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TOPIC: Chickamauga

Re: Chickamauga 4 months, 3 weeks ago #151

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jlan5031 wrote:
Your talents amaze me, and let me add my own thanks for all your efforts. Somehow I missed the Chickamauga Mod and just found it. But, though it works fine, I just can't figure out how to select Jolly's map. I look in the Mods/Chicamauga folder and find two folders, Maps and Optional Maps. I'm guessing it will be in Optional Maps. How do I select it?
Thaks again.


Much Appreciated!

We're still waiting for Jolly's latest terrain enhancements, but to clarify, this is not another map. The 'Optional Maps' folder contains another version of the maps by Crikey. To see and use them rename the present Maps folder and then rename 'Optional Maps' to Maps.
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Re: Chickamauga 4 months, 3 weeks ago #152

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RedBugler,
Thanks for your prompt reply. I'll just wait patiently. I've had SOWGB for several years. It's a great game, and it just keeps drawing me back. Thanks again.
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Re: Chickamauga 4 months, 3 weeks ago #153

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Update 3.25...

- Four new CSA flags
- Updated Chickamauga B&F OOB to include new flags
- Both sandbox OOBs updated with new flags

Hardee Pattern, left to right:

33rd Alabama
38th Alabama
17th Tennessee
1st Arkansas

HardeePattern1863.jpg


Had to even things up...Now both sides have twenty flags each built especially for this battle.
I'm still searching for Hardee patterned flags to represent the Mississippi, Louisiana and Georgia regiments. I would appreciate any posts or leads furthering this quest...Thanks in Advance
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Re: Chickamauga 4 months, 3 weeks ago #154

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Also, nearly there with the terrain 'n trees. Testing grab ...


TT.jpg


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Re: Chickamauga 4 months, 3 weeks ago #155

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Cor Blimey, it's getting more like I want it to look, and is capable of!

terraing.jpg


A few wee alpha's to fix as you can notice on the left!

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Re: Chickamauga 4 months, 3 weeks ago #156

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Unt ....


terraing2.jpg
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Re: Chickamauga 4 months, 2 weeks ago #157

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Absolutely brilliant flags and a fantastic endeavour. Here are a couple of flags that I have found both from 1864 but they did have very similar flags in 1863 (of the Buckner/Hardee design) this is the 54th Georgia

www.tmealf.com/digital/0015-54th%20GEORGIA%20Inf%20Vol%20Hardee%201864.jpg

here is one for Mississippi 32nd & 34th Volunteer Infantry later consolidated

www.rootsweb.ancestry.com/~mscivilw/32_45ConsolidatedFlagAbstract-060508.pdf

Most of the Mississippi units preferred the St Andrews/Saltaire cross (known as the Southern Cross) or the earlier Army of Mississippi flag. This design was based on the cross that the apostle Andrew was crucified on which was an X-shaped and as there was a large population in the south from Scottish and Scotch-Irish ancestry so it was not surprise that this was a popular choice. The St Andrew/Southern Cross adoption was also championed by Joe Johnston when he took over full control in the west in mid-late1863

In terms of Louisiana like Mississippi they preferred the Southern Cross flag on the forum link below there are a number of flags including the 3rd Louisiana Infantry – although they also liked the French inspired striped state flag and the pelican flag although there is no documented proof of western Louisianan troops using these types in combat

civilwartalk.com/threads/flags-of-the-civil-war.83806/page-6

Hope this helps

Regards

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Re: Chickamauga 4 months, 2 weeks ago #158

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I finished the Union version of "Morning of the 19th."

This was such a brilliantly designed scenario and I had so much fun playing it that I couldn't resist writing about it.

I played with HITS and couriers and won a major victory. Granted that victory came with the assistance of 2-3 false starts which certainly helped with my winning effort such as seeing where additional victory objectives would appear and knowing the timing of reinforcement releases.

