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Company of Heroes: Fortress Europe

  1. #501
    Member Bink's Avatar
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    I've just finished sort of picking one of each and seeing what I can put together. Mostly I've been aiming for a mixed grouping no matter what seeming doctrine I've selected. Little bit of artillery, mobility, and armor. Its one of the reasons I'm glad you post the break down of sections/units as one goes along...at least where it comes to the German stuff. I wouldn't have known at a glance what goes into a German 'whatchamacallit' section without those Apart from a few that don't have descriptions or icons present for the section break downs, everything looks top notch.

    I'm also glad that you said earlier that you were hoping to have something down the line for those of us who still in large measure skirmish with the AI as I do. There are other aspects about this mod I can't wait to try out that I haven't seen since KMOD a long time ago, and that's mostly to do with light vehicles allowing for infantry to ride inside (if not fight from inside). I've always felt the game lacked that sort of tactic of trying to squeak small numbers of units behind the lines that don't rely on the usual paradrop method, so its refreshing to see that again.

    But back to the site topic, I'm not quite sure what else should be tested out or looked out for bug-wise, but I can go back through what I've selected and not to see what it was exactly where I'd seen spots that still needed descriptions or icons in the break downs if you like.

  2. #502
    Member eliw00d's Avatar
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    We've been working to get the missing descriptions and icons fixed, so bear with us on that one. We've made good progress, though, and have even added a few new platoons to the mix. We're also in a sort of transition to get our new dynamic price system working, so not everything is the way it should be. I will hopefully have this resolved soon.

    Skirmish is definitely something I'd like to incorporate somehow, as Sturmhaubitze and I enjoy a good comp stomp now and then, so it would only be natural to include it in this mod.

    As for the test, it has been mostly to find any bugs that might pop up, but also to see how our website can handle a large number of users and make sure that everything we've been working on for it works in practice. So far, so good.

    Once I get a few things nailed in for the website, I will switch over to working on SCAR and we can hopefully get a working Public Alpha out.

  3. #503
    Member eliw00d's Avatar
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    I am happy to report that I finally figured out what was causing compatibility issues with Internet Explorer and Opera! Apparently, null should not be used to empty a variable in JavaScript, so I changed a lot of my script to use undefined or "" and it seems to have fixed all compatibility options. Something so simple, but I am still new to web developing, so I hope those of you that use either of those browsers can forgive me. It should now work with ALL browsers to my knowledge. Please let me know if this is not the case or there are any other issues I am unaware of.

  4. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #504
    Great news for me, thanks a ton eli
    Since I didn't find any issues while testing, have this Grenadier Kompanie instead:
    Kompanie units:
    3 Grenadier-Züge (full-strength)

    Battalion units:
    1 schwerer Maschinengewehr-Zug

    Regiment units:
    1 Panzerzerstörer-Trupp (everyone takes those, right?)
    1 Infanterie-Panzerabwehr-Zug (full-strength, 3 PaK36)

    Division & Korps units:
    1 Ost-Grenadier-Zug (full-strength)
    1 Sturmgeschütz-Zug (full-strength, 4 StuG III Ausf. G)
    1 21cm Werfer-Batterie (mot) (full-strength, Kübelwagen spotters)
    Got quite a few points in reserve to iron out nasty shortcomings. The small PaKs can hopefully handle light armour, and maybe even distract/track the heavier ones so my priced StuGs can take those out with easy. As long as those stay hidden, the company profile should be low enough to avoid Allied air support.
    One step closer to the end of the decadent Eldar race.
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  5. #505
    Member Bink's Avatar
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    I'm not sure yet how to alter things to make better use of remaining points. I've got 2 U.S. and 2 Brit set up where with three of them, the remaining points are between 10 pts & 60. Or do the remaining points serve another purpose I haven't stumbled on?

