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I understand that the AI isn't meant to overrun the Romans, but I think there should be a possibiliy. I'm just wondering about the future, if the Punic Wars of the Gaulic campaign will be difficult. Will Hannibal really come out of the Alps and attack me? Will the Gauls try to retake any of the cities I have conquered from them? Stuff like that is all I'm wondering.
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BeBro
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of the Krauts
Mar 2000 time: 06:13
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Cockney, donīt worry, my day wasnīt better 
MagyarCrusader, Ceteram lost Mediolanum to the Barbs with the Cimbri/Teuton event in Northern Italy, which was absolutely planned, but generally the Barbs are randomly created.
I included another thing to help the poor Barbs a bit: with every new rules file, their units are a bit upgraded, so the same units are stronger in the later parts. They are sometimes very strong in the open, in my current game I lost some fortified Legions on mountains due to German/Celtic attacks...
Hannibal will attack in Northern Italy, but I have to admit that some players found it to easy to resist Hannibalīs army. But this is a problem of the limited events capacity, even with multiple files. I could include more units for Hannibal, but then I have to leave out other things, or use more events files, but Iīm unsure if I should do that.
To sum up, there are several events that can cost you cities, especially when playing Carthage in the second part, but they donīt drive you to the edge of destruction. This may be related to the fact that Iīm not an expert player...
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BeBro
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of the Krauts
Mar 2000 time: 06:13
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CyberChrist, coming back to the eventschange error, Iīm just after the third change in my new game with the update 2.1 (143BC), the poor Greeks were destroyed years before, but the eventschange worked absolutely fine.
I have to admit that I have no idea about the reason of the problem. At first I thought it appears only under MGE, but now Iīm unsure. Has someone another idea? Any help is of course welcome...
This reminds on the release of Cross&Crescent, when Mao complained about weird researches of one civ, but many players, including me, hadnīt such problems. Seems that civ has already some new surprises for me...
For the Barb events, iīll move their creation points a bit away from Opitergium in the later events files.
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St Leo
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Member of the Apolyton Social Democratic Party
Jul 2005 time: 00:13
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Hint: You will never capture Massila without the use of Siege Towers...
I managed using only Consular Legions. It took a legion them but still... 
But I know I am behind with science, still no siege towers and the independents are a pain in Gaul.
Fortify a legion in the Mountains on their path. 
My impressions are that Pyrrhus should be easier to defeat (he captured 3-4 cities) and Hannibal should be harder to defeat (he captured 0 - although Mediolanum would have fallen if 3 Imperial Legions were not nearby).
Also I am building up the navy but the damn carths never seem to run out of ships, still I'll be able to invade Africa soon.
The Gibraltar is a landbridge. For my part, I am not building an offensive Navy until I own North Africa. 
Youīre right with the event, but the only solution would be that I remove the most historic correct events, because thereīs always a chance that the things develop completely different in civ, but I think they create a good atmo.
I'll just assume Pyrrhus' Massilian. 
My impressions are that Pyrrhus should be easier to defeat (he captured 3-4 cities) and Hannibal should be harder to defeat (he captured 0 - although Mediolanum would have fallen if 3 Imperial Legions were not nearby). Oh, and Macs didn't get beyond Anatolia, allowing Persia to grow really fast.
HINTS:
-go for Bohemia before Gaul - its defenders are easier to defeat and their units are more annoying (then again, I colonized Illyricum)
-fortify a legion in a mountain square bordering on Hills between Mediolanum and an Independent Massilia, it will be more or less invincible
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St. Leo
http://www.sidgames.com/hosted/ziggurat/
http://www.sidgames.com/forums/
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Kull

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El Paso, TX USA
Mar 1999 time: 22:13
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Bebro: Definitely having fun with this! Here's a few thoughts on possible improvements (and praise for what works:
1) The Teutons appearing at 52,54: Add a second location so they can appear elsewhere when the player fortifies that square against them. Should do that for all your Barbs. (If event space is the problem, see comment #11)
2) Barbarians coming in from Gaul/Germany: This really works well, and even fortified vet legions on mountains die when attacked by the Suebi. I really had to pay attention (which often involved retreating) until I was able to post a line of Vet Consular Legions in the Alps. The random Barbs also make it very dangerous to go off "exploring" in Gaul. The overall effect is excellent.
