I've kept a close eye on this thread here: Epic Battles and it's become Very Obvious that a whole lot of people were expecting to be able to have the types of large Grand Scale battles that are in the picture on the side of the box. The picture many of us drooled over when we first saw it. The same picture that was my desktop picture for 6 months. This picture (which I'm pretty sure Stardock is sick of seeing by now lol).
I would like to put forth a Official Request from the Player Base of Elemental to Make The Game Look Like This, with these kinds of Epic Numbers. It doesn't have to be in Real Time. It doesn't have to be in We-Go. What it does have to do is have Epic Numbers...Without Us Modding Them In.
You've got the tools and talent to make this happen. Us modders can't do it easily because it causes issues with units appearing in groups, but you guys at Stardock have the animation tools to fix that.
When people see Elemental in the store and pick it up and think about buying it, they no doubt took notice of this picture. In fact I'm Sure there are some people out there who had no clue what Elemental was until they saw it in the store and saw this picture and decided to buy it. After getting it home and playing it and realizing these numbers couldn't easily happen, more then a few people were let down. This post is to represent All those people and all of us who have been here from the start two years ago who wanted and expected a game of Epic Scale and Proportions.
I figure if enough people all get together and request/demand that Stardock live up to this picture then maybe they'll re-balance the numbers to make this possible. Food, Gildar, Housing, and a few other resources will need to be adjusted. The animations will need to be adjusted. But with a whole team of super smart programmers and animators it really shouldn't be a big deal to get done especially since these kinds of numbers were possible at least at one point with an internal build of the game.
If you bought Elemental and you'd like to see these kinds of numbers in battle. Please sign/reply to this thread and say so. If the community really wants this, which I'm sure most of them do, please say so now as now is the right time to do it while other mechanics get revamped. I'm sure all those people who bought Elemental based on this picture would greatly support this change, as would I.
Thank You and thank Stardock for making such an awesome and epic game that we can all enjoy for many years to come.
To those who weren't here through-out the beta process, there was a time when things were planned this way, which is where the above screen shot came from. This was from the continuous turn system that was set up but got cut. We don't NEED Continuous Turns to Achieve these kinds of Epic Numbers. It CAN be done within a Turn Based Environment with some creative animation techniques to make the units look like they're fighting between turns. I'd really, Really, like to see Stardock live up to this, and so I think those of us who want this should make this Official Request so that Stardock can truly see how many of us want this. The Beta Testers never even got to see this system in action. We were told it was changed from continuous turns to better fit the "feel" they wanted, but that doesn't explain why the unit counts had to be cut down so drastically. 12 guys in a unit does Not Feel Epic in my book.
If you Don't Want to sign the request, but would rather debate it, then please reply in the other thread going about Epic Battles here: Epic Battles
If you DO want to see them live up to these numbers. Please Say So here. No one will get mad at you for voicing your opinion or asking that they live up to this picture that so many people bought Elemental based on. Again, if you Don't want to see this, please keep your replies in the other thread. Thank you.
~ Raven X and the Elemental Community
This post is a reply from page 10, but I thought it should be added to the original, because here is the proof some people might want to see who weren't here for the whole beta process, who didn't hear the devs go on and on about the Inspiration for the Game. This is what was in the hearts and minds of All Of Us when we were all getting excited about Elemental:
Here is the proof, Frogboy had Total War and Lord of The Rings Epic Scale Battles IN MIND when dreaming up what Elemental would be:
Post By FROGBOY: Elemental: scale of power , https://forums.elementalgame.com/343449
Here's a Quote from Frogboy from that post:
"If you like the Total War series, you can imagine some of what we have in mind except here you can get that Lord of the Rings battle feeling where certain units just make mince meat out of whole squads of enemy units."
There are others back in old Dev Journals too. Now, NO ONE can deny that Frogboy had Total War Type, Epic Scaled Battles, IN MIND when PLANNING Elemental: War Of Magic. For all you new people who wanted to see quotes, there it is. I can dig up more old quotes too. So, if Frogboy is Now Saying that ONLY MoM was his inspiration, well, something is fishy in Denmark...
Here's another one where Frogboy Specifically says "huge army" and "vast armies" in the same paragraph!!!
