View full version: C# Mechanics
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  1. Shock damage in C#
  2. Best Ground Units?
  3. Alien components
  4. Best way to engage enemy sitting on other side of gate?
  5. MOVED: NPR Designs and Compositions
  6. Heavy or long range artillery to destroy supply
  7. Trigger for NPRs to build shipyards?
  8. Raider Spawn Rate (Spoiler Alert)
  9. v2.0.0 Changes Discussion Thread
  10. v2.1.1 Changes List
  11. Railguns mechanic
  12. Fighter factories vs shipyards
  13. Terraforming and Safe Greenhouse Gasses
  14. Repairing Space Stations?
  15. 2.0.2 - Maintenance doubt
  16. v2.1.0 Changes List
  17. v2.0.3 Changes List
  18. v2.0.2 Changes List
  19. v2.0.1 Changes List
  20. v2.0.0 Changes List (also known as v1.14.0)
  21. On the Economics of Fuel Economy
  22. Why Build Terraforming Installations?
  23. Surrender
  24. Boarding for fun and profit
  25. Ships appearing and disappearing well within sensor range
  26. Ground combat terrain/environment capability training
  27. Do tugs need extra fuel for when they're tugging, or is their range accurate?
  28. Fighter training fuel cost
  29. Available Worker for populations by Colony Cost
  30. Armor for STO units?
  31. Spacemaster help
  32. Are ancient artifacts trade good still broken?
  33. Missile launcher size limitation idea.
  34. Nukes and planets
  35. Colonizing Pre-Existing CMCs
  36. ECM/ECCM and missiles
  37. Military Jump Drives and Commercial Engines
  38. The Diminishing Returns of "Big Ships are Better"
  39. Missiles with Active Sensors that lost its target
  40. Need help with logistics
  41. Local System Generation
  42. Meaning of IP
  43. request for documentation: morale changes in combat
  44. Loading ship box launchers
  45. Reinforcement bug or user error?
  46. Area defense picket not firing
  47. The question is about designing ideal missiles.
  48. Repeated Jumps
  49. Required Commanders
  50. Building a simple army to conquer the planet NPR