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Author Topic: March 2013 update (news and discussion)  (Read 200325 times)
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andrey12345
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« Reply #220 on: February 21, 2013, 07:47:19 AM »

In the next version of the March13 patch without fast movement modifier - a squad waiting for its tired soldiers.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
Dane49
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« Reply #221 on: February 21, 2013, 08:38:07 AM »

Thank you Cheesy

I very rarely use the fast move modifier and expect my units to move slow during adverse weather conditions and have no problem with my infantry squads taking an hour marching cross country to an objective a kilometer away with a higher fatigue rating,but it was quite annoying to see half the squad on the objective and the other half spread all over the place waiting to be individually picked off by roving tanks,snipers or enemy patrols.

When I play this game I hardly ever move the heavy weapons once I've initially placed them on the map,but the infantry squads are a different story.If not entrenched I expect to use them as a light infantry military manuever element.

Instead what I was seeing was a disorganized mob of malcontents who weren't capable of carrying out a simple raid or key point land grab if it was farther than a kilometer away without completely losing all cohesion as an effective combat element.
I would like to think my squad leaders know how to exercise some form of command and control  over their squads without me having to monitor them every 15 minutes to make sure they aren't Fu**ing up after giving them a simple order to march to a certain point on the map over a kilometer away.

PS.Gave the subject a little more thought and came to the conclusion that maybe dispersal isn't all that bad in the game if it was based more on morale level than fatigue.Veteran or Elite units would be more cohesive but I would think you would see a fair amount of straggling in conscript or green units or any units that have been in retreat for awhile.
« Last Edit: February 21, 2013, 09:31:52 AM by Dane49 » Logged
whukid
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« Reply #222 on: February 21, 2013, 08:52:07 AM »

Use tanks = problem solved Grin
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Dane49
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« Reply #223 on: February 21, 2013, 09:17:59 AM »

I never like to send the tanks anywhere without the infantry,especially German tanks since it seems every Russian soldier is carrying a six pack of KS bottles.
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Flashburn
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« Reply #224 on: February 21, 2013, 09:30:59 AM »

Use tanks = problem solved Grin

Where are my damned trucks?
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Dane49
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« Reply #225 on: February 21, 2013, 09:43:44 AM »

Trucks are a bigger pain in the ass to move than infantry.I tried doing a quick battle once with a convoy of trucks and more than half ended up getting stuck and the rest couldn't keep any form of a tactical convoy,driving into houses and sliding off the road a real nightmare to control in this game.In the operations phase they would probably do well but during a tactical phase battle they're worthless and seem to do more harm than good.
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andrey12345
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« Reply #226 on: February 21, 2013, 11:33:30 AM »

Trucks normally operate only on the roads. Note that the wheeled vehicles can not turn on the place in real life and in our game, and go on it not by the road does not make sense. If dirt or snow, very carefully choose where to go. Everything works fine if you do not want strange things from them Smiley.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
Flashburn
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« Reply #227 on: February 21, 2013, 04:27:05 PM »

Trucks are a bigger pain in the ass to move than infantry.I tried doing a quick battle once with a convoy of trucks and more than half ended up getting stuck and the rest couldn't keep any form of a tactical convoy,driving into houses and sliding off the road a real nightmare to control in this game.In the operations phase they would probably do well but during a tactical phase battle they're worthless and seem to do more harm than good.


Remember what happened during an early engagment in North Africa in the rainy season?  Knuckle head turn convoy around onto a trail and all but 6 vehicles got stuck in the mud.  Something like 50 combat vehicles where lost due to that guy.  Even the Germans could not get them unstuck from the mud.  Truck belong on roads unless the ground can support them.  Then of course they can not go fast at all.  So if commander says go do something they will try..........Does not mean it will be pretty.  But never had issues with trucks in APOS or SABOW.  But then again I kept them mainly on roads using the use the road modifier.  I MISS TRUCKs IN APOS!  So handy to move infatry and mortars/mg around in a hurry.  I would do that ALOT in SABOW.  Now if they could tow stuff..............Although limited use due to 6x6 km battle areas.  But still if it is needed........Cheesy
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Dane49
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« Reply #228 on: February 21, 2013, 07:30:51 PM »

I rarely use trucks.I did some testing with them a few months ago.just to see what they could and could not do.