    Some one-off type units might be good here. I noticed some truck sections or what have you that take something like 30 pts. for one at a time. Perhaps more along those lines where there are some that take less than 100 pts or where maybe we could further edit in or out how much of the section we take. Anyway, here's a break down of my U.S. Rifles group.

    U.S. Rifles

    Company
    2 Rifle Platoons
    1 Weapons Platoon
    1 Bazooka Group

    Battalion
    1 Machine gun Platoon
    1 Ammo & Pioneer Platoon

    Regiment
    1 Infantry Cannon Company (6 guns)

    Division & Corp
    2 Field Artillery Battery, 105 (2 guns each)
    1 Field Artillery Battery, 155 (2 guns SP)
    1 Engineer Combat Platoon
    1 Automatic Weapons Platoon (2 half tracks SP)
    1 Truck Section (2 trucks)
    1 Priority Air Support

    I guess you can tell I like to blow things to bits with this one

  6. #506
    Member eliw00d's Avatar
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    @sporty
    Glad to have fixed it. Unfortunately, we haven't been getting nearly as much feedback as we had hoped, so I'm not really sure if anyone else was having that issue. But, either way, it is fixed now.

    Just keep in mind that your extra points can only be spent on fortifications in-game, otherwise there is no reason to keep them in reserve. Once you have purchased units in your Company, that is what you go to battle with.

    @Bink
    We are still working out the details on fortifications, but they shouldn't be terribly expensive and any unused points can be spent on them when you are in-game (or possibly even in the interface). Also, we don't have upgrades featured in the interface yet, but you will eventually have a plethora of options for different platoons, such as upgrading the Panzergrenadier (gep) Platoon HQ's SdKfz 251/1 to an SdKfz 251/10 (3,7cm PaK36) or StG44's for the entire Infanterie-Reiter-Zug. So, one way or another, idle points can be spent.
    Last edited by eliw00d; 5th Feb 11 at 2:12 PM.

  7. #507
    Member Twitchy's Avatar
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    I saw a Canadian flag in your UI Preview, Is there anyway I could see an outline of a Canadian unit perhaps? And secondly, will Finland make an appearance?
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  8. #508
    Also with a total of 4500 points, any leftovers of 100 points or under will not make an impact on your ability to win. 100 points accounts for roughly 2% of your total. Aiming to get at exactly 4500 points is simply not viable in most cases, nor is it at all recommended. What's more important is spending most of it, and getting the elements you need and want.



    Canadian units are organized like British ones, with the only differences being the Morale / Training / Experience ratings and some of the equipment. Canadians will be Morale 4 / Training 3 / Experience 0, to represent them being an all-volunteer force that's as well trained as the British, but not having any experience yet. As such they will cost a little bit more than Americans, and roughly the same as the British.

    Canadians do not use Cromwell or Churchill tanks, and use Staghounds instead of Daimler armoured cars. Those are the only major equipment changes.

    The company choices available will be Armoured Squadron, Armoured Reconnaissance Squadron, Reconnaissance Squadron, Armoured Car Squadron, Rifle Company, Motor Company, and Parachute Company.
    Last edited by Sturmhaubitze; 5th Feb 11 at 3:56 PM.

  9. #509
    Member eliw00d's Avatar
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    @Twitchy
    Unfortunately, all the Eastern Front models we would need are not available to the public and would have to be made from scratch, so we may not see that Front in our mod. Here is a full list of the countries we would include if we were able to:

    http://forum.medpackstudios.com/viewforum.php?f=305

    All nationalities - with the exception of Estonian, Finnish, Hungarian, Romanian and Soviet (unless we get models for them) - will be playable by Beta. Seeing as I have Finnish heritage, I hope to someday see us Finns represented.
    Last edited by eliw00d; 5th Feb 11 at 4:11 PM.

