When?

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Gendarme
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RE: When?

Post by Gendarme »

Hello, just dropping by for my monthly enquiry concerning a possible maps CD.
 
Thanks.
 
Anthony DeChristopher
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RE: When?

Post by Centuur »

ORIGINAL: bo

ORIGINAL: Centuur

Bo, I think you're rating yourself to low and others to high...

6 months of training in solitaire will get you absolutely nowhere in this game. The only way to learn this, is to play it against human opponents. Solitaire will not do, I'm afraid. Solitaire will make you learn the basics and that's it. You still make the mistakes and don't get trashed for it during solitaire playing. So find human opponents, the moment this comes unto the market and start trashing them (and be prepared to get trashed, too...).

WiF is a game in which players always make mistakes. There isn't any game of WiF in which I didn't say at one point to myself: "did I do that? Why? Am I that stupid?".

You people from Hoorn just don't get it, [&:] I have never lost in solitaire, I am 7 and 0, undefeated, [&o] why should I risk that record against a human opponent [:-] on second thought maybe Steve should make a poor AI that way maybe I can stretch my unbeaten record to 20 and 0 maybe even 30 and 0.

When you play an AI or yourself in solitaire and you make a mistake [:@] I have found that the best solution is to just turn the computer off before game save and play another day. [;)]

Bo
I think I'm slowly starting to understand you... [:D]

As an amateur psychiatrist, I think you are afraid to lose when playing against human opponents... You deny this by playing solitaire or against AI opponents... There's only one therapy possible: play against humans... [:-]
Peter
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RE: When?

Post by Shannon V. OKeets »

February 1, 2013 Status Report for Matrix Games’ MWIF Forum

Accomplishments of January 2013

Project Management
My health is fine.

Hardware and Software
I’ve confirmed that the changes Matrix/Slitherine Games programmers made to the NetPlay Server have reduced the time required to login etc. to the Server. The open items for Theme Engine remain unchanged: (1) scroll bars for the detailed map, and (2) its inability to display detailed listings of file directories (i.e., the dates and stuff when opening or saving a file).

Beta Testing
In January I released 6 new versions to the beta testers: 10.00.01 (3 fixes), 10.00.02 (4 fixes), 10.00.04 (15 fixes), 10.00.05 (20 fixes), 10.00.06 (32 fixes) and 10.01.00 (29 fixes). Because I was messing around with the formatting for saved games, the beta testers never saw version 10.00.03. My change in numbering to 10.01.00 was to mark the start of the new month. That’s 6 new versions and 103 fixes, which is approaching my average (116 fixes per month) before my health problems.

Below is a summary of my Master Task List (MTL) as of February 1st. During this past month I moved 26 items to a separate category (Recommended Improvements - not shown below) that I will work on after the game’s initial release. Those improvements will be provided to purchasers of the game as free patches.

My task list count is 92, down from 155 at the start of the month. Considering that I removed 26 items from the list, that means I am net -37 for the month. The NetPlay count is going to jump around for a while, since current NetPlay bugs are preventing the beta testers from reaching some places in the code (e.g., forming Vichy France). At the moment, what I am more concerned about is eliminating the non-NetPlay bugs, which presently stand at a new low of 78.

NetPlay [14] 1510, 1589, 1594, 1606, 1609, 1610, 1616, 1617, 1618, 1619, 1620, 1638, 1750, 1752

Sequence of Play [57]
Supply [7]: 191S, 192S, 1070S, 1073S, 1036, 1081, 1707
Air Missions [6]: 826S, 1434S, 1611, 1726, 1732, 1738
Naval Movement [2]: 1665, 1756
Naval Combat [6]: 1356, 1531, 1566, 1599, 1701, 1724
Land Movement [1]: 276
Entry Markers [1]: 915
US Entry[1]: 1741
Production Planning [22]: 1341, 832, 556, 612S, 1107, 569, {847, 871S, 961, 1347}, 326, {1744, 1645, 781}, 1400, {1413S, 905}, 1572, 1582, 1598, 1614, 1615, 1641, 1644, 1671, 1679, 1703, 1710
Stay at Sea/Return to Base [1]: 1057
Breakdown of Units [2]: 344, 345
Search Seizure [1]: 409S
Reform Units [3]: 1246S, 362, 1078
Conquest, Surrender, Peace [1]: 1021
Liberation [2]: 891, 1636
Final Reorganization[1]: 1733

Non-sequence of Play [21]

Detailed Map [7]: 1188, 880, 142, 769,140, 1501, 1721
Main Form [2]: 741, 169
Other Interface Elements [2]: 1167, 1462
Screen Layouts [1]: {1175, 1491}
Game Save/Restore [7]: 867, 695, 517, 110, 118, 1479, 1605
Theme Engine [2]: {1050, 568}, {1513, 1467, 966, 1455, 1573, 1655}


Saved Games
Done, except for 7 bugs.

