Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> Page: <<   < prev  3 4 [5] 6 7   next >   >>
Login
Message << Older Topic   Newer Topic >>
- 1/8/2003 9:20:08 PM   
Inigo Montoya

 

Posts: 58
Joined: 11/6/2002
Status: offline
Very much appreciate your post!

:)

_____________________________

I am looking for a six-fingered man.

(in reply to iceboy)
Post #: 121
Gameyness??? - 1/8/2003 9:36:27 PM   
Grumbling Grogn


Posts: 207
Joined: 10/20/2002
From: Texas!
Status: offline
[QUOTE]Originally posted by denisonh
[B]You still have not demonstrated how targeting the specific TF is any better than setting a priority.

Simply because I can set a base for the bomb an airfield or port option, doesn't make it better for Naval Attack. The specifics are unnecessary and adds potential gameyness.

Yes, gameyness.

Take this example: Player A has TF 1 with 3 CVs is spotted. Player A creates a new TF 2 with the carriers, leaving 1 DD in the previous TF 1.

Player B targets TF 1, and sinks a DD.

Setting a priority makes more sense, and eliminates the possible technique of the TF shuffle. [/B][/QUOTE]

And you have not read my posts well at all...

quote:


(Posted by Grumbling Grogn Tuesday 0608 PM 07 Jan 03)
Codewise the game engine would be best served if it simply recorded what the player "sees" as that TF and then type it as a "CV group", "surface combat group" or a "transport group", etc... and by general size. Then when the next turn rolls around and your mystic ever-changing TF has mutated the game will search for a TF of the closest match to the type you "targeted". Codewise it really is not that hard to do.

Look, this is basically just setting priority types. BUT the interface is much cleaner in that all the player has to do is click on the TF he wants to target instead of a damnable dropdown list with 4-8 choices. It also meshes well with the existing targeting methods already in use.


"Assigning" a specific TF for attack does not mean that the attack is somehow now "tied" to TF201 :rolleyes: Nobody has ever suggested that. You are reading a lot of negative into the simple interface of clicking on a TF. The "click" is simply an input method to allow the game to set priorities (as I clearly noted in the above quoted post).

_____________________________

The Grumbling Grognard

(in reply to iceboy)
Post #: 122
Thanks! - 1/8/2003 9:49:37 PM   
denisonh


Posts: 2194
Joined: 12/21/2001
From: Upstate SC
Status: offline
Appreciate the post Paul.

Thank You.

_____________________________


"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC

(in reply to iceboy)
Post #: 123
Then how about a "quick fix" - 1/8/2003 11:25:39 PM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline
Generally, the guys at 2x3 seem to have poured concrete
around their feet on this issue. So be it. But as a way of
at least removing some of the more irritaiting bonehead
decisions from the AI I'd like to suggest something for the
next "patch".

Would you at least put a secondary logic loop into the AI's
targeting proceedures that favored "normal range" targets
over "extended range" ones? And a bias that favored the
nearer over those farther away? "At sea" over "docked"?

If the AI would behave in a more rational manner, most of the
complaints/problems of this whole massive discussion would
go away. I've seen very little from the "complaining side" to
suggest that they have any problem with strikes "going wrong"
on occasion. The real complaint seems always to have been
how WILDLY wrong they go on a semi-regular basis. And that
shouldn't be that hard to patch.

(in reply to iceboy)
Post #: 124
- 1/9/2003 12:02:10 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
A simple fix ???

Naval Attack/Search missions DO NOT overfly ports/bases

Port Attack/Recon missions DO overfly ports/bases

This resolves the issue quite simply, putting control back in the players hands without having to change any interface coding at all.

Matrix should be able to add a test to the Naval checking code to invalidate hexes that contain ports/bases fairly easy.

At the same time, I think they would have to increase the hex based attack missions likelihood of diverting to attack naval targets in that hex even though they are tasked with a different mission (ie: port based attacks should get ANY ships in the hex)

This does not resolve people wanting to be able to directly target a specific TF, but with the turn around time in information coming back up the chain of command, it is probably unrealistic to expect direct targetting control for a non-hex (ie: moving targets) in a theater level game. They would have the option of selecting the port specifically and hope the ships are still in the port hex.

One thing I would like to see is automatic local command, where if a bunch of tranports show up at your base where aircraft are stationed, they should automatically forget what they are doing and defend their base to the best of their efforts! Consider it a "React to Enemy" option for Air assets, similar to the way surface/air TF's react now.

(in reply to iceboy)
Post #: 125
Yeah... - 1/9/2003 12:43:31 AM   
Grumbling Grogn


Posts: 207
Joined: 10/20/2002
From: Texas!
Status: offline
quote:

This does not resolve people wanting to be able to directly target a specific TF, but with the turn around time in information coming back up the chain of command, it is probably unrealistic to expect direct targeting control for a non-hex (i.e.: moving targets) in a theater level game. They would have the option of selecting the port specifically and hope the ships are still in the port hex.


When this games restricts me to playing only the role of this mythic person of higher command this argument will be valid.

But as long as I have to:
[list=1]
  • Break each transport down into TFs when they arrive by the score
  • Assign loads
  • Assign routine supply routes
  • Re-assign routes and loads after the enemy carriers chase my routine supply runs off their routes
  • Set CAP % by air unit for each base for each day
  • Tell my local commanders who to "Stand down"
  • Tell my local commanders who to train
  • Tell my local commanders how much to train my units each day they are on stand down
  • Plot each SC and minesweeper in each port each day
  • Tell each of my ships to refuel or not (when they do not auto refuel)
  • Tell my air transport missions who to supply each day
  • Tell my air transport missions not to fly until they all die and to instead take a rest once in awhile
  • Tell my flight leaders what altitude to fly for every mission they run
  • Tell my local commander's where to put his LRCAP
  • Tell my local commanders what % and what unit to have on naval search each day for each air base/carrier (indiviual cruisers with float planes!)
  • Tell my local commanders what unit and what % for CAP each day for each air base/carrier
  • Tell my local commanders what unit and what % for ASW each day for each air base/carrier
  • Tell my local commanders where to place his ground units by 30mile increments
  • Tell my local commanders how to attack a position (?!)
  • Tell my local commanders how/which transport to load each unit on to when he ships out units
  • Tell my local commanders which exact target to strike (base, port, ground, airfield) with exactly which air unit each day for each air base
  • Tell my individual ships down to the size of a PG/SC at sea exactly where to move each day down to the nearest 30 miles
    [/list=1]
    (There are more...)