3) Pyrrhus/Hannibal: If you include "fortresses" with these armies, it will be impossible for the Roman player to take out the units before they go into action. (The fortresses could be removed via changeterrain events several turns later to prevent them from interfering with game play). You could also give them some special units (like Samnites), the killing of which generates more Carthaginian/Greek units. This would really make it hard to defeat them.
4) Punic Wars: This period was such a seminal event in the development of the Roman Republic that it's almost worth adding a whole new period (and events) to simulate it. Consider giving the "Corvus" tech to the Roman player during this period, since the sudden transformation of Rome into a maritime power was one of the signal events of this period.
5) AI and Movepoints: The AI kicks butt with Siegetowers (M2), but they are clueless on using catapults and ballistas (M1). (I had real trouble with the Independents until they researched ballistas, after which the number of siegetowers dropped dramatically.) In fact, anything with a movement of "one" just marches up next to your positions and waits to be destroyed on the next turn. If you want to encourage a more dynamic AI, consider restricting the number of M1 units it can build.
6) Infinite City Sleaze: The AI just goes wild building new cities. Rather than take away their settlers consider expanding the amount of unappetizing desert or mountain type terrain. (Especially in North Africa, Egypt, Saudi, and Persia) Excellent idea to use fortresses to wall off most of Central Europe/Russia, although even more might be needed.
7) Ptolemaios' Earthmap: Hated it! The AI built this wonder halfway through the game, and it really eliminated the fun which comes from exploring and uncovering new terrain. If you retain this, at least move it to the very end of the tech tree so it's one of the last things that can be built. Or give it a "no" prereq until a new rules.txt file is loaded in 27 BC.
8) Light Woods: Great terrain, but the AI insists on destroying it via irrigation (replacing it with plains which offer identical food but less trade and shields. Duh!) Suggest editing the rules.txt and allow it to be irrigated only by AI Democracies.
9) Terrain/Cities/Units/Icons: Superb artistry. A real feast for the eyes! But the women in people.gif have to be the ugliest set of wenches I've ever seen. Double-baggers, one and all! 
10) Egypt/Carthage: Consider adding some fortresses between these two powers, as it will prevent ANY land warfare from taking place. To the best of my knowledge no army ever marched between Carthage and Alexandria, so you might as well make it impossible. The human player WILL do it otherwise, and so will the AI (plus it forces the Carthaginians to focus on Rome and the Egyptians to look toward the Levant).
11) Naval Units and Events: A little known fact is that naval units summoned by events will appear in a square EVEN IF IT IS OCCUPIED BY AN ENEMY UNIT! They won't bump to a second location, even if one is included. So you can get some of your event space back by deleting all but one of the naval unit locations in your events files.
12) Wooden Castle: It would be nice if only the Romans got the benefit. The AI is almost certain to get here first, and of course the "anybody" trigger locks in on the first civ to use it.
13) Economy: Talk about living paycheck to paycheck! Maybe it's just the Imperator level, but my empire always seems to be on the verge of bankruptcy! And conquering a huge AI city requires some serious city management in order to stave off starvation. This may be one of the greatest challenges in your game, and is certainly the source of my deepest anxieties! 
Well, that's all for now. I have to strap on the armor, summon my centurions and prepare for the siege of Cartenna. As Cato the Elder reminds me on a daily basis, "Carthage must be destroyed!"
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BeBro
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of the Krauts
Mar 2000 time: 06:13
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Hi guys, and thanks for the suggestions 
First, a little pedia update. To use one of the files below, rename it to pedia.txt and copy it to the scnīs folder
-for FW: http://home.debitel.net/user/bbrosi...es/FW_PEDIA.txt
(changes: only the description for the Tower of Babel added)
-for MGE: http://home.debitel.net/user/bbrosi...s/MGE_PEDIA.txt
(changes: shortened descriptions, also Tower of Babel added)
A special note for the MGE users: since the MGE copy I ordered some days ago hasnīt arrived yet, itīs not sure that the new MGE pedia solves the problem with the too long descriptions, it would be nice to hear some feedback from the MGE users.
When my copy arrives, Iīll add the wonder descriptions to the file describe.txt, test it, and offer a new update (hope then for the last time )
Kull, to your suggestions, they sound very good, Iīll do most of the things you mentioned (Wooden Castles, Light Wood, PtolemaiosīMap, etc.)
