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游侠NETSHOW论坛 游侠NETSHOW论坛 命令与征服4泰伯利亚中文版+红色警戒3起义时刻 ★提前感受1.10版!CNC3 MOD-CnCLab 下载及介绍 (更新 ...
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[推荐] ★提前感受1.10版!CNC3 MOD-CnCLab 下载及介绍 (更新至42条) [复制链接]

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发表于 2007-12-7 16:35:53 |只看该作者 |倒序浏览
本品完全独立、绿色、傻瓜式安装,可与原版并存,移除方便,丝毫不影响原程序!
由EA Lab出品,他们中有相当一部分人是官方版的测试人员哦~并且通过他们的话语,得知这个MOD很可能就是1.10版的前身!!
先让大家亮亮眼睛~摘录原英文说明中的一段:

Q - Will EA turn CnCLab into the next patch?
A - For what we've already exposed, of course that's not the case. Supposing continued support, EA might take elements from CnCLab, considering the attcompany has been quite entive to organized efforts like that in recent games and how attentive to the top players community EA has been in the recent past.


这段话意味着,下个版本1.10很可能是基于这个CnCLab来制作,甚至直接照搬!!

参考说明http://www.gamereplays.org/community/index.php?showtopic=315361
下载地址http://downloads.gamereplays.org/c&c_3/cnclab/CnCLab1.0-Install.exe

(上面两个都是国外网站,需要出国)
我这两天玩了几局,下面是介绍一些改动说明——

综合篇:
1.扩展车需要有矿厂才能建造,花费减至750(支持,战术更多样化了)


2.泰矿储藏器造价提升至650,但储量增加许多,同时矿厂的储量减少了,这也就意味着,即使你不属于攒钱流,也可能需要储藏器(支持,避免板凳单位)

3.超级武器充能时间减少,核弹4:30,黑洞5:30,离子炮5:00……但建造时间增加了N多(相当支持,提升了超武“战略”的意义)

4.采矿效率总体有提升,减慢了吃矿,加快了吐矿(呃……仁者见仁)

补充:综合篇:
32.三方的陆地单挑王(猛犸、圣灵、三足),实力全面增强(不错,不错~三神器~)

33.轨道炮、激光电容的升级项目作用加强(主要体现在捕食和天蝎)(支持!应该更重视升级)

34.反坦克步兵对坦克的伤害加强(相克,相克~~)

35.高科建筑、飞机场血量提升,需要更多的火鹰来炸(要么就是火鹰对地弱了?)

36.对方特种兵制造完毕的时候,自己会接到报警,并且按空格可定位其出生位置(支持)

37.运输机呼叫功能减价至300,装载、卸载动作更快了,并且需要机场作升级项(照翻译的,没注意)

38.摩托、斗犬、Seeker对矿车的伤害加强,且摩托速度加快(加强经济骚扰)

39.天蝎、捕食对杀兵机器(如APC)的的伤害加强(不如上一项变动大,加强反骚扰)

40.隐形单位不再被单一的士兵单位发现(对Nod有利,不过意思是说两队以上的步兵仍能发现吗?)

41.火箭兵对空威力减弱,对机枪的防御减弱(参考34条,真成了坦克猎人……)

42.战斗士兵单位(GDI、Nod的机枪兵与导弹兵)对机枪类武器防御增强,但对特种兵的伤害减少(这条与上条好像有矛盾……)

Nod单位篇:
5.全面修改Nod圣灵,削弱了主武器,加强了副手激光,吃隐坦后移动仍隐形,吃摩托后移动能力稍增(几乎完全跟我想一块去了!强烈支持!)

6.Nod隐形坦克,每轮导弹减为4发,重载时间加长,但每发导弹威力增强,且溅射范围加大,小心误伤(支持,应用范围更广了一些,且更适用于“打跑打”的战术)

7..Nod特种兵移动时隐形!但隐形恢复时间变慢了很多(支持,NodMM总算有自己的特色了)

8.Nod的四驱者EMP爆炸升级项目交给了“指挥所”(支持,不过我忘了那个建筑叫什么……就那第五个)

9.毒液战机视野大幅提升,这使得Nod光束炮利用毒液反射光束距离大大增加,五只毒液几可横贯竞技场(强烈支持,光束炮从此不再板凳!)

