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RE: Master Wishlist Thread

 
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RE: Master Wishlist Thread - 6/3/2012 11:49:49 AM   
Modest

 

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quote:

Maybe some Racial technologies should be slightly upgraded:
I'm only talking about the highest technology in the tech tree

-wekkarus wave weapon is slightly less powerful that the best common beam weapon (the wave weapon range is lower, even with a lesser energy dissipation and less energy consumption its not worth using it)
-zenox shield not as good at meridian shield (even if the zenox shield cost only 9 space, while merdian 10, its not worth using it if the fight doesn't last a very long time which is not likely to happen)
-quameno reactor is too heavy and its not worth using it even with the best fuel/energy ratio (i've tried to do some simulations and it always seemed its not the best reactor)
-dahyut hyperdrive is also slightly not as fast as the best common hyperdrive

But for ackadarian,ugnari,kiadin, and some others, their technology is just far superior than the common one. I think it should be the same for the others races


I would like to support amiskatonic's idea of upgrading some racial specifick technologies. This is a big issue because researching for example Wakkarus' wave weapons is in a long term simply not worth. It is a loss of time and money. It is better to research common laser weapons. I thing that race unique technologies should be:
First option: Just better than it's common option (better damage, range, HP, cost, firing rate etc.).
Second option: On par with the best common option, but with upper hand in some areas, and with disadvantages in other (better damage, worse range, bigger cost, better firing rate etc.).
Third option (and in my opinion the worst one, but still acceptable): The same in effect as the best common, but accesible a lot faster (best Zenoxs' shields as good as best common shields, but to research Zenoxs' best shields You need to go through 3 inventions while the best common needs like 11).

(in reply to amiskatonic)
Post #: 1471
RE: Master Wishlist Thread - 6/4/2012 4:27:08 PM   
Shark7


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From: The Big Nowhere
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quote:

ORIGINAL: amiskatonic


quote:

ORIGINAL: onomastikon

Speaking of research, I would like to see the race-specific versions of most techs count as a prerequisite for further cross-tech research in other branches. That is: currently, a race will have to research its poorer, suboptimal equivalent of its special tech in order to continue research in another branch; the special tech should count as a prerequisite.



Maybe some Racial technologies should be slightly upgraded:
I'm only talking about the highest technology in the tech tree

-wekkarus wave weapon is slightly less powerful that the best common beam weapon (the wave weapon range is lower, even with a lesser energy dissipation and less energy consumption its not worth using it)
-zenox shield not as good at meridian shield (even if the zenox shield cost only 9 space, while merdian 10, its not worth using it if the fight doesn't last a very long time which is not likely to happen)
-quameno reactor is too heavy and its not worth using it even with the best fuel/energy ratio (i've tried to do some simulations and it always seemed its not the best reactor)
-dahyut hyperdrive is also slightly not as fast as the best common hyperdrive

But for ackadarian,ugnari,kiadin, and some others, their technology is just far superior than the common one. I think it should be the same for the others races



Tech modding would be nice as well. That way I could give each race its own 'special' tech. Even if both the Zenox and the Securans both get a shield tech special, each one could be different...IE one is rapid recharge, one is higher durability, etc.

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(in reply to amiskatonic)
Post #: 1472
RE: Master Wishlist Thread - 6/13/2012 12:07:05 AM   
Bebop Cola

 

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quote:

ORIGINAL: Kayoz

quote:

ORIGINAL: Bebop Cola
Later game pirates may have access to gravity well generators to pull ships out of FTL anywhere. This reduces the necessity of pirate encounters with fully armed military ships and bases, letting them do what pirates do best, raid lightly armed civilian ships


As a unique pirate ability, or a tech device that players can equip on their ships as well? As it stands, there is no manner to intercept a fleet that's in motion. All you can do is meet it at it's destination and hope to pin as many as possible down with hyperjump inhibitors.

While I've not experimented with it yet I assumed that the gravity well projector component for ships/bases would do this. It's a different device than the Hyper-Deny components so I assumed it was something you could add to a ship or base and park it outside a system on a busy travel vector, pulling ships out of FTL. If so, Pirates would just need access to that component and the programming to know how to use it.

(in reply to Kayoz)
Post #: 1473
RE: Master Wishlist Thread - 6/15/2012 1:59:52 PM   
MarQan


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Must have:
- Allowing to disassemble bases (all), and upgrade bases that are not on a colony. Construction ships should be able to do that.

