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Counters Mod for Heroes and Leaders mod

 
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Counters Mod for Heroes and Leaders mod - 1/21/2019 12:04:15 PM   
CHINCHIN

 

Posts: 104
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Hi all,

This Mod replaces a series of files to replace silhouettes with counters, in the magnificent mod of Heroes and Leaders mod.

http://www.matrixgames.com/forums/tm.asp?m=4354865

You have to unzip the files and overwrite them in:

The file "Units.csv" in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders mod

And the rest of files in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders\Counters

NOTE: In my case it is the folder "Lock n Load Heroes and Leaders mod", other users maybe put another name for the double installation.

CLICK HERE TO DOWNLOAD



[code][/code]

Attachment (1)

< Message edited by CHINCHIN -- 4/23/2019 9:08:30 PM >
Post #: 1
RE: Counters Mod for Heroes and Leaders mod - 1/21/2019 5:46:40 PM   
asl3d


Posts: 2158
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: CHINCHIN

Hi all,

This Mod replaces a series of files to replace silhouettes with counters, in the magnificent mod of Heroes and Leaders mod.

http://www.matrixgames.com/forums/tm.asp?m=4354865

You have to unzip the files and overwrite them in:

The file "Units.csv" in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders mod

And the rest of files in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders\Counters

NOTE: In my case it is the folder "Lock n Load Heroes and Leaders mod", other users maybe put another name for the double installation.

CLICK HERE TO DOWNLOAD







Hello Chinchin,

I congratulate you for the good job you have done. Looks great.

You can be sure that there are friends in this forum who will see your version as a solution for them.

_____________________________

Semper fidelis

(in reply to CHINCHIN)
Post #: 2
RE: Counters Mod for Heroes and Leaders mod - 1/23/2019 2:14:56 AM   
Gerry4321

 

Posts: 858
Joined: 3/24/2003
Status: offline

quote:

ORIGINAL: CHINCHIN

Hi all,

This Mod replaces a series of files to replace silhouettes with counters, in the magnificent mod of Heroes and Leaders mod.

http://www.matrixgames.com/forums/tm.asp?m=4354865

You have to unzip the files and overwrite them in:

The file "Units.csv" in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders mod

And the rest of files in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders\Counters

NOTE: In my case it is the folder "Lock n Load Heroes and Leaders mod", other users maybe put another name for the double installation.

CLICK HERE TO DOWNLOAD







Hello Chinchin:

Thanks so much for doing this! I am very much a counter person.

And ASL3d, thank you for your amazing work!

Gerry

(in reply to CHINCHIN)
Post #: 3
RE: Counters Mod for Heroes and Leaders mod - 1/23/2019 11:38:41 PM   
Cataphract88


Posts: 720
Joined: 10/5/2012
From: Britannia
Status: offline

quote:

ORIGINAL: Gerry4321


quote:

ORIGINAL: CHINCHIN

Hi all,

This Mod replaces a series of files to replace silhouettes with counters, in the magnificent mod of Heroes and Leaders mod.

http://www.matrixgames.com/forums/tm.asp?m=4354865

You have to unzip the files and overwrite them in:

The file "Units.csv" in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders mod

And the rest of files in:

C:\Matrix Games\Lock n Load Heroes and Leaders mod\Heroes and Leaders\Counters

NOTE: In my case it is the folder "Lock n Load Heroes and Leaders mod", other users maybe put another name for the double installation.

CLICK HERE TO DOWNLOAD







Hello Chinchin:

Thanks so much for doing this! I am very much a counter person.

And ASL3d, thank you for your amazing work!

Gerry


+1



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Post #: 4
RE: Counters Mod for Heroes and Leaders mod - 1/24/2019 9:55:33 AM   
delta07d

 

Posts: 35
Joined: 1/29/2014
Status: offline
Yes, very nice Mod! Thanks for your work.

(in reply to Cataphract88)
Post #: 5
RE: Counters Mod for Heroes and Leaders mod - 1/25/2019 10:13:46 AM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
Status: offline
Thanks to all of you for your words

The release 0.2 of Mod Counters is already available in this same "threah", in the post # 1:

It corrects several errors, of movement of shaken units, wounded heroes that change their faculties, and reversible American weapons that were reversed.

< Message edited by CHINCHIN -- 3/23/2019 12:35:09 PM >

(in reply to delta07d)
Post #: 6
RE: Counters Mod for Heroes and Leaders mod - 3/23/2019 12:42:54 PM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
Status: offline
The release 0.3 of Counters Mod is already available in this same "threah", in the post # 1:

Corrects erroneous wounded Russian hero movement factor.
Add turret space to all vehicles.
Add counters of new American units.

