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LCU equipment Loss List - 7/11/2004 4:49:08 PM   
pad152

 

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LCU equipment Loss List

Some thing like the equipment list, so one can see how nuch of what type of equipment is lost. This is more important for the Japanese player to know when to increase equipment production.

Added to list

< Message edited by Kid -- 7/20/2004 3:22:15 AM >

(in reply to Point Luck)
Post #: 91
RE: wish list for patch - 7/11/2004 5:04:59 PM   
Adnan Meshuggi

 

Posts: 2220
Joined: 8/2/2001
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My wish list:
Section A) Production
Generally:
1.) THe production should be redone completly...
in the moment, it is a huge "mess", very complicated and you need a second computer and excel to calculate any effects BEFORE you can do something....

No can do

2.) The allied side should get more control about production. It should be limited in a way so you can´t get the corsair carrier plane much earlier - but your production rate should be improved (by more experience by research)
So, the corsair still come into service regulary, but you produce x% more per month of em, knowing how to do... (okay, this should be also limitated, say 100% more, but still, the allies should do something (why have 2000 F4F4 in the pool but no carriers (for example), but the chance to develop a lot more hellcats, so in the moment your new carriers come into service, you have a lot planes to work with.

No can do

3.) Generally, shouldn´t it be smart that you can ONLY research planes in the upgrade row ? I think, all informations you get about one plane help to build the next... example: i build the Nate. It should be preplaced by the OscarII. After OscarII (upgrade to the Ki84) you can do reserach more as historically for the Ki84... Also, if you do NOT resear a plane, you get a punishment.
The same for the allied side...

No can do

4.) The production should be limited and not only halted... like 0, 25, 50, 75%... And - it would be perfect if the computer do it in one screen ! (okay, if this isn´t possible, this would need some micromanagement, but it would be the advantage of the expert player)

Added to the list

5.) A general overview about production, shortcommings and reserves (and how much resources this need monthly (so you can plan resource transports combined with your reserves) would be perfedt

Need specific information

6.) Every change should be shown for full production, so you can see what mess you will do (if you do it)

Not sure I understand this

7.) Oh, a undo button is needed (if you see that you made a mess you could undo it.

This has been resuested and the developers say no. Too much risk involved.

8.) Also, the reduce production capacity possibility would be great (if i produced 200 Zero-2´s a month, have a lot in the pool and no more carriers to go with (for example), i would love to reduce this to 100, and have 100 more for other zeros (Mark 3 or 5 or 8...)
So, i can expand some factories, and reduce their capacity if the plane is still needed but not in such numbers. In the moment, i have to switch the whole factory AND another (with the penalty) to the zero2. THis is not good, esp. if an automatic update to the zero3 happens (at last if i can´t upgrade 2s to 3s)

Added to the list

9.) The "how much resources will be transported to xy by land" would also be great to see.... so do i need to unload in 3 or only in one harbour ?

Added to the list


Okay, this is the first part

B.) Game handling
Many people mentioned missing hotkeys... this is absolutly true. A game such huge dimension needs shortkeys,
the base cycling (open screen!), the air/port/land cyclying thing (maybe a "the actual screen open"cycle thing

Need specifics (supplied by other post)
Also some improvements in the screens to work with would be fine.
If i move in china troops, it would be great that an "leave behind needed troops" button exist. Cause if i withdraw all combattroops or air support troops, my planes sit on the ground, the base mybe produce partisans (i still haven´t recognized how this work) and my supply line is cutted...

