world war ii in hdonline都是外国人吗

(4)(7)(3)(3)(5)(2)(15)(19)(3)(36)(1)(1)
5月24号位于北京市朝凤庵北路4号院遭十三陵镇Z,F
选一个安静的环境,竖起右手的食指,指肚轻按住眉心处(两眉之间),闭上眼睛,全身放松,不要有任何杂念,集中精力。用心去看你手指按住的眉心的那片黑幕,成功后就可以看见了。
经历的过程是这样的:先是一片黑暗,然后看见一个亮点。越来越大,越来越大。最后成为象电视机屏幕那样的一块。你看见那里边的景象就是你前世的经历了。
就是这么简单。只要你残存了前世的记忆就应当看得见。
虽然人会转很多世,但是只要留有记忆的就会看见,特别是记忆留的最深的那一世。
第一次试最真实,再试的话可能因为第一次看见的东西太让人惊愕而无法真正静下心来。如果无法看见的,可能是记忆残存的太少或力量不够。也有可能是~不在人世!!!不妨你也试试。。。。。。
蔬果残留农药问题,一直是令人头痛的问题。一项新的研究发现,只要用小苏打粉就能去除残留农药和自来水中的氯气,简单方便又安全。目前在美国、日本都有许多团体推广使用小苏打来做居家清洁。
过去,对于蔬果中农药残留问题,通常使用的办法就是用水冲洗久些,但也不确定是否能冲洗干净。台湾朝阳科技大学陈耀宽博士发现,用小苏打粉2分钟就能轻松去掉农药,而且在烹饪调理时也有妙用,或是用它来打扫、清洁、洗衣都可以,用途相当广泛,几乎是万能的物品。
在中共开国元勋中,林彪功劳最大、下场最惨,官方叙述至今仍将林彪与江青一起称为十年文革的罪魁祸首。近年来,为林彪喊冤,要求为他平反的声音越来越多。日,共识网刊登毕唐书文章指出,林彪是为数不多的值得敬重的中共领袖,理由有四:其一,善战而不好战,是一个一定意义上的伟大军人。其二,不整人,至少不主动整人;从来不落井下石。其三,“为民生而奋斗”,力主发展经济,提高人民生活水平,搞国强民富。其四,坚守独立人格和尊严。在中共高层,在毛泽东的极权淫威面前,林彪是唯一一个坚守了自己的独立人格,不但敢于对毛说“不”,而且敢于与毛决裂的,活出了“自我”的人。毕唐书进而指出,在专制极权国家,政治人物在国内的政治斗争中失败而逃往国外,在国外从事反对本国政府的政治活动,在世界上是很正常的,也是理所当然的,从来不会被视为叛国。即使林彪真的主动逃亡国外,也不能说是叛国。相反,林彪以实际行动告诉全党和全国,对于独裁者,不能“愚忠”,而要“舍得一身剐,敢把皇帝拉下马”,这是真正的爱党和爱国。原文如下。
旅德华裔设计师刘扬曾经在2007年出版了《东西相遇》一书,引起巨大反响。该书用简单明了的图画向读者表现了德中两个社会的细节和差异。比如:两国家庭对待孩子的态度,人们旅游的方式,双方的审美观等等。大部分都是人们的日常经历,让德中读者们都能引起共鸣。
转发:近日,91岁的中共原云南省政协副主席、民盟云南副主委杨维骏,近日通过《财经》杂志记者谭翊飞的博客公布了致中纪委书记王岐山公开信。文中涉及了云南的多起贱卖矿案,其中的兰坪铅锌矿,低价卖给了最近被捕的四川富豪刘汉。公开信还状告中央督导组,对当地的腐败不作为,建议派专案调查组来云南调查。
杨维骏公开信中称,地处西南边陲的云南,是腐败的重灾区。自2001年至今腐败情况越演越烈,发生了很多强征耕地之事,这些事件中大多包含着官商勾结敛财的贪腐问题。但是中共中央派下去的督导组,说是走遍了各个州县,事实上却对具体案件不闻不问。
杨维骏在公开信中列举了昆明福海案、宣威市虹桥案、贱卖矿案等系列案件。
昆明福海案
公开信称,福海乡位于昆明市西南郊、滇池之滨肥沃的冲积平原上,全乡共有旱涝保收年产粮1,300公斤的基本农田1,800多亩。然而在7年前,这些肥沃耕地被福海街道办党工委书记陆玉坤派人,强行用废土废渣倾倒上面,摞荒至今。
同时陆及其手下又以压迫加欺骗的方式,迫使许多村民在拆迁协议书上签字,拆
上海高院法官集体嫖妓视频发布后引起极大轰动。爆料人频繁接受陆媒采访,讲述跟踪法官,出入各大酒楼、歌厅以及豪华会所,挖掘法官的地下世界的过程。爆料人称,上海高院民一庭副庭长赵明华的家族有法官和律师联手,通过家族式操作,全上海都能搞得定。目前,涉案的几名法官被“双开”,但舆论质疑嫖娼的法官如何公正判案?
