View full version: C# Mechanics
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  1. Pick up all survivors standing order
  2. Box Launchers and Fighter Pods
  3. Ground Unit Formations
  4. Jump engines vs Jumpoint Stabilizer
  5. Aurora increments Vs Missle interception
  6. Jump Tenders & Civilian Ships
  7. STO Missiles?
  8. Infrastructure and a Colony
  9. Jump engines?
  10. Commercial civilian Shiplines
  11. Mineral Logistics
  12. FFD and bombardment
  13. The Incongruity of Shipbuilding Time
  14. Slowing down research
  15. Fisrt stab at Ground Combat
  16. Sensor Range Calculation
  17. Missiles vs Shipyards
  18. Sorium Harvesting Question
  19. Terraforming Gasses
  20. Using a Timer Fleet and an Annual Management Checklist
  21. Minimum size for missile active sensor?
  22. Anything to do about a dormant construct on an uncolonizable world?
  23. Fighter Speed vs BFC Tracking Speed
  24. Admin Command doesn't affect crew grade.
  25. Ground combat
  26. Boarding
  27. Carriers vs Missiles
  28. Occupation Force Numbers
  29. ASM Missile Types
  30. No Deployment Clock for commercial ships
  31. Missile size vs point defence
  32. Should Fighters Need Commanders?
  33. Updating Towed Installations
  34. Admin Types
  35. Can geosurvey probes be automated?
  36. Producing MSP with regular Industry
  37. Question about civilian designs
  38. Pause on commander relieved
  39. Automated Assignment for colony/cargo ships
  40. STO-relevant GF Commander bonuses
  41. How to handle missile replacements?
  42. Mining production bug?
  43. How exactly does one do ELINT vs. sensors?
  44. Why does my tanker orders do not work?
  45. Jump Engines
  46. potential bug when disassembling alien components (1.10)
  47. Help? How to read STO weapon stats
  48. Military space stations
  49. What Are the Point of Colonies?
  50. Game set up conditions.