70 economic, up from 105 pop and 45 economic; Easy has 100 pop with 50 economic, up from 50 pop and 25 economic; Hard has 200 pop with 85 economic; Expert has 220 pop with 90 economic pop.
Easy brought up to 0.75 handicap and Moderate to 0.90; Easy brought up to 150 population with 70 economic population, up from 120 population and 50 economic population.
Escrows worked on. (NOT THIS VERSION) Added 500 food, 500 wood for Bank Escrow, up from 350 food, 350 wood; Added new Military Escrow 500 food, 500 wood, 500 gold that the AI will keep in its reserve.
German AI uses a little more artillery.
German AI uses more cards. Included: Long-Ranged Infantry Hitpoints and Solingen Steel. German AI also now sends Germantown Farmers Card at the correct time and trains Settler Wagons throughout the game.
AI Made more aggressive; changed -0.5 OffenseDefense to 0.5 for most strategies. This means they will take the field more often in large team games. Also changed multipliers 0.2 to 0.25 for additional Defense and Offense attack traits. This makes them more supportive in larger maps, like the AI in the N3O Fan Patch.
India AI builds Flail Elephants in addition to other units; it Trains Gurkha more often and Sepoys sometimes. It ships 3 Howdahs and 9 Urumi more evenly and more frequently. It no longer spams native warriors in place of its regular army.
Native American AIs use War Dance when they have large armies, and XP Dance as default dance (instead of War Song which spawns Dog Soldiers). Sioux and Aztecs dance for Dog Soldiers and Skull Knights.
AI Build radius increased from 55 to 60.
Japanese AI no longer builds Mercenaries; they also build two more Stables and Barracks. This allows them to build armies earlier in Fortress Age.
Dutch AI tested and trains Hussars, Halberdiers, Ruyters, Skirmishers, and Pikemen.
India AI trains units more evenly: it should train Ranged Infantry, Sowars, Zamburacks, and Howdah. Dutch AI build more banks and should boom a little better.
Added: AI can now train up to 25 Units in a building (up from 20), and now chooses to train from 2 Buildings at a time instead of 1 Building.
Added small Dutch economic priority, will focus a little more on gold; they have one extra bank to forecasts.
New Handling added for Settler Shipments and Wood Crates; they will be sent in case of a boom.
Iroquois AI builds more Tomahawks and Kanya Horsemen. It uses New Cards: Infantry Damage (Iroquois), Engineering School, 13 Tomahawks, 16 Tomahawks, 4 Light Cannons and Handling for these.
Dutch AI builds units always now, also prioritizes Infantry and Cavalry; It uses one New Card: Infantry Damage (Dutch).
Indian AI builds infantry always now; includes Sepoys, Gurkha, Sowars, Zamburaks and Howdah. It uses same Cards as before.
Changed Wood Priorities from 0.77 to 0.76.
Basically:
British AI: Trains Dragoons, Grenadiers, Musketeers, and some Hussars.
French AI: Trains Cuirassiers, Dragoons, Skirmshers, Musketeers, some Halberdiers and Hussars
Spanish AI: Trains Lancers, Dragoons, Rodeleros, Musketeers, Skirmishers, and Hussars
Ottoman AI: Trains Hussars, Cavalry Archers, Janissaries, and some Abus Guns.
Dutch AI: Trains always Hussars, Halberdiers, Ruyters, Skirmishers and Pikemen.
Russian AI: Trains Ranged Infantry, Cossacks, Cavalry Archers, and some Halberdiers.
Portuguese AI: Trains Musketeers, Cassadors, Dragoons, Halberdiers, and some Hussars.
German AI: Trains Uhlans, Dopplesoldners, War Wagons, and some Skirmishers.
Iroquois AI: Trains Aenna, Tomahawks, Forest Prowlers, Mantlets, Kanya Horsemen, and ships units from the Homecity.
Aztec AI: No change
Sioux AI: Trains Axe Riders, Rifle Riders always, Bow Riders, Wakina Rifles and some War Clubs.
Indian AI: Trains Flail Elephants, Gurkha, Sepoys, Sowars, Zamburacks and Howdah.
Chinese AI: Trains Territorial Armies and Forbidden Armies.
Japanese AI: Trains Samurai and Naginata Riders and ships Units from the Homecity.
Easy up to 0.75 and 150 Population with 70 Villager Population.
Moderate up to 1.00 and 180 Population with 85 Villager Population.
Hard up to 1.25 and 220 Population with 99-10 Villager Population.
All Factories, second and third (if available) produce Heavy Cannons, Rockets, or Great Bombards.
