Awesome discovery!

In Odyssey, you have to write Z3non_RAXXLA_Bj5 WE-A H17-to at least show a fragment of result.
Starting from Z3non_RAXXLA_Bj5 WE-A H17-1 it seems that the last one is not Z3non_RAXXLA_Bj5 WE-A H17-11 but Z3non_RAXXLA_Bj5 WE-A H17-42
42, the answer of questions on universe? :unsure: .

I'd like to know HOW this "Z3non_RAXXLA_Bj5 WE-A H17-1" was found in the codex.

EDIT:

I have this list (different than @Jet Blaqq ) :

System in CodexSystem in GalMap
Z3non_RAXXLA_Bj5 WE-A H17-0HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-1HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-2HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-3HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-4HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-5HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-6HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-7CALIFORNIA NEBULA (no clear coordinates)
Z3non_RAXXLA_Bj5 WE-A H17-8HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-9HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-10HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-11HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-12HIP 18175
Z3non_RAXXLA_Bj5 WE-A H17-13HIP 18175
Z3non_RAXXLA_Bj5 WE-A H17-14HIP 18175
Z3non_RAXXLA_Bj5 WE-A H17-15HIP 18175
Z3non_RAXXLA_Bj5 WE-A H17-16HIP 18175
Z3non_RAXXLA_Bj5 WE-A H17-17HIP 18175
Z3non_RAXXLA_Bj5 WE-A H17-18HIP 18175
Z3non_RAXXLA_Bj5 WE-A H17-19"-1232;-47;-402"
Z3non_RAXXLA_Bj5 WE-A H17-20HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-21HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-22HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-23HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-24HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-25HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-26HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-27HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-28HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-29HIP 103442
Z3non_RAXXLA_Bj5 WE-A H17-30HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-31HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-32HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-33HD 236894
Z3non_RAXXLA_Bj5 WE-A H17-34HD 236894
Z3non_RAXXLA_Bj5 WE-A H17-35"-898;-37;-506"
Z3non_RAXXLA_Bj5 WE-A H17-36HD 236894
Z3non_RAXXLA_Bj5 WE-A H17-37HD 236894
Z3non_RAXXLA_Bj5 WE-A H17-38HD 236894
Z3non_RAXXLA_Bj5 WE-A H17-39HD 236894
Z3non_RAXXLA_Bj5 WE-A H17-40HIP 9221
Z3non_RAXXLA_Bj5 WE-A H17-41HD 14947
Z3non_RAXXLA_Bj5 WE-A H17-42HD 14947
Z3non_RAXXLA_Bj5 WE-A H17-43HD 14947
Z3non_RAXXLA_Bj5 WE-A H17-44HD 14947
Z3non_RAXXLA_Bj5 WE-A H17-45HD 14947
Z3non_RAXXLA_Bj5 WE-A H17-46HD 14947
Z3non_RAXXLA_Bj5 WE-A H17-47HD 14947
Z3non_RAXXLA_Bj5 WE-A H17-48HD 14947

Some "Z3non_RAXXLA_Bj5 WE-A H17-??" are following a same GalMap system but some are coming more often such as HIP 9221.
I Don't have data but in eddb.io 2 bodies are missing for HIP 9221:
Planet 9 and 10. BUG?

I was bored, now i have 48 systems to explore :D
Me to... where in the codex is this found...
 
Me to... where in the codex is this found...
Read two posts above your question, it was already answered.


Ok, next theory I have for Raxxla is my biggest on-going theory.... but I need some help to see if it's even possible at all....

Does anyone know, is there a tool or 3rd party site, ect, that I can use to see a potentially ploted course, outside of the game? As well as get information about systems and there distances, but like specifically, like the straight line distance between two systems, vs the route plotting distance, ect....?

My theory revolves around Raxxla being mobile, and changing systems periodically, either in a circular way or in a continuous way, and that the clues we have point to systems the may be required to calculate/track Raxxlas' current position....

But doing this on the galmap in game is nearly impossible.... I need to check straight line distance and direction between two systems, and be able to potentially extend that "path" into a projected/unknown area/distance; Or if it's a curved course, be able to extend the curve/manipulate it.....