高院法官家族式运作 “全上海都能搞得定”
上海高院法官集体招嫖事件的爆料人继续接受大陆媒体采访。之前他对媒体自称叫倪培国。近日陆媒获知他叫陈玉献,生于1959年,祖籍四川达县。
在上海出生长大的陈玉献,长期以来跟随着上海法官,出入各大酒楼、歌厅以及豪华会所,记录下一段段灯红酒绿的隐秘生活。
他守候在会所的大门外,蹑足于宾馆的走廊中,等待“致命一击”的证据出现。为了取证,他穷尽所能:假装随从,核对账单;购买装置,秘拍偷欢……
8月初,他从长达100多个小时的录像证据中,将上海高院几名法官去酒楼吃饭、唱歌及渡假村接受异性陪侍的场景,剪辑成8分钟视频发布到互联网,立即掀起轩然大波。
银行卡或账户诈骗案件层出不穷。近日,一则“当你汇错款或被骗汇款后,最快最有效的紧急自救方法”的帖子通过帖吧、微博、微信等大陆社交媒体在朋友圈中疯转。
一、当汇错款或被骗汇款后,最快最有效的紧急自救法:当你把自己的钱不小心汇到了不该汇的人卡上,或者被骗子忽悠而把钱汇给了骗子,此时最快和最有效的自救办法不是报警也不是找银行,而是第一时间按以下方法操作:
1 拨打你汇往银行(即对方收款账户的开户行)的客服电话;
2 拨通客服电话后,按语音提示:按相应键进入查询系统;
3 按提示键入对方接收你汇款的银行账号;
然后系统提示你输了密码,此时注意了很关键的:你随意输入6位数字(即错误的密码),按确认。系统会提示:密码错误,重新输入,你再次输入刚才的数字,系统又提示密码错误,重新输入,你还是如上两次那样再操作一次,当你连续三次输错密码后,系统将自动把对方账号锁住,此刻,你的临时紧急自救行动宣告成功,对方已经暂时无法把你汇入的款项汇出和取走!(账号被锁后,需持开户人身份证亲自
中美对决,就如一群熟读孙子兵法的战略家对决一批笨蛋们。孙子曰:上兵伐谋,不战而屈人之兵;老祖宗早就教给我们了,到现在反而不会用。除了溜须拍马哲学研究的深奥透彻,别的什么都不会用。
孙子曰:兵者,国之大事,死生之地,存亡之道,不可不察也。 又曰:
兵者,诡道也。故能而示之不能,用而示之不用,近而示之远,远而示之近。利而诱之,乱而取之,实而备之,强而避之,怒而挠之,卑而骄之,佚而劳之,亲而离之。攻其无备,出其不意。此兵家之胜,不可先传也。
我们当前知道,当首,反其道而行之。在其利益相关之处,四处煽风点火,火中取栗。挑起事端,劳其筋骨,伤其皮肉。使其频于奔命,无暇故我,我乃顺势取栗,以收不战而屈人之兵之效也。
用毛主席他老人家的战略,战略要点要首先进行战略分化,而后而各个击破。敌强我弱,首先要采取调动敌人,而后获得的局部战略优势,聚而歼之。
德里亚& 德威嘎喃M&
哒炭戈哒喃M
布威 巴瓦纳 瓦雷
瓦加雷 瓦加嘚
祖鲁 祖鲁 塔勒
塔嘟 塔勒&
巴特玛姆& 帕瓦迪&
瓦雷&& 无足类&&
塔勒玛 价格拉Happy gaming,Happy life!!