CyberChrist, youīre right with Hannibal, but I think the battles of the Carthaginian armie(s) in Italy are difficult to simulate over several years with events, but however, Iīll definately make Hannibal stronger. 
To the siegetowers: my thought was that these large siege engines normally were built during a siege so that their transport wasīnt the main problem, therefore MP 2. Iīm aware that this is not an ideal solution, and I agree with you that its not realistic when a "Siege Tower that can keep up with Legion"
On the other hand it has some advantages, especially when the AI uses siegetowers (Kull mentioned it).
And Iīm in doubt that MP 1 would make it so much better, because many expert players simply include engineers in their armies, building a fortress directly in front of a city in one turn, then moving their forces into the fortress and start a devastating attack next turn.
Perhaps I can give them these strange MPs that were recently discovered (wasnīt that also you, Kull?), I mean the very high numbers that result in 1 and "a half" MP, but I have to check that first... 
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Snog
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The .bat files don't work under windows2000. No big deal I guess, but I thought you might want to know.
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Kull

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El Paso, TX USA
Mar 1999 time: 22:13
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Bebro: Actually it was William Keenan who discovered Fractional Movement Allowances (ie M172 = M1.3). My contribution was related to one possible use of the discovery. I've never tried this in a scenario, and the big question is whether the AI will use the "huge move" units properly.
CyberChrist: I have my doubts as to the feasibility of air unit siegetowers, even if the aI were to use them correctly. On the surface it sounds good, but the application gets sticky. First of all, it would take a long time to "march" these units from the production cities to the front, especially if they only have M2. Plus they could only fly between cities, unless you rely upon a pre-existing network of airbase "siege camps" (which are subject to pillage by the AI and barbarians). If you let players build siege camps, I guarantee they'll abuse the privilege and use it to costruct defacto railroads. (ie adjacent airbases function the same as railroads). Then there's the strategy of "sheltering" beneath bomber-type units and also using them as a means of avoiding ZOC. I'm almost certain that this solution would create more problems than it solves. Even if you were able to address all the issues I raise, it would still require extensive playtesting to fine tune the new strategies and work all the bugs out.
If it's simply that you're offended by the concept of roving, high speed Siegetowers which eliminate the need for human-player sieges, perhaps the best answer is to make them impossible for the Romans to build. That way the AI can still demolish you with them, but the human players will be forced to institute "true" sieges, something the AI doesn't know how to do anyway.
In the same vein it would be nice if the default road movement were raised from 3 to 4, which would speed the game up a bit.
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Kull

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El Paso, TX USA
Mar 1999 time: 22:13
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Cyber Christ: Maybe we should rename this the "Siege Towers - Pros and Cons" thread. In the spirit of good debate -- and keeping in mind that neither of us is the game designer so the whole thing is probably moot -- here are the issues as I see it:
1) Siege Towers functioning as "all-terrain battle tanks" is a bad thing: I couldn't agree more. As currently configured, these units are utterly ahistorical. On the plus side -- and it's a big plus in my mind -- they are also one of the few units the AI is able to use that causes real damage to my otherwise invincible legion armies.
A possible compromise:
- Give the identical unit stats (with the possible exception of ignore city walls) to one of the two War Elephant units. This is the closest thing to a "main battle tank" that existed in this period, and many of the featured civs actually used them. They will be built and used in numbers far beyond the true historical usage, but it's a whole lot closer to reality than the rampaging Siege Towers! 
- Make these Elephants impossible for the Romans (and perhaps Macedonians) to build.
- Ensure that the AI civs can research and build these fairly early in the game.
- Make the Siege Tower an M1 land unit, and perhaps make it impossible for the AI civs to build it (as added insurance that they'll go with the elephants.)
2) Turn Siege Towers into some form of Air Unit: You have advanced some quite interesting and historically accurate ideas in favor of this possibility. Let's consider the pluses first:
- Sheltering: Besieging units outside a city can shelter beneath "Bomber-type" siege units. This is quite historical, even elegant.
- Anti-air Units: Giving "AA" capabilities to those units which historically sortied from the city to attack these engines is another good idea. Really helps to transform the siege into a multidimensional activity. It also eliminates the possibility of Siege Towers attacking one another which NEVER happened in real life, but is a frequent occurence in this scenario (and most other ancient type scenarios, it should be noted). One benefit you did not suggest is that now one could have the option of building a siege defense city improvement (SAM Battery).
