It is currently Sun Oct 21, 2018 10:10 am


Post new topic Reply to topic  [ 91 posts ]  Go to page 1, 2, 3, 4  Next
Author Message
 Post subject: Official feature list in development
PostPosted: Thu Nov 19, 2009 11:46 pm 
Stupor Mundi
User avatar

Joined: Mon May 11, 2009 1:24 pm
Posts: 532
// Last Edit: 19-02-10//

Hello folks,

So here is the official list of features that are in development. Feel free to discuss whish-list features here, I’ll do my best to keep it up-to-date on a regular basis.

I want to set the expectations properly before starting this however: while I love nothing more than discussing about where we're going with gamers, sometimes there are calls that are simply made based on our available resources, on feasibility, on our priorities as a company or even simply on the visions we have of the game which may be different from one person to another. However, it’s nonetheless a great place to discuss, throw in some ideas and, of course, keep you informed as to what we’re up to these days.

I’ll never set a firm date here. We want to take the time to do things properly and sometimes this means not rushing them up. However, I’ll split them up as there how far along they are to give you a time frame. For pointers, here’s how I’ve split up the progress categories:

- ‘Idea state’ means this is something we’ve talked about, maybe had a design meeting to established some ground work on;

- ‘In development’ means either a designer has produced a full document, an artist is working on it, a programmer has started to code ot, or a combination of these things;

- ‘Right around the corner’ means we’ve had extensive development on the feature and, unless we hit an unforeseen wall in the last stretch, you should be seeing it integrated in the near future.

So, here we go:

DONE:
- Earning XP, skills and specs. Giving Reknown to units;
- Mac Version;
- Login in more than 2 players;
- Changing terrain size;
- Specifying a unique name per unit;
- General stablisation and balancing (not perfect, but much better);
- iPod version;
- Exchanging figurines with a Brother-In-Arms;
- Choosing a general for the army in the muster page;
- Changing factions for the heroes in the collection page;
- Adding the Knight Baneret and the Dismounted Baneret to the game;
- Adding Wallace to the game;
- Adding a win-meter for tournaments;
- Adding a draw/surrender option for late-game closing;
- Getting warned in real time when a muster is no longer valid (well, we simplified the whole muster mechanism actually);

RIGHT AROUND THE CORNER:
- Major graphical overhaul (animations skipping, special effects, etc.);
- Various story-related articles;
- Adding more detailed stats in-game with the Help Function (roughly 50% done);

IN DEVELOPMENT:
- Playing with two machines at once;
- Adding the Help Function to the Fate Screen to see what’s considered in a duel;
- Adding terrain simple types (forests, hills, etc.);
- Choosing unique colours for your unit in-game;
- Adding friends to your profile (basic functionality done);
- Badge system (started for BEK players);
- Full web Encyclopaedia of the rules;

IDEA STATE:
- Adding simple scenarios;
- Maybe adding a scenario builder (?);
- Creating musters from the game software (?);
- Accessing the game encyclopaedia from the software;
- Accessing to more muster info inside the game software (not done but it got better);
- Adding complex terrain types (buildings);
- Adding a weather system;
- Adding a day/night cycle;
- Seeing what units gain levels after the game is over from the software;
- Seeing performance stats after a game;
- Being able to filter you various musters by type and size;
- Creating a gaming group;
- Economic system (huge feature!);
- Perk/Personality system;
- Tournament, leagues and campaigns;
- Surrender and Draw option;
- Being able to elect the unit of the game for special reward (?)

There we go folks. Looking forward to read your comments.
Friedrich


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Fri Nov 20, 2009 12:22 pm 
Imperator Inter Homines

Joined: Tue May 12, 2009 11:13 am
Posts: 215
Logging in with more than 2 players has now moved from "In development" to "Right around the corner" :)

_________________
Image
Programmer, gamer, armchair game designer.


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Fri Nov 20, 2009 1:10 pm 
Bleeding Edge Knight
User avatar

Joined: Sun Aug 23, 2009 6:19 pm
Posts: 369
Location: Montréal, Canada
Here is a wish list feature I'd like:
Being able to login other players without having their official password.

