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RE: Patch 06 - Public Beta - Build 1108k5 updated 26 March

 
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RE: Patch 06 - Public Beta - Build 1108k5 updated 26 March - 3/31/2011 1:37:36 AM   
LowCommand

 

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From: VA
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Bomber attacks against LCU’s in enemy held hexes are still often revert to ‘Commander Discretion.’ (At least for me.) This doesn’t seem to be new, I had the problem in 1.06.110c too. I have been running the same move over and over, trying to “unstuck” an amphibious TF intended to invade Izi Oshima.

The first time I ran this, I got an error on shutdown. XP sp3, no switches, Downfall scenario.



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(in reply to michaelm75au)
Post #: 241
RE: Patch 06 - Public Beta - Build 1108j (build03) upda... - 3/31/2011 9:59:36 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: BigDuke66

This turn a strange meeting happened, this was only the second or third turn with the latest K5 so I'm not sure if it has something to do with it but just in case I have attached the pre-turn save(I also have the auto-save for that turn if needed).

***
Day Time Surface Combat, near Carnarvon at 41,130, Range 19,000 Yards

Japanese Ships
PB Takunan Maru #2, Shell hits 1, and is sunk
xAK Arima Maru, Shell hits 26, and is sunk

Allied Ships
CL Hobart

Japanese ground losses:
1401 casualties reported
Squads: 31 destroyed, 44 disabled
Non Combat: 36 destroyed, 17 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 10 (5 destroyed, 5 disabled)
***

The location is roughly some hexes west of Australia's North-West end, the Arima Maru starts the scenario near Samah(Hainan) and should run to Singora(Thailand) to drop off troops and the Takunan Maru #2 is based in Truk, all this leads to the question how did they end up in that corner???

Before upgrading to K5 I used this beta Patch 06 - Public Beta - Build 1108c (build02).

The TF is routed to Singora. However, it's route consists of cirum-navigating Australia, past NG, thru PI and to Sigora.



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Michael

(in reply to BigDuke66)
Post #: 242
RE: Patch 06 - Public Beta - Build 1108j (build03) upda... - 3/31/2011 10:54:59 AM   
koniu


Posts: 2763
Joined: 2/28/2011
From: Konin, Poland, European Union
Status: offline
quote:

ORIGINAL: michaelm


quote:

ORIGINAL: BigDuke66

This turn a strange meeting happened, this was only the second or third turn with the latest K5 so I'm not sure if it has something to do with it but just in case I have attached the pre-turn save(I also have the auto-save for that turn if needed).

***
Day Time Surface Combat, near Carnarvon at 41,130, Range 19,000 Yards

Japanese Ships
PB Takunan Maru #2, Shell hits 1, and is sunk
xAK Arima Maru, Shell hits 26, and is sunk

Allied Ships
CL Hobart

Japanese ground losses:
1401 casualties reported
Squads: 31 destroyed, 44 disabled
Non Combat: 36 destroyed, 17 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 10 (5 destroyed, 5 disabled)
***

The location is roughly some hexes west of Australia's North-West end, the Arima Maru starts the scenario near Samah(Hainan) and should run to Singora(Thailand) to drop off troops and the Takunan Maru #2 is based in Truk, all this leads to the question how did they end up in that corner???

Before upgrading to K5 I used this beta Patch 06 - Public Beta - Build 1108c (build02).

The TF is routed to Singora. However, it's route consists of cirum-navigating Australia, past NG, thru PI and to Sigora.




In my current game vs. AI, TF route is identical. I decided to not use this to my advantage (because live opponent will not make such mistake) and I let them free:)

< Message edited by koniu -- 3/31/2011 10:56:34 AM >

(in reply to michaelm75au)
Post #: 243
RE: Patch 06 - Public Beta - Build 1108j (build03) upda... - 3/31/2011 7:28:56 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
So what is it, scenario problem, problem with the new exe, did the AI just went mad or simply a bug in the routing?

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Post #: 244
RE: Patch 06 - Public Beta - Build 1108k - 4/3/2011 11:18:17 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
1108k6
Changed Added mission being trained for on group screen if primary is not TRAINING [MEM]
Added The group admin & stack data is displayed on the hex list screen if applicable, rather than when overloaded. Overloaded shows in RED [MEM]
Fixed Build rate of supply-generated ships was getting set back to '0'; should have been '1' [MEM]
Added Number of building 'supply-generated ships' shown in () on ship reinforcement screen [MEM]
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Changed Removed same march direction restriction from rebuilding LCUs. [MEM]
Changed Play news of naval combat only if major combat ships involved [MEM]

_____________________________

Michael

(in reply to BigDuke66)
Post #: 245
RE: Patch 06 - Public Beta - Build 1108k5 updated 26 March - 4/3/2011 11:19:49 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: LowCommand

Bomber attacks against LCU’s in enemy held hexes are still often revert to ‘Commander Discretion.’