- Siege Camps (Air Bases): The units fly out from these camps, constructed nearby and guarded by units of the besieging army. Again this is fairly historical and mimics the creation of fortified encampments by legions. An added plus is that units defending from inside a camp can only be killed individually, not as a stack.
- Siege Ships: Carrier type sea units which transport the siegetowers for use against port cities is another interesting idea. Not used that often in history, but does add a new dimension to the siege. Also simulates the transport of lumber (for siege tower construction) to areas which were denuded of trees.
I think that sums up most of the arguments in favor of Siege Tower air units. An impressive list, I'll be the first to admit. But lets consider the minuses that come with those "pluses":
- Sheltering: This may be historically accurate when used in the context of a city siege, but it's way off base in a "field warfare" situation. And that's exactly where most of this "sheltering" is going to occur. Since the enemy's most dangerous units (cavalry and other siege engines) cannot attack my siegetowers, I'll definitely use them to shelter my high defense legions especially where I need to establish an invulnerable chokepoint or in areas with poor defensive terrain.
- Anti-air Units: The only way to counter the above strategy is by giving "AA" capabilities to almost every unit, and that pretty much eliminates all the arguments we used earlier in favor of sheltering. 
- Siege camps (Air Bases): If you give players the ability to construct defacto "siege camp railroads", many will. Reliance on "house rules" to mask a poor design choice is not something I personally care for. Once you start down that road, where do you stop?
- Siege Ships: These are truly ripe for abuse. First thing I do with those siege ships is form carrier battle fleets. Unless every enemy ship is given AA capability, I'll send out my Quinqueremes and shelter them beneath invincible siege towers (which are also great for scouting out the location of enemy battle fleets). Even if enemy ships DO have AA capability, there's nothing to stop me from using air siegetowers as naval scout units and to attack enemy fleets on the open sea or from within the walls of my city. The sight of siege towers suspended in air above the ocean is just as offensive (and maybe more so) than their use as main battle tanks.
- Paradropping: Since this was a recent addition to your list of features, it's worth noting that I've never heard of "paradropping air units". Is this even possible?
- Local Construction: You mention several times that Siege towers were historically constructed on site and then left behind when the army moved on. This is all quite true, but neither option addresses this. The only way to construct siege towers on site would be via events. Something akin to "Killing unit "X" outside of Carthage generates 3 Siege Towers nearby". This would take up a lot of event space (requiring a host of new trigger units), and would be impossible to use everywhere.
All of the above doesn't even address AI use of the "new" siege towers. Lets face it, the AI will NEVER be able to perform all the activities necessary in order to use the Siege Tower as a besieging weapon.
- They won't build siege camps near the city under attack.
- If the siege camps exist they won't land air units there.
- The AI won't carry siegetowers aboard ships (unless you give every sea unit the "carries air" flag - and even then it will be accidental and they will almost certainly NOT launch them from the ships).
- Assuming the AI can even mount an offensive, the siege towers will only be used against enemy cities that are within the movement range of an AI controlled city (as they won't build or use airbases)
- The most likely possibility is that siege towers will be deployed in frontline AI-controlled cities and used against enemy ships and field troops -- which is just as non-historical as the current situation.
Suffice it to say that air-unit siege towers can only be used in a historically correct fashion by the human player. Now we come to my final argument against the introduction of these specialized units, and it can be summed up in two words:
- Xin Yu: This guy has to be one of the most annoying people to ever come down the pike -- especially if you are a scenario designer! Captain Nemo must have nightmares when he considers all the ways in which Xin has manipulated the rules in order to demolish Red Front and Second Front -- two of the greatest scenarios ever made. The guy is ingenious, and thwarting him requires that one pay careful attention to the design of a scenario, and in particular to be extra cautious when it comes to specialized units that lend themseleves to multiple uses. If anything can be perverted in an Ancient Scenario it's an air unit, and Xin Yu will do things with these units you never thought possible! 
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Kull

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El Paso, TX USA
Mar 1999 time: 22:13
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CyberChrist: Moving an M1 air unit from your production cities to the front lines will be the Civ2 equivalent of watching paint dry. 
But in the spirit of trying to make this work (I'm not a Luddite, just been around long enough to see where good intentions will take you unless they are RIGOROUSLY examined!), how about this set of unit/scenario features:
Unit Type=Air (Bomber)
Cost=200 shields (or Events only)
Paradrop=40
Move=1
Turns aloft=4
Units that can carry Air=Engineers only
Airbase Construction=Forbidden
Units that can attack Air=All except siege units
What do those stats achieve?
