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1.0.5 Update Plans - 6/2/2010 3:45:05 PM   
Erik Rutins

 

Posts: 37503
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From: Vermont, USA
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Hi everyone,

Here's a preview of what we are focusing on in 1.0.5, which will hopefully enter internal beta this week and public beta by mid-June. Note that these are the highlights of the improvements, we are also always working on additional bug fixes based on the reports in the tech support sub-forum.

Distant Worlds 1.0.5
• Improved target engagement
o Auto-engagement range: when attacked, nearby (2000), system, sector. Defaults by ship type/role as well as by fleet.
o Default empire range settings for mission types: patrol, escort, other
o Empire/Fleet overkill factor: 1:1, 1.5:1, 2:1, 3:1, 5:1
• More careful evaluation of targets – do not attack targets much larger than self
• Improved checking for other military ships of your empire nearby to respond to local emergencies.
• Ships that are members of fleets should either attack as entire fleet, in groups or not at all, this should be a fleet level setting
o Alter auto-engagement setting per ship/fleet/empire
• Display in brackets after mission description (InfoPanel)
o Manual attack mission assignment always sticks with assigned target until complete, damage/shield settings may still override, but others should not.
• Auto-refuel refinements
o Make exceptions for some mission types:
• drop troops / invade colony
• colonize
• Major Game Save/Load performance improvements, including 64-bit option
• Habitat quality, expanded use of "quality" level for planets
o Determines colony value: income and max population
o Quality below 50% depending on empire type and native world costs empire maintenance
o AI evaluates colonization desirability: considers quality, resources and strategic location
o Preponderance of quality planets can be altered with slider in galaxy settings at game start
o Home system favorability determines quality of home planet – planet type is determined by native planet type of race, no longer changes planet type, just quality
o Alter prevalence/balance of planet types: less continental and marshy swamp, slightly more ice and volcanic
• Add slider in game startup to alter level of corruption for player empire
• Fleet load troops command
o Improve logic to ensure fleets are loaded up with troops
• Only assign ships to fleet when they are full of troops
• Rebalance weapon components ranges/damage, torpedoes vs beams, etc. Increased torpedo size and energy cost, decreased torpedo rate of fire. Beam weapons increased damage, decreased rate of fire. Some individual weapon tweaks for specific balance issues.
• Change behavior of troops
o Higher deterrence of rebellion/defection at colonies, your troops resist rebellions rather than "switching sides".
• Independent worlds recruit troops
• Lower reputation hit from using planet destroyer and bombarding colonies, based on various factors relevant to the current faction/race relation, war status, previous bombardments, etc.
• Extra commands in Ships and Bases screen
o Refuel selected ships
o Retire selected ships
• Fix system/habitat indexing problems when use planet destroyer, or add/remove systems
• Alter target prioritization so that distance is more important, i.e. closer targets more preferred
o In wars, AI empires much more likely to attack border colonies, thus maintaining more coherent empire borders
• Updated Empire Summary screen
o Better readability: fonts bigger, better colors
o Layout Economy and Ships and Bases sections more clearly – show relationship of state and private costs better
• Update Design Detail screen
o Consolidate design components so that multiple components of same type listed as single entry (e.g. 5x)
• Change Galactopedia to use RTF format
• Update Galactopedia articles to reflect changes since release

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.
Post #: 1
RE: 1.0.5 Update Plans - 6/2/2010 4:10:13 PM   
Igard


Posts: 2282
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From: Scotland
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Wow, loads of improvements. I wasn't expecting this much, so well done guys and thank you.

Best of all, Distant Worlds is going 64-bit!!!

(in reply to Erik Rutins)
Post #: 2
RE: 1.0.5 Update Plans - 6/2/2010 4:31:26 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
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OK, need a clarification:

o Empire/Fleet overkill factor: 1:1, 1.5:1, 2:1, 3:1, 5:1
• More careful evaluation of targets – do not attack targets much larger than self
• Improved checking for other military ships of your empire nearby to respond to local emergencies.
• Ships that are members of fleets should either attack as entire fleet, in groups or not at all, this should be a fleet level setting
o Alter auto-engagement setting per ship/fleet/empire
• Display in brackets after mission description (InfoPanel)


I understand that this will prevent escorts from attacking cruisers, but how is this going to effect ships on more 'defensive' type missions. For example I have 4 escorts defending planet X and a cruiser and 4 troop transports show up. Will the escorts automatically run, or will they attempt to defend the colony?

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Igard)
Post #: 3
RE: 1.0.5 Update Plans - 6/2/2010 4:35:21 PM   
Falokis

 

Posts: 144
Joined: 5/23/2010
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Everything I could think of that I would want.