No can do

The most other things had be said here

c.) Statistics, savefiles
Why not create a combatreportfile called "COMBATREPORTactualgamedate.txt" ? So you never have to think about overwriting, the freaks could make a huge file out of it and nobody loose the thing (I think the textfiles would be not so big, if we make a special folder (called Savefiles/ScenarioXY/Combatreports) nothing get lost and the actual CR will be saved, too... if a gamer delete this folder, nothing will be saved...?
The same with Intel reports

Someone posted a utility for this on Spooky's site

Also, we need a "What losses had i today"-Report... perfectly seperated in hq-areas (so i know, my 4.fleet lost 120 pilots, 47 zeros, 72 betties, the akagi and these 3 destroyers... (if sunk today! if they are heavy damaged and sink from the battle 4 days ago, i got also the report of the todays lost...) the same for the enemies side (if fow is on, the results will vary)

This info is already availible in other reports

So, we get a lot interesting informations, could plan and improve the strategies and will know what works and what not
I think this could be done, cause in the moment the computer knows everything about any unit...
If this is too much computer performance, a weekly report will do, too...

For the actual units.... Airunits should not only have the Kill-ratio, but also the lost planes/pilots numbers in...
if i have the 317th RAAF Squad, 38 pilots, 119 kills, 2210 missions flown, 211 planes and 196 pilots killed this is much better as only the 119 kills...
For ships, also a statistic with (combats (anything they fired a gun or droped a dc), reported kills (with location and date (only them!), shot down planes (again, only the known kills, damaged planes do not count) would be great....

Can´t say if this all will be possible, but i think it could be done (cause everything has a number and if plane X from ggroup y is killed, it could be documented ?)


Greetings

< Message edited by Kid -- 7/28/2004 5:30:39 PM >


_____________________________

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(in reply to Grotius)
Post #: 92
RE: wish list for patch - 7/11/2004 10:21:34 PM   
Runsilentrundeep


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From: Tulsa Oklahoma USA but still a Yankee
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I would just like a date on each ship sunk.

Already on the list

< Message edited by Kid -- 7/28/2004 5:31:06 PM >

(in reply to Xargun)
Post #: 93
RE: wish list for patch - 7/11/2004 10:30:34 PM   
Mike Scholl

 

Posts: 9349
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From: Kansas City, MO
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Meshuggi I said the same thing about the Production System in an earlier post.
How Matrix/2by3 ever backed into this convoluted abortion is beyond me. Put
all of the Production on a spreadsheet (you can grey out potential sites that haven't
been captured) so a player can deal with it as a unified process. Start with the city
names at the left, and put in columns for the various items as they progress across
the sheet towards the finished products. Then you could look at the totals at the bot-
tom of the page and see at a glance where your shortfalls were arising. Come on,
guys..., give us a chance to enjoy this game and what it offers.

(in reply to Adnan Meshuggi)
Post #: 94
RE: wish list for patch - 7/11/2004 11:08:59 PM   
siRkid


Posts: 6650
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From: Orland FL
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quote:

ORIGINAL: Runsilentrundeep

I would just like a date on each ship sunk.



Its on the list

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Runsilentrundeep)
Post #: 95
RE: wish list for patch - 7/12/2004 12:29:53 AM   
ian77

 

Posts: 627
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From: Scotland
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quote:

ORIGINAL: Norseman

How about a screen showing list of the industrial sites and showing the percentage of the sites capacity being utilized.

Something to give us a warning if we don't have adequate resource, oil, etc.

I am not always certain everything is operating the way it's supposed to. We should have some good way to check this other than checking to see if the pool increased.

Also perhaps a column showing how much was recently added to the pool in the last turn.

Thanks





Hear! Hear! I couldnt agree more!

Oh, and an "undo" button would help in the prodution screens.

No can do

And, as has been asked for a hundred times already, way points! (ETAs would be good too as per Carriers at War 10 years ago)

No can do

< Message edited by Kid -- 7/28/2004 5:33:07 PM >

(in reply to norsemanjs)
Post #: 96
RE: wish list for patch - 7/12/2004 12:49:39 AM   
BoerWar


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For split units it would be helpful if the location of the parent unit appeared on the info screen for sub-units. This would help for reuniting units later on.

