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RE: Master Wishlist Thread - 4/2/2010 10:23:19 AM   
Gertjan

 

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Lol, you dont like immigrants ;)

(in reply to Okim)
Post #: 151
RE: Master Wishlist Thread - 4/2/2010 11:03:07 AM   
Okim


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I think that the whole my current human population will agree that there is no place in our tidy and pure colonies for Slukan cockroaches! 

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Post #: 152
RE: Master Wishlist Thread - 4/2/2010 11:32:34 AM   
fabio80mi

 

Posts: 57
Joined: 3/26/2010
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Greetings!

This post will be with some constructive criticism. and be full of things to improve but i want to note from the very start that i like DW and despite all the problems i am still having an enjoyable experience.
Some points have already be written down by others so many time i wont repeat them all :-)


AI/AUTOMATION

For all- The ai/automation has no memory at all of threats...so we see for instance consuctors happily rush to monster, colony ship continously attempting to colonize a pirate infested system or ships succumbing one at a time to a superior enemy ship.

Territory Management
I'd like to have an ability to flag systems as "hostile" and have the AI avoid it !!
Also i'd like the ability to set up "sphere of influence" , like "painting the galaxy" so in the area i painted the ai can build and move but outside it its only on my manual control
Also it could be great to have a system that tells my ship the maximum distance they can travel from the nearby colonies... so lets say they can move 1 month travel time from any of my current colonies but no more.

Exploration - I play with exploration turned on, they seem to work pretty well though i noticed many time exploration ships stay very close together (very often 2 in the same system) and when found some
special, like a ruin that suggest to investigate an area- they dont go there or at least dont prioritize it enough so i have to manually control it.

Colonization - Where should i begin?
On Automatic the ai will spam colonies regardless of distance, threats, diplomatic consequences and whatever.
On Suggestion on they will spam you with requsts, again regardless of everything.
What i'd like to see is a prioritization of colonizing planets near to my core... not halfway across the galaxy! if i really want to colonize there let me do it manually.
I usually play it on manual and having a good time with it, some suggestion.,. if the designated target of a colony ship got colonized by someone else i usually dont get a warning about that and the colony ship stays idle

Constructors - They go on about their business, as usual they dont care about distances or threats.
Also very often they dont go repair damaged ships or damaged special ships after encounters (found by exploration ships).
I never saw them build resort base.
I'd like to see constructor a little smarter about what to build and WHERE (dont build a mining station the other side of the galaxy when you can build it in the home system for the same resources..)
Also with the "avoid system" opportunity it would be a lot better


Escorts/System sharing - This issue usually is very bad for diplomacy :P
Since ai build mining station and colony in other race systems (i have the option turned off... the guess is enemy empires dont care which leads to systems being shared and after THEY trespass my territory they bitch about it)
Also having military ship escorting freighters just make the ai spam their warning messages.
I'd like an option to flag systems i dont want my military to go in.

Fleet Automation
Well it really doesnt work very well.
If fleet automation and ships are automated fleets get formed, disbanded and usually do their stuff (which often i dont like but at least is consistent...)
If fleet automation is OFF and ships are automated (my usual settings) the ai still decide to remove ships from my fleet.
I'd like to have ship taking control of my automated ships inside a fleet if i'm not using it for stuff for patrol close to the designated home of the system and keep them well supplied as in a "ready for action state", NOT removing them from my fleet
Also since i've talked already about avoid system list, area of influence and maybe paint for automation what about a paint attack in which i tell the fleet the region i want to patrol and engage enemy in?

Patrolling and Fleet suggestions
It usually works decently,problem is since the ai spam colonies very far away and move ship back and forth you need 3 times the real amount needed if you leave it on automation :P
What i'd like is manually use fleet for defensive duty and early response to threats...
Bear with me what about having "fleet stances" ? i'd like to assign lets say 3 frigate and 2 escort for patrol duty in "defend/Patrol" stance in my home system... so those 5 ships will patrol the systems and maybe the close neighbourhood (thanks to the sphere of influence) and will not move away
I can have instead a "Fast strike force" that will be on "engage hosties " strike that will respond to threats in the sphere of influence and in the allowed systems by immediatly jumping in and intercepting targets (like incoming enemy fleets)
I could also have a fleet in "attack" stance that will selectively pick targets and attack enemyt system i designated (with the paint attack)

Retrofit
This has been said dozens of times already, the ability to retrofit all ships of a specific class is essential

Design Screen
I dont like it, at all.
First of all the autodesign is flawed as so many have pointed out already, lets stick to manual design but still the interface can be improved a lot.
First i dont like the "see only latest design of the class", allow me to filter out obsolete designs instead!
Also allow me to upgrade everything with latest components or multiobsolete ships from the interface
This could be useful so at game start i can select all ships and obsolete them all and then load my starting ships (i saved previously) without having to click hundreds of times at every game start.