Map, Units, and Scenarios
This just needs the final naval unit writeups from Warspite.

Optional Rules
I fixed a couple of bugs related to Warlords.

Game Engine
I finished fixing all the bugs in forming Vichy France (Rob W. did a ton of work testing my changes - sadly, sometimes they weren’t correct!) and all but 2 of the bugs in Liberation. The latter should be easy to fix, once the beta testers can provide saved games so I can reproduce them. In the same general section of the sequence of play, I cleaned up the code for Conquest so all that’s left there is the unusual case where Italy is reconquered.

This past month I worked to eliminate all the bugs related to US Entry. I’ve got them down to one, for which I need a saved game to reproduce.

I haven’t finished with supply yet. Still left to do are:
1. write a routine to determine if a supply path, that was previously valid, is still valid; this will drastically reduce the time required to recalculate supply,
2. check and evaluate when supply is calculated/recalculated during game play (the beta testers have reported instances when it hasn’t been recalculated when it should have),
3. reduce the time required to calculate supply the first time (i.e., from scratch) to something acceptable.

The other big problem area is Production Planning, which I’ll tackle this coming month.

Player Interface
This is done except for a scattering of 21 bugs. I eliminated some bugs with GameStackViewers that had been causing Mad Except errors (i.e., fatal crashes) for years. There are ~80 GSV components in numerous forms, which display lists of units. For example, the setup tray has 2 GSVs (air units and land/naval units) and so does the Land Combat Resolution form (attacking units and defending units). I also fixed a couple of bugs with Screen Layouts.

Internet - NetPlay
I spent some time on NetPlay this past month and expect to continue to devote half my time to it in the future. Right now there are 14 bugs on my task list concerning NetPlay, some of which are preventing the beta testers from doing additional testing of NetPlay.

PBEM
Nothing new.

Artificial Intelligence (AI)
Nothing new.

Player’s Manual and Rules as Coded (RAC)
Done as far as I’m concerned.

Tutorials and Training Videos
The Tutorials are done. I fixed the last 2 bugs in the Interactive tutorials this month and Rob W. spiffed up some of his text.

The training videos are roughly 2/3rds done. I need to re-record the 6th and create the last three: 10th, 11th, and 12th. The 6th (main form and drop down menus) needs redoing because I have seriously modified some forms since I recorded that video in December of 2009. The last 3 training videos are for naval movement, naval combat, and production/politics (e.g., declarations of war, neutrality pacts, and aligning minors).

Historical Video, Music, and Sound Effects
I now have all the files I need as WAV files. What’s needed is for me to insert calls into the sequence of play to activate these 3 glitz elements.

Web Site
Nothing new.

Marketing
Nothing new.
Steve

Perfection is an elusive goal.
npilgaard
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RE: When?

Post by npilgaard »

ORIGINAL: Shannon V. OKeets
My health is fine.
Glad to hear :) - about time you get a break from those health-issues.

Sounds like the bug fixing is going well. Thanks for the effort! :)
Regards
Nikolaj
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Klydon
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RE: When?

Post by Klydon »

ORIGINAL: npilgaard
ORIGINAL: Shannon V. OKeets
My health is fine.
Glad to hear :) - about time you get a break from those health-issues.

+1
brian brian
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RE: When?

Post by brian brian »

Happy New Year!
marcussmccannis
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RE: When?

Post by marcussmccannis »

Great to hear you're doing better!

Nice to see the uptick in progress too!

Keep bug squashing!
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RE: When?

Post by micheljq »



ORIGINAL: Shannon V. OKeets
My health is fine.

[:)]
Michel Desjardins,
"Patriotism is a virtue of the vicious" - Oscar Wilde
"History is a set of lies agreed upon" - Napoleon Bonaparte after the battle of Waterloo, june 18th, 1815
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Joseignacio
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RE: When?

Post by Joseignacio »

+1
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rhondabrwn
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RE: When?

Post by rhondabrwn »

Great news Steve, now don't overdo it!

Want you to stay healthy(and not because of the game)!
Love & Peace,

Far Dareis Mai

My old Piczo site seems to be gone, so no more Navajo Nation pics :(
Lingering Frey
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RE: When?

Post by Lingering Frey »

ORIGINAL: Edfactor

Edit: Yes I know its not going to ship with an AIO.

Wait, what? When did that happen?
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RE: When?

