Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

The Darwin Flying Circus

 
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] >> War in the Pacific: Admiral's Edition >> The Darwin Flying Circus Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
The Darwin Flying Circus - 12/27/2020 4:19:21 PM   
mussey


Posts: 683
Joined: 12/2/2006
From: Cleve-Land
Status: offline
The Emperor really wants Darwin. Fall 1942. My boys have been contesting his wishes:






Attachment (1)

_____________________________

Col. Mussbu

The long arm of the law - "The King of Battle"

Post #: 1
RE: The Darwin Flying Circus - 12/27/2020 4:23:42 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
It kinda, sorta, looks like some of those pilots need some training. In their defensive skill, that is. Or is their philosophy "Kill him before he kills you!" Or something like that?

Seriously though, those would make good training instructors for other squadrons, raising the average statistics so the trainees seem to improve faster.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to mussey)
Post #: 2
RE: The Darwin Flying Circus - 12/27/2020 6:57:58 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
"Do you like our AI?"
"It's artificial?"

(in reply to RangerJoe)
Post #: 3
RE: The Darwin Flying Circus - 12/27/2020 8:30:43 PM   
dasboot1960


Posts: 389
Joined: 8/2/2009
From: St Augustine, Florida
Status: offline
Who needs defense with those experiences and air to air levels?

_____________________________

Down like a CLOWN!

(in reply to Yaab)
Post #: 4
RE: The Darwin Flying Circus - 12/27/2020 8:32:28 PM   
dasboot1960


Posts: 389
Joined: 8/2/2009
From: St Augustine, Florida
Status: offline
These are not the numbers you might expect against a live opponent ( I hope)

_____________________________

Down like a CLOWN!

(in reply to dasboot1960)
Post #: 5
RE: The Darwin Flying Circus - 12/28/2020 12:59:22 AM   
mussey


Posts: 683
Joined: 12/2/2006
From: Cleve-Land
Status: offline
These guys have knocked off 500 Planes, mostly unescorted Bettys and Kates over a 6 month period. AI loves the smack down (Early Ironman scenario). I thought of splitting off some of the pilots. But they are holding up the Northern Front all on their own.

_____________________________

Col. Mussbu

The long arm of the law - "The King of Battle"


(in reply to dasboot1960)
Post #: 6
RE: The Darwin Flying Circus - 12/28/2020 1:02:50 AM   
Ian R

 

Posts: 3420
Joined: 8/1/2000
From: Cammeraygal Country
Status: offline
I think you mean spring 1942.

_____________________________

"I am Alfred"

(in reply to dasboot1960)
Post #: 7
RE: The Darwin Flying Circus - 12/28/2020 3:28:59 AM   
RhinoDad


Posts: 221
Joined: 12/22/2020
Status: offline
What map are you using? Looks much different than stock. Any advantages over stock.

(in reply to Ian R)
Post #: 8
RE: The Darwin Flying Circus - 12/28/2020 3:31:15 AM   
RhinoDad


Posts: 221
Joined: 12/22/2020
Status: offline
What map are you using? Looks much different than stock. Any advantages over stock.

(in reply to Ian R)
Post #: 9
RE: The Darwin Flying Circus - 12/28/2020 4:03:18 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
quote:

ORIGINAL: RhinoDad

What map are you using? Looks much different than stock. Any advantages over stock.

Maps have two components - a series of three or four pw files (in the main game directory) that tell the computer what the features of each hex are, but do not generate any visual picture and
- a set of map segments that are just .bmp ART (in the ART folder) - visual representations for you. You can change the ART without affecting the way the map works in the game.

Choice of ART is a personal preference - I find all the alternate map art hard for my old eyes to spot differences - things like the shading of one hex blending into the next hex, making it hard to figure out the terrain type. One of our former members did a number of ART versions but disappeared off the forum - I think there may have been copywrite issues with offering something not part of the official game without getting permission first (just my guess). But some players do use these alternate maps and know where you can get them.