  10. #510
    Member Bink's Avatar
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    What kinds of items were you all hoping for in terms of fortifications? As you can tell by my avatar, I like to build crap

    Lots of thoughts on this subject alone for me, such as:

    How will you treat things like tank traps (crush-able or non); will barbed wire interfere with vehicles any (in the minor damage category), any other build-able objects apart from the game's norm (such as various sized sandbags, stone walls etc. with varied crush levels by vehicle type etc.)? All these sorts of tid bits don't seem like much on their own but I feel speaks well toward strategic planning.

    Most mods it seems go with the CoH standard where most everything built by engineers/pioneers can be crushed by the heaviest thing on the field, but a couple stand out where that's not the case. So I'm curious what balance you hope to go with here.

  11. #511
    Anti-tank obstacles won't be crushable, and will require an engineer team some time to remove them. Barbed wire can't be run over by wheeled vehicles, as it would tangle up the wheels, so the driver will avoid it.

    Access to fortifications will vary based on your force, as it's assumed your force is using its resources to construct them before the battle. The more involved the fortification, the more time and engineering effort is needed. Engineers are needed if you want to place barbed wire and mines, where as regular troops can dig trenches or lay down sandbags. Gun platoons can be deployed in pits and nests. The heaviest fortifications, namely anti-tank obstacles and concrete pillboxes, require you to be playing a German Bodenständig Grenadierkompanie (Steadfast Infantry Company), as only they had the time and resources to turn their positions into fortresses.

  12. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #512
    The <100 leftover points are a good clue to keep in mind, thanks.

    Those Grenadiers have some 250 points in reserve, but more could be freed up by cutting down on the StuGs, Nebels, or infantry. Was hoping for some input like "you're gonna need engineers/mortars/scouts/heavier AT", but I didn't really make this clear. So, where should those last few points go?

    Edit: Leaning towards some pioneers, if this means additional fortifications. The Pioneer-Zug in the Division&Korps section describes them as heavy assault troops, can I expect flamethrowers and explosives for some additional AT perhaps?
    Last edited by sporty; 6th Feb 11 at 4:30 AM.

  13. #513
    Member eliw00d's Avatar
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    Let's take a look...

    You could try fitting in a full-strength Infanterie-Reiter-Zug, which could act as your force's reconnaissance element (and possibly still have points leftover for the eventual StG44 upgrade), or you could add a Beutepanzer-Zug to add a single captured tank into the mix. Or, if you're feeling inadequate in terms of artillery, you could get one section from either the schwerer Granatwerfer-Zug (12cm) or the leichte Feldhaubitze-Batterie. And finally, if you need some anti-aircraft or anti-infantry in the form of high caliber weapons, you could field an understrength Fliegerabwehr or leichter FlaK-Zug.

    As for your question about Pioniere, they will indeed have the Assault Engineering trait, which gives them access to demolitions to use on bridges or obstacles. In addition, each squad can be upgraded to have a flamethrower and/or panzerknackers. Currently, the Platoon is also missing a Goliath icon, I will remedy this sometime today.

  14. #514
    Member eliw00d's Avatar
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    Here is an example of what you can do with leftover points:



    Essentially, I fielded a schwerer FlaK-Gruppe from the schwerer FlaK-Zug. I had a generous amount of leftover points - something like 1400 - but we only allow up to 1/9th of your Company's total points to be used for fortifications. So, in this case I had 500 points to spend. For the most part, fortifications will be fairly cheap - but only deployable during the game's setup phase. The gun pit the FlaK is emplaced in only cost 15 points (out of 500), so to outfit a whole Zug would only cost about 60 points (4 * 15).

  15. #515
    Member Bink's Avatar
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    When you say set-up phase, do you mean emplacements only build-able in your own territory? Does this mean you start with a portion of the map already taken? I also take it that us builder types will want somewhere in the neighborhood of 100-150ish points free for emplacements?