Any ideas?
 
Read two posts above your question, it was already answered.


Ok, next theory I have for Raxxla is my biggest on-going theory.... but I need some help to see if it's even possible at all....

Does anyone know, is there a tool or 3rd party site, ect, that I can use to see a potentially ploted course, outside of the game? As well as get information about systems and there distances, but like specifically, like the straight line distance between two systems, vs the route plotting distance, ect....?

My theory revolves around Raxxla being mobile, and changing systems periodically, either in a circular way or in a continuous way, and that the clues we have point to systems the may be required to calculate/track Raxxlas' current position....

But doing this on the galmap in game is nearly impossible.... I need to check straight line distance and direction between two systems, and be able to potentially extend that "path" into a projected/unknown area/distance; Or if it's a curved course, be able to extend the curve/manipulate it.....

Any ideas?
The (short) distance between 2 objects in space is:

distance = squareroot((xa-xb)²+(ya-yb)²+(za-zb)²)
where System 1 has coordinates (xa, ya, za) and System 2 has coordinates (xb, yb, zb).

Now the system coordinates are the coordinates of the main star (but not always). You can find them on 3rd party tools.

If Raxxla is moving, maybe the weekly tick makes it move to another system (because i don't think fdev have the tools/abilities to move objects without loading an instance).
 
Read two posts above your question, it was already answered.


Ok, next theory I have for Raxxla is my biggest on-going theory.... but I need some help to see if it's even possible at all....

Does anyone know, is there a tool or 3rd party site, ect, that I can use to see a potentially ploted course, outside of the game? As well as get information about systems and there distances, but like specifically, like the straight line distance between two systems, vs the route plotting distance, ect....?

My theory revolves around Raxxla being mobile, and changing systems periodically, either in a circular way or in a continuous way, and that the clues we have point to systems the may be required to calculate/track Raxxlas' current position....

But doing this on the galmap in game is nearly impossible.... I need to check straight line distance and direction between two systems, and be able to potentially extend that "path" into a projected/unknown area/distance; Or if it's a curved course, be able to extend the curve/manipulate it.....

Any ideas?
Maybe try https://www.edsm.net/
 
Started to set up new hosas this morning (swapped second VKB NXT to replace old CH Combatstick, xmas treat to myself), but it seemed that while most of the binds were saving OK those down at the bottom of the list (e.g. for Replay, DSS & FSS) weren’t, even though I definitely “applied” before closing the list. Is this a known bug? Unfortunately GSP before I could confirm (grandkids stopped play) in the xml file.

Edit: 6 hours later & seems to be working ok now apart, however, from freecam binds where I cant seem to apply a two-button shift button+another button combination. Seem to vaguely remember something like this in the dim & distant past when I set up the previous hosas & ended up having to edit the xml to implement the button combo.
Grandkids have gone, I’m shattered! Are 4 year olds congenital vampires, sucking the energy out of you? 😱
 
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Thanks, but doesn't do what I need, just gives the individual systems info, no detailed map or route plotting on a map to see direction and angle ect....
The (short) distance between 2 objects in space is:

distance = squareroot((xa-xb)²+(ya-yb)²+(za-zb)²)
where System 1 has coordinates (xa, ya, za) and System 2 has coordinates (xb, yb, zb).

Now the system coordinates are the coordinates of the main star (but not always). You can find them on 3rd party tools.

If Raxxla is moving, maybe the weekly tick makes it move to another system (because i don't think fdev have the tools/abilities to move objects without loading an instance).
Thanks but same issue as EDSM.
Yes I can find the information for direct distance between two stars pretty easy, but finding out the direction and angle of that plot/line, and potentially extending it forever into the unknown, to see what systems it intersects afterwords, is the part I need help with....

For example, let's say I wanted to put a straight line between Sol and Tau Ceti, get the exact 130? Or so LY distance, and exact direction from Sol..... but now I want to take that straight line, and extend it 6000 LY past Tau Ceti, and see every system on, or very close too, that specific line/trajectory..... within 1 degree or less deviation of the exact trajectory of sol to tau ceti....

