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[MOD] Removing The Population and Limits
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Edmond_Dantes Offline
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Post: #91
RE: [MOD] Removing The Population and Limits
(06-04-2012 08:24 AM)Swixel Wrote:  That's Lua ... anyway, the game executes uncompiled code fine. This sort of modding is pretty trivial (at least at the most basic tweak level).

Swixel,

Let me begin by thanking you for your gracious time commitment towards the modification of Tropico 4. Your efforts are greatly appreciated by avid gamers like myself, who require something beyond the ordinary game. I do have a question for you however, regarding this "delimiting" mod of yours. I have a store bought copy of T4, updated to V 1.03 and have followed your directions as best I could. I have created the requisite file containing your script with notepad and subsequently deleted the ".txt" ending. I next created the folder "Game" in the Tropico 4 directory. I renamed the former txt file as "nolimits.lua", pursuant to your instructions and ran the game. I currently experience a negligible increase in population (7-8 immigrants annually) and cannot reconcile this with the reports of others here which seem to indicate that my attempt at introducing your mod to my game has failed. I humbly implore you for advise good sir. Thank you.
08-04-2012 02:43 AM
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Swixel Offline
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Post: #92
RE: [MOD] Removing The Population and Limits
I updated the first post's code to match some minor things I forgot before (the original hook was the ClassesPreprocess one), though the two additional OnMsg hooks are really for the original game, and to make sure each map load enforces the settings to be loaded.

1.03 shouldn't have a problem.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
08-04-2012 09:53 AM
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Edmond_Dantes Offline
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Post: #93
RE: [MOD] Removing The Population and Limits
(08-04-2012 09:53 AM)Swixel Wrote:  I updated the first post's code to match some minor things I forgot before (the original hook was the ClassesPreprocess one), though the two additional OnMsg hooks are really for the original game, and to make sure each map load enforces the settings to be loaded.

1.03 shouldn't have a problem.


Swixel, thank you for taking the time to reply to my post and for attempting to remediate my issues still outstanding. Unfortunately the mod still does not have any effect in my games and I'm beginning to think that I've not followed instructions correctly.

Firstly, I copied your script into a notepad document, named it "nolimits.lua" and changed the file type from txt to all files, so that it did not save as merely a text document. Next, I created a new folder in C:\Program Files (x86)\Kalypso Media\Tropico 4 called "Game" and placed the newly created .lua file in that folder. I than run the game from the exe contained within the above directory and loaded a previously saved sandbox game. If you would be kind enough to evaluate this process and inform me as to whether or not it should correctly induce modded game characteristics. Thank you again for your time sir.
08-04-2012 04:59 PM
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Swixel Offline
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Post: #94
RE: [MOD] Removing The Population and Limits
I'm not sure why you're not seeing anything.

Any increase beyond the 1550 mark is a sign it's working, though slowed immigration suggests issues elsewhere.

You might want to check your logs ( %APPDATA%\Tropico 4\logs ) to see if there are errors near the top (they'll state they're in nolimits.lua if there are errors).

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
09-04-2012 12:58 AM
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Nineballfool Offline
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Post: #95
RE: [MOD] Removing The Population and Limits
Swixel's code works like a charm...i even got some of the buildings to hold more people....wish i knew the correct names for all the new buildings...i guess i have to search through the HPK files

thanks Swixel....you are the best
09-04-2012 02:43 AM
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Edmond_Dantes Offline
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Post: #96
RE: [MOD] Removing The Population and Limits
.
(09-04-2012 12:58 AM)Swixel Wrote:  I'm not sure why you're not seeing anything.

Any increase beyond the 1550 mark is a sign it's working, though slowed immigration suggests issues elsewhere.

You might want to check your logs ( %APPDATA%\Tropico 4\logs ) to see if there are errors near the top (they'll state they're in nolimits.lua if there are errors).