< Message edited by CHINCHIN -- 3/23/2019 12:43:47 PM >

(in reply to CHINCHIN)
Post #: 7
RE: Counters Mod for Heroes and Leaders mod - 3/23/2019 6:17:12 PM   
asl3d


Posts: 2158
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: CHINCHIN

The release 0.3 of Counters Mod is already available in this same "threah", in the post # 1:

Corrects erroneous wounded Russian hero movement factor.
Add turret space to all vehicles.
Add counters of new American units.


Thank you very much Chinchin for your enthusiasm with Heroes and Leaders mod, adapting the counters and analyzing the possible mistakes that I have made.

Your work is very valuable.

_____________________________

Semper fidelis

(in reply to CHINCHIN)
Post #: 8
RE: Counters Mod for Heroes and Leaders mod - 3/25/2019 7:50:40 AM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
Status: offline
Thanks to you Asl3d! It's a pleasure for me.

I have noticed that the wounded heroes do not change their movement factor, they maintain the movement factor of the unit healthy, no matter what you put in "Units.csv"

< Message edited by CHINCHIN -- 3/25/2019 7:56:08 AM >

(in reply to asl3d)
Post #: 9
RE: Counters Mod for Heroes and Leaders mod - 3/25/2019 7:25:45 PM   
asl3d


Posts: 2158
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: CHINCHIN

Thanks to you Asl3d! It's a pleasure for me.

I have noticed that the wounded heroes do not change their movement factor, they maintain the movement factor of the unit healthy, no matter what you put in "Units.csv"


Hello Chinchin,

I just verified that the only Hero who has 4 MF in his Broken mode is the Soviet Hero Anatoly Uglovsky.

I do not remember having verified that this Hero does not have 4 MF during the game but it is possible that the AI does not consult the Excel file data, at least in this case.

The AI has some faults and this can be an example. But it's no so bad.




Attachment (1)

_____________________________

Semper fidelis

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Post #: 10
RE: Counters Mod for Heroes and Leaders mod - 3/25/2019 11:30:56 PM   
Gerry4321

 

Posts: 858
Joined: 3/24/2003
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Regarding heroes in general, is it possible that you would consider to make them less powerful? Sometimes they have a firepower of 2 while many first line squads are only 1. I realize heroes were special. But a FP of 2 is just too much I think, in Melee for example.

(in reply to asl3d)
Post #: 11
RE: Counters Mod for Heroes and Leaders mod - 3/26/2019 8:30:20 AM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
Status: offline
quote:

ORIGINAL: asl3d
Hello Chinchin,
I just verified that the only Hero who has 4 MF in his Broken mode is the Soviet Heronatoly Uglovsky.
I do not remember having verified that this Hero does not have 4 MF during the game but it is possible that the AI does not consult the Excel file data, at least in this case.
The AI has some faults and this can be an example. But it's no so bad.

It is an internal rule of the source code, the same happens when you give a unit leadership factor and is not a leader, or transport capacity to a non-vehicle unit, the game ignores it.

quote:

ORIGINAL: Gerry4321
Regarding heroes in general, is it possible that you would consider to make them less powerful? Sometimes they have a firepower of 2 while many first line squads are only 1. I realize heroes were special. But a FP of 2 is just too much I think, in Melee for example.


The truth is that it is very annoying to shoot a stack to destroy it, and that the result is that the enemy receives a unit of reinforcement, and so powerful, on top of that with a skill card . Of course it can also happen in favor, and then it bothers less


< Message edited by CHINCHIN -- 3/26/2019 8:31:40 AM >

(in reply to Gerry4321)
Post #: 12
RE: Counters Mod for Heroes and Leaders mod - 3/26/2019 7:04:42 PM   
asl3d


Posts: 2158
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: Gerry4321

Regarding heroes in general, is it possible that you would consider to make them less powerful? Sometimes they have a firepower of 2 while many first line squads are only 1. I realize heroes were special. But a FP of 2 is just too much I think, in Melee for example.


Yes it's correct.

I do not understand well how the FP logic works. That is, there are HS with FP "0". This is absurd. For this, I have decided to leave the values specified by the original designers of the software, that is, either 1 or 2.

However, there is a very important correction brake. I mean there can only be 2 heroes simultaneously in the game for each side. This reduces the impact of FP maybe excessive.

