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RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/19/2011 1:43:54 PM   
Chris21wen

 

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From: Cottesmore, Rutland
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Thanks for the latest update.

I have a small oddity but don't know if it was me or the game. I parachuted in (being an air landing unit gliders would have be used) the 14th Air landing Bde from Chittagong to Meiktila and along with a US Cav Rgt coming form Lashio captured it on the same turn. (It wasn;t heavily defended). I then left the TR units to carry on transporting the remaining elements of the 14th. All was well for two turns when all the air units reverted to supply leaving the 6pdr AT behind. My immediate reaction was I thought there'd fixed that so that all elements of a parachuteable unit would be air transportable. However I reset the ait units to troop and next turn they had done what I wanted.

Now is there a small glitch in the routines or was it me? I have no save.


(in reply to michaelm75au)
Post #: 691
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/19/2011 2:22:40 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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The 6pdr AT (at cost 8) can be not be air dropped, but can be flown into an airfield.

I wonder if the transport stopped before the base was captured, so the AT missed out being 'dropped', but you could send it there.


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Michael

(in reply to Chris21wen)
Post #: 692
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/19/2011 4:18:29 PM   
bk19@mweb.co.za

 

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quote:

ORIGINAL: DOCUP
<snip> .. GFU <snip>.


What is a GFU..... this term is not included in the game manual.....

(in reply to DOCUP)
Post #: 693
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/19/2011 11:17:57 PM   
DeriKuk


Posts: 359
Joined: 8/2/2005
From: Alberta
Status: offline
Michael,

I'm playing a PBEM with q4, but the particular problem pre-dates it:  Convoys from Cape Town.

1) When one adds a waypoint to the TF's on-map route, the program insists on sending it via Aden.

2) When ordered to load fuel - I'm not sure about supplies -  the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.

(in reply to michaelm75au)
Post #: 694
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/20/2011 2:51:44 AM   
michaelm75au


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

ORIGINAL: hjalmar99

Michael,

I'm playing a PBEM with q4, but the particular problem pre-dates it:  Convoys from Cape Town.

1) When one adds a waypoint to the TF's on-map route, the program insists on sending it via Aden.


I replied to a similar question back a page or two in regard to CT (not sure if only these TFs are affected or any offmap TF).
If you want to add waypoints to an off-map TF, it is advisable to wait until the TF is in the off-map entry box to set the waypoints rather while it is still in port. There are some items that get set when the TF transitions to the map entry box which I think NEED to be set before the waypoints can be used.

[edit]
1. Playing around with this and it does seem only that CT based TFs are exhibiting this behaviour. So it must be specific to some data not being set for CT, that is okay for other offmap bases.
Interesting. Workaround is still to wait until it gets into the entry box.
Creating new TFs and directing from CT to Australia, and then setting waypoint is not showing this behviour.
Try setting the destination again, or creating a new TF under 'q4' and see if it still does it.

2. Tracing this a bit more shows that the CT TFs are failing to find their correct entry zone hex, and as a result default to the first zone which is Aden. Okay. This gives me something to work on now. Explains why it works in the entry zone hex as it does not need to calculate the zone - already there.

3. Found the problem. The offmap zone for existing TF is not always set correctly for using waypoints while still in the base. This only applies to existing TFs that arrive at their offmap destination; newly built TFs look okay as they have no zone yet. The zone setting is updated during the initiation of the offmap movement that puts the TF in the correct offmap entry box (workaround solution).




Attachment (1)

< Message edited by michaelm -- 9/20/2011 4:49:35 AM >


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Michael

(in reply to DeriKuk)
Post #: 695
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/20/2011 2:53:32 AM   
michaelm75au


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

ORIGINAL: hjalmar99
2) When ordered to load fuel - I'm not sure about supplies -  the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.


I haven't noticed this. Do you have a save that you can attach here where this happens?

_____________________________

Michael

(in reply to DeriKuk)
Post #: 696
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/20/2011 3:49:40 AM   
DeriKuk


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Joined: 8/2/2005
From: Alberta
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Can I send the saves by e-mail?

(in reply to michaelm75au)
Post #: 697
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/20/2011 4:43:56 AM   
Don Bowen


Posts: 8183
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From: Georgetown, Texas, USA
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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: hjalmar99
2) When ordered to load fuel - I'm not sure about supplies -  the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.


I haven't noticed this. Do you have a save that you can attach here where this happens?


For ships with lower capacities it is possible the fully load and then fully unload in one turn. Could happen if not given a destination (i.e. current location is both load point and unload point) and Do Not Unload is not specified.

(in reply to michaelm75au)
Post #: 698
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/20/2011 8:58:44 AM   
Chris21wen

 

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From: Cottesmore, Rutland
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quote:

ORIGINAL: michaelm

The 6pdr AT (at cost 8) can be not be air dropped, but can be flown into an airfield.

