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Offline Asid

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Re: Victory At Sea Pacific
« Reply #30 on: April 06, 2019, 01:32:50 AM »
1.3.1 update
4 MAR @ 11:58AM   - JAMES EVIL TWIN

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:
Creating a new aircraft flight creates an empty flight, which must gain aircraft at the usual rate in port.
Ship-based aircraft may be built and swapped onto ships in the American mainland ports.
The maximum movement range of a ship is no longer affected by how many rations are on board.
AI carrier fleets will attempt to retreat once enough of their bomber flights are destroyed.

Bug Fixes:
Fleets won't launch scout planes without permission.
Ships are not created with flying boats as their observation aircraft.
Fixed a bug where starting a new campaign of one faction straight after playing another prevents ports correctly upgrading.
Fixed fleets appearing to vanish from the bridge upon dragging the last squadron out of the fleet.
Fixed a bug where phantom aircraft data would accumulate in save files.

UI:
Added a key which, when held, shows a fleet or flight's estimated time of arrival at the cursor's position on the bridge. The Default key is E but can be changed in the options menu.
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Offline Asid

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Re: Victory At Sea Pacific
« Reply #31 on: April 06, 2019, 01:33:45 AM »
1.4.0 Custom Battles
2 APR @ 3:11PM   - JAMES EVIL TWIN


Now you can set a location, choose your fleets and go into battle!

In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
Added a custom battle feature.
Ship avoidance is less strict, and ships spend less time waiting for other ships in their formation to get into place.
Crew don't deplete their ship's rations when docked, and low rations won't affect morale while on shore leave.
Ship AI will switch dual-purpose guns to anti-air mode more readily, including when the ship has orders to attack a ship or structure.
Critical hit effects with a chance to escalate damage (on-board fires, ruptured fuel lines) are automatically repaired when out of combat.


Bug Fixes:
Fixed another instance of spotters launching from ships on the bridge without permission.
Fixed a bug where seaplanes would teleport around the world when floating on the sea.
Fixed a bug where a fleet could appear twice the bridge's fleet list.


UI:
Added ship class labels to the shipyard screen's list of docked ships.
Clarified the phrasing of the dual-purpose gun toggle.
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Offline Asid

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Re: Victory At Sea Pacific
« Reply #32 on: June 19, 2019, 09:42:05 PM »
1.5.0 New ships, New Factions
19 Jun @ 4:45pm - James Evil Twin


In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
•   Added the French Richelieu-class battleship and Duguay-Trouin-class cruiser, the Dutch Admiralen-class destroyer and K VIII-class submersible, and the Thai Thonburi-class gunboat, along with the Dutch, Thai, Free French, and Vichy French mini-factions. The player may build ships from a friendly faction if it has no ports of its own.
•   Critical hit effects no longer escalate damage without the ship taking further hits.
•   When a convoy resupplies a port, the port will resupply any docked fleets still in need of supplies.
•   When upgrading a ship set to a crew auto-assignent mode, crew is assigned to any newly-installed systems.
•   Landed seaplanes are picked up by their home ship at a more lenient distance.
•   Tweaked campaign AI priorities around targeting fleets and coordinating port attacks.
•   Campaign AI is more likely to prioritise building warships, over convoys for well-supplied ports.
•   Ships do not go into reverse when trying to depth charge enemy submersibles.
•   Submersibles' deck guns must take time to load after resurfacing.
•   Smoothed out column formation movement, while still keeping movement speed up.
•   Dive bombers and kamikazes don't adjust their heading mid-dive, once below a certain altitude.

Bug Fixes:
•   Fixed Tokyo and Yokosuka spawning each other's docked ships.
Surfaced submarines can spot ships at the same distance that other ships can.
•   Convoy AI won't automatically collect supplies from home ports that aren't set to surplus priority.
•   Defence fleets in nearby hostile ports no longer panic ports into not repairing.
•   Port upgrade levels and objectives are correctly reset upon quitting to the main menu and starting a new campaign.
•   Fixed a bug occasionally pushing fleets into the wrong place when entering combat view.
•   Dive bombers and torpedo bombers whose flights have an attack order will load into combat view at an appropriate height.
•   Ship can no longer spawn inland around the port of Saigon.

UI:
•   Updated Chinese, German, Spanish, and French localisation, and fixed a few English typos.
•   Added an option to disable enemy aircraft spotting alerts.
•   Added an option to simplify the worldspace ship UI.
•   Added buttons, when a squadron is selected, to select all aircraft of a type in that squadron.
•   The map's position and zoom level is retained on reopening.
•   Added a button to the flight selection panel to copy weapon payloads to all aircraft of the same class on the same ship or airfield.
•   Corrected the number of light guns displayed for the Cleveland-class cruiser.
•   The shipyard screen indicates if guns are dual-purpose.