I confirm that the trucks should stay road bound because they either get stuck or hardly move at all off road.

On the roads I found them to move OK as long as I didn't go thru a village with bends in the road otherwise as soon as they have to make the turn they slide off the road and slam into a house or fence which usually gets them stuck or immobilises them.

I'm not saying they aren't modeled realistically for game purposes,I just find them to fiddley to work with and prefer to not use them.

In campaign games I generally let them dig trenches and only move them during the Operations Phase and if they do find themselves in a tactical battle I try to keep them out of harms way far behind my MLR.

If and when they are ever modeled to tow AT or Inf guns around I will try to use them more,but right now I don't have much use for them.

PS.I think it would be cool to see AI controlled supply trucks move around the map during a tactical battle in the campaigns the same way the wire vehicles move around the map during a battle.
« Last Edit: February 21, 2013, 08:47:17 PM by Dane49 » Logged
Flashburn
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« Reply #229 on: February 22, 2013, 07:15:43 AM »

I rarely use trucks.I did some testing with them a few months ago.just to see what they could and could not do.

I confirm that the trucks should stay road bound because they either get stuck or hardly move at all off road.

On the roads I found them to move OK as long as I didn't go thru a village with bends in the road otherwise as soon as they have to make the turn they slide off the road and slam into a house or fence which usually gets them stuck or immobilises them.

I'm not saying they aren't modeled realistically for game purposes,I just find them to fiddley to work with and prefer to not use them.

In campaign games I generally let them dig trenches and only move them during the Operations Phase and if they do find themselves in a tactical battle I try to keep them out of harms way far behind my MLR.

If and when they are ever modeled to tow AT or Inf guns around I will try to use them more,but right now I don't have much use for them.

PS.I think it would be cool to see AI controlled supply trucks move around the map during a tactical battle in the campaigns the same way the wire vehicles move around the map during a battle.

On that last bit.....damned straight Cheesy.  The wire guys do a pretty decent job of not getting dead to fast too.  Probably not the same with supply trucks.   Wink  OOOOO targets  Cheesy
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Dane49
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« Reply #230 on: February 22, 2013, 08:04:30 AM »

Yeah,
the supply trucks would be pretty much defensless as opposed to the wire team which has its own security team and an MG mounted on the APC,but I think it would make for some interesting gameplay.

In a recent battle I got the message that I lost wire contact with one of my platoons and I was like WTF I just watched the wire APC connect that line,so I clicked the communication status button to see where my line was and ran the camera along it and find my wire team in a firefight with a Soviet patrol who must have cut the line.
I ended up sending the Company commanders APC with the 37mm mounted on it to pull the wire teams ass out of the fire.The CC finally stabilised the situation and the wire team after losing 2 KIA were able to relink the line.
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orson
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« Reply #231 on: March 05, 2013, 06:47:45 PM »



Is the OBT still available ?
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andrey12345
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« Reply #232 on: March 05, 2013, 07:33:37 PM »

Is the OBT still available ?
Temporary no. This version is outdated.
Soon would probably be next, the latest version.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
andrey12345
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« Reply #233 on: March 07, 2013, 07:40:08 AM »

