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RE: Master Wishlist Thread - 4/3/2010 7:57:41 PM   
BigWolf


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quote:

ORIGINAL: Davor

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.


This is an idea I like

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Post #: 181
RE: Master Wishlist Thread - 4/4/2010 2:24:02 AM   
Malevolence


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(1) Genocide other races inhabiting my colonies or the ability to "ghetto" them by using transports to pickup colonists and move them to other colonies manually.

(2) To go along with that thought--- a jettison cargo button (like colonists).

(3) The ability to right click over the "mission" area in the bottom-left summary window to order a mission -- like go refuel, jettison cargo, self-destruct, etc.


< Message edited by Malevolence -- 4/4/2010 2:26:59 AM >

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Post #: 182
RE: Master Wishlist Thread - 4/4/2010 3:33:49 AM   
HsojVvad

 

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Not shure how it is on other computers. But on my lap top, wide screen resolution at max is 1680X945, when I go into the design screen, or construction screen, or resource screen, the columns are reset. When ever I start and load a game, I have to resize them. I set them up so they are to my liking, eg. I can see what the words say or the numbers are no off the edge of the column. Let them be memorized so next time I load a game, they are the same.

Just a minor annoyance that I would liked fixed.

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Post #: 183
RE: Master Wishlist Thread - 4/4/2010 4:25:33 AM   
HsojVvad

 

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When I look at my resources and I see what I need, I should be able to click on that resource and then there should be a button so I can click on to tell me what units need this to be built. I see this resource that I need because it says i have .1 in stock but my demand is .2, I should know by a click what units need these. Is it to make people happy or a ship to be made. I don't find it fun looking and searching through everything to find this answer.

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Post #: 184
RE: Master Wishlist Thread - 4/4/2010 4:36:17 AM   
lancer

 

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Goodaye,

Filters in the Ship Design Screen

This gets pretty busy once you start making designs yourself. Yep you can cut down the view to only the latest designs but quite often you want to see a range of the previous ones, partically if you have multiple implementations of the same 'class'.

Because of the number of designs and the limited size of the scrolling window could I suggest that you implement the same drop down filter list that you have in place for the ship view, eg. show me only bases, freighters, explorers, etc. Probably need to tweak it a little as the 'Military' filter is to broad. Perhaps show me 'Escorts', 'Frigates' etc.

The aim is to filter the ship design view so you have the ability to look at only the subset of designs that you want.

Cheers,
Lancer

(in reply to HsojVvad)
Post #: 185
RE: Master Wishlist Thread - 4/4/2010 5:53:43 AM   
HsojVvad

 

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quote:

ORIGINAL: lancer

Goodaye,

Filters in the Ship Design Screen

This gets pretty busy once you start making designs yourself. Yep you can cut down the view to only the latest designs but quite often you want to see a range of the previous ones, partically if you have multiple implementations of the same 'class'.

Because of the number of designs and the limited size of the scrolling window could I suggest that you implement the same drop down filter list that you have in place for the ship view, eg. show me only bases, freighters, explorers, etc. Probably need to tweak it a little as the 'Military' filter is to broad. Perhaps show me 'Escorts', 'Frigates' etc.

The aim is to filter the ship design view so you have the ability to look at only the subset of designs that you want.

Cheers,
Lancer

I agree. Sometimes I only want to see "escorts" class vessels only. Since I love making ships and I have like 3 classes of escorts so far, I only want to see my escorts and nothing else.

(in reply to lancer)
Post #: 186
RE: Master Wishlist Thread - 4/4/2010 8:16:49 AM   
Gertjan

 

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Change automation so that frigates and larger classes have a solar collector by default in order to prevent unnecessary fuel loss. However this means that you cant set these ships on automation, otherwise they would still consume fuel.

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Post #: 187
RE: Master Wishlist Thread - 4/4/2010 10:40:52 AM   
crazyguy


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quote:

ORIGINAL: BigWolf


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


I played a few games and that is whats happening:

If I play without empires there are no Independent colonies in the galaxy but I still can find other races sleeping in ruins.

If I play for example with a Zenox empire and a Human empire there are only Human and Zenox colonies in the galaxy. And also the sleeping in ruins races

(in reply to BigWolf)
Post #: 188
RE: Master Wishlist Thread - 4/4/2010 10:52:59 AM   
Xenoform21

 

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So after my days of playing this game near non stop and with little rest, I've compiled a decent list of things that could be improved to help with the experience.

