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Eight v1.801 problems, bugs and oddities - 7/12/2006 7:42:02 PM   
ADavidB


Posts: 2464
Joined: 9/17/2001
From: Toronto, Canada
Status: offline
As of the end of March, 1942 in the v1.801 game with Treespider, I've seen the following problems/bugs/oddities:

1 - "The Phantom Claude" - Starting in early February, whenever I transfer a piece of an air unit to the base where another piece sits, after the two pieces merge and I receive the message confirming the merge, a window appears showing a Claude, with no planes, pilots or leader, but "claiming" to be the unit that has just merged. When I close that screen and check the planes that just merged, there is no problem with the image or data. Prior to the start of this, I used to see the window for the "parent" air unit after the merge instead of the Claude. Treespider reports that he sees this too. I've seen this in other matches with earlier versions of the Game.

2 - "Phantom LCUs" - Part 1 - Since early March I haven't been able to see any LCUs on the main Base Window for Darwin. These are the little LCU symbols that are supposed to show up at the bottom of the Base Window, along with the TF symbols, air unit symbols and so on. If I click on the "Land Unit" button in the main Base Window I do get the LCU Window with the list of LCUs that are present and can scroll through them. This only happens at Darwin and no where else. I've never seen this before in any other match.

3 - "Phantom LCUs" - Part 2 - For the past several turns I have not been able to see a British straggler unit that was kicked out of Kuching quite some time ago when I view my Orders Screen. I had assumed that the unit finally "died" and disappeared, but for the past few turns Treespider has continued to send bombers to hit it and recon flights to locate it. During the Combat Replay the unit does show up on the screen. But afterwards, when I'm giving orders, there is no sign of it. Also, despite a Japanese plan flying recon over it, it doesn't show up in the Operational Report. I've never seen this behavior before in any other match and I'll have to mention it to Treespider to see what he notices.

4 - "Fast Transport Bug" - Treespider has used a number of Fast Transports successfully to land troops at various objectives, but his last attempt resulted in his Troops disappearing en route. Apparently this is somehow related to the presence of a CS in a fast transport, and is supposed to be fixed in upcoming rev 1.802. I've never seen the effect myself in any games, but I don't usually put CSs in my fast transports when playing the Japanese.

5 - "Aces for Commanders" - Several times in this match I've created small Surface Combat TFs out of DDs and noticed that the commander that was chosen has a name that appears to be Japanese, and he has something like "89,89" statistics. This is obviously not one of the Allied naval commanders, and I suspect is not a Japanese naval commander either, but instead some Japanese air "Ace" who has slipped into the wrong slot. Once I disband the TF the "Ace" goes away. This is neither a predictable nor a regular occurrence and I have no idea what factors bring it into play. My major concern is that I have seen this in past matches, and whenever I see this I start to lose base commanders and get "WOs" instead. That hasn't happened so far in this match, but I don’t have a good feeling about this.

6 - "Flypaper Bug" - Treespider and I have just agreed upon a ceasefire in China to allow me to withdraw my troops from the southeastern Chinese bases. The current movement-logic in the Program causes the AI to only look to rail lines for movement if a unit is in contact with an enemy unit and there is a rail line nearby. So my units in Hengchow won't retreat and are stuck at 59 miles because there are enemy units two hexes away to the southwest that block the rail line to Kweilin. But I set the objective of my troops at Hengchow to Kweiyang, not Kweilin, and there are multiple roads from Hengchow to Kweiyang that do not have any enemy zones-of-control. Never-the-less, the AI won't look to use those routes.

7 - "Advanced Weather" - As one wag put it, "Monsoon Season lasts from January 1942 until August 1946 everywhere". Advanced weather tends to degrade over the first game-month or so into continuously bad weather over large portions of the map for 90 to 95% of the time, including global regions that never have thunderstorms for months at a time. While the poor modelling of weather does allow for "sneak attacks", it also means that air training missions in regions where the weather is usually clear for 11 months of the year such as Australia and Southern California is hampered by unreasonable operational losses due to continuous thunderstorms. I have seen this in all matches since around v1.4.