Awesome.

(in reply to Igard)
Post #: 4
RE: 1.0.5 Update Plans - 6/2/2010 5:30:22 PM   
Dadekster

 

Posts: 141
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I will be looking forward to this one eagerly. Love to see-

Consolidate design components so that multiple components of same type listed as single entry (e.g. 5x)

in effect finally I had developed an aversion to scrolling in this game.

(in reply to Falokis)
Post #: 5
RE: 1.0.5 Update Plans - 6/2/2010 5:48:22 PM   
Sark

 

Posts: 5
Joined: 4/23/2010
Status: offline
Looks like some really great changes in 1.0.5.

quote:

ORIGINAL: Erik Rutins

• Rebalance weapon components ranges/damage, torpedoes vs beams, etc. Increased torpedo size and energy cost, decreased torpedo rate of fire. Beam weapons increased damage, decreased rate of fire. Some individual weapon tweaks for specific balance issues.




Along with the rebalance of weapons is there any chance we will see the racials techs moved/removed from the top of the tech list?

Most of the the racial techs are not the "best" techs and should probably be somewhere in the middle of the tech tree rather than at the end. This is readily apparent with shields when you lose 300 shield strength to gain .2 shield regeneration...

There are drawbacks to most of the racial techs and it really hamstrings the AI when it is using the highest but inferior tech.

(in reply to Erik Rutins)
Post #: 6
RE: 1.0.5 Update Plans - 6/2/2010 6:12:28 PM   
Kruos


Posts: 129
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From: France
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Yeah, big stuff coming!

Thank again for this impressive support! :)

(in reply to Sark)
Post #: 7
RE: 1.0.5 Update Plans - 6/2/2010 6:32:18 PM   
DarthPrincey

 

Posts: 10
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From: England
Status: offline
Hi,

One improvement I has hoping for was increased control for the Popup message filters, specifically the "Under Attack" checkbox.

Let me explain my reasons, once my empire gets to a certain size I start getting spammed with these messages. 95% of them are a waste of time as it is a freighter under attack from a pirate escort or one of my exploration ships under attack from an enemy frigate. This effectively makes this feature useless as I find I ignore all messages or when it gets really bad I have to uncheck the checkbox and not get any. And I'm sure that is what many people will do and forget it. But I really do want to know if a pirate of destroyer or above is wiping out my freight lines or an enemy capital ship is attacking something as this could be much more serious.

There are many ways I can see this being fixed. A fairly simple one would be to include a sub menu with ship class checkboxes that you want to receive "Under Attack" messages about.

So for example I could check Escorts, Frigates, Exploration ships, Small, Medium and Large Freighters.

The attack messages are in two parts, the first being the ship that is under attack and the second being the ship that is performing the attack. I would see this working as, if both ships in the "Under Attack" popup message are checked then the message would be filtered out and not displayed.

some examples...
- Escort or Frigate attacks your Freighter - message is filtered out
- Escort or Frigate attacks your Exploration ship - message is filtered out
- Capital Ship attacks your Escort or Frigate - you get message
- Escort or Frigate attacks your Escort or Frigate - message is filtered out
- Escort or Frigate (or any ship) attacks you Colony Ship - you get message

This is not perfect and I can think of other ways such as create rules but I expect this would take much more work to put in and require more user knowledge to use. The above would provide a basic way to filter out many of the unwanted attack messages. The game encourages you to build and automate your small Escort and Frigate class ships to patrol and defend against other small threats yet I cannot filter out this activity from the popups so I can focus on the important issues such as a Pirate Destroyer/Cruiser wiping out my freight lines and mining bases.

Also one final note on "Under Attack" popups, it would be really helpful if you put the class in the working as well, e.g. "Exploration ship “Evil Eye” is under attack from Destroyer “Enemy of the State”. As at the moment i have to go through all my ships and add tags to them so I know what is under attack, for example EXP - Exploration ship, CST - Construction ship, COL - Colony Ship, etc. and yes it does get very time consuming as my empire grows!!

Apologies for the large post, I read all these forums but never get round to posting as I seem to be unable to make small posts, once I start they just snowball into essays.

(in reply to Dadekster)
Post #: 8
RE: 1.0.5 Update Plans - 6/2/2010 7:33:14 PM   
Falokis

 

Posts: 144
Joined: 5/23/2010
Status: offline

quote:

ORIGINAL: DarthPrincey

Hi,

One improvement I has hoping for was increased control for the Popup message filters, specifically the "Under Attack" checkbox.
God, please, yes. I forgot about this.