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http://store.steampowered.com/app/251950/World_War_II_Online/等了快10年了,终于上了STEAM。当初就这游戏入的军事游戏的坑,真千人在一张30万平方公里的地图上展开海陆空立体化作战,有一定模拟性,较拟真。但是画面就很老了,毕竟千人大战在一张地图还有建筑摧毁、损伤模型等。希望喜欢的试试
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公司名称:上海宽娱数码科技有限公司 | 公司地址:上海市杨浦区政立路485号 | 客服电话:World War II Online recreates the brutal war in Western Europe in a zone-less 300,000 SQ KM game world! Free-to-play, MMOFPS, true combined arms action, with over 100 historically accurate weapons and vehicles, 10 personas, and much more! Do you think you have what it takes? Enlist Now!
QUICK DESCRIPTION
Online World War II MMO
Zoneless 300,000 SQ KM Map
Thousands of players on ONE inter-connected server
First Person Shooter [Ground - Air - Sea]
Player Driven Strategic Layer
Physics based damage model, ballistic system and flight model.
Over 100 historically modeled weapons and vehicles
World War II Online is a Massively Multiplayer FPS, simulation game set in the Western Front of WWII. The game offers a strategic and persistent winnable Campaign that is completely player-driven, both in the strategic planning and players fighting to control territory.Its scale is a massive 300,000 SQ KM that is an interconnected and zone-less game world offering total freedom for players. This scale allows for truly immersive combined arms pvp combat. Communication between the Army, Air Force, and Naval units that are engaged will help determine the outcome! There are no limitations to how many players can interact in a battle space.All weapons, vehicles, munitions and ordinance perform according to realistic values. We have achieved this through direct access to historical archives, a network of military experts and our advanced proprietary game engine that goes in depth like never before. Armor on tanks and aircraft, as well as their internal components, are modeled down to the millimeter.Our damage models go into extreme detail with each component being destroyable in vehicles including crew, weapon storage, gas tanks and more! You don&t just shoot a hitbox?NO! With every shot fired, multiple calculations take place that determine the round impact consequences. S angle of obliquity, speed of round at impact, thickness of the armor, internal spall, armor penetration, parts of tank damaged, etc.Just like in real life, the outcome of each engagement will be determined by strategy, tactics, teamwork, and your weapon handling skills! In WWII Online there are no special power ups or item buys giving someone a special advantage against other players. Every rifle is just as lethal whether you are a premium subscriber or a free player.Since our original release in 2001, our community and game has provided memorable and challenging game play experiences. WWII Online&s game play is unmatched in terms of scale, realism and replay ability. Do you think you&re hardcore enough to play with and against some of the most battle-hardened WWII FPS gamers around? Sign up today and find out! The Virtual Battlefield Does Exist!
The big day is here and it's time to show you what's happening for 2018 at WWII Online and Cornered Rat Software! From completing some last remaining items in our 2017 roadmap, to several new vehicles, enhancing the software to a 64-bit version, redoing our user interface and getting the hybrid supply system in order, and the beginning stages of creating a new development Wing at CRS to move our graphics and assets to into the future. Okay everyone, get the popcorn ready, HERE WE GO!
2017 ROADMAP DELIVERY OVERVIEW
One of the most important things for our new team at Cornered Rat Software is to continuously deliver on the promises that we make to you. Internally we have something we like to go by, "Under promise - Over deliver." While sometimes we cannot always make the timelines we set (because we're a mostly volunteer team at this stage) we do our very best and take seriously following through. So the first part of this Roadmap is of course dedicated to showing you the things we did complete, and then how we'll be prioritizing the items that require completion from 2017.