    As long as I have to do these things to get the best out of the AI, I would like to be able to tell my local commander that perhaps it would be a good idea if he focused his air strikes on the enemy TF that we have been tracking heading his way for two days.

    Some say this is "un-historical". I should go back to deciding if my rear bases need another load of supplies or fuel or whether my SC should go on another "Shakedown Cruise" or not. That these things are much more in line with what a "strategic commander" would be dealing with. I am sorry, I can not even type that with a straight face. :rolleyes:

    _____________________________

    The Grumbling Grognard

    (in reply to iceboy)
  • Post #: 126
    - 1/9/2003 2:02:02 AM   
    Mr.Frag


    Posts: 13410
    Joined: 12/18/2002
    From: Purgatory
    Status: offline
    GG, thats one of the reasons I suggested the React to Enemy for bases with aircraft capable of interfering with the landing. While thinking of it, perhaps a Base setting "React to Enemy" would be the ideal thing. Troops stationed there & Aircraft stationed there would rise up and fight off the invasion force based on this setting, just as Air and Surface TF's react now.

    You sound like me, wanting Harpoon 2 level of control in a strategy game! :D

    Lets take UV's theater level scale and impose it into Close Combat 5 & Harpoon II and call it perfection! :D

    (in reply to iceboy)
    Post #: 127
    - 1/9/2003 2:12:32 AM   
    Grumbling Grogn


    Posts: 207
    Joined: 10/20/2002
    From: Texas!
    Status: offline
    [QUOTE]Originally posted by Mr.Frag
    [B]You sound like me, wanting Harpoon 2 level of control in a strategy game! :D[/B][/QUOTE]

    Honestly, I would be just as happy if they took away the "micro managing" items already in the game and made the AI a bit more robust. Then we could all honestly call it a strategic level game.

    BUT, if I have to micro manage the details like I listed, I don't think managing the most fun aspect of the game (i.e. fleet engagements) is too much to ask. :(

    _____________________________

    The Grumbling Grognard

    (in reply to iceboy)
    Post #: 128
    - 1/9/2003 2:15:20 AM   
    Bax

     

    Posts: 129
    Joined: 8/9/2002
    From: Rochester, MN
    Status: offline
    Grumblin',

    With all due respect, please realize that Matrix(and virtually everyone else!) does understand what you want. What Paul is saying is that they've made the design decision to have different levels of micro-management(or lack thereof) within the game.

    You wanted "X", they have told you "Sorry, we're not going to give you "X".

    How many more posts on the subject are you going to generate before you realize that you've lost this fight?

    (in reply to iceboy)
    Post #: 129
    - 1/9/2003 2:41:35 AM   
    Grumbling Grogn


    Posts: 207
    Joined: 10/20/2002
    From: Texas!
    Status: offline
    [QUOTE]Originally posted by Bax
    [B]Grumblin',

    With all due respect, please realize that Matrix(and virtually everyone else!) does understand what you want. What Paul is saying is that they've made the design decision to have different levels of micro-management(or lack thereof) within the game.

    You wanted "X", they have told you "Sorry, we're not going to give you "X".

    How many more posts on the subject are you going to generate before you realize that you've lost this fight? [/B][/QUOTE]


    With all due respect: That is not what has been posted by "Matrix". How you can read that into the posts is beyond me.

    I read Paul's last post. I read the quote by Mr. Heath the first time it was made and I have even quoted it myself. And that is not what it says.

    I also seem to remember Paul being the one that posted:
    quote:

    (Posted by Paul Vebber 01/02/2003)
    IF it were a tactical game then the player would make tactical decesions like what search arcs to deploy search planes in and overseeing the tactical execution of naval air strikes.

    BUT ITS NOT A TACTICAL GAME, and from your situation room in the rear, running the whole theater, you can't directly oversee that tactical execution.


    (Also posted by Paul Vebber 01/02/2003)
    There can be disagreement on what constitutes "operational decision making" in a few areas, but overall the game strives to put you in the role of the Three-Star back hearing the situation reports come in after planning the operation, not CAG giving tactical orders.

    The whole point of the game is that if you use sound operational level planning, then more times than not your will rewarded with tactical victory, but to argue that the game doesn't allow you to make up for poor operational decisionmaking by "pulling your fat out of the fire" with tactical decisions, well you are just reaping what you sow.

    If you have properly "set the table" operationally for that major fleet action, then there is no need to suddenly have to "be the CAG" to win. You have to look at what is going one from an "operational level" mindset, not a tactical one. You position yourself and gather your intelligence, THEN you take action. WHen you do that wwell in the game it rewards you with few "stupid decisions".


    Sorry, but it seems to me from those posts that Paul is of the belief that sending my SC out on shake down cruises and setting my training % for my C47s in the rear and... are all "operational" level decisions. While trying to point my air assets at the most priority enemy TF I have been tracking for two days is too "tactical" for UV. Thus it is not in the game. :rolleyes:

    _____________________________

    The Grumbling Grognard

    (in reply to iceboy)
    Post #: 130
    - 1/9/2003 4:43:04 AM   
    Paul Vebber


    Posts: 11430
    Joined: 3/29/2000
    From: Portsmouth RI
    Status: offline
    [QUOTE]Sorry, but it seems to me from those posts that Paul is of the belief that sending my SC out on shake down cruises and setting my training % for my C47s in the rear and... are all "operational" level decisions. While trying to point my air assets as the most priority enemy TF I have been tracking for two days is too "tactical" for UV. Thus it is not in the game.[/QUOTE]

    No, you quote quite clearly that I said "there can be disagreement" on what constitutes operational level decision making. I or any other person has there own ideas about what is encompassed by "operational warfare". I can post a list of 99 items and get 99 responses as to which are "operational" and which "tactical" and which an operational level commander should be allowed to influence and which he should not. And which are the province of operational art, and which not. And in what various situations any given list applies.

    Unless you want a game that "plays itself" and informs afterward if you win, your "list" is pretty ridiculous.