Change log after beta-test
1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
11) Added the ability to set placement in defense without digging trenches.
12) Fixed a bug with the canceling of serial orders in battle.
13) Adjusted indication and view modes for serial orders in battle.
14) Added button for automatic platoon placement.
15) Added separate command teams for different types of troops.
16) Added the support units in a quick battle.
17) Added a separation for radio stations by type and his type indication.
18) Fixed a bug with icons remain after disable (and enable) the mini-map.
19) Added the indication for the radio/voice/wire communications in battle.
20) Button for platoons table in operational phase is changed from F1 to F3.
21) Added an antenna on KV-1S and KV-8S tanks.
22) Added an option for icon types on operational map (option 4.20).
23) The algorithm for ammunition and fuel replenish is cahnged, added indication for supply level on map.
24) Command radii is removed.
25) Company and battalion commanders are added in a quick battle.
26) During the retreat without a combat (in operational phase) platoon loses morale.
27) Added the fire platoon commanders in artillery batteries.
28) Staff for the troops in quick battle has been modified and expanded.
29) Added a group of messages for breaking and restoring wired connection.
30) Adjusted an algorithm offers ceasefire from AI (removed immediately cancel after offer).
31) Added target designation by flares.
32) Added a button to apply the last selected filter for soldiers or vehicles.
33) Staff for the troops in operations has been modified and adjusted.
34) Squad parameters panel is changed.
35) Rotate order is moved to squad panel.
36) Added a separate button for reverse move.
37) Added indication for suppressed squads in 3D and on the map.
38) The "quick" orders adaptively vary depending on the number of troops who are given the order.
39) Added a button on the orders panel, which allows to transfer troops under the control of AI.
40) Put a penalty at the start of the operation if allied troops is transfer under the players control.
41) Added automatic movement for signalers to laying wire communication.
42) Added restriction for valid orders, depending on the level of command.
43) Added indication and options for valid orders.
44) Removed the outline of the selected units if individual icons is displayed.
45) Added a separate option for block of squads exchange in the operational phase (by default is enabled).
46) Added tank Pz I ausf. F and a platoon of this tanks in a quick battle.
47) Tankers do not close the hatches and do not climb into the tank if detecting enemy.
48) Added icons in Wehrmacht style on operational map.
49) Fixed a bug with the wrong choice of the level of detail for grass when you attach the camera to an unit.
50) Corrected the appearance for contact signs.
51) Added full automatical firing on external target designation.
52) When the defence "flag" is set during placement mode, changed the principle of defence points selecting.
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Army's icons for operational map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
62) Added ammo reallocation for guns and mortars at the end of the battle.
63) Slight adjustments for opponents AI.
64) Changed some icons of the squad and vehicle information.
65) Fixed disappearance of the sounds for rolled guns.
66) Added a color scheme selection for the map marks on operational and tactical phases.
67) Added NATO icons for operational map.
68) Fixed bug with unit dragging on the map in deploy phase.
69) Added an option for showing an alphanumeric platoon's codes on the map.
70) Added the wire-reel model for signalman's in the battle.
71) Added muzzle velocity dependence from the temperature.
72) Sounds for Pz III and Pz VI tanks engines and Marder SPGs based on the Pz 38(t) tank caterpillars are changed.
73) Added Soviet Army icons for operational map.
74) Display on the map ally AI plans and their changes during the battle is added.
75) Some shot sounds are corrected.
76) Added some armor piercing ammunition to the penetration diagrams.
77) Added detailed description for the orders delay and for player's command level into the built-in help system.
78) Built-in help system is adjusted and improved.
79) Added an option to select the speakers layout.
80) Fixed a bug with the inability to lock resupply on infantry squads.
81) Adjusted combustion at different soils after exploding shells and bombs.
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.
83) Area of sight is not canceled when choosing a new unit and when it dragging.
84) For platoon's arrangement and rotation with respect to one squad/vehicle will be used its (unit's) direction.
85) Fuel will be leak when vehicle will burned and it's level will appear on the squad's panel.
86) Fixed a bug when displaying the description of the score's calculation criteria for operation.
87) Algorithm's for hit and kill soldiers inside vehicles will be improved.
88) Increased error for targeting when shooting at night or evening time.
89) Added portable radio for German radio squads (in quick battle states).
90) Changed the display units for refueling and ammo replenishing costs (from % to conventional ammo and fuel).
91) Fixed game crashes on some configurations after the end of battle.
92) Improved algorithm for mapping the signal and lighting aids, they divided on day and night types.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
orson
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« Reply #234 on: March 07, 2013, 03:50:44 PM »

Great work team           8)/salute

I think the added reverse button for vehicles is a great addition ... i manage to get vehicles to reverse now, if i use a normal speed move order placed a short way behind the tank , but being able to say to a tank , i want you to reverse all the way across a map if needed is awesome.

I still have a concern about pathing / route finding by AI , a lot of times i give what looks like a simple order to move a short way to better cover ... and they mainly turn 45 degrees and set off ... even after i make them face the right way before setting off .
  Is there any way to add an option to give absolute commands to a unit , so they don't take any avoiding action and "try"  to follow the order exactly , regardless of terrain ?  I mean this to be of limited use , just for moves in the units immediate area , for getting better tactical cover and position .. getting hull down for e.g .

Another query i have is about "Troop condition" ....
An example recently is, I started a soviet defence campaign and the first fight one of my AT units got into ..one of the guns exploded before it got into combat , just died and the crew ran off .... also the captured german Pk40's see really fragile and break easily .
I notice too that its very easy for my units to get non critical killed in AFV's and AT guns ... weapon damaged seems to be the first thing that happens.