These were the things that helped and/or stood-out about this terrific scenario:

1) Do NOT be too aggressive! This warning stands for two reasons:

(a) Unlike our real-life counterparts, the player knows that there isn't a single Rebel brigade waiting to be "gobbled-up." Instead, we know, to quote "Platoon," that "somewhere out there's the 'beast,' and he hungry tonight."

(b) You're initially opposed by cavalry which unfortunately in SOW is extremely and unrealistically overpowered against infantry in melee. If you're too aggressive then you'll see saber-wielding frontal charges (in wooded terrain!?!?) descending upon your infantry inflicting massive casualties and routs. [This one of my biggest complaints about SOW. It is utterly absurd in both terms of historicity and gameplay.]

So, the solution is not to push too hard or at all. Yes, there are two objectives that you're supposed to push toward, but you can win this scenario with only one of them and that one can wait. Also, if you do advance then one way to lessen the chances of triggering those ridiculous cavalry charges is use the probe stance which appears to keep your infantry out of the triggering range.

2) You're General Thomas- use him! Unlike the Three Bridges scenario where it was impractical to move General Mitchell around the map, General Thomas should be ridden toward the fighting as soon as possible. He's got great leadership stats that give staying power to units in the firing line and the ability to quickly rally retreating regiments. Plus, unlike Three Bridges, your forces are much more concentrated so it's easier to be hands-on. General Thomas should be near the thick of the fighting.

3) Reserves: early in the scenario your only active unit is Col. Croxton's large brigade: it starts with five regiments, but it's eventually reinforced to six. With my false starts, I was ordering Croxton forward with his entire brigade. He'd spread six regiments out and that would result in a very thin line that was relatively easily broken. So, I'd detach two of his regiments and kept them near the spot of a soon-to-appear victory location. Whenever one of Croxton's fighting regiments retreated then I'd detach it and use it to replace one of the reserve regiments which would be reattached back to Croxton. This worked really well.

4) Let General Brannan handle it. One of the real cool things about HITS is how you can really see the value of able subordinates. Good commanders in SOW can be a real help. Gen. Brannan is a good commander. However, I didn't want him interfering with my handling of Croxton's brigade. So, he remained on TC until Col. Connell appeared and joined Col. Van Derveer on the Reed Bridge Road. Upon Connell and Van Derveer uniting that's when I unTCed Brannan and let him handle those two brigades. (I kept Croxton detached.) Brannan did a great job- holding one objective and taking another.

5) First time- I've never used the "Detach Regiment" feature. However, mid-game Croxton's brigade was being hit from the east, south, southeast, and southwest. He had his regiments facing every which way. So, I used the Detach Regiment order which split Croxton's brigade into two demi-brigades which allowed me to face one of them to the east and the other to the south.

6) Artillery struggles: the dense woods limits fields of fire, but canister can still be effective. So, it's temping to push batteries forward. However, while I was dealing with Croxton, one of my batteries was caught unsupported with its canister munitions spent. The result: four cannons lost to capture.

7) The real neat thing about this scenario is its script which handles the release of reinforcements. The AI will move them towards their historical destinations and upon reaching them that's when they'd finally be released to the player. (Although the three 1st Division batteries were never released- WAD?)

8) King's Regulars: By far the best part of the scenario was when Baird's division was released. By then Croxton's demi-brigades were nearly spent. So, Baird's arrival came at the right moment. I quickly ordered him to use two of his brigades, Scribner and Starkweather, to "sweep" the Rebels in an attack on their perceived flank. I detached King's regular brigade to hold another popped-up victory location in what appeared to be a quiet area. Wrong! The Rebels struck Baird's division hard. They had moved-up maybe two batteries into position which blasted Scribner and sent his regiments reeling. The Rebels then descended in force upon King's regulars. It was titanic fight with close-range musketry and even some hand-to-hand combat (another neat thing about HITS is that melees aren't as frequent as they are in standard mode which is more accurate). General King was killed (my only leader loss) and two of his battalions were routed, but his brigade held that victory location which put me over the victory threshold.