- OBEYING ORDERS: now this is a pain in the a*s. I bet others had this problem a lot of time.
Imagine (remember): I order the fleet to move to another system, while there's still an enemy ship, where they are. My station would beat the ship mentioned, and there's a big fleet approaching my other planet, and I want my fleet to defend it. The ships overide the order one-by-one (sometimes not all of them).
So let's give maximum priority to the player's orders.

Should (not) have:
- In-star-system resource locator. It would be nice if I wouldn't need to click through 9 planets and 20 moons to find the best Gold-mining place in a star-system

- From disassembling advanced ships (and hopefully bases), the technological bonus should apply to TOWARDS ALL technologies multiplied by the number of components.
- with this the tech-bonus should be reduced.

- Components not yet researched should not be allowed to be repaired.
- So Construction ships should only be able to disassemble advanced ships which are not intact when found.

- A race-by-race Population Policy would be nice too. (I read that others suggested this too).

Longshots/not that necessary:

Fleet screen:
- Showing shield strength would be really nice.
- Different color-indication about armor.
I see the ship in red, when only 1 armor is damaged from 30, and the shield is intact.
Maybe green background from 1 to half damaged armor, yellow from half to all, and when there's no armor at all, red background.

- Sometimes during invasion of an enemy planet I can't see the troop numbers.
I can't remember exactly why, but if there's too much info on the colony/unit panel, you can't see all of them.

- Some empires won't accept Propose Protectorate or Mutual Defense Pact.
I'm talking about empires over-powered by their enemy.
For example a Quameno empire with 1 system, 2 planets inside and in war with a Boskara empire with at least 20 systems and 9 colonies.
Or an Atuuk with 3 systems, 2 colonies right besides a Naxxilian empire 6 times as great and powerful as them.
I had friendly relation with both of them, I was never at war before in that game and had an Admired reputation.
There was really no risk for them. Both of them died of course.

- Civilian ships should upgrade earlier/faster, if I've created a design for them that has lower maintenance cost for example.
I would even pay the retrofit cost to upgrade to a faster design.

- Agent in Deep Cover should provide a bonus for other agents doing an Intelligence mission in the same empire.

- Search option in the Massages window. (not that important, but can be really helpful sometimes)
If I'm a Teekan for example and I decide to hunt Sand Slugs.

- Passanger Compartments should be required in the Construction ship design (only for logical validity).

Correct me if I'm wrong, my infos maybe outdated.

< Message edited by MarQan -- 6/15/2012 2:01:24 PM >

(in reply to Bebop Cola)
Post #: 1474
RE: Master Wishlist Thread - 6/18/2012 3:13:17 PM   
tjhkkr


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I would like entry for negative resource list...

For example, if I am modding Black Sun, a criminal organization, they would consider illegal drugs a good money maker, but the Republic would never sell drugs, but the Empire might allow it....
Something similar to the 3 Resource enhancements we already see.

ResourceNameOurlawed:
ResourceEffect: <== for the Republic, it would cost money in to have police to stop it.

ResourceNameOurlawed: Romulan Ale (whatever resource number that might be.)
ResourceEffect: -1% (for law enforcement to prevent).

In the case of Data, defending against illicit stealing of Romulan Ale would bankrupt an Empire, but...


_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to MarQan)
Post #: 1475
RE: Master Wishlist Thread - 6/22/2012 10:41:17 AM   
Atts

 

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I have to say the idea of smuggling is great, that'd be an awesome feature but i could see it being hard to implement.

I'd like to see some more auto ship design options, when i play as most races it automatically sets concussion missiles as default and it's really annoying. It'd be nice to be able to dissable it or just tone it down so that it mixes both missiles and torpedos.

I'm sure this has been mentioned a billion times, Multiplayer would be awesome.

Seeing remote space ports would be good as well, this would enable the ability to have colonies half a map away and not have to wait to long to get resources to it or run out of fuel on the way there.


(in reply to tjhkkr)
Post #: 1476
RE: Master Wishlist Thread - 6/22/2012 11:38:04 AM   
Mad Igor

 

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Stop auto refueling ship when i say stop !stop means stop fcs !

(in reply to Okim)
Post #: 1477
RE: Master Wishlist Thread - 6/23/2012 8:35:21 PM   
Shadow Tiger


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In regards to the idea of restricted resources and smuggling, I think that would be an awesome vector for more interactive spy missions. Smuggling a bomb onto a space station would be fun, and if the station has scanners this becomes riskier. This would give more reason for the scanners in the first place.