This could be a second password associated to an account that can only be use with the game to download a player's muster list. This would be a password that you can give fiend and other players in your area, allowing them to get your army lists on their computer if you are meeting up and playing somewhere with no internet connection.

Or it could be when I log in the game client, in the main menu, there would be an option to get the muster from other players : list of player's muster on your computer, date of muster download, 'Add new player'.

_________________
From Montreal's area and want a demo, send me a PM!
Dans la région de Montréal et tu veux essayer le jeu, envoie-moi un PM!
Image


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Fri Nov 20, 2009 3:40 pm 
Lead Spammer / Spammeur en chef
User avatar

Joined: Sat Jul 25, 2009 1:37 am
Posts: 2694
Location: Chevilly Larue (94) FRANCE!!!!
XP!!!!!!!!!!!!! a soon as you can ( i bought the game for this and a lot of people think the same)

economic system is nice too (it was supposed to be one of the main feathures of the game)

_________________
Image

Part du principe que j'ai toujours raison, tu gagneras du temps
Life is a game, play it your way

http://ex-illis.com/wikipl/Category:Cadwe


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Fri Nov 20, 2009 5:01 pm 
Imperator Inter Homines

Joined: Tue May 12, 2009 11:13 am
Posts: 215
Everything that's needed for xp, levels and specialisation points is already in-game. It was actually ready for the release. That is, as soon as we don't have to approve battlereports manually, exp will start flowing in as you play your games, in real time (however, you'll have to log off and re-log to update all of your player info if you want to get access to the unlocked levels).
I'm not the one who's working on the system, so I can't give a precise prediction. but I'd say it is not impossible it could be released tonight :)

_________________
Image
Programmer, gamer, armchair game designer.


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Fri Nov 20, 2009 5:05 pm 
Lead Spammer / Spammeur en chef
User avatar

Joined: Sat Jul 25, 2009 1:37 am
Posts: 2694
Location: Chevilly Larue (94) FRANCE!!!!
cool; the battles we already played still counts? and does the looser still gets xp as was explained at one point?

_________________
Image

Part du principe que j'ai toujours raison, tu gagneras du temps
Life is a game, play it your way

http://ex-illis.com/wikipl/Category:Cadwe


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Fri Nov 20, 2009 5:19 pm 
Imperator Inter Homines

Joined: Tue May 12, 2009 11:13 am
Posts: 215
Yep. To make sure the community does not fragment due to different paces of progression, both winner and loser gain the same amount of XP for every fight.
We've been saving every battlereport since the release, so yes, you'll definitely get the experience for most games you've completed since the release. However, some battlereports have been corrupted by funky interactions between the initial system and OS administrator privileges (I believe that was corrected as soon as 1.02). While we're doing everything we can to save these, it means we might have to push back the final implementation of the XP system to early next week (although I sure don't hope so!).
Until then all you can and/or should do is to keep up with the latest releases and be safe in the knowledge that all that retroactive XP is soon going to flood your profile :)

_________________
Image
Programmer, gamer, armchair game designer.


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Fri Nov 20, 2009 5:38 pm 
Bleeding Edge Knight
User avatar

Joined: Sun Aug 16, 2009 7:31 pm
Posts: 2363
Location: Chi-Town
Not a fan of how the xp will be assigned. There should be some reward to winning.