Post by Shannon V. OKeets »

ORIGINAL: Lingering Frey

ORIGINAL: Edfactor

Edit: Yes I know its not going to ship with an AIO.

Wait, what? When did that happen?
An AI Opponent and the ability to play by email (PBEM) are both part of my contract, so they will be done. But neither will be part of the initial release.[:(]
Steve

Perfection is an elusive goal.
JohnTargus
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RE: When?

Post by JohnTargus »

what...?[:(]

after all these decades wait for this game... you denude it of an AIO...[X(]

is matrix trying to scuttle this boat before it gets going?
Just a WAW Fighting Fool!
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RE: When?

Post by Shannon V. OKeets »

ORIGINAL: NickStone

what...?[:(]

after all these decades wait for this game... you denude it of an AIO...[X(]

is matrix trying to scuttle this boat before it gets going?
Actually, all I wanted to code was the AI Opponent. But in order for that to function, the rest of the game has to work. Implementing NetPlay is easier than getting the AI Opponent to play at the skill level I want it to have. Given how long getting just the Solitaire version running correctly has/is taking, it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.
Steve

Perfection is an elusive goal.
pzgndr
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RE: When?

Post by pzgndr »

it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

This is reasonable. It would be nice to see a computer opponent from the start, but as long as it's still in the works for an eventual post-release update that's fine.

If anything, something that bugs me and probably others who are interested in AI is the lack of any parallel progress on the LAIO parser and strategic plan scripts. I understand getting the code to work and implementing NetPlay is the priority and that you would need to do the coding for AIO later, but it seems that others (Peter, Rolf?) could still be doing something to at least get a mention in the monthly reports. There hasn't been much news since early 2012.

Tap, Tap... Enigma isn't working. Get the Ultra guys in here!
Bill Macon
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RE: When?

Post by Shannon V. OKeets »

ORIGINAL: pzgndr
it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

This is reasonable. It would be nice to see a computer opponent from the start, but as long as it's still in the works for an eventual post-release update that's fine.

If anything, something that bugs me and probably others who are interested in AI is the lack of any parallel progress on the LAIO parser and strategic plan scripts. I understand getting the code to work and implementing NetPlay is the priority and that you would need to do the coding for AIO later, but it seems that others (Peter, Rolf?) could still be doing something to at least get a mention in the monthly reports. There hasn't been much news since early 2012.

Tap, Tap... Enigma isn't working. Get the Ultra guys in here!
On the other hand, once I return to working on the AIO, I will be able to devote almost all of my time to it (PBEM being the other task) - instead of sneaking off to spend a few guilty hours on my passion for AI (since 1976).
Steve

Perfection is an elusive goal.
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Omnius
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Getting Close

Post by Omnius »

ORIGINAL: Shannon V. OKeets
Actually, all I wanted to code was the AI Opponent. But in order for that to function, the rest of the game has to work. Implementing NetPlay is easier than getting the AI Opponent to play at the skill level I want it to have. Given how long getting just the Solitaire version running correctly has/is taking, it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

Shannon,
Thanks for the update. I could care less about the AI, they're always Artificial Ignorance to me in every game. I'm just interested in seeing the game mechanics working properly. I also don't care about the PBEM, this game just doesn't lend itself to PBEM play without reducing the ability of players to respond like in the board game. My biggest concern is the resource convoy system that was so frustrating in the ADG original computer version where the program always rethought whatever I set. As long as I can send resources along the pathways I select and the program doesn't change them if I look at them again or just before the turn resolution then I'm fine. If sub or raider activity messes things up then that's part of the game I expect.

Thanks for being reasonable!
Omnius
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RE: When?

Post by Lingering Frey »

ORIGINAL: Shannon V. OKeets

ORIGINAL: NickStone

what...?[:(]

after all these decades wait for this game... you denude it of an AIO...[X(]

is matrix trying to scuttle this boat before it gets going?
Actually, all I wanted to code was the AI Opponent. But in order for that to function, the rest of the game has to work. Implementing NetPlay is easier than getting the AI Opponent to play at the skill level I want it to have. Given how long getting just the Solitaire version running correctly has/is taking, it seems reasonable to not make everyone wait even longer while I write the routines for the AIO and PBEM.

Fair enough.

Sisyphus finally gets the boulder to the top of the hill. Zeus claps him on the shoulder and says "Good work! Now for the hard task!"
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RE: When?

Post by Shannon V. OKeets »

March 1, 2013 Status Report for Matrix Games’ MWIF Forum

Accomplishments of February 2013

Project Management
We are presently looking for a few more beta testers, primarily to give NetPlay a thorough workout. If you are interested and have the time for testing, please post a reply in the forum thread requesting new beta testers.