Thanks,
Doug

Added to list

< Message edited by Kid -- 7/28/2004 5:36:48 PM >

(in reply to ian77)
Post #: 97
RE: wish list for patch - 7/12/2004 3:43:36 AM   
Zorfwaddle

 

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Hmmm, reminds me of Emperor of the Fading Suns. If there was a shortfall in a resource to produce something, that something would turn red, giving an indicator that you needed to build a factory/farm/mine to produce the resource... or something like that.

Regards,

_____________________________

"AK-47. When you absolutely, positively got to kill every m****rf****r in the room. Accept no substitutes." Ordell Robbie - "Jackie Brown"

(in reply to ian77)
Post #: 98
RE: wish list for patch - 7/12/2004 5:30:33 AM   
Enforcer

 

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From: New Smyrna Beach, Fla
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A list of All Commanders (Land, Sea, and Air) and thier current location

Added to the list

< Message edited by Kid -- 7/28/2004 5:43:15 PM >


_____________________________


(in reply to Germ29)
Post #: 99
Production Screen - 7/12/2004 2:02:29 PM   
Captain Cruft


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If we can't have a Grand Unified Production Screen then how about at least being able to see a summary of what a base produces in the tooltip? It would be so much quicker to "hover" than actually having to click on the base ...

You get this for enemy bases right now so hopefully it shouldn't be too difficult to implement.

Added to the list

< Message edited by Kid -- 7/28/2004 5:44:46 PM >

(in reply to Enforcer)
Post #: 100
RE: wish list for patch - 7/12/2004 3:08:09 PM   
ian77

 

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From: Scotland
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quote:

ORIGINAL: Norseman

How about a screen showing list of the industrial sites and showing the percentage of the sites capacity being utilized.

Something to give us a warning if we don't have adequate resource, oil, etc.

I am not always certain everything is operating the way it's supposed to. We should have some good way to check this other than checking to see if the pool increased.

Also perhaps a column showing how much was recently added to the pool in the last turn.

Thanks

(in reply to norsemanjs)
Post #: 101
RE: wish list for patch - 7/12/2004 4:31:10 PM   
dwesolick


Posts: 593
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From: Colorado
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Not sure if this is a bit much for the first patch, but it would be nice if the AI were coded to give air cover to transport tfs sent into enemy territory. If air cover is not available, perhaps the AI could be set to default to fast transport.

It's still a bit too easy to sink those transport tfs as is.

Not a wish, more of a bug

< Message edited by Kid -- 7/28/2004 5:46:04 PM >


_____________________________

"The Navy has a moth-eaten tradition that the captain who loses his ship is disgraced. What do they have all those ships for, if not to hurl them at the enemy?" --Douglas MacArthur

(in reply to ian77)
Post #: 102
RE: wish list for patch - 7/12/2004 11:56:08 PM   
neuromancer


Posts: 627
Joined: 5/30/2002
From: Canada
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quote:

ORIGINAL: Cmdrcain

quote:

ORIGINAL: Pappy

Matrix support for a SansSerif font that many of us have already switched to and boy are our tired old eyes happy we did. See thread in Support forum if you want to change.


YES! Moreso since its not that good to modify games by modifying a system wide used one, better, a way to choose in game options Sanseriff, one at present and Any OTHERS that would be workable in their game so one would have a choice even if its a limited choice, a third font might be good as sansseriff might not be best for some


I too want to throw my vote behind this!!!!

Very important!!! I haven't been able to bring myself to play at this point because I know the headaches that follow will not be worth it!

But from UV experience I will say waypoints would be nice, and a means of clicking through my task forces would also be nice. In UV I could sometimes lose TFs, in a game of this scale, yeep!

(in reply to Cmdrcain)
Post #: 103
RE: Production Screen - 7/13/2004 2:49:56 AM   
Mike Scholl

 

Posts: 9349
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From: Kansas City, MO
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quote:

ORIGINAL: Captain Cruft

If we can't have a Grand Unified Production Screen then how about at least being able to see a summary of what a base produces in the tooltip? It would be so much quicker to "hover" than actually having to click on the base ...