I'll start with order of appearance as the game commences.


- Editor

- While the ability to edit the names of colonies and the size of their population is good, the thing I want to be able to change the most is resources. I would love to start off with some zantabia fluid on my homeworld, and who wouldn't? This could be added as a button under the displayed resources, with a list of resources that can be added to a given planet ( ie: marshy worlds won't be able to have hydrogen resources, etc. )


- For ease of use, instead of having to select "erase" for removing planets, asteroids and ships etc. , could you please just let us use the delete key? I feel like a sucker for having to ask for this, it seems so simple that I should be able to change this myself.


- On a side note, my editing experience in this game is sadly small. Every time i use the editor my game will crash. So I stopped using it.



- Ships and fleets

- There have been many suggestions for adding vectors to fleets, and i feel like this can't be said enough. There are so many brightly coloured dots on my galaxy map mid - end game that I hardly remember what fleet was doing what, or where it was going to do it. The system I would recommend would be to show vectors for fleets only . Depending on the mission, a different colour vector is shown. Green - move , Blue - refuel , Red - attack, Yellow - blockade, Etc. And due to the immense size that this game can carry in larger games, ( taking a page out of supreme commander ) show queued vectors as well, with the terminus of one leading into the other.


- Somewhat along the same token, an ETA with the terminus of each vector would be a nice addition. Or if this would be too difficult to implement, at least show on the fleet card an ETA by the mission.


- Somebody suggested that when ships finish missions that the pop-up should say what mission that ship finished. Seconded.


- Fleets should also have pop-up messages for when they complete missions. Too often I'm distracted and micromanaging some system with retrofits ( or some other equally tedious aspect ), and I completely forget about that fleet of landing ships that i sent to wait while that other fleet cleared out that colony, and then the d*mn transports run out of fuel and i have to wait an extra five minutes for them to actually reach the colonly they were landing on.


- Fleets need the option to "load troops in system". Having to go to every ship that I want troops to be loaded into and telling it to load troops at nearest colony is a pain mid - end game. ( especially if there isn't enough troops at a given colony and you have to find those transports again and tell them to load up again )


- Fleet Automation - Allowing a fleet to do what you want it to do, without telling it what to do. Could be along the lines of " Patrol own systems - Engage Nearby pirate bases - Engage nearby targets of opportunity - Assault " I believe Sarissofoi made the best suggestion I've seen yet for the implementation.


- Diplomacy

- ROE - This is an option that is mainly to counteract the Ai. I find around endgame that I get a pretty bad reputation with my neighbours, not because I'm sending pirates at them or shooting their freighters, but because my Ai ships seem to like going for strolls into their systems. A simple ROE screen for automated ships would be appreciated, where you can tell automated ships and fleets to "only patrol own systems -> patrol own and trading independent systems -> enter only defense pact systems -> enter any systems ". Of course the Ai can also enter enemy systems as well.


- When a diplomatic offer is shown, please implement a way for us to see what that offer is. Ie: ( if they are offering tech, let us bring that tech up and compare it with what we currently have. ) , ( For asking us to declare war, let us look at the current state of our relations with other empires before we have to decide. At least let us go back to the galaxy map to look at the tactical situation before we answer. For implementing this, we can't "play" until we have decided what our answer is, we can't order new ships or bases or whatnot, but we can look around, select and mouse over information. ) Or if they demand a colony, let us look at that colony before we decide if its worth it or not to succeed to their wishes.


One way to implement the above situation would be to move the diplomatic screen to a top corner, and center at the planet with the planet selected in the left hand card. I see what they want, the stuff around what they want, and the tactical situation of what they want all at once.


- Match offer button for diplomatic screen. Yes, i could press the 10k button three hundred times for that novacor NX-700, but I'm trying to avoid getting carpel tunnel anytime soon.


- For the little button to let you trade resources with others, break it into multiple buttons for multiple resources. That way i can spare some of the lorros fruit for the Ackdarians and the zantabia fluid for those Shandars, and still have enough to go around for the rest of my empire.


- A breakdown screen should be availible for your reputation. I know I'm an evil empire, but i want to know why so I can a) do more of those evil things, or b) do less of them. On it, it could show the last twenty events to effect your reputation, Ie: ( Destroyed " **faction** " pirates base, +5 ) or ( military ship " **ship** " entered " **factions**" "**system**" , -5 )



- General

- Ships being fired upon will fire back at their attacker, or flee if they have no weapons.