_________________
Image


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Fri Nov 20, 2009 5:43 pm 
Lead Spammer / Spammeur en chef
User avatar

Joined: Sat Jul 25, 2009 1:37 am
Posts: 2694
Location: Chevilly Larue (94) FRANCE!!!!
If it doesnt change, the winner gets gold to improve its units

_________________
Image

Part du principe que j'ai toujours raison, tu gagneras du temps
Life is a game, play it your way

http://ex-illis.com/wikipl/Category:Cadwe


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Sat Nov 21, 2009 3:52 pm 
Stupor Mundi
User avatar

Joined: Mon May 11, 2009 1:24 pm
Posts: 532
@ Tchuck;

I like the idea. We've discussed something similar briefly at the studio but tossed out the initial form because of the security reasons it infered. It works well when everyone is well intended, but opens a door to a few possible abuses. We'll keep poking at it to see if we can get something that is both safe and fulfils that need.


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Mon Nov 23, 2009 10:47 pm 
Stupor Mundi
User avatar

Joined: Mon May 11, 2009 1:24 pm
Posts: 532
added the ''Surrender and Draw option''.


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Tue Nov 24, 2009 2:45 am 
Bleeding Edge Knight
User avatar

Joined: Mon Aug 17, 2009 6:31 pm
Posts: 1576
Location: Southern Oregon
Wish list. ( why not dream big :lol: )

1. A descriptive and colorful battle report that you can print after the game. Not just the long bow men fired on the Billmen volley fire get 4 hits. , but something like "Volley after volley of arrows rained on the Billmen driving them back and frightening as they watched 4 of there kinsmen pierced through".

2. Sound effects. I know I know some one on the design team thinks sound effects will distract from the game !!!. Take that person and tie them up, and play any war movie without the sound effects then ask them did it take away from their imagination or added to it ? Better yet set up the board and play a medieval battle movie as he moves his pieces (you know those fine crafted miniatures you guys make and I can not wait for more) then ask him if the game becomes more real more exciting. I'd been using sound effects files for years to add realism to my battles it works, and adds life to the game. Please consult everyone in the visual industry that will tell you the importance of good sound effects to help tell the story.

3. Many gamers are very creative and like to customize their models and elements of the game, any time you give them such options to add a little customization and personalization your gaining 8-) points with gamers who usually invest a lot of money into their hobby. For example if you look at my army, I have created a whole story behind my faction and customize several models to work with the story I know I won't be able to run them in an official game but nonetheless I plan on enjoying them for years to come in my own campaigns and unofficial games with friends and family. Especially in the campaign elements customizing would be wonderful.

4. A no graphics option !!! I don't want to waste my time looking at the computer screen to see pretty pictures, I spent too much time painting my miniatures, it's like watching porn when your wife is sitting in front of you, how rude is that.!! Just give me simple icons to represent the different units with some wonderful sound effects so that my eyes will be glued on the center attraction these miniatures that are so finely crafted and wonderfully painted, the game could even read out the results so all you had to do is input your orders and then watch the game unfold.

5. Lastly something I know is downright impossible but I'm going to say it just for fun anyway, it would be so cool if you could input all the orders for your units and the other side could put all the orders for their before it starts to resolve what happened. Here is where a battle of a good player, anticipating the move of his opponent would show forth the true warlord abilities. I know the game mechanics would have to be completely rewritten to allow this to take place but it sure is awesome just thinking about setting up a battle plan each game turn and watching it unfold .

In part you have this feature with the missile fire that will fire when someone enters that square, if you had each unit have a couple conditional orders, like for example when my billmen attack, Hoblars will skirmish also to the flank . so if you could add more conditional options for each unit someone could make a battle plan that would start a whole chain of events taking place.

wow you could do this :o :o :o :o :o !!!!!!!!!!!!!

6. Enough dreaming for one night

_________________
ImageImageImageImage


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Tue Nov 24, 2009 4:19 am 
Lead Spammer / Spammeur en chef
User avatar

Joined: Sat Jul 25, 2009 1:37 am
Posts: 2694
Location: Chevilly Larue (94) FRANCE!!!!
yosef is transforming this in a true video game. i believe if there's too much details, players will throw the figs away

_________________
Image

Part du principe que j'ai toujours raison, tu gagneras du temps
Life is a game, play it your way

http://ex-illis.com/wikipl/Category:Cadwe


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Tue Nov 24, 2009 7:52 pm 
Bleeding Edge Knight
User avatar

Joined: Mon Aug 17, 2009 6:31 pm
Posts: 1576
Location: Southern Oregon
:roll: You should re-read the post :roll:

the last thing I want is a video game !!!