And I need to be able to do this in a straight line, or a cruved line, for example, I use 3 systems instead of 2, and find out that it's a curved line not staright.... my theory has several possible avenues that I'd like to be able to test and eliminate without having to assume things....

But if I cant expand the trajectory beyond the system(s) I believe I already know, then I can't plot a potential course for tracking where the location would be in space now, after xx-years of stellar drift between stars, and implied ability to move under its own power, ect.....

But all my theories require being able to plot a course without stars, just seeing the trajectory line on my screen/map, and the systems that would potentially be along or near that path, without being locked onto anything specifically, hence the use of a 3rd party tool/map.... but I don't know of any complete galmap outside of the game, interactive and able to be manipulated.


As for Raxxla being mobile at all between systems, it's quite possible. Fdev have had server sided stuff since day one, the best and most recent example are Fleet Carriers.
Every Fleet Carriers location is not stored on everyone's pc, it's only downloaded when someone enter the system that it's in. Basically the Forge loads the system, but then asks the server for anything extra that needs to be in the system, and it downloads them live and produces them as needed. Raxxla can easily be a server sided asset that changes its location periodically and then the forge only gets to download it when it happens to be in the same system you are in. But essentially they just need to have a Raxxla file on their server, that periodically gets moved to another system name/body name, ect.... not a hard script to write to have a line of text, or a file name, ect, of a server asset change periodically based on predetermined information/formulas, or physically copy/move the file from one folder on the server to another, how ever they host system specfic assets... anyways, the point is, it's very easy for this to have been the implementation on day one, that a specific special "station/planet/gateway" thing, exists only during certain times and dates in specific locations and then moves on.... not so easy to make the forge generate that, but there is no reason ever to assume the forge generated the location/model/object/anything to do with Raxxla, as it's a specific historical thing that I doubt that MB or DB would have left upto the forge to randomly decide.... so the ability for the forge to generate that, become a null point, and it has nothing to do with the subject.

Edit: the original and second best example of server sided asstets/information is Commodities Markets.... thats information that has always been grabbed server side as well and then flooded into our pcs on docking with the station. That information, for every station in the game, has never been stored, en-complete, locally on our PCs. From day one, its always been server sided information, jus like faction states, and ect.... from day ONE we have had server sided information that could never be datamined and would be a perfect place to hide an asset like Raxxla from the publics prying eyes lol
 
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Also, we know Fdev can manipulate ships ect outside of a loaded instance.

We know this because atleast one person, asked Fdev to drop them way out on the edge of the galaxy for some cool photo ops, and fdev did it!!

They manually changed the CMDRs ship location from where ever they were, station, open space, ect, and litterally dropped them 10s of thousands of LY away on a system that I don't think they were able to even jump out of after and they had to explode their ship if I remember correctly, tho I might be wrong on that last part. Either way.

Fdev does not need to load an instance or take the time to physically fly too or move objects to other locations in the game. It's simple. Just edit the server file line of text for that CMDRs location, or asstets location, and then when you click save, the next time that file is called by the forge/someone's game, it just uses the new line of edited text, and the forge don't give a hoot about the edit....
 
@ Merlin StWahgwaan
what you whant is simply not posible. Although the caltulation would be easy. (just everyday phytagoras), there is no Data to do those calculations whit.
there are not eve 0.01% of the stars in any database.
The Stars are proceduraly generated. And as long as we do not know how StellarForge works, we need to collect the data needed by hand. wich would only need a couple million years. and what would such a tool help anyways. It would generate an unbarable amount of secondary data. Draw a line from Sol to Sag A* 10k -100k - or maybe even a Million Stars near this line.
 
