Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: 4 player E-mail: A

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> World in Flames >> After Action Report >> RE: 4 player E-mail: A Page: <<   < prev  97 98 [99] 100 101   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: 4 player E-mail: A - 10/24/2016 5:11:06 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline

quote:

ORIGINAL: AllenK


quote:

ORIGINAL: Dabrion

Or just change the interface to be able to point-and-click route? Should work like this:

1) click on resource/oil/factory
2) click on a port (MWiF asserts there is a railway connection from 2) to 1), if 2) is a minor port decrease port capacity)
3) click on a series of sea zones, starting in a sea zone the port 2) is adjacenton to (MWiF assert there is a convoy chain, then decreases that chains capacity)
4) click on a port in the last sea zone of 3)
5) click on a factory/port/city (MWiF asserts there is a railway connection from 5) to 1), or 5) to 4), if 4) is a minor port decrease ports capacity)

Would be nice to be able to save entire and also sub-graphs. For example, I usually design my convoy graph in a composite way, one for India, one for Africa, one for Americas, etc. And they can have different layouts depending on what stage the game is in.

This could be implemented on top of whatever logic is already in place to make the ridiculous suggestions.


You already can manually set routes by pointing and clicking as you suggest.

The only differences are you first have to tell MWiF the resource and destination factory. Delete the route MWiF has proposed. The computer checks for 1) and 2) when you click on the first sea zone in the chain and then checks 4) and 5) when you click on the last sea zone in the chain. If there are problems you get an error message, otherwise the route is set.

As long as there are CP's in the sea-zone that aren't either being used to fulfill trade obligations or already allocated to existing manual over-rides it works pretty smoothly. If there aren't enough CP's, it doesn't work.



The main trouble with this is that it works badly with joint convoy chains with Major Powers that do not co-operate. It was a serious pain with CW and France before they could co-operate.

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to AllenK)
Post #: 2941
RE: 4 player E-mail: A - 10/24/2016 5:18:18 PM   
AllenK


Posts: 7259
Joined: 2/17/2014
From: England
Status: offline

quote:

ORIGINAL: Orm


quote:

ORIGINAL: AllenK


quote:

ORIGINAL: Dabrion

Or just change the interface to be able to point-and-click route? Should work like this:

1) click on resource/oil/factory
2) click on a port (MWiF asserts there is a railway connection from 2) to 1), if 2) is a minor port decrease port capacity)
3) click on a series of sea zones, starting in a sea zone the port 2) is adjacenton to (MWiF assert there is a convoy chain, then decreases that chains capacity)
4) click on a port in the last sea zone of 3)
5) click on a factory/port/city (MWiF asserts there is a railway connection from 5) to 1), or 5) to 4), if 4) is a minor port decrease ports capacity)

Would be nice to be able to save entire and also sub-graphs. For example, I usually design my convoy graph in a composite way, one for India, one for Africa, one for Americas, etc. And they can have different layouts depending on what stage the game is in.

This could be implemented on top of whatever logic is already in place to make the ridiculous suggestions.


You already can manually set routes by pointing and clicking as you suggest.

The only differences are you first have to tell MWiF the resource and destination factory. Delete the route MWiF has proposed. The computer checks for 1) and 2) when you click on the first sea zone in the chain and then checks 4) and 5) when you click on the last sea zone in the chain. If there are problems you get an error message, otherwise the route is set.

As long as there are CP's in the sea-zone that aren't either being used to fulfill trade obligations or already allocated to existing manual over-rides it works pretty smoothly. If there aren't enough CP's, it doesn't work.



The main trouble with this is that it works badly with joint convoy chains with Major Powers that do not co-operate. It was a serious pain with CW and France before they could co-operate.


Yes, I can see that might complicate things. I usually manage to get my CW and French convoy lines working before they are cooperating major powers okay without too much hair loss but perhaps I'm not working them to their absolute optimum efficiency. I would need a critique on this.

(in reply to Orm)
Post #: 2942
RE: 4 player E-mail: A - 10/24/2016 5:23:03 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
Mayor disaster at sea. Both RMS Queen Elizabeth and RMS Queen Mary were lost at sea late last evening. The two liners were filled with militia from the London area. During the rescue attempt the carrier HMS Courageous was severely damaged. More to follow.