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Post #: 13
RE: Counters Mod for Heroes and Leaders mod - 3/26/2019 10:56:17 PM   
Gerry4321

 

Posts: 858
Joined: 3/24/2003
Status: offline
Maybe a limit of one Hero per scenario and if they are KIA then no more for that scenario? Just my opinion.

(in reply to asl3d)
Post #: 14
RE: Counters Mod for Heroes and Leaders mod - 3/27/2019 7:26:36 PM   
asl3d


Posts: 2158
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: Gerry4321

Maybe a limit of one Hero per scenario and if they are KIA then no more for that scenario? Just my opinion.


I totally agree with you. The problem that I see is that it is not possible to modify the AI to achieve what you say. Or, at least I do not know how to do it ....

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Post #: 15
RE: Counters Mod for Heroes and Leaders mod - 3/27/2019 8:23:24 PM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
Status: offline
quote:

ORIGINAL: Gerry4321

Maybe a limit of one Hero per scenario and if they are KIA then no more for that scenario? Just my opinion.


It would be fine but it is not possible. You can configure the scenario for both sides with the frequency of appearance of heroes between, Normal, Limit, Rare, and None.

In all scenarios of Cry havoc & Seage Mod are in None.




Attachment (1)

(in reply to Gerry4321)
Post #: 16
RE: Counters Mod for Heroes and Leaders mod - 3/28/2019 4:23:01 AM   
Gerry4321

 

Posts: 858
Joined: 3/24/2003
Status: offline
Thanks for the info. Nice to see that none is an option for designers.

Also maybe asl3d could change FP for all Heroes to be 1? So they wouldn't be so devastating.

Thanks to both of you again.

(in reply to CHINCHIN)
Post #: 17
RE: Counters Mod for Heroes and Leaders mod - 3/28/2019 10:35:59 AM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
Status: offline

quote:

ORIGINAL: asl3d
I do not understand well how the FP logic works. That is, there are HS with FP "0". This is absurd. For this, I have decided to leave the values specified by the original designers of the software, that is, either 1 or 2.


I in Cry Havoc Mod use FP of "-1", and terrains with "-3".

The combat is solved in the following way, shot of the attacker = FP + modifiers + 1d6, result that can be negative, since it is compared with the defender's roll = 1d6 + TM, if the attacker's roll is equal to or less than the of the defender there is no effect, if it is superior a damage check is made.

(in reply to asl3d)
Post #: 18
RE: Counters Mod for Heroes and Leaders mod - 3/28/2019 6:53:02 PM   
asl3d


Posts: 2158
Joined: 2/6/2017
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quote:

ORIGINAL: Gerry4321

Thanks for the info. Nice to see that none is an option for designers.

Also maybe asl3d could change FP for all Heroes to be 1? So they wouldn't be so devastating.

Thanks to both of you again.


OK Gerry.

I'll tell you what we're going to do.

I agree to modify all the FP of the Heroes to 1.

Now I'm designing the Omaha and American Eagles scenarios, so I need some free time to modify the Excel file and the counters. Doing this we leave some time to other friends to say they do not agree. If nobody protests, we will understand that everyone is in agreement (or have not read this post). Then, we will make a new release of the Core of Heroes and Leaders mod including the modification of the Heroes, and some errors that have been detected.

Do you like the proposal?



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Post #: 19
RE: Counters Mod for Heroes and Leaders mod - 3/29/2019 3:56:30 AM   
Gerry4321

 

Posts: 858
Joined: 3/24/2003
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I like the proposal of course. Would be nice to hear what Rico and Chinchin think as they design scenarios.

Is there a way to set up a poll on these forums?

(in reply to asl3d)
Post #: 20
RE: Counters Mod for Heroes and Leaders mod - 3/29/2019 9:04:06 AM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
Status: offline
At the moment I'm playing a scenario of HnL very complicated against the Russians, and on top have taken about 6 or 7 heroes, exasperating.

Ok with the FP of 1 for heroes, and select in the scenarios some possibilities of heroes of rare or limit.

(in reply to Gerry4321)
Post #: 21
RE: Counters Mod for Heroes and Leaders mod - 3/29/2019 10:42:57 AM   
rico21

 

Posts: 2628
Joined: 3/11/2016
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quote:

ORIGINAL: Gerry4321

I like the proposal of course. Would be nice to hear what Rico and Chinchin think as they design scenarios.

Is there a way to set up a poll on these forums?


Hi Gerry,
Lock n load does not have a rate of fire like asl or Toth (The rate of fire allows you to shoot opportunely several times on approaching opponents). This is compensated by the appearance of Heroes which complicates the plans of the attacker on a target defined in advance.
So in summary, you need heroes but not too much.
But that's my vision and I also consider that a scenario designer is the only master of his scenario.