I think the graphics get in the way of the computer assisted war-game rules.
The whole brilliance is to have a realistic rules simulation and playability which can only be effectively accomplished through the computer crunching , numerous numbers and situations that take place in a conflict simulation (as it is called in the military).

Things suggested here are what a serious gamer would love to see in the realm of realism. The exillis team has done an amazing job of bring table top miniature battles to a whole new level of realism, I hope that through the input of veteran war games like my self it will continue to evolve into something unprecedented in the gaming industry.

I do not play video games or have an interest in them. I have invested over $60 thousand dollars and 38 Years in war gaming. I have had warehouses full of painted miniatures and terrain, have had two full time painters working for me have written several rule sets and even wrote some computer programs to run table top games back in the 70s (when the world of computers was all so much simpler ) ……so believe me I do not want a video game.

If they threw away all those graphics and just had simply icons that you moved I would be ecstatic. Because my eyes are always on the table.

But the marketing team is trying to bridge two different gamming worlds so I understand why they have invested so much time in the look of the game. And I hope they succeed in bringing video gamers into the wonderful world of tabletop miniatures.

So please reread my post!!!!! and realize the last thing I'm proposing is a video game, but YES OH YES continue to develop the realism of the conflict simulation, bring on: formation changes and their impact in battle, bring on the fog of war,
the complexities of moral breakdown, the surge of adrenaline exhausting troops due to unexpected events or intimidating adversaries, bring on the intricate complexity with all the subtle nuances of conflict simulation .... ah there is so much more to be done.

I believe this team will achieve something well beyond a game and certainly beyond any video game the ability to execute precise battle plans using all the elements within your army and a system that has enough realism so that the real military geniuses can arise beyond the limited limitations of dice based rules systems or without having to be a statistician to play it.

_________________
ImageImageImageImage


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Tue Nov 24, 2009 8:10 pm 
Bleeding Edge Knight
User avatar

Joined: Sun Aug 16, 2009 7:31 pm
Posts: 2363
Location: Chi-Town
I agree with yosef on many points, but especially on the sound part. Yosef played space hulk with my step son and had sound effects cued up when they played. No game of space hulk i've played with my step son since, has matched the experience.

P.s. I didnt believe the warehouse bit, until he took me to the warehouse... Trust me, Yosef is the alpha war gamer / terrain maker/ modeler - not a vid gamer at all. Perhaps because I've actually seen his work, I have a lot more respect for his ideas than the average guy.

_________________
Image


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Wed Nov 25, 2009 5:12 pm 

Joined: Thu Oct 01, 2009 3:15 pm
Posts: 2
I may not know a lot about wargames but i have to say that I agree with yosef.

I believe that a simple program with no graphics would have been more fitting. I think the computer should function more like a calculator than a video game. The possibilities are endless with computer technologie. I think it's that aspect that appeals to hardcore wargamers more than those pretty sometimes not so well working visual effects.
I would like to see something less flashy but more complex and practical.

keep up the good work !

Xave


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Wed Nov 25, 2009 8:05 pm 
Stupor Mundi
User avatar

Joined: Mon May 11, 2009 1:24 pm
Posts: 532
Aaah... that's some cool discussions I was hoping to see when starting this thread. :)

Ok, so let's get to business.

@ yosefbender
Quote:
but YES OH YES continue to develop the realism of the conflict simulation, bring on: formation changes and their impact in battle, bring on the fog of war,
the complexities of moral breakdown, the surge of adrenaline exhausting troops due to unexpected events or intimidating adversaries, bring on the intricate complexity with all the subtle nuances of conflict simulation .... ah there is so much more to be done.