Modding:
•   Aircraft may be removed from aircraft definitions without a default fallback plane being created in their place.

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Offline Asid

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Re: Victory At Sea Pacific
« Reply #33 on: October 30, 2019, 02:50:02 PM »
Update 1.6.0
Wed, 30 October 2019

Even more Custom Battle options, improved AI, more MOD options and lots more based on user feedback!



In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

Please keep sending us your feedback as as this update shows we will continue to add things based on your feedback and ideas.

We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:

•   Improved the behaviour of AI navies, to make them less likely to engage ports, or groups of fleets, with significantly weaker forces.
•   Flight altitude calculation on the bridge is more consistent with that in combat view.
•   Reduced the accuracy of both aircraft weapons and anti-aircraft weapons.
•   Increased default inaccuracy for long- to extreme-range gunfire.
•   Ships may be scrapped in ports in exchange for a portion of their war bonds.
•   Added a toggle to lock ships from automatically firing their guns.
•   Flights whose carrier has been sunk while they are in the air will transfer to a nearby carrier, if one has available space.
•   Added a loiter order on the bridge for aircraft flights.
•   Enemy navies are better at tracking down player carrier fleets, if attacked by their aircraft.
•   Forces may be placed further apart in custom battles.
•   The custom battle setup screen shows the point values of each fleet, and allows individual ships to be upgraded.
•   The aircraft classes carried by each ship may be defined in a custom battle.
•   The custom battle setup screen shows the stats of each ship class.
•   Fleets under orders to defend a port will automatically replenish supplies from their target port.
•   Adjusted the thresholds for crew morale gain and loss.
•   Aircraft squadrons, apart from fighters scrambling to intercept aircraft, wait for all their flights to launch before proceeding with their order.
•   If a carrier or airfield can't fully refuel all its flights, fuel will be evenly distributed amongst its aircraft.
•   Fighters don't cancel defend orders if they've dropped their bombs but not expended their gun ammo.
•   Fighter squadrons may be ordered to defend other squadrons on the bridge.

Bug Fixes:

•   Tutorial videos are visible in-game again.
•   Fixed a bug where ships could "teleport" some distance when entering combat view.
•   Fixed a bug where a delivery order could sometimes not be given to a convoy that still has supplies.
•   Fixed a bug where aircraft could get stuck trying to dogfight landed aircraft.
•   Fixed a bug where aircraft automatically cancel move orders given when distant from their carrier.
•   Spotter planes won't automatically fly out to distances potentially further than their fuel allows.
•   Sped up the Northampton-class cruiser to a more accurate speed.
•   The aircraft altitude slider does not show up when altitude orders will be ignored (e.g. when landing).
•   The UI detail toggle key functions correctly.
•   Fixed a bug where the button to select all guns could select those on the wrong ship.

UI:

•   When swapping flights on a docked ship, the hangar and aircraft construction panels only show the aircraft classes that the ship can carry.
•   Added a battle log screen to the end of custom battles.
•   The alert popup may be moved across the screen.
•   Unit markers are always visible for friendly factions' ships and aircraft.
•   Speaker mode may be selected on the options screen.
•   Added an option to disable autosaving.
•   Added the ability to change prefixes when renaming ships.

Modding:

•   Aircraft classes may have an additional health multiplier.
•   Weapons may have a multiplier for critical hit chance, and a multiplier for critical hit damage.
•   DP guns may deal specified a amount of damage against aircraft.
•   Projectiles may be given a chance to be dud on hit.
•   Fixed a bug causing new mods to have the wrong water speed for torpedoes.
•   Fixed a bug causing modded shipyard capacities and income multipliers to reset after saving and reloading.
•   Modding the aircraft construction time now affects initial aircraft construction and flight repairs on airfields.


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Offline Asid

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Re: Victory At Sea Pacific
« Reply #34 on: November 04, 2019, 03:06:48 PM »
1.6.1 Patch Notes
Mon, 4 November 2019

Gameplay:

Further adjusted the accuracy of anti-air weapons.

Modding:

Fixed a bug where some modded weapon variables weren't being applied correctly.
The AA damage multiplier for DP guns does not need to be a whole number.
Ships without a corresponding ship definition may be added to initial campaign fleets.

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Offline SystemInShock

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Re: Victory At Sea Pacific
« Reply #35 on: November 05, 2019, 02:48:36 PM »
I'm really on the fence on this one. One minute I want it, the next I'm not so sure.