2017 Completions
We released on Steam September of 2017.
This absorbed a substantial amount of time with all departments.
UDP Packet Communication.
Expanded Concurrent user capacity.
Updated lots of old legacy art work.
Squad tools released.
Massive increase in bandwidth (factor of 10).
Several new servers, components and wires added to colocation.
Death lag removed.
Anti-hack counter measures.
Self-Propelled Anti-Aircraft vehicles.
Pending Deliveries (In Progress / Expected [EST] Deliveries)
Tank Busters: Stuka G2, Hurricane Mk II D and P39 Airacobra (Imminent / Q1-2018)
Currently in Quality Assurance testing
Ballistics Audit: High Explosive, Kinetic Energy, Small Arms (Q1-2018)
Next up in QA testing
Explosives will become substantially more powerful / lethal (air, land, sea)
Kinetic Energy (non-explosive munitions) will be to historical values
Small arms will fire more in accordance with their historical values
Italian Soldiers (Q1-2018)
Currently receiving polish prior to QA
Allied .30 Caliber (Q2-2018)
Allied M1A1 Carbine & Paratroopers (Q2-2018)
German STG44 (Q2-2018)
1.36 Hybrid Supply (Q3/4-2018)
64-bit game application (Q3/4-2018)
Integrated Voice Communications (Q4-2018)
2018 ROADMAP KEY ITEMS
With those 2017 items coming to a close pretty rapidly, we wanted to focus on a couple of very important priorities that have been in progress for a bit now.
HYBRID SUPPLY SYSTEM (1.36)
We engaged heavily with the community and even our people internally about our original plans for 1.36, and we've made some changes that we think are going to do better to meet the best of both worlds, that being town based supply and what we know today with TOE's / Brigades. We know that there are some issues with High Command officers and players have to do to keep the current system running, for those of you stepping up to HC and holding the line (we salute you big time!). But it's our duty to make some changes and do the very best we can so that we set you up for success. So here are some short notes about what 1.36 will be about (now) and why this will have a very big impact on game play. It should be noted that several of our goals as announced last year still remain, so while this may be a bit redundant (and obvious to some of you vets) we're going to be sure to list them out again so everyone knows what we're trying to do.
Primary Goals Include:
Stabilizing the Campaign map during ALL time zones.
Providing more supply for the players throughout the entire theatre of operations.
Redeploying High Command's focus on cultivating great community relations and massive coordinated battles.
Providing greater opportunity for organization via planned operations.
We're looking to incorporate a newer version of web HC tools to connect with web Squad tools as well.
Bring the value back to squads by incorporating them as part of the HC structure.
Completely revitalize the approach with HC by enabling voting brigade leadership and upwards (minus central command).
MASSIVE overhaul of the user interface so that it is easier to follow, with a better design to direct users into action and more user friendly.
Restoring rear line re-supply and interdiction operations.
Continuing to give HC a role that can lead the player base
Reduce the pressure HC officers with workload, and reduce blowback from community
Continue to have move-able supply to maintain diverse game play
This will be achieved by:
Enabling garrison supply across the frontlines, and one town to its rear.
Enabling the continuation of move-able flags that are supplemental (not the standard).
Refactor how players spawn in to simplify the user interface.
Make the movement of garrison supply based on automatic conditions according to map outcomes.
There will always be a frontline with garrison supply, regardless of how the lines are presented on the map.
There will always be a rear town with garrison supply behind and adjacent to the frontline town.
Allied forces will be capable of changing ownership of their towns (US / FR / UK) via HC options commands
HAVE MORE QUESTIONS? We've gone into great detail by answering player related questions in the following forum thread:
64-BIT GAME APPLICATION
Moving the game to 64-bit has tremendous advantages for us to expand our technologies, but even now it's becoming ever more important. Effective September of 2018 Apple will be removing support for 32-bit applications (us) and we're expecting Microsoft to be not too far behind that. So this is definitely getting up onto the hot plate of things for us to take care of. We've already been looking at the dependencies involved here and planning accordingly.
