View full version: C# Mechanics
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  1. New rules for spawning Civilian mining complex?
  2. Looking for updated version of Planetary Installation info table
  3. Planatery Invasions
  4. An analysis of 2.2+ Missile Warfare
  5. Ground Units Replacement
  6. Adding new Luxury Passanger Module
  7. Subfleets and Standing Orders
  8. STO range
  9. v2.6.0 Changes Discussion Thread
  10. v2.6.0 Changes List
  11. v2.4.0 Changes Discussion Thread
  12. v2.5.1 Changes List
  13. Heuristics for new missile mechanics
  14. C# Aurora Changes List 1.0 -> 2.5.0 / Table of Contents / Alphabetically
  15. Beam PD post missile changes
  16. 2.2 AMM theorycrafting
  17. Tanker Won't Refuel Fleet
  18. v2.5.0 Changes List
  19. v2.4.0 Changes List
  20. Terraforming mercury
  21. Ground Unit Terrain Types and Modifiers
  22. Refuel orders for Tankers (refuel own fleet, refuel own su-fleet etc.)
  23. Space stations
  24. Multiple species greatly increasing pop growth rate - WAI?
  25. v2.3.0 Changes List
  26. v2.3.1 Changes List
  27. v2.2.0 Changes Discussion Thread
  28. v2.2.1 Changes List
  29. v2.2.0 Changes List
  30. Maintenance Clock
  31. Why do hot planets have such a low colony cost
  32. Mineral uses (2.1)
  33. Particle beams the new DPS go-to even at lower ranges?
  34. STO not firing
  35. Fortification speed
  36. Medals
  37. STO Weapon Turrets: Request for clarification.
  38. Do NPR and other non-human controlled players make use of fuel and spare parts?
  39. Is it still possible to make tractor-beam chains?
  40. Finding a use for Formation Orders as-Programmed
  41. Table of Dominant Terrain To Hit Modifier
  42. Potential ECM/ECCM Changes
  43. Tracking total civilian shipping sector size
  44. Potential Supernova Mechanics
  45. Alien Artifacts fixed?
  46. MOVED: refueling hub (many ships to one)
  47. Point defence failure
  48. Aurora C# Propulsion Design Theory
  49. Offisers dont autopromote
  50. Shock damage in C#