View full version: C# Mechanics
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  1. Planatery Invasions
  2. Ground Units Replacement
  3. An analysis of 2.2+ Missile Warfare
  4. Adding new Luxury Passanger Module
  5. Subfleets and Standing Orders
  6. STO range
  7. v2.6.0 Changes Discussion Thread
  8. v2.6.0 Changes List
  9. v2.4.0 Changes Discussion Thread
  10. v2.5.1 Changes List
  11. Heuristics for new missile mechanics
  12. C# Aurora Changes List 1.0 -> 2.5.0 / Table of Contents / Alphabetically
  13. Beam PD post missile changes
  14. 2.2 AMM theorycrafting
  15. Tanker Won't Refuel Fleet
  16. v2.5.0 Changes List
  17. v2.4.0 Changes List
  18. Terraforming mercury
  19. Ground Unit Terrain Types and Modifiers
  20. Refuel orders for Tankers (refuel own fleet, refuel own su-fleet etc.)
  21. Space stations
  22. Multiple species greatly increasing pop growth rate - WAI?
  23. v2.3.0 Changes List
  24. v2.3.1 Changes List
  25. v2.2.0 Changes Discussion Thread
  26. v2.2.1 Changes List
  27. v2.2.0 Changes List
  28. Maintenance Clock
  29. Why do hot planets have such a low colony cost
  30. Mineral uses (2.1)
  31. Particle beams the new DPS go-to even at lower ranges?
  32. STO not firing
  33. Fortification speed
  34. Medals
  35. STO Weapon Turrets: Request for clarification.
  36. Do NPR and other non-human controlled players make use of fuel and spare parts?
  37. Is it still possible to make tractor-beam chains?
  38. Finding a use for Formation Orders as-Programmed
  39. Table of Dominant Terrain To Hit Modifier
  40. Potential ECM/ECCM Changes
  41. Tracking total civilian shipping sector size
  42. Potential Supernova Mechanics
  43. Alien Artifacts fixed?
  44. MOVED: refueling hub (many ships to one)
  45. Point defence failure
  46. Aurora C# Propulsion Design Theory
  47. Offisers dont autopromote
  48. Shock damage in C#
  49. Best Ground Units?
  50. Alien components