    1,2,3,4. Yes, deciding the organization of groups of transports and assigning them to support your operational plans is something you have to do. The AI can't read your mind and know what you want to do with them. If you group transports logically and keep your plans simple and direct, then you barge hubs take care of a lot it, and otherwise it means managing maybe 6 or 8 logistics convoys on 3 or 4 main routes. You can make it hard on yourself by not planning well and having scads of transport convoys running around, but that's your choice. IF enemy carriers runs amok in your SLOCs then you are lucky you have transports to reorganize...

    5,6,7,8. Again, if you make an operational plan, and follow it, you only have to mess with these things sporatically. Yes it would be nice to be able to "automate" the cycles of these things in WitP where there are so many more units. But in my "battle rhythm" of cycling through my squadrons to check their status, its a matter of a couple mouse clicks to change these things. The key once again is to have a PLAN for these things. You can fret over each individual squadron, trying to optimize it, but if you "play the game like an operational commander" then you come up with a set of "standard operating procedures" and stick with them and establish a "battle rhythm" that supports it, it becomes second nature and adds a minute or two to cycling through your squadrons checking status. You can fall into the trap some operational commanders fall into and try to squeeze every ounce of efficiency out of your squadrons, but you don't have to.

    9. No, if you don't want to you can leave them to their business without interference. PUt the Mine sweepers in an MIW TF and teh SCs into an ASW TF and they do just fine.

    10. OR let them auto refuel and leave them alone. You make the call - AI can;t read you mind to figure when your mission is important enough to risk running out of fuel. Plan well so its not an issue.

    11. Sure a "keep flying the mission until x supply is transferred" would be nice, but I generally only have a couple places I have to supply by air, so again, establish a 'battle rhythm' and it takes a couple mouse clicks on that squadron when you check it out.

    12. Ability to establish "cycles" would be nice but again its a question of establishing a "plan" and sticking too it. Sure "automated planning" would be nice, but the what is the tradeoff between what you spend valuable programming resources on to save the player a few mouse clicks?

    13. Again - once you establish the SOP for this, they remember it until you change it.

    14. How does the AI read your mind about that? :rolleyes: Make plan that doesn't require LRCAP, or you have to overrule the tactical commander and direct his CAP to support your OPLAN.

    15,16,17 Again you have a OPERATIONAL PLAN don't you, or do just task every squadron based on what feels good at the moment? ONce you set these for a given operation, nobody makes you mess with them.

    18,19,22. LOL, right the AI should move your ground troops and TFs for you? And decide if they are supposed to attack or defend or whatnot? That is part of operational planning too...and not much of a game if you just sit back and watch. And how do you communicate to the computer what you want to do?

    20. IF you organize them into a task force and hit "load troops" you just click on the units to load and they figure it out quite nicely, even pressing additional unassigned ships into service if need be.

    21. This is called "designating operational fires" and is the meat of an operational plan. And you can organize your plan so the squadrons of a specific type have a given mission and can assign multiple squadrons of a given type to the same mission. IF you play multiple day turns they will keep trying to do it. Or you can wing it ad hoc and get overwhlemed trying to figure out at "the moment of execution" what all your squadrons should be doing.

    All those things are part of planning and executing an Operational plan. Many of these things are cyclical, and you don;t seem to understand that while the decision of what to do may be tactical but the CYCLE used is operational. LIe I said I would like to see the ability to automate these cycles - but frankly most UV scens are small enough that the time it takes to assimilate the status info on each squadron and "check the status of the plan" makes the mouse clicks to change something a minor nuisence at worst and at best required info I have to communicate to the game SOMEHOW to inform it of a shift between phases in a plan.

    Its easy to confuse a tactical decision, with the operational level SEQUENCING of tactical decisions. YEs each decision may be tactical, but the SOP or cycle established for making that tactical decision is an OPERATIONAL one.

    I seems the idea of a "battle rhythem" may be new to some. Establishing a battel rhythem means establishing a standard sequence for executing game tasks. It will likely take writing it down for a while until it becomes second nature, but if you approach the game by writing down your objectives, then the broad mission you want to accomplish to achieve those objctives, and then the "SOPs" or cycles for simplying the "tactical decision making" or the triggers for making changes to the "tactical configuration" of your units you begin to see that the application of "Operational art" is not strictly done at the operatioal level of war. Good operational art is providing good guidance for tactcial decisionmaking to your subordinates.

    The game is an exellent "case study" in executing "operational art" and the one thing that is the biggest mistake in applying operational art is to think that you as the operational commander are the best positioned to make "the key tactical decision" - THAT should be made by those closest to the enemy. That is probably the hardest lesson to learn in the "real world" and the mistake most commonly "lesson re-learned".

    And the reason for that is that you don't RELIABLY get the information you need to make those decisions as an operational commander. IF fyou have really "Tracked a TF for two days" then it will be pretty rare in the game for your suborinates to go off and do something silly, and when they do its typically becasue the situation isn't as cut and dried as the "icon view" of the game board makes it out to be.

    So one can either complain about why playing the game haphazardly without any real operational planning or establishing a "battle rhythm" leads to a desire to "take tactical control" (that in teh real world would likely mean failure) at the last minute to attack a target of opportunity. If that is your "plan", then you will most likely lose whether you had tactical control or not.

    Again you don't have a good gauge for the relative level of confidence the tactical commander has regarding the contacts exact wherabouts. You may have been "tracking it for two days" but that may mean a search plane making contact every 5 or 6 hours updating its position.

    Even giving orders every 12 hours you would have no way of knowing that a given task force would be engagable by the time the order gets there. Airbases and ports don't move, ships do, so in the context of 1 or multiple day turns, telling a TF to "attack that contact you might have held 12 or 18 hours ago and I don't really know if you still hold it or not but think I know better than you that its the most important" sounds about as silly as it would be to the TF commander who would promptly reply with a "message garbled please resend". And if you haven't tried it, to really capture the time delays involved in the real campaign try playing on 3 day turns...

    OR one can create and refine an operational plan, and establish a supporting battle rhythm and attempt to minimize the number of situations where the "stupid AI" can muck it up...and sympathize with your real world counterpart when they do...and realize that when that tantalizing group of targets shows up on the map, you really don't have a lot fo idea about the "track quality" just that someone, in the past 24 hours happened to report in that they saw them.