Also be aware there are four map types which each have unique set of pw files:
1. the stock map with stacking limits only on some islands
2. a stacking limits map that has limits defined for every land hex
3. an extended map (extra locations and land added in a few places) with stacking limits only on some islands
4. an extended map with stacking limits for every land hex

The map ART you choose must be compatible with the computer pw files that define what is where or there will be a mismatch of visuals and computer locations.
The alternate map types can be found at the end or the Da Big Babes Reluctant Admiral (RA) site. I thought I had that bookmarked but I can't find it in my bookmarks. Try looking in the Mods Section for a link. EDIT: Found the site. The extended map is offered in section 7. Read the installation instructions carefully if you want to try it out. https://sites.google.com/site/dababeswitpae/reluctant-admiral

< Message edited by BBfanboy -- 12/28/2020 4:18:38 AM >


_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to RhinoDad)
Post #: 10
RE: The Darwin Flying Circus - 12/28/2020 6:43:58 PM   
RhinoDad


Posts: 221
Joined: 12/22/2020
Status: offline
Thank You BBfanboy

(in reply to BBfanboy)
Post #: 11
RE: The Darwin Flying Circus - 12/30/2020 3:25:14 PM   
mussey


Posts: 683
Joined: 12/2/2006
From: Cleve-Land
Status: offline
The map is Kamikaze Bellum Pacifica. The only advantage is it’s much easier to see terrain types and certain color icons stand out a bit better. Highly recommend it.

_____________________________

Col. Mussbu

The long arm of the law - "The King of Battle"


(in reply to RhinoDad)
Post #: 12
RE: The Darwin Flying Circus - 12/30/2020 4:16:40 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline
quote:

ORIGINAL: mussey

The map is Kamikaze Bellum Pacifica. The only advantage is it’s much easier to see terrain types and certain color icons stand out a bit better. Highly recommend it.


I am enjoying the Kamikaze Bellum Pacifica map and the little update that goes with it. It adds a land hex to the west of Clark Field, making Clark a full land hex [no coastal exposure.] The little jut of land next to Clark in the KBP map does not have a base. In the map that looks like World in Flames that hex has a base and is called Subic Bay. I am not sure if there is a way to get Subic Bay to show up as a base on the KBP map. It would be nice to have it, but my eyes much prefer the Kamikaze Bellum Pacific map's less "jangly to my eyes" shading.

To each his own.

< Message edited by Randy Stead -- 12/30/2020 4:17:13 PM >

(in reply to mussey)
Post #: 13
RE: The Darwin Flying Circus - 12/30/2020 4:46:46 PM   
Ambassador

 

Posts: 1674
Joined: 1/11/2008
From: Brussels, Belgium
Status: offline

quote:

ORIGINAL: Randy Stead

quote:

ORIGINAL: mussey

The map is Kamikaze Bellum Pacifica. The only advantage is it’s much easier to see terrain types and certain color icons stand out a bit better. Highly recommend it.


I am enjoying the Kamikaze Bellum Pacifica map and the little update that goes with it. It adds a land hex to the west of Clark Field, making Clark a full land hex [no coastal exposure.] The little jut of land next to Clark in the KBP map does not have a base. In the map that looks like World in Flames that hex has a base and is called Subic Bay. I am not sure if there is a way to get Subic Bay to show up as a base on the KBP map. It would be nice to have it, but my eyes much prefer the Kamikaze Bellum Pacific map's less "jangly to my eyes" shading.

To each his own.

Small caveat.

KBP is a nice map indeed, but maps are only graphics, they don’t add land (nor modify it). This is the purview of the pwhexe.dat file, which most maps won’t change (only full mods like DBB do it, and better not play against the AI with them if they do many changes).

Stock map, and game, Clark Field can only get accessed by land from NW, NE, E, SE and SW, and can also be entered by sea from SE (Bataan). The W hex side is not passable, even if the map gives the impression you can enter with a TF from the west. In fact, if you try an amphibious assault in CF, you’ll pass through Bataan’s hex (and I can tell you it hurts).

And in fact, Subic Bay is in CF’s hex, hence why there’s a port level (and Subic Bay Defenses).

To add a hex of land, you also have to change the pwhexe.dat file, and to add a base, that’s in the scenario files.

(in reply to Randy Stead)
Post #: 14
RE: The Darwin Flying Circus - 12/30/2020 5:01:13 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline

quote:

ORIGINAL: Ambassador


quote:

ORIGINAL: Randy Stead

quote:

ORIGINAL: mussey

The map is Kamikaze Bellum Pacifica. The only advantage is it’s much easier to see terrain types and certain color icons stand out a bit better. Highly recommend it.


I am enjoying the Kamikaze Bellum Pacifica map and the little update that goes with it. It adds a land hex to the west of Clark Field, making Clark a full land hex [no coastal exposure.] The little jut of land next to Clark in the KBP map does not have a base. In the map that looks like World in Flames that hex has a base and is called Subic Bay. I am not sure if there is a way to get Subic Bay to show up as a base on the KBP map. It would be nice to have it, but my eyes much prefer the Kamikaze Bellum Pacific map's less "jangly to my eyes" shading.