8 - "CTD Upon Exit after Save" - This occasional irritation still happens with some regularity, and happens with seemingly different rates on different PCs. Receiving turns that have been compressed appears to increase odds of this happening . Also, if I notice that the hard drive of my PC is active while I am about to push the "exit" button, the CTD also seems to occur more readily. This has been around since I first got the game two years ago.

Dave Baranyi
Post #: 1
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 7:58:09 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline

quote:

ORIGINAL: ADavidB

As of the end of March, 1942 in the v1.801 game with Treespider, I've seen the following problems/bugs/oddities:

1 - "The Phantom Claude" - Starting in early February, whenever I transfer a piece of an air unit to the base where another piece sits, after the two pieces merge and I receive the message confirming the merge, a window appears showing a Claude, with no planes, pilots or leader, but "claiming" to be the unit that has just merged. When I close that screen and check the planes that just merged, there is no problem with the image or data. Prior to the start of this, I used to see the window for the "parent" air unit after the merge instead of the Claude. Treespider reports that he sees this too. I've seen this in other matches with earlier versions of the Game.


Yes I have also seen the Claude... as it doesn't really affect anything I've just learned to ignore it. And it happens when a fragment is merged...

quote:


2 - "Phantom LCUs" - Part 1 - Since early March I haven't been able to see any LCUs on the main Base Window for Darwin. These are the little LCU symbols that are supposed to show up at the bottom of the Base Window, along with the TF symbols, air unit symbols and so on. If I click on the "Land Unit" button in the main Base Window I do get the LCU Window with the list of LCUs that are present and can scroll through them. This only happens at Darwin and no where else. I've never seen this before in any other match.


Can't help you here...

quote:


3 - "Phantom LCUs" - Part 2 - For the past several turns I have not been able to see a British straggler unit that was kicked out of Kuching quite some time ago when I view my Orders Screen. I had assumed that the unit finally "died" and disappeared, but for the past few turns Treespider has continued to send bombers to hit it and recon flights to locate it. During the Combat Replay the unit does show up on the screen. But afterwards, when I'm giving orders, there is no sign of it. Also, despite a Japanese plan flying recon over it, it doesn't show up in the Operational Report. I've never seen this behavior before in any other match and I'll have to mention it to Treespider to see what he notices.


I assumed the DL of the unit had dropped and that is why I wasn't seeing it but could continue to bomb it...perhaps there are ghosts in them thar hills...

quote:


4 - "Fast Transport Bug" - Treespider has used a number of Fast Transports successfully to land troops at various objectives, but his last attempt resulted in his Troops disappearing en route. Apparently this is somehow related to the presence of a CS in a fast transport, and is supposed to be fixed in upcoming rev 1.802. I've never seen the effect myself in any games, but I don't usually put CSs in my fast transports when playing the Japanese.


To clarify...it was a Fast Transport Pick Up...that included a CL with a Float Plane. This has been noted and corrected.

quote:


5 - "Aces for Commanders" - Several times in this match I've created small Surface Combat TFs out of DDs and noticed that the commander that was chosen has a name that appears to be Japanese, and he has something like "89,89" statistics. This is obviously not one of the Allied naval commanders, and I suspect is not a Japanese naval commander either, but instead some Japanese air "Ace" who has slipped into the wrong slot. Once I disband the TF the "Ace" goes away. This is neither a predictable nor a regular occurrence and I have no idea what factors bring it into play. My major concern is that I have seen this in past matches, and whenever I see this I start to lose base commanders and get "WOs" instead. That hasn't happened so far in this match, but I don’t have a good feeling about this.