Post By FROGBOY: Design elements of Elemental discussed , https://forums.elementalgame.com/329219
Here's a List of Quotes from Frogboy from that post, some of which are mechanics that either changed, or were simply left out completely from the game we have now, like where he talks about having Walls in cities be a Big Part of tactical battles:
Quote:I understand if some stuff is being kept internal, but here are the things I'm wondering about: 1. Are there non-military victory conditions? 2. Does the game include a campaign? If so do you think the story of the campaign will attract gamers? 3. How are you addressing the steamroller issue of TBS games (ie: spending the first half of the game building a massive army and the last half rolling it over all opponents as a repeatable strategy to every game)?1. Yes. Most of the victory conditions are non-military. Some of the previews may cover this so I won't say anything until after the previews hit. 2. Yes. I think the story is compelling but I'm highly biased. 3. The mechanics in Elemental are a bit different than the typical 4X game because even in terms of warfare, there are very different paths. For instance, Player A may have a huge army ready to steamroll but Player B may have an incredibly powerful sovereign who can wipe out vast armies and Player C may have built up an incredible well of mana that can be used to decimate vast swaths of the world and all three of these things could come together at once based on which path players take and of course all 3 could lose to Player D who wins through the quest victory condition if they're not careful.Quote:Can we build walls? Us turtelers need to know. Yes. One of the key game mechanics of Elemental is how cities are built. In Elemental, when a city grows, it gains a new tile which can be placed where the player wants it to go (as long as it's adjacent to an existing tile). So cities are a multi-tile affair in the game. Now, how you choose to build up your city heavily determines how defensible or productive, or rich it is. Cities are only conquered when the keep tile is taken which could be in the utter center of the city or could be at the end of a peninsula.Quote:What are the objectives for the creation part? how many aspects will be able to be manipulated? will it be part of the game or you have to work on that on a separated editor (one of the many things I loved from MoM was the ability to forge items that were mine, created by me as part of my campaign and war effort). There will be pre-made maps and randomly generated maps in which players can insert a large number of variables in deciding what kind of world they want. Quote:I guess it will have random maps, what is the target for sizes? From tiny to ridiculously large. We are also making a 64-bit native edition to support even larger worlds. Quote:What type of feedback are you looking for the beta process? Everything. The beta process starts about 9 months before release so that beta testers can seriously mold the game. On a personal note, for me the beta process is the whole point of making the game as that's what helped get me into game development in the first place. I was one of those Usenet guys on comp.sys.ibm.pc.games.strategic hanging out talking about games and picked up Teach yourself C in 21 days to start writing (this is obviously a long time ago now). So hanging out with other gamers to tweak and add to the game is the best part. Quote:Any extra payment for the MMO part? what is the general idea of this? No. It's not really an MMO part as much as Impulse hosting the game on the cloud to make it much easier for people to interact with their "world" with their friends. Quote:Brad - will there be any way to quick-resolve combat? Playing out tactical combat is fun when the sides are at all matched, but it's just a drag on my patience when you're going to steamroll the other side or whatever. And sometimes you just want to get combat over with because you're focusing on the bigger picture or a "technology win" or something.
Totally. There's instant-resolve (i.e. two armies meet, one dies), there's auto-resolve where the game zooms in and shows a tactical battle but it's all handled by the AI (ala GalCiv II fleet battles) and then there's full tactical battles where both sides play. One thing I should mention about the tactical battles that isn't clear in the screenshots is that they're continuous turns. They're not like HOMM. The player tells where they want their units and uses the space bar to pause the action to give new directions. That way, we can get much more interesting battles.Quote:What's your combat system going to be built around? Master of Magic-style tactical combat, or Civilization-style randomized abstraction? Or will both be options?It's tactical but it can be made to play like Civ if you have instant-resolve enabled. I will likely play with auto-resolve as I'm not a huge fan of playing out tactical battles but I enjoy seeing the carnage. If anyone has ever seen Fellowship of the Ring where Sauron is whacking out tons of elves and men around, that's the look we're going for. Though, in Elemental, the creatures are much more powerful than a lone Maiar up against a bunch of punks. Dragons in Elemental are incredibly powerful and each of the channelers are equivalent (by late game) to Valar. Enough Tolkien geedkom. Quote:The few available screenshots look great. Hopefully we'll get a look at the spells soon. The spells are going to be intentionally de-balancing in late game. I.e. by late game, you'll be able to do Populous level damage to the world. A lot of the reason we had to create a new engine was because we needed one where the world could be truly wrecked.Quote:By doing that, you can then open the way to have extremely large maps in which players are viable for a long period of time with different paths to victory.
