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