You get this for enemy bases right now so hopefully it shouldn't be too difficult to implement.

Why can't we have a "grand unified production screen?" Coding it shouldn't effect any-
thing else in the game..., and it's what should have been there all along. Not only would
it be much easier for those playing now..., it would have been much easier for 2by3 to
construct. I still find it amazing that they didn't.

(in reply to Captain Cruft)
Post #: 104
RE: Production Screen - 7/13/2004 3:29:07 AM   
freeboy

 

Posts: 9088
Joined: 5/16/2004
From: Colorado
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Why can't we have a "grand unified production screen?" Coding it shouldn't effect any-
thing else in the game..., and it's what should have been there all along. Not only would
it be much easier for those playing now..., it would have been much easier for 2by3 to
construct. I still find it amazing that they didn't.
Mike,

I can imagine changes modelled similarly to how the on/off is done with sub doctrine....
IE.. advance production of X.. or research y... adds variable of interrest and could be used by both sides without micromanagement

(in reply to Mike Scholl)
Post #: 105
RE: Production Screen - 7/13/2004 5:05:49 AM   
Mr.Frag


Posts: 13410
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From: Purgatory
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Production is something you touch maybe once every couple of months tops ... if you are spending more time there then that, you are probably screwing up Japan's economy.

This is not a RTS where you micro manage production with changes every couple of seconds.

(in reply to freeboy)
Post #: 106
RE: wish list for patch - 7/13/2004 6:27:30 AM   
Cmdrcain


Posts: 1161
Joined: 8/21/2000
From: Rebuilding FLA, Busy Repairing!
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quote:

ORIGINAL: BoerWar

I'd like to see CV based bombers fixed so that no matter what orders they have they would default to attack an enemy CV if it was located within range. If they were planning to do an airfield/ground attack the torp bombers can attack with bombs in the first round. I am in a PBEM game as the Japanese. Op infield popped up and my genius bombers flew right on by 3 CV's in route to a suprise attack on PH despite that fact that the U.S. CV's were the real target. We conduct a suprise attack and the U.S. CV's get in the first licks. AAAArrrggghhh.



Umm.. That was a "midway" that occured on you, remember in real history, the japanese spotted the Us CV's but there was a delay while they were re-arming from bombs to AP and Torp loads, the japanese didn't simply take off and attack with non-armor piercing bombs (HE) but had to swap out so US Cv's caught them re-arming.

I'd say having to re-arm would be a must, Game is in 2 12 hr pulses a turn, a night and a day, You have 12 hrs to re-arm and refuel and re-launch and get to enemy carriers all in 12 hrs or Less?

Even if they could code a change in I'd want it to require planes return and re-arm for AP/Torp loads creating a delay

Again, I'd say you had a "midway" done on you.

(in reply to BoerWar)
Post #: 107
RE: wish list for patch - 7/13/2004 6:47:19 AM   
Cmdrcain


Posts: 1161
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From: Rebuilding FLA, Busy Repairing!
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Maybe Missing something but if not I think theres a Need for a "support" Mission.

Some ships not sure how to use to get the effects they
have like the AR, AS, etc ships... In port, Docked at Port, in the hex, or in a TF but then what type TF..

I tried putting a PBY squad at French Frigate Shoal, with a AV ship
there, but never mind theres an Seaplane Tender there, they sit there without any useable.

Now a PBY lands on water, an AV should be able refuel it and all, fact is AV's and other support ships should have a Support TF mission, where their special abilys come in play, seaplanes like Pbys should be able land even on a water hex ;-0)) Where an AV is..

Anyway a Support mission/TF which would enable the ships would make more sense, then DD's at a location could easy be supported by AVD's and AR's in a support TF would repair ships at sea in the hex (support could follow a TF with damaged ships)

Otherwise need clearer explained how Av, Ar, AVD, AGP etc can work in port and outside a port...