    I'm also curious if you're planning on co-opting things like the bofors pit there or mortar emplacement to use for infantry like the slit trench? I've always felt that those shapes in particular were good enough to stick in tight spots where the slit trench wouldn't quite work (or fit). Could be a cool option if players don't necessarily choose a defensive build strategy, but where things like that infantry can still make on the fly.

  16. #516
    The set-up phase is a short (right now we're thinking of a minute or two) time period at the very beginning of the game. During that time you can deploy some of your forces and arrange them in their starting positions, as well as build fortifications. You cannot move or build anything outside of the territories you start with, and we're aiming for each team to start with roughly a third of the map under their control. The set-up phase represents the hours or days that occurred just before the battle.

    As for using gun emplacements for infantry, we're discussing the details at the moment, but nothing concrete just yet. But no one will be able to build further fortifications once the set-up phase is over; you're stuck with what was made.

  17. #517
    Member burtondrummerNY's Avatar
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    Only a minute to build fortifications? That sounds a bit short, doesn't it? If you have a FlaK-Zug as you mentioned before with 4 88's, and each emplacement takes 30 seconds to build, you'll probably only have 1 done.

  18. #518
    Build times are irrelevant, the placement of the weapon is the only thing that matters. The idea is that the time running up to the battle is being represented, so there will be no construction during the actual battle.

  19. #519
    The build times will be drastically shortened, like watching a time elapse video. I won't say instantaneous, since the game does not like build times of zero, but a second per emplacement is all that's needed. That way players can can finish up their building and get to the action, and players with nothing to build won't have to wait long.

  20. #520
    Member eliw00d's Avatar
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    Think of it like you are placing pieces for a board game, it will be similar to that, but done within the constraints of the engine. Right now build time is, as Sturm said, about a second per entity. In my current build, I have been testing with a three minute setup time, and that seems to be ample time.

    Also, there are no plans for larger emplacements to house infantry - currently only trenches allow that. A simple Rifle Squad for any nation can entrench themselves or build a basic sandbag perimeter, and it will be very cheap to build them. So, there will be plenty of ways for players to dig down.
    Last edited by eliw00d; 11th Feb 11 at 3:20 PM.

  21. #521
    Member eliw00d's Avatar
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    I have created a much more intuitive update script that is run by the individual player, which is much faster and more efficient. This means that any time we add or change units, the next time you log in or refresh the page, the changes will be updated into your profile. It is still somewhat of a work in progress, so please report any bugs or issues you may have if you have not logged in for a while.

    http://mods.medpackstudios.com/FE

  22. #522
    Member Aidas2's Avatar
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    You should make a window which opens up when you type in incorrect name or password.

  23. #523
    Member eliw00d's Avatar
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    Yes, that will be a part of the new registration system I am working on: better log in validation.

    ----------

    I added an interim solution for bad username/password combos, I will eventually make a CSS window pop up, but that is for a later time. I will be working in password reset as well as change password options at some point, as well.

  24. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #524
    Does this new system mean that companies will no longer be deleted upon updates? Was quite surprised to see a British company built in 0.609 still present!

  25. #525
    Member eliw00d's Avatar
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    Well, technically Companies were never really deleted, but everything in the Company was deleted and re-created. The newer script basically validates everything in your Company and then creates / deletes accordingly. So, for example, if we decide to add a new Platoon to a Group, the new script checks to see if you have that Platoon; if not, it adds it for you at your next login. That way, you will always have the latest updates we make behind the scenes. It's still a WIP, so it is still pretty rudimentary.

    At the same time, we are trying to get our internal Alpha ready, so it has been hard juggling both the actual mod and our website.

    As always, the more feedback we get for the website, the better we can improve it in the long run. I plan to do an extensive upgrade of the website's code after we release the Alpha, as by then we should hopefully get the feedback we need since the mod will actually be playable and not just the website.