    We will keep looking for ways to make the game more satisfying for those that do the latter, hopefully reducing some of the "AI stupidity" but are not going to change the fundamental design decision that the game is about operationally setting up the conditions to make tactical victories more probable, not about "knee jerking" to attack what appears most desireable at the moment.

    (in reply to iceboy)
    Post #: 131
    - 1/9/2003 5:04:55 AM   
    TIMJOT

     

    Posts: 1822
    Joined: 4/30/2001
    Status: offline
    [QUOTE]Originally posted by Grumbling Grogn
    [B]With all due respect: That is not what has been posted by "Matrix". How you can read that into the posts is beyond me.

    I read Paul's last post. I read the quote by Mr. Heath the first time it was made and I have even quoted it myself. And that is not what it says.

    I also seem to remember Paul being the one that posted:


    Sorry, but it seems to me from those posts that Paul is of the belief that sending my SC out on shake down cruises and setting my training % for my C47s in the rear and... are all "operational" level decisions. While trying to point my air assets at the most priority enemy TF I have been tracking for two days is too "tactical" for UV. Thus it is not in the game. :rolleyes: [/B][/QUOTE]


    Grumber,

    Orders for shake down cruises ARE given at the OPERATIONAL fleet level. Individual captians or TF commanders do not make those decsions. Training guidlines and shedules are also OPERATIONAL decisions. Squadron commanders can not arbitrarly pull his squadron off the line for training whenever he feels.

    In fact many of the items in your long list CAN be considered operational.

    Ground attacks? The game only allows you to choose between bombardment only, attack and all out attack, or defend. These general orders are operational. Tactical decisions would be flanking attacks, diversionary attacks and targeting specific points.

    LRCP%? Why do you use LRCAP? To cover TFs or bases. A operational decision. The percentage simply reflects the amount of effort to accomplish this, ie Maxim, normal, minimal ect.... Again that is an operational decision.

    CAP%. Also a reflection of operational effort. Example if your orders are to sink an enemies carriers at all cost. Then a greater % of escort and hence a lesser % of CAP would be called for. You cant decide on which pilots fly, when, how long or what tactics to use.

    Creating transport TFs. Absolutely OPERATIONAL. Theater command decided what ships to be put together into what TFs and what specific troops and supplies should be loaded on what specific ships.

    I can go on but Im getting tired of typing.

    Regards

    PS

    I do agree that we should differentiate between attacking ships in port and at sea. This really should be a relatively simple matter since there is already a port attack command.

    (in reply to iceboy)
    Post #: 132
    - 1/9/2003 5:35:05 AM   
    Grotius


    Posts: 5798
    Joined: 10/18/2002
    From: The Imperial Palace.
    Status: offline
    I generally support Matrix's approach to this issue. Honestly, I don't often have complaints about which targets are chosen. On the few occasions when things go awry, I don't really mind; it's part of the fun to see snafus. And my opponent has to play by the same rules. I wouldn't mind more control over naval targeting -- say, a priority button or something -- but to me, the game is already oodles of fun.

    I wonder whether one's reaction to this issue depends on the length of scenario you play. I like to play the long scenarios, which place a premium on careful planning, management of assets, logistics, strategic warfare, and the ability to think ahead. In longer scenarios, any one naval battle -- even the loss of a couple CVs -- isn't necessarily decisive. There will another battle another day, to say nothing of reinforcements, and in the meantime there is a larger strategic picture to contend with. In a short scenario, much more depends on the outcome of one or two battles.

    (in reply to iceboy)
    Post #: 133
    - 1/9/2003 5:57:01 AM   
    Fred98


    Posts: 4430
    Joined: 1/5/2001
    From: Wollondilly, Sydney
    Status: offline
    For me there is one important point.

    Whether it be a long scenario or a short scenario – I will set a strategy. My strategy might be to destroy enemy transports or it might be to make the enemy CVs come out and fight.

    I will carefully prepare supplies, support and all the logistics necessary to send squadrons of aircraft forward.

    Once the enemy ships are located – I want to attack based on my current strategy.

    I need my aircraft to attack one TF or another based on my current strategy. There is a difference between a stuff -up and a deliberate disobediance of orders.

    (in reply to iceboy)
    Post #: 134
    - 1/9/2003 7:37:42 AM   
    mjk428

     

    Posts: 1944
    Joined: 6/15/2002
    From: Western USA
    Status: offline
    [QUOTE]Originally posted by Paul Vebber
    [B]The game is an exellent "case study" in executing "operational art" and the one thing that is the biggest mistake in applying operational art is to think that you as the operational commander are the best positioned to make "the key tactical decision" - THAT should be made by those closest to the enemy. That is probably the hardest lesson to learn in the "real world" and the mistake most commonly "lesson re-learned".
    [/B][/QUOTE]

    This may be true in real life but in game terms the AI is not very astute at weighing threats and responding appropriately. Until the AI is as effective as a real life commander, as a player I feel the need for a mechanism that will help my AI subordinates make good decisions.

    I find myself using subs and especially surface combatants quite ahistorically because I can't trust the land based air to stick to the plan and interdict enemy naval forces with any consistency. In my games the Battle of the Bismarck Sea is fought by cruisers and PT boats. For me, the B25s can only be trusted to perform base attacks. I'm not saying that the B25s never attack ships at sea, they do. Unfortunately though, they will sometimes head to Rabaul where 200 zeros are stationed and I have no fighters with long enough reach to escort them.

    Is this terrible? No. However, it's so absurd that it taints the game for me. There is absolutely no "fog of war" reason for such an action.

    (in reply to iceboy)
    Post #: 135
    - 1/9/2003 1:11:44 PM   
    OG_Gleep

     

    Posts: 308
    Joined: 12/27/2002
    Status: offline
    Just a thought, but why not give the player the option, adjusted by settings, to do what so many people are asking for?

    Unless the codeing is too difficult to do, I don't see why not. I don't personally agree with a lot of what people are saying....I don't feel the need to target enemy CF's...but a lot of people do, and a lot of people are leaving the game, or atleast threating to.

    What we have found in our company, is that for every person that logs a major complaint, there are 10 people who feel the same way, but haven't said anything.

    For instance:

    50 people complained about not being able to manage targets = 500 people who actually feel that way.

    This isn't hard fact, its just the ratio that we have come up with, and has worked for us.