I wonder if this is tied to being able to disband Air Units at Osaka...I did this shortly after the latest patch.

quote:


6 - "Flypaper Bug" - Treespider and I have just agreed upon a ceasefire in China to allow me to withdraw my troops from the southeastern Chinese bases. The current movement-logic in the Program causes the AI to only look to rail lines for movement if a unit is in contact with an enemy unit and there is a rail line nearby. So my units in Hengchow won't retreat and are stuck at 59 miles because there are enemy units two hexes away to the southwest that block the rail line to Kweilin. But I set the objective of my troops at Hengchow to Kweiyang, not Kweilin, and there are multiple roads from Hengchow to Kweiyang that do not have any enemy zones-of-control. Never-the-less, the AI won't look to use those routes.


Yes the movement routine is awkward...but we all know that...and it is not a simple fix.

quote:


7 - "Advanced Weather" - As one wag put it, "Monsoon Season lasts from January 1942 until August 1946 everywhere". Advanced weather tends to degrade over the first game-month or so into continuously bad weather over large portions of the map for 90 to 95% of the time, including global regions that never have thunderstorms for months at a time. While the poor modelling of weather does allow for "sneak attacks", it also means that air training missions in regions where the weather is usually clear for 11 months of the year such as Australia and Southern California is hampered by unreasonable operational losses due to continuous thunderstorms. I have seen this in all matches since around v1.4.


Weather probably could use tweaking...however we need to study real life models more before its is changed.

quote:


8 - "CTD Upon Exit after Save" - This occasional irritation still happens with some regularity, and happens with seemingly different rates on different PCs. Receiving turns that have been compressed appears to increase odds of this happening . Also, if I notice that the hard drive of my PC is active while I am about to push the "exit" button, the CTD also seems to occur more readily. This has been around since I first got the game two years ago.

Dave Baranyi



I have only experienced this once in our game...but I think it occured because I hit exit prior to the little message flashing up saying the game had been saved.




_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to ADavidB)
Post #: 2
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 8:40:03 PM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline
I can't help with any of these but the weather issue.  I do know that weather is not done "by hex", but "by unit".  That is, the program does not do a weather check on every hex but instead does a weather check on every unit.  (Or at least on every LCU, base and TF.)  So I suspect that it is possible that the more units you have in a hex, the more likely bad weather is "in" that hex since the worst unit weather roll determines weather for the entire hex.  (The simple confirmation of this weather by unit can be seen during LCU movement.  If you have a stack of LCUs all moving under the cloud graphic, you will sometimes see some move out of the hex into clear weather, then one particular unit moves and the cloud graphic moves with it to now cover the previously moved units and leave the ones yet to move in the clear.  But other than this you never see a unit move from clear weather to cloud cover.)

_____________________________

This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.


(in reply to treespider)
Post #: 3
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 8:55:32 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: ADavidB

As of the end of March, 1942 in the v1.801 game with Treespider, I've seen the following problems/bugs/oddities:

1 - "The Phantom Claude" - Starting in early February, whenever I transfer a piece of an air unit to the base where another piece sits, after the two pieces merge and I receive the message confirming the merge, a window appears showing a Claude, with no planes, pilots or leader, but "claiming" to be the unit that has just merged. When I close that screen and check the planes that just merged, there is no problem with the image or data. Prior to the start of this, I used to see the window for the "parent" air unit after the merge instead of the Claude. Treespider reports that he sees this too. I've seen this in other matches with earlier versions of the Game.


This is due to the game losing focus on the correct air group to display. The "phantom Claude" is due to Claude being the first aircraft in the database. Basically, when a complex transfer has occurred (usually one in which multiple airgroup fragment creation/merges occur), the game does not have enough information to track which fragment is the proper one to display. If it picks the wrong one - one that is now empty - you see a Claude and a lot of zeros. Unfortunately there is no single fix for this as the use of airgroup fragments is, shall we say, dynamic. Several corrections have been made for this and there are a couple more in the next patch. It should be come rare, but I doubt if it will completely go away until sometime after peace comes to the Middle East.


quote:

2 - "Phantom LCUs" - Part 1 - Since early March I haven't been able to see any LCUs on the main Base Window for Darwin. These are the little LCU symbols that are supposed to show up at the bottom of the Base Window, along with the TF symbols, air unit symbols and so on. If I click on the "Land Unit" button in the main Base Window I do get the LCU Window with the list of LCUs that are present and can scroll through them. This only happens at Darwin and no where else. I've never seen this before in any other match.