10.黑手的攻击力加强(之前几乎就是肉盾)

11.突袭者四驱车提价至600,血量增加,EMP充能加快(EMP爆炸加了一点保障)

12.Nod隐形场技能花费减至2200,并且对空军有效(英文说明中有,游戏中未注意-_-)

13.火焰坦克对导弹的防御能力加强

14.催化导弹边缘威力减弱(英文说明中花增至3000,经证实花费未变,仍是2000)


GDI单位篇:
15.GDI的斗犬迫击炮、奥卡信号器两个升级项目交给了指挥所(支持,分开科技升级项)

16.GDI猛犸导弹的射程有了提升,本身加强了血量(支持,但操作不当很容易只发导弹不开炮

17.APC攻击稍有增加,其实所有的反步兵类武器,攻击力都稍有增加(支持)

18.火鹰对空加强,但对建筑似乎削弱了,装载火药加快(呃……不错的改动,之前火鹰拆机场、高科,简直是BUG级的)

19.APC的地雷威力有所加强

20.步枪兵挖的地堡,视野增强,对炮弹的防御减弱,对导弹的防御增强(照翻的)

21.GDI狙击手射速加快

22.神像大幅加强了攻击,但又大幅降低了射速(支持~瞬杀?)

23.离子炮动作速度加快(应该的,原版中太慢了)

24.GDI奥卡空袭的技能,花费增至1800,但威力大增(可直接摧毁战车工厂,配合超武貌似能拆毁对方超武)

Scrin单位篇:
25.Scrin三足机甲加强了防御力(支持!3000大洋,应该的,但英文说明反而说血量减少?不解)

26.Scrin Seeker实力增加不少(支持,但经实验好像不明显……)

27.吞噬者吸泰矿增加攻击的能力需要密闭科研所的支持,但需要Ctrl才能发出高能量攻击,这意味着你能控制高能攻击的时间(谢谢下面某楼的提醒!)

28.粉碎行者造价升至400,建造时间升至8秒,但加强了防御力及对建筑的杀伤力(造的慢了)

29.Scrin的泰矿生长加速器作用减至33%(之前是50%)

30.突袭兵增加了射程,加快了瞬移恢复时间,减少了制造条件(不是吧?还加强?)

31.御风者(风暴骑士)实力得到提升(本来就够强了吧……)



。。。。。。。。。。。。。。。。。。。。。。。
哪位大人继续我的工作吧…………
其实我这翻译弄得挺乱的,因为一开始是凭自己的感觉,后来才看到了那个英文说明





下面给翻译达人们贴出英文说明原版(那段A克B之类的话,我这看不到图所以没法翻译……):

There are very effective early and late game scouting options in CnCLab, as follows:
  • Silos and Buzzer Hive now cost 650, build much faster and don’t have any pre-requisites. This is very important because it allows you to have one basic infantry squad for 325 (discounting the 50% refund value) at the very first moment of the match. You should use that to your advantage and scout the opponent’s build order or take critical bunker locations.
  • Many units got a wide shroud-revealing (vision) range: Raider Buggy, Sniper, Orca Sensor Pod, Gun Walker and all outposts.
  • Stealth Units can no longer be detected by tier 1 infantry, so you can easily use stealth units on hold fire to scout your opponent.
  • The minimap is “fixed” so that all units are displayed with at least 4 pixels. So keeping your MCV active is more useful than ever.
Economy, Ground Control and Harassment Changes
The economy was tuned up to fuel multiple effect build orders, and both expansion and harassment options are encouraged.
  • Harvesters loads up tiberium sensibly slower, and unloads it much faster. Refineries build 10s slower. In practice that means you don’t need as many refineries as in the original game and that having more harvesters is a better investment. A good rule of thumb is having three harvesters for each refinery, in large fields.
  • All structures are sensibly weaker to rocket damage, so watch out for rocket infantry and other rocket weaponry raids. Air units don’t have the same harassment benefit, being better used by focusing on the harvesters or weaker structures.
  • War Factories and Refineries are weaker overall.
  • Harvesters are much weaker to flank and rear attacks, so make sure to retreat-move them out of danger when being harassed.
  • Tanks are also more vulnerable to flank and rear attacks, so if a tank force ignores your defending units make sure to flank them.
  • Assault vehicles (bike, seeker, pitbull) earned big damage bonuses against harvesters. Make sure to flank them for maximum effect.
  • Mini-MCVs now require a refinery, but cost 750 instead of 1500. That means fast scouting can detect expansion in time to react/stop it, but you can also expand more cost effectively and even to more than one area at once. Notice that Mini-MCVs are quite vulnerable to bullets in CnCLab, even while deploying.
  • Each outpost has a different secondary function. GDI outposts detect stealth in a long radius, Nod outposts earned a couple vehicle repair drones, and Scrin outposts heal and restore lost infantry squad members.
  • All structures that give ground control had it normalized to 175 units, except for the refineries (normalized to 200), construction Yards and outposts
Countering
Countering is more defined in CnCLab, meaning counters are stronger, but not to an extreme point. That’s intended, to respect the original vision and intended army sizes. Air is much better countered by mobile AA and stationary defenses, but basic rocket infantry doesn’t deal much damage to air units anymore. Although air units in general have damage penalties to harvesters, they’re much better against structures due to the structural armor change. Generally speaking, rifle and tank units share the ‘generic and resistant’ role in CnCLab, and the others fit in according to this graphic:



A | B = A doesn't counter B
A |> B = A soft counters B
A > B = A counters B
A >> B = A strong counters B

Tank = Armored Vehicles
Rifle = Rifle Infantry
RPG = Rocket Infantry
AIV = Anti-Infantry Vehicle
Buzz = Buzzers
Dis = Disintegrator

  • Militant Soldier and Rifle Soldier takes 40% less from gun damage, and deal less damage to GDI and Nod commandos
  • All rocket infantry deal 55% less damage to air units, and take +40% from Gun damage
  • All anti-infantry vehicles take 33% more cannon damage
Splash countering
In CnCLab, there are many new splash damage (damage caused in a radius) options, and a new “splash countering system” in place - some units deal splash damage to a certain countered class, and only to them.
  • Tier 1 anti-vehicle infantry (rocket soldier, militant rocket and disintegrator) now deal +60% damage to tier 1 tanks (predator, scorpion and seeker) in a 60-radius area.
  • Predator, Scorpion and Devourer tank base weapons now deal +20% damage to assault vehicles (pitbull, bike and seeker) in a 60-radius area.
  • All Tier 1 anti-tank defenses now deal +30% damage to assault vehicles in a 60-radius area.
  • The Rig, Stealth Tank and Devourer Tank now deal large-radius splash damage
Infantry changes
Multiple major and minor changes were introduced to basic infantry so that it’s not a super-effective raider deterrent and at the same time more useful as a support unit. At the same time tier 2 and tier 3 infanty units were improved in their roles and abilities.
  • All tier 1 infantry buildtime doubled, cost maintained. This encourages mindful usage of the infantry units instead of massing, and also helps to control the expenditure of resources, since in practice you have a 50 credits per second structure in the barracks while pumping out tier 1 infantry, compared to the 100 credits per second of all other unit production structures. Remember you can get basic infantry earlier and much faster than in the original by using the improved hive and silo sell mechanics.
  • No tier 1 infantry untis can detect stealth anymore, except for the saboteur.
  • All commandos now only give a (global) detection event after being produced, not everytime they’re spotted.
Technology Availability
Many units and abilities were moved down from tier 3 to tier 2, like the Stealth Tank, buggies EMP, pitbulls mortar, shock troopers blink and more.
  • Tier 2 structures for both GDI and Nod now cost 2000 and take 20s to build instead of 1500/15s. This is to balance out each faction technology dependency vs the advantage it gives to them.
  • Certain key units now require the Tier “1.5” and Tier 2 structures: the Rig (now requires armory and command post) and the Stealth Tank (requires operations center and shrine). The Devourer Tank is available with the Nerve Center, but requires the stasis chamber to drain Tiberium and charge up his weapon.
Other Changes
There are many minor tweaks all around to improve the gameplay and balance, here are some of the most noticeable:
  • Superweapons now take much longer to build (cost kept) but also have a much shorter chargeup time (4m30 up to 5m30s depending on faction).
  • Call for Transport ability is now cheaper (300) and the transports themselves move, load and unload much more swiftly. Nod and GDI airfields now have a ‘call support transport’ upgrade, that produces in a free-controllable air transport able to transport any ground vehicle or infantry except for the MCV.
  • Raigun-upgraded Predator and Laser-upgraded scorpion now have a sensible damage penalty towards vehicles, while maintaining their performance against other unit types and structures.
  • Tier 1 tanks level up much quicker, which has a cascade effect of increasing the leveling rate across the board. The elite bonus is slightly better and the heroic bonus a bit weaker to compensate.