1) A unit that costs a lot of time and effort to produce, thus making it VERY unwise to send them paradropping off into the unknown as scout units. You could still do it, but the unit would almost certainly die, and as an air unit it would be incapable of conquering a city to use as a base for the "Return Flight". Another good reason not to leave Siege Camps lying around.
2) A unit capable of appearing "magically" at the place you need it most, thus simulating local construction and eliminating all those unseemly siege towers traveling down the roads of the empire. 
3) A unit that cannot be used to attack naval vessels out in the middle of the ocean. They could still violate logic and physics by venturing out to sea alone, but almost certain death would await them there. The ability to attack naval units at the coast is still problematic, but logically no worse than ships that can kill legions. This presumes that Siege towers can't paradrop onto an ocean square (I'm about 99% certain they can't).
4) A unit that doesn't require a siege camp in order to reach a distant city. Giving engineers the "can carry air units" flag is a harmless enough way to simulate maintenance and acts as insurance in case your assault fails and you can't conquer a city before their "hang time" expires. There's also a certain logic in requiring the presence of engineers at sieges.
5) OPTIONAL: To keep the player from relying too heavily on these units, perhaps they could be set as "unbuildable", and then have them created via events. These events could either be time based (coinciding with the Sieges of Syracuse and Alesia, for example) or generated via the death of a finite number of trigger units. This would be an added incentive to treat them with great care, and not to take inordinate risks. (also historical, by the way!)
I still have grave doubts about the AI's ability to use these properly, and feel confident that people like Xin Yu will find non-historical uses for them. 
By the way, I and most others make a BIG distinction between using the cheat menu and utilizing features the designer left in his scenario. House Rules should ALWAYS be a last resort, and that's why I still have a big problem with "Siege Camps".
[This message has been edited by Kull (edited February 12, 2001).]
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CyberChrist
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Denmark
Jan 1970 time: 05:13
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Unit Type=Air (Bomber), Cost=200 shields
Fine
(or Events only)
Hmm, I say let the player decide the when and where, but events to support certain historical sieges might be a good idea.
Paradrop=40
Woa, way to long. This would mean you could capture undefended cities long behind the enemies borders (yes, any paradropping unit can capture empty cities - land, sea and air units alike )
I would say a paradrop range of 5 should be sufficient.
Move=1, Turns aloft=4
Move of 1 would be best as it would defeat the feared naval scout possibility you mentioned, but move 2 might be needed to make the AI use them properly.
Turns aloft should be around 3 to 5 turns (2 to 3 turns with move 2).
Final conclusion to this will require some testing, to see at which range the AI starts to make proper use of them.
Units that can carry Air=Engineers only, Airbase Construction=Forbidden
Fine, but maybe a few preplaced siege camps to suppport historical sieges would be appropriate as well.
Units that can attack Air=All except siege units
I still say that all cavalry should also be excluded from attacking Siege Towers.
quote:

They could still violate logic and physics by venturing out to sea alone, but almost certain death would await them there.
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I believe it is possible to give air units the must stay close to land disability to lessen players abusing the possibility of 'floating blockades'.
quote:

This presumes that Siege towers can't paradrop onto an ocean square (I'm about 99% certain they can't).
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Right, they can't - not even sea units can paradrop into the sea. Paradrops can only take place on land.
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Is it possible for a land unit with "Can attack Air" to attack an air siege tower that's on an ocean square?
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No
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Can Naval units with "Can attack Air" assault an air siege tower that's on a LAND square?
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Yes, unless they have submarine abilty. Come to think of it though then all ships should have submarine ability(more on this later)
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I still have grave doubts about the AI's ability to use these properly
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Tests in progress.
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...people like Xin Yu will find non-historical uses for them.
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I couldn't care less - their loss entirely.
A final thought about protecting sea units from Siege Towers - give all ships the AEGIS ability, increase their attack/defence/health/firepower and make all ships with attack above 0 submarines. This would also remove the 'Trirere creams Legion' incidents which are rather ahistorical, of course most units would then require the see subs ability.
Lol - all these 'ideas' are looking more and more like an entirely new scenario in the making, rather than minor alteration suggestions for an existing one 
[This message has been edited by CyberChrist (edited February 12, 2001).]
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