Couldn't agree more! One of the great, thrilling aspect of Ex illis is trying to create a truly deep and subtle gameplay... without scaring away the crowd. We've got a lot of things to do ahead of us, but we ARE having fun playing the game at the office, which is a really good sign considering we've spent the last 18 months developing it. Usually, developers are sick and fed-up much quicker than that!

Now, point-by-point:

1- Detailed post-game Battle reports is an official feature at the Idea state. Forgot to put it up when I made the initial list. Will rectify that. The idea to make it very narrative is not the direction we were initially going into, but a possibly cool second-phase iterations. (meaningful, interesting procedural story-telling is quite a large beast to tackle in game design, but a fun one nonetheless!).

2- For sound: the person to tie would be me. This may become a recurring pattern by the end of this post. :) The real problem with sound is the low return-on-investment (if you want something of a nice quality. Cheesy and silly is easy, but proper sound requires a lot of work). Coming from the videogame industry, I know what you mean when you say that sound adds so much, and I totally agree... but at the same time with the same resources necessary to do sound well we'd be able to add things like campaigns and a complete economic system. And to my feeling, especially considering we're trying to be a calculator, I feel we have higher priorities at the moment. Maybe once the major aspects of the games are done and we're happy with them...?

3- I honestly think you'll drool over the Traits and Characterization system I'm designing at the moment. I'm certainly having a lot of fun working on it. It's not going to be available soon, but should allow you to do wacky stuff and create very unique stories about your characters. 8-)

4- Most likely not gonna happen. Yep, you can tie me up again! Now, this deserves a bit of an explanations (I wouldn't want to be rude!). First, let me start by saying I understand your interest in not having a graphical option for the reasons you mention. If Ex illis would be a smaller-scale project aimed only at the most hardcore of the gaming population, this may be viable (even desirable, for cost consideration) options. BUT our ambition is also to enlarge the miniature wargaming hobby to a larger population, and the general public NEEDS graphics. We believe we can deliver a game that is both appealing to the core gamers for it's depth of gameplay and to their girlfriends/kids/friends-who-played-wargames for its ease of use! And pretty pictures make a lot of business sense on that end. This being said, we toyed with the idea of having a 'Skip Anim' and 'Skip Fate Screen' button for the most hardcore players who just want to 'play-by-the-numbers' so to speak. This may be an happy in-between solution.

5- A cool idea but... yeah we're talking Ex illis 2.0 here. :)

Friedrich

PS: by the way, I can see how the 'No to sound' but 'Yes to graphics' are somewhat conflicting. It's a resource-allocation call we've had to make between the two. Time will tell if we made the right one.


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Thu Nov 26, 2009 2:52 am 
Bleeding Edge Knight
User avatar

Joined: Mon Aug 17, 2009 6:31 pm
Posts: 1576
Location: Southern Oregon
I hope and pray Exillis someday you will out sell GW and have all the resources to put in every cool idea in this already better than anyone else game. I am truly grateful for the development so far.

I understand that the sound has to be the same quality as all the other components. The beautiful crafted minis are truly the high standard that everything else matches up to . and I all to painfully understand allocation of resources in a start up company, so I will use my role playing sound effect mixer till then ;) ( BTW sure would be nice if the game had a window for your program so I could run other programs like that on the same machine )

I am ready today to buy another army if there was one to buy .

I had no idea how much work goes into beta phase . when do you think there will be a public launch and how many units beyond the current will we see at that launch?
So looking forward to the next unfolding of the master plan to make the best tabletop war game in the world.

_________________
ImageImageImageImage


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Thu Nov 26, 2009 3:13 am 
I could not be a traitor to Edward, for I was never his subject.
User avatar

Joined: Wed Apr 22, 2009 6:47 pm
Posts: 1888
I'm not sure if that was a question or request, but pressing the 'f' key will get you out and back into fullscreen mode, so pressing it once brings you to the windowed mode, and again back to fullscreen.