Should be fixed in the beta, though.

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Michael

(in reply to LowCommand)
Post #: 246
RE: Patch 06 - Public Beta - Build 1108j (build03) upda... - 4/3/2011 11:23:28 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: BigDuke66

So what is it, scenario problem, problem with the new exe, did the AI just went mad or simply a bug in the routing?


Just how the AI is working out the route. some strange routet has been there off and on for ages.
I suspect that the area around DEI, Malaya and SEA has too high an air threat rating that is causing this weird routing.

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Michael

(in reply to BigDuke66)
Post #: 247
RE: Patch 06 - Public Beta - Build 1108k - 4/3/2011 1:21:45 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
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quote:

ORIGINAL: michaelm

1108k6
Changed Added mission being trained for on group screen if primary is not TRAINING [MEM]
Added The group admin & stack data is displayed on the hex list screen if applicable, rather than when overloaded. Overloaded shows in RED [MEM]
Fixed Build rate of supply-generated ships was getting set back to '0'; should have been '1' [MEM]
Added Number of building 'supply-generated ships' shown in () on ship reinforcement screen [MEM]
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Changed Removed same march direction restriction from rebuilding LCUs. [MEM]
Changed Play news of naval combat only if major combat ships involved [MEM]

Michael,

Thanks for the great support!!!



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Pax

(in reply to michaelm75au)
Post #: 248
RE: Patch 06 - Public Beta - Build 1108k6 - 4/3/2011 4:21:43 PM   
vonTirpitz


Posts: 511
Joined: 3/1/2005
From: Wilmington, NC
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Michael,

Just a little request.

Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?

I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.

Appreciate your efforts. Thank you.



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(in reply to PaxMondo)
Post #: 249
RE: Patch 06 - Public Beta - Build 1108k - 4/3/2011 5:32:53 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
Marvelous

Re-combining LCUs works
- 23rd, 24th and 25th Marine Rgt into 4th Marine Div (could not be done with the march resetting trick because sitting on Pago Pago which is only one hex)
- 4/1stDet.NW Front, 4/2ndDet.NW Front, 4/3rdDet.NW Front, 4/4thDet.NW Front into 4th North West Frontier Base Force (Northern Command, India)

A couple of patches ago the shortened red lines of approaching air strikes came into being. Also a much appreciated improvement.
Thanks a bunch Michael

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WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to michaelm75au)
Post #: 250
RE: Patch 06 - Public Beta - Build 1108k - 4/3/2011 5:50:42 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline

quote:

ORIGINAL: michaelm

1108k6

Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]



Fantastic list of enhancements, Michael. Could you explain the intent of this one a little bit? Is this a way to help direct device replacements to higher priority units?

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to michaelm75au)
Post #: 251
RE: Patch 06 - Public Beta - Build 1108k - 4/3/2011 5:53:06 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline





Attachment (1)

(in reply to Rainer)
Post #: 252
RE: Patch 06 - Public Beta - Build 1108k - 4/3/2011 7:46:26 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Michael,

I'm working through the Allied second turn, which as all know is a bit of a bear. Many of the various changes you have made in the Beta are saving me an enormous number of clicks. In addition to the saved effort this means fewer mistakes and fewer things inadvertently left undone due to click-fatigue.

Thanks!




I have come across one old bug. Units which either start the game (or arrive later) with a destination already set are traveling east, even if that is an erroneous direction of travel. Do you already know about that one or do you need a save?

EDIT to Add: We are using (and started under) 1108k5

< Message edited by witpqs -- 4/3/2011 7:50:28 PM >

(in reply to witpqs)
Post #: 253
RE: Patch 06 - Public Beta - Build 1108k - 4/3/2011 8:07:57 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
@michaelm
Thanks for the clarification and thanks for the new patch version.


Now I have seen this for a while, messages in the air phases but the screen does not jump to the location, these messages have always been about subs(periscope, shape in the water, etc.), is that normal or could something be done about it?
Strange is that I get other messages about subs and the screen relocates just fine.


Besides that I wonder how much additional info we could get on screen instead in the reports, any chance we get an option for each message type we would like to be displayed?
Personally I would like to see:
-Planes taking damage while landing(to ground them for a while if losses to high)
-Planes grounded due maintenance(to ground them for a while if losses to high)
-Planes written off(to ground them for a while if losses to high)
Maybe those 3 could be combined to see the overall permanently/temporary losses

-Task Forces out of fuel(to refuel)
-LCUs & AGs taking replacements(well primary to see AGs being full and ready for redeployment)
-Sub leaving patrol zone(to fill hole with another sub)
-Auto TF forming(to cover it)

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(in reply to witpqs)
Post #: 254
RE: Patch 06 - Public Beta - Build 1108j (build03) - 4/4/2011 12:03:07 AM   
topeverest


Posts: 3376
Joined: 10/17/2007
From: Houston, TX - USA
Status: offline
I just had to reinstall AE. I put in the latest official patch. Is this beta patch suitable to put in? What say all you that have added it? Is there functionality I wont get otherwise?

