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World War III VERSION 2 - 7/12/2020 1:52:13 PM   
markb50k

 

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Last year I posted some pics of my World War III mod, and since then I've been re-designing it and finally made the decision to build a Windows App written in c# that pretty much runs the game the way I modded it and then saves the unit info to the map and i can then play in the actual game. Its sort of a game editing tool that also implements a bunch more functionality.

I'll be posting some updates on the scenario I'm doing but here is the app I have created to run my game.





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RE: World War III VERSION 2 - 7/12/2020 1:58:03 PM   
markb50k

 

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Just by viewing the screenshot you can get an idea of what is possible.

In summary the app lets me do alot of stuff you can't do within the actual game like:
- Complete re-design on how units are structured
- change in build costs and strengths and pretty much everything assumed in the game
- place new factories, conquer areas of the game map
- build militias, collect resources
- Auto combats, and formal combats
- Build units and place them
- Calculate supply even

In fact, the only thing I actually use the MWIF game for is that is easier to move units around in the game, the map is fantastic, and it gives structure to the turns with weather and end turn rolls etc

I'll use this thread to post highlights of a current scenario I'm running just for kicks and to inspire people on what is possible.

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RE: World War III VERSION 2 - 7/12/2020 2:03:10 PM   
rkr1958


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Wow ... I'm impressed and inspired. Got another week of vacation but can't wait to get home and see what trouble I can get into with my ever involving python gamefile editing app.

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RE: World War III VERSION 2 - 7/12/2020 2:07:07 PM   
markb50k

 

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From: Spring, TX
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To catch everyone up, Here are some auto-generated reports the app creates for me to give updates on the game status:

Nov/Dec 1989 Impulse 13 Combat Report
Location: ISR 82,64
EAST (ATK) Gains 0.1
WEST (DEF) Loses 0.2

Nov/Dec 1989 Impulse 13 Combat Report
Location: Tainan TAI 91,148
EAST (ATK) Loses 0.5
WEST (DEF) Loses 0.2


Nov/Dec 1989 Impulse 13 War Report

West Strength: 273.9 (-0.5)
- Regular: 252.3 (-1)
- Elite: 21.6 (0.6)
- CITIES: 272

East Strength: 521.4 (-0.3)
- Regular: 460.9 (-3.3)
- Elite: 60.5 (3)
- CITIES: 281

So, in this impulse, the East has launched a couple of costly attacks with the purpose of training their units up to a level where their invasion forces on Taiwan will be properly supplied. I'll kind of explain how units are modeled in this game after i post some screens of current map in game.

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RE: World War III VERSION 2 - 7/12/2020 2:09:56 PM   
markb50k

 

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At this point, Eastern forces have conquered most of Scandinavia except for Stockholm





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RE: World War III VERSION 2 - 7/12/2020 2:28:29 PM   
markb50k

 

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Western Europe





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RE: World War III VERSION 2 - 7/12/2020 2:38:20 PM   
markb50k

 

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Israel





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RE: World War III VERSION 2 - 7/12/2020 2:49:14 PM   
markb50k

 

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Other areas of the World.






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RE: World War III VERSION 2 - 7/12/2020 2:52:04 PM   
markb50k

 

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quote:

ORIGINAL: rkr1958

Wow ... I'm impressed and inspired. Got another week of vacation but can't wait to get home and see what trouble I can get into with my ever involving python gamefile editing app.


Thanks man. I think you and I have similar interests in bending our gaming experiences to our own will. Haha.

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RE: World War III VERSION 2 - 7/12/2020 4:07:17 PM   
Courtenay


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Everything seems to be one unit per hex. Do you still have stacking? Or is it just not shown?

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RE: World War III VERSION 2 - 7/12/2020 4:28:27 PM   
markb50k

 

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quote:

ORIGINAL: Courtenay

Everything seems to be one unit per hex. Do you still have stacking? Or is it just not shown?


As my mod has evolved I realized that everything I assumed was not editable was. Purely from an aesthetic sense I like neat map boards so I simply scaled down unit strength factors to a level where I could abstractly show the relative strengths of forces by combining it all into one unit.

So short answer is yes I don’t use stacking but the slightly longer answer is that at time of attack the attacker does have the capability to stack. I then created some easy code that after battle moves the stacking units back to an open area behind the lines.

Much of the decisions I make are based on either aesthetics, simplifying the onerous tasks WIF requires, and balancing.