To each his own.

Small caveat.

KBP is a nice map indeed, but maps are only graphics, they don’t add land (nor modify it). This is the purview of the pwhexe.dat file, which most maps won’t change (only full mods like DBB do it, and better not play against the AI with them if they do many changes).

Stock map, and game, Clark Field can only get accessed by land from NW, NE, E, SE and SW, and can also be entered by sea from SE (Bataan). The W hex side is not passable, even if the map gives the impression you can enter with a TF from the west. In fact, if you try an amphibious assault in CF, you’ll pass through Bataan’s hex (and I can tell you it hurts).

And in fact, Subic Bay is in CF’s hex, hence why there’s a port level (and Subic Bay Defenses).

To add a hex of land, you also have to change the pwhexe.dat file, and to add a base, that’s in the scenario files.


Oh, crap, Batman!

All I did was copy and paste the files from the Kamikaze map mod into the game's art folder. If I understand you correctly, and I believe I do, I have just broken my game.

Good catch, and thank you very much for advising me.

(in reply to Ambassador)
Post #: 15
RE: The Darwin Flying Circus - 12/30/2020 5:07:36 PM   
Ambassador

 

Posts: 1674
Joined: 1/11/2008
From: Brussels, Belgium
Status: offline

quote:

ORIGINAL: Randy Stead


quote:

ORIGINAL: Ambassador


quote:

ORIGINAL: Randy Stead

quote:

ORIGINAL: mussey

The map is Kamikaze Bellum Pacifica. The only advantage is it’s much easier to see terrain types and certain color icons stand out a bit better. Highly recommend it.


I am enjoying the Kamikaze Bellum Pacifica map and the little update that goes with it. It adds a land hex to the west of Clark Field, making Clark a full land hex [no coastal exposure.] The little jut of land next to Clark in the KBP map does not have a base. In the map that looks like World in Flames that hex has a base and is called Subic Bay. I am not sure if there is a way to get Subic Bay to show up as a base on the KBP map. It would be nice to have it, but my eyes much prefer the Kamikaze Bellum Pacific map's less "jangly to my eyes" shading.

To each his own.

Small caveat.

KBP is a nice map indeed, but maps are only graphics, they don’t add land (nor modify it). This is the purview of the pwhexe.dat file, which most maps won’t change (only full mods like DBB do it, and better not play against the AI with them if they do many changes).

Stock map, and game, Clark Field can only get accessed by land from NW, NE, E, SE and SW, and can also be entered by sea from SE (Bataan). The W hex side is not passable, even if the map gives the impression you can enter with a TF from the west. In fact, if you try an amphibious assault in CF, you’ll pass through Bataan’s hex (and I can tell you it hurts).

And in fact, Subic Bay is in CF’s hex, hence why there’s a port level (and Subic Bay Defenses).

To add a hex of land, you also have to change the pwhexe.dat file, and to add a base, that’s in the scenario files.


Oh, crap, Batman!

All I did was copy and paste the files from the Kamikaze map mod into the game's art folder. If I understand you correctly, and I believe I do, I have just broken my game.

Good catch, and thank you very much for advising me.

No, it has only changed the graphics, not the game play. I don’t use that map, so I can’t say what it looks like around CF, but it has no effect on whether there’s land or not.

(in reply to Randy Stead)
Post #: 16
RE: The Darwin Flying Circus - 12/30/2020 5:15:32 PM   
Ambassador

 

Posts: 1674
Joined: 1/11/2008
From: Brussels, Belgium
Status: offline
In-game, use the F6 (or Windows+F6 depending on your computer) to see the hex sides. You’ll see the W hex side of Clark Field is red, and the SW side is white. Red indicates impassable, white passable by both land and sea, and green is a land connection only.

(in reply to Ambassador)
Post #: 17
RE: The Darwin Flying Circus - 12/30/2020 9:40:19 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline
I've decided [for now. at least] to revert my game map back to stock, then install the Babes extended map and data, plus the stacking limits and the new Asia roads. And to have all modified hexes functional. If I understand this correctly, I will have a stock map modified to extended, with redesigned and functional hexes in the Philippines and Malaya, and a few small island hexes, plus the Asian roads mod. All functional and able to be recognized by the AI Japanese player. Correct? I've been reading and rereading the instructions and I think I know what I have to do and in what sequence.