It could also be useful if smuggling things past blockades became a thing. Send much needed medical supplies to a blockaded ally. Heck, a new smaller troop module that can be used to smuggle troops past orbital defenses.

(in reply to Mad Igor)
Post #: 1478
RE: Master Wishlist Thread - 6/24/2012 1:55:09 AM   
Evrett


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I'd like to see the tech system redone. I would have 2 tech systems. The first would be similar to what we have now and where your research points go. There are several greater families of tech and many individual techs in each family.So like

Weapons
Energy
Technology
Biology
Space construction.

Your research allocation to each family is based on your racial preference. Research toward a family provides minor value increase towards items within that family. Ie the more time you spend researching weapons the better you get with all your weapon types. The more time you spend researching space construction the bigger your cargo holds get. This is essentially weapon lvl 1, weapon 2, weapon 3 but with infinite progression. Now each race starts the game with a basic set of individual techs that fit them. So certain races might have one basic weapon type and 3 basic computer types (targeting, ecm, and ai units for example). Within a family the player can specify research projects to focus on one item increasing you ability to use that item faster than the rest of the family. Perhaps the benefit of not specializing will be random discoveries/inventions.

The second part of the tech tree is the discovery/invention part. Instead of picking new techs in a tree, new individual tech branch are discovered through the event system. So race x only uses missiles at the start of the game. At some point however ships get in combat with an alien and maybe the salvage crew find an intact beam weapon. This weapon type can be added to your tech family but starts at zero. You can direct a research project to divert extra attention to study of lasers so you get better faster but slows the entire families knowelge growth. All races might start with hospital tech but one race might also start with knowledge of a biological lifeforms tat aids healing while a different race would need to discover that somewhere. Two races visiting the same event might discover a new way to generate energy but while one might get a engine core out of it the other might see things differently and get a new bomb type. Discovering techs through events instead of picking techs from list will give the player greater reason to interact with the universe and add additional flavor to exploration and combat events.



< Message edited by Evrett -- 6/24/2012 2:24:25 AM >


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(in reply to Shadow Tiger)
Post #: 1479
RE: Master Wishlist Thread - 6/26/2012 8:29:49 PM   
Master_of_Orion

 

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The automation of the passenger ships is not good. Maybe it would be better to manage it manually. I think, perfect would be two options in the population screen of every colony - 1. migrate people from this colony; 2.migrate people to this colony

(in reply to Evrett)
Post #: 1480
RE: Master Wishlist Thread - 7/12/2012 4:30:50 PM   
vonboy

 

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I have a suggestion to help with the "having too much money and resources", and the "it's too easy to expand!" problems. Make new colonies need massive amounts of strategic resources and capital in order to build it's infrastructure. A colony's infrastructure could be a simple number, such as 500m, which means what population that infrastructure can support. Population can't grow past the current level of infrastructure, so you have to keep pumping in resources and money to make sure all those people have somewhere to live and work. The private sector will automatically use any excess money it has to funding infrastructure, but you can pump in state funds too if you choose to.

I suggested this like a year ago, but I'll say it again.

Let us build huge structures such as artificial planets, ringed planets, dyson spheres around suns, ect. these would provide new places to house people when planets get maxed out on population. It won't just be like building an infinite number of colonies out of thin air, though, because these artifical colonies can't provide any strategic or luxury resources at all. You still have to support them from your real colonies and mining stations. They could have ongoing resource maintenance so as to not make then over powered.

(in reply to Master_of_Orion)
Post #: 1481
RE: Master Wishlist Thread - 7/12/2012 5:03:46 PM   
Bebop Cola

 

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Currently, colonies don't consume strategic resources unless they're actively building something(Ships at least, haven't tested facilities) or if the strategic resource is one of the race's special social resources(such as gold for humans. Luxury resources are always consumed, of course.

Moreover, the consumption rate is fairly low. I only ran one test with one race for this so maybe it varies a bit, but for a max-population human planet the consumption rate was something around 43 units per month. In my opinion that's too low, especially when one considers that practically no strategic resources are being consumed at all. The private sector should be voraciously consuming a wide range of strategic resources at a much higher rate as the population grows. A planet with a large population may be a gold-mine of tax revenue but should also be an absolute resource sink.