I want the ai if in autobuild never build something obsolete (civilian too)
I'd also like to see a design type and pick (multi pick) possible duties for it, so assuming the fleet automation can have stances like "Defend/Patrol","Engage Hostiles","Attack" i can then create for instance a Frigate that can be in "Engage Hostiles" stance and the automation, if turned on
can pick this class of ship to form a "Engage Hostiles" fleet.
There is also work to be done in renaming ships when you upgrade.. what about add Mk2,Mk3 and so on without changing the name?


Ship Design Screen
Its not that bad, i dont like having to enter it to obsolete designs.
Also instead of listing all components could ne good to have a number for it , like Mexos Blaster x4
Ship Design still is very simplicistic, no various kind of damage, no shield piercing, no armor piercing, it seems to me that moo2 had a way way better design system more than 10 years ago with also directional damage.
From my experience just build the biggest ship with tons of shields (very overpowered) and lot of weapons, especially torpedoes, and you're good to go.

Combat
The actual combat, though not very interesting since there is only 1 kind of damage and no real neat feature, play itself quite well. There are some problems with it mostly for earlier points like sending
ships 1 at a time vs very big threats.
What i'd like to see (and this will be a big one) is more realistic combat which without touching exagerated level of complexity could have shield strength divided into 4 areas, and weapons with different effects, tracking speed, and firearcs.
Also manually controlled ship sometime wont return fire.

Research
In one word.. bad.
Possibly the worst part of all game, there are tecnologies that are all the same for the most part with just a little better version of the previous one, there is really nothing very interesting about it.
Also you cant really choose what to research easily and from what i saw the tech tree is very very small for a game like this.

Planet Development
Ok there isnt really one :P by design to reduce complexity and thats ok... but maybe in the future (or next game) allow building on the planets can be a pro :-D

Resource System
I like it! it works and works well

Diplomacy
Dont like it very much, most important due to the sharing of systems and the continous bitching about "removing ships" in the shared system.
There are also exploit for buying new planets (ai should NOT sell planets unless for HUGE amount of techs/cash(
Also tech prices seems a little too low.

Economy
Now its a little too easy to make money, this will be fixed :)

Galaxy sizes
It seems that if you play a tiny 100 star game or a huge 1000 star game the size of the galaxy is the same... this is awful.
I'd like the scale of the game to..scale :-) or allow me to select the number of stars i want AND the galaxy size so i can make it as i like :D
so instead of being 2000x2000 everytime (for example) i can have it 1000x1000 if i want 100 start, 2000x2000 if i want 250 or 4000x4000 if i want 2500 stars.
In case put a warning that performance may suffer if you go over recommended level and let me worry about it.

Performance
Personally i didnt notice any problems here, to me it run smoothly.

Modding
Atm modding capabilities are.... minimal.
A game like that should be heavily moddable something that atm is not.
Ok customizing races and ship names, but what about tech tree, components? what about ai ? what about ai prioritizations? what about game mechanics?
Basically real modding is totally missing which is a very very bad thing since from mods you could get lot of contents and happy player...free!


I deliberatly left out bugs and crashes that i hope will get fixed in the new release.


(in reply to Gertjan)
Post #: 153
RE: Master Wishlist Thread - 4/2/2010 1:31:06 PM   
Forevener

 

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<Important>
    Diplomacy improvements
  • Option to ask for passing through system that belongs to other empire
</Important>

< Message edited by Forevener -- 4/2/2010 1:32:13 PM >

(in reply to fabio80mi)
Post #: 154
RE: Master Wishlist Thread - 4/2/2010 1:54:58 PM   
Joram

 

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Different bombardment options.  e.g. 1) Ability to target military installations to minimize civilian casualties.  2) Target infrastructure which would reduce the development level but keep military and civilian casualties low.  3) Wipe planet, kill em all!   Would be cool to possibly have some bio-warfare options but that may be a bit complex trying to defend against considering all the other things you are managing.

True multi-class ship design.  Including having the AI smart enough to upgrade your designs.  So if I make a ship only with torpedos (for example), and another ship with just beam lasers, I would like the AI smart enough to update both with the latest components but not change the essence of my design. 