Picture from Mar/Apr '41 Impulse #6 (Allied) - Naval Combat

Attachment (1)

< Message edited by Orm -- 10/24/2016 5:24:20 PM >


_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to AllenK)
Post #: 2943
RE: 4 player E-mail: A - 10/24/2016 5:24:41 PM   
Dabrion


Posts: 733
Joined: 11/5/2013
From: Northpole
Status: offline
Well I just tried it (again). Yes, you can manually set routes since release day, but they are not taken into consideration most of the time. Choosing from a very long list is not the same as clicking on the map. The basic functionality may be there (may be not.. it feels random). If it is there, it is screened off behind an obfuscated interface that makes you spend hours for a task that should take minutes. Only to see that all your time spent is for nothing and you have to start over from square one.

If there have been any changes to this component since release, they are so subtle that I am unable to see them.

_____________________________

“WiF is like sex: sure, it may give some practical results, but that's not why we do it.”
- Richard P. Feynman, 'WiF, Sex, and the Dual Slit Experiment'.

(in reply to AllenK)
Post #: 2944
RE: 4 player E-mail: A - 10/24/2016 5:44:11 PM   
AllenK


Posts: 7259
Joined: 2/17/2014
From: England
Status: offline
Yes, I can see that pointing and clicking on the main map, rather than starting from drop-down lists, would be a good alternative. I wouldn't want to lose the drop downs, however, as I find it useful to be able to quickly scan down the lists, find what's going where, how many CP's it is taking and being able to start any amendments from the list. Each to their own I suppose. I hope at some point your idea can be accommodated.

(in reply to Dabrion)
Post #: 2945
RE: 4 player E-mail: A - 10/24/2016 5:52:39 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
So AllenK, when you got that game save at the weekend where did you start?

Do you use a spreadsheet or some other written aide to ensure you know in your own mind what is transporting what in each sea zone?

_____________________________

England expects that every man will do his duty. Horatio Nelson October 1805



(in reply to AllenK)
Post #: 2946
RE: 4 player E-mail: A - 10/24/2016 6:08:19 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline
And how long did it take you to get the results you wanted. I sometimes spend more than half a day and still are not able to get things right. And that's not a fun thing at all.

No: convoy routing should give you an optimized automatic result which is correct according to the rules. If MWIF can't get that right, that part of the program is not behaving as it should.

I hate the "compute" button. And I mean I hate that button, because I have to press it and see that MWIF again makes a mess of things during the calculation that it is making...

_____________________________

Peter

(in reply to warspite1)
Post #: 2947
RE: 4 player E-mail: A - 10/24/2016 6:23:45 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline
The Battle of the Straits (March 1941)

The crew of the RMS Queen Elizabeth valiantly battled to save the ship but their efforts were in vain. The bulk of the London Militia Corps - the best part of 18 irreplaceable battalions from the 47th (London) and 56th (London) Infantry Divisions were lost when the two Queens sank.



Attachment (1)

< Message edited by warspite1 -- 10/24/2016 6:25:05 PM >


_____________________________

England expects that every man will do his duty. Horatio Nelson October 1805



(in reply to Centuur)
Post #: 2948
RE: 4 player E-mail: A - 10/24/2016 6:46:22 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
Axis stay at sea, I presume.



Picture from Mar/Apr '41 Impulse #6 (Allied) - Naval Combat

Attachment (1)

< Message edited by Orm -- 10/24/2016 6:47:02 PM >


_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to warspite1)
Post #: 2949
RE: 4 player E-mail: A - 10/24/2016 6:52:07 PM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline
Axis stay.

(in reply to Orm)
Post #: 2950
RE: 4 player E-mail: A - 10/24/2016 6:55:00 PM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline
About convoy lines... I hate to predict problems, but what will happen if/when one or few CP's sinks?

(in reply to Mayhemizer_slith)
Post #: 2951
RE: 4 player E-mail: A - 10/24/2016 7:00:19 PM   
warspite1


Posts: 41353
Joined: 2/2/2008
From: England
Status: offline

quote:

ORIGINAL: Mayhemizer

About convoy lines... I hate to predict problems, but what will happen if/when one or few CP's sinks?
warspite1

Then one or more convoy lines will be cut.....


_____________________________

England expects that every man will do his duty. Horatio Nelson October 1805



(in reply to Mayhemizer_slith)
Post #: 2952
RE: 4 player E-mail: A - 10/24/2016 7:03:44 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
quote:

ORIGINAL: Mayhemizer

About convoy lines... I hate to predict problems, but what will happen if/when one or few CP's sinks?