(in reply to DarthPrincey)
Post #: 9
RE: 1.0.5 Update Plans - 6/2/2010 7:45:48 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
We're not planning to add any other major improvements to 1.0.5 at this point, there's enough to do just to make sure what's listed above is done and working properly. We do actively read the wish list though and posting your suggestions there will mean that they get read and are not lost in other forum threads.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Falokis)
Post #: 10
RE: 1.0.5 Update Plans - 6/2/2010 8:31:07 PM   
Yarasala

 

Posts: 185
Joined: 5/10/2010
Status: offline

quote:

ORIGINAL: Erik Rutins

We're not planning to add any other major improvements to 1.0.5 at this point, there's enough to do just to make sure what's listed above is done and working properly. We do actively read the wish list though and posting your suggestions there will mean that they get read and are not lost in other forum threads.

Oh my, so many suggestions I made in other threads because they developed in the course of a discussion ...

I hope you read (or at least browse) all other threads as well ...

(in reply to Erik Rutins)
Post #: 11
RE: 1.0.5 Update Plans - 6/2/2010 8:33:24 PM   
RViener

 

Posts: 123
Joined: 7/8/2004
Status: offline
Erik, along with the proposed changes for 1.05, I think it would be good for you and Codeforce to give a short description of your overall plan for how the game should work and updating the manual as well as the Galactopedia (or should the new Galactopedia function as the "manual"?) Expectations of how the game should play will be a way for us to measure the outcome of your work and set the stage for future changes and additions. There is no perfection but the ideal should be the game performing as you expected. Looking back at the release 1.01 performance and fun have been markedly improved.
Bob Viener

< Message edited by RViener -- 6/2/2010 8:37:41 PM >

(in reply to Erik Rutins)
Post #: 12
RE: 1.0.5 Update Plans - 6/2/2010 8:41:23 PM   
DiggyDad

 

Posts: 44
Joined: 6/28/2009
Status: offline
This all sounds really good Eric! Any idea on when it's going to be available?

(in reply to RViener)
Post #: 13
RE: 1.0.5 Update Plans - 6/2/2010 8:46:07 PM   
Athalian

 

Posts: 64
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Yes when? Can we have it tomorrow? can we? can we? :D

(in reply to DiggyDad)
Post #: 14
RE: 1.0.5 Update Plans - 6/2/2010 8:59:56 PM   
Bartje

 

Posts: 308
Joined: 4/27/2010
From: Netherlands
Status: offline
This is magnificent, thanks for your hard work

CodeForce Go!


(in reply to Athalian)
Post #: 15
RE: 1.0.5 Update Plans - 6/2/2010 9:04:25 PM   
Gertjan

 

Posts: 698
Joined: 12/9/2009
Status: offline
Incredible . I'd like to have some more detail on several things, but this is really more than I expected. Maybe it is fun to have a dev diary on this update, so as to explain the change and reasoning behind it, including some screenshots to illustrate things. Who supports this idea?

(in reply to Erik Rutins)
Post #: 16
RE: 1.0.5 Update Plans - 6/2/2010 9:04:29 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: Yarasala
Oh my, so many suggestions I made in other threads because they developed in the course of a discussion ...
I hope you read (or at least browse) all other threads as well ...


I do read almost every thread, but it's easy to lose track of a suggestion even if I've read it if it's not in an easily findable spot. So re-posting anything you haven't already to the wish list thread will help make sure that it is there for our long-term reference.


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to Yarasala)
Post #: 17
RE: 1.0.5 Update Plans - 6/2/2010 9:28:00 PM   
Yarasala

 

Posts: 185
Joined: 5/10/2010
Status: offline
quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: Yarasala
Oh my, so many suggestions I made in other threads because they developed in the course of a discussion ...
I hope you read (or at least browse) all other threads as well ...


I do read almost every thread, but it's easy to lose track of a suggestion even if I've read it if it's not in an easily findable spot. So re-posting anything you haven't already to the wish list thread will help make sure that it is there for our long-term reference.


Ok, so I will see to take the time to check all my posts and put all suggestions in the wish-list thread ... especially since I got my credit card bill today and was a little bit shocked to see that the game cost me about 48 Euros with VAT and what not (which is about 60$ atm). So I'm really interested in having long-term fun

Edit: done.

< Message edited by Yarasala -- 6/2/2010 11:19:30 PM >

(in reply to Erik Rutins)
Post #: 18
RE: 1.0.5 Update Plans - 6/2/2010 10:44:29 PM   
hewwo

 

Posts: 276
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Fantastic list of updates

(in reply to Yarasala)
Post #: 19
RE: 1.0.5 Update Plans - 6/3/2010 12:02:48 AM   
Joram

 

Posts: 3198
Joined: 7/15/2005
Status: offline
Looks really good but can you clarify a bit about the fleet behaviour. The biggest oversight for fleets is that a fleet doesn't move together and it doesn't appear addressed in your notes. Is that part of the plans or no?

