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Clovis
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Sun Mar 30, 2008 5:40 pm

Big Muddy wrote:Reached '62, I've noticed the AI spends to much time on transports, Johnston's on water more than land, as are others. Also continually brakes off seiges that would probably be successful, In the West I've had only two battles. At one point Johbston & AOP had me in an interesting spot, yet both went to Ft. Monroe, I thought for sure it would fall, both boarded transports.

I think I will try Aggresive-Normal, Difficultly-Hard & Detect Bonus-Normal and see what that does.

Combat loses, 5937-enemy 8396, finally doing some damage but CSA has 111 NM and I have 101. I'm sure my 101 is low compared tp others, but I have a slow mover trait.

Considering it won't be finished till the end of next month I'm enjoying myself very much.


Interestingly, The AI in the East isn't following the same operational pattern. I suppose I will need many results and tries with several AI settings to get a clearer assessment about AI best settings.


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GShock
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Sun Mar 30, 2008 6:47 pm

Clovis wrote:Interestingly, The AI in the East isn't following the same operational pattern. I suppose I will need many results and tries with several AI settings to get a clearer assessment about AI best settings.


I always wondered Clovis how the AI takes the modded features into account and if it has a mathematic way of thinking, the altering of the RR links, the changing of stats (i.e. introduction of volounteers) and so on. I understand you proceed with your mods via trial and error but do you exactly know HOW the ai takes into account your modifications? So far the only thing i really understood about the AI is how it is attracted to objs and VPs but not how it decides to move or to attack/entrench/build forts/depots and so on.
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Clovis
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Sun Mar 30, 2008 7:37 pm

GShock wrote:I always wondered Clovis how the AI takes the modded features into account and if it has a mathematic way of thinking, the altering of the RR links, the changing of stats (i.e. introduction of volounteers) and so on. I understand you proceed with your mods via trial and error but do you exactly know HOW the ai takes into account your modifications? So far the only thing i really understood about the AI is how it is attracted to objs and VPs but not how it decides to move or to attack/entrench/build forts/depots and so on.


AGE AI is an adaptative one as far I know, ie able to cope with units with different values, modified RR links and other stuff which:

- don't alter or create rules
- aren't based on things Ai can't do ( depot construction)
- aren't based on events effects

By example, AI doesn't understand anything to the new Kentucky events ( and doesn't understand anything of the vanilla version :niark :) . But AI knows when Kentucky can be invaded this Sate must be ( Objective values are for that). When CSA AI is invading Kentucky, it's the result of random events ( with a probability condition) or the effect of a high foreign intervention level. Not totally satisfying but the result of my current test are giving a better historical feeling than vanilla version and doesn't let CSA AI helpless.

I worried a lot at start about restriction of war supply production. Nothing is perfect but until now, the AI seems able to form troops even with these severe constraints..;

So I guess AI adaptability is rather high. The real lacking comes from several ignorances, the most striking being certainly the low understanding of divisional and army composition, something belonging to the fact AGEOD hasn't had the time needed to "teach" AI in these matters.
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Sun Mar 30, 2008 8:53 pm

In the graphics zip there's a file, Thumbs,db does this go anywhere or just disreguard?

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Clovis
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Sun Mar 30, 2008 9:00 pm

Big Muddy wrote:In the graphics zip there's a file, Thumbs,db does this go anywhere or just disreguard?


disregard
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baza
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Strange national morale/vp goings on

Sun Mar 30, 2008 10:56 pm

Hi all. This is the first time I've posted on these forums and it's a shame it's about a problem as I absolutely LOVE AACW! I've been playing wargames since I cut my teeth on Napoleon at Waterloo in 1972 and this is one of the very best ever. However, I do have a rather strange problem - some sort of error seems to have crept into my version of the game, which I'm running with Clovis' mod, whereby options which should increase my national morale/victory points, e.g. total blockade, are actually costing me what they should be giving me! I'm not completely sure but I think the opposite also applies, i.e. cranking up the taxes INCREASES national morale. Has anyone else come across this? Does anyone know what the problem is? Is it an easy fix? Seems to me that the wrong sign is being assigned somewhere but I'm not a coder/programmer so I wouldn't know where to start. Any ideas?

Cheers

Baza

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Rafiki
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Sun Mar 30, 2008 11:03 pm

Hi baza, and welcome to the forums :)

Since there haven't been any reports about this for unmodded games, I've moved your question to the thread dealing with Clovis' mod, to see what he/we can make of it in this context first.