You are free to resize the game window as you wish when in windowed mode.

_________________
Image


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Thu Nov 26, 2009 11:59 am 

Joined: Thu May 21, 2009 11:10 am
Posts: 52
Quote:
I hope and pray Exillis someday you will out sell GW

most likely GW will rip off the idea and develop their own version if the game is successful... ;)

I would have to agree with the graphics first choice. Every game I've played has attracted attention by passers by who regularly ask what the game is, what's going on etc. And when the results are shown on the screen the reaction is "hey that's so cool..." (especially when a group of vileins kill a decurion ) :D The sound in this case is secondary since I can't even recall if it was turned on or not. Besides, the gameshop's so noisy with a LAN area, 2 video game consoles and several TTGs going on at the same time that it's kinda moot. (Even worse if you get AT43 players yelling "Medic"!) :mrgreen:

If there's anything I'd like in the future (besides having a macbook/ipod version out soon ;) )I think it would be real time interaction with the minis. Kinda like the PS3 game Eye of Judgement where you have a camera that watches the game and displays it on screen superimposing the effects, spells etc. on the battle in real time by reading a type of barcode on the minis. Ideally you would actually move the pieces around next to each other and watch the figs fight with battle animations.

If you haven't seen the game google it or to see the type of technology I'm talking about, see the new issue of Esquire and it's Augmented reality issue. Exillis is the first step but, this is probably the next evolutionary step in the TTG world...

_________________
"From the hundred year war to the Crimea
With a lance and a musket and a roman spear
To all of the men who have stood with no fear
In the service of the king."
-The Clash.


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Thu Nov 26, 2009 5:29 pm 
Stupor Mundi
User avatar

Joined: Mon May 11, 2009 1:24 pm
Posts: 532
Augmented reality is a hot debate here at Bastion. ;) More likely that we'll have that conversation for real around Ex illis 2.0 (as in: not in the near future) IF it's commercially viable then.

"The future is here. It's just not evenly distributed yet." - William Gibson


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Thu Nov 26, 2009 9:54 pm 
Bleeding Edge Knight
User avatar

Joined: Sun Aug 16, 2009 7:31 pm
Posts: 2363
Location: Chi-Town
Exillis 3.0 - the holograph version ;)

seriously though, doing something with the new surface tech would be neat.

_________________
Image


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Thu Nov 26, 2009 10:37 pm 
I could not be a traitor to Edward, for I was never his subject.
User avatar

Joined: Wed Apr 22, 2009 6:47 pm
Posts: 1888
I've been working along with a friend on a touch surface, if we get it to the state we want, we will definitely build an Ex illis interface for it :)

_________________
Image


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Sat Nov 28, 2009 4:25 pm 
Bleeding Edge Knight
User avatar

Joined: Sun Aug 16, 2009 7:31 pm
Posts: 2363
Location: Chi-Town
If you do a touch surface release that would be awesome. But i beg you to add custom (super calculator, compute all the deep layers of the game) dice for the touch version. Fate screen is cool, but i miss rolling dice.

_________________
Image


Top
 OfflineProfile  
 Post subject: Re: Official feature list in development
PostPosted: Sun Nov 29, 2009 3:07 am 
Bleeding Edge Knight
User avatar

Joined: Mon Aug 17, 2009 6:31 pm
Posts: 1576
Location: Southern Oregon
wow the technolgy in that card computer game was awesome it would solve the debate as you would be looking at the minis not the graphics and see all the effects overlayed on the minis.

maby exillis 4 after some grand sales :P

_________________
ImageImageImageImage


Top
 OfflineProfile  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 91 posts ]  Go to page 1, 2, 3, 4  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: Google [Bot] and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron

Ex illis and Bastion are trademarks or registered trademarks of Studio Figurines Bastion Inc. in the US and/or other countries. All rights reserved.
Not able to open ./cache/data_global.php