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Andy M

(in reply to Halsey)
Post #: 255
RE: Patch 06 - Public Beta - Build 1108j (build03) - 4/4/2011 12:47:42 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Treespider and I are using on a game we just started. Got one week done then restarted to adjust the mod (not due to the patch). I just finished Allied turn 2. This patch is fantastic at reducing clicking on those monster turns. The pilot management improvements promise to help enormously when pilots get trained and need to be moved around. Search arcs work. Tons more stuff. I like it.

(in reply to topeverest)
Post #: 256
RE: Patch 06 - Public Beta - Build 1108j (build03) - 4/4/2011 5:18:41 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
Seems very stable so far.  Micheal has worked a lot of magic to get the purchaseable units to WAD.  As witpqs notes, a lot of new nice features.  The search arcs alone are worth it.

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Pax

(in reply to witpqs)
Post #: 257
RE: Patch 06 - Public Beta - Build 1108j (build03) - 4/4/2011 8:05:17 AM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
Latest patch working like a champion on AN EXISTING,ONGOING GAME!!!..Thank you michaelm......

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(in reply to PaxMondo)
Post #: 258
RE: Patch 06 - Public Beta - Build 1108k - 4/4/2011 10:52:24 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: USS America


quote:

ORIGINAL: michaelm

1108k6

Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]



Fantastic list of enhancements, Michael. Could you explain the intent of this one a little bit? Is this a way to help direct device replacements to higher priority units?

There were times where I wanted to build up my pool of devices say Inf Squads, but still wanted the other devices (like artillery) to fill out normally.

Turning off all replacements only got me partway - an 'all or nothing' hammer.
With this option, I can still have the LCU take replacements but not the Inf Squads. Later when I have a big enough pool of them to say fill out my Division of Infantry, I can turn off replacements on all units but my Division, turn off stockpiling and on the next turn the Infantry Div should be able to take an influx of replacements (assuming all other supply conditions are met).
Also handy to have a good pool on hand for those TOE upgrades.

It is something that can be used, but doesn't have to be. Just an other micro-hammer for those who want finesse.

_____________________________

Michael

(in reply to USSAmerica)
Post #: 259
RE: Patch 06 - Public Beta - Build 1108k - 4/4/2011 10:57:25 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: witpqs

Michael,

I'm working through the Allied second turn, which as all know is a bit of a bear. Many of the various changes you have made in the Beta are saving me an enormous number of clicks. In addition to the saved effort this means fewer mistakes and fewer things inadvertently left undone due to click-fatigue.

Thanks!




I have come across one old bug. Units which either start the game (or arrive later) with a destination already set are traveling east, even if that is an erroneous direction of travel. Do you already know about that one or do you need a save?

EDIT to Add: We are using (and started under) 1108k5

'East' is probably the default direction (ie no direction set).
If it is just a case of starting units with a destination, I should be able to repeat in a test scenario.

[edit]
Yep. It is the default (no setting) direction. If LCU has a destination, then it will try to workout general direction to go in. True direction will happen as part of the movement routine depending on mode, terrain, hex control, etc, executed during turn.

< Message edited by michaelm -- 4/4/2011 12:53:49 PM >


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Michael

(in reply to witpqs)
Post #: 260
RE: Patch 06 - Public Beta - Build 1108k6 - 4/4/2011 11:20:01 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: vonTirpitz

Michael,

Just a little request.

Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?

I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.

Appreciate your efforts. Thank you.




Repair failure that results in sinking is shown in the Ops report now. (1108f)


_____________________________

Michael

(in reply to vonTirpitz)
Post #: 261
RE: Patch 06 - Public Beta - Build 1108k6 - 4/4/2011 11:38:01 AM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: vonTirpitz

Michael,

Just a little request.

Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?

I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.

Appreciate your efforts. Thank you.




Repair failure that results in sinking is shown in the Ops report now. (1108f)




could the other ones show up too as it usually is too late anyway when the ship is sunk but if you miss it in the replay you can check the op report and perhaps save the ship by disbanding into a near port while it just travels on otherwise.

_____________________________


(in reply to michaelm75au)
Post #: 262
RE: Patch 06 - Public Beta - Build 1108k6 - 4/4/2011 12:56:07 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: castor troy


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: vonTirpitz

Michael,

Just a little request.

Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?

I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.

Appreciate your efforts. Thank you.