3 - "Phantom LCUs" - Part 2 - For the past several turns I have not been able to see a British straggler unit that was kicked out of Kuching quite some time ago when I view my Orders Screen. I had assumed that the unit finally "died" and disappeared, but for the past few turns Treespider has continued to send bombers to hit it and recon flights to locate it. During the Combat Replay the unit does show up on the screen. But afterwards, when I'm giving orders, there is no sign of it. Also, despite a Japanese plan flying recon over it, it doesn't show up in the Operational Report. I've never seen this behavior before in any other match and I'll have to mention it to Treespider to see what he notices.


I've never seen this. Send a save if you want.


quote:

4 - "Fast Transport Bug" - Treespider has used a number of Fast Transports successfully to land troops at various objectives, but his last attempt resulted in his Troops disappearing en route. Apparently this is somehow related to the presence of a CS in a fast transport, and is supposed to be fixed in upcoming rev 1.802. I've never seen the effect myself in any games, but I don't usually put CSs in my fast transports when playing the Japanese.


Yes. For you and for everyone - do not put any floatplane carrying ship into a Fast Task Force until 1.8.0.2 is released. The special logic for Fast Transport TFs recognizes that the ship is carrying "something" but doesn't properly identify and handle it.



quote:

5 - "Aces for Commanders" - Several times in this match I've created small Surface Combat TFs out of DDs and noticed that the commander that was chosen has a name that appears to be Japanese, and he has something like "89,89" statistics. This is obviously not one of the Allied naval commanders, and I suspect is not a Japanese naval commander either, but instead some Japanese air "Ace" who has slipped into the wrong slot. Once I disband the TF the "Ace" goes away. This is neither a predictable nor a regular occurrence and I have no idea what factors bring it into play. My major concern is that I have seen this in past matches, and whenever I see this I start to lose base commanders and get "WOs" instead. That hasn't happened so far in this match, but I don’t have a good feeling about this.


Good old Leader Bugs. Leaders are handled in so many places and so many ways - we know there are still some problems. Again, if you have a save taken before the problem occurs, please send it along.



quote:

6 - "Flypaper Bug" - Treespider and I have just agreed upon a ceasefire in China to allow me to withdraw my troops from the southeastern Chinese bases. The current movement-logic in the Program causes the AI to only look to rail lines for movement if a unit is in contact with an enemy unit and there is a rail line nearby. So my units in Hengchow won't retreat and are stuck at 59 miles because there are enemy units two hexes away to the southwest that block the rail line to Kweilin. But I set the objective of my troops at Hengchow to Kweiyang, not Kweilin, and there are multiple roads from Hengchow to Kweiyang that do not have any enemy zones-of-control. Never-the-less, the AI won't look to use those routes.

7 - "Advanced Weather" - As one wag put it, "Monsoon Season lasts from January 1942 until August 1946 everywhere". Advanced weather tends to degrade over the first game-month or so into continuously bad weather over large portions of the map for 90 to 95% of the time, including global regions that never have thunderstorms for months at a time. While the poor modelling of weather does allow for "sneak attacks", it also means that air training missions in regions where the weather is usually clear for 11 months of the year such as Australia and Southern California is hampered by unreasonable operational losses due to continuous thunderstorms. I have seen this in all matches since around v1.4.



No comment.


quote:

8 - "CTD Upon Exit after Save" - This occasional irritation still happens with some regularity, and happens with seemingly different rates on different PCs. Receiving turns that have been compressed appears to increase odds of this happening . Also, if I notice that the hard drive of my PC is active while I am about to push the "exit" button, the CTD also seems to occur more readily. This has been around since I first got the game two years ago.