- Detailed economic breakdown. Include pirate treaties, Ai expenditures, etc.


- Enable mouse over for Diplomatic, Expansion, Ship building and Colony screens. This includes things like races, colony resources, fleets, etc.


- Allow us to order ships from the ship menu. This keeps us from having to open and close the d*mn thing every freaking time. This could be as simple as including an orders tab, with drop-down menus. Ie: ( " Move " to " System" ) , ("Refuel" at "System" ) Include all system names, but also Nearest system, Nearest starport.


- A right click should always bring up a contextual menu. Even if you right click on a spaceport or a planet, options should include things like "retrofit here" or "move to and patrol" or "load troops here"


- An option for transports in the contextual menu, "queue and load troops".


- An option for spaceports to sent ships to " **places** ". This could include fleets, systems, or simply set it so that all military ships built at this spaceport are automated. If implemented, include a toggle on the star-base card.


- For some ships and large fleets, there's too much information, and their card is cut off. Not quite sure what there could be done to fix this, maybe include a scroll on the ship card?


- While playing, every time you double left click something, it will bring up that items detail. Ie: double clicking a military ship will bring up the ship menu with that ship selected, under the filter "military ships". A star-port would bring up that star port under the filter "star-ports" . A colony would bring up that colony in the colony menu.


- To make queueing missions easier, holding the shift key while selecting a mission would queue it. That shortens the time required to queue multiple missions.


- Allow the creation of your own "General" designs for ships. So, I could create a ship that has x reactors, y pieces of armor, z shields, etc. and is no larger than *** - points. Call this design "**name**". Then, with the Ai taking care of the rest, just updating each new iteration of this design with the most powerful components and a new suffix. This way i can have overarching control over how my ships are built ( fast or slow, armoured or not, with an energy collecter, etc. ) without having to micromanage updating those ships every time I research an update. Which, near end-game, can be an exercise in futility with a new component every five minutes of game time.


- More mouse-overs in the colony and ship card. Ie: happiness for colonies "content" -> "satisfactory" -> "unhappy" -> "riotous"





This seems to be it for now, but chances are my nit-pickiness will ferret out some more things I think could be improved. And by the by, KUDOS Code Force and Matrix games. Not only for this fantastic ( if not a little... unpolished ) game, and the patience and support that you are giving this community. We appreciate it.




(in reply to Gertjan)
Post #: 189
RE: Master Wishlist Thread - 4/4/2010 12:25:25 PM   
Norljus

 

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I don't like the design of my initial ships and bases. So I wish for the following improvements:

- Make the initial designs modable. This would be the best soloution. Then I wouldn't have to edit anything at game start.

- Make designs editable even when they are in use.

- Add a way to assign a new design to an existing ship or base in the Editor.

(in reply to Xenoform21)
Post #: 190
RE: Master Wishlist Thread - 4/4/2010 5:02:33 PM   
Deto

 

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This probably doesn't weight heavy on anyones lists, but I'm requesting adding of second set of lights for the ships. These would play at the secondary empire color and would 'flicker' in exact different time as the main lights. Could use 0, 255, 0 for example (RGB) spots.

Third would be firing points. Color 255,0,0. Each time to ship would fire, it would pick one of those points per shot and alternate the firing cycle a bit more than it does now.

As said, probably not ranked up high for anyone, but I'm a lil bit visual guy, and I'd love to have few additional options on how to make ships look cooler

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Post #: 191
RE: Master Wishlist Thread - 4/4/2010 6:24:34 PM   
Norljus

 

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Add an option to lock designs so that I can't delete or overwrite them by accident.

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Post #: 192
RE: Master Wishlist Thread - 4/4/2010 7:55:26 PM   
deanco2

 

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I posted this in another thread but it is now on page 4.  Since I would like to see this game get better I am reposing it here, as it is somewhat of a wish list.

Sorry if I'm repeating someone else, didn't read the whole thread.

------------------------

Ship design, normally one of the most fun things you can do with these types of games, is what I don't have fun with.  I wanted to make 2 kinds of destroyers with different loadouts.  Making the 2nd type makes the 1st type obsolete, and does not display in the drop down list.  How bout a check box, 'Never make my designs obsolete'.  I won't mind making them obsolete myself later, but I want my designs in the drop down list until I say otherwise.

The design screen could use a bit of color coding, perhaps a light background color to separate the components by type.  If I know that weapons have a red background, I can scan the list for red, easier then trying to make sense of those tiny icons or reading it all.  Plus that would brighten it up a bit, make it more inviting.  Finally, that screen would be better with drag and drop, the buttons are kind of a drag.