(in reply to hewwo)
Post #: 20
RE: 1.0.5 Update Plans - 6/3/2010 12:22:20 AM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline
Joram,


quote:

ORIGINAL: Erik Rutins

o Empire/Fleet overkill factor: 1:1, 1.5:1, 2:1, 3:1, 5:1
• More careful evaluation of targets – do not attack targets much larger than self
• Improved checking for other military ships of your empire nearby to respond to local emergencies.
• Ships that are members of fleets should either attack as entire fleet, in groups or not at all, this should be a fleet level setting
o Alter auto-engagement setting per ship/fleet/empire
• Display in brackets after mission description (InfoPanel)
o Manual attack mission assignment always sticks with assigned target until complete, damage/shield settings may still override, but others should not.
• Auto-refuel refinements
o Make exceptions for some mission types:
• drop troops / invade colony
• colonize


(in reply to Erik Rutins)
Post #: 21
RE: 1.0.5 Update Plans - 6/3/2010 12:24:53 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: Yarasala

quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: Yarasala
Oh my, so many suggestions I made in other threads because they developed in the course of a discussion ...
I hope you read (or at least browse) all other threads as well ...


I do read almost every thread, but it's easy to lose track of a suggestion even if I've read it if it's not in an easily findable spot. So re-posting anything you haven't already to the wish list thread will help make sure that it is there for our long-term reference.


Ok, so I will see to take the time to check all my posts and put all suggestions in the wish-list thread ... especially since I got my credit card bill today and was a little bit shocked to see that the game cost me about 48 Euros with VAT and what not (which is about 60$ atm). So I'm really interested in having long-term fun

Edit: done.


$60 isn't that bad really. Most console games will cost you that much, and they are generally only good for one play-through. I have a feeling you'll get a lost more game time out of DW than that.

Granted I have no idea what you would usually pay in Euros or the amount of the VAT tax (where I live we simply have a consumer end sales tax of 8.25% and that only applies to purchases made from stores based here in Texas).

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Yarasala)
Post #: 22
RE: 1.0.5 Update Plans - 6/3/2010 1:12:33 AM   
the1sean


Posts: 854
Joined: 5/11/2010
From: Texas, USA
Status: offline

quote:

ORIGINAL: Erik Rutins

o Manual attack mission assignment always sticks with assigned target until complete, damage/shield settings may still override, but others should not.



About the mission assignments not "sticking", its very tough to figure out what is happening when exploration, construction, or colonization ships are on a "manual" mission and then get attacked, flee, and "forget" their original objective. an option for a popup message denoting that would be nice.

Oh yeah, and I am really impressed with the combat system/AI improvements, and the improved colonization details coming soon! these features will really help add more depth to the game!

(in reply to Erik Rutins)
Post #: 23
RE: 1.0.5 Update Plans - 6/3/2010 7:39:51 AM   
Canute0

 

Posts: 616
Joined: 4/30/2010
From: Germany
Status: offline
quote:

• Fleet load troops command


Can you quick add a fleet retire command too ?


(in reply to the1sean)
Post #: 24
RE: 1.0.5 Update Plans - 6/3/2010 9:55:46 AM   
Yarasala

 

Posts: 185
Joined: 5/10/2010
Status: offline

quote:

ORIGINAL: Shark7


quote:

ORIGINAL: Yarasala

quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: Yarasala
Oh my, so many suggestions I made in other threads because they developed in the course of a discussion ...
I hope you read (or at least browse) all other threads as well ...


I do read almost every thread, but it's easy to lose track of a suggestion even if I've read it if it's not in an easily findable spot. So re-posting anything you haven't already to the wish list thread will help make sure that it is there for our long-term reference.


Ok, so I will see to take the time to check all my posts and put all suggestions in the wish-list thread ... especially since I got my credit card bill today and was a little bit shocked to see that the game cost me about 48 Euros with VAT and what not (which is about 60$ atm). So I'm really interested in having long-term fun

Edit: done.


$60 isn't that bad really. Most console games will cost you that much, and they are generally only good for one play-through. I have a feeling you'll get a lost more game time out of DW than that.

Granted I have no idea what you would usually pay in Euros or the amount of the VAT tax (where I live we simply have a consumer end sales tax of 8.25% and that only applies to purchases made from stores based here in Texas).