So, for now anyway, goodbye to the lovely Kamikaze map.

(in reply to Ambassador)
Post #: 18
RE: The Darwin Flying Circus - 12/30/2020 10:30:06 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
quote:

. . . All functional and able to be recognized by the AI Japanese player. Correct? . . .


I do not believe so. Check the threads for the scenarios and the new AIs for better information.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Randy Stead)
Post #: 19
RE: The Darwin Flying Circus - 12/30/2020 10:59:55 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline
Hmm. More research to undertake. All I wish to do is to get it functioning against the AI with the new terrain recognized in a long campaign or the in-game scenarios, should I wish to play them. I'm not planning right now to try user-contributed scenarios.

Does anybody play against the Japanese AI using Babe's extended map with the new Philippines, Malaya and island hexes with new stacking limits and Asian roads, all functional and recognized by the AI? Or must I download a new AI?

Thanks for the heads up, Joe; I'll do more reading before I carry on. I have a freshly installed, fully patched game, version 1.8.11.26b with stock map, no mods implemented.

I used to be a dab wiz at installing mods for other games. Then since the brain tumour removal in 2015 it has been a learning curve again. I hope I am not wearing out anyone's patience with my queries. I thank those who have been kind with their assistance.

P.S. Apologies to Mussey for diverting this thread. I thought about starting a new thread but thought since the original discussion seems to have wound down to carry on here, where those who are assisting me know this thread.

< Message edited by Randy Stead -- 12/30/2020 11:05:51 PM >

(in reply to RangerJoe)
Post #: 20
RE: The Darwin Flying Circus - 12/30/2020 11:05:12 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
You are brain damaged and you admit that. No problems there with me. I am not a complete idiot either, some parts are missing. Ask Zorch if I should post some pictures of that for him to enjoy.

A simple suggestion, have a basic installation then a new installation in a separate folder for each different map or whatever change that you want.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Randy Stead)
Post #: 21
RE: The Darwin Flying Circus - 12/31/2020 9:05:33 AM   
Ambassador

 

Posts: 1674
Joined: 1/11/2008
From: Brussels, Belgium
Status: offline
I won’t delve into details, others are better suited for that, but the AI is not real. The computer won’t react to your moves the way even the least experienced player will. The AI is just a series of scripted moves, with some triggers, which were written by Andy Mac, with some variants introduced. But if you do something unplanned, there might not be a single script to react to it (and in fact, the AI may continue doing moves it shouldn’t do).

That’s why a lot of moves should not be done, at least in the first six months, during an AI full campaign game, because you can break it.

Likewise, the scripts mainly refer to bases and coordinates based on the stock map and files - if you mod your game, changing the terrain files, moving bases, creating new bases, the AI won’t take it into account, and will still run the scripts the way it was programmed to.

(in reply to RangerJoe)
Post #: 22
RE: The Darwin Flying Circus - 12/31/2020 2:16:06 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline
Ambassador, as always, an informative and enlightening post. Thanks for that.

So it seems for now the best thing for me to do if I am playing the AI is to leave the map stock? Or, if I get a map with extra hexes but don't play them myself, will the AI take them if I leave them vacant? For example, on the one map the extra hex in the Philippine Islands goes to the west of Clark Field. If I leave it vacant, will the AI take it? Or those modified hexes in Malaya and the Shortland area, same deal? I am suspecting the best thing to do as far as the AI goes is to just play with the stock map; or, use a modified map but leave the extra hexes vacant. But I am guessing from posts I have read that the AI ignores the new hexes altogether, so even if I leave them vacant the AI will behave as if they do not exist at all, correct?

The reason I am focused on the AI at present is because it is going to be my vehicle for learning the game. If all goes well then I shall be able to assist my brother to learn how to play the game, and eventually we can play each other by email or on the same machine. Likely email, as he has plans to sell his house and move closer to his favourite fishing grounds. I wouldn't mind following, and maybe even both live on the same property, but my wife insists on staying close to our grandchildren. A dilemma, but my local kids and grandkids have higher precedence. So, maybe we'll be email foes in the end.

I know I'll be able to master the AI once I know what I am doing. The AI is like boot camp, use it to learn the mechanics of the game. The real learning is when you play a human opponent, with all his deviousness. I played the original Pacific War and was able to defeat the AI about 15 months ahead of historic timeline. I remember the giant air battles, after which one side or the other is wiped out and for the rest of the game his naval and ground units are for your fliers' target practice. WitP:AE, with its one day turns seems not to replicate that experience, from what I've read, so that even if you do get creamed in a particular air battle it does not necessarily mean you are wiped for the rest of the game. You get clobbered hard in one battle, and then you remedy the situation by reinforcement or redeployment.