@ Merlin StWahgwaan
what you whant is simply not posible. Although the caltulation would be easy. (just everyday phytagoras), there is no Data to do those calculations whit.
there are not eve 0.01% of the stars in any database.
The Stars are proceduraly generated. And as long as we do not know how StellarForge works, we need to collect the data needed by hand. wich would only need a couple million years. and what would such a tool help anyways. It would generate an unbarable amount of secondary data. Draw a line from Sol to Sag A* 10k -100k - or maybe even a Million Stars near this line.
Your 100% right, if you do somthing like sol to sag A, it would be stupid.... but I plan on looking at much shorter distances in much less dense star space, so my data set would be limited for a few hundred stars at most.....

And the point being, if Raxxla is moving between systems, it's on some form of predetermined or predictable path, as stated in the now likely uncannon, but who knows stories, where Raxxla was found, and they met future versions of themselves who tell them Raxxla indeed moves and they will find it again, when the time is right....

So if we in theory have atleast 2, possibly more, locations where we believe Raxxla to have been in the past, they can be used to calculate the trajectory and rough speed/intervals of Raxxla, and allow us to project a possible next set of locations and dates ect....
But basically yes, without the actual galmap in the game allowing me to plot potential courses between stars manually, based on math or specific trajectories, im probably S.O.L on testing my theories anytime soon....

Which sucks cuz I really think this is the way to go, and we have the information we need to do it, just not the tools do it
 
Also, we know Fdev can manipulate ships ect outside of a loaded instance.

We know this because atleast one person, asked Fdev to drop them way out on the edge of the galaxy for some cool photo ops, and fdev did it!!

They manually changed the CMDRs ship location from where ever they were, station, open space, ect, and litterally dropped them 10s of thousands of LY away on a system that I don't think they were able to even jump out of after and they had to explode their ship if I remember correctly, tho I might be wrong on that last part. Either way.

Fdev does not need to load an instance or take the time to physically fly too or move objects to other locations in the game. It's simple. Just edit the server file line of text for that CMDRs location, or asstets location, and then when you click save, the next time that file is called by the forge/someone's game, it just uses the new line of edited text, and the forge don't give a hoot about the edit....
Not everything. And i thing it's very limeted want they can edit live
 
Your 100% right, if you do somthing like sol to sag A, it would be stupid.... but I plan on looking at much shorter distances in much less dense star space, so my data set would be limited for a few hundred stars at most.....

And the point being, if Raxxla is moving between systems, it's on some form of predetermined or predictable path, as stated in the now likely uncannon, but who knows stories, where Raxxla was found, and they met future versions of themselves who tell them Raxxla indeed moves and they will find it again, when the time is right....

So if we I theory have atleast 2, possibly more, locations where we believe Raxxla to have been in the past, they can be used to calculate the trajectory and rough speed/intervals of Raxxla, and allow us to project a possible next set of locations and dates ect....
But basically yes, without the actual galmap in the game allowing me to plot potential courses between stars manually, based on math or specific trajectories, im probably S.O.L on testing my theories anytime soon....

Which sucks cuz I really think this is the way to go, and we have the information we need to do it, just not the tools do it
If you don't need the Systems there is a way to get the Boxels on a path and then only test if systems exist in those. but my programming skills are far from 3d development, i would not be able to get something whit visuals. i do all my cal either whit SpreadShet or by hand i have a littel lib for for getting the boxels from the ID but thats it.
 
Absense of evidence is not evidence of absence.

Just because we see limited live changes on our ends, is absolutely not a reason to believe fdev CAN'T manipulate anything they want live. Is weather they CHOOSE to do so or not.
Changing how the forge generates things would change then entire galaxy, changing a line of text in a sever file to read a different system name, is more then capable, especially if that line of text is in a separate assets file that is only called when specifically encountered, so as long as no one has the raxxla file called to their forge/pc actively "in use", then they can edit any information in that file at will, no delays or questions, and the changes would be live immediately to the next user that does call on that file... same with moving the files location if that's how they store server sided info, just wait until no one is actively in the system, change/add/remove the files from that systems server sided folder, and boom, things are changed for the next user who calls the server for the systems extra content....

