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RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 6/24/2016 10:38:33 PM   
dejagore


Posts: 65
Joined: 11/23/2011
Status: offline
Good to know that You haven't shut down development of STPE Version 2.5. Thanks upfront! Mod is really great. Can't wait for 2.5 update

(in reply to ehsumrell1)
Post #: 361
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 7/21/2016 4:43:36 AM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
How do you:
quote:


4. If you wish to play a 'close to canon' immersive game, select 'start a classic game', then make sure to deselect 'Enable Return of the Shakturi story Events' from the last game setup screen.


Where do I find this start a classic game thing?

< Message edited by Knickers -- 7/21/2016 4:50:01 AM >

(in reply to dejagore)
Post #: 362
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 7/21/2016 4:13:43 PM   
Retreat1970


Posts: 948
Joined: 11/6/2013
From: Wisconsin
Status: offline
I think he means this start:






Attachment (1)

(in reply to Knickers)
Post #: 363
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 1/8/2017 8:10:20 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: ravincravin

quote:

Wolfsherz Hm, there is a galaxy-class Starship in that screenshot. This is a placeholder i suppose? ;)


Yeah Wolfsherz, thanks to our fearless leader, ehsumrell1, we have a new Federation shipset which should conform to Star Trek, the original series. In the screen shot below, you can see my redesign of a Resupply Ship , the "Exxon Val'OhNoPleaz", deploying at a Gas Giant planet containing a UFP Gas Mining Base. Notice the 5 docking bays with navigation markings on the resupply ship. I trust you will give us a little leeway in imparting some personality to the mod.

Guarding the Gas Mining Base is a fleet containing a Capital Ship, Cruiser and Destroying. These are examples of ehsumrell1's finely crafted shipset.

Again, this teaser brought to you by ravincravin, a member of the trek team.








Hi Ravincravin

Any news on when your team is planning to release your Kirk era mod or have you got it on hold waiting for Distant Worlds 2?

I am planning on releasing Version 1.0 of my Kirk era mod some time in the next few months and over the last year have been hoping you were going to release yours first as it looks like you have done a lot of work on it.


Roy



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(in reply to ravincravin)
Post #: 364
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 2/25/2017 4:42:47 PM   
Remigius

 

Posts: 22
Joined: 10/9/2011
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First, even thought i am not much of a trekki, i still enjoy your mod. I started my first game with the tholians in the southwest. But now, I might be stuck. While the borg still are only on their homecolonie, the ferengi have vastly outgrown me.
They have 6,5million tax income(16mio gdp), more than 600.000 military strenght and 110 colonies.
My respective numbers are 1,5m tax, 225.000military strenght and 60 colonies.
I tried to gain some colonies in a war, gained 3, lost 5. They are unwilling to end the war and I dont know what to do about it.
There is no other major power and I cant afford much more ships. All my max pop colonies are taxed at +20 happines.
Did I do something wrong, or are the ferengi just very lucky in this game?

(in reply to rjord2021)
Post #: 365
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/13/2017 7:05:11 PM   
Knickers

 

Posts: 82
Joined: 8/23/2014
Status: offline
I installed the mod again today and when I try to switch to STPE I get this error: (Basically its saying there are more bias values than races at line 12 in that text file.)

I checked the file and it looks fine?

************** Exception Text **************
System.ApplicationException: More bias values than races at line 12 in file C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds Universe\Customization\DW Universe-STPE Ver 2\raceBiases.txt
at DistantWorlds.Types.Galaxy.LoadRaceBiases(String applicationStartupPath, String customizationSetName, RaceList races)
at DistantWorlds.Types.Galaxy.LoadRaces(String applicationStartupPath, String customizationSetName)
at DistantWorlds.Types.Galaxy.InitializeResearchNodeDefinitions(String applicationStartupPath, String customizationSetName)
at DistantWorlds.Types.Galaxy.InitializeData(String applicationStartupPath, String customizationSetName, ResourceSystem& resourceSystem, PlanetaryFacilityDefinitionList& facilityDefinitions, ComponentDefinition[]& componentDefinitions, FighterSpecificationList& fighterSpecifications, ResearchNodeDefinitionList& researchNodeDefinitions, GovernmentAttributesList& governments, RaceFamilyList& raceFamilies, PlagueList& plagues)
at DistantWorlds.Start.K2vvRN5NAX(String , Boolean , Boolean )
at DistantWorlds.Start.cQnaa4JA0i(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

(in reply to Remigius)
Post #: 366
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/13/2017 8:54:33 PM   
Sabranan

 

Posts: 418
Joined: 2/24/2016
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It loads ok for me. Might be worth checking you haven’t accidentally deleted an apostrophe, since line 12 of that file is a comment line.

