View full version: C# Mechanics
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  1. Offisers dont autopromote
  2. Shock damage in C#
  3. Best Ground Units?
  4. Alien components
  5. Best way to engage enemy sitting on other side of gate?
  6. MOVED: NPR Designs and Compositions
  7. Heavy or long range artillery to destroy supply
  8. Trigger for NPRs to build shipyards?
  9. Raider Spawn Rate (Spoiler Alert)
  10. v2.0.0 Changes Discussion Thread
  11. v2.1.1 Changes List
  12. Railguns mechanic
  13. Fighter factories vs shipyards
  14. Terraforming and Safe Greenhouse Gasses
  15. Repairing Space Stations?
  16. 2.0.2 - Maintenance doubt
  17. v2.1.0 Changes List
  18. v2.0.3 Changes List
  19. v2.0.2 Changes List
  20. v2.0.1 Changes List
  21. v2.0.0 Changes List (also known as v1.14.0)
  22. On the Economics of Fuel Economy
  23. Why Build Terraforming Installations?
  24. Surrender
  25. Boarding for fun and profit
  26. Ships appearing and disappearing well within sensor range
  27. Ground combat terrain/environment capability training
  28. Do tugs need extra fuel for when they're tugging, or is their range accurate?
  29. Fighter training fuel cost
  30. Available Worker for populations by Colony Cost
  31. Armor for STO units?
  32. Spacemaster help
  33. Are ancient artifacts trade good still broken?
  34. Missile launcher size limitation idea.
  35. Nukes and planets
  36. Colonizing Pre-Existing CMCs
  37. ECM/ECCM and missiles
  38. Military Jump Drives and Commercial Engines
  39. The Diminishing Returns of "Big Ships are Better"
  40. Missiles with Active Sensors that lost its target
  41. Need help with logistics
  42. Local System Generation
  43. Meaning of IP
  44. request for documentation: morale changes in combat
  45. Loading ship box launchers
  46. Reinforcement bug or user error?
  47. Area defense picket not firing
  48. The question is about designing ideal missiles.
  49. Repeated Jumps
  50. Required Commanders