Edit: also, there is nothing in my theory that says fdev IS changing anything 'live' either.
I said periodically, which could be weekly, monthly, quarterly, yearly, ect.... and this would be being done by an automated script or ect that ensures that the process is followed on time and doesn't interfere with the forge itself ect, no human fdev interactions or intervention required to be done 'live'
 
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If you don't need the Systems there is a way to get the Boxels on a path and then only test if systems exist in those. but my programming skills are far from 3d development, i would not be able to get something whit visuals. i do all my cal either whit SpreadShet or by hand i have a littel lib for for getting the boxels from the ID but thats it.
Same boat I'm in, lol, can't do 3d graphic/programming myself either, lol, but if some could, OH BOY lmaoo
 
What would be awesome, would be a 3rd party tool that can over-lay on the galmap in game....

There are lots of tools with in game overlays ect, would be amazing if someone made one that would allow, essentially, drawing in the galmap, to facilitate potential exploration...
 
Also, we know Fdev can manipulate ships ect outside of a loaded instance.

We know this because atleast one person, asked Fdev to drop them way out on the edge of the galaxy for some cool photo ops, and fdev did it!!

They manually changed the CMDRs ship location from where ever they were, station, open space, ect, and litterally dropped them 10s of thousands of LY away on a system that I don't think they were able to even jump out of after and they had to explode their ship if I remember correctly, tho I might be wrong on that last part. Either way.

Fdev does not need to load an instance or take the time to physically fly too or move objects to other locations in the game. It's simple. Just edit the server file line of text for that CMDRs location, or asstets location, and then when you click save, the next time that file is called by the forge/someone's game, it just uses the new line of edited text, and the forge don't give a hoot about the edit....
It was HIP 13044, 17k ly below the galactic plane.
 
It was HIP 13044, 17k ly below the galactic plane.
Lol thanks, I was going from Memory of the event, didn't feel like googling it, hahaha....

But yea, see, fdev can manipulate the location of anything they want, when ever they want, I believe, as long as the asset isn't in use when they do it. So like, the CMDR had to be logged out for them to move their ship, but once they logged back in, their game would sync with fdev servers and grab the server stored location of the CMDR, just like the game does if you play on multiple computers like I do, my laptop always updates to my desktops last location and visa versa, the data isnt stored locally on my devices, its stored on fdev servers and streamed to my PC on login...

Fdev can manipulate anything they store on their server in real time, at will, so long as the thing in question isn't in use, and if it is, that's when they do server maintenance and change things then when NO ONE is online.
 
Speaking of HIP 13044 the fact that stars exist outside the navigational part of galmap and the whole "Blaze your own trail" comment, Blazing your own trail would mean not following a pre determined path but one you route yourself (through nav panel etc) now could there be a potential path of stars to the M Clouds or Andromeda that we just cannot see or have found yet? also the Milky way has 2+ galaxy's that spin around our Sag A centre black whole and are not part of our galaxy but orbit it these could also be navigable this way, Its no Raxxla but interesting to search and be one heck of an accomplishment
 
Thanks, but doesn't do what I need, just gives the individual systems info, no detailed map or route plotting on a map to see direction and angle ect....

Thanks but same issue as EDSM.
Yes I can find the information for direct distance between two stars pretty easy, but finding out the direction and angle of that plot/line, and potentially extending it forever into the unknown, to see what systems it intersects afterwords, is the part I need help with....

For example, let's say I wanted to put a straight line between Sol and Tau Ceti, get the exact 130? Or so LY distance, and exact direction from Sol..... but now I want to take that straight line, and extend it 6000 LY past Tau Ceti, and see every system on, or very close too, that specific line/trajectory..... within 1 degree or less deviation of the exact trajectory of sol to tau ceti....

And I need to be able to do this in a straight line, or a cruved line, for example, I use 3 systems instead of 2, and find out that it's a curved line not staright.... my theory has several possible avenues that I'd like to be able to test and eliminate without having to assume things....

But if I cant expand the trajectory beyond the system(s) I believe I already know, then I can't plot a potential course for tracking where the location would be in space now, after xx-years of stellar drift between stars, and implied ability to move under its own power, ect.....