I wonder if the transport stopped before the base was captured, so the AT missed out being 'dropped', but you could send it there.




That explains it. Thanks. By the way what is the max size that can be parachuted in? 6.

(in reply to michaelm75au)
Post #: 699
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/20/2011 9:26:02 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
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Drop limit is 7 or less.
Move limit is 9 or less.


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Michael

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Post #: 700
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/20/2011 11:51:05 AM   
pws1225

 

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From: Tate's Hell, Florida
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quote:

ORIGINAL: bk19@mweb.co.za

quote:

ORIGINAL: DOCUP
<snip> .. GFU <snip>.


What is a GFU..... this term is not included in the game manual.....


GFU = Girl Friend Unit

There is no known documentation or manual on the proper utilization of a GFU, although antidotal evidence indicates that the loading costs are high, the unit must be fully prepped for the intended objective, and if left unsupplied will not be responsive to orders.

Sorry Michael, I couldn't resist.

(in reply to bk19@mweb.co.za)
Post #: 701
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/20/2011 6:56:48 PM   
Chris21wen

 

Posts: 6249
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From: Cottesmore, Rutland
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quote:

ORIGINAL: michaelm

Drop limit is 7 or less.
Move limit is 9 or less.



Thanks

(in reply to michaelm75au)
Post #: 702
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/21/2011 2:10:31 AM   
Itdepends

 

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Would it be possible for a future beta to allow the number of days per turn to be varied (allowing it to be changed, presumably by the Japanese player in their orders phase after mutual agreement).

Or is this something that is available now? Currently playing a PBEM and my opponent and I are considering moving from 1 day to 2 day turns but we don't think it's possible to change (I believe he's tried at my request).

Regards,

Daniel

(in reply to Chris21wen)
Post #: 703
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/22/2011 4:00:06 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: hjalmar99

2) When ordered to load fuel - I'm not sure about supplies -  the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.


I'm having the same problem under 1108q3 as hjalmar99. TF's don't seem to load fuel or supplies at Cape Town. I don't seem to have any issues anywhere else on the map. I do not have them set to "Do Not Unload" and they have no destination set, but some of these are rather large TF's and wouldn't be able to load/unload in only one turn, as Don Bowen suggests. I can order TF's to load fuel/supplies with no destination set and still have them set to "Unload" and everything works fine, except at Cape Town.

I can provide a save if necessary.

< Message edited by SqzMyLemon -- 9/22/2011 4:07:59 PM >


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(in reply to DeriKuk)
Post #: 704
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/23/2011 11:46:17 PM   
witpqs


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

If you could look at pages

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=176

and

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=177

beginning on that first page somewhat above post #5280. The topic is the mouse-over of enemy carrier groups. The way they used to work always seemed strange because lots of planes were counted as "auxiliary". Be that as it was, I did a quick test with the present Beta (1108q4). It seems that now there are (FOW modified) counts given for fighters as "fighters", for dive bombers and torpedo bombers as "bombers" (which seems the correct way to me), and a large number of "auxiliary" planes which are way too many to be the float planes. It almost looks like the dive bombers or torpedo bombers are also being counted in that auxiliary number.

Attached is an auto-save from the test I ran.

Attachment (1)

(in reply to SqzMyLemon)
Post #: 705
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/24/2011 4:52:28 AM   
michaelm75au


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

quote:

ORIGINAL: SqzMyLemon

quote:

ORIGINAL: hjalmar99

2) When ordered to load fuel - I'm not sure about supplies -  the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.


I'm having the same problem under 1108q3 as hjalmar99. TF's don't seem to load fuel or supplies at Cape Town. I don't seem to have any issues anywhere else on the map. I do not have them set to "Do Not Unload" and they have no destination set, but some of these are rather large TF's and wouldn't be able to load/unload in only one turn, as Don Bowen suggests. I can order TF's to load fuel/supplies with no destination set and still have them set to "Unload" and everything works fine, except at Cape Town.

I can provide a save if necessary.

I have traced this and the ships are loading. And then unloading.
I wonder if this is because the base has a high Naval Support number that is allowing the ship to load faster than other bases.

The tf is unloading because it thinks it is at its destination.

_____________________________

Michael

(in reply to SqzMyLemon)
Post #: 706
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/24/2011 5:09:14 AM   
witpqs


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

ORIGINAL: michaelm

quote:

ORIGINAL: SqzMyLemon

quote:

ORIGINAL: hjalmar99

2) When ordered to load fuel - I'm not sure about supplies -  the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.


