View full version: Mechanics
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  1. how to keep npr using naval yard to build military ships
  2. Agility kills missile doctrines?
  3. Rescuing crews in life pods
  4. Recrewing of fighters and how low-crew state works
  5. Problems with boarding neutral vessels.
  6. Change Log for v7.2 Discussion
  7. Missiles and fire control issues
  8. Missiles and wormhole assaults
  9. Invasion?
  10. rotating crew
  11. Warning: cryo berths can't be used as flight crew berths.
  12. War Reparations Formula
  13. What's the formula for secondary explosion strength for engines?
  14. Diplomacy mechanic on shared planets question
  15. Population surrender mechanics
  16. Recovering Fired (and unexploded) missiles.
  17. Population Consumption
  18. CIWS on PDCs
  19. Đ¢hat before ? 7.2 or C# ?
  20. Paying build cost and minerals
  21. AI targeting
  22. Small galaxies
  23. Terraforming installations vs modules
  24. Colony Cost for Asteroids
  25. Recreational Modules
  26. Luxury Passenger Accomodation
  27. So, how does one undo nuclear winter?
  28. Multiplayer Aurora Concept Thread.
  29. Mines and sensors
  30. Planetary Bombardment Questions
  31. Orbital Bombardment Formulas?
  32. Do CIWSs work immediately after doing a Squadron/Standard Transit?
  33. Not being invaded
  34. Strange Damage Template for Lasers?
  35. Incorrect Active Sensor Range Detected
  36. Why can missiles not be less than 1 MSP?
  37. npr planet suitability
  38. Is aurora limited in its CPU usage?
  39. Further Discussion on Titan Plausibility
  40. Can ships be repaired in PDC hangars?
  41. NPR capabilities
  42. Laser Warheads for Missiles, what do they currently do?
  43. MOVED: Aurora C# Screenshots
  44. Grav Pulse Strength
  45. Change Log for 5.50 Discussion
  46. Change for 7.20
  47. Weapon Reliability
  48. What causes ships to be destroyed?
  49. Strange NPC behaviour
  50. Jump Engines: Military vs Civilian