    So saying that, it would be just good buisness to add the major features that players are asking for. Not ruining your vision for the masses, it could be external settings. That would satisfy both camps. You can drill people all you want to about how they Should be playing your game, but it is a game. If its not fun for any reason, people just won't play. Even worse, they will return it....and even worse then that, they will tell anyone who will listen, why they shouldn't buy your game. Look at Hearts of Iron on this forum. If I hadn't of bought it before I read that thread, I probably would have passed. Even though I enjoyed it, more then most games I have gotten last year, that many bad reviews by players is enough for me. I trust other gamers more then I do PC Gamer.

    Actually I would be curious to know how many changes you have made based on player feed back.

    Personally I would like to see some AI management control...specifically for Air Squadrons. I have so many squadrons that I have to manually stand down, and then set the other half that was off the previous turn to take over for the squads getting a break. A little tedious.

    Overall though, I have to say I really enjoyed the game. No game is perfect, and UV is no exception.

    *Edit - Post written with WiTP in mind. It was in my mind, just didn't come out that way.

    (in reply to iceboy)
    Post #: 136
    - 1/9/2003 1:14:18 PM   
    Admiral Scott


    Posts: 625
    Joined: 1/8/2001
    From: Syracuse, NY USA
    Status: offline
    We micro-managers want total control!!!!

    Please give it to us, it will make us love you.

    Thanks.

    (in reply to iceboy)
    Post #: 137
    Re: Yeah... - 1/9/2003 1:19:16 PM   
    Krec


    Posts: 548
    Joined: 3/9/2001
    From: SF Bay Area
    Status: offline
    [QUOTE]Originally posted by Grumbling Grogn
    [B]When this games restricts me to playing only the role of this mythic person of higher command this argument will be valid.

    But as long as I have to:
    [list=1]
  • Break each transport down into TFs when they arrive by the score
  • Assign loads
  • Assign routine supply routes
  • Re-assign routes and loads after the enemy carriers chase my routine supply runs off their routes
  • Set CAP % by air unit for each base for each day
  • Tell my local commanders who to "Stand down"
  • Tell my local commanders who to train
  • Tell my local commanders how much to train my units each day they are on stand down
  • Plot each SC and minesweeper in each port each day
  • Tell each of my ships to refuel or not (when they do not auto refuel)
  • Tell my air transport missions who to supply each day
  • Tell my air transport missions not to fly until they all die and to instead take a rest once in awhile
  • Tell my flight leaders what altitude to fly for every mission they run
  • Tell my local commander's where to put his LRCAP
  • Tell my local commanders what % and what unit to have on naval search each day for each air base/carrier (indiviual cruisers with float planes!)
  • Tell my local commanders what unit and what % for CAP each day for each air base/carrier
  • Tell my local commanders what unit and what % for ASW each day for each air base/carrier
  • Tell my local commanders where to place his ground units by 30mile increments
  • Tell my local commanders how to attack a position (?!)
  • Tell my local commanders how/which transport to load each unit on to when he ships out units
  • Tell my local commanders which exact target to strike (base, port, ground, airfield) with exactly which air unit each day for each air base
  • Tell my individual ships down to the size of a PG/SC at sea exactly where to move each day down to the nearest 30 miles
    [/list=1]
    (There are more...)

    As long as I have to do these things to get the best out of the AI, I would like to be able to tell my local commander that perhaps it would be a good idea if he focused his air strikes on the enemy TF that we have been tracking heading his way for two days.

    Some say this is "un-historical". I should go back to deciding if my rear bases need another load of supplies or fuel or whether my SC should go on another "Shakedown Cruise" or not. That these things are much more in line with what a "strategic commander" would be dealing with. I am sorry, I can not even type that with a straight face. :rolleyes: [/B][/QUOTE]




    Hey Grog, i am with you brother, i go through all the micro managing you have listed then when it gets hot and heavy my frickin planes are flyin the wrong direction. it drives me nuts, comes on guys, i see the advancing fleets, i want to command my air arm to hit them and hit them hard, not fly in the other direction. why are there no arcs setup? i got recon planes flyin all over the place except for were i want to scout. if i need to send my plane NE or due E to scout or to attack i think i need to be able to due so. this is way to lose, at least matrix reads the boards and replies. to tell you the truth , i bought the game based on the great reviews, i got into playin it and learning all the new terms, the only disappointment ive had with a otherwise good game is way the air arm is handled. just doesnt seem right. like grog has posted many times, we micromanage so many things in the game except what i think is the one of the most important. i sure hope somthing is done and also hope WITP handles this aspect better then this game does.

    :confused:

    _____________________________

    "No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country." Patton


    (in reply to iceboy)
  • Post #: 138
    - 1/9/2003 1:27:04 PM   
    mapr

     

    Posts: 72
    Joined: 9/4/2002
    From: Finland
    Status: offline
    [QUOTE]Originally posted by Paul Vebber
    [B]In case some missed it, David Heath wrote:

    That said, as David and I both posted, that DOES NOT MEAN that we have ruled out further refinement of the AI, AND/OR the possibility of adding additional options to influence that AI. Nearly 1 in 2 think that sort of change is desireable and we hear you.

    We've all read the posts and you can feel free to post but I think this argument has pretty much run its course and circled back a few times.

    The bottom line is - no player controlled stikes BUT the likelihood for continued evolution of the AI and player influences on it. (Though any such change would likely be a WitP development that would be backfit to UV when that game comes out.)

    We are listening and do play the game ourselves and do understand the situation. But at his point the game is pretty much what it is. WitP is the focus of attention now, and when that is ready, we will see what from it is appropriate to backfit into UV. [/B][/QUOTE]

    Hi,

    I'd love to hear what kind of improvements are considered... And might such changes be applied before 2004(when it was when WIP was to be released... )? And is there goingto be any change for changes to UV before WIP? What is likehood beeing able to influence AI to attack in specific area(for example in 15x15 hex area)... How about specific ship types? etc...

    (in reply to iceboy)
    Post #: 139
    - 1/9/2003 7:53:17 PM   
    OG_Gleep

     

    Posts: 308
    Joined: 12/27/2002
    Status: offline
    Never thought I would have to say this, but appriciate the fact that matrix does not ban people for posting negative comments, unlike some companies which I won't mention *cough*Paradox*cough

    (in reply to iceboy)
    Post #: 140
    "Battle Rhythm" in a COMPUTER game is NOT good - 1/9/2003 10:28:19 PM   
    Grumbling Grogn


    Posts: 207
    Joined: 10/20/2002
    From: Texas!
    Status: offline
    Anyone that posts paragraphs about "Battle Rhythm" need never point the finger at anyone and say "Mirco Manager" ;)

    PC games should never, never need "Battle Rhythm".