 Also very annoyingly .. i watched a German mobile AT unit get blown up .. big ball of flame ..but after it was hit , with his vehicle ablaze and the rest of the crew jumping out on fire .... this hero gunner fought on and fires a last shot ..his shot cripples my tank ... then he jumped out on fire .   : /       

my thoughts are here that when an AFV receives a critical kill , fuel fire , ammo etc and the crew are bailing... all crew functions inside that tank should be immediately halted as the crew (if not dead already) bail , i would think doing otherwise would be beyond any human .



« Last Edit: March 07, 2013, 04:23:53 PM by orson » Logged

Tanker
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« Reply #235 on: March 07, 2013, 07:59:09 PM »

Change log after beta-test
1) Fixed crash when pressing ESC while loading district maps in operation.
2) The algorithm of broken tracks is improved.
3) Weapons overheating algorithm is adjusted.
4) Differentiation and locks for paths on operational map is introduced.
5) Principle of editing paths in operation editor is improved.
6) The ability to import a database description for operation from other operation is added.
7) Fixed a bug with the repair in the abandoned vehicles (crew members now leave repair).
8) Added a separate button for the ambush. At this command the infantry and gun crews will be lie, vehicle crews will be close a hatches.
9) Removed the option for buttoned state for vehicles.
10) Now you can set the "level" of defensive structures in a quick battle.
11) Added the ability to set placement in defense without digging trenches.
12) Fixed a bug with the canceling of serial orders in battle.
13) Adjusted indication and view modes for serial orders in battle.
14) Added button for automatic platoon placement.
15) Added separate command teams for different types of troops.
16) Added the support units in a quick battle.
17) Added a separation for radio stations by type and his type indication.
18) Fixed a bug with icons remain after disable (and enable) the mini-map.
19) Added the indication for the radio/voice/wire communications in battle.
20) Button for platoons table in operational phase is changed from F1 to F3.
21) Added an antenna on KV-1S and KV-8S tanks.
22) Added an option for icon types on operational map (option 4.20).
23) The algorithm for ammunition and fuel replenish is cahnged, added indication for supply level on map.
24) Command radii is removed.
25) Company and battalion commanders are added in a quick battle.
26) During the retreat without a combat (in operational phase) platoon loses morale.
27) Added the fire platoon commanders in artillery batteries.
28) Staff for the troops in quick battle has been modified and expanded.
29) Added a group of messages for breaking and restoring wired connection.
30) Adjusted an algorithm offers ceasefire from AI (removed immediately cancel after offer).
31) Added target designation by flares.
32) Added a button to apply the last selected filter for soldiers or vehicles.
33) Staff for the troops in operations has been modified and adjusted.
34) Squad parameters panel is changed.
35) Rotate order is moved to squad panel.
36) Added a separate button for reverse move.
37) Added indication for suppressed squads in 3D and on the map.
38) The "quick" orders adaptively vary depending on the number of troops who are given the order.
39) Added a button on the orders panel, which allows to transfer troops under the control of AI.
40) Put a penalty at the start of the operation if allied troops is transfer under the players control.
41) Added automatic movement for signalers to laying wire communication.
42) Added restriction for valid orders, depending on the level of command.
43) Added indication and options for valid orders.
44) Removed the outline of the selected units if individual icons is displayed.
45) Added a separate option for block of squads exchange in the operational phase (by default is enabled).
46) Added tank Pz I ausf. F and a platoon of this tanks in a quick battle.
47) Tankers do not close the hatches and do not climb into the tank if detecting enemy.
48) Added icons in Wehrmacht style on operational map.
49) Fixed a bug with the wrong choice of the level of detail for grass when you attach the camera to an unit.
50) Corrected the appearance for contact signs.
51) Added full automatical firing on external target designation.
52) When the defence "flag" is set during placement mode, changed the principle of defence points selecting.
53) The base color for summer camouflage on some vehicles of Red Army is changed.
54) Visual look of vehicles is changed due to humidity level.
55) Added Red Army's icons for operational map.
56) Fixed a bug with incorrect display of sides color in Quick battle editor due to change side.
57) Fixed a bug with black squares on an operations map.
58) Added Dunkelgelb 1943 color scheme for Pz III ausf. N tank.
59) For external target designation spot time and target direction will be transmitted.
60) Added ability to set delay for order execution until some time (right click on the "Stop" order).
61) Vehiles and squads that left without user control automatically returns to the commander.
62) Added ammo reallocation for guns and mortars at the end of the battle.
63) Slight adjustments for opponents AI.
64) Changed some icons of the squad and vehicle information.
65) Fixed disappearance of the sounds for rolled guns.
66) Added a color scheme selection for the map marks on operational and tactical phases.
67) Added NATO icons for operational map.
68) Fixed bug with unit dragging on the map in deploy phase.
69) Added an option for showing an alphanumeric platoon's codes on the map.
70) Added the wire-reel model for signalman's in the battle.
71) Added muzzle velocity dependence from the temperature.
72) Sounds for Pz III and Pz VI tanks engines and Marder SPGs based on the Pz 38(t) tank caterpillars are changed.
73) Added Soviet Army icons for operational map.
74) Display on the map ally AI plans and their changes during the battle is added.
75) Some shot sounds are corrected.
76) Added some armor piercing ammunition to the penetration diagrams.
77) Added detailed description for the orders delay and for player's command level into the built-in help system.
78) Built-in help system is adjusted and improved.
79) Added an option to select the speakers layout.
80) Fixed a bug with the inability to lock resupply on infantry squads.
81) Adjusted combustion at different soils after exploding shells and bombs.
82) A crew members from the destroyed vehicles can be used to supplement other squads or crews in the platoon.
83) Area of sight is not canceled when choosing a new unit and when it dragging.
84) For platoon's arrangement and rotation with respect to one squad/vehicle will be used its (unit's) direction.
85) Fuel will be leak when vehicle will burned and it's level will appear on the squad's panel.
86) Fixed a bug when displaying the description of the score's calculation criteria for operation.
87) Algorithm's for hit and kill soldiers inside vehicles will be improved.
88) Increased error for targeting when shooting at night or evening time.
89) Added portable radio for German radio squads (in quick battle states).
90) Changed the display units for refueling and ammo replenishing costs (from % to conventional ammo and fuel).
91) Fixed game crashes on some configurations after the end of battle.
92) Improved algorithm for mapping the signal and lighting aids, they divided on day and night types.