(in reply to vonboy)
Post #: 1482
RE: Master Wishlist Thread - 7/12/2012 7:17:06 PM   
ScottenChi

 

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quote:

ORIGINAL: vonboy

I have a suggestion to help with the "having too much money and resources", and the "it's too easy to expand!" problems. Make new colonies need massive amounts of strategic resources and capital in order to build it's infrastructure. A colony's infrastructure could be a simple number, such as 500m, which means what population that infrastructure can support. Population can't grow past the current level of infrastructure, so you have to keep pumping in resources and money to make sure all those people have somewhere to live and work. The private sector will automatically use any excess money it has to funding infrastructure, but you can pump in state funds too if you choose to.


This reminds me of Sword of the Stars. If you over-colonized, you went broke.

(in reply to vonboy)
Post #: 1483
RE: Master Wishlist Thread - 7/14/2012 6:05:33 PM   
AminMaalouf

 

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I would like to see the "turn rate" to increase in a future version of the game and also more work on the AI. DW besides these is without doubt the most interesting and probably be 4x space game on the market besides Star Ruler which seems to have some interesting aspects from my subjective point of view. Research speed could be slower, general difficulty be increased and maps could be bigger, much bigger as long as the AI can handle them.

< Message edited by AminMaalouf -- 7/14/2012 6:31:01 PM >

(in reply to ScottenChi)
Post #: 1484
RE: Master Wishlist Thread - 7/14/2012 9:25:20 PM   
Mad Igor

 

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remove Enemy System check from Explorer automation AI.
its really annoying and game breaking !
i have about 70 explorers,and they SHOULD explore universy,not stick 50 explorers per enemy system !FFS !who will explore universe ?race for ruins and abandoned things ?oh..yes,OTHER EMPIRES,but not me,because all my explorers are retarded.
with this amount of explorers i have only 10% explored,and this is only because of them totaly ignoring meaning of "exploration" and doin' completely stupid things(stated above)

(in reply to Modest)
Post #: 1485
RE: Master Wishlist Thread - 7/15/2012 2:28:03 PM   
SVWGiant


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My first wish after a better memory allocation ist a complete Translation für the both Addons into German. Or is there anything ready now from someone?

(in reply to Mad Igor)
Post #: 1486
RE: Master Wishlist Thread - 7/17/2012 12:45:50 AM   
Dracus

 

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I would like some of the ship interactions from SE added in, such at formations, boarding parties, kill crew attacks.

(in reply to SVWGiant)
Post #: 1487
RE: Master Wishlist Thread - 7/30/2012 1:46:14 PM   
Tyrador


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After playing a lot of games in spiral galaxy maps, I found that habitable planet placement (Continental and Marshy swamp)is a very dumb and nonsensical! That is because they are not spread out property and are in close packs.

So my suggestion is to add modifiable galaxy generator txt. file!

(in reply to Dracus)
Post #: 1488
RE: Master Wishlist Thread - 8/3/2012 1:32:06 AM   
shinobu


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I haven't read the entire thread, so apologies if this has been mentioned, but I would like to be able to load up a bunch of character photos with the game, and have them randomly plugged into my characters during the game. If I have custom characters now (with photos), they always get my specified abilities that I put into the custom character file. I want random pictured characters (I'll provide the pics) with random abilities and traits (generated by the game).

(As I understand the way this works now, what I'm saying is not currently possible. Please someone correct me if I'm wrong.)

(in reply to Modest)
Post #: 1489
RE: Master Wishlist Thread - 8/3/2012 2:07:33 AM   
ehsumrell1


Posts: 2163
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From: The Briar Patch Nebula
Status: offline

quote:

ORIGINAL: shinobu

I haven't read the entire thread, so apologies if this has been mentioned, but I would like to be able to load up a bunch of character photos with the game, and have them randomly plugged into my characters during the game. If I have custom characters now (with photos), they always get my specified abilities that I put into the custom character file. I want random pictured characters (I'll provide the pics) with random abilities and traits (generated by the game).

(As I understand the way this works now, what I'm saying is not currently possible. Please someone correct me if I'm wrong.)


Yes Shinobu, not 'currently' possible. But it has been mentioned both in the Modders Wishlist Thread and
I have personally pm'd Elliot about it during early testing of Legends. It 'may' be something Elliot
can program without too much trouble. I'm certain he will chime in on it when he gets a chance. Igard
and myself discussed this during the Legends version transformation of his Star Trek mod.

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to shinobu)
Post #: 1490
RE: Master Wishlist Thread - 8/3/2012 8:07:07 PM   
shinobu


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quote:

ORIGINAL: ehsumrell1


Yes Shinobu, not 'currently' possible. But it has been mentioned both in the Modders Wishlist Thread and
I have personally pm'd Elliot about it during early testing of Legends. It 'may' be something Elliot
can program without too much trouble. I'm certain he will chime in on it when he gets a chance. Igard
and myself discussed this during the Legends version transformation of his Star Trek mod.