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(in reply to Knickers)
Post #: 367
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/23/2017 8:27:53 PM   
Netzmarder

 

Posts: 8
Joined: 3/23/2017
Status: offline
does anyone have a working download link for me?

(in reply to Sabranan)
Post #: 368
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/23/2017 8:50:04 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
I have the zip file. Send me an email and I'll send it to you....GP

Edit, The link on the first page works. I just tried it....GP

< Message edited by General Patton -- 3/23/2017 8:55:29 PM >


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(in reply to Netzmarder)
Post #: 369
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 9/16/2017 4:54:27 AM   
Airman1991

 

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Joined: 9/16/2017
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So I attempted to download the mod. It says 661 MB on the download page, but when it finishes downloading the zip file says 0 KB, and nothing is in it

EDIT: Tried three times, the third time worked fine. Mod downloaded successfully.


< Message edited by Airman1991 -- 9/16/2017 4:57:18 AM >

(in reply to btd64)
Post #: 370
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 11/5/2017 10:45:32 AM   
gazdadude

 

Posts: 28
Joined: 7/22/2014
Status: offline
has anyone got this working with bacon mod

(in reply to Airman1991)
Post #: 371
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 11/28/2017 7:10:20 PM   
fuke

 

Posts: 13
Joined: 11/28/2017
Status: offline
The download link isn't working for me, looks like it may have been wrongly flagged by mediafire :(

It gets to about 2-3 MB and then stops, and when you try to go to the link again it says "Permission Denied" and suggests buying the TNG theme music on Amazon.

(in reply to gazdadude)
Post #: 372
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 11/28/2017 8:15:25 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
If you are having problems with downloading this via mediafire try using a download program like jdownloader and copy the link in the greenbox in mediafire into jdownloader. Testing for you at moment and so far jdownloader has downloaded 314 MB..

If there is a problem with the link jdownloader will tell you, otherwise it will give you a green tick to let you know the download link is valid.

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(in reply to fuke)
Post #: 373
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 11/28/2017 8:18:45 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I cancelled the download as it appears to be working..... I tried downloading from mediafire without the downloader and it got up top 50MB.

Looks like an issue on your end.... try restarting your pc and try again.

_____________________________



(in reply to rjord2021)
Post #: 374
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 11/28/2017 8:19:43 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
Also check your antivirus is not stopping the download.

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(in reply to rjord2021)
Post #: 375
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 11/28/2017 8:29:11 PM   
fuke

 

Posts: 13
Joined: 11/28/2017
Status: offline
Maybe adblock was the problem.. working now thanks!!

(in reply to rjord2021)
Post #: 376
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 11/28/2017 8:32:25 PM   
rjord2021


Posts: 1992
Joined: 6/14/2013
From: Sydney, Australia
Status: offline
I think some adblockers disable the mediafire download script/

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(in reply to fuke)
Post #: 377
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 11/28/2017 11:54:45 PM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

ORIGINAL: fuke

The download link isn't working for me, looks like it may have been wrongly flagged by mediafire :(

It gets to about 2-3 MB and then stops, and when you try to go to the link again it says "Permission Denied" and suggests buying the TNG theme music on Amazon.

I've tried downloading from the link in my initial post a number of times and it works fine. All 661mb download. Occasionally though, I have seen where a popup concerning the Star Trek music occurs. Just close and usually on the second or third attempt it downloads. Post back if you have any further problems and cannot download the entire mod,
one of us on the Trek Team will assist.



< Message edited by ehsumrell1 -- 11/28/2017 11:55:08 PM >


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(in reply to fuke)
Post #: 378
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/6/2017 12:15:01 PM   
Remigius

 

Posts: 22
Joined: 10/9/2011
Status: offline
I just tried to mod a race and change something in the tech tree, but encountered a problem.
While the game can be played, my changes only appear in a custom game, not in the startrek map. There, everything defaults back to the standart startrek mod values.
The readme sayd, that at least the race files could be modded.
Do I have to mod the map file itself? Did anyone succsessfully mod this mod for non custom games?

(in reply to ehsumrell1)
Post #: 379
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 12/6/2017 8:52:14 PM   
patapata


Posts: 8
Joined: 11/29/2014
Status: offline
Hi ehsumrell1! Greetings from Switzerland! I just wanted to say hi as I come back to play DWU again after what seemes like eternity. Could you please share any news on 2.5 release? Assuming you are still working on it, that is. In the meantime I'm going to dive back into the game and wait for Distant Worlds 2 in style - playing your wonderful mod. I can't say thank you enough times for creating this!

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(in reply to Remigius)
Post #: 380
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/3/2019 4:28:25 AM   
SteamSlither

 

Posts: 20
Joined: 2/28/2019
Status: offline
How do you edit back in the troop transports for the Federation? I understand they were removed and have to be added manually (which I'd rather let the AI handle).