I was able to make a couple of weekly chorus sessions this past month and substituted as a bass for a half day in one quartet delivering singing valentines. Our first valentine was to a 2 year old girl who was wearing a brand new white dress covered in little hearts - very cute.

Hardware and Software
The open items for Theme Engine remain unchanged: (1) minimizing the game generates a Mad Except error, and (2) so does trying to display detailed listings of file directories (i.e., the dates and stuff) when opening or saving a file.

Beta Testing
In February I released 6 new versions to the beta testers: 10.01.01 (12 fixes), 10.01.02 (22 fixes), 10.01.03 (16 fixes), 10.01.04 (23 fixes), 10.01.05 (24 fixes) and 10.02.00 (11 fixes). My change in numbering to 10.02.00 was to mark the start of the new month and provide a full new version for the new beta testers. That’s 6 new versions and 108 fixes, which, after taking into consideration that February was a short month, is my average (116 fixes/month).

Below is the summary of my Master Task List (MTL) as of March 1st. My task list count is 78, down from 92 at the start of the month. The NetPlay count is still jumping around, since as I fix NetPlay bugs the beta testers reach additional sections of the code to test. Presently I am slightly more concerned about NetPlay than the other bugs, which are at a new low of 62. Any bugs numbered higher than 1760 were reported in February. The bugs with 3 digits are from a time long, long ago.

NetPlay [16] 1510, 1589, 1594, 1616, 1617, 1619, 1620, 1783, 1784, 1785, 1826, 1827, 1828, 1831, 1832, 1833

Sequence of Play [50]
Supply [7]: 191, 192, 1070, 1073, 1036, 1081, 1707
Air Missions [3]: 1611, 1732, 1738
Naval Movement [2]: 1813, 1816
Naval Combat [7]: {874, 1531}, 1566, 1599, 1701, 1724, 1815, 1823
Production Planning [26]: 1341, 832, 556, 612, 1107, 569, {847, 871, 961, 1347}, 326, {1744, 1645, 781}, 1400, {1413, 905}, 1572, 1582, 1598, 1614, 1615, 1641, 1644, 1671, 1679, 1703, 1710, 1825, 1786, 1787, 1788
Search Seizure [1]: 409
Vichy [2]: 1803, 1811
Liberation [1]: 891
Final Reorganization [1]: 1733

Non-sequence of Play [12]
Detailed Map [5]: 1188, 142, 769,140, 1501
Game Save/Restore [5]: 695, 517, 110, 118, 1778
Theme Engine [2]: {1050, 568}, {1513, 1467, 966, 1455, 1573, 1655}


Saved Games
Done, except for 5 bugs.

Map, Units, and Scenarios
This just needs the final naval unit writeups from Warspite.

Optional Rules
I modified the Breakdown and Reform forms and the processing associated with them. This was to support two versions of each depending on whether the optional rule Unlimited Breakdown is On or Off. See the text and screenshots at the end of this report for what the modified entries in the Players Manual looks like for these forms. Unlimited Breakdown was the last of the optional rules I consider crucial for the initial release. Mainly that was because the CWIF code merged that new optional rule with the standard rules for breaking down and reforming corps/army units into divisions. What I had to do was separate the code into two sections, so it supports both the standard rules and the Unlimited Breakdown rules.

Game Engine
The big problem area is Production Planning, for which I only fixed a couple of items last month. The beta testers keep adding bugs to that area, but I suspect many of them have the same root cause (oh - that was a pun). Once I bear down on that phase I should be able to clean it up in a week or so.

I haven’t finished with supply yet. Still left to do are:
1. write a routine to determine if a supply path, that was previously valid, is still valid; this will drastically reduce the time required to recalculate supply,
2. check and evaluate when supply is calculated/recalculated during game play (the beta testers have reported instances when it hasn’t been recalculated when it should have),
3. reduce the time required to calculate supply the first time (i.e., from scratch) to something acceptable.

Player Interface
This is done except for 5 bugs related to maintaining the Detailed Map display in pristine condition.

Internet - NetPlay
I spent a lot of time on NetPlay this past month and expect to continue to devote at least half my time to it in the future. Right now there are 16 bugs on my task list concerning NetPlay, some of which are preventing the beta testers from doing additional testing.

What I now have working are four air missions (strategic bombing, carpet bombing, ground strikes, and ground support), with the other four (port attacks, air transport, paradrop, and air reorganization) needing the loving attention of the beta testers. Today I’m working on fatal bugs in Antiaircraft Combat and Air-to-air Combat. Setup and most of the phases that start a new turn and impulse appear to function correctly, although I do have one bug for when both sides have to set up reserve units.