I apologize for the wall-of-text, but there is something about this game that makes me want to write about it. The cavalry vs. infantry issue aside, this is such a brilliant game and this scenario really made it shine. I really do hope that the SOW series isn't dead.
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Re: Chickamauga 4 months, 2 weeks ago #159

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mkeogh76

Thanks again for an uplifting and well crafted AAR. Like your start-overs, this scenario went through several start-over designs until it finally worked. Your praise for it's design makes the effort all the more worth while, much appreciated.

The 1st division battery wasn't called forward for this morning battle, so I followed the lead historically. You obviously didn't need them, earning a major victory playing HITS and couriers is a miracle in itself. Especially if you can handle the afternoon battle, stretching across the entire length of the battlefield with three major HOT zones, happening almost simultaneously.
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Re: Chickamauga 4 months, 2 weeks ago #160

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RebBugler wrote:
mkeogh76

Thanks again for an uplifting and well crafted AAR. Like your start-overs, this scenario went through several start-over designs until it finally worked. Your praise for it's design makes the effort all the more worth while, much appreciated.

The 1st division battery wasn't called forward for this morning battle, so I followed the lead historically. You obviously didn't need them, earning a major victory playing HITS and couriers is a miracle in itself. Especially if you can handle the afternoon battle, stretching across the entire length of the battlefield with three major HOT zones, happening almost simultaneously.


Reb Bugler;

Thanks for the reply, and for this wonderfully designed scenario.

In my play through, the 1st Division artillery batteries all advanced and all three were engaged. They played a short, but big role near the end of the scenario which is why I was confused why they were never released. The 1st Division Artillery CO was released, but none of his batteries despite their moving into the combat zone.

I don't want to give the impression that I'm winning these scenarios using the game's extreme "realism" settings. I play HITS with a custom difficulty setting. The game's "Historical" difficulty level setting isn't very historical due to the AI forces receiving significant boosts as to experience and leadership. So, I use a custom setting that keeps the AI experience and leadership levels at "normal." Also, I think the blank mini-map is just too much of a handicap especially for corps or army level scenarios. So, I use a mini-map option that shows the location of my forces and some of the enemy's. The blank map would be great if my AI subordinates could provide me with intelligence/status reports as in real-life, but, unfortunately, they're not coded to do so in SOW. Thus, I think the blank mini-map makes things too opaque and difficult. So, I am using some "cheats" while playing HITS.

I'm also using Marching Thru Georgia's "Enhanced Arty and Flank Fire" mod which increases the range of canister and improves the lethality of long-range munitions. For me, this mod has transformed SOW's artillery from an afterthought to a valuable battlefield asset which I think is much more in tune with historical reality. However, it may be making things a little easier because the player can use his artillery much more effectively than the AI. Even the late arriving 1st Division artillery batteries were able to inflict damage and rack-up points. Still, in this scenario my troops were on the receiving end of some devastating Rebel artillery fire. Scribner's brigade was absolutely shredded by Rebel guns located on a ridge to the south. So, the AI does benefit from this mod's effectiveness, but it may be throwing-off scenario balance.

Yes, I checked-out the Afternoon of the 19th scenario and it does appear daunting. Army level scenarios with HITS can be very difficult due to command-and-control issues. Plus, the carryover point thresholds look pretty tough. It can be frustrating trying to get AI commanders to sit still on victory level locations long enough to achieve points. Still, I'll give it a shot. I've been extremely impressed by both this mod and the quality of the scenarios so I'll definitely keep playing.
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Re: Chickamauga 4 months, 1 week ago #161

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I still keep on finding things to do and try and improve on this. It never seems to look right.
Time to let it go I think.

I'll pack up and send to RB for perhaps a new Chickamauga build.


pic01.jpg


Untitled-2.jpg



David(jolly)
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Re: Chickamauga 4 months, 1 week ago #162

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Your terrain looks great!