One thing that we do need to look into is our "Granny" software which is everything to do with our infantry game. This will be something we talk more about in the not so distant future with you more.
INTEGRATED VOICE COMMUNICATIONS
We have determined what plugin we want to use and the basic design of how integrated voice comms will look inside of the game. It is understood that integrated voice communication will enhance game play for new users AND veterans. We think it's going to tie the entire in-game operation together much more efficiently and provide the most immersive World War II Online experience to date.
Users will be able to communicate directly in-game.
No additional download or client is planned.
Our goal is to have 3D positional audio for local communications.
A radio transmit function will exist (over the net).
Channels being considered include...
Local Chat: Proximity based, how close you are to friendly or foe forces.
Mission Chat: Be able to communicate to all participants on your mission.
Mission Leader Chat: If you are a mission leader assigned to a Target, this channel would act as an organization / command channel.
Squad Chat: Chat with your squad members globally throughout the Campaign.
High Command Chat: Talk with fellow HC officers in-game.
Disclaimer: This is according to our initial designs and is subject to change.
NEW VEHICLES & PRODUCTION GOALS
Our team has really come together working with the Creator software and overall they've learned a lot with having HATCH onboard. Let's take a look at some of the new vehicles that are being considered:
Plane Variants
Me 109 E-4 Jabo (as pictured from the war on the right)
Me 109 G-2/R-1 Jabo
French Hurri IIb
Tank Variants
Close Support
Matilda MkII CS
Crusader MkII CS
Churchill MkIII CS
Crusader MkIII CS
Churchill MkVII CS
Mk VI 15mm Besa
Stug H 105
Firefly (as pictured from the war below)
Delivering you new vehicles to play with is a core goal for us this year and we feel pretty good with the team we have to pull together and make this happen.
Here is a historical photo of the Sherman Firefly (second from the left) during Operation Market Garden. Coming to WWII Online 2018!
Other Production goals and investigations include:
Smoke rounds for tanks.
White phosphorous for tanks.
Continuous flight model reviews and fixes.
Armor reviews and fixes.
LET'S TALK ABOUT TERRAIN
We've been spending quite a bit of time trying to unlock the ability to introduce terrain fixes and even expand the map. Thanks to one of our great volunteers Merlin51, we've learned so much about terrain building that we've invested some development time (pray for FRISBONE, he's been working on this one hard) to figure out how we can take Merlin's fixes within the TE (terrain editor) and place those into the game. We've still got a lot of work here but it's getting closer and we can feel it.
Here's what we'll be focusing on once this is solved:
We've been taking your .reports and compiling known terrain issues around the map.
Merlin has a backlog of things already fixed (if not most of them) waiting for deployment.
We'll continue to evaluate and improve any new reports or fixes to the fixes (it happens sometimes).
We'll then proceed to changing or adding the layouts of existing towns.
And finally the end goal is to add more towns to the map and expand the theatre.
Now one of the cool experiments that I've asked Merlin to personally look into is see if we can take big towns (like Antwerp for example) and carve that into different sub-cities, so for example it'd be 3 towns instead of 1 big one. Let your mind go wild with that for a moment, he's looking into it and it might be doable which would make things awfully interesting.
All in all, terrain is one of the hardest (and oldest) things to work on in WWII Online. The code base in this regard is not pleasant, so we're going to need some grace here but we want you to know - we're on it, doing all that we can.
SECOND WING OF CRS BEING BUILT
It is my duty as President of Cornered Rat Software to consistently evaluate how we can move the "ball" forward (so to speak) as it relates to the health and betterment of World War II Online, our great community, and the organization that is CRS supporting this effort. So today I will be formally announcing that I am in the process of creating a second wing (Wing 2) at CRS which will be focused on creating newer assets and getting folks involved and engaged with the Unreal Engine 4, for an eventual plan for a WWIIOL 2.0, which is still quite some time away (no estimate available, pending development speed). At some point in the future these two Wing's will intersect. Both have the common goal of ensuring the longevity of WWII Online.
