Aurora 4x
»
VB6 Aurora
» VB6 Mechanics
View full version:
VB6 Mechanics
«
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
»
Offensive mass drivers
Automated Turn Interupt
Assault Shuttle and 140 shuttle to command..
Ground Forces: Transportation, New units, Boarding Combat
Self-correction for Yoyo Bugs in v5.20
Are you serious?
Re-arming Fighters
AI & New Game Set-Up
New Phenomena in v5.1 (Spoiler)
Aliens on Colony - game stuck
Unexpected Events in v5.1 (Spoiler)
Conquered Race revolting
Final Fire PD vs point blank missiles
Jump blindness
Chunks vs. Terrestrial Classification
Cargo holds and build time
[SPOILER] Discussion on NPRs and their logic - current & new
Population Growth
NPR Homeworld Oddities
image-name convention/mechanism? (+ custom pics)
Can't refit ships
New Naval Organization Structure
The Miraculous Space-Time Bubble
Geology Teams
Automated Fire for Player Ships
Mesons overpowered.
Changes to Ground Unit Training for v5.02
Missile Design Guide Desired
Gauss Cannon, Point Defense, and Missiles
Popup Fleet Menu
Change to Civilian Detection for v5.0
Using A Hyper Drive
How to organize my Task Groups
Interrupts and Automated Turns
Colony won't mine - Why?
Task Force and Group Commanders
Can't Invade enemy homeworld?
Species Tolerance
Modable?
Task Force Organisation
Detail on Terraforming and Leader Bonuses
Pre Fab PDC
Use of Asteroid miners
Engines: Normal, Hyper, Jump & Gates
frequency of increment bog-down
Anti-missile Missile
ACTUAL "Real" Shipping Line:DDD..
Automatic Colony Creation
Combat issues - locking
Satellite Elementals
It appears that you have not registered with
Aurora 4x
. To register, please click here...