Repair failure that results in sinking is shown in the Ops report now. (1108f)




could the other ones show up too as it usually is too late anyway when the ship is sunk but if you miss it in the replay you can check the op report and perhaps save the ship by disbanding into a near port while it just travels on otherwise.

As they are part of same function, it should be possible without having any impact on code.

_____________________________

Michael

(in reply to castor troy)
Post #: 263
RE: Patch 06 - Public Beta - Build 1108k - 4/4/2011 1:53:36 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: USS America


quote:

ORIGINAL: michaelm

1108k6

Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]



Fantastic list of enhancements, Michael. Could you explain the intent of this one a little bit? Is this a way to help direct device replacements to higher priority units?

There were times where I wanted to build up my pool of devices say Inf Squads, but still wanted the other devices (like artillery) to fill out normally.

Turning off all replacements only got me partway - an 'all or nothing' hammer.
With this option, I can still have the LCU take replacements but not the Inf Squads. Later when I have a big enough pool of them to say fill out my Division of Infantry, I can turn off replacements on all units but my Division, turn off stockpiling and on the next turn the Infantry Div should be able to take an influx of replacements (assuming all other supply conditions are met).
Also handy to have a good pool on hand for those TOE upgrades.

It is something that can be used, but doesn't have to be. Just an other micro-hammer for those who want finesse.


I'm going to eat this up!

For some reason, I've always been fascinated with the Allied device replacement/TOE upgrade process. This will be a fantastic addition in my book. Thanks, Michael!

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to michaelm75au)
Post #: 264
RE: Patch 06 - Public Beta - Build 1108k - 4/4/2011 2:13:59 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
quote:

Turning off all replacements only got me partway - an 'all or nothing' hammer.
With this option, I can still have the LCU take replacements but not the Inf Squads. Later when I have a big enough pool of them to say fill out my Division of Infantry, I can turn off replacements on all units but my Division, turn off stockpiling and on the next turn the Infantry Div should be able to take an influx of replacements (assuming all other supply conditions are met).
Also handy to have a good pool on hand for those TOE upgrades.


This will be very helpful as the Allied player when it comes to Australia and India infantry squads. I like to upgrade the BFs and some smaller LCUs, but want the infantry for the big divisions.

(in reply to USSAmerica)
Post #: 265
RE: Patch 06 - Public Beta - Build 1108k - 4/4/2011 5:07:01 PM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline
Thanks for all the work on this. The game just keeps getting better and better.

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Post #: 266
RE: Patch 06 - Public Beta - Build 1108k - 4/4/2011 6:09:55 PM   
foliveti


Posts: 371
Joined: 9/12/2002
From: Buffalo, NY
Status: offline
I have noticed that seaplanes supported by tenders are not using any supply.  In fact supply seems like it is being added to the base.  I have two AVP at Baker Island with a squadron of PBYs.  It started out with 10 supply points at the base and 160 supply on each of the AVPs.  About ten turns later, I have 16 supply at the base and still have 160 on each AVP.  The squadron has been flying recon and search missions every turn.

I am using the 1108c beta I believe. 

_____________________________

Frank

(in reply to oldman45)
Post #: 267
RE: Patch 06 - Public Beta - Build 1108k - 4/5/2011 2:24:29 AM   
topeverest


Posts: 3376
Joined: 10/17/2007
From: Houston, TX - USA
Status: offline
Taking the plunge...going back to the last official patch in my game is...undesirable to be sure.

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Andy M

(in reply to foliveti)
Post #: 268
RE: Patch 06 - Public Beta - Build 1108k - 4/5/2011 6:06:50 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
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quote:

ORIGINAL: topeverest

Taking the plunge...going back to the last official patch in my game is...undesirable to be sure.

You won't regret it. Michael and the dev team has done some amazing work here.

_____________________________

Pax

(in reply to topeverest)
Post #: 269
RE: Patch 06 - Public Beta - Build 1108k - 4/5/2011 11:44:23 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: foliveti

I have noticed that seaplanes supported by tenders are not using any supply.  In fact supply seems like it is being added to the base.  I have two AVP at Baker Island with a squadron of PBYs.  It started out with 10 supply points at the base and 160 supply on each of the AVPs.  About ten turns later, I have 16 supply at the base and still have 160 on each AVP.  The squadron has been flying recon and search missions every turn.

I am using the 1108c beta I believe. 

Save?
Nothing changed there but fixing one thing could have 'unfix'ed another.

Not sure where search planes get their "support/supply". There might be some conflict in whether the planes are "on the ship" (and thus no supply needed) or at the base (where supply needed).
I am leaning towards the fact that the AVP ships might be supporting the float planes (out of their organic AV support) rather than the base.


_____________________________

Michael

(in reply to foliveti)
Post #: 270
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