(in reply to Gerry4321)
Post #: 22
RE: Counters Mod for Heroes and Leaders mod - 3/29/2019 5:36:48 PM   
Gerry4321

 

Posts: 858
Joined: 3/24/2003
Status: offline

quote:

ORIGINAL: CHINCHIN

At the moment I'm playing a scenario of HnL very complicated against the Russians, and on top have taken about 6 or 7 heroes, exasperating.

Ok with the FP of 1 for heroes, and select in the scenarios some possibilities of heroes of rare or limit.

Is that a scenario in the German campaign? Where you are retreating and the Soviets have tons of units? I saw discussions on forums about that I think. One of the strategies for the Germans was to NOT fire at broken stacks because of the chance of creating heroes. In most games you would want to fire at them to eliminate the broken ones. So a bit crazy I think.
Only feature of LnL that I really dislike is the large number of super heroes.

(in reply to CHINCHIN)
Post #: 23
RE: Counters Mod for Heroes and Leaders mod - 3/29/2019 6:28:32 PM   
dox44

 

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From: the woodlands, texas
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i try best to ignore all those heroes...

(in reply to Gerry4321)
Post #: 24
RE: Counters Mod for Heroes and Leaders mod - 3/30/2019 3:06:49 PM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
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quote:

ORIGINAL: Gerry4321
Is that a scenario in the German campaign? Where you are retreating and the Soviets have tons of units? I saw discussions on forums about that I think. One of the strategies for the Germans was to NOT fire at broken stacks because of the chance of creating heroes. In most games you would want to fire at them to eliminate the broken ones. So a bit crazy I think.
Only feature of LnL that I really dislike is the large number of super heroes.


No, I was referring to "Barrikady Yanvarya." In the scenario that you say the key is to have good luck with the artillery.

(in reply to Gerry4321)
Post #: 25
RE: Counters Mod for Heroes and Leaders mod - 4/11/2019 6:18:58 PM   
asl3d


Posts: 2158
Joined: 2/6/2017
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quote:

ORIGINAL: rico21


quote:

ORIGINAL: Gerry4321

I like the proposal of course. Would be nice to hear what Rico and Chinchin think as they design scenarios.

Is there a way to set up a poll on these forums?


Hi Gerry,
Lock n load does not have a rate of fire like asl or Toth (The rate of fire allows you to shoot opportunely several times on approaching opponents). This is compensated by the appearance of Heroes which complicates the plans of the attacker on a target defined in advance.
So in summary, you need heroes but not too much.
But that's my vision and I also consider that a scenario designer is the only master of his scenario.


Rico, I think like you. LnL HoS is not ASL. LnL HoS has no Subsequent First Defensive Fire, nor does it have Final Protective Fire (FPF), nor MG RF. But I do not know if the Heroes are a "countermeasure" against that deficit.

Although I still do not understand how the FP works in LnL HoS (FP = 0 in a HS is, at least, surprising), it seems clear that if an elite squad (around 14 well-armed and trained men) has an FP = 2, a Hero, that is, an SMC, with FP = 2 is more like "Superman" than a brave and determined soldier who is capable, in a moment of "Heat of Battle," of leading a group of soldiers.

Finally, I have changed in all Heroes with FP = 2 to FP = 1, and in all Heroes with FP = 1 to FP = 0.

I have done all the tests of the Omaha Easy Red scenario with these "new Heroes" and it seems that their influence on the game diminishes, although it is still very important.

I have been hesitating to also suppress his Assault Movement bonus but I finally left it as it was until now.

This change is not all that Gerry proposed but, perhaps, it is a small step forward in the right direction.

Along with other small changes and corrections, I have included the "new Heroes" in release 3.1 of the Core of Heroes and Leaders mod.






Attachment (1)

< Message edited by asl3d -- 4/11/2019 6:19:52 PM >


_____________________________

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Post #: 26
RE: Counters Mod for Heroes and Leaders mod - 4/12/2019 3:30:13 AM   
Gerry4321

 

Posts: 858
Joined: 3/24/2003
Status: offline

quote:

ORIGINAL: asl3d

quote:

ORIGINAL: rico21


quote:

ORIGINAL: Gerry4321

I like the proposal of course. Would be nice to hear what Rico and Chinchin think as they design scenarios.

Is there a way to set up a poll on these forums?


Hi Gerry,
Lock n load does not have a rate of fire like asl or Toth (The rate of fire allows you to shoot opportunely several times on approaching opponents). This is compensated by the appearance of Heroes which complicates the plans of the attacker on a target defined in advance.
So in summary, you need heroes but not too much.
But that's my vision and I also consider that a scenario designer is the only master of his scenario.