Dave Baranyi



This has been commented on so many time and in so many threads that I flat out tired of hearing about it. Once again - if it could be found it would be fixed.

(in reply to ADavidB)
Post #: 4
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 9:02:38 PM   
ADavidB


Posts: 2464
Joined: 9/17/2001
From: Toronto, Canada
Status: offline

quote:

ORIGINAL: dtravel

I can't help with any of these but the weather issue.  I do know that weather is not done "by hex", but "by unit".  That is, the program does not do a weather check on every hex but instead does a weather check on every unit.  (Or at least on every LCU, base and TF.)  So I suspect that it is possible that the more units you have in a hex, the more likely bad weather is "in" that hex since the worst unit weather roll determines weather for the entire hex.  (The simple confirmation of this weather by unit can be seen during LCU movement.  If you have a stack of LCUs all moving under the cloud graphic, you will sometimes see some move out of the hex into clear weather, then one particular unit moves and the cloud graphic moves with it to now cover the previously moved units and leave the ones yet to move in the clear.  But other than this you never see a unit move from clear weather to cloud cover.)



Hmmm - that's an interesting theory, and I think that I've heard it from you before. But I'm speaking of two things here:

1 - The over "weather map" which shows the forecast for the 9 regions of the map. There will be periods during which 8 out of 9 of the regions of the map have bad weather, day after day after day. It doesn't quite make sense that this is related to the quantities of units at any given location.

2 - The weather over the various bases during the "set-up" phase. When I find a "weather map" prediction of "Heavy Rain" for the top three sections of the map, and then check out the individual bases in India, China and the Soviet Union, I find that every one of the bases has "thunderstorms", unless it is winter and the Soviet bases have "blizzards". And that is independent of the number of units in the bases, whether zero, one or many.

Regardless - I want more realistic weather. I want the weather in Central Australia and Southern California to be sunny and dry 90% of the time during their respective summers, because that was what the weather was like during the 1940s. I want Central Japan to get a rainy season, but to also get clear and cool seasons too. I want to see a monsoon season in southeast Asia that behaves like the monsoon season has been behaving for the past couple of centuries.

The "Advanced Weather" subroutine doesn't provide that.

Thanks -

Dave Baranyi

(in reply to dtravel)
Post #: 5
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 9:09:13 PM   
ADavidB


Posts: 2464
Joined: 9/17/2001
From: Toronto, Canada
Status: offline
Hi Don - thanks for the responses:

- The "Claude" thing isn't a big one, but it's good to hear that you are looking into it.

- I can send you a save that shows my "phantom" troops at Darwin. As far as the "phantom base force" goes, I would have to send you the combat replay and the save, otherwise you wouldn't know what to look for since you can't see it from my set-up turn. Neither of these are "biggies", so I'll send them if you like, but you've probably got bigger things to work on

- The rest are just what they are - if I ever get a truly reproducible exit/save/CTD condition I'll definitely let everyone know.

Thanks again -

Dave Baranyi

(in reply to Don Bowen)
Post #: 6
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 10:15:19 PM   
Feinder


Posts: 6589
Joined: 9/4/2002
From: Land o' Lakes, FL
Status: offline
Corobberation that I am getting the Claude and CTD on save bug. Only minor annoyances. Better things to worrry about.

The phantom LCUs may be clones or LCUs with no parents. I have only instnace of this left in my game. PM Def Bde lost the parent. I have a "/2" fragment. It functions just fine (apperently), but does not draw replacements. Word is that the parent is gone, and it's stuck that until dead. No biggie.

But what you're seeing may be a related issue. When the fragment was in Oz, sometimes the bases wouldn't display it, or when you clicked on the LCU, you got an HQ unit, and then base icons disappeared. I moved the fragment all the way to FFS (by it's lonesome), because it was annoying me. All better now.

But those non-display issues might be a similar situaton.