Made by murdilator, aka Justus_Pacificia
Backup included of original AI Files, all needed to install is copy and paste in:
Program Files (86x), Microsoft Games, Steam, steam apps, common, Age of Empires III, bin, AI3
Then it should work next time you play skirmish or play separately online vs computer!
Both players need it installed for LAN Play or Comp Stomps online! |
Pages: [1] 2 » Last » | Author | Comments ( All | Comments Only | Reviews Only ) |
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SquidTheSid_YT |
Posted on 09/03/20 @ 10:58 PM
Hey murdilator, I've been looking at your AI mod (vanilla AI is terrible), and I was wondering if it was okay to include it (and modify/distribute it) in my AoE3 Overhaul mod?
Thanks! |
murdilator
File Author |
Posted on 09/04/20 @ 05:57 AM
You may include it your mod.
And I hope you love women as much as I do![Edited on 09/04/20 @ 06:54 AM]
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murdilator
File Author |
Posted on 09/04/20 @ 07:11 AM
Note that the AI plays very well on Capitano Maps, where cavalry take 1 population. I recommend it to be used with it.
http://aoe3.heavengames.com/downloads/showfile.php?fileid=4114
On maps with starting native warriors, the AI does not always learn to counter them with anything. Legend Maps should be fine for a 3-way Free for all with the computer.
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murdilator
File Author |
Posted on 09/14/20 @ 04:34 PM
A note to others: This AI plays best starting in a later age where it can mass units, and give good resistance.
Post-Imperial start tested, and AIs build many units.
FFA recommended on 3-4 player, 2v2 not necessarily recommended.
I have encountered bugs with Russia not aging up fast on Hard, India not advancing past Colonial on Hard or Expert, but this happens only some of the time. I suggest changing difficulty, pressing play, then quitting, then resetting the difficulty to what you wanted before.
Post Industrial should work too, but in Deathmatch games the AI will be able to go to Imperial where you will not. Other Post-Industrial starts will work for AI and for players, because all can age up, and AI can train units.
Tested: Fortress and Colonial Age starts on Legend Maps and the AI builds up as normal. It works!
Another gimmick to make the AI fun is to ignore it for a few minutes, then let it build up. This usually creates better game experiences. In a larger FFA, which I have tested once, the AIs tend to play defensively, or just take on their nearest opponent. [Edited on 09/17/20 @ 01:01 PM]
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murdilator
File Author |
Posted on 09/29/20 @ 07:36 AM
In the btOffenseDefense section where btRushBoom is found, not the first section that says 0.5, 1.0, etc. but in the section section you can use Command-F or Ctrl-F to find btOffenseDefense switch to above 0.6 say 0.8 or 1.5 and the AI will not build walls for that civ.
Also make delayWallsAggressive and delay walls add inactive in place of active and at rule turtleup change xsEnableRule ("delayWalls") to xsDisableRule ("delayWalls") and do the same for xsEnableRule("delayWallsAggressive").
I haven't done it in a long time but this should guarantee them not building walls and remaining quite aggressive with their armies.
The math justification is found in rule turtleup:
float odds = btOffenseDefense * -1.0;
odds = odds + 0.6; // Range -0.5 to +1.5
So it has to be higher than 0.6 or else the AI will build walls and keep its army primarily defensive. [Edited on 09/29/20 @ 07:38 AM]
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murdilator
File Author |
Posted on 10/01/20 @ 10:58 AM
I hope you love women as much as I do! |
murdilator
File Author |
Posted on 10/13/20 @ 03:16 AM
This AI plays well on Hard for No Rush 30, getting on average 700-850 score and 80-90 villagers, and I have not tested the Expert in Treaty, though the score should be quite higher. Computers clear out much of the trees in a 1v1, making wood scarce for the player, especially if you play a civ without factories or trickle rates. On average the AI will reach Industrial in No Rush 30, and sometimes Imperial on Hard settings, and this with upgrades to Guard, Champion and Honored for units.
In Custom map games and scenarios the Horsemaster does better, such as Maritime Maps, Legend Maps, Governor's Maps or War of the Spanish Succession due to the resources and starting 90 villagers and the 200 starting population, though they still build houses on these modes. If the AI starts with military units in Discovery Age, sometimes it will not try to build military units, a problem which can annoy designers, so make sure if you start with armies in scenarios it is in a later age! Also to note is that each my AI cannot freely use its deck in Custom Scenarios; if you want cards sent, pre-send them for the AI in a single player match.
