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