Same thing as before. I have to spend a long, or very long, time trying to fix, or rather optimize, the convoy lines again. What I just did was just the normal CW check that is done when it is a risk that it is the last Allied impulse of the turn. I do it when things have changed and now the US convoy points was to take part of the route and lend lease had changed. Hence the extra trouble. I suspect the trouble will increase until USA can co-operate with CW and France.

And I will probably need some help as well.

Note that there has not been many turns, if any at all, in this game when Allies have had perfectly optimized convoy lines. Several convoy points are wasted every turn. But since this gave extra bonus to Axis searches I have tried harder and spent more time on 'eliminating' the need for 'extra' convoy point.

< Message edited by Orm -- 10/24/2016 7:06:50 PM >


_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to Mayhemizer_slith)
Post #: 2953
RE: 4 player E-mail: A - 10/24/2016 7:12:47 PM   
AllenK


Posts: 7259
Joined: 2/17/2014
From: England
Status: offline
Nothing used apart from the information on the screens. My main tools are the production planning display, the unused CP's display and if necessary the route display for a specific resource. I let MWiF manage as much as possible and work on the basis that if the correct number of CP's are showing for each resource route, then leave it alone. Only interfere if it doesn't look as you expect it to. I don't keep any spreadsheets or zone by zone notes of what should be transporting what.

Since I hadn't built the convoy net myself, the first thing I did was to see what resources were going where and how many CP's they were taking. This highlighted one US traded BP taking an optimal 4 sea-zone route and two taking a 5 sea-zone route. Other than that, it looked right i.e. resources from Australia taking 9 CP's to the UK, ones from USA taking 3, ones from Africa taking 4 etc.

I manually over-rode the route for the 2 traded BP's to follow the 4 sea-zone route and then checked each nations production planning to see what if anything had changed (resources going idle, taking longer routes etc) and then for unused CP's. I looked to see what resources were idle and then checked the unused convoys screen to find where there was unused capacity in the net. I looked to see what ports the spare CP's were located on the map and and filled in the gaps in the route. This was where the problems with the US CP's started showing up as sometimes they were transporting and sometimes not.

At this point I undid all the CP moves Orm had made and experimented with different combinations of US vs CW/French CP's in the routes, which showed me how the US CP's were actually behaving as opposed to how they were supposed to be behaving. In the course of all this trial and error, I noticed how MWiF was almost always correctly routing the CP's.

Once I knew how the US CP's were behaving, it was pretty straight forward to add the extra CP's into the net to arrive at the 3 French and 27 CW BP's. When Orm took it back, after a couple of minor adjustments, he was able to swap out CW CP's for US ones to give the CW a bit of a needed reserve. As I stated in one of the posts above, once I knew how the system was actually behaving and stayed within those parameters, it worked pretty smoothly and quickly.

It took all evening of trial and error to work out what was going on. The next morning, once I knew what was going on, it took no more than about 15 mins to amend the 5 sea-zone to 4 sea-zone routes and add the extra CP's to bring the remaining resources into the net.












(in reply to warspite1)
Post #: 2954
RE: 4 player E-mail: A - 10/24/2016 7:13:30 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
What box, or boxes, does Axis prefer to include this time?



Picture from Mar/Apr '41 Impulse #6 (Allied) - Naval Combat

Attachment (1)

< Message edited by Orm -- 10/24/2016 7:16:00 PM >


_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to Orm)
Post #: 2955
RE: 4 player E-mail: A - 10/24/2016 7:16:14 PM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline
0 box only, thank you.

< Message edited by Mayhemizer -- 10/24/2016 7:18:16 PM >

(in reply to Orm)
Post #: 2956
RE: 4 player E-mail: A - 10/24/2016 7:17:34 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
Will you spend any surprise points in selecting combat type?

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to Mayhemizer_slith)
Post #: 2957
RE: 4 player E-mail: A - 10/24/2016 7:18:53 PM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline
No thank you, Axis choose naval air combat.

Bf110 will fly as from bomber, followed by Sparviero, Erone and Gabbiano.

(in reply to Orm)
Post #: 2958
RE: 4 player E-mail: A - 10/24/2016 7:22:34 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
Air to air combat odds are currently 0/0. Axis has 13 surprise points. Will any of the 13 surprise points be used now?

Note that the Italian submarines are included as in the previous rounds.