I’ll give a run down on how in essence this game has no units per se but collections of troop types that are represented by on map icons

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RE: World War III VERSION 2 - 7/12/2020 6:30:44 PM   
markb50k

 

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UNIT MECHANICS

Essentially, where programming can differ than an establish Game like MWIF is that we aren't limited by things like a force pool and unit counters.

Once i built the app, I realized that i can break things down to the more atomic level for simplicity but with some subtleties that add some strategy.

BUILDING

For mostly aesthetic reasons, I wished to have a single unit counter represent the power in a hex, so the app keeps track of how much "unit" is in a hex as a unit, with a size from a scale to 1 to 100 (I'll get to how much factors that translates to in a bit). So if we use the MWIF model that a hex can hold two corps size units, and a corps costs 3 BPs for INF and 6 for ARM, then we can say that 1 bp builds 1/6th of a hex power of INF, or 1/12th of hex power of ARM.

So, when i spend a BP in the app, it produces that much onto the production cycle (I also spread that over the turns to produce, so when you spend a BP on ARM, for instance, it creates 8.25 points of "unit". It splits that into 4 (build time of ARM corps), and so you have a portion of that arriving each turn.

To add another variable, the country chosen from the force pool drives that as well. I have approximately 130 countries represented in the app, and when you build it chooses from the possible countries for each side, weighted by how many 'points' of INF and ARM each country has (which is configured in a csv file I load into the game). So for the East side, USSR and PRC are most likely to be chosen, how likely is dependent on which type of unit you are purchasing, INF or ARM (USSR has a preponderence of the ARM units and PRC is more even in terms of INF points)

Each country also has a relative strength of their unit types, all normalized against a scale of the country with the highest ratings, in this case, the USA.

Each side also has a country by which all units are normalized to, US and USSR as expected.

So for instance if the game produces a US or USSR ARM unit, it produces the 8.25 points as mentioned above, but if it say produces a Pakistani ARM unit, Pakistan has a factor of say 50% of the USSR factor, so the app would build 4.125 points instead. This normalization allows me to easily transfer "unit" portions between units in a consistent way. So in essence as the East player you hope that USSR gets picked more often as they are the strongest units, and odds are you do since USSR has largest number of ARM points per the CSV file.

COMPOSITION

In a single unit you can have up to 100 points of "unit" in it, either INF or ARM (10 INF, 90 ARM or 50/50 or whatever). This drives alot of things, including Movement, and Unit counter type, and strength.

<25% ARM of total size => INF unit type
<50% ARM => MOT
<75% ARM => MECH
>= 75% ARM => ARM

TRAINING/XP

Units can only hold up to 100 points of unit size, but there are ways around that. Each impulse and during each autocombat and combat units can gain XP, up to half the unit size (so a unit with only 20 pts of INF, can only have up to 10 pts of XP).

XP pts contribute additional strength, so a maxed out unit will have up to 50% higher strength due to XP.

It takes a while to earn XP. But units can also transfer portions of their 100 unit size to become XP points during each battle. By transferring size from the 100 size bucket to the xp bucket doesn't make the unit stronger, per se, but it does make room in the 100 size bucket for you to reinforce the unit. So a unit gets stronger by getting XP which is a net gain, and by transferring (training) normal size to the xp bucket, which makes room for more size to be added by transfers from other units.

You'll notice some units in the screenshots show names like ">" or ">>" etc. Those are ranks which show how much up to the 150% max strength of unit the unit has.

ELITE UNITS

Any amount units have in their Xp pools contribute greatly to attacks. XP amounts aren't halved in invasions, or are x3 in mountains vs normal (x2). They are basically considered elite portions of the unit.

If a unit is a smaller unit (up to 25 size) and has nearly maxed xp for its size (near 12.5 xp) it is put on the map as an elite type unit (Marine or AirCav for INF, and Armored Cav for ARM units). The unit is gifted max movement (7) and infantry elite units can be used for air assault and marine movement across coastal hex sides.

HQ UNITS

There are no formal HQ units in the app in the current incarnation. However, one function that HQs provide in MWIF is carried over into the game. Supply is normally only provided from home country cities to a range of 4, or extended by rail lines, or by ports to areas not connected by a land path to a home country city. Here, high rank units (near maxed out units in size and xp) on a coastal hex can act as a port. In the scenario screenshots above, Chinese forces have finally reached the point where one of their units has achieved Colonel rank, and as such it can provide supply up to 4 hexes away, which essentially puts the entire invasion force into supply which removes the 50% reduction in strength and 1 movement factor penalty for Out of Supply units. The invasion of Taiwan has been very costly, but it has resulted in many highly trained units, and now with a Colonel ranked unit, all of them are now not halved anymore.