I personally need more granularity with the AI help doing designs.  I don't want to upgrade the small, medium, and large freighters to the latest cargo space tech, or install the MX-200 Enhanced Passenger Space in the passenger ships, but I do want to handle the warship aspect.  Here, it's all or nothing.  Perhaps the AI design help could be by ship category?

Unchecking the box 'only display latest designs' then modifying a design, when you come back, the box is checked again, so you don't see the design you modified anymore.  It should remember the setting.

Speaking of remembering the setting, the Ships and Bases screen dropdown starts as defaut, 'show everything'.  The problem is, often times I'll need to make several trips back and forth between that screen and the main map, and it's usually because I'm looking at military units, making fleets, etc.  I have to set it back to 'show military units' each time.  Can it remember the last setting used?  Already that would be a great help.

Still on the Ships and Bases screen, I can Shift and Ctrl-click different ships, then click 'select this ship', but I can't then go to the main map and right click, 'everybody come here'.  There is nothing in the selection screen when I do that.  It seems like it should work like that.  I know you can make a fleet with it and do that, but it's counter intuitive.  Even better would be access to the right click menu directly from the Ships and Bases screen.  I sort my ships by role, find all my Escorts, shift click them, then refit all.  That would be great.







(in reply to Okim)
Post #: 193
RE: Master Wishlist Thread - 4/4/2010 8:15:14 PM   
Igard


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A few posts have touched on this, I think, but I'd like to reiterate..

Sharing of technologies between empires needs to be reduced significantly or an option to turn it off would be nice. Empires would be more secretive with their technology imo.

I'm not sure if this has been mentioned, but research is too fast for me. Using crash research can get you new tech way too quickly, and yes, I always play with research set really slow. Other empires seem to develop really fast also.

(in reply to deanco2)
Post #: 194
RE: Master Wishlist Thread - 4/4/2010 9:17:49 PM   
HsojVvad

 

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quote:

ORIGINAL: Gertjan

Change automation so that frigates and larger classes have a solar collector by default in order to prevent unnecessary fuel loss. However this means that you cant set these ships on automation, otherwise they would still consume fuel.

That is a design I think the developers wanted us to do for ourselves. That is like saying the Devs should make shure all ships and mining bases should have shields, armour and weapons as standard as well. What is the point of desgining ships ourselves then?

I for one like that we can change anything we don't like. Just make shure, once you desgin something the first time, save it, so when you play a new game, you can load your desgin from another game.

I would like vectors as well. this way I can see where an enemy ship plans to go as well. But then again, I think it's a good idea we don't know where the ships are going, so we can't just order our fleet and destroy the enemy ships. Since we can change our destination at any time, I don't think the AI is capable of doing this. So only put in vectors for our ships only then.

(in reply to Gertjan)
Post #: 195
RE: Master Wishlist Thread - 4/4/2010 10:59:35 PM   
freeboy

 

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I often times am doing less tactical, local things and looking planing moving on a wider scope of the map, BUT I want to give orders to ships/fleets that have finished their tasks, It would be nice to not "lose my place" by clicking on the popup and getting the ability to give the unit a new order.. my ideal would be a paused game where I go to the new unit, and a option to go back to the last map view prior to the "interruptoipn" after I give unit snew orders etc... little thing about flow , not a big one... thanks agian for this very fun game.. I am really suprised I like it so much!

(in reply to HsojVvad)
Post #: 196
RE: Master Wishlist Thread - 4/5/2010 12:49:58 AM   
JamesM

 

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From: QLD, Australia
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Getting the galactopedia to work!

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Post #: 197
RE: Master Wishlist Thread - 4/5/2010 2:14:48 AM   
HsojVvad

 

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When I go into the planet overview button, couldn't we have display that showed all the construction being worked on? I am getting a bit tired of hitting each colony seperately. Also an eta of when something will be complete would be nice as well.

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Post #: 198
RE: Master Wishlist Thread - 4/5/2010 2:22:36 AM   
BigWolf


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quote:

ORIGINAL: Davor

When I go into the planet overview button, couldn't we have display that showed all the construction being worked on? I am getting a bit tired of hitting each colony seperately. Also an eta of when something will be complete would be nice as well.


I concur, would be nice, just for an icon to state if any spaces are not filled

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Post #: 199
RE: Master Wishlist Thread - 4/5/2010 2:56:58 AM   
HsojVvad

 

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I have like 10 colonies now. I would hate to see when I have 100 or more.