-F-

_____________________________

"It is obvious that you have greatly over-estimated my regard for your opinion." - Me


(in reply to ADavidB)
Post #: 7
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 10:35:01 PM   
ADavidB


Posts: 2464
Joined: 9/17/2001
From: Toronto, Canada
Status: offline

quote:

ORIGINAL: Feinder

Corobberation that I am getting the Claude and CTD on save bug. Only minor annoyances. Better things to worrry about.

The phantom LCUs may be clones or LCUs with no parents. I have only instnace of this left in my game. PM Def Bde lost the parent. I have a "/2" fragment. It functions just fine (apperently), but does not draw replacements. Word is that the parent is gone, and it's stuck that until dead. No biggie.

But what you're seeing may be a related issue. When the fragment was in Oz, sometimes the bases wouldn't display it, or when you clicked on the LCU, you got an HQ unit, and then base icons disappeared. I moved the fragment all the way to FFS (by it's lonesome), because it was annoying me. All better now.

But those non-display issues might be a similar situaton.

-F-


Those LCUs in Oz are not fragments and never have been. They are the original Darwin units and I haven't moved them nor broken off pieces. They have had the opportunity to "fill out" with replacements, but nothing else has changed. They haven't been attacked either.

The RN base force in Borneo was the original BF from Kuching. There are no fragments of it - I never got a chance to get any of it out because Treespider captured Kuching too quickly for me to try to be able to remove a fragment in a sub.

So I don't think that there is anything "special" about either situation, other than what I've reported.

Thanks -

Dave Baranyi

(in reply to Feinder)
Post #: 8
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 10:45:34 PM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

Yes Please, do send the save. I think you have my email. If not, just PM and I'll send it along. Or, you could email me for it - that would be faster.

We have found (and fixed) a couple of problems related to the main display after some Task Force disband or auto-removal functions. The main display is the one with the map in the middle, a row of buttons across the top, and the base, land unit, air group, and task force icon displays across the bottom. It has to know everything about what's going on and if any of the pointers have gone south ...

A shudder goes through me everytime a bug points toward it.

Also, I do not believe that there will ever be a reproducible save crash. The problem appears to be in the interaction between the save game compression software and the operating system. The randomness and non-reproducibility of the crash points toward an inconsistent state in the operating system that is confusing to the encryption routines. This is probably caused by WITP but not directly by the save - something along the lines of thread processing controlling a resource or something to do with memory allocation. In any event, it's been looked at until various organs ache and no solution has been found. We have not given up, but I'm afraid a solution is no where in sight.


(in reply to ADavidB)
Post #: 9
RE: Eight v1.801 problems, bugs and oddities - 7/12/2006 11:50:52 PM   
Oliver Heindorf


Posts: 1911
Joined: 5/1/2002
From: Hamburg/Deutschland
Status: offline
I have the phantom lcus too. My are located at Bataan.

If I click on the LCU units symbol at bataan hex, I get a box listed of LCUs located there. If I click at the base, I cant see any LCU located below the base window. save aviable. If I can help, let me know.


_____________________________


(in reply to Don Bowen)
Post #: 10
RE: Eight v1.801 problems, bugs and oddities - 7/13/2006 3:46:30 AM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

OK, I've fixed the problem as expressed in ADdavidB's save. If anyone else is seeing the same thing, please let me know. I'd like to verify that I've stuck a finger into all the Dykes.

Don

(in reply to Oliver Heindorf)
Post #: 11
RE: Eight v1.801 problems, bugs and oddities - 7/13/2006 3:57:25 AM   
ADavidB


Posts: 2464
Joined: 9/17/2001
From: Toronto, Canada
Status: offline

quote:

ORIGINAL: Don Bowen


OK, I've fixed the problem as expressed in ADdavidB's save. If anyone else is seeing the same thing, please let me know. I'd like to verify that I've stuck a finger into all the Dykes.

Don


Great work Don!!!! Thanks!!!!

Dave Baranyi

(in reply to Don Bowen)
Post #: 12
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