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