And of course, the ability to retrofit ships to any active design.

(in reply to Okim)
Post #: 155
RE: Master Wishlist Thread - 4/2/2010 3:43:22 PM   
Kamonrius

 

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Every thing in Fabio said. he simply says aloud what alot of people are thinking/notice



[

< Message edited by Kamonrius -- 4/2/2010 3:44:31 PM >

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Post #: 156
RE: Master Wishlist Thread - 4/2/2010 3:57:19 PM   
Shark7


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Now that I have played enough, I can come up with my wish list items:

1. Ability to build ships in multiples. That is when I want to manually build ships, I get a simple screen that asks me 'How many would you like? with the empty box for me to enter a number. Having to build one at a time is click intensive.

2. I'd like some ability to decide the fate of conquered aliens. Maybe I'm conquering them to force them to work the spice mines on Misery IV, or maybe I let them integrate, or I simply purge them from the planet...Options could be 'Form forced labour unit', 'exterminate', exile, welcome, 'farm for soylent green' , etc.

3. A reserve fleet that I can assign ships to that even a fully automated AI cannot have use of. This reserve would allow players to keep their regular units on fully automated, while also setting aside a portion of their ships that is for their use only. In other words, ships assigned to the reserve fleet would have no automation available, and be on manual control only.

4. An AO, AR, AOE, AOR type vessel...not a supply base...that could be sent to a fleet to refuel by ferrying between the supply base and the fleet. Supply bases are fine like they are, but it would be nice to have a ship that can take the gas to the fleet, instead of the fleet having to come to the gas.

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(in reply to Joram)
Post #: 157
RE: Master Wishlist Thread - 4/2/2010 4:09:01 PM   
SireChaos

 

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Let moons get named after the planets they orbit - so for example the moon of Sol 3 is Sol 3 a, not RX143 or something like that.

Add an option to toggle between switching to close-up view when clicking on a message (about a ship or planet, I mean), and stayin on the current zoom level.

Add the ability to offer subsidies for civilian ship construction (which should increase the number of ships the civilian economy wants to have for a given size of your empire).

Add the ability to offer premiums for certain resources, so civilian mining ships concentrate on mining that resource.

Add a "no space critters" (ardilus, kaltor etc) setting to galaxy creation.

(in reply to Shark7)
Post #: 158
RE: Master Wishlist Thread - 4/2/2010 5:23:49 PM   
Aelfric

 

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The following would make the game much much better in its ship designing aspect:
  • Allow multiple designs to be treated as 'recent designs' for each role, which current ships of the same role will have the option to retrofit to. For instance, as of version 1.02, if I made two designs of frigates, both tailored for different purposes, only one would appear as 'recent' and I cannot retrofit my current ships to the one not considered as 'recent'.
  • Automatically rename retrofitted ships based on the designs they are retrofitted to. For example, if I retrofit my Titan III 015 to Titan IV design, the name will automatically change to Titan IV 001 (assuming this is the first ship of any designs retrofitted to Titan IV). This will make differentiating older and newer designs from just looking at the ships' names possible. This won't work on cruisers upward, but they are normally not as numerous as smaller vessels, so it shouldn't be a great issue.
Cheers!


< Message edited by Aelfric -- 4/2/2010 5:32:01 PM >

(in reply to 4xfan)
Post #: 159
RE: Master Wishlist Thread - 4/2/2010 5:27:07 PM   
theonlystd

 

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Mass upgrade button for the Design page


And an option for the Ai to ignore any Player designs if you have the Ai design automation on ...

(in reply to Aelfric)
Post #: 160
RE: Master Wishlist Thread - 4/2/2010 6:20:35 PM   
taltamir

 

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1. "never show this message again" checkmark for the message you get when you upgrade a ship design. telling me "it has been upgraded and old design was set as obsolete" is uncessary every time, and just adds multiple clicks and mouse moves that stack up in quantity QUICK.
2. "upgrade all" button in ship designer. (upgrades all designs at once, not all existing ships)
3. have an option for the AI to fully automate ship (and base) upgrading and retiring. so that a ship that has 5 generation old tech could be upgraded or retired and a new one built instead.

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Post #: 161
RE: Master Wishlist Thread - 4/2/2010 9:54:23 PM   
BigWolf


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I know it's been mentions once but,
When loading from a savegame, could the game auto-pause please


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Post #: 162
RE: Master Wishlist Thread - 4/2/2010 10:41:08 PM   
HsojVvad

 

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quote:

ORIGINAL: BigWolf

I know it's been mentions once but,
When loading from a savegame, could the game auto-pause please


I don't think it's been mentioned before. I seconded it.

