View full version: C# Mechanics
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  1. v2.2.0 Changes List
  2. Maintenance Clock
  3. Why do hot planets have such a low colony cost
  4. Mineral uses (2.1)
  5. Particle beams the new DPS go-to even at lower ranges?
  6. STO not firing
  7. Fortification speed
  8. Medals
  9. STO Weapon Turrets: Request for clarification.
  10. Do NPR and other non-human controlled players make use of fuel and spare parts?
  11. Is it still possible to make tractor-beam chains?
  12. Finding a use for Formation Orders as-Programmed
  13. Table of Dominant Terrain To Hit Modifier
  14. Potential ECM/ECCM Changes
  15. Tracking total civilian shipping sector size
  16. Potential Supernova Mechanics
  17. Alien Artifacts fixed?
  18. Point defence failure
  19. Aurora C# Propulsion Design Theory
  20. Offisers dont autopromote
  21. Shock damage in C#
  22. Best Ground Units?
  23. Alien components
  24. Best way to engage enemy sitting on other side of gate?
  25. Heavy or long range artillery to destroy supply
  26. Trigger for NPRs to build shipyards?
  27. v2.0.0 Changes Discussion Thread
  28. v2.1.1 Changes List
  29. Railguns mechanic
  30. Fighter factories vs shipyards
  31. Terraforming and Safe Greenhouse Gasses
  32. Repairing Space Stations?
  33. 2.0.2 - Maintenance doubt
  34. v2.1.0 Changes List
  35. v2.0.3 Changes List
  36. v2.0.2 Changes List
  37. v2.0.1 Changes List
  38. v2.0.0 Changes List (also known as v1.14.0)
  39. On the Economics of Fuel Economy
  40. Why Build Terraforming Installations?
  41. Surrender
  42. Boarding for fun and profit
  43. Ships appearing and disappearing well within sensor range
  44. Ground combat terrain/environment capability training
  45. Do tugs need extra fuel for when they're tugging, or is their range accurate?
  46. Fighter training fuel cost
  47. Available Worker for populations by Colony Cost
  48. Armor for STO units?
  49. Spacemaster help
  50. Are ancient artifacts trade good still broken?