When you say that "taxes increase NM", do you mean that it says so in e.g. the reinforcements and replacements windows? Or do the values (e.g. in the upper left corner of the main screen) actually change in this manner?
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Clovis
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Sun Mar 30, 2008 11:11 pm

baza wrote:Hi all. This is the first time I've posted on these forums and it's a shame it's about a problem as I absolutely LOVE AACW! I've been playing wargames since I cut my teeth on Napoleon at Waterloo in 1972 and this is one of the very best ever. However, I do have a rather strange problem - some sort of error seems to have crept into my version of the game, which I'm running with Clovis' mod, whereby options which should increase my national morale/victory points, e.g. total blockade, are actually costing me what they should be giving me! I'm not completely sure but I think the opposite also applies, i.e. cranking up the taxes INCREASES national morale. Has anyone else come across this? Does anyone know what the problem is? Is it an easy fix? Seems to me that the wrong sign is being assigned somewhere but I'm not a coder/programmer so I wouldn't know where to start. Any ideas?

Cheers

Baza


I just made a short try with both sides, activating on first turn only political option ( ie Blockade and cotton embargo). I didn't noticed strange results.

I've done some changes to taxes options but I never noticed too inverse results...

Now batlles and objective losses are modifying too NM and VP...

Let me know if the problem persists...
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Clovis
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Sun Mar 30, 2008 11:17 pm

Big Muddy wrote:Reached '62, I've noticed the AI spends to much time on transports, Johnston's on water more than land, as are others. Also continually brakes off seiges that would probably be successful, In the West I've had only two battles. At one point Johbston & AOP had me in an interesting spot, yet both went to Ft. Monroe, I thought for sure it would fall, both boarded transports.



On second though, CSA didn't take offensive in the West before 1862, because of scarce ressources... What will be interesting is to observe the AI pattern in 1862...And it's to the Northern side to take the offensive and search battle...
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baza
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Mon Mar 31, 2008 2:05 am

Thanks, Clovis. Looking at it again, it only seems to be affecting what is reported on the reinforcement/replacement screens as projected gains/losses. When the turn is actually run it seems to be doing it properly so I don't think it's too much to worry about. Your mod is terrific, by the way. One of the earliest games I played was an old SPI game called (imaginatively) The American Civil War - always enjoyed that game and this one takes me back, though it's several quantum leaps ahead!

Cheers

Baza

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GShock
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Mon Mar 31, 2008 2:19 am

Before i forget, Clovis...i will start helping you with tests on your mod as soon as i get back to Italy.
I've read your introduction notes, i agree with 100% of your background thoughts on how the game could be improved.

There's only one thing i disagree with: It's in your sig. :)
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Mon Mar 31, 2008 4:59 am

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GShock
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Mon Mar 31, 2008 6:35 am

It's a matter of fact that never a vanilla game was suited for the audience of hard-core simmers. This is a strategy game, but commercial reasons have it be (on behalf of the producers' interests) as accurate as the average player needs.

If this game was sold along with Battle Cry of Freedom all players would become hard core simmers :)

This is the game.

I believe we should all look back to Forge of Freedom and ahead to G.Grisby's war between the states (whose release is imminent) and work to beat them both where they are stronger (AACW is unbeatable already when it is stronger). I.E. what do i do with a total simulation where the engine does maths but i can't choose who pinces, who bombards, who feints, who cuts the rearguard, who assaults on bayonet, who withdraws, who flanks , who marches as vanguard, who's in rearguard, who climbs the hill, etc. etc.?

Just as example, mods should take care of the disparity of resources making it between impossible and near to impossible for CSA to survive...but they should also spawn balanced scenarios (i.e. a more finely developed rail network and industrialization for CSA) for PBEM games, different victory/loss thresholds according to the scenario and so on.

I am a fan of the totally accurate scenario in a what if environment. Essentially, all historical events taking place should still take place and affect the game while players battle on the tactical/strategic plane of existence. It is this battle that decides the war and not the historical flavored events that have no effect on the game. We know history by memory all right...i want history to affect my choices and see if i would have done better as Lee or Davis. :)

A team of 10 devs can never be as accurate as 10 modders just working on finetuning and betatesting and you, Gray, are the example. You singlehandedly reworked all the damn rail network. Anyone saw Virginia doesn't produce any money at the beginning? Yet CSA was much faster to mobilize than the Union, historically a reworked economy should really push the Union to pursue the real blockade but there's really no need if the CSA total revenue is barely enough to buy a single supply cart! :)

Luckily AgeOD was smart enough to allow modding...what am i saying, to encourage modding and add the cherry to the cake: retrofitting AACW with NPC discoveries increased the longevity and definitely sent this game into the legends of strategy games. Boa2 will be worth buying just to prize the team (i bought montjoe just coz i thought Pocus had developed it lol)

If i had to choose between a freely developed mod exactly as us, hard-core simmers look for, and the compulsory mod onto normal players, as a dev, i would choose the second option. It surely sells more.