The Ai can boom up to 15 Fishing Boats, and will usually fish out a lake if the player does not claim the fish first. The unique side is also that the AI builds navy if it builds fish, and harvests much wood and does use trade. Most civs have positive booming capabilities, with Sioux having the unique 1.5 OffenseDefense. So far I am satisfied with how the AI builds and how the AI plays. Perhaps a little handling for some unit shipments could be added, with the addition of a few late new unit shipments to send.
A focus on Trees has been lessened by 1 point, from 0.78 to 0.77, and the 18 gatherers and 2 groups remains a constant value. In my N3O Patch, this was reduced to 0.75 and 16 gatherers and 2 groups, making it possible for the AI to use 4 more villagers on food/coin.
I have been testing on NR30 quite a few games and on quite a few maps, which include, Great Plains, Great Lakes, Yellow River, Siberia, Araucania, etc. The AI can play any map now, except perhaps Ceylon and only sea/land defense on Caribbean.
Please, download and try this AI, I hope it compares to the Definitive Edition AI! |
murdilator
File Author |
Posted on 11/06/20 @ 03:30 AM
If you want the AI to attack more frequently, enable I think it is Enhanced UI Chat options and press Enter, and you can set them with the 1st button to attack anywhere on the map. This works more if the AI is in an aggressive stance, but sometimes the AI roles defensively. You can also ask for resources over time or a resource one time.
For NR20 I recommend Ivory, Ruby and Impeccable Maps, though Amazonia and Caribbean are not good for 2v2 with a computer ally (Impeccable Maps), I do suggest that you try the other 27 maps and if you wish for a shorter game, do NR10 on Expert Level. I recommend Hard level for 2v2 on these maps. |
murdilator
File Author |
Posted on 11/22/20 @ 03:00 AM
The AI has been made more aggressive as of this week.
Also early Turtling has been reduced and late game camping has been removed.
The AI should also respond more to attack calls and come to your aid in comp stomps.
I have improved the economic build order by giving priority for the AI to ship early Villager Shipments that are included in their deck. This includes 2 Settler Wagons, 3 Villagers, 3 Settlers, 3 Coureur des Bois, and 4 and 5 Villagers Shipments, as well as TEAM Settler Wagons and 2 and 3 Settler Wagons.
The original Horsemaster AI is also included in the download. This does not have the latest improvements, but it was the highly rated one from September.
New Improvements include better Escrows, Better handling of Economic Shipments (10 Villagers + 1 TC Wagon), moderate aggressive tactics (apart from the turtling tactics), and better military management. That said, it is still a work in progress and I like adding small features now and then to the AI.
I fixed the Sioux Age up bug, and I reverted to an earlier version which I added much of the former updates to, such as aggression and card choice. The escrows I did not add in, nor the extra villager maintain or extra large base radius. On another note I added Ashigaru training for Japanese which I found out as a secret I had managed on my Fan Patch years ago. I had forgot to add BiasInf 1.0 and BiasCav 0.5 to my earlier versions, making it impossible for the Japanese AI to train the given units. So now it will train Samurai, Naginata, and Ashigaru while still shipping units from the Homecity. In the final part, I did put in the extra changes for Moderate, Easy, and scenario Hard difficulties. Anyways this sums it up. [Edited on 12/09/20 @ 11:53 AM]
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murdilator
File Author |
Posted on 12/12/20 @ 08:39 AM
Thanks to all who have tried this AI!
I want you to use it however you like, and with as much vigor as you can muster from yourself!
In the AI I have tested various things and please try out the latest version, which is an Aggressive AI. For Team games have at least Hard or Expert, or Moderate if you use Custom Map starts.
The Personalities play very well on Post-Imperial Deathmatch starts and Post-Imperial Custom Maps Starts.
The Computer can give a game on Hard-Expert Difficulty and beat average attacks. I am not making the ultimate supremacy AI, but rather a balanced-aggressive AI. Please note that I do not have this as my profession, but as a dedicated hobby.
Recommended: DM, NR30, Supremacy Team Games, Supremacy 1v1.
With the extra defense base rule, the AI can now help out teammates on longer and large maps. This does not guarantee stronger attacks, but I have also inputted a more average economic boom so as not to have any AIs totally neglect their economy.
Noted: AI does ok with Fishing Boats, but does not send schooners or other water economic shipments.
Lastly, the AI plays better when it begins with resources, although it can gather resources over time like regular. |
Pages: [1] 2 » Last » |
HGDL v0.8.2 |
Statistics |
Downloads: | 388 |
Favorites: [] | 2 |
Size: | 481.44 KB |
Added: | 08/28/20 |
Updated: | 04/27/21 |
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