Should go very well with either the "Chickamauga or the Gettysburg" maps.

Now, just waiting on "Pom" to finish up with the new Sprites.

And of-course the Flags from "Reb", the game just wouldn't be a game without them!

The Game is looking good with these new additions!

davinci
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Re: Chickamauga 4 months, 1 week ago #163

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Becoming a new civil war game
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Re: Chickamauga 4 months, 1 week ago #164

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New terrain mod by Jolly...

Unzip and copy to the Mods folder, prioritize below Chickamauga in Modifications:

ChickamaugaDD

Rather than an update, due to contrasting textures between this mod and the previous map, I've decided to offer this mod separately so it will provide for the option of another map, rather than replacing and eliminating the former.

Screenshot of this mod:
TerrainUpdateDD.jpg


Screenshot of the present Chickamauga map:
TerrainCurrent.jpg


Another big THANKS to Jolly, refreshing and transforming map terrain textures as he only knows how!
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Re: Chickamauga 4 months, 1 week ago #165

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Thanks RB.
I've noticed that sav files keep the original graphics, so you won't get the new graphics loading.
One way to fix this is to copy the contents of the ChickamaugaDD folder into your existing Chickamauga in the Mods folder, backing up first of course. That way you won't need the ChickamaugaDD in your Mods folder.

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Re: Chickamauga 4 months, 1 week ago #166

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"Jumping Topic"

Jolly - Question - Have you ever played around with the Maps? (i.e...Working on any of them)

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Re: Chickamauga 4 months, 1 week ago #167

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Only the Graphics, for the games/mods if that's what you mean?

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Re: Chickamauga 4 months, 1 week ago #168

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Jolly wrote:
Only the Graphics, for the games/mods if that's what you mean?
David(jolly)

OK, Thanks!

But, I meant using your "Photoshop Talents" to see if there were \ are ways of exploiting how the "Power-Render" RGB files can truly work.

I don't think that no one has ever figured out all of the ways that the Program can actually improve the in-game graphics, such as the ground terrain.

I think that the PR \ RGB files can create things like shadow and terrain effects that no one knows how to implement, it sort of take years to learn how Photoshop even works.

The RGB files work with a Black background, but the black can be replaced with a Grey Background, I think that it is the Grey that can produce the Shadow effect, but my knowledge of Photoshop is limited.

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Re: Chickamauga 4 months, 1 week ago #169

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Ah, I see what you are getting at Davinci.
I've delved into what you mention, without really going into it. I know the files you mention

David(jolly)
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Re: Chickamauga 4 months, 1 week ago #170

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Yep, without the original files it's like a deconstruction, I remember now after checking.
Definatley something to work on - I did get some interesting results.

Cheers

Re: Chickamauga 4 months ago #171

Davinci wrote:
Jolly wrote:
Only the Graphics, for the games/mods if that's what you mean?
David(jolly)

OK, Thanks!

But, I meant using your "Photoshop Talents" to see if there were \ are ways of exploiting how the "Power-Render" RGB files can truly work.

I don't think that no one has ever figured out all of the ways that the Program can actually improve the in-game graphics, such as the ground terrain.

I think that the PR \ RGB files can create things like shadow and terrain effects that no one knows how to implement, it sort of take years to learn how Photoshop even works.

The RGB files work with a Black background, but the black can be replaced with a Grey Background, I think that it is the Grey that can produce the Shadow effect, but my knowledge of Photoshop is limited.

davinci


We picked apart PR when developing WL. We explored the shader capabilities, shadows, everything you mention and more. Out of everything we examined, building shadows was the only new feature we could implement without massive bugs. For example, at one point we had the shader casting ground terrain shadows, but it was buggy and caused other graphical artifacts on modern computers so we pulled it.