But once the core has sold, the simulation side should be expanded...it's all about passparole. We're here and not leaving and if the team keeps improving the game, leaving the window open to gurus like Clovis then even donkeys can fly. :)
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Clovis
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Mon Mar 31, 2008 10:13 am

GShock wrote:Before i forget, Clovis...i will start helping you with tests on your mod as soon as i get back to Italy.
I've read your introduction notes, i agree with 100% of your background thoughts on how the game could be improved.

There's only one thing i disagree with: It's in your sig. :)


As I stated before, I'm not against some features of my mod to be integrated in the vanilla version. BUT AS I consider my mod to be more directed toward Hardcore wargamers ( 1861 pace of operations is for example much slower in my mod...) I decided once I will never myself promote my work as something needed to be integrated in the normal version. If Gray or other decide some parts have to be made official, I will be proud. And I will be too sure i'm not going against AGEOD commercial interests... :king:

thanks for the help. I dessesretaly need feedback to squash quickly bugs...
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Mon Mar 31, 2008 2:48 pm

Hello, Clovis

I managed to scrap a few minutes and did a fresh install of AACW :siffle: , patched to 1.09e and then proceeded to follow your instructions to install your mod. Started a new April 61 campaign game, as CSA and right on the first turn, Starke, Pettigrew, Ashby and a "3rd division" are in England :tournepas :p leure:

See attached a pic of CSA roster and the respective main log.

I do not get it. Am I doing something wrong in the installation ? That's the 2nd time that I install your beta mod and i swear that I followed exactly your instructions...

Thanks
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british generals.JPG

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Mon Mar 31, 2008 4:12 pm

:niark: Man i thought Polk was to be in Cairo....Egypt :niark:
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Clovis
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Mon Mar 31, 2008 7:53 pm

Franciscus wrote:Hello, Clovis

I managed to scrap a few minutes and did a fresh install of AACW :siffle: , patched to 1.09e and then proceeded to follow your instructions to install your mod. Started a new April 61 campaign game, as CSA and right on the first turn, Starke, Pettigrew, Ashby and a "3rd division" are in England :tournepas :p leure:

See attached a pic of CSA roster and the respective main log.

I do not get it. Am I doing something wrong in the installation ? That's the 2nd time that I install your beta mod and i swear that I followed exactly your instructions...

Thanks


OK....bug confirmed. I suppose it has to do with some mismatches in models or units files...I will do the fixes needed but they doesn't hinder playing the first turns...
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Mon Mar 31, 2008 9:49 pm

bug fixed. :sourcil:
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REBELSCUM
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Are you using any source control programs

Mon Mar 31, 2008 10:12 pm

Clovis,
Your install seems to be one of the main points of contention.
Obviously you can't just zip up your whole mod directory.
However if you used something like subversion you could allow people to update thier own directories from subversion.
If there is little traffic I might be able to set up this resource on my work servers. You would be able to check in/out and update your sources and people could just update thier sources from the url.
Subverison is relatively easy to use and there are quite a few clients available,

http://tortoisesvn.tigris.org/ for one.
Let me know if this would be helpful to you.

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Getting some errors

Mon Mar 31, 2008 10:16 pm

FYI, I'm getting quite a few of these errors. Mod is playable though, CSA generals start in England.
Was getting some event name issues with CSA , but they seem to be gone if you play USA,



21:45:17 (Reporting) 1861: The Civil War (April - Full 2 T 1861, Early April (T: 2671) loaded
21:45:17 (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: LineSupport128.bmp
21:45:17 (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: LineSupport240.bmp
21:45:17 (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: LineSupport128
21:45:17 (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: LineSupport240

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Clovis
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Mon Mar 31, 2008 10:18 pm

REBELSCUM wrote:Clovis,
Your install seems to be one of the main points of contention.
Obviously you can't just zip up your whole mod directory.
However if you used something like subversion you could allow people to update thier own directories from subversion.
If there is little traffic I might be able to set up this resource on my work servers. You would be able to check in/out and update your sources and people could just update thier sources from the url.
Subvserison is relatively easy to use and there are quite a few clients available,

http://tortoisesvn.tigris.org/ for one.
Let me know if this would be helpful to you.