STRENGTH

As mentioned above, all units of a side are translated into their equivalent sizes of the leading countries of each side, the USA and USSR. Globally however, the app translates the size of the unit into a strength when writing to the game file so that the unit counters have factors. Long story short, while the East side has an advantage of many more units to start the game, the West units have more strength per size, which is the prevailing strategic challenge of the game for the East side. To capture enough cities and resources to produce enough units to balance out the higher quality Western units.

In the current incarnation, here are the relative strengths of a 100 size unit:
NATO
- ARM - 10 strength
- INF - 4.23 strength
WARSAW PACT
- ARM - 7.37 strength
- INF - 3.42 strength

since the Warsaw Pact are doing more attacks early in the game, and you gain more xp for attacking then defending, much more East units are higher rank at this point in the game, so this counterbalances the quality gap. As shown in the screen shots in Taiwan, there are 9 strength armor units for the Chinese which is because they are higher xp due to the volume of attacks which has raised ranks to Captain (II) and Colonel (IIII)

UNIT DIVERSITY

Finally, by running combat and supply and movement mostly through the external app, unit types normally not produceable in MWIF are achievable in the app, like Heavy Weapons units and Air Cav. Most of this is purely for aesthetic as honestly those unit types on the map just look cooler.

< Message edited by markb50k -- 7/12/2020 6:35:10 PM >

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RE: World War III VERSION 2 - 7/12/2020 8:03:45 PM   
markb50k

 

Posts: 1224
Joined: 7/1/2004
From: Spring, TX
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Nov/Dec 1989 Impulse 15 Combat Report
Location: JOR 82,65
WEST (ATK) Gains 0.4
EAST (DEF) Loses 1.2


Nov/Dec 1989 Impulse 15 Combat Report
Location: EGY 81,62
WEST (ATK) Gains 0.1
EAST (DEF) Loses 0.4

Nov/Dec 1989 Impulse 15 War Report
West Strength: 274.3 (0.4)
- Regular: 250.6 (-1.6)
- Elite: 23.7 (2)
- CITIES: 272

East Strength: 520.1 (-1.3)
- Regular: 458.9 (-2)
- Elite: 61.2 (0.7)
- CITIES: 281





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RE: World War III VERSION 2 - 7/12/2020 11:36:15 PM   
markb50k

 

Posts: 1224
Joined: 7/1/2004
From: Spring, TX
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END TURN phase

MILITIA phase. Based on number of cities occupied by each side, random amounts of Infantry are produced outside of normal production. This is a balancing step to provide the factory-poor EAST some advantage as they soon lead the map in occupied cities.

Countries with more possible troop strength are weighted heavier, and conquered countries (all cities occupied) are less likely to raise militia, and altogether prevented from providing militia if the occupied country has enough troops present in the country. Definitely inspired by MWIF but with my own twist.

CGO 9%
VIE 31%
FRG 32%
UK 16%
MAU 9%
USSR 83%
USA 83%
ITA 27%

The % is how much of a full unit is raised. For countries like USSR with 83% it means that USSR was picked randomly quite a number of times (My guess is 5 since each militia is a 1/6th of a unit)

CAPTURED CITY BONUS PHASE

For any cities captured this turn, the net difference awards the gaining side 3 BPs per city as a one time bonus.

Nov/Dec 1989 Impulse 15 Build Point Bonus Report
East Gains 6 cities and 18 BPs


RESOURCE GATHERING. The app finds paths through friendly sea zones for resources to go to factories. If it cant find a factory, it goes to a friendly city for 1/4th a BP, and if not that a occupied city for 1/8th a BP.

Nov/Dec 1989 Impulse 15 Production Report

Area Name: Stockholm 38,43
Side: West
Factories Idle: 1

Area Name: 89,148
Side: East
Resources Idle: 1

Area Name: San'a 99,72
Side: East
BPs From Factories: 1

Area Name: Manila 100,150
Side: East
BPs From Captured Cities: 0.125

Area Name: Dakar 100,6
Side: East
BPs From Cities: 0.25

Area Name: Kano 104,32
Side: East
BPs From Cities: 0.25

Area Name: Tangier 74,18
Side: East
BPs From Factories: 1
BPs From Cities: 0.75

Area Name: Brunei 112,143
Side: East
BPs From Cities: 0.25

Area Name: Yaounde 114,37
Side: East
BPs From Cities: 0.25

Area Name: Libreville 118,35
Side: East
BPs From Factories: 1

Area Name: Balikpapan 119,144
Side: East
BPs From Cities: 0.25

Area Name: Luanda 128,41
Side: East
BPs From Cities: 0.25

Area Name: Salisbury 139,58
Side: East
BPs From Cities: 0.5

Area Name: Christchurch 171,201
Side: West
BPs From Factories: 88
BPs From Cities: 2.25

Area Name: Vientiane 96,131
Side: East
BPs From Factories: 57
BPs From Cities: 5

Area Name: Antananarivo 140,76
Side: East
BPs From Factories: 1
BPs From Cities: 0.25

Grand Totals: Red 69.125 Blue 90.25


East will use most of the BPs in the early turns to produce factories.