I consulted the log section and this is what I found consistently represented in each of the files located therein:

Build version: 1.03.301


cannot read appdata/developerstorage.lua: File Not Found
Creating a DirectX interface...
[Console Error] AutoRenderConfig - matching GPU: ATI Radeon HD 5800 Series
[Console Error] matched: radeon hd [4567][789][05789]0
[Console Error] level: High
[Console Error] AutoRenderConfig - GPU class: High
[Console Error]

I have absolutely no idea how to interpret this data and I only included about 1% of the total information within this file, as it would else wise be cumbersome to sift through so much. I can tell you that while I'm in my game, I seem to receive an unusually low number of immigrants, typically no more then 10 at a time, and more usually 6 or 7. I have made efforts to modify this game independent of those discussed in this thread and I suspect that I altered a critical file somewhere when doing this as I have experienced several game crashes recently. I'm going to uninstall, update to 1.03 and then immediately introduce your mod and see whether this solves my problems. Any recommendations, thoughts or advice would be greatly appreciated. Thank you as always for your time
(This post was last modified: 09-04-2012 05:07 AM by Edmond_Dantes.)
09-04-2012 05:05 AM
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Swixel Offline
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Post: #97
RE: [MOD] Removing The Population and Limits
I would test this without any other modifications in play ...

It should work fine with all official DLC, but just using the "create Game directory then place lua file in it" method is enough to get this working.

If any of the other modifications involved repacking HPKs, you may have a problem elsewhere.

The 375 referenced in the MulDivRound function can be swapped out if you want it replaced ... though if I recall it's just 1/4 of the population, but also represents how many immigrants you may get.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
09-04-2012 05:12 AM
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Stega Offline
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Post: #98
RE: [MOD] Removing The Population and Limits
I have the same problem as Edmond_Dantes

So I copy your code and paste it in "Game" directory with Notepad. And I name it nolimits.lua but it's still doesn't work. Can you help me please Swixel ? Smile

PS: I'm on Modern Times
09-04-2012 08:58 PM
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Swixel Offline
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Post: #99
RE: [MOD] Removing The Population and Limits
Add the line
Code:
print("Attempting to enable NoLimits")

Within the NoLimits function, start the game, load a map, then have a look at the latest log file. I'd be guessing your computer isn't loading the new data fast enough, and you may need to use a "sleep" to get around the new settings being clobbered.

You could also try setting an apartment variant to something outrageous, just to see if it's working at all. e.g. adding the following to the NoLimits mod function
Code:
g_Classes.Apartment_01.num_families = 128
g_Classes.Apartment_02.num_families = 128
g_Classes.Apartment_03.num_families = 128
g_Classes.Apartment_04.num_families = 128

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
09-04-2012 09:14 PM
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Nineballfool Offline
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Post: #100
RE: [MOD] Removing The Population and Limits
(09-04-2012 05:05 AM)Edmond_Dantes Wrote:  .
(09-04-2012 12:58 AM)Swixel Wrote:  I'm not sure why you're not seeing anything.

Any increase beyond the 1550 mark is a sign it's working, though slowed immigration suggests issues elsewhere.

You might want to check your logs ( %APPDATA%\Tropico 4\logs ) to see if there are errors near the top (they'll state they're in nolimits.lua if there are errors).

I consulted the log section and this is what I found consistently represented in each of the files located therein:

Build version: 1.03.301


cannot read appdata/developerstorage.lua: File Not Found
Creating a DirectX interface...
[Console Error] AutoRenderConfig - matching GPU: ATI Radeon HD 5800 Series
[Console Error] matched: radeon hd [4567][789][05789]0
[Console Error] level: High
[Console Error] AutoRenderConfig - GPU class: High
[Console Error]

the DeveloperStorage. lua file should be located where the "logs" folder is located...where all your saved games and profile are located

i used Swixel's code to set the apartments to 200 families and it worked for me...i have the Steam version of Tropico 4 plus MT