    The fact a PC game requires "Battle Rythm" should tell you something about the level of micro management already required in this game. :rolleyes:

    _____________________________

    The Grumbling Grognard

    (in reply to iceboy)
    Post #: 141
    Battle Rhythm in a computer game is Outstanding! - 1/9/2003 10:45:23 PM   
    Inigo Montoya

     

    Posts: 58
    Joined: 11/6/2002
    Status: offline
    Greetings!

    As a current U.S. military field grade officer and a longtime enthusiast of indepth board games (WiF, play-tester for Advanced Third Reich, WWII ETO/PTO), I want to thank Matrix for creating Uncommon Valor. The PBEM's I am involved in are quite satisfying. I love this game and do not feel dramatic changes are necessary. To me, the most convincing arguments for change are adjusting the port attack/naval attack setting effects. Mogami pointed out some helpful tips for us to avoid the "Rabaul" effect and his suggestions work well for me.

    I have developed my own battle rhythm and resonate with Mr. Vebber's comments. In WiF I developed a similar systematic approach to my turn and it was essential to follow this approach in upper level play. Now I am falling into the same habits with UV, and I imagine some of the more experienced players (of which I am not included) also have their battle rhythyms. But far from being a detriment, I find I am having a great deal of fun with UV! I readily admit it may not be everyone's cup of tea. There are many games out there which might have greater appeal for the masses, but for the pinnacle of hardcore gamers, there are very few fine selections. Uncommon Valor is one of those uncommon gems!

    :)

    _____________________________

    I am looking for a six-fingered man.

    (in reply to iceboy)
    Post #: 142
    Specific Example (last night again) - 1/9/2003 10:50:38 PM   
    Grumbling Grogn


    Posts: 207
    Joined: 10/20/2002
    From: Texas!
    Status: offline
    The list of items I made still stands. EVERY freaking one of those things as addressed in the game (not the hyperbole that was vainly refuted) is well, well below the operational level some seem to hold up as the model for this game system.

    It is just odd that people are telling me when a surface combat TF and a transport TF round Gili Gili that I have been tracking for two days, I can not tell my land based air at PM which TF to target/prioritize. But I can tell that same base commander how many planes to put on CAP and at what altitude? :confused:

    You want specifics? This situation happened last night...

    Turn 1: Weather is partly cloudy and I see a surface combat TF (it has BBs & CAs) and a transport TF heading toward Lae from the north. Still well out of bomber range but I see them coming...

    Turn 2: Weather overcast and I still see the TFs. Now they are turning east past Lae, past Buna (which I hold). It must be heading to Gili Gili. It is now coming to within bomber range.

    I set EVERYTHING that can carry a bomb at PM (including P39s/P400s) on naval attack and my P40s on escort with minimal CAP (10%? 20%? IIRCC). Set bombers with exper. of >75 on altitude of 100' everyone else set to 6,000' except the US Army dauntless unit it is set to 15,000 (tying to split his CAP, if any). All air crews in PM are < 20 fatigue, all bombers are <10 fatigue. The ones in question are based at PM with loads of supply and a nice fat, long airstrip with zero damage, all PBYs are on 100% search (anything I am missing so that it can not be claimed my fault?).

    Okay, this is the sitrep on Gili Gili. It has loads of supplies, is fortified to a 1-2 and is almost up to a level 2 airstrip. I have a PBY unit and two units of P39/P400s there. But, most importantly I have the entire freakin Australian 7th Division in Gili Gili with HQ and a base support unit (engineer unit with vehicles/dozers is inbound too ). These stouthearted Aussies are not disrupted or fatigued much at all (they have been here well over two weeks by now). Thus you can see I am not really that concerned with the Japanese being able to take Gili Gili with the few troops in those two transports coming in. :) Poor AI did not use recon. :(

    IOW it would be freakin' nice if I could get some payback for the Australian CA that the Japanese sank off Luga last week. Hell, let the Japanese landing force come ashore. PLEASE! The ENTIRE 7th DIVISION can wipe them out on the beaches!

    NOW, is it too much to expect that my area commander in PM would be well aware of the strength of Gili Gili? Is it too much to expect that my area commander would be aware of the small size of the Japanese transport convoy (2 transports and one MSW) we have been tracking for two days? Would it be too much to ask that they follow orders and concentrate on the Japanese BB and CA fleet in an effort to slow them down as ordered?

    Well what happened you ask?

    Turn 3: Weather turns clear (yea!).

    ...but we all know what happened right? (I am working from memory here)
    [list=1]
  • One flight of B17s flys to Rabaul against the CAP with no escort.
  • One flight of B17s (the one set to skip bomb at 100') flys to Shortland (!) with no escort.
  • Several flights of mediums, my dauntless unit and about half of my escorts fly to pester a SINGLE transport that moves into Lae harbor.
  • About 1/4 of my mediums strike the transport fleet
  • About 1/4 of my mediums strike the Japanese CAs.
    [/list=1]
    How is that for a coordinated attack. Why it's not like I had TWO FREAKING DAYS to plan for it or anything. This is ridiculous!

    If this had been a SNAFU that would be fine. Flights get lost, turn back, flights go for the CAs but hit the transport instead but the runs to Shortland, Rabaul and Lae are in direct violation of what the battle plan was! Heck, if this just happened once in awhile it would be a fine result for a Royal SNAFU. But this is not the case (and we all know it).

    It was, quite simply, and literally scatterbrained AI not able to recognize priority threats. So, instead it throws a little bit at each valid target in range.