If anyone wants to play catch-up and read the rest of the Dev Journals that talk about the inspiration behind the game, behind the Original Vision, you can find them here:
https://forums.elementalgame.com/forum/513/page/7
Notice how many times Frogboy uses LotR as a direct example of both scale and feeling for the envisioned world of Elemental. He uses it in reference to the Scale Of Battles. He uses it in reference to the Power of Sovereigns. He uses for a lot of things because it is what is commonly known to a lot of fantasy lovers.
That's the very last page in the Dev Journal History. Hopefully some of this information, quoted Straight From The Source, will clear things up for those who may be questioning what the original vision was and what the vision is now. How many things here simply aren't even a part of the game now? A lot that I can see, but, this thread isn't about any of those. This Thread is about the game living up to it's EPIC INTENTIONS. This is about Follow Through. This is about a Vast Part of the Elemental Community wanting the vision to be maintained and lived up to because we want Elemental to be Successful. We want Elemental to be the VERY BEST Fantasy Strategy War Game on the market and some of us will not rest until either that happens, or we're cold, dead, and buried.
In closing, here's a mock-up screen shot I did just now. This took about 5 minutes in PhotoshopCS4. Please don't get crazy over the details. This picture isn't meant to be super detailed, it's just meant to show how the game should feel. The feeling of truly epic armies clashing for control of a ruined world. I only did one army, not two, but I could do a mock-up of two massive armies fighting if I wanted to, but I think the point is served none the less. I didn't spend a lot of time cleaning it up or smoothing over where I patched in clear land that was covered by rocks or cactuses that I just copy and paster terrain over. It's just meant to show the feeling of what it would be like to command a Real Army that's the size of what a Powerful Sovereign of a mighty civilization truly deserves.
From now on I'll only be replying to civil posts in a civil manner. I'm not going to defend my wording of the post any longer as I've stated what I meant more than enough times. I'm sorry if anyone took offense to my wording, but if you're one of the people who did, then this thread wasn't for you anyway, as it was only meant to Count The Numbers of those of us who want the game to live up to it's original vision and potential as much as possible.
I urge those who still want to see this to Please Keep Posting and let your voices be heard. Keep the memory of what the game was supposed to be alive in your mind and hearts and keep the ideas alive in the minds and hearts of Frogboy and the Team who have poured their blood, sweat, and tears into this game right along side of us who have been here with them. We've all invested a lot of time and energy and expectations into this game, and this game is a work of art. Lets strive to make it live up to it's potential and keep your voices being heard. Thank you one and all.
Look for example at some of bioware's RPG's. Their turnbased. But they can work in realtime Or turn based and best yet they look like their really fighting.
In this we can just make it so it continuously animation loops fighting between soldiers etc. when you tell them to attack and If you don't specify new orders for that next turn then they'll just keep fighting. This way it makes it easier to command them. And make it so you can select multiple units at once and give them an order like *A.I Control* or *Auto attack* and they simply keep target aquiring and fighting.
Such isn't too hard to implement particularly when in Elementals case. It was sort of promised. and existed. They said modders could make it work but honestly...Is modding going to have to replace the dev's work? will people who buy this game have to be convinced by their friends to buy it? and then to mod it and use unoffical patches etc. just to make it truly fun?
Now you're assuming that the way you want to play is the only way that can be fun and all other ways must be modified first. =P
There is nothing inherently wrong with bigger armies but they should not be bigger for the sake of being bigger. That would only devalue smaller units further and widen the gap between units and utterly useless cannon fodder.Bigger units would be interesting if there were gameplay effects tied to that. Things that small units can do better (hiding, ambushes?), others that big units can do better... (open field battle)
The whole combat system is being reworked to be closer to what the Devs originally intended. It will play out far differently than what we have now. We'll start seeing the changes in 1.1 . Let me try to give you a mental picture of what Frogboy is talking about in his latest post.