I would like to know what the ranges are. When you get a new tech for a weapon the range increases. But what is the range? I can get a grasp for it.

Also when the AI offers you a tech, I have no idea what the tech does. Can there by a hyper link to the galactopeida so we know what it is.

(in reply to BigWolf)
Post #: 163
RE: Master Wishlist Thread - 4/2/2010 10:47:03 PM   
BigWolf


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It has, page 2, I quickly checked before posting  lol

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Post #: 164
RE: Master Wishlist Thread - 4/2/2010 11:55:42 PM   
HsojVvad

 

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quote:

ORIGINAL: BigWolf

It has, page 2, I quickly checked before posting  lol

LOL smart ass

(in reply to BigWolf)
Post #: 165
RE: Master Wishlist Thread - 4/3/2010 1:21:48 AM   
Aelfric

 

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As suggested by Webbco and supported by others:

All ship designs that are manually created should ALWAYS be a buildable option on the right-click menu, unless marked as obsolete.


(in reply to HsojVvad)
Post #: 166
RE: Master Wishlist Thread - 4/3/2010 1:31:06 AM   
BigWolf


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quote:

ORIGINAL: Aelfric

As suggested by Webbco and supported by others:

All ship designs that are manually created should ALWAYS be a buildable option on the right-click menu, unless marked as obsolete.




I would go as far as saying ANY ships not marked obsolete should be build-able
Afterall, pressing the upgrade button should obsolete the design being replaced

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Post #: 167
RE: Master Wishlist Thread - 4/3/2010 1:54:47 AM   
HsojVvad

 

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I have upgraded some mining facilites by putting on some weapons on them. When I click on a constructor to build mines, I have the old options at the top, and I have the new options at the bottom. So it's not like all the builds are oboslete, just the ships. I don't know about bases yet.

Another wish I would like, is as other have said, make it easier to read the wording. I find them too small.

(in reply to BigWolf)
Post #: 168
RE: Master Wishlist Thread - 4/3/2010 1:55:20 AM   
badken

 

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Permit me to add my voice to the chorus requesting easier to read text and icons at high resolutions. If I can't read the text, I can't very well play the game.

(in reply to Okim)
Post #: 169
RE: Master Wishlist Thread - 4/3/2010 1:49:06 PM   
siRkid


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On the construction screen when you have a planet or moon selected, I would like the lower right window to show what bases are currently at that planet to make it easier to pick what to build.

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(in reply to Gertjan)
Post #: 170
RE: Master Wishlist Thread - 4/3/2010 3:11:54 PM   
crazyguy


Posts: 104
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From: Vienna
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Just three very important things for me:

1.) Right clicking on the information window should also pop up the right-click menu of this object. Its very annoying to zoom in to click on a ship from a fleet to give the order to refuel all...

2.) Don't tie independent races to empires... For example if I start a game with NO empires and plentifull independent races there should be still independent races in the galaxy which can grow to empires...

3.) I would realy LOVE a multiplayer option... Just use a free network library (you use the .net framework so maybe something like the Lindgren network library ) and transfer the game db between the players (I know it's not THAT easy).

Thanks for your attention

< Message edited by crazy_guy -- 4/3/2010 3:15:59 PM >

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Post #: 171
RE: Master Wishlist Thread - 4/3/2010 3:59:47 PM   
BigWolf


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quote:

ORIGINAL: crazy_guy

2.) Don't tie independent races to empires... For example if I start a game with NO empires and plentifull independent races there should be still independent races in the galaxy which can grow to empires...



This should already work

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Post #: 172
RE: Master Wishlist Thread - 4/3/2010 4:54:25 PM   
vengen

 

Posts: 37
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As my first post on this forum, let me start off by saying that this is an excellent startegic/operational simulation of space exploration and conflict. It's very well conceived, so please don't make radical changes to it. I've played about 25 hours of it so far and I'm only beginning to understand certain aspects of it.

Some of these items may have already been discussed, or have other work arounds - sorry, but I'm too focused on playing the game to visit here much.

My wish list:

1 - Better fleet management tools - the ability to refit by class; the ability to assign some ships (say two frigates and an escort) to a system and have the AI take them over and patrol the system with them (refueling them as necessary) and letting the player control both the the fleet activity and where ships get assigned; the ability to form more than ten fleets (maybe I just haven't figured out how get more than ten yet).

2 - An option on game creation for no space monsters.