    ...And woe unto the player that posts asking for the ability to tell his air assets where/who to prioritize on naval strikes. No, that ability is reserved for every other air/naval mission strike type. But when it comes to the minor detail of attacking shipping with aircraft, well that was a "tactical thing" and just not important enough in WWII in the SW Pacific to allow the player to "micro manage" the details in a game of this scale. :rolleyes:

    I find it astonishing that anyone would defend this type of "AI behavior" as correct/historical in any shape form or fashion. :eek:

    _____________________________

    The Grumbling Grognard

    (in reply to iceboy)
  • Post #: 143
    - 1/9/2003 11:22:51 PM   
    Mr.Frag


    Posts: 13410
    Joined: 12/18/2002
    From: Purgatory
    Status: offline
    Thats why I posted that all Naval Attack/Search missions should be ruled out of entering Base Hexes. That removes 3 out of the 5 attacks that happened to you, and would have added those 3 silly base attacks worth of aircraft back into the pool of aircraft attacking the two TF's resulting in a much more realistic Operational result.

    Attacking Bases is Operational Not Tactical. Planes should keep out of base hexes unless operationally ordered to go there!

    It is such a simple fix to disallow base hexes during the resolution to naval search/attack that I don't see how anyone can disagree with it as the solution. If you want to attack the base, you are going to plan an operational attack against the base, not randomly toss resources into the base AA/CAP shredder...

    (in reply to iceboy)
    Post #: 144
    Gee, everbody in the "Real War" infallibly ex... - 1/10/2003 12:29:28 AM   
    Paul Vebber


    Posts: 11430
    Joined: 3/29/2000
    From: Portsmouth RI
    Status: offline
    Don't feel bad GG, its about impossible to get real life operational commanders heads out of the tactical details and to understand thier role as operational commanders. Especially in the Navy.

    If your "operational planning" revolves around sinking two transports and a minesweeper, then its not your area commnader at PM that needs replacing...

    This line of reasoning is akin to reading the "loss reports" in a TOAW game and seeing that only 2 out 12 AT guns was killed by artillery and 12 or 60 squads of infantry were. The next bombardment kills no AT guns and 6 more infantry squads.

    "**** it I have 2 tank battalions that are supposed to attack that hex, why are my artillery commanders so stupid that they don't concentrate on those AT guns!!!" This is totally unrealistic and I refuse to play this game until I can tell my artillery commanders to priority target AT guns when they attack !!! Sack all my FO's, Cashier the arty commanders, this is totally unrealistc! In real life knowing I was making a tank assault they would concentrate on the AT guns".

    Why, I wonder is it readily accepted in a ground game that the tactical situation is too changable to have details mucked with by the operational commander, yet in Naval games, where the time distance dynamics are at least an order of magnitude higher, that somehow a sample of information, acquired at unknown intervals and using assumptions about how "the game works" to know the things the AI does and doesn't do, to make this kind of "prioritization" is neccesary?.


    The "my bombers on naval attack fly unescorted to Rabaul" argument I can sympathize with. My bombers atacked a single transport over there instead of 2 transports and a destroyer over here, I have a lot less sympathy for. The weather, lack of timely search reports, any number of TACTICAL DETAILS YOUARE NOT PRIVY TO (and can't be without turning the game into a tactical game) could have caused the division of resources you report.

    We said we would look into the prioritization issue, but that is for WitP. What exactly do you want us to do GG? Create a private patch for each potential minority group that does not like a certain design decision?

    [QUOTE]Heck, if this just happened once in awhile it would be a fine result for a Royal SNAFU. But this is not the case (and we all know it).[/QUOTE]

    Seems to me from playing and reading AAR's that those who seem to understand operational level planning and roles seem to consistently do much better in this area. They seem to complain less on this issue (1/3 of players being so bold as to saying "we got it right"). While for some unknown reason than those who focus their attention around killing individual "tactical targets of opportunity". THey seem to consistantly have "Royal SNAFU's"

    Hmmm, must be a serious flaw in an operational game's design...

    (in reply to iceboy)
    Post #: 145
    - 1/10/2003 12:32:09 AM   
    Grumbling Grogn


    Posts: 207
    Joined: 10/20/2002
    From: Texas!
    Status: offline
    [QUOTE]Originally posted by Mr.Frag
    [B]Thats why I posted that all Naval Attack/Search missions should be ruled out of entering Base Hexes. That removes 3 out of the 5 attacks that happened to you, and would have added those 3 silly base attacks worth of aircraft back into the pool of aircraft attacking the two TF's resulting in a much more realistic Operational result.

    Attacking Bases is Operational Not Tactical. Planes should keep out of base hexes unless operationally ordered to go there!

    It is such a simple fix to disallow base hexes during the resolution to naval search/attack that I don't see how anyone can disagree with it as the solution. If you want to attack the base, you are going to plan an operational attack against the base, not randomly toss resources into the base AA/CAP shredder... [/B][/QUOTE]

    Well obviously I tend to agree...

    But, I am still of the opinion that given the incredible level of detailed planning/micro managing (whatever you want to call it) that the player needs to do in this game to get the best results from the AI it is a very small thing to allow the player the same level of control for the single most important air mission type in the game that he has over all the other air mission types.

    If I want to concentrate on the Transport TF or the Surface TF in a situation like I had last night I can not do that now and your idea will not be enough to allow me to communicate such a simple priority to the AI.

    And it is simply insane to suggest that setting such a priority is too "tactical" for me to make in this game or to raise lame arguements that TFs move (no kidding! ...so what?)

    _____________________________

    The Grumbling Grognard

    (in reply to iceboy)
    Post #: 146
    - 1/10/2003 12:36:26 AM   
    Paul Vebber


    Posts: 11430
    Joined: 3/29/2000
    From: Portsmouth RI
    Status: offline
    [QUOTE]And it is simply insane to suggest that setting such a priority is too "tactical" for me to make in this game or to raise lame arguements that TFs move (no kidding! ...so what?)[/QUOTE]

    I give up...some people are untrainable I guess...

    (in reply to iceboy)
    Post #: 147
    - 1/10/2003 2:38:24 AM   
    Reiryc

     

    Posts: 4991
    Joined: 1/5/2001
    Status: offline
    These 2 statement are really all that's needed imho...

    quote:

    I did talk with both Gary and Joel and that [no player control of naval attacks] was the design choice they made. I fully understand both points of view and stand behind them on their choice.


    And then:

    quote:

    We are listening and do play the game ourselves and do understand the situation. But at his point the game is pretty much what it is. WitP is the focus of attention now, and when that is ready, we will see what from it is appropriate to backfit into UV.


    What more can be asked of them?