Moreover I do not see troop transports in the AI Federation design list(for when the Fed is an AI empire), another reason I wish to edit troop transports back in.

I tried to do it myself in the .txt files, but there are settings I'm not locating...

otherwise GOOD MOD

Thanks


(in reply to dejagore)
Post #: 381
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/9/2019 4:30:49 AM   
SteamSlither

 

Posts: 20
Joined: 2/28/2019
Status: offline
This is old but it seems troop transports have been disabled by design for the Federation>
(or just skip to the edit further below)

quote:

ORIGINAL: ehsumrell1

Concerning troop transport designs, that is left up to the player for certain races. Since
my goal for the mod was to make it adaptable to all of the DW game playstyles, it is up
to you to design your troop transport. Some players like them armed and some unarmed. Some
specific aggressive warrior races, Klingon for example, have their troop transports armed.
In addition, a previous patch enabled planetary bases to better target armed transports with
both their weapons and tractor beams, which made invasions more difficult. So to be fair to
all, again, that was left up to the player.




>>it is up
to you to design your troop transport. <<

I gather this is for the Federation.

The issue here if you are playing adversarial to the Federation the AI of the Federation does NOT build any troop transports.

I set up a custom game with 11 Federation AI's and though carriers and every other ship by the baker's dozen are out there are being build, NO FEDERATION TROOP TRANSPORTs. Pirates got Troop transports and the Guardians showed up, they got them too.

This diminishes the Federation as an AI opponent or ally since they cannot take any planets if at war. Anyway, this may be by design with intent not to play random games but the provided scenario map.

FYI 11 Federation civilizations and WE ARE ALL AT PEACE. Only war is with the pirates. We'll have to see what goes on with the Guardians. In the meantime anyone know how to enable Fed civ troop transports?

>>Concerning troop transport designs, that is left up to the player for certain races. <<
CERTAIN RACES Hmm, might be more than just the Federation to look out for...

======================

EDIT
EDIT

OK I figured it out with more details to come... to get the Federation to have troop transports copy in the DOMINION Troop transport replacing the Federation design (in the designTemplates folder).

I do not know why I did not hit on it before, I was trying another race (BORG?) troop transports since they showed up right away.

There might be other races that may not have troop transports so investigating them as well.

EDIT

OK her is what it seems to be, if the TROOP TRANSPORT is unarmed, then it will NOT show up in the build list unless manually designed that way.

I changed
WeaponBeam ;2
to
WeaponBeam ;0
and it did not show up in the buildable designlist.

If I change to
WeaponBeam ;2
Troop Transport shows up in the design list

FYI WeaponBeam ;2 also exists in the default vanilla troop transport as well as other troop transports I checked.

FYI Andorians have unarmed troop transports as well, so I did not see them in the buildable design list until I put beam weapons on it. Other weapons such as missiles may suffice.


< Message edited by SteamSlither -- 3/9/2019 6:19:42 AM >

(in reply to ehsumrell1)
Post #: 382
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/10/2019 4:03:49 AM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
very interesting SteamSlither, but..

I'm not sure to have understand what I have to do to modify the mod to finally have ALL the races which will build armed Troops Transports

can you please help me ?

(in reply to SteamSlither)
Post #: 383
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/11/2019 4:05:17 AM   
SteamSlither

 

Posts: 20
Joined: 2/28/2019
Status: offline
At this time I have not double checked all the races, but there are two or three that need to have the transports fixed to show up in the AI build list.
andorian and federation for sure there may be another

Go to.....\Steam\steamapps\common\Distant Worlds Universe\Customization\DW Universe-STPE Ver 2\designTemplates\andorian
locate trooptransport.txt
Open in notepad or something
look though the weapons section:


NO WEAPONS

WeaponArea ;0
WeaponBeam ;0
WeaponBombard ;0
WeaponMissile ;0
WeaponPhaser ;0
WeaponRailGun ;0
WeaponsManufacturingPlant ;0
WeaponsResearchLab ;0
WeaponSuperBeam ;0
WeaponTorpedo ;0
WeaponTractorBeam ;0
WeaponGravitonBeam ;0
WeaponAreaGravity ;0


Since no weapons added to the andorian transport.
It WILL not show up in the AI or player build list

Add weapons
(layouts tend to be 2-3 beam weapons, or 1-2 railguns or two phasers or 1 missile and beam weapon).

WeaponArea ;0
WeaponBeam ;2 <<<<WEAPON ADDED
WeaponBombard ;0
WeaponMissile ;0
WeaponPhaser ;0
WeaponRailGun ;0
WeaponsManufacturingPlant ;0
WeaponsResearchLab ;0
WeaponSuperBeam ;0
WeaponTorpedo ;0
WeaponTractorBeam ;0
WeaponGravitonBeam ;0
WeaponAreaGravity ;0

NOW it will show up in the AI build list and you will see it without having to build one.