  26. #526
    Member eliw00d's Avatar
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    I don't think we've ever really shown any screenshots from in-game, so here is one I just took to showcase our GUI features. Please keep in mind that this is still an early and rough build of the mod, so some things are not polished. However, the GUI is not only displayed, but is also fully functional! Here you can see a German Grenadier-Gruppe which exchanged some light gunfire with enemy combatants. I had the 4-man MG team selected at the time.



    Progress is slow, but steady.

    Also, does anyone have a good reference for common American, British and German names? I am trying to fill a database of names, but came up short with German ones. Since there are so few German names at the moment, they tend not to be as random as I would like. I have been toying with the idea of promotions for members of a team / squad / platoon that lived to fight another day, similar to Close Combat, but it is more likely a Beta feature.

  27. #527
    Member huetti07's Avatar
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    Here are some Austrian names:

    FIRST - FAMILY Name
    Josef - Maier
    Franz - Murauer
    Johann - Mayrhofer
    Martin - Hütter
    Anton - Frauscher
    Rainhard - Zechmeister
    Karl - Badegruber
    Lukas - Pühringer
    Manfred - Fischer
    Alfred - Weilhartner

    Austrian names should also be in and they are no that different to German names
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  28. #528
    Member eliw00d's Avatar
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    Forgot to mention last names only, but that is a good start. Thanks, huetti!

  29. #529
    Here are some names.

    German:

    Spoiler



    American:

    Spoiler



    British:

    Spoiler



    French:

    Spoiler



    A few Italian:

    Spoiler


  30. #530
    Member eliw00d's Avatar
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    Outstanding! Thank you very much, Piotrskivich.

  31. #531
    Thanks for the huge lists

    For the Canadian list, the simplest approach is a mix of British and French names, with a small smattering of common German names (i.e. Mueller, Schmidt, etc.).

  32. #532
    Member huetti07's Avatar
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    Wow, aliitle bit longer than my list :P

  33. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #533
    Wow. I was about to suggest using the names from CC games (those are handily stored in .txt files, if I remember correctly), but that won't be necessary with such a comprehensive list. A few Umlaute would be nice for ze Germans, on the other hand they even got "Hasselhoff"

  34. #534
    No problem, I am very excited for this mod.

  35. #535
    Luftwaffe leichter FlaK-Zug lacks any AA gun image in the buy screen and I'm pretty sure it requires one.
    Perhaps it's because you can't select any sort of AA gun in the options menu for it?
    A lot of entries still require description although I presume you know of this and are working on it?

    Other than that, I'm having great fun poking around this army builder contraption!

    Edit- leichte Feldhaubitze-Batterie (mot)
    This entry has the top PzII selected however the artillery selected is not the entry under it, but the entry that would be the second platoon.

    leichte Feldhaubitze-Batterie (sf)
    Same thing happens here.

    Royal Artillery Field Battery
    Same again.
    Last edited by messenger; 26th Feb 11 at 5:20 AM.

  36. #536
    Member eliw00d's Avatar
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    @messenger
    Are you the same messenger who offered to make models for us?

    As for the Luftwaffe leichter FlaK-Zug, we are just waiting on a Flakvierling38 icon from Sturmhaubitze. Also, it is missing a few options (2cm FlaK 38, 3,7cm FlaK 43, 2cm FlaK 38 auf Opel Blitz).

    As for the artillery batteries, do you mean when you switch equipments it selects the wrong Subsection? If so, this is a known bug, and I'll take a look at it this weekend.

  37. #537
    I don't recall ever offering anyone any models, primarily out of lack of being able to make them. So I can safely say that it was not I. Sorry!

    Yeah just those minor subsections, I've been through all the Companies and their options and those were the only bugs I found.
    Excellent stuff!

  38. #538
    Hey sturm are you guys doing ammo counts too?
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  39. #539
    Member eliw00d's Avatar
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    What do you mean?