    They heard the issues raised, some they take into consideration based on level of feedback and some they will stick with. If they can backfit some of these concerns into UV then they will try to do so.

    My feeling is, this game is great regardless of the issue(s) raised in this thread.

    I ordered the game upon its release and havent stopped playing it since. Best game on my computer....

    Reiryc

    _____________________________


    (in reply to iceboy)
    Post #: 148
    Re: Specific Example (last night again) - 1/10/2003 3:27:02 AM   
    HMSWarspite

     

    Posts: 1401
    Joined: 4/13/2002
    From: Bristol, UK
    Status: offline
    [QUOTE]Originally posted by Grumbling Grogn
    [B]
    You want specifics? This situation happened last night...

    Turn 1: Weather is partly cloudy and I see a surface combat TF (it has BBs & CAs) and a transport TF heading toward Lae from the north. Still well out of bomber range but I see them coming...

    Turn 2: Weather overcast and I still see the TFs. Now they are turning east past Lae, past Buna (which I hold). It must be heading to Gili Gili. It is now coming to within bomber range.

    I set EVERYTHING that can carry a bomb at PM (including P39s/P400s) on naval attack and my P40s on escort with minimal CAP (10%? 20%? IIRCC). Set bombers with exper. of >75 on altitude of 100' everyone else set to 6,000' except the US Army dauntless unit it is set to 15,000 (tying to split his CAP, if any). All air crews in PM are < 20 fatigue, all bombers are <10 fatigue. The ones in question are based at PM with loads of supply and a nice fat, long airstrip with zero damage, all PBYs are on 100% search (anything I am missing so that it can not be claimed my fault?).

    Okay, this is the sitrep on Gili Gili. It has loads of supplies, is fortified to a 1-2 and is almost up to a level 2 airstrip. I have a PBY unit and two units of P39/P400s there. But, most importantly I have the entire freakin Australian 7th Division in Gili Gili with HQ and a base support unit (engineer unit with vehicles/dozers is inbound too ). These stouthearted Aussies are not disrupted or fatigued much at all (they have been here well over two weeks by now). Thus you can see I am not really that concerned with the Japanese being able to take Gili Gili with the few troops in those two transports coming in. :) Poor AI did not use recon. :(

    IOW it would be freakin' nice if I could get some payback for the Australian CA that the Japanese sank off Luga last week. Hell, let the Japanese landing force come ashore. PLEASE! The ENTIRE 7th DIVISION can wipe them out on the beaches!

    NOW, is it too much to expect that my area commander in PM would be well aware of the strength of Gili Gili? Is it too much to expect that my area commander would be aware of the small size of the Japanese transport convoy (2 transports and one MSW) we have been tracking for two days? Would it be too much to ask that they follow orders and concentrate on the Japanese BB and CA fleet in an effort to slow them down as ordered?

    Well what happened you ask?

    Turn 3: Weather turns clear (yea!).

    ...but we all know what happened right? (I am working from memory here)
    [list=1]
  • One flight of B17s flys to Rabaul against the CAP with no escort.
  • One flight of B17s (the one set to skip bomb at 100') flys to Shortland (!) with no escort.
  • Several flights of mediums, my dauntless unit and about half of my escorts fly to pester a SINGLE transport that moves into Lae harbor.
  • About 1/4 of my mediums strike the transport fleet
  • About 1/4 of my mediums strike the Japanese CAs.
    [/list=1]
    How is that for a coordinated attack. Why it's not like I had TWO FREAKING DAYS to plan for it or anything. This is ridiculous!
    [/B][/QUOTE]

    You have told us what YOU saw. What was the information available to the commander on the ground?
    Hypothetical I know, but....
    "Oh ****, I've got 2, maybe more TF with transports? And CinC thinks there is a BB/CA force around. Oh ****...
    Tell you what, bomb Rabaul with the '17s. Yes all of them...What? There's a sighting at Shortland? Oh, send 1 sqd there. Right, now what? Confirmed ship sighting at Lae..How many...what do you mean you don't know...well a bird in the hand...Bomb Lae. Right, what about the other TF's, what ya got? Two Transport TF? Half each, yep, go for it.

    Later

    Oh ****, that report must be those BB/CA the top brass was on about, ..."

    Before you flame me, I know that bombing missions were not planned by a harassed idiot with a blindfold and drawing pin, but neither are they planned by an all seeing eye in the sky with instant comms, and perfect strategic insight!

    I've a suggestion (well 2 in fact!)...play the game as it is and see if you can win (some of us do you know). Or go play any better game you know (and tell the rest of us!)

    _____________________________

    I have a cunning plan, My Lord

    (in reply to iceboy)
  • Post #: 149
    Control and Aircraft potency - 1/10/2003 3:33:01 AM   
    dtx

     

    Posts: 72
    Joined: 8/13/2002
    From: Pennsylvania
    Status: offline
    Grumbling G - Air power will become much more effective if the player is given more control over target priorities. While the planes won't become stronger, they will be spending more of their time attacking high value targets and won't be getting damaged/killed & developing fatigue from attacking low value targets.

    Let's say for example in a given turn, 50% of the strikes hit low value targets. If the player was allowed to hit only high value targets - so that 100% went at TF w/CVs or nearby surface fleets, etc, their effectiveness would double. (effectiveness, potency, use whatever word). Being able to target specific TFs would make air forces devastingly effective (as if they aren't already).

    I recognize that players want 100% control and don't like it when their planes hit the wrong target (I'm sure air force commanders feel the same way). However, it's a matter of play balance and play between the various armed forces. Unexpected events/attacks also models war:

    To quote the Prussian war theorist, Carl Von Clausewitz: "In war, the will of one combatant is directed at an animate object that reacts, often in unanticipated ways. This cyclical interaction between opposing wills occurs in a realm of chance and chaos."

    (in reply to iceboy)
    Post #: 150
    Page:   <<   < prev  3 4 [5] 6 7   next >   >>
    All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> Page: <<   < prev  3 4 [5] 6 7   next >   >>
    Jump to:





    New Messages No New Messages
    Hot Topic w/ New Messages Hot Topic w/o New Messages
    Locked w/ New Messages Locked w/o New Messages
     Post New Thread
     Reply to Message
     Post New Poll
     Submit Vote
     Delete My Own Post
     Delete My Own Thread
     Rate Posts


    Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

    0.656