Do the same for the Federation ( I added 2 phasers):
WeaponPhaser ;2
I have to check to see who the other race(s) are that are missing weapons unless you find them first

SAVE the file
Run the game. FYI if you are at prewarp, you will not see troop transports in the list until for example, as Federation, you research phasers.

To check your work right away choose an era where some tech has been researched such as Classic Era.

< Message edited by SteamSlither -- 3/11/2019 4:11:38 AM >

(in reply to Hattori Hanzo)
Post #: 384
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/12/2019 4:08:33 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
Hello SteamSlither;

You detailed that so well you should consider being on the "Trek Team" for DW2
(if we'll be able to mod it as well as DW1)

I don't monitor this thread as often as I used to due to other time-consuming things
in life right now (like the new tax reform laws and grandkids)!

But your premise and analysis for Troop Transports is correct. The reasoning behind
it began to develop when Elliot prioritized the AI to target "armed" Troop Transports
during planetary invasions first. So in the flow to be as near to Trek canon as possible as
we developed the mod, certain strengths and weaknesses for the factions were naturally
applied. Also, I tried to make sure that the "doctored" factions would not be too
overpowering (except the Borg) if a custom game were chosen that was not played on the
ST map I created. Hope this helps to explain. Please feel free to continue your analyzing!

Inbox me if your interested to join us when DW2 arrives if Elliot allows it to have mod
support!


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

(in reply to SteamSlither)
Post #: 385
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/13/2019 10:38:27 PM   
SteamSlither

 

Posts: 20
Joined: 2/28/2019
Status: offline

quote:

ORIGINAL: Hattori Hanzo

I'm not sure to have understand what I have to do to modify the mod to finally have ALL the races which will build armed Troops Transports

can you please help me ?



Included is a file you can download of the ARMED transports for the relevant civilizations
------------
This includes WEAPONIZED versions of troop transports for DistantWorlds Universe-StarTrekPicardEra Ver 2 by Ehsumrell1 for civilizations that had UNARMED troop transports. The AI cannot build unarmed troop transports, it will not build any troop transports at all unless the template trooptransport.txt has them armed:
Andorian, added 1 missile, 1 beam weapon
Bajoran, added 2 beam weapons
Benzite, added 2 beam weapons
and Federation civilization trooptransport.txt, 2 phasers added.

NOT recommended to use them in the pre-built map as they throw off the balance the designer, Ehsumrell1, created for the included scenario. Players, however, can build design their own transports for their chosen civ and once the design is created, the AI will take over if automated.

HOWEVER if you are playing random games with random AI civilizations; this file might come in useful.

In a random game, for example, you can have potentially 3 different Bajoran civilizations being generated and without the troop transports they cannot invade worlds of the belligerent or take back property snagged by advisories or assist allies in invasions. This will put those civilizations at a severe disadvantage against Klingons, Borg and other civilizations that have as default armed trooptransport.txt files.

To use install in the following folder overwriting files (you can back them up or use the included backups to remove the armed transports).

......\Steam\steamapps\common\Distant Worlds Universe\Customization\DW Universe-STPE Ver 2\designTemplates

Attachment (2)

(in reply to Hattori Hanzo)
Post #: 386
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 3/15/2019 3:44:28 AM   
Hattori Hanzo


Posts: 734
Joined: 3/21/2011
From: Okinawa
Status: offline
many, many thanks SteamSlither !!!

(in reply to SteamSlither)
Post #: 387
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/11/2019 2:06:39 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline
I just wanted to drop in and give a big Thank You. This is the first mod I am playing since I picked up DWU, and I'm loving it.

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(in reply to Knickers)
Post #: 388
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/11/2019 2:24:53 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline

quote:

ORIGINAL: Lecivius

I just wanted to drop in and give a big Thank You. This is the first mod I am playing since I picked up DWU, and I'm loving it.


I'm sure Ed and the team say a big your welcome. I for one play this mod a lot....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Lecivius)
Post #: 389
RE: VERSION 2.0 RELEASED! Star Trek The Picard Era mod ... - 4/12/2019 2:55:55 AM   
ehsumrell1


Posts: 2529
Joined: 8/17/2010
From: The Briar Patch Nebula
Status: offline
quote:

ORIGINAL: Lecivius

I just wanted to drop in and give a big Thank You. This is the first mod I am playing since I picked up DWU, and I'm loving it.


YOU'RE WELCOME!!!



< Message edited by ehsumrell1 -- 4/12/2019 2:56:53 AM >


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

(in reply to Lecivius)
Post #: 390
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