Is this a new download that is available Andrey?
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Bring back 3D markers!
wodin
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« Reply #236 on: March 08, 2013, 12:02:31 PM »

Great work team           8)/salute


 Also very annoyingly .. i watched a German mobile AT unit get blown up .. big ball of flame ..but after it was hit , with his vehicle ablaze and the rest of the crew jumping out on fire .... this hero gunner fought on and fires a last shot ..his shot cripples my tank ... then he jumped out on fire .   : /       

my thoughts are here that when an AFV receives a critical kill , fuel fire , ammo etc and the crew are bailing... all crew functions inside that tank should be immediately halted as the crew (if not dead already) bail , i would think doing otherwise would be beyond any human . I only hope he was awarded a posthumous knights Cross.





Well though granted it shouldn't happen I kind of like that hero thing..like the gunner who had his arm blown off in Africa but kept at his gun..If it had been on your side you'd have cheered him on;).
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Shadrach
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« Reply #237 on: March 08, 2013, 12:57:20 PM »

Cool! When is this out?

Maybe time to get back into APOS Smiley
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Schuck
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Posts: 167


« Reply #238 on: March 09, 2013, 08:23:14 PM »

Andrey,
Just out of interest, will you be making Hi Res skins for the rest of the units in APOS, (GTOS) to go with the march update when completed?
If so will you just update the files on Gamersgate?
It looks kind of odd in game with some being Hi Res and others not.
Maybe buildings, hay bales, fencing etc to?

Love the "tree bark" camo on the T26 by the way. Nice Grin
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andrey12345
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« Reply #239 on: March 10, 2013, 09:55:33 PM »

Just out of interest, will you be making Hi Res skins for the rest of the units in APOS, (GTOS) to go with the march update when completed?
Hard to say, probably some of the textures are added.

If so will you just update the files on Gamersgate?
Yes, if some changed

It looks kind of odd in game with some being Hi Res and others not.
Maybe buildings, hay bales, fencing etc to?
This is probably not change.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
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