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Post #: 200
RE: Master Wishlist Thread - 4/5/2010 2:59:24 AM   
2ndACR


Posts: 5657
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From: Irving,Tx
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 Some of the previous mentioned are very nice and won't repeat them all.

1. Would like a way to tell my AI not to send military ships into another empires system unless it can without pissing them off.
2. Would love to see other empires spread a little more out. 1400 start game against 10 AI and 7 of us are in less than 1/4 of the map. Makes for a very cluttered map.

Those are my biggest would love to see......there are others, but am waiting on next patch to see what changes.

(in reply to BigWolf)
Post #: 201
RE: Master Wishlist Thread - 4/5/2010 3:45:14 AM   
Aelfric

 

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I am not sure if this has been mentioned before, but in DW, whenever I order a fleet to attack, say, enemy's colony, the ships in the fleet do not jump at the same time. Instead, they jump one by one and get slaughtered by the defenders as they reach the destination. In Sins of Solar Empire, whenever you select a fleet, you have the options to set the ships in the fleet to jump individually (like in DW) or make a coordinated jump, resulting in all of them arriving at the same time at the destination. It would be great if such option gets included in DW as well.

Cheers!


(in reply to 2ndACR)
Post #: 202
RE: Master Wishlist Thread - 4/5/2010 8:38:20 AM   
Gertjan

 

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Aelfric, that's a great suggestion! Move as one group!

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Post #: 203
RE: Master Wishlist Thread - 4/5/2010 8:51:49 AM   
Gertjan

 

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I would like to see a couple of wormholes on every map (not too many). It would also be cool if you could monopolise the wormhole or make it very important trade and diplomacy wise (a la DS9 and Babylon 5).

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Post #: 204
RE: Master Wishlist Thread - 4/5/2010 1:21:18 PM   
Igard


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From: Scotland
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quote:

ORIGINAL: Aelfric

I am not sure if this has been mentioned before, but in DW, whenever I order a fleet to attack, say, enemy's colony, the ships in the fleet do not jump at the same time. Instead, they jump one by one and get slaughtered by the defenders as they reach the destination. In Sins of Solar Empire, whenever you select a fleet, you have the options to set the ships in the fleet to jump individually (like in DW) or make a coordinated jump, resulting in all of them arriving at the same time at the destination. It would be great if such option gets included in DW as well.

Cheers!





Sounds like a bug to me. I've never had this problem. How long does it take between each ship jumping out?

It would definately be nice to have the ships travel through hyperspace 'In Formation' as apposed to line astern all the time.

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Post #: 205
RE: Master Wishlist Thread - 4/5/2010 1:39:46 PM   
Gertjan

 

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Perhaps it is due to different hyperspace engines?

(in reply to Igard)
Post #: 206
RE: Master Wishlist Thread - 4/5/2010 1:59:20 PM   
BigWolf


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Not sure if already said
But in the design window, why not compress multiple components??

So, instead of showing 10 cargo components as 10 separate items it is changed too Cargo Bay (x10)
Not only will it help us see how many of each item is on the ship without counting them, but also lets us go through the list faster as well

Of course, when viewing state of construction or damage, will still need to be separate though

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Post #: 207
RE: Master Wishlist Thread - 4/5/2010 2:34:43 PM   
Igard


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From: Scotland
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quote:

ORIGINAL: Gertjan

Perhaps it is due to different hyperspace engines?


That could well be it. I don't see this problem since I rarely add new ships to old fleets.

(in reply to Gertjan)
Post #: 208
RE: Master Wishlist Thread - 4/5/2010 3:43:37 PM   
nammafia

 

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I would like to have thick lines, which can be toggle on/off, drawn on the map showing the political boundary of my empire, covering only colonized stars/planets.  It will help with the visual further.

Political boundaries for all empires in the game might take some doing because it is difficult to draw a line if you don't know whether the unexplored stars have been claimed.  

(in reply to Igard)
Post #: 209
RE: Master Wishlist Thread - 4/5/2010 3:55:12 PM   
nammafia

 

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I also do not like space monsters.  I'd rather have freak space phenomena which swallow your ships than monsters. 

I also would substitute monsters for roaming migrant fleets which you can trade maps, ships, technologies and resources with when they are in your empire boundary. This feature might allow interesting mods when modding is fully supported by the game.

(in reply to nammafia)
Post #: 210
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