View full version: C# Mechanics
« 1 2 3 4 5 6 7 8 9 10 11 »
  1. Building a simple army to conquer the planet NPR
  2. Unloading alien survivors?
  3. Automation or optimization of routine actions (micromanagement)
  4. How a newbie is losing the war with NPR ... :)
  5. A few questions about battles from a newbie
  6. How fast is NPR developing?
  7. Sensor design, questions from a beginner
  8. The AI gave me tech?
  9. Creating multiple starting races
  10. How do you use ELINT
  11. Boarding vs Shields
  12. Please give me some tips on building and using ground troops
  13. SpaceMaster mod
  14. Orbital Mining versus Automated Mines
  15. No civilia shiplines, auto-order for my freighters?
  16. Mineral Generation
  17. MFC signature vs passive detection
  18. Water and Terrain in Eccentric Orbits
  19. Logistics and cargo/colony ship design
  20. How to mod the DB? Any free programs to do it?
  21. How does the tech scaling work for generated NPRs?
  22. Passives: EM vs Thermal, which is better for what situation?
  23. The Logistics of Planetary Invasions: A Mechanistic Analysis
  24. Ground units wont resupply,
  25. Know star system
  26. Engineering spaces and maintenance storage
  27. Cost of PPV vs Police
  28. Multiple Ground Unit Capabilities?
  29. Fleet organization example
  30. How to Use Mines
  31. Custom Creation bug?
  32. Economy of Missile Launchers
  33. Changing Game Settings
  34. Removing AMM
  35. How does Artillery Support Works?
  36. Ground Resupply Out-of-Combat
  37. Flag Bridge Rank Limitations
  38. Terrain modifier
  39. Parasite Maintenance Rules Clarification
  40. Automated training
  41. How to transfer ships between races
  42. v1.13.0 Changes Discussion Thread
  43. Colonize Luna
  44. Ground combat airforce design?
  45. Boarding combat so damn lethal
  46. NPR too weak
  47. Refit cost calculation
  48. 1.13.0 Changes List
  49. Tuggin
  50. Military academies names