Anyone play this?  Any feedback?
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Offline Asid

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Re: Victory At Sea Pacific
« Reply #36 on: November 05, 2019, 03:23:46 PM »
I'm really on the fence on this one. One minute I want it, the next I'm not so sure.

Anyone play this?  Any feedback?

I have it but only played a few hours a while back...Never get the time...You know how it is....

It is a good game which has had a lot done to it since release. It is not perfect. What game is? The devs continue to work on it.

In situations like yours, when you cannot decide, adding it to a wish-list is a good idea. Then it can be picked up in a sale  :thumbsup

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Offline SystemInShock

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Re: Victory At Sea Pacific
« Reply #37 on: November 05, 2019, 06:46:02 PM »
Oh, it's been sitting on my wish list forever.  I've watched it progress, but I'm still waiting for it to come down in price quite a bit.
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Offline Asid

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Re: Victory At Sea Pacific
« Reply #38 on: November 05, 2019, 07:19:34 PM »
The black Friday and Christmas sales are approaching  :thumbsup
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Offline Asid

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Re: Victory At Sea Pacific
« Reply #39 on: November 13, 2019, 03:02:30 PM »
1.6.2 update
Wed, 13 November 2019


1.6.2 Patch Notes

In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:

•   Enemy ships are scuttled if their crew is reduced to zero.
•   Fighter AI is more likely to prioritise targets with highly-damaging bombs.


Bug Fixes:

•   Combat-level orders are more consistent with bridge-level orders for aircraft AI.
•   Fixed a bug where aircraft could get stuck when launching from a docked carrier.
•   Patrol orders may not be queued with non-patrol orders.
•   Fixed a bug where AI fleets could wait indefinitely for destroyed allies before assaulting a port.
•   Supply fleets that are split off from another will behave like ordinary supply fleets.
•   Observation flights AI won't search a secondary scout position at the risk of flying further than their fuel allows.
•   Fixed a bug where seaplanes could head to the wrong point when trying to return to a distant ship.


UI:

•   Added separate toggles on airfields for automatic launching of combat and observation aircraft.


Modding:

•   Fixed a bug where ship ranges would export the wrong values to new mod files.
•   Modded-in air forces for minor factions may spawn aircraft on airfields.
•   Modded fleets with a delayed spawn will now spawn correctly in campaigns that don't start at war.
•   Modded fleets defined with the purpose "Supply" will spawn with cargo, and behave like ordinary supply fleets.

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Offline Asid

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Re: Victory At Sea Pacific
« Reply #40 on: February 27, 2020, 01:13:09 PM »
1.7.1 Update - Convoys!
Wed, 26 February 2020


Now we have given you more control over convoys and how they operate.
Convoys! We have given you more control over them and how they operate. Now players can set waypoints to avoid ports and areas of the Pacific that the enemy have made hazardous!
 



In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
•   Linkable convoy waypoints may be created. Convoys will use these to plot their routes.
•   Adjusted bomber accuracy in combat mode.


Bug Fixes:

•   Fixed some bomb damage calculations.
•   Fixed a bug that could prevent aircraft entering their landing sequence on airfields.
•   Stopped large fleets shifting position when entering combat mode.
•   The Akatsuki-class destroyer has 5-inch guns.
•   Corrected the displacements of the Victory and Duguay-Trouin class ships.


Modding:

•   Fixed ships of enemy factions of the opposing side being buildable by player when modding a faction not to start at war.


Tutorial:

•   Added convoy Tutorial

   
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Offline Asid

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Re: Victory At Sea Pacific
« Reply #41 on: July 15, 2020, 12:48:07 AM »
1.7.2 Patch Notes
Tue, 14 July 2020



In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

This has been a labour of love for us and while we don't always get it right please understand we want this to be a great experience and we sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.


Gameplay:
•   Anti-air accuracy is reduced to 25% of its previous value.
•   Ship AI has a reduced chance of automatically attempting to evade torpedoes, which is affected by the number of crew staffing the bridge.
•   Improved column formation behaviour, and the order of ships in the squadron sidebar matches that in the column formation.
•   Level bombers may be targeted by anti-air fire if they are flying low enough.
•   Flights may be launched to the furthest distance allowed by their range and fuel.
•   Carriers do not slow down when launching or recovering aircraft.


Bug Fixes:
•   Fixed a problem that could cause screen transitions to fail.
•   Fixed an instance of flight altitudes not being retained upon returning to combat view.
•   All sounds are now affected by the volume sliders.