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RE: World War III VERSION 2 - 7/13/2020 2:38:52 PM   
markb50k

 

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Joined: 7/1/2004
From: Spring, TX
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BUILD PHASE. Many countries receive reinforcements through builds, but most are slivers of a full unit. Altogether approximately 60+ strength factors arrive on the map.

COUNTRY	INF	ARM	STRENGTH
USA	0%	100%	10
USA	0%	88%	8.75
FRG	55%	22%	4.52
IND	97%	0%	4.12
USA	92%	0%	3.88
FRA	67%	10%	3.86
USSR	50%	25%	3.56
UK	47%	15%	3.51
ISR	8%	23%	2.69
JPN	35%	5%	2.01
ROK	20%	6%	1.46
PRC	31%	4%	1.36
NED	7%	8%	1.04
SWE	7%	6%	0.91
SPA	13%	3%	0.88
BEL	13%	3%	0.88
CAN	19%	0%	0.81
IND	0%	8%	0.79
RSA	18%	0%	0.78
ITA	0%	7%	0.7
SYR	16%	2%	0.65
HUN	15%	1%	0.63
PER	15%	0%	0.62
MEX	15%	0%	0.62
TUR	6%	3%	0.61

PRK	16%	0%	0.54
PAK	16%	0%	0.54
TAI	12%	0%	0.53
NZ	10%	0%	0.42
URU	10%	0%	0.42
COL	10%	0%	0.42
DEN	0%	3%	0.34
BRA	5%	1%	0.28
AUS	6%	0%	0.26
CZE	0%	3%	0.23
IRN	0%	3%	0.23
POL	0%	3%	0.23
OMN	5%	0%	0.21
BOL	5%	0%	0.21
VIE	0%	3%	0.2
SUI	0%	2%	0.2
SRL	4%	0%	0.16
GDR	0%	2%	0.13
IRQ	0%	2%	0.11
EGY	0%	2%	0.11
ROM	0%	2%	0.11
BUL	0%	1%	0.1
YUG	0%	1%	0.1
POR	0%	1%	0.09


Nov/Dec 1989 Impulse 15 War Report
West Strength: 338.1 (57.1)
- Regular: 314.3 (57)
- Elite: 23.8 (0.1)
- CITIES: 272

East Strength: 533.5 (8.8)
- Regular: 472.3 (8.8)
- Elite: 61.2 (-0)
- CITIES: 281



< Message edited by markb50k -- 7/13/2020 2:42:12 PM >

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RE: World War III VERSION 2 - 7/13/2020 5:15:43 PM   
markb50k

 

Posts: 1224
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From: Spring, TX
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New Turn. Allies get Initiative.

Jan/Feb 1990 Impulse 1 Combat Report
Location: JOR 82,65
Odds: 13.307
WEST  (ATK) Gains 5% (0.4 factors)
EAST  (DEF) Loses 38% (1.5 factors)

Jan/Feb 1990 Impulse 1 Combat Report
Location: MOZ 140,62
Odds: 13.176
WEST  (ATK) Gains 1% (0.1 factors)
EAST  (DEF) Loses 14% (0.5 factors)

Jan/Feb 1990 Impulse 1 Combat Report
Location: EGY 81,62
Odds: 10.66
WEST  (ATK) Gains 3% (0.2 factors)
EAST  (DEF) Loses 16% (0.6 factors)

Jan/Feb 1990 Impulse 1 War Report
West Strength: 338.5 (0.5)
- Regular: 311.8 (-2.5)
- Elite: 26.7 (3)
- CITIES: 272
East Strength: 531.1 (-2.3)
- Regular: 469.4 (-2.9)
- Elite: 61.8 (0.6)
- CITIES: 281





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RE: World War III VERSION 2 - 7/13/2020 8:47:35 PM   
markb50k

 

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Jan/Feb 1990 Impulse 4 Combat Report
Location: BOT 144,54
Odds: 7.248
EAST  (ATK) Loses 5% (0.2 factors)
WEST  (DEF) Loses 5% (0.2 factors)