Imagine two armies moving forward, whether purely turn based or continuous turns. We know the turn change is coming from the change in combat magic. Spells will take more than one turn to cast, so the casters will be handing back casting spells while the armies move forward to protect them. Since spells will take longer to cast, enemy spell casters can try to stop your spell from being cast or you can try to stop theirs. This will bring actual Strategic Game-play into the battles for casters. The armies will move forward and clash, use abilities if they have them, and fight it out while trying to keep their casters safe and take out the enemy army.
I don't know whether we'll be seeing a return to the original continuous turns system, but I know combat will be changing to be more like what I describe there. Population is being tweaked so that making armies, whether Huge or Small, matters, because population is being used to either make armies or to do things like research, or grow food. How you decide to use your population will determine how you play.
Last week when I was feeling a bit better than I have been lately I was having a talk with one of the devs and I asked them how many units we'll be seeing in big End Game battles and they said "As many as we can fit in " (their smiley not mine). This means when the time comes we'll be able to see those big battles like the ones that inspired so many of us when picturing waging war in Elemental. Those big battles like the "Battle of the 5 Armies" from The Hobbit will be possible in a game of Elemental.
Just because battles will be larger by late game don't expect them to be different early or mid game, as population and city size will dictate how big your armies are. Also, I'm sure Champions will be tweaked and enhanced to be better able to have a fighting chance in this kind of environment. Let's not forget Champions come in many types and flavors. Some are more powerful than others. Some are casters who can lay waste to entire armies while others are warlords who can cleave 5 men in half at once with a mighty swipe of his magical sword.
How you use your units will also dictate whether or not they are small units or large armies. If I wanted to have a quick party capable of getting near enemy lands so I can see what I'm up against, I'm going to send in two or three guys on horseback or even sneaking around on foot doing recon. I'm not going to send a massive army that has to take it's time to move.
The new system we'll be seeing in the coming months is far more in line with what the Devs had Originally Intended the game to be. It will have all the strategic depth and nuances of something like "Masters of Magic" while giving that epic feeling from "LotR" or "Dragonlance" or even in some ways, though the mechanics are different, Total War, only with Sovereigns and Magic and lands being ripped apart by spells and Dragons breathing fire on hundreds of men at a time. Just like that picture on the side of the box there .
+1 for this topic.
Sign me up for the epicness of dragons versus armies!
Yes, I definitely would like to see the size of the tac battle field, and the forces deployed in them, significantly increased. I would also like real terrain, hills, roads, forests, etc. , fog of war, high ground with advantages (combat str, line of sight),
and of course, all the other fixes many have discussed on the forums.
yes, to epic battles!
raven X, thank you for clarifying so much for me. One quick question, please. What is/are 'continuous turns?'
Is this like to round system discussed elsewhere, or a real time movement system. I hope its not real time - my hands just don't move fast enough. (I had to give up warband because i can;''t melee fast enough.)
Over 80,000 copies of this game sold already so the small portion of merely forum members don't represent 1/10000th of those that bought the game therefore there is no need for these types of threads with stupid "official" bs when there is nothing official about the OP. I could care less if the tactical game looks like that wad of units all conglomerated all over the map in a pile of mess. I prefer hex or square based and turn based combat as has been told by Brad et all many times that this would BE how the tactical combat would be when the game was "released". So really stop with these senseless threads with UNofficial demands since you aren't an official of anything or any group or anybody but yourself.
Just because the combat system is being reworked does not mean they are moving away from "turn based" play to some silly continous time play as the majority of customers want turn based play not an rts kiddy clickfest or some stupid wego system.
They can easily make "epic" size battles still using turn based combat and adding 10 more boxes of units on the map like the Total War series did from Medieval Total War to Rome Total War where they went from 16 units to 20 units on the map.
The reworking of the combat engine is more likely in the AI dept as well instead of making some kiddy clickfest rts game out of this. Brad is not going to alienate the majority of his customer base for some children who want to ewww and awwww and go lookit the Dwagon lookit the Dwagon daddy. lmao
What I think you may be missing is that the OP was written by a forum member who was so "dedicated" during the beta process that he was given a mention in the credits of the game, and has gotten direct lines of communication to frogboy and other stardock developers. And like so many other people who have dedicated themselves to something for a long period of time, the OP probably came to believe that he had his finger on the pulse of the elemental community, ie the "official" part of the OP's title. Yet, the OP was successful in getting the community up in arms about what is ultimately a piece of concept art and convinced the devs that his point of view is correct. While I may disagree with this POV and his real reasons for wanting the change, his need for it in his Dragon Lance mod, I can't fault him for doing something to see that changes, he would like to a game he cares for, are implemented. While I may find RavenX's posts a bit to self important and I may have little to no interest in his mods, I can at least respect him for his efforts. It is this same method that has pushed the devs to deal with all sorts of community issues, such as the magic system, the AI, and city spam.