The technical aspects of playing over the internet seem solid; I haven’t experienced any glitches. One of the beta testers reported that the program generated a Mad Except error (i.e., crashed) when both players left the game unattended for 10+ minutes. I’ll have to look into that.

PBEM
Nothing new.

Artificial Intelligence (AI)
Nothing new.

Player’s Manual and Rules as Coded (RAC)
I sent a half dozen changes for RAC and the Player’s Manual to Matrix Games. These were about the new forms for the Breakdown and Reform phases and text for Reconquest and Reversion. There were two conflicting rules from ADG on the criteria for reconquest: (1) same as conquest, and (2) capturing the country’s capital. MWIF uses the latter.

Reversion applies to when a country is liberated. This is a decision the liberating major power must make about returning hexes to the liberated country. RAW states that reversion can be done on a hex by hex basis, which historically is how the politicians negotiate this stuff - sitting around a table with a map and arguing over where the new boundary lines between countries are going to be. In game terms, that would be a nightmare to code, so I drastically simplified the reversion rule to: (1) either all or none of the hexes in a liberated country are returned to their original owner, and (2) the decision is made once and forever immediately after the country is liberated.

Tutorials and Training Videos
The Tutorials are done.

The training videos are roughly 2/3rds done. I need to re-record the 6th and create the last three: 10th, 11th, and 12th. The 6th (main form and drop down menus) needs redoing because I have seriously modified some forms since I recorded that video in December of 2009. The last 3 training videos are for naval movement, naval combat, and production/politics (e.g., declarations of war, neutrality pacts, and aligning minors).

Historical Video, Music, and Sound Effects
I now have all the files I need as WAV files. What’s needed is for me to insert calls into the sequence of play to activate these 3 glitz elements.

Web Site
Nothing new.

Marketing
Nothing new.

------------------------------------------------------------------

Breakdown Corps/Army

Form Layout

As shown in figure 8.7.2.8.A, the original corps/army unit is displayed at the top, with its accompanying unit data panel. Available divisions of the same type are displayed in the box under First Division Choice, and all available INF and MOT divisions that could be used to break down the corps/army are shown in the box under Second Division Choice.

When using the optional rule Unlimited Breakdown (see section 9.3.8), the divisions are created by the program. That is, the divisions in the force pool are never used. There is only one first division, whose factors depend on the unit type, combat factors, and movement points of the corps/army. In most cases, two divisions are shown as possible second division choices: an infantry and a motorized. The sole exception is for German SS unit, as shown in figure 8.7.2.8.B. When breaking down a German SS corps/army, there are 4 choices for the second division, depending on whether you want the division to be German SS or not.

Using the Form

Select one division from each division list and then click on OK to break down the corps/army. If you change your mind, you can click on Cancel to avoid breaking down the unit. This process is the same whether or not you are using the optional rule Unlimited Breakdown (see section 9.3.8). The primary difference is that when not using the optional rule, you can only break down units into divisions available in your force pool.

Reform Corps/Army

Form Layout

As shown in figures 8.7.2.42.A and 8.7.2.42.B, the divisions to be reformed are on the left. All the possible corps/army units they can be reformed into are shown on the right, with a unit data panel underneath so you can examine the details of each corps/army unit.

The hex shown in this example contains three divisions: a MOT division, an INF division, and an ARM division. In the space between the INF and ARM divisions, you can see which one is being used to reform a corps/army unit. Figure 8.7.2.42.A shows the corps/army units that can be reformed using the INF division, indicated by "Use division above". Figure 8.7.2.42.B shows the corps/army units that can be reformed using the ARM division, with "Use division below" shown.

Note that when playing with the optional rule Unlimited Breakdown, the only divisions that can be used to reform a corps/army are those that were created by breaking down a corps/army. That is, the divisional units that start in the force pool can not be used to reform corps/army units. Instead, they either start the game on the map or can be build individually, like any other unit.

Using the Form

Click on a division on the left to select the one you want to reform into a corp/army unit. You can click on each one in turn to view the pool of units which may be reformed. If only one non-MOT division is in the hex, only one choice is available and is automatically selected.

If you are not using the optional rule Unlimited Breakdown, simply click on OK and the program randomly selects one of the displayed corps/army units. If you are using the optional rule Unlimited Breakdown, you first select a corps/army unit you want to reform and then click on OK. Should you change your mind and decide not to reform a unit, click Cancel at any time to exit the form.




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Steve

Perfection is an elusive goal.
CrusssDaddy
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RE: When?

Post by CrusssDaddy »

#tumbleweed
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