Jan/Feb 1990 Impulse 4 Combat Report
Location: Tainan TAI 91,148
Odds: 6.625
EAST  (ATK) Loses 6% (0.1 factors)
WEST  (DEF) Loses 5% (0.2 factors)

Jan/Feb 1990 Impulse 4 War Report
West Strength: 337.5 (-1)
- Regular: 310.3 (-1.5)
- Elite: 27.2 (0.4)
- CITIES: 271

East Strength: 531.2 (0.2)
- Regular: 467.5 (-1.9)
- Elite: 63.7 (2)
- CITIES: 282


With this attack, a Chinese MOT Corps becomes our first white print unit.






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RE: World War III VERSION 2 - 7/14/2020 12:16:27 AM   
markb50k

 

Posts: 1224
Joined: 7/1/2004
From: Spring, TX
Status: offline
Weather clears over much of the map, and the heavy armored forces of the West begin to make gains around Israel. Also a small counterattack in Central Germany.

Jan/Feb 1990 Impulse 7 Combat Report
Location: JOR 82,65
Odds: 17.197
WEST  (ATK) Gains 7% (0.6 factors)
EAST  (DEF) Loses 65% (2.2 factors)


Jan/Feb 1990 Impulse 7 Combat Report
Location: TUR 71,64
Odds: 9.503
WEST  (ATK) Gains 1% (0 factors)
EAST  (DEF) Loses 15% (0.5 factors)


Jan/Feb 1990 Impulse 7 Combat Report
Location: JOR 79,64
Odds: 9.238
WEST  (ATK) Gains 1% (0.1 factors)
EAST  (DEF) Loses 13% (0.4 factors)


Jan/Feb 1990 Impulse 7 Combat Report
Location: EGY 81,62
Odds: 14.366
WEST  (ATK) Gains 9% (0.6 factors)
EAST  (DEF) Loses 50% (1.7 factors)

Jan/Feb 1990 Impulse 7 Combat Report
Location: FRG 52,37
Odds: 8.63
WEST  (ATK) Gains 2% (0.1 factors)
EAST  (DEF) Loses 6% (0.4 factors)

Jan/Feb 1990 Impulse 7 War Report
West Strength: 338.5 (1.5)
- Regular: 305.2 (-4.3)
- Elite: 33.4 (5.8)
- CITIES: 272

East Strength: 525.9 (-5.3)
- Regular: 461.6 (-5.2)
- Elite: 64.3 (-0)
- CITIES: 281





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RE: World War III VERSION 2 - 7/14/2020 11:00:19 PM   
paulderynck


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From: Canada
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Judging from the last few screen shots your WW III has a lot of the feel of WW I.

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RE: World War III VERSION 2 - 7/15/2020 1:58:02 PM   
markb50k

 

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Joined: 7/1/2004
From: Spring, TX
Status: offline

quote:

ORIGINAL: paulderynck

Judging from the last few screen shots your WW III has a lot of the feel of WW I.


I agree. I am continually tweaking the functionality for good gameplay to try to give a more dynamic flow to the early turns for the Eastern Bloc. There are many ways MWIF excels at this but the designers have been working on that longer than I have lol.

I'll keep trying to find the special sauce. Thanks for the comment :)

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RE: World War III VERSION 2 - 3/11/2021 6:07:23 PM   
jtcourtne

 

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Joined: 6/3/2002
From: Calgary, Alberta
Status: offline
Hi markb50k,

Are you still working on this? I'd be interested in trying out any new versions that you may have produced.

Cheers

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RE: World War III VERSION 2 - 3/21/2021 7:33:18 PM   
Divadov

 

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Joined: 3/27/2019
From: Barcelona
Status: offline
Awesome

Where can I download the mods?

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RE: World War III VERSION 2 - 12/30/2021 4:50:33 AM   
TrogusP96

 

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Status: offline
Interesting. Do you know how to mod the unit costs for the base game - the land units since the manual shows how to do the air and naval (2nd cycle cost)?

Is your work a mod or a complete separate game file?

Thanks, Jim

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RE: World War III VERSION 2 - 12/30/2021 4:50:54 AM   
TrogusP96

 

Posts: 160
Joined: 6/15/2015
Status: offline
Interesting. Do you know how to mod the unit costs for the base game - the land units since the manual shows how to do the air and naval (2nd cycle cost)?

Is your work a mod or a complete separate game file?

Thanks, Jim

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Post #: 24
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