Thanks for the response ehsumrell1...

(in reply to ehsumrell1)
Post #: 1491
RE: Master Wishlist Thread - 8/12/2012 6:44:40 PM   
towerbooks3192


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- Option to control private sector and possibly ability to control colony population so I could mix different alien populations and maybe produce a hybrid between the 2 race?

- Custom factions

- more technologies to research

- Land troop battles? (tech tree to research weaponry to equip land troops and improve planetary invasion?)

- Ability to destroy planet/system (not sure if it is in game since I just got the game)

- With the ability to control every aspect in the game including the private sector, maybe the option to really start from scratch like 1 planet and during pre-spaceflight period so by this time we could focus on maybe building up planetary economy and infrastructures

- More structures to build in the colonies like other space 4x games

- Population could be allocated jobs like in master of orion 2

- ability to rename systems and planets (not sure if in game or not or I just don't know how to do it

(in reply to Yarasala)
Post #: 1492
RE: Master Wishlist Thread - 8/15/2012 12:21:04 PM   
Harrs


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Terraforming.

Ability to build a Terraforming Space Station on an Barren Planet to reform it.. to Desert.. Than to Earth like Planet..

More small animations.. if the invasion has been succesful.. if the Terraforming has been succesful..
More Planetary Buildings.
A 3D view of the Planet with all Buildings and Wonders.. etc.. To be proud of (what a nice planet..)


(in reply to towerbooks3192)
Post #: 1493
RE: Master Wishlist Thread - 8/15/2012 12:46:19 PM   
BasiC

 

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REVAMP OF THE PORTRAITS!!! XD

(in reply to Erik Rutins)
Post #: 1494
RE: Master Wishlist Thread - 8/22/2012 10:29:55 AM   
Harrs


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Refuel at nearest gas miningstation as option for fleets.

Give priority for building bases.
I have 4 planets where I want build medium star bases. But I have a lack of steel.
So the freighter transports small amounts of stell to every planet.. And it takes years to build them all.
But if I could say this station is a priority project, transport every needed material first there. Then one base could be finished much faster..

(in reply to BasiC)
Post #: 1495
RE: Master Wishlist Thread - 8/23/2012 9:49:36 AM   
Harrs


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It would be nice in DW.. if you could plot functions of Strategic Value and Total Population over time...
Or if could plot all empire comparison values over time.. Victory conditions too..

(in reply to Harrs)
Post #: 1496
RE: Master Wishlist Thread - 8/23/2012 3:57:55 PM   
jseah

 

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Scriptable unit AI behaviour.

How many times have I wished that my ship would go into "Full Impulse" (sprint speed) when I asked it to move a short distance, usually to escape incoming enemies?
How many times have I wished that I could make a particular ship design and have the AI use it intelligently? (Lots of high strength shields + lots of engines -> cycle in and out)

All solvable with scriptable unit AI. Perhaps use LUA?


Should be pretty simple to extend it to general triggers after that.

(in reply to Harrs)
Post #: 1497
RE: Master Wishlist Thread - 8/24/2012 4:03:48 AM   
jseah

 

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oooo, another one. As a highly risky intelligence agent mission (sabotage probably), have the ability to plant a silver mist infestation somewhere. Perhaps one that works in swarms...

Obviously, this is meant to destroy the thing and causes havoc. And equally obviously, it has the ability to backfire spectacularly! Which can only be fun!

(in reply to jseah)
Post #: 1498
RE: Master Wishlist Thread - 8/25/2012 5:12:08 AM   
jpinard

 

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Larger fonts for higher resolutions. That's all I want but am very afraid it won't happen :(

(in reply to Okim)
Post #: 1499
RE: Master Wishlist Thread - 8/25/2012 5:04:26 PM   
ehsumrell1


Posts: 2163
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From: The Briar Patch Nebula
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Elliot PLEASE develop two new skills for the Intelligence Agent role.

Sabotage Planetary Shield

{Where, similar to 'Steal Operations Map', the Planetary Shield becomes inactive for a short period of time}

Destroy Planetary Shield

{Where, similar to 'Destroy Base' [Then set target base], a specific Planet's Shield can be destroyed.)

THANK YOU IN ADVANCE!

_____________________________

Shields are useless in "The Briar Patch"...

(in reply to jpinard)
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