  40. #540
    Like ammo counts for tanks and stuff. As in limited ammo supplies.
    ex: BF 1942 style

  41. #541
    Member eliw00d's Avatar
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    Yes, we have had working ammo counts in some form or another for over a year now. We also just showed our first in-game screenshot of it in action a few posts above. Sturmhaubitze created the graphical elements and I worked on the SCAR and RGD elements for the system.

    Was there a specific question about it?

  42. #542
    I am glad you guys added ammo, it adds a lot tactically to a game. Last night I was playing some Close Combat 5 online and one of my elite Fallschirmjager squads were empty so I had them charge the Americans and they ended up scavenging garands and carbines ; )

    Will the mod allow you to pick up dropped heavy weapons like in regular Coh? It seems like it would be hard to remember how many shots the weapon had after it's holder was dead.

  43. #543
    We've decided to keep it simple for now, so there's no scavenging or re-use of dropped weaponry. Instead you can pull a unit off the battlefield, and after a set time they will be rearmed and can be called back to the battlefield. Rearming hasn't been implemented yet, but we're aiming to make it a lengthy process so that you're discouraged from using up ammo excessively. Most of the time you'll be pulling units back because they've taken heavy casualties or damage that has rendered them combat ineffective.

  44. #544
    Member eliw00d's Avatar
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    To answer your other question, weapons no longer drop and team weapons are not re-crewable.

  45. #545
    Isn't that going to make 88's rather fragile?

    Suppose someone throws a grenade at it or it gets hit by a mortar. It is basically dead?

  46. #546
    Their crew is basically 9 men, many of whom have rifles for defence. A single grenade or mortar round is not going to wipe them all out. Also the best placement for an anti-tank or anti-aircraft gun is behind your front-line, so that the enemy has to go through your troops to reach it. Also means the enemy's observers will be in range of your troops if they try to spot the guns, so mortars won't be landing on the FlaK36 unless you left a hole in your lines for them to sneak through.

  47. Gamers Lounge Senior Member Company of Heroes Senior Member Dawn of War II Senior Member  #547
    Ah, that should be interesting. Despite the explanations on the artillery system, I didn't fully realise those limitations until now. The glaring weakness of guns/emplacements in CC5, once they were revealed they got mortar'd.
    Weapon crews should probably not be underestimated either, once even lost a flanking scout section to a Russian AT crew. Probably won't be that extreme, but I expect the crew to put up a better fight compared to their performance in CoH

  48. #548
    Typical gun crews in unmodified Company of Heroes have pistols and carbines, so their firepower is pretty limited. Ours are armed exactly as they were according to the war-time documents, so you'll see rifles and the occasional light machine-gun. A British anti-tank gun section could conceivably pin down attacking enemy infantry with their Bren, if they react quickly enough. However I wouldn't rely on that, it's just a bonus if it does happen.

    Definitely machine-gun and anti-tank guns will get mortared once revealed, but it won't be an instantaneous affair like it is in unmodified Company of Heroes. They can inflict some casualties before having to move.

  49. #549
    One set of improvements we've been testing recently is changes to vehicle movement and off-road abilities. More of the terrain is now impassable to tanks, such as tall concrete walls and large trees, which makes urban and forested environments more friendly to infantry. Off-road vehicles, such as anything tracked, half-tracked, or with 4x4 / 6x6 / 8x8 capability, suffer very little of a speed reduction when going off-road. Vehicles without off-road capability slow down substantially when off the road. Roads become important areas to control, if you want to use wheeled transports.

  50. #550
    Member eliw00d's Avatar
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    I would just like to thank everyone for taking the time to participate in our Public Stress Test of the website. Although I had hoped we would receive more feedback and bug reports, I feel that what we did get at least gave us an idea of what we need to improve on. With that in mind, I just want to announce that the Interface has been taken down for internal development and maintenance. We are still working on the Alpha version of the mod, and as part of that process we need to refit the website to incorporate new changes we have implemented in the mod. In the mean time, if there are any questions, concerns or suggestions about the website, please feel free to let us know.

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