I'm having the same problem under 1108q3 as hjalmar99. TF's don't seem to load fuel or supplies at Cape Town. I don't seem to have any issues anywhere else on the map. I do not have them set to "Do Not Unload" and they have no destination set, but some of these are rather large TF's and wouldn't be able to load/unload in only one turn, as Don Bowen suggests. I can order TF's to load fuel/supplies with no destination set and still have them set to "Unload" and everything works fine, except at Cape Town.

I can provide a save if necessary.

I have traced this and the ships are loading. And then unloading.
I wonder if this is because the base has a high Naval Support number that is allowing the ship to load faster than other bases.

The tf is unloading because it thinks it is at its destination.


That seems like the (normal) behavior that has been around forever. Why aren't you just setting them to "Do Not Unload" if you want them to load and not start unloading?

(in reply to michaelm75au)
Post #: 707
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/24/2011 6:01:46 AM   
michaelm75au


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

quote:

ORIGINAL: witpqs

Michael,

If you could look at pages

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=176

and

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=177

beginning on that first page somewhat above post #5280. The topic is the mouse-over of enemy carrier groups. The way they used to work always seemed strange because lots of planes were counted as "auxiliary". Be that as it was, I did a quick test with the present Beta (1108q4). It seems that now there are (FOW modified) counts given for fighters as "fighters", for dive bombers and torpedo bombers as "bombers" (which seems the correct way to me), and a large number of "auxiliary" planes which are way too many to be the float planes. It almost looks like the dive bombers or torpedo bombers are also being counted in that auxiliary number.

Attached is an auto-save from the test I ran.

Aux is being increased by 'fighters' due to bad 'if' clause. Been that way all along. Fixed in q5

_____________________________

Michael

(in reply to witpqs)
Post #: 708
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/24/2011 6:37:46 AM   
witpqs


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

ORIGINAL: michaelm

quote:

ORIGINAL: witpqs

Michael,

If you could look at pages

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=176

and

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=177

beginning on that first page somewhat above post #5280. The topic is the mouse-over of enemy carrier groups. The way they used to work always seemed strange because lots of planes were counted as "auxiliary". Be that as it was, I did a quick test with the present Beta (1108q4). It seems that now there are (FOW modified) counts given for fighters as "fighters", for dive bombers and torpedo bombers as "bombers" (which seems the correct way to me), and a large number of "auxiliary" planes which are way too many to be the float planes. It almost looks like the dive bombers or torpedo bombers are also being counted in that auxiliary number.

Attached is an auto-save from the test I ran.

Aux is being increased by 'fighters' due to bad 'if' clause. Been that way all along. Fixed in q5


Thanks!

(in reply to michaelm75au)
Post #: 709
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/24/2011 7:04:52 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
Buttons for quick accelerate/stop ships production are great!

However, when I click "Stop build" all ships on list are stopped (including those, which are not "in-production" yet), but when I click "Normal build" it activates only those ships, which are already building, those not yet "in-production" remain at "Stopped". I am guessing they will accumulate building points, until they will enter production, and then suddenly stop. The only way to activate them is by manual right-clicking every of them. Kinda scary, when you accidentaly click "Stop build".

quote:

ORIGINAL: Itdepends

Would it be possible for a future beta to allow the number of days per turn to be varied (allowing it to be changed, presumably by the Japanese player in their orders phase after mutual agreement).

Or is this something that is available now? Currently playing a PBEM and my opponent and I are considering moving from 1 day to 2 day turns but we don't think it's possible to change (I believe he's tried at my request).


There is setting for continuous play, you just choose manually, when to stop turns, and issue orders. However, I am not sure if this option is available in PBEM.




Attachment (1)

(in reply to Itdepends)
Post #: 710
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/24/2011 2:57:11 PM   
Theages

 

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When I have achieved a high enough DL for a hex, there is detailed information of the number of enemy troops (not just the number of enemy LCU units) in this hex available when mousing over. But if there is a high number of enemy LCU (eg.: 21) there, only this number is shown (has been this way since I can remember; DL = 10). Any reason for this (WAD?)?

(in reply to inqistor)
Post #: 711
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/24/2011 4:47:19 PM   
michaelm75au


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

quote:

ORIGINAL: Theages

When I have achieved a high enough DL for a hex, there is detailed information of the number of enemy troops (not just the number of enemy LCU units) in this hex available when mousing over. But if there is a high number of enemy LCU (eg.: 21) there, only this number is shown (has been this way since I can remember; DL = 10). Any reason for this (WAD?)?

There is only a limited amount of space to hold the mouse-over info.
If you have a save with this and attach here, I can verify it.

_____________________________

Michael

(in reply to Theages)
Post #: 712
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/24/2011 6:55:31 PM   
Theages

 

Posts: 167
Joined: 2/16/2007
From: Austria
Status: offline
Save attached.
load up playing japanese side (AI = Allied)
Go to Singapore.
Mouse over Allied LCU Icon. Enemy Units: 21 is shown. The Spotted Troops line is missing (DL 9/10).