We have to remember PR is a 12+ year old graphics engine. We've squeezed about everything out of it possible, and Norb has tweaked it to bring it up to modern(ish) standards. She's a good old engine and served us well, but it's time for her to retire.
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Re: Chickamauga 4 months ago #172

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Hi,

I love this game and I love the mods you have done! Everything is awesome! I downloaded Chickamauga 1.7z I think it was. Anyway I played the first three scenarios in order. Then last night I downloaded the Chickamauga DD and now "Three Bridges" is the only one I can get to work. I have tried re-downloading both and deleting both. But for some reason I can't get the other scenarios to work. I have a CTD every time just after "Loading Battle Events" what I seem to have is this:"Graphic not found GFX_TEX_CAV_DEATH".

Can anyone help me and let me know what I'm doing wrong?

Thanks.
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Re: Chickamauga 4 months ago #173

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SwampRat wrote:
Hi,

I love this game and I love the mods you have done! Everything is awesome! I downloaded Chickamauga 1.7z I think it was. Anyway I played the first three scenarios in order. Then last night I downloaded the Chickamauga DD and now "Three Bridges" is the only one I can get to work. I have tried re-downloading both and deleting both. But for some reason I can't get the other scenarios to work. I have a CTD every time just after "Loading Battle Events" what I seem to have is this:"Graphic not found GFX_TEX_CAV_DEATH".

Can anyone help me and let me know what I'm doing wrong?

Thanks.


Welcome, Thanks for the kudos, and try this for your issue:

Open the Cont (C:\SOWGB\Work\Saved Games\Cont) folder and delete or rename any Chickamauga scenarios there. This will erase your carryover history for these scenarios.

All I can figure out is that you played a CHI scenario with another mod on; a sprite unique to that mod died and registered in the Cont Data base. Then the mod was turned off and you replayed the scenario that needed that mod's graphic and CTD.
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Re: Chickamauga 4 months ago #174

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Hi,

Well, I feel very welcome here at the forum. Thank you again for your hard work.

I also most sincerely appreciate the quick reply to my question! I think that is an excellent idea and I have done it. I will replay Three Bridges and see if it works. I will post the results.

Thank you again for your assistance.

Re: Chickamauga 4 months ago #175

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Hi RebBugler,

I think that got it! I just ran through Three Bridges and I had no problem with going to the next scenario.

I cannot thank you enough!

Have you ever thought about doing Murfreesboro?

S
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Re: Chickamauga 4 months ago #176

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It's true
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Re: Chickamauga 2 months, 2 weeks ago #177

My understanding of the Sept. 18 battle is that Wilder's men were equipped with Spencer repeating rifles, and this was a major advantage that helped him hold out for a long time against superior numbers.

It would seem to me that a Spencer should have about 6-7 times a higher ROF than say, the 1861 Springfield. But, I check rifles.csv and it appears to only have about twice the ROF, 18 compared to ~36. Interestingly, it has about the same ROF value as the Sharps, which was breech-loading but still single shot.

Would it make sense to lower the ROF value of the Spencer down to 6 or so?

Re: Chickamauga 2 months, 2 weeks ago #178

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You need to bear in mind that a higher ROF does not mean a soldier will always shoot at that ROF. He'll burn through his ammo in a few minutes if he does and that is not good for any unit.

In action there will always be a reserve kept, there will always be some troops not shooting or not shooting very quickly and these kinds of variables are hard to represent in any wargame rules - paper or computer.

A lower ROF than was technically possible is always a good thing in any set of wargame rules.
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Re: Chickamauga 2 months, 2 weeks ago #179

Even considering that, the Spencer ROF needs to be better than the Sharps. It's not in stock game.

I'm trying the experiment, and I think it is working well. Sure, you burn through your ammo quickly, but you can route several regiments in the process.

Re: Chickamauga 2 months, 2 weeks ago #180

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Another reason not to tamper with the ROF settings is that ROF is also affected by the troop quality levels. We did a lot of testing and adjusting ROF settings so Elite units aren't achieving a shot a second, for example. I think the best ROF that can be achieved is 11 seconds by an Elite unit, don't remember which firearm.
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