Personally, I have pushed for epic-ness not in sheer numbers of troops, but from the addition of a greater amount of choice in the tactical combat. In general, I believe that units need to have roles which effect how they are used and why they were even brought into a battle. It is this kind of game play that draws players into that "One more turn" mindset which defines the 4x genre, and is currently lacking in Elemental. Yet, this type of tactical choice does not have to be incredibly deep from the stand point of the vanilla game. It only needs to be implemented in such a way that we as the community can build better and more interesting mods, which can easily take advantage of that implementation.
Did I say they were going to "Continuous turns" ? No, I didn't. I was simply repeating the last information I got when I talked to Frogboy and Scott. They did Not Say they were going to continuous turns, but, when Frogboy told me about envisioning the Sovereign's bouncing spells back and forth it brought the old continuous system to mind, that's all. They did Not Clarify details to me as they didn't know them and they weren't/aren't set in stone.
I've been saying from the start of this thread that doing it in a Purely Turn Based Environment was indeed possible and no-where did I say they needed or should go back to continuous turns.
Yes, the re-working of the combat engine will be heavily involved in the AI department as the AI has to know what spells to cast and what spells to counter and what units to attack first and so on and so forth. No matter which way they decide to do it I'm sure we'll all be happy with it and it Won't be a "click fest".
What I Do Know For Sure is that in later versions of the re-worked combat engine and combat mechanics we Will Be Seeing Massive Numbers, which is what was envisioned from the start of the design phase over two years ago. Engine and time limitations were what kept this system from being used up to now. No matter what way they take it though, a whole lot of people will be happier when they can re-create Epic Battles like the ones they've envisioned and seen in so much fantasy material through-out the years.
I don't think they'll go completely "real time" no, no worries . Too many of us like pure Turn Based. The system was always intended to be a marriage between something like MoM only with a Grand Scale like the TW games as I quoted Frogboy talking about in my OP at the top.
Posts like this are exactly the ones I'm not responding too anymore. Take your BS somewhere else. Read my latest replies, that information comes straight from Frogboy and Boogiebac themselves. Don't like it....take it up with them.
LoL, my friend, just as I told you in our discussion through PM. My want for this change has NOTHING what-so-ever to do with the Dragonlance Mod, At All, I promise. It has to do with the game fitting the inspiration that was talked about through the last two years. It's also about them living up to a picture that isn't concept art. There have been numerous posts in this topic from people saying they haven't even purchased the game yet but would if the battles looked like the ones they advertised, and as that pic is used in magazines advertising the game, and other web-sites advertising the game, it is indeed an advertisement.
My want for this change has to do with wanting the game to feel "Grander" and (again the over used word/phrase) "More Epic" like the battles in Lord of the Rings, and yes, Dragonlance too, but, I Assure you, my motivations here are Not motived by my mod. Anything I would and do want to change for my mod can be accomplished in modding alone and having access to the python API's once we access to them. I wouldn't be so selfish as to expect them to change the entire base game just to fit the wants of a few modders. Also note the Dragonlance Mod is only one of a few that's planning on using much larger numbers than the base game has now.
It's about wanting a more epic feel for the Vanilla Game, not for a mod
I LOVE that pic, Hedgie. Funny stuff my friend
Let me do some basic math...
80,000/10,000 = 8
There are 8 forum members that bought the game. Thank you for that enlightenment, Dr. Femmefatale.
Oh, wait, you said they "don't represent 1/10000th of those that bought the game." So less than 8. Are there 7? 6? I'm running out of numbers here.
To the general public. Stay in school. GED's are not all they are cracked up to be.
Nah, he said "do not represent 1/10000 of total customers" so the number could be higher or lower, but not equal to 1/10000.Effectively it most likely doesn't mean what he thinks it means.