(in reply to Cmdrcain)
Post #: 108
Stop Escorting Recon Missions! - 7/13/2004 7:52:28 AM   
pad152

 

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Stop Escorting Recon Missions!

There is no reason to provide escort for recon planes!

Not a wish, more of a bug. I don't think they are really being esscorted. I think its a graphics problem.

< Message edited by Kid -- 7/28/2004 5:49:28 PM >

(in reply to Cmdrcain)
Post #: 109
RE: wish list for patch - 7/13/2004 10:43:56 AM   
SKORPIO


Posts: 35
Joined: 7/3/2004
From: England.
Status: offline
My request is more eye-candy than technical, so l don't hold out much hope, but here goes. Back when l used to play CAW, it really was exciting watching the planes fly to the target, attack it and then return to their flattops. During the absence of the a/c on the raid, the flattops would have to hang about awaiting their return, and many a time there was an enemy TF heading full speed ahead in their direction. What to do? Make a run for it and maybe lose the absent a/c, or hang on and risk losing the flattops. Well it definitely used to fill me with suspense but l'm no grognard, but l can live in hope.......

No can do

< Message edited by Kid -- 7/28/2004 5:50:35 PM >


_____________________________

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(in reply to Germ29)
Post #: 110
RE: Production Screen - 7/13/2004 1:33:24 PM   
Pascal_slith


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From: back in Commiefornia
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quote:

ORIGINAL: Mr.Frag

Production is something you touch maybe once every couple of months tops ... if you are spending more time there then that, you are probably screwing up Japan's economy.

This is not a RTS where you micro manage production with changes every couple of seconds.


"Just-in-Time" is still about 45 years away....

_____________________________

So much WitP and so little time to play.... :-(


(in reply to Mr.Frag)
Post #: 111
RE: Production Screen - 7/13/2004 1:51:02 PM   
Captain Cruft


Posts: 3652
Joined: 3/17/2004
From: England
Status: offline
quote:

ORIGINAL: Mike Scholl
Why can't we have a "grand unified production screen?" Coding it shouldn't effect any-
thing else in the game..., and it's what should have been there all along. Not only would
it be much easier for those playing now..., it would have been much easier for 2by3 to
construct. I still find it amazing that they didn't.


Well I too would like such a thing, but I doubt it's going to happen now. Major development is over, small enhancements and bug fixes is the order of the day now methinks ...

(in reply to Mike Scholl)
Post #: 112
RE: Production Screen - 7/13/2004 5:40:27 PM   
strawbuk


Posts: 289
Joined: 4/30/2004
From: London via Glos
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Yes yes and yes to
1. form TF button in port screen
2. hot keys to move form TF to TF (may be different ones for 'all TFs' and another for 'all TFS except routine convoys'
3. single overview control screen for production (no downloading 4 modders xl sheets please, fine work though they will be I'm sure)
4. ETAs on TF screens - I am Supreme Commander, I have a STAFF to tell me things like that (sorry to boys who want to know what colour socks their top F4F ace is wearing)

Other
5. Seriously dudes - sailors get tired too. Or is sys damage stilll the best proxy for that?
5. Main map icons for TFs - anyone else like them? Could be bigger and look like a ship? Or are there some kind of standard TF role Natoised type icons around? One for you modders (can it be modded?) maybe once you have finshed painting the moustache on the pilot in the zero graphic. Ditto the bottom of screen button - yuk


NO to knowing how long a ship wil take to repair in a port. Think Scotty in Star Trek - It will take 48 hours but I can do it in 24. Repair yards are things of mystery to all but riveters and engineering mates. Leave it that way.

Drawing/tags on the screen? Nice but hey, work on paper like the rest of us slobs...

Fab game though.

I can't make out what improvments you would like to see.