I also increased some of the other buildings for number of workers by using the code and changing families to workers

below is what i have entered just to test things out.....and they are all working

g_Classes.Apartment_01.num_families = 200
g_Classes.Apartment_02.num_families = 200
g_Classes.Apartment_03.num_families = 200
g_Classes.Apartment_04.num_families = 200
g_Classes.TeamstersOffice.num_workers = 50
g_Classes.Cathedral.num_people_serviced = 100
g_Classes.Cathedral.num_workers = 10
g_Classes.Dock.num_workers = 10
g_Classes.GradeSchool.num_people_serviced = 100
g_Classes.GradeSchool.num_workers = 10
g_Classes.Hospital.num_people_serviced = 100
g_Classes.Hospital.num_workers = 10
g_Classes.ShoppingMall.num_people_serviced = 100
g_Classes.ShoppingMall.num_workers = 10
g_Classes.SkyscraperHotel.num_people_serviced = 100
g_Classes.SkyscraperHotel.num_workers = 10
g_Classes.TVStation.num_workers = 50
10-04-2012 02:44 AM
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elLobo Offline
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Post: #101
RE: [MOD] Removing The Population and Limits
Could someone explain the steps of putting the mod in game to me? By the looks of it, initially you either provided a file or at least a file extension type so users could build the necessary file themselves. But since your edit no such information is available and newcomers, or at least me, is left in the dark on where to put the actual code.

So please, if any of you have the time, just tell me what kind of file the code is supposed to go into and in what folder that file is supposed to be placed in. I presume it's not supposed to go in the root map of the game.
14-04-2012 02:44 PM
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simcutie Offline
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Post: #102
RE: [MOD] Removing The Population and Limits
Hi Swixel. I have a question on loading sequence of mod after MT expansion.
I wrote a simple lua mod that modifies some building properties. I put it in .../Tropico 4/Game folder and it worked successfully before MT exp. But after installing MT expansion, it stopped to work . The mod itself is loaded properly but the MT expansion reset and overrides the change I made on building properties with my mod. I used "OnMsg.ClassesPreprocess = function() ..." to insert callback custom function.

So I'd like to know how to make my mod work again. Which event do I use to insert my callback to be called AFTER MT expansion is loaded? What is last event that is fired after loading MT?
18-04-2012 10:23 PM
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Swixel Offline
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Post: #103
RE: [MOD] Removing The Population and Limits

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
(This post was last modified: 18-04-2012 10:40 PM by Swixel.)
18-04-2012 10:40 PM
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bytetbh Offline
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Post: #104
RE: [MOD] Removing The Population and Limits
I really want this mod but I have no idea how to put it in the game and not sure if it will work with Modern Times installed.
18-04-2012 11:18 PM
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Swixel Offline
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Post: #105
RE: [MOD] Removing The Population and Limits
Updated first post.

Yes, it works with MT.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
18-04-2012 11:26 PM
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Nineballfool Offline
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Post: #106
RE: [MOD] Removing The Population and Limits
hey Swixel,

how do i figure out how many instances a building has?

like the apartment has 4.....if i just use apartment.num_families it doesn't work....i have to mod all 4.

i figured out the modernapartment has 2 by trial and error and was trying the condominium....but can't seem to get it to work no matter how many instances i try

another question,how would i enter/type to mod the upgrades for a particular building?...example the apartment...if i wanted to mod the air conditioning upgrade to increase the housing quality by say 30 instead of 15.

and one last question, what would i type to increase the food quality for the marketplace?

thanks in advance
19-04-2012 02:33 AM
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Swixel Offline
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Post: #107
RE: [MOD] Removing The Population and Limits
To find subtypes of the old buildings, you can read the compiled lua file, finding strings (which is what I do), or you can just use the link in my signature to read the reversed data (variants are listed at the bottom, e.g. http://aws.bitbucket.org/modding/Tropico...tment.html ... just replace the spaces with an underscore, though usually they're the same as the entity).

The Condo has four, the modern has one, which is CondominiumModern_01.

I guess it complicates it when nobody's written an extractor for the data and my method of extraction isn't public. The other information on modding should be in the old building modding thread ...

Food quality isn't scaled like that.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
19-04-2012 02:59 AM
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LSN Offline
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Post: #108
RE: [MOD] Removing The Population and Limits
excuse me (if I missed that somehow), does this mod work with MT? I found some discussions about it in this thread but no definite information.