GDI Key Changes
  • Foxhole bunker from dig-in ability of riflemen earned a small detection range and is super-resistant to cannon damage, but not very resistant to rockets. Coupled with the airborne power, that can be launched everywhere in the battlefield even without line of sight, makes up for a very good offensive and defensive option.
  • APC mines deal more damage and cost 350 instead of 500, are dropped at the immediate location and scattered along a bigger radius.
  • Firehawk air-to-air missiles deal 50% more damage and reload much faster (4s from 10s)
  • Juggernaut bombard ability deals 2.5x more damage and have a bigger radius, yet take longer to recharge and costs 300 credits everytime you aim it.
  • GDI Sniper and Grenadier pre-requisites swapped; the sniper reloads faster and the grenadier moves faster and fires a faster grenade.
  • Orcas are sensibly weaker but now outspeed all air combat units and have a 50% bigger shroud-clearing range.
  • Mammoth Tank now has +15% health, rockets have 350 range (was 300) with double the splash radius
  • Orca Strike support power cost is now 1800 (from 500) but can take out a refinery and put most key structures at red health.
Nod Key Changes
  • Black Hand and Fanatic pre-requisites swapped; fanatic crush-revenge damage increased by 25%; Black Hand cost/buildtime 900/9s, health and damage reduced, pre-attack delay removed.
  • Attack Bikes now turn faster, can fire over structures and vehicles and have a -30% damage penalty vs ground vehicles except harvesters (+15% damage bonus)
  • Raider Buggy cost and buildtime 600/6s (was 400/4s), health 2200 (was 1500), EMP ability activates faster, more resistant to gun and grenade damages
  • Nod commando now stealth while moving, re-stealth time 4s (from 1s), can now go over hills
  • Stealth Tank reloads slower and fire four missiles per clip, with a 50-units radius explosion.
  • Flame tank much more resistant to rockets and guns
  • Avatar reload is now 2.5s (was 1.2) and 20% more vulnerable to rockets; beam-upgrade weapon now deals double damage and has 420 range; attack-bike upgrade increases the moving speed to 57 (from 50); stealth tank upgrade makes it stealth while moving. Notice that beam-upgraded Avatars are the strongest Tier 3 ground combat unit in CnCLab.
  • Cloaking field costs 2200 (from 3000) and now also affects combat aircraft.
  • Catalyst Missile now costs 3000 (from 2000) and only deals maximum damage at its center (50-radius)
Scrin Key Changes
  • Growth accelerator effect reduced to +33% (was +50%)
  • Disintegrator speed 80 (was 65), cost/buildtime 400/8s (was 300/3s), takes less damage from gun and has a +30% damage bonus against structures
  • Shock Trooper now requires just the Stasis Chamber, range 350 (from 250), blink recharge 15s (from 30s) and activates in 0.5s (was 1s)
  • Seeker speed 112 (was 90), +30% damage bonus to harvesters
  • Gun Walker cost/buildtime 900/9s (was 700/7s), range increased, damage now grenade-type (was gun)
  • Devourer health 2720 (was 3200) but take less damage from flank and rear attacks than by the front; tiberium-enhanced weapon now has three shots activated by force-fire (not automatic) with large splash and damage
  • Corrupter now takes much less rocket, gun and cannon damage; faster speed and more attack range, heals slightly slower
  • Annihilator Tripod speed 54 (was 60), base health 6750 (was 7500)
  • Storm Rider turns faster and deals 10% more damage
  • Phase Field Support Power duration 27s (was 40s)
  • Swarm Power now requires the Technology Assembler


[ 本帖最后由 antaresy 于 2007-12-10 22:30 编辑 ]
已有 2 人评分金钱 收起 理由
咖啡冰 + 10 + 1 文章不错,继续努力!
枫之寒 + 25 更新

总评分: 金钱 + 35  + 1   查看全部评分

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沙发
发表于 2007-12-7 18:40:33 |只看该作者
支持 LZ辛苦 很不错的mod

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天邈汉化组翻译【初级】
地下先遣军沙虫卫士 寄生坦克

荣誉勋章

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板凳
发表于 2007-12-7 19:13:26 |只看该作者
hoho

谢谢兄弟的实践+翻译。。。。我是实在偷懒懒得翻译了


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地板
发表于 2007-12-7 20:24:21 |只看该作者
原帖由 hfmouse 于 2007-12-7 19:13 发表
hoho

谢谢兄弟的实践+翻译。。。。我是实在偷懒懒得翻译了



多谢~我英语其实不咋地,而且我也偷懒,很多东西都没写确切数值~  

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5#
发表于 2007-12-7 21:02:10 |只看该作者
看这段
Q - Will EA turn CnCLab into the next patch?
A - For what we've already exposed, of course that's not the case. Supposing continued support, EA might take elements from CnCLab, considering the attcompany has been quite entive to organized efforts like that in recent games and how attentive to the top players community EA has been in the recent past.
其实EA不用take elements,直接把它做成1.10补丁算了

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梦里花落知多少
游侠资深版主
冥斗士·天马流星拳·凤凰幻魔拳

★★★★★

精华勋章版主勋章荣誉勋章资深版主勋章

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6#
发表于 2007-12-7 22:08:36 |只看该作者
原帖由 antaresy 于 2007-12-7 16:35 发表
原帖地址:
http://game.ali213.net/viewthrea ... 77416&page=1&extra=

参考说明及下载地址:http://www.gamereplays.org/community/index.php?showtopic=315361


1.扩展车需要矿厂才能建造,花费减至750(支持)
2.泰矿储 ...