New "professional" PC games cost between 30 and 50 Euros (some 37 to 61$) around here. But my shock came from the difference of the price I saw at ordering (around 38$ for download + physical shipment) and the price on the bill. We have 19% VAT, so even with that I expected some 46$, also the exchange rate was better a month ago. Seems that there is also some Customs fee included, whatever.
Anyway, despite its shortcomings I enjoy the game so far and don't bemoan the money

But now don't let us hijack the thread further

(in reply to Shark7)
Post #: 25
RE: 1.0.5 Update Plans - 6/3/2010 1:10:43 PM   
Joram

 

Posts: 3198
Joined: 7/15/2005
Status: offline

quote:

ORIGINAL: Spacecadet

Joram,


quote:

ORIGINAL: Erik Rutins

o Empire/Fleet overkill factor: 1:1, 1.5:1, 2:1, 3:1, 5:1
• More careful evaluation of targets – do not attack targets much larger than self
• Improved checking for other military ships of your empire nearby to respond to local emergencies.
• Ships that are members of fleets should either attack as entire fleet, in groups or not at all, this should be a fleet level setting
o Alter auto-engagement setting per ship/fleet/empire
• Display in brackets after mission description (InfoPanel)
o Manual attack mission assignment always sticks with assigned target until complete, damage/shield settings may still override, but others should not.
• Auto-refuel refinements
o Make exceptions for some mission types:
• drop troops / invade colony
• colonize




I know you're trying to be helpful but that doesn't address my point. I want to know if fleets move together, not attack. If I want to move my fleets into a new system and simply stage them there, I want them to arrive at the same time.

And furthermore, that statement isn't explicit if it means all ships will collect together and attack the target you designate but still arrive piecemeal. Old behaviour has a fleet engaging your target but then breaking up and attacking whatever is attacking the ship. That's the only thing that that statement seems to address. As you see there are a lot more fleet issues though than just that. I'm still looking for clarification.

(in reply to Spacecadet)
Post #: 26
RE: 1.0.5 Update Plans - 6/3/2010 2:44:44 PM   
deanco2

 

Posts: 75
Joined: 4/1/2010
Status: offline

quote:

ORIGINAL: Falokis

Everything I could think of that I would want.

Awesome.


Those sound like some great changes!

(in reply to Falokis)
Post #: 27
RE: 1.0.5 Update Plans - 6/3/2010 3:30:00 PM   
Oldguard1970

 

Posts: 578
Joined: 7/19/2006
From: Hiawassee, GA
Status: offline

quote:

Shark7

$60 isn't that bad really. Most console games will cost you that much, and they are generally only good for one play-through. I have a feeling you'll get a lost more game time out of DW than that.

Granted I have no idea what you would usually pay in Euros or the amount of the VAT tax (where I live we simply have a consumer end sales tax of 8.25% and that only applies to purchases made from stores based here in Texas).



Hi Shark7 - VAT and Sales tax are vastly different. VAT taxes are collected at every step along the way from raw material to the hands of the consumer. (VAT stands for Value Added Tax, so the idea is to impose a tax anytime someone "adds value" to something.)

I have lived under a VAT, and I have seen the admin headaches associated with doing business under a VAT. UGH!

_____________________________

"Rangers Lead the Way!"

(in reply to Shark7)
Post #: 28
RE: 1.0.5 Update Plans - 6/3/2010 3:41:55 PM   
Justascratch


Posts: 321
Joined: 2/7/2006
Status: offline
I love you guys!

(in reply to Erik Rutins)
Post #: 29
RE: 1.0.5 Update Plans - 6/3/2010 4:25:32 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: OldGuard1970


quote:

Shark7

$60 isn't that bad really. Most console games will cost you that much, and they are generally only good for one play-through. I have a feeling you'll get a lost more game time out of DW than that.

Granted I have no idea what you would usually pay in Euros or the amount of the VAT tax (where I live we simply have a consumer end sales tax of 8.25% and that only applies to purchases made from stores based here in Texas).



Hi Shark7 - VAT and Sales tax are vastly different. VAT taxes are collected at every step along the way from raw material to the hands of the consumer. (VAT stands for Value Added Tax, so the idea is to impose a tax anytime someone "adds value" to something.)

I have lived under a VAT, and I have seen the admin headaches associated with doing business under a VAT. UGH!


Yes, I'm completely aware of the difference and how the VAT works. Just wasn't sure how much it actually adds up to through-out the process. I much prefer the consumer end sales tax method...allows goods to retain a lower cost and the government still gets their share.

So if you have (for example) 5% added at each level, I wonder how much the government is making off each end user sale?


_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Oldguard1970)
Post #: 30
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