View full version: Mechanics
1 2 3 4 5 6 7 8 9 10 11 12 13 14 »
  1. Aurora missiles don't need warheads
  2. Bridge Officers
  3. Advanced Lasers Question
  4. Fuel Modules
  5. Fighter Speed Limit?
  6. how to keep npr using naval yard to build military ships
  7. Agility kills missile doctrines?
  8. Rescuing crews in life pods
  9. Recrewing of fighters and how low-crew state works
  10. Problems with boarding neutral vessels.
  11. Change Log for v7.2 Discussion
  12. Missiles and fire control issues
  13. Missiles and wormhole assaults
  14. Invasion?
  15. rotating crew
  16. Warning: cryo berths can't be used as flight crew berths.
  17. War Reparations Formula
  18. What's the formula for secondary explosion strength for engines?
  19. Diplomacy mechanic on shared planets question
  20. Population surrender mechanics
  21. Recovering Fired (and unexploded) missiles.
  22. Population Consumption
  23. CIWS on PDCs
  24. Đ¢hat before ? 7.2 or C# ?
  25. Paying build cost and minerals
  26. AI targeting
  27. Small galaxies
  28. Terraforming installations vs modules
  29. Colony Cost for Asteroids
  30. Recreational Modules
  31. Luxury Passenger Accomodation
  32. So, how does one undo nuclear winter?
  33. Multiplayer Aurora Concept Thread.
  34. Mines and sensors
  35. Planetary Bombardment Questions
  36. Orbital Bombardment Formulas?
  37. Do CIWSs work immediately after doing a Squadron/Standard Transit?
  38. Not being invaded
  39. Strange Damage Template for Lasers?
  40. Incorrect Active Sensor Range Detected
  41. Why can missiles not be less than 1 MSP?
  42. npr planet suitability
  43. Is aurora limited in its CPU usage?
  44. Further Discussion on Titan Plausibility
  45. Can ships be repaired in PDC hangars?
  46. NPR capabilities
  47. Laser Warheads for Missiles, what do they currently do?
  48. MOVED: Aurora C# Screenshots
  49. Grav Pulse Strength
  50. Change Log for 5.50 Discussion