Edit: ok I see just 2 posts above it works with MT, ty.
(This post was last modified: 26-04-2012 10:02 AM by LSN.)
26-04-2012 09:37 AM
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elLobo Offline
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Post: #109
RE: [MOD] Removing The Population and Limits
(18-04-2012 10:40 PM)Swixel Wrote:  http://forum.kalypsomedia.com/showthread.php?tid=14031

To both of the previous posts.
Thank you Swixel, much appreciated. =)
28-04-2012 02:45 PM
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chin Offline
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Post: #110
RE: [MOD] Removing The Population and Limits
It there any key for power output of Wind Turbine?
01-05-2012 02:37 AM
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lltfrankie Offline
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Post: #111
RE: [MOD] Removing The Population and Limits
I've tried playing it with MT but it doesn't seem to work at all. It caps at 1500 and teamsters start emptying once I go slightly over it.

How do I get it working?

I use Steam
24-05-2012 05:44 AM
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Swixel Offline
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Post: #112
RE: [MOD] Removing The Population and Limits
(24-05-2012 05:44 AM)lltfrankie Wrote:  I've tried playing it with MT but it doesn't seem to work at all. It caps at 1500 and teamsters start emptying once I go slightly over it.

How do I get it working?

I use Steam

If that's all setup right, then they may have changed something which broke how I load code. I'll look into that when I review the xbox code.

EDIT: Actually, I had a fast way to test this: and it works for me. My guess is something's up with how you installed it.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
(This post was last modified: 25-05-2012 08:35 PM by Swixel.)
25-05-2012 08:23 PM
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Gameaddict Offline
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Post: #113
RE: [MOD] Removing The Population and Limits
[quote='Swixel' pid='112923' dateline='1319501944']
[align=center][color=#800000]This mod is entirely unsupported by Kalypso, Haemimont, and myself. Expect funky things to happen, and for random crashes to kick in.

Hi, Im relatively new to modding, just 4 quick questions;

1) Do I save the code into a text file and then save it in the lua format in the "game" folder or do I need some special type of application to make lua files.

2) My main frustrations are the road limits. Will this code change remove that limit also. I assume it would as the code change starts with
"local GameEntityCount = 200000" - I assume this and the code below refers to setting/removing road limitations?

"-- Remove the road construction limitations
road_construction.ReachedLimit = function(x)
return false
end"

3) If I modified the numbers in the lines of your code (see below) would that change population number and maximum immigrants to whatever I want it to be?

"local MaxPopulation = 20000" - change 20000 to say 5000.
ImmigrationRandomize = function(y)
return MulDivRound(y, MaxPopulation - CitizenCount, 375) - change the 375 to a lower number (say 100) for max number of immigrants.

4) The sentence in brackets that reads "what the original mod used", Do I edit this out of the mod because I didnt use your first mod so I understand you are editing/changing something here that was part of a version 1 of this mod or something?

Your help would be most appreciated cause a huge island with a road limit is just not worth the time and effort.
04-06-2012 10:29 AM
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Swixel Offline
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Post: #114
RE: [MOD] Removing The Population and Limits
1) Yes.

2) Yes, it's only the one function road_construction.ReachedLimit which needs changing.

3) Yes.

4) It doesn't hurt to leave it there; it's the loader used for non-Modern Times installs.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
04-06-2012 10:50 PM
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Gameaddict Offline
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Post: #115
RE: [MOD] Removing The Population and Limits
(04-06-2012 10:50 PM)Swixel Wrote:  1) Yes.

2) Yes, it's only the one function road_construction.ReachedLimit which needs changing.

3) Yes.

4) It doesn't hurt to leave it there; it's the loader used for non-Modern Times installs.

Thanks man ... tried it and it works. Next freighter brought 502 immigrants to the island and now i have full employment again .... great work
05-06-2012 06:42 PM
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Simanos Offline
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Post: #116
RE: [MOD] Removing The Population and Limits
I tried your mod through SimCutie's mod where it's integrated and I noticed some weird behavior.
When I set Immigration to Open Doors I get like 120 immigrants which is pretty stressing on a 200 pop city.
If I change to Skilled Workers I get like 10 immigrants. There's no in-between state.
If I change from Open Doors to Skilled Workers (all 3 tests in the same savegame) just as the Freighter is docking I get 160+ immigrants and like 1/3 of them are educated!
Feels weird. Some times I get 1 immigrant only.