Modding:
•   The dud chance value of torpedoes and depth charges is used correctly. The default dud chance for US torpedoes is reduced to 0.
•   Cargo ships correctly use modded supply capacities when collecting supplies from a port.
•   Fixed weapons duplicating after adding an anti-air weapon to a ship class.
•   Modded aircraft projectile counts are used correctly when swapping a flight's payload.
More About This Game   


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Offline Asid

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Re: Victory At Sea Pacific
« Reply #42 on: August 18, 2020, 12:28:04 AM »
1.7.3 Patch Notes
Mon, 17 August 2020



In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.


Fixes and Tweaks

- Fixed picking up supplies from ports.
- Fixed projectiles not hitting if the firing unit no longer exists.
- Allowed custom battles to use aircraft with loadouts listed as non-standard.
- Changed Aichi B7A Grace torpedo bomber to be considered a standard loadout.
- Stopped custom battles from being able to award the US campaign completion achievement.
- Allowed non-carrier aircraft to be swapped out in custom battles.


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Offline Asid

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Re: Victory At Sea Pacific
« Reply #43 on: October 23, 2020, 03:29:55 AM »
Update 1.8.0
Thu, 22 October 2020



More aggressive enemies!

In order to play this game go into your library, right click on the name Victory At Sea Pacific and click Properties. under BETAS, select “First Look” there is no password required.

Please keep sending us your feedback as we will be tweaking and fixing beyond the bugs. We try to monitor all your conversations and suggestions but if you think that we are not addressing a feature please post on the community forum either in General Discussions or Bug Reports and let us know what specifically is causing you issues.

We sometimes miss specific things in long conversations and don’t tend to read comments on the announcements (as it’s hard to directly reply to people on there) so it’s good to have it’s own thread, we would rather have more than one thread on a subject than not have one at all.

Gameplay:

•   Enemy navies are more likely to construct more advanced classes of ship.
•   Altered the balance of fleet types the enemy will try to construct.
•   Enemy navies are able to replace aircraft flights with better ones if available.
•   Airfields whose flights get assigned elsewhere will automatically replace them from their hangar.


Bug Fixes:

•   DP guns once more rotate towards their targets when in anti-aircraft mode.
•   Ensured selected ship UI shows up when transitioning from bridge to combat view.
•   Fixed certain cases of submarines not being allowed to merge into a squadron or fleet.
•   Fixed aircraft appearing at the wrong altitude after quickly switching away and back again.
•   The camera cannot be moved when using binoculars or a periscope.
•   Fixed a case of sinking ships still being considered targetable.
•   All custom fleet names retain their labels after loading a save.

Modding:

•   Torpedoes and ASW should fire correctly on custom models.


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Offline Asid

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Re: Victory At Sea Pacific
« Reply #44 on: October 24, 2020, 02:08:41 AM »
A new Victory At Sea is coming!
Fri, 23 October 2020



Our next game - Victory At Sea Ironclad - has been announced today, and you can check it out here.


Thanks so much for the support so far everyone. It's been a long time since the original, but we have been listening and we won't stop listening.

Since releasing Victory At Sea Pacific we have been constantly asked whether there
would be a follow up. Different eras and age of sail come up a lot as a request.



Set during the American Civil War, Victory At Sea Ironclad gives the player opportunities to not only sail but take control of huge paddle steamers, you can even build and command the fearsome Ironclads of the title. The American Civil War was a time of great military innovation, from experimental tactics to technology. It was a new kind of warfare and was an exciting era to try next. It
seemed fitting considering it spanned sailing ships and lots of weird and wonderful vessels!



If you want to know more we will be showing the game off with the creators of the original Tabletop franchise today at 5:00 PM GMT and 9:00 AM PDT Joint the stream at the link below https://store.steampowered.com/newshub/group/38511516/view/2930113815186420321

Victory At Sea Ironclad is a huge Open World RTS where you play out the entire Civil War, making history with every decision made.

Victory At Sea Ironclad will launch on Steam in Early Access in the New Year.

You can check out the new Steam page for Victory At Sea Ironclad here –
Victory At Sea Ironclad
Victory At Sea Ironclad
TBC
Early Access
Action
RTS
Grand Strategy
Wargame
Victory at Sea Ironclad is the exciting game of naval RTS combat set during the American Civil War. Bringing an epic approach to real time strategy war gaming, search and destroy enemy fleets across an open world sandbox in a desperate attempt to change the course of history.
Add to your Wishlist
Coming Soon


We plan to start streaming live gameplay sessions and we will announce when on the forums.

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