Rico, I think like you. LnL HoS is not ASL. LnL HoS has no Subsequent First Defensive Fire, nor does it have Final Protective Fire (FPF), nor MG RF. But I do not know if the Heroes are a "countermeasure" against that deficit.

Although I still do not understand how the FP works in LnL HoS (FP = 0 in a HS is, at least, surprising), it seems clear that if an elite squad (around 14 well-armed and trained men) has an FP = 2, a Hero, that is, an SMC, with FP = 2 is more like "Superman" than a brave and determined soldier who is capable, in a moment of "Heat of Battle," of leading a group of soldiers.

Finally, I have changed in all Heroes with FP = 2 to FP = 1, and in all Heroes with FP = 1 to FP = 0.

I have done all the tests of the Omaha Easy Red scenario with these "new Heroes" and it seems that their influence on the game diminishes, although it is still very important.

I have been hesitating to also suppress his Assault Movement bonus but I finally left it as it was until now.

This change is not all that Gerry proposed but, perhaps, it is a small step forward in the right direction.

Along with other small changes and corrections, I have included the "new Heroes" in release 3.1 of the Core of Heroes and Leaders mod.






Thanks Julio. And sorry to make work for you. I do hope everyone will enjoy the change.

(in reply to asl3d)
Post #: 27
RE: Counters Mod for Heroes and Leaders mod - 4/12/2019 3:41:40 AM   
Gerry4321

 

Posts: 858
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And a great post by the way.

(in reply to Gerry4321)
Post #: 28
RE: Counters Mod for Heroes and Leaders mod - 4/13/2019 6:29:35 PM   
asl3d


Posts: 2158
Joined: 2/6/2017
Status: offline

quote:

ORIGINAL: Gerry4321


quote:

ORIGINAL: asl3d

quote:

ORIGINAL: rico21


quote:

ORIGINAL: Gerry4321

I like the proposal of course. Would be nice to hear what Rico and Chinchin think as they design scenarios.

Is there a way to set up a poll on these forums?


Hi Gerry,
Lock n load does not have a rate of fire like asl or Toth (The rate of fire allows you to shoot opportunely several times on approaching opponents). This is compensated by the appearance of Heroes which complicates the plans of the attacker on a target defined in advance.
So in summary, you need heroes but not too much.
But that's my vision and I also consider that a scenario designer is the only master of his scenario.


Rico, I think like you. LnL HoS is not ASL. LnL HoS has no Subsequent First Defensive Fire, nor does it have Final Protective Fire (FPF), nor MG RF. But I do not know if the Heroes are a "countermeasure" against that deficit.

Although I still do not understand how the FP works in LnL HoS (FP = 0 in a HS is, at least, surprising), it seems clear that if an elite squad (around 14 well-armed and trained men) has an FP = 2, a Hero, that is, an SMC, with FP = 2 is more like "Superman" than a brave and determined soldier who is capable, in a moment of "Heat of Battle," of leading a group of soldiers.

Finally, I have changed in all Heroes with FP = 2 to FP = 1, and in all Heroes with FP = 1 to FP = 0.

I have done all the tests of the Omaha Easy Red scenario with these "new Heroes" and it seems that their influence on the game diminishes, although it is still very important.

I have been hesitating to also suppress his Assault Movement bonus but I finally left it as it was until now.

This change is not all that Gerry proposed but, perhaps, it is a small step forward in the right direction.

Along with other small changes and corrections, I have included the "new Heroes" in release 3.1 of the Core of Heroes and Leaders mod.






Thanks Julio. And sorry to make work for you. I do hope everyone will enjoy the change.


You're welcome, Gerry.

Expanding a little more the analysis on the Heroes, notice that the Heroes with FP = 1 have a short range, so their biggest influence is in the Close Combat.

However, I see the Heroes as Leaders that emerge during combat. The role of a Leader is fundamental, and the appearance of one or two extra Leaders during the game is a great help.

_____________________________

Semper fidelis

(in reply to Gerry4321)
Post #: 29
RE: Counters Mod for Heroes and Leaders mod - 4/23/2019 9:16:45 PM   
CHINCHIN

 

Posts: 104
Joined: 9/2/2012
Status: offline
The release 0.4 of Counters Mod is already available in this same "threah", in the post # 1:

Update the new FP of the Heroes.
Corrects the shaking face of some German WT.

(in reply to asl3d)
Post #: 30
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