原帖地址好像有问题,请更正一下

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7#
发表于 2007-12-8 09:19:39 |只看该作者
能不能直接给个下载的衔接啊?不懂英文,看不明白原帖下载怎么下

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8#
发表于 2007-12-8 12:41:19 |只看该作者

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9#
发表于 2007-12-8 21:49:42 |只看该作者
啊哈~写了好多,累死了~
这个版本真的不错,欢迎大家试试~~!说不定明年的1.10就是它~

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10#
发表于 2007-12-8 22:01:34 |只看该作者
”Annihilator Tripod speed 54 (was 60), base health 6750 (was 7500)“
三足的血不是变多,而是变得更少了? 而且速度也降了

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11#
发表于 2007-12-8 22:14:55 |只看该作者
原帖由 异教徒 于 2007-12-8 22:01 发表
”Annihilator Tripod speed 54 (was 60), base health 6750 (was 7500)“
三足的血不是变多,而是变得更少了? 而且速度也降了


我看到了这一条说明,但经过实际测试,三足的确比以前抗打了~可能主要是取决于对弹头伤害的属性?所以我没写“血量增加”而是写了“防御力增强”

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12#
发表于 2007-12-8 23:12:39 |只看该作者
打了一下,非常的不习惯~~~~~~~~~

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13#
发表于 2007-12-8 23:21:53 |只看该作者
1.10改动不可能这么大的,不过这个mod确实是一个不错的尝试,EA肯定会采纳里面的一些变动

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14#
发表于 2007-12-9 10:33:42 |只看该作者
谢谢提供

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15#
发表于 2007-12-9 12:24:03 |只看该作者
很好很強大……基於上次此組織對於1.09之前的體驗MOD,有理由相信他們是直接參與平衡性測試了,1.10爲什麽就不能是個大補丁?沒有人規定。期待了

不過反對Seeker實力增強,本來1.09輕微削弱就能起到不錯的效果,現在又要讓人回到爆Seeker時代? 對於Scrin的增強都極度不滿,就望EALA千萬別採納

[ 本帖最后由 JimRaynor_2001 于 2007-12-9 12:38 编辑 ]

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16#
发表于 2007-12-9 12:58:05 |只看该作者
原帖由 JimRaynor_2001 于 2007-12-9 12:24 发表
很好很強大……基於上次此組織對於1.09之前的體驗MOD,有理由相信他們是直接參與平衡性測試了,1.10爲什麽就不能是個大補丁?沒有人規定。期待了

不過反對Seeker實力增強,本來1.09輕微削弱就能起到不錯的效果,現在又要讓人 ...



我觉得这个MOD还存在很严重的问题


尤其是猛犸坦克的射程,很容易出现只发导弹不开炮的问题,这样的设计很不好

还有新的奥卡空袭威力是提高了不少,但是价格太高了,杀伤范围又小,根本就不值那个价钱

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17#
发表于 2007-12-9 14:49:13 |只看该作者
只花1800就能拆重工,這樣的話看來也能拆4000大元的高科了,配合超武又能一次摧毀對方超武,值了

比說Nod的蒸汽炸彈範圍殺傷更好用,其空投的轟炸機生命值少,不能投到有多個AA的區域,而且爆炸中心稍微遠離重工、高科一點的話就不能一次秒爆,至多紅血。而且最重要的這個蒸汽炸彈是很好,但很貴,CD較長

估計這個Orca轟炸1800的CD不會太長,而且那三架Orca皮厚……

對於MM的射程問題,手動移近就好了……當然那只是個測試MOD,不足是肯定的……

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凯恩 死士

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18#
发表于 2007-12-9 17:35:08 |只看该作者
如果1.10这样改的话
那因该还是不错的

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19#
发表于 2007-12-9 19:36:36 |只看该作者
········
可惜没有新单位!

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20#
发表于 2007-12-9 20:35:54 |只看该作者
原帖由 JimRaynor_2001 于 2007-12-9 14:49 发表
只花1800就能拆重工,這樣的話看來也能拆4000大元的高科了

应该不能,因为高科的血值貌似增加了不少,还有,奥卡空袭冷却时间也变长了。但总体来说还是比之前实用

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