Attachment (1)

(in reply to michaelm75au)
Post #: 713
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/25/2011 2:35:38 AM   
michaelm75au


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

quote:

ORIGINAL: Theages

Save attached.
load up playing japanese side (AI = Allied)
Go to Singapore.
Mouse over Allied LCU Icon. Enemy Units: 21 is shown. The Spotted Troops line is missing (DL 9/10).

It is related to the size of the mouse over. However, it 'shorts' the display out without any consideration to which side is viewing it.
21 enemy units only shows one line, while the other shows 21 lines.
There may be an issue if both sides in the hex and combined number of units exceeds 21, though.

_____________________________

Michael

(in reply to Theages)
Post #: 714
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 9/25/2011 12:02:16 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
[1108q5]
Fixed Correct 'from zone' for TF starting at offmap base for waypoints [MEM]
Tweak Allow restricted groups to be loaded on ships from off-map bases [MEM]
Fixed Aux overstated on enemy TF mouse over [MEM]
Fixed LCU mouse over being cut short for large number of enemy units [MEM]
Tweak Added nationality and air type to Destroyed Group screen; revised rebuild costs [MEM]
------------------
The PP cost to rebuild destroyed 'static-attached' groups and groups that no longer have a national home base is higher now. It is similar to the higher cost for destroyed land units.

If you do want to pay the cost, then it will arrive no longer 'statically attached'. However, groups at or arriving at the offmap base before this, may still be unavailable to be moved from the base.
I still have not quite decided how to handle this in such a way as not to open it to abuse. I have seen suggested methods in the other thread, but I want to try to keep away from hard-coding exceptions.
A follow-on solution will probably be in next week's build.


_____________________________

Michael

(in reply to michaelm75au)
Post #: 715
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 9/25/2011 2:15:08 PM   
Halsey

 

Posts: 5069
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Not sure if the restricted unit loading from mapbases is a good idea.
It would allow the Allied player to dump West Coast airgroups in large quanities at selected on map bases.

The system already allows movement of these to off map bases, with a time delay included.

This inclusion would allow a TF loaded with restriced units to get to on map bases.

(in reply to michaelm75au)
Post #: 716
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 9/25/2011 6:42:13 PM   
Mac Linehan

 

Posts: 1484
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From: Denver Colorado
Status: offline
michaelm -

Thank You as always for your wonderful work, attention to detail and exceptional standard of excellence.

Mac

< Message edited by Mac Linehan -- 9/25/2011 6:44:09 PM >


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(in reply to michaelm75au)
Post #: 717
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 9/25/2011 7:37:19 PM   
beppi

 

Posts: 382
Joined: 3/11/2004
From: Austria
Status: offline
michaelm,

saw a little and strange problem last turn. Have a hex, controlled by allieds, around 3,5k allieds AV inside the hex.
Japanese units around 100 units and 6,5k AV. Now some armored bdes cross over a rivider into that hex.

One of the bdes does a shock attack and gets completly mauled. All other bdes dont attack. At least in theory i should have enough AV to safe cross into that hex. So why that attack by the bde ?


(in reply to Mac Linehan)
Post #: 718
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/25/2011 9:31:24 PM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline
quote:

ORIGINAL: Theages

When I have achieved a high enough DL for a hex, there is detailed information of the number of enemy troops (not just the number of enemy LCU units) in this hex available when mousing over. But if there is a high number of enemy LCU (eg.: 21) there, only this number is shown (has been this way since I can remember; DL = 10). Any reason for this (WAD?)?

Good thinking. This was actually like that since WITP days, but I always thought it was some kind of overflow.

quote:

ORIGINAL: Halsey

Not sure if the restricted unit loading from mapbases is a good idea.
It would allow the Allied player to dump West Coast airgroups in large quanities at selected on map bases.

The system already allows movement of these to off map bases, with a time delay included.

This inclusion would allow a TF loaded with restriced units to get to on map bases.

Yeah, once loaded it can be dump anywhere, so that defeats restrictions. Is there actually need to rebuild permanently restricted units? After all this should represent some local defense forces. Since "local" no longer exists, just delete them permanently.

(in reply to Theages)
Post #: 719
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/25/2011 9:57:44 PM   
Ginella1946


Posts: 31
Joined: 8/18/2008
From: france
Status: offline
hi
big trouble!
playing PBEM, we have both trouble with saved turns files since updating q5 : "file save to load" on the load save screen
unable to play our pbem (end of '42)
please HELP !
no way to continue our game

Attachment (1)

< Message edited by dirtyharry -- 9/26/2011 12:59:23 PM >


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Post #: 720
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