But all my theories require being able to plot a course without stars, just seeing the trajectory line on my screen/map, and the systems that would potentially be along or near that path, without being locked onto anything specifically, hence the use of a 3rd party tool/map.... but I don't know of any complete galmap outside of the game, interactive and able to be manipulated.


As for Raxxla being mobile at all between systems, it's quite possible. Fdev have had server sided stuff since day one, the best and most recent example are Fleet Carriers.
Every Fleet Carriers location is not stored on everyone's pc, it's only downloaded when someone enter the system that it's in. Basically the Forge loads the system, but then asks the server for anything extra that needs to be in the system, and it downloads them live and produces them as needed. Raxxla can easily be a server sided asset that changes its location periodically and then the forge only gets to download it when it happens to be in the same system you are in. But essentially they just need to have a Raxxla file on their server, that periodically gets moved to another system name/body name, ect.... not a hard script to write to have a line of text, or a file name, ect, of a server asset change periodically based on predetermined information/formulas, or physically copy/move the file from one folder on the server to another, how ever they host system specfic assets... anyways, the point is, it's very easy for this to have been the implementation on day one, that a specific special "station/planet/gateway" thing, exists only during certain times and dates in specific locations and then moves on.... not so easy to make the forge generate that, but there is no reason ever to assume the forge generated the location/model/object/anything to do with Raxxla, as it's a specific historical thing that I doubt that MB or DB would have left upto the forge to randomly decide.... so the ability for the forge to generate that, become a null point, and it has nothing to do with the subject.

Edit: the original and second best example of server sided asstets/information is Commodities Markets.... thats information that has always been grabbed server side as well and then flooded into our pcs on docking with the station. That information, for every station in the game, has never been stored, en-complete, locally on our PCs. From day one, its always been server sided information, jus like faction states, and ect.... from day ONE we have had server sided information that could never be datamined and would be a perfect place to hide an asset like Raxxla from the publics prying eyes lol
You will have to write some software. The EDSM (Eddb really?) data base is available online (see spansh's website https://spansh.co.uk/dumps. Its quite a big file, ofc. ) You will need to write some code to measure how far each star is off of your line and then present the closest 10 or whatever you want. The file is just text, so scanning it isnt too hard, just requires patience. The format is self explanatory to a large extent.

The database has every star there is out to at least 300LY and plenty more further out though with less complete coverage as you go outwards from Sol.

Good luck!
 
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You will have to write some software. The EDSM (Eddb really?) data base is available online (see spansh's website https://spansh.co.uk/dumps. Its quite a big file, ofc. ) You will need to write some code to measure how far each star is off of your line and then present the closest 10 or whatever you want. The file is just text, so scanning it isnt too hard, just requires patience. The format is self explanatory to a large extent.

The database has every star there is out to at least 300LY and plenty more further out though with less complete coverage as you go outwards from Sol.

Good luck!
It's a great idea but I run into 2 walls with that...

First and foremost, those json files are so large, even the smaller ones, that I can't seem to find a Json viewer/editor that can actually load a file to completion, even with 32GB of ram and an additional 32gb of vram on an m.2 ssd.... total committed ram available in my PC is 79.8 GB. I was at 98% usage and only about half way thru parsing the galaxy with stations .json when it finally pooped out and went to not responding for over 30min before I force closed it. That was the best I ever got. Other viewers would load like the first 200 or so lines, but fail loading the rest.

Either way, that means I can't load the information in anyway that I can use or edit to reduce the info to just system names and coordinates.


Then the second wall.
Even if I can load the entire file and remove the extraneous information, I have zero experience withing a program, especially one that could take the information and basically create my own partial galmap, by plotting the points in a 3d space and allowing me to insert lines/course possibilities that are derived and projected but that don't interfere/interact with the overlaid plot/course lines....


Its all over my head.

I almost wish I knew VR programming, because having a VR environment that populates the points and letting me walk thru them would be super amazing, but even without that, creating an interactive galmap of know stars, outside of the game, with lost of additional plotting and searching abilities, would be a huge thing....
But ultimately I'm not capable and know no one who is :-(
 
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