< Message edited by Kid -- 7/28/2004 5:52:52 PM >

(in reply to Captain Cruft)
Post #: 113
RE: wish list for patch - 7/13/2004 6:32:07 PM   
doktor1957

 

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Joined: 6/6/2004
Status: offline
I do not know if this has been mentioned previously, and it is such a little thing, but, could the sound files be modified so that when a surface combatant uses an automatic weapon (such as .50 browning), we hear a machinegun, and not the sixteen inch shell?

Not a wish more like a bug

< Message edited by Kid -- 7/28/2004 5:53:28 PM >

(in reply to Aelbric)
Post #: 114
RE: wish list for patch - 7/13/2004 9:38:35 PM   
Sonny

 

Posts: 2008
Joined: 4/3/2002
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quote:

ORIGINAL: general billy

They have to fix the PBEM save files, at the moment its just WitP001.pws and WitP002.pws
WitP001.pws should read combat reply, or at least have the turn or date on it.


What I would like is to have the combat replay saved in the adjacent slot. That way when I play the next person in a PBEM game I don't overwrite the combat replay of the person I just finished playing. So the even numbered slots would be for the game file and the odd slots following would be for the replay.

Yes, I can move it myself etc. (if I remember) but it would sure be nice not to have to do that.

No can do

< Message edited by Kid -- 7/28/2004 5:54:19 PM >


_____________________________

Quote from Snigbert -

"If you mess with the historical accuracy, you're going to have ahistorical outcomes."

"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "

(in reply to general billy)
Post #: 115
RE: wish list for patch - 7/13/2004 10:26:04 PM   
Iron Duke


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From: UK
Status: offline
Hi

I'd like two additional buttons on the botom of the TF info screen 'return to Karachi' and 'return to Sidney'
to accompany the excisting 'return to San Francisco' button.

added to list

< Message edited by Kid -- 7/28/2004 5:55:13 PM >


_____________________________

"Bombers outpacing fighters - you've got to bloody well laugh!" Australian Buffalo pilot - Singapore

(in reply to Sonny)
Post #: 116
RE: wish list for patch - 7/14/2004 12:57:06 AM   
siRkid


Posts: 6650
Joined: 1/29/2002
From: Orland FL
Status: offline
quote:

I'd like two additional buttons on the botom of the TF info screen 'return to Karachi' and 'return to Sidney'
to accompany the excisting 'return to San Francisco' button.


On the list

_____________________________

Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


(in reply to Iron Duke)
Post #: 117
RE: wish list for patch - 7/14/2004 2:35:30 AM   
dtravel


Posts: 4533
Joined: 7/7/2004
Status: offline
I also would like the hex co-ordinates in various screens to be "clickable", i.e. click on them and the map centers on that hex. Even if it is not feasible to do this, at least a manual "Go-To" command on the main screen that will center the map on whatever hex the player types in.

Related, a "find" function. Center the map on the base name that the player types in. Or at least re-center the map when the player clicks on the base name in the base listing.

_____________________________

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

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

Any bugs I report are always straight stock games.


(in reply to siRkid)
Post #: 118
RE: wish list for patch - 7/14/2004 6:08:35 AM   
Mike Scholl

 

Posts: 9349
Joined: 1/1/2003
From: Kansas City, MO
Status: offline
Second this! And if it would also center the map on a TF you highhlight in the list
it would be nice.

(in reply to dtravel)
Post #: 119
RE: ASW patrol - 7/14/2004 6:49:51 AM   
Bodhi


Posts: 1267
Joined: 8/26/2003
From: Japan
Status: offline
OK, here's my list (probably all already covered):


  • Waypoint(s) for task forces
  • Easier to read font
  • Corrected/updated manual
  • Ability to filter the "All Bases" list by command - Added to list


< Message edited by Kid -- 8/10/2004 2:21:38 AM >


_____________________________

Bodhi

(in reply to Point Luck)
Post #: 120
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