< Message edited by Randy Stead -- 12/31/2020 2:17:37 PM >

(in reply to Ambassador)
Post #: 23
RE: The Darwin Flying Circus - 12/31/2020 2:25:17 PM   
RangerJoe


Posts: 13450
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: offline
I think that it is best when you are learning to play the stock game with the original AI scripts. Then go to the new AI scripts. Then go to mods.

Like a baby: learn to crawl, then walk, then run, then hobble with a cane.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Randy Stead)
Post #: 24
RE: The Darwin Flying Circus - 12/31/2020 2:34:53 PM   
Ambassador

 

Posts: 1674
Joined: 1/11/2008
From: Brussels, Belgium
Status: offline
Like Joe said, step by step learning is best. I would also advise to start playing the Coral Sea and Guadalcanal scenarios instead of the full campaign (and do so with both sides).

Re: maps, you can change to whatever map you want, as long as it’s said to be a « stock » map. What modders mean with that, is that they don’t change the pwhexe.dat file (so, the actual in-game terrain), nor the bases, so it will work without any problem for whatever scenario #1 to #16 you want, and some others too.

If you like Kamikaze Bellum Pacificum’s style, pick the map of the first link - that one « adds » no land, so the basic scenarios will work.
The « extended » maps are all for the Big Babes mods, and derivatives thereof.

To answer your question, please take a screenshot of the game, after having used the « 1 » and « F6 » shortcuts to let the terrain and types of hex sides appear.

(in reply to RangerJoe)
Post #: 25
RE: The Darwin Flying Circus - 12/31/2020 3:03:18 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline
Yes, I really do like the Pacificum map. Will load that one and try the scenarios you suggest. It seems one really must learn the carrier ops and land battles before launching into the grand campaign.

I'll leave the map mods for later, when I have a human opponent.

Good advice, Joe and Ambassador. Much appreciated.

< Message edited by Randy Stead -- 12/31/2020 3:08:50 PM >

(in reply to Ambassador)
Post #: 26
RE: The Darwin Flying Circus - 12/31/2020 3:23:54 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline
I have downloaded Kull's Turn 1 suggestions, for both Allied and Japanese. Somewhere in the forum I saw the same sort of thing with suggestions for turn 1 for the Coral Sea and Guadalcanal scenarios. That's the route I think it best for me to go, but I cannot find those again. If anyone knows where there are, please reply.

Nonetheless I will continue to search for them.

(in reply to Randy Stead)
Post #: 27
RE: The Darwin Flying Circus - 12/31/2020 6:41:34 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline
I found the link containing advice for newbs playing the Coral Sea and Guadalcanal scenarios. I feel like giving myself a "Participant" trophy for finding it again before somebody else went and did the work for me. Anyway, for those like myself who could use the advice, here it is:

CS & G scenarios advice for newbs

< Message edited by Randy Stead -- 12/31/2020 6:42:01 PM >

(in reply to Randy Stead)
Post #: 28
RE: The Darwin Flying Circus - 12/31/2020 6:58:20 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Randy Stead

Yes, I really do like the Pacificum map. Will load that one and try the scenarios you suggest. It seems one really must learn the carrier ops and land battles before launching into the grand campaign.

I'll leave the map mods for later, when I have a human opponent.

Good advice, Joe and Ambassador. Much appreciated.

As I posted to another player in a recent thread (and you posted in it afterward), the visual art you want to change are .bmp files in the ART folder. Use thumbnail view to see which bitmaps are the ones for the map (as opposed to icons and such).

Make note of those file numbers, make a "map save" folder and move those files to the save folder. Then copy in your new map .bmp files. I don't know if Pacifica Bellicum (name?) is offered in stock and extended versions but you definitely want the stock version as you are not changing the pwhex.dat file.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Randy Stead)
Post #: 29
RE: The Darwin Flying Circus - 12/31/2020 7:10:18 PM   
Randy Stead


Posts: 454
Joined: 12/23/2000
From: Ontario, Canada
Status: offline
Hi BB. Yes, I made sure to have the stock files. There is an extended version, but I am only installing the stock files.

Kamikaze Bellum Pacifica is the proper name of the map mod.

(in reply to BBfanboy)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> The Darwin Flying Circus Page: [1] 2   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

1.328