I thought the basic game gave you immigrants randomly, but also depended on the average happiness and job quality or salaries. Was I wrong?
06-06-2012 10:07 AM
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Swixel Offline
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Post: #117
RE: [MOD] Removing The Population and Limits
I'm not sure if that's his mod, or you're experiencing a weird event ... The mod works for me on all settings (or did last I tested it a few weeks ago). The modification to the "random" code is there. His may be influenced by tweaks to something else.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
06-06-2012 10:17 AM
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Simanos Offline
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Post: #118
RE: [MOD] Removing The Population and Limits
So does the number of immigrants depends on something or is it just random?

return MulDivRound(y, MaxPopulation - CitizenCount, 375)

MaxPopulation - CitizenCount = 20000 - current pop of island right? And that is the upper limit per boat or 375 if that's lower.
So is the "y" totally random or based on something?
I'm guessing y is between 0 and 1 randomly.

Then my problem is the work mode Skilled Workers somehow ruins this code and goes back to base game limits.
Hmm on second thought I was playing Campaign IMPORTant Business so maybe that screwed with it a bit. It has some weird immigrant waves scripted, but I tested this in a savegame not at all during those events.
(This post was last modified: 06-06-2012 10:31 AM by Simanos.)
06-06-2012 10:27 AM
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Gameaddict Offline
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Post: #119
RE: [MOD] Removing The Population and Limits
Firstly, great mod. I also picked up some random behaviour but I it made the game feel more real, if it where predictable it would be boring. i do think the immigration is linked to the amount of available jobs. In any case, its not important as all I wanted was a city that can grow bigger than 1200 pple.

The other thing I never anticipated is the strain the increased immigration puts on housing (I had a informal settlement, as we call it in South Africa, spring up in one of my most swankiest areas in no time). There was also a huge strain on Food resources. Luckily I had no shortage of job seekers so I could remedy that situation quite nicely. AM now sitting on 4500 people with no visisble performance issues or any crashes ..... GREAT MOD ...... ABSOLUTELY GREAT MOD.
06-06-2012 10:47 AM
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Swixel Offline
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Post: #120
RE: [MOD] Removing The Population and Limits
(06-06-2012 10:27 AM)Simanos Wrote:  So does the number of immigrants depends on something or is it just random?

return MulDivRound(y, MaxPopulation - CitizenCount, 375)

Randomness used in the other calculations is based on that, yes.

(06-06-2012 10:27 AM)Simanos Wrote:  MaxPopulation - CitizenCount = 20000 - current pop of island right?

Yes.


(06-06-2012 10:27 AM)Simanos Wrote:  And that is the upper limit per boat or 375 if that's lower.
So is the "y" totally random or based on something?
I'm guessing y is between 0 and 1 randomly.

It's a variable passed into the function, what it is isn't important, as you know it's passed into MulDivRound ...

(06-06-2012 10:27 AM)Simanos Wrote:  Then my problem is the work mode Skilled Workers somehow ruins this code and goes back to base game limits.
Hmm on second thought I was playing Campaign IMPORTant Business so maybe that screwed with it a bit. It has some weird immigrant waves scripted, but I tested this in a savegame not at all during those events.

Skilled Workers is different, and any number of things can break its calculation, which is why I assumed something had. In terms of the campaign, and all non-sandbox environs, the mod probably won't do anything to any other workmode than the open door policy.

Each mode calculates a base number which is passed into the limiting code (as above). The reason it's re-implemented is to make sure you can have huge waves. The original function is more complex, but the missing parts aren't relevant.

As for other modes breaking in sandbox (if they do), this code doesn't impact on them in any way, other than enabling more to come in ... so something else is probably the root cause.

"I am not ashamed to confess I am ignorant of what I do not know" ― Cicero.

"You had to hand it to the Patrician, he admitted grudgingly. If you didn't, he sent men to come and take it away." ― Terry Pratchett (Guards! Guards!)
06-06-2012 01:58 PM
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