Wing 1 (our current team) will continue to be the backbone of the organization and will be 100% focused on the betterment and health of WWII Online as we know it. It is a key requirement of mine to ensure active development, both in terms of adding new features and fixes to the game. Under my leadership you can be assured that WWII Online will get the very best attention that it deserves.
That being said, we must proceed into the future. During the development of this 2018 Roadmap it will require an all-hands effort from Wing 1 of CRS. It is important to me to make sure we capitalize on this time the very best we can, and I have initiated a plan that will do so without taking the foot off of the proverbial accelerator as it relates to WWIIOL 1.0's current development. This means that we need to bring on some new resources to specifically work on new things in order to not take away from the ambitious roadmap that we're working towards for the current WWII Online development. We're really excited to be able to grow our team and look to the future, so this should be viewed as a win-win solution.
WING 2 FUTURE DEVELOPMENT - WORK(S) IN PROGRESS
The process has started to get in Unreal Engine 4 to become familiar with its capabilities and workflows. These images represent basic demonstrations that deal with manipulating lighting and shadow effects, advanced modern texturing techniques, substantially higher poly meshes and asset placement within a scene. You'll notice our continued pursuit to realism in our characters, equipment and weaponry.
Please remember that the following is a work in progress and does not represent the final outcome and delivery of the future. This is designed to show you the potential of how we can dramatically improve WWII Online's assets and advance ourselves into the future as mentioned above.
Pictured below is our first test scene. We tried to capture a British defensive position, expecting contact from the front (right). You can see a heavy influence of high resolution textures and unique lighting engine properties that bring out tremendous colors, shaders and other great effects. This is 100% the game engine.
Here is the soldiers point of view from test scene 1, guarding their position and scanning for enemy movement.
Pictured below is our second test scene. This was to test modifying lighting and placing a variety of different assets in the scene. We were aiming to create a defensive position around a significant building, likely a field HQ for officers and local planning. Once again the textures and definition are pretty incredible. You can see there's not much action for these soldiers as they're in a fairly relaxed position, manning their post.
YOUR SUPPORT, VIA SUBSCRIPTIONS IS VITAL
It cannot be understated enough, that this year requires the ultimate backing of the WWII Online fanbase in order for us to sustain all of the hard work that has gone into rebuilding this new CRS team. Your subscription is very literally the lifeblood that continues this operation and it is the single sign of support (beyond moral) that has actionable effects, allowing me to do my job better and keep the great folks we have. Being that this is a volunteer thing for most, our trajectory and ability to get things done in a more timely manner is single handedly slowed down as a result of not being able to compensate these fine people working with us at CRS in a way that enables them to provide for themselves and for the game.
Make no mistake, we are truly grateful for all of the support that is out there right now. However it cannot be understated enough that with the proper backing of the fanbase in its entirety would do extraordinary things for World War II Online. This can be achieved by upgrading your subscription to a Premium or even a
I hope my words are being read clearly and you'll do you part to join this incredible mission of bringing WWII Online to its future that we've been plotting for sometime.
We know we have lots of work to do and there's never going to be a moment of perfection. But you can count on our team at Cornered Rat Software to continue what it has demonstrated over the last year, and that is: DELIVER. So consider backing us up for an extended period of time and giving us the proper tools to do the job even better. Upgrade your subscription now by going to , and if you need any help the support guys are waiting for you at .
If you've made it this far, I want to thank you for all that you've done over the years. It has been a tremendous blessing for this team of die hard WWII Online fans, we do not take it for granted for even a moment. Let's have an awesome year and remember that we're in this together, Allied or Axis, CRS or Player, we are all part of the WWII Online family and we all have to do our part to push this wonderful dream forward.
SALUTE - SEE YOU IN THE FIELD SOLDIERS!
Matt "Xoom" Callahan
President and CEO
Cornered Rat Software
WWII Online is now available to the world on Steam! We're adding new art and making important changes to improve how weapons and explosives perform in...
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Released 2001
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SERVER LIVE!!!Mar 9 2018
Servers are down, preparing for the new patch. Will post when servers are live.
Salute!Mar 9 2018
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