Could be interesting indeed. let's say I will fix first in the next 2 weeks as much bugs as possible then I will use your proposal.

Many thanks :coeurs:

Regards,

Clovis
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Clovis
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Mon Mar 31, 2008 10:19 pm

REBELSCUM wrote:FYI, I'm getting quite a few of these errors. Mod is playable though, CSA generals start in England.
Was getting some event name issues with CSA , but they seem to be gone if you play USA,



21:45:17 (Reporting) 1861: The Civil War (April - Full 2 T 1861, Early April (T: 2671) loaded
21:45:17 (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: LineSupport128.bmp
21:45:17 (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: LineSupport240.bmp
21:45:17 (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: LineSupport128
21:45:17 (Reporting) TMediaLibrarian.GetMediaInfo: Unable to find MediaInfo for image: LineSupport240


There are some graphic files lacking...Nothing hindering play. I will fiw that after more critical work... like events name :siffle:
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Franciscus
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Mon Mar 31, 2008 10:57 pm

Clovis wrote:OK....bug confirmed. I suppose it has to do with some mismatches in models or units files...I will do the fixes needed but they doesn't hinder playing the first turns...


Well, at least I was not crazy... :niark:
By the way, I confirm that redeployment is not working. When playing with default option (1 redeployment for the player/turn vs 3 for the AI), an active leader can not be redeployed. In the tooltip it says that I have 0 redeployments available. So, something in your files changed the vanilla settings of redeployment. If this is WAD, I feel that you should left it as vanilla.
Further testing pending further version... :sourcil:

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Clovis
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Mon Mar 31, 2008 11:02 pm

Franciscus wrote:Well, at least I was not crazy... :niark:
By the way, I confirm that redeployment is not working. When playing with default option (1 redeployment for the player/turn vs 3 for the AI), an active leader can not be redeployed. In the tooltip it says that I have 0 redeployments available. So, something in your files changed the vanilla settings of redeployment. If this is WAD, I feel that you should left it as vanilla.
Further testing pending further version... :sourcil:


Not WAD...I know this parameter is in the General setting file in the setting folder... Could you look at the option panel to verify redeployment is active?
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Mon Mar 31, 2008 11:47 pm

Clovis wrote:Not WAD...I know this parameter is in the General setting file in the setting folder... Could you look at the option panel to verify redeployment is active?


Sorry, my bad. :nuts:
It seems that the default option in your mod is no redeployment for the player (vanilla default is one redeployment/turn); if we choose this option in your mod, redeployment works fine
So, one less bug to squish... :innocent:

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Artillery changes

Tue Apr 01, 2008 4:39 pm

Clovis,
According to this wiki page, http://en.wikipedia.org/wiki/Field_Artillery_in_the_American_Civil_War
There were a limited amount of smooth bore 12 pounders that were produced during the campaign. Can this limitation be expressed within the game?

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Clovis
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Tue Apr 01, 2008 9:06 pm

Franciscus wrote:Well, at least I was not crazy... :niark:
By the way, I confirm that redeployment is not working. When playing with default option (1 redeployment for the player/turn vs 3 for the AI), an active leader can not be redeployed. In the tooltip it says that I have 0 redeployments available. So, something in your files changed the vanilla settings of redeployment. If this is WAD, I feel that you should left it as vanilla.
Further testing pending further version... :sourcil:


Just to confirm this bug is fixed:

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Clovis
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Tue Apr 01, 2008 9:08 pm

REBELSCUM wrote:Clovis,
According to this wiki page, http://en.wikipedia.org/wiki/Field_Artillery_in_the_American_Civil_War
There were a limited amount of smooth bore 12 pounders that were produced during the campaign. Can this limitation be expressed within the game?


Wikipedia isn't always very right. Actually the most used guns were the Napoleon ( 12 pdr smoothbores) and the 3rd inch ordnance.
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Clovis
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Tue Apr 01, 2008 9:24 pm

From october 61 both sides can in the mod form divisions. Here's the Jackson's division built by CSA AI ( not all are so well crafted):

Image

Polk's corps from Army of Tennessee is targeting Springfield:

Image


Army formation is slower in the mod than in vanilla but closer to reality: Grant took offensive in February 62 with 15,000 men. We're trying to get as much:

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Tue Apr 01, 2008 9:33 pm

Did the CSA AI attach Price to a brigade by herself?? :bonk: I though she couldn't...

The mods look very good! :coeurs:
As soon as i have some free time (weekend maybe??) count with another tester! :cwboy:

Cheers!

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