However, logic dictates that the sales had started at zero and began climbing so even the unlikely condition had been true at one point. Correct would have been:
"so the small portion of merely forum members may or may not represent 1/10000th of those that bought the game"(I still don't know what a merely forum member is but that's another story)
Madness? THIS IS MAAAATH! =P
Not necessarily! It's quite possible, and in fact I suspect it's true, that the fraction of forum members/total customers (copies sold) has never actually been 1/10000 or anywhere close to it for that matter. For the sake of clarity, I'm going to define "forum members" as people who have posted on the Elemental section of Stardock's forums - we can't simply count all registered members since Stardock forums share registration, i.e. there are registered members of the Demigod forums that could just as easily post here, but never have, which is why I limit it to those that have actually posted here.
Now, correct me if I'm wrong as I wasn't around in the very beginning, but I suspect the Elemental forums existed and received their first post before preorders were possible (if nothing else they had to post to announce that preorders were available, right?). So when the first post was made we had 1 "forum member" over 0 sales, which is a fraction we obviously can't calculate. Now when the first copy was preordered, we had some number n of forum members over our 1 total customer, which is n/1 - who knows exactly how much n was at that point, but the result is greater than 1 at any rate and nowhere close to 1/10000. As more and more copies are sold, and not all of them sold to forum members, the total customers has probably surpassed the number of forum members, reducing the fraction below 1. This fraction may be gradually approaching 1/10000, but as we have more than 8 forum members, we can be certain it hasn't gotten there yet. It may get there someday, if Stardock sees massive sales to those who don't post on the forums, but certainly not yet.
And this concludes my proof that Femme Fatal is literally correct, the number of forum members does not represent 1/10000 of total customers. In fact we never have represented 1/10000 customers, or anything close to it, not in the history of these forums or Elemental.
[On second thought, it's remotely possible to achieve the 1/10000 fraction early in the forum's life; if, just as an example, the hypothetical first post announcing preorder availability was immediately followed by 10,000 preorders before the second post could be made. But this is unlikely, and anyway Femme Fatal's post probably means that we do not currently represent 1/10000 total customers, which is certainly true regardless of any extreme situations that may have existed in the past.]
As an aside, Sir Raven I support your quest for more "epic" in our battles, and I apologize with dubious sincerity for my deliberate, shameless, and not-entirely-serious thread derailing. I'll just consider this a needlessly-wordy 'bump' to assuage my conscience.
But I hope that you get the concept that exaggerating (particularly statistical data) to try to prove some kind of point is completely counterproductive.
If you have an opinion, stick to your opinion. Don't try to back it up with worthless, conjured up data. If your opinion is solid enough on its own, it will stand tall. Fabricating crap to try to enhance your point does nothing but lessens your credibility, regardless if you blindly stumble upon some statistical anomaly along the way.
Guy's, I appreciate the input and in some cases those defending me. For the last few pages the thread had actually turned back into a useful conversation instead of a moan fest, so lets try to keep it on track for all our sakes, ok .
In part this is my fault. My last few replies were about a chat I had with the devs. I was never told I could even post about it and now I'm not so sure I even should have mentioned it. It was only meant to give everyone an insight into the ideas that were being kicked around internally. I was NOT told the game would be going to a continuous turn system. Nothing I was told clearly stated that the turn mechanics would need to be changed, just that new ways to use those mechanics were in the works. Such as spells that take multiple turns to cast. All that means is that you'll have a chance to counter a spell or to have your spell countered. It Does Not mean they have to change the way turns work to make that happen. The same goes with what was mentioned on unit counts and using population as a resource to be able to make much Larger Armies, among being able to use them in other areas like research or production, just like in MoM and MoO.
None of it was set in stone, it was a talk on ideas, nothing more, which was why I didn't post about it and was intentionally being vague. Rest assured though, whatever they come up with using the mechanics they have in mind I think we'll ALL be Very Happy with the new system. It allows for simple use yet also has a greater depth of both strategic and tactical options and will make battles both feel and look much more "Epic" and be far more important throughout the coarse of the game.
They're doing an amazing job fixing their mistakes and the game is only looking better and better with each additional update. Especially once the expansions start hitting, I know we'll all be able to say we were glad we purchased Elemental and will still look forward to purchasing many (if not all) of Stardock's future ventures with their games.
If we want the devs to keep reading this thread and taking useful information from it then we need to keep the replies mature and relevant to the ideas they mentioned. They are reading this thread and taking notes.
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