3 - Name the moons by adding a letter to the planet name - the current naming convention only adds to the player's already overwhelming memory burden.

4 - An option on game creation to vary the ratio of systems with planets, the ratio of systems with habitable planets, and the average number of habitable planets in systems that have habitable planets. That way, a player who wants a galaxy full of habitable planets can have it, and a player who wants a galaxy with fewer habitable planets can have that also.

5 - If terraforming or a more tactical combat system is adopted, please give the player the ability to turn those options off.

Thanks for your consideration.

(in reply to crazyguy)
Post #: 173
RE: Master Wishlist Thread - 4/3/2010 5:21:36 PM   
Deomrve

 

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When you click upgrade for a ship design have the computer give it the same name and add 1 to the model number, such as Joe's Freighter when upgraded becomes Joe's Freighter 2. Not CLFT-4099 or some such thing. I choose a naming convention that my feeble old mind can understand and I don't want to use whatever the computer decides to name it.

(in reply to vengen)
Post #: 174
RE: Master Wishlist Thread - 4/3/2010 5:26:01 PM   
HsojVvad

 

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Well I read this in another post. Someone mentioned this (sorry forgot who) but he made a good point. When discovering ruins and ships or bases, it should take time to discover what they are. I can see if it's space monsters they would show up right away, but if it's soemthing else, like tech, or ships, it should take time to discover them and learn how to run them. Since this is a Real Time game, why should it be instantly "ON" as soon as you discover it.

(in reply to Deomrve)
Post #: 175
RE: Master Wishlist Thread - 4/3/2010 5:40:36 PM   
Wade1000


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Well the time ticks in DAYS so at the minimum an action takes a day.

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Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.

(in reply to HsojVvad)
Post #: 176
RE: Master Wishlist Thread - 4/3/2010 5:49:34 PM   
HsojVvad

 

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I am reading the forums to try and learn a few more things. I was reading War Weariness. If you are a Warrior Race why would you have War Weariness? Wouldn't it be the opposite? If not at war, the population gets restless? Since I haven't played a Warrior Race yet, I am not shure if this is true or not, but at least have Warrior Races have very little War Weariness.

Since I havn't been in war yet, I am not shure if this is an option as well, but if a planet has lots of War Weariness, or even wants to rebel because of other options, shouldn't we be able to send in Military, to quell the rebellion? For now, I only think ground forces is for combat, it dosn't quell rebellion. I could be wrong though, but if I am not, would this be a good idea to have?

(in reply to Wade1000)
Post #: 177
RE: Master Wishlist Thread - 4/3/2010 6:04:44 PM   
Storper

 

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quote:

ORIGINAL: Davor

I am reading the forums to try and learn a few more things. I was reading War Weariness. If you are a Warrior Race why would you have War Weariness? Wouldn't it be the opposite? If not at war, the population gets restless? Since I haven't played a Warrior Race yet, I am not shure if this is true or not, but at least have Warrior Races have very little War Weariness.

Since I havn't been in war yet, I am not shure if this is an option as well, but if a planet has lots of War Weariness, or even wants to rebel because of other options, shouldn't we be able to send in Military, to quell the rebellion? For now, I only think ground forces is for combat, it dosn't quell rebellion. I could be wrong though, but if I am not, would this be a good idea to have?


Sounds a bit like the Klingons from BotF where you got morale penalties from making peace.

(in reply to HsojVvad)
Post #: 178
RE: Master Wishlist Thread - 4/3/2010 6:10:18 PM   
HsojVvad

 

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Yes it does Storper.

Another part I am reading in the forum is about Colonizing Planner. I love how it sorts alot of things for you, but because the fonts are so small to read, I would really love to see what I don't have and I need in "Red". What I need but have a little of and about to run out in "Yellow".

I know I am repeating myself, but now I am starting to see it in different screen, not just for construction anymore. I see we need it for strategic and luxury resources as well, not just in the construction screen.

(in reply to Storper)
Post #: 179
RE: Master Wishlist Thread - 4/3/2010 7:39:52 PM   
HsojVvad

 

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When a ship completes it's mission, and the message pops up saying it has completed it, can you guys put in saying what the last mission is? Lots of times I forget what the previous missions were so I can't rememeber what I wanted it to do.

Like for example, if it ran out of fuel and I gave it a refueling order, but then I forget what it was doing before. Maybe it was an explorer ship that was suppose to search a certain sector or system, then it had to refuel, I forget I wanted it to either go to this system, or this fleet to attack that planet etc.

(in reply to HsojVvad)
Post #: 180
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