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to Mayhemizer_slith)
Post #: 2959
RE: 4 player E-mail: A - 10/24/2016 7:28:00 PM   
AllenK


Posts: 7259
Joined: 2/17/2014
From: England
Status: offline
Is it too late to change our minds? I was going to spend surprise points to choose sub combat.

< Message edited by AllenK -- 10/24/2016 7:29:05 PM >

(in reply to Orm)
Post #: 2960
RE: 4 player E-mail: A - 10/24/2016 7:29:05 PM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline

quote:

ORIGINAL: Orm

Note that the Italian submarines are included as in the previous rounds.


Didn't remember submarines, I was not following that well yesterday.

If possible, can you go back and use 4 points to submarine combat?

(in reply to Orm)
Post #: 2961
RE: 4 player E-mail: A - 10/24/2016 7:31:26 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
I am already at the spend surprise points for air to air combat form. I can go back but then I have to restart from the latest autosave. That works for me but then it will not be this evening. It is up to you how to proceed.

_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to AllenK)
Post #: 2962
RE: 4 player E-mail: A - 10/24/2016 7:33:13 PM   
AllenK


Posts: 7259
Joined: 2/17/2014
From: England
Status: offline

quote:

ORIGINAL: Centuur

And how long did it take you to get the results you wanted. I sometimes spend more than half a day and still are not able to get things right. And that's not a fun thing at all.

No: convoy routing should give you an optimized automatic result which is correct according to the rules. If MWIF can't get that right, that part of the program is not behaving as it should.

I hate the "compute" button. And I mean I hate that button, because I have to press it and see that MWIF again makes a mess of things during the calculation that it is making...


I agree, MWiF should give you an optimized automatic result according to the rules in force at the time. It gives you optimized routes but not necessarily according to the rules. Unfortunately, the deviations aren't obvious and take time to discover. Trying to get a computer to do something it isn't programmed to do will always end up in frustration.


(in reply to Centuur)
Post #: 2963
RE: 4 player E-mail: A - 10/24/2016 7:37:27 PM   
Dabrion


Posts: 733
Joined: 11/5/2013
From: Northpole
Status: offline
In a board game you would determine two quantities per industry isle: 1) amount of factories, 2) amount resources that reach. Take the min of both and there you have your production points. Depending on the multiplier and preference you might want to save some of the oil. End of story.
Routing the iron resource from Tashkent to the blue Leningrad factory is a nice fluff information. It adds nothing to the game though. Well.. except problems..


When your convoys get sunk, the thinnest part of the pipe determines how much you can ship from a to b, dictating an upper limit for 2).


To be honest, the "CP used" metric is a bit of a red herring. That information is good in it self, but in times of war you want to have reliable shipping that you can guard. Your priority should be to route far away from the sub staging bases and where this is unrealistic, with optimal projection for retaliation. E.g. you don't route through Biscay after GE has access to Brest, although that is still the optimal route in terms of "CP used" (if you do it will soon become the optimal route for "CP lost" as well..). Same goes for the Med, China Sea for Japan etc.

_____________________________

“WiF is like sex: sure, it may give some practical results, but that's not why we do it.”
- Richard P. Feynman, 'WiF, Sex, and the Dual Slit Experiment'.

(in reply to AllenK)
Post #: 2964
RE: 4 player E-mail: A - 10/24/2016 7:42:26 PM   
Mayhemizer_slith


Posts: 7654
Joined: 9/7/2011
From: Finland
Status: offline
I think he wanted to go with submarines and that's why they are included. So, if possible, we would like to choose submarine combat.

< Message edited by Mayhemizer -- 10/24/2016 7:43:26 PM >

(in reply to Dabrion)
Post #: 2965
RE: 4 player E-mail: A - 10/24/2016 7:43:28 PM   
Orm


Posts: 22154
Joined: 5/3/2008
From: Sweden
Status: offline
Right then. With no answer on how to proceed I am making a decision myself.

I will now cancel the MWIF activity for this evening. Action will proceed tomorrow with either naval, submarine, or air combat depending on what you decide.

< Message edited by Orm -- 10/24/2016 7:44:20 PM >


_____________________________

Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett

(in reply to Dabrion)
Post #: 2966
RE: 4 player E-mail: A - 10/25/2016 7:57:44 AM   
AllenK


Posts: 7259
Joined: 2/17/2014
From: England
Status: offline
Orm, thanks for your patience and tolerance.

Go with 4 points to select sub combat. 4 points should boost Allied damage to X, 2D, 2A. 3 points to select first target. Leaves 2 points to reduce losses to the subs. X goes on the Trans loaded with the Fighter.

Thanks

(in reply to Orm)
Post #: 2967
RE: 4 player E-mail: A - 10/25/2016 8:30:09 PM   
ashkpa


Posts: 1507
Joined: 1/16/2014
Status: offline
quote:

The process that took time was determining what MWiF was actually doing, rather than what it was supposed to be doing.

It would be nice to have that documented somewhere, so the rest of us don't have to discover it as well. Could it be written down?

(in reply to AllenK)
Post #: 2968
RE: 4 player E-mail: A - 10/25/2016 9:07:40 PM   
AllenK


Posts: 7259
Joined: 2/17/2014
From: England
Status: offline

quote:

ORIGINAL: ashkpa

quote:

The process that took time was determining what MWiF was actually doing, rather than what it was supposed to be doing.

It would be nice to have that documented somewhere, so the rest of us don't have to discover it as well. Could it be written down?


Well, as far as I could tell, MWiF was allowing US CP's to be part of the convoy chains transporting CW and French resources to the CW factories but wasn't allowing them to transport lend-lease US BP's to France. I'm not sure about lend-lease resources as I didn't particularly test that aspect.

(in reply to ashkpa)
Post #: 2969
RE: 4 player E-mail: A - 10/26/2016 10:00:55 AM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
Status: offline
quote:

ORIGINAL: AllenK


quote:

ORIGINAL: ashkpa

quote:

The process that took time was determining what MWiF was actually doing, rather than what it was supposed to be doing.

It would be nice to have that documented somewhere, so the rest of us don't have to discover it as well. Could it be written down?


Well, as far as I could tell, MWiF was allowing US CP's to be part of the convoy chains transporting CW and French resources to the CW factories but wasn't allowing them to transport lend-lease US BP's to France. I'm not sure about lend-lease resources as I didn't particularly test that aspect.


That is a bug. This is the tekst of the option:

32. US refutes Naval War zones - The USA may use its own convoy points to ship any resources and/or builds points that the USA is lend-leasing to any allied major power. These convoy points may be attacked by Axis units even if they are not at war with the USA.

The rule here is clear. US convoys may only transport US lend leased build points and/or resources. The US isn't allowed to transport French or CW resources (or build points).
I think you need to put this one with a gamesave in the tech support part of the forums...

Also: look into this ruling in the FAQ on this option:

Q:
Once the US refutes Naval War zones, I know they can only ship their own stuff, but can they be part of a convoy chain? The rule on chains says a Neutral Major cannot be part of a chain unless the rules specifically allow it. Then it cites the nonexistent rule 5.1.1 (we assume 5.1 - Trade Agreements - is meant of course) and rule
13.3.2 Option 9. No mention of 13.3.2 Option 32. So this could mean that for several turns, a chain of CW and Russian CP are taking US lends to Russia, but once the US refutes Naval War zones and wants to use US CPs to ship them, then
no longer can the CW and Russian CP participate in shipping any of the US lends that traversed any distance on US CPs! It also could mean that aside from Trade Agreements, the only chain the US can participate in while neutral, must be
resources to China?

A:
No (13.6.1 specifies which 2 circumstances neutral major powers may share convoy chains). Date 23/12/2007

13.3.2 Option 32: US refutes Naval War zones - The USA may use its own convoy points to ship any resources and/or builds points that the USA is lendleasing to any allied major power.
13.6.1: Neutral major powers can only contribute to convoy chains with other major powers if the rules specifically allow it (see 5.1.1 and 13.3.2, option 9). Neutral major powers’ convoys can not transport resources or build points to other major powers unless the rules specifically allow it (see 5.1.1 Japan-USA, 13.3.2, options 9, 15, 17, 19, 27 and 30).


This means that if the US wants to send BP's to France with this option, the whole convoy chain should be made up of US convoy points. If that isn't the case, the build points has to delivered by a convoy chain consisting only of CW and French convoys.

< Message edited by Centuur -- 10/26/2016 10:02:03 AM >


_____________________________

Peter

(in reply to AllenK)
Post #: 2970
Page:   <<   < prev  97 98 [99] 100 101   next >   >>
All Forums >> [New Releases from Matrix Games] >> World in Flames >> After Action Report >> RE: 4 player E-mail: A Page: <<   < prev  97 98 [99] 100 101   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

0.781