http://aurorawiki.pentarch.org/index.php?title=Special:RecentChanges&feed=atomAuroraWiki - Recent changes [en]2010-01-17T01:32:25ZTrack the most recent changes to the wiki in this feed.MediaWiki 1.15.1http://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2271&oldid=prevMain Page2010-01-15T21:22:02Z<p><span class="autocomment">Links: </span> </p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://aurora.pentarch.org Aurora Discussion Forums]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://aurora.pentarch.org Aurora Discussion Forums]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://aurorawiki.pentarch.org The Wiki site (You are here)]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [http://aurorawiki.pentarch.org The Wiki site (You are here)]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1787] Different Leader Types / Research Projects</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1680] Transportation of Ground Forces and Boarding Combat</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1613&hilit=diplomacy#p14676] Diplomatic Rules</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1733] Missile Series</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1654] Real Stars Option</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1486] Civilian Trade System (need to read the whole thread)</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [http://aurora.pentarch.org/viewtopic.php?f=1&t=1716] Civilian Mining Complexes (2nd post in thread)</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [http://aurora.pentarch.org/viewtopic.php?f=19&t=1839] Explanation of why time increments get cut short (read the whole thread)</ins></div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Aurora_Player_Designed_Systems&diff=2270&oldid=prevAurora Player Designed Systems2010-01-13T18:34:28Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Overview=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Overview<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>All the systems listed here are able to be player designed. This article will detail the various components. It is currently a work in progress.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>All the systems listed here are able to be player designed. This article will detail the various components. It is currently a work in progress.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Laser Technology=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Laser Technology<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==Components==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>==Components<ins class="diffchange diffchange-inline">=</ins>==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Lasers have four components, each with their own tech line. Some of the components are shared with other energy weapons, while some are laser specific. The components are Laser Focal Size, Laser Wavelength, Capacitor Recharge Rate, Reduced Size Lasers. Please note that the maximum range of any laser system is 1.5m km. This is because the smallest time increment is 5 seconds and light has to obey the laws.</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>===Laser Focal Size===</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>===Laser Focal Size<ins class="diffchange diffchange-inline">=</ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Laser Focal Size ranges from 10cm to 80cm. Larger sized beams cause more damage and have a longer base recharge time. Focal size has a bearing on the maximum range of the overall laser system.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>{| border="1"</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>{| border="1"</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|80cm||168||840s</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|80cm||168||840s</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|}</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|}</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>===Laser Wavelength===</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>===Laser Wavelength<ins class="diffchange diffchange-inline">=</ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The wavelength of the laser determines the range modifier and the maximum range of the laser.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The wavelength of the laser determines the range modifier and the maximum range of the laser.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|}</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|}</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>===Capacitor Recharge Rate===</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>===Capacitor Recharge Rate<ins class="diffchange diffchange-inline">=</ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The available rates are 1, 2, 3, 4, 5, 6, 8, 10, 12, 16, 20, 25.</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>===Reduced Size Lasers===</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>===Reduced Size Lasers<ins class="diffchange diffchange-inline">=</ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This particular component reduces the size of the laser system at the expense of the recharge rate. There are three levels available. Standard has no change to size or rate. Reduced .75 reduces the size by 25% while increasing the recharge by 4x. Reduced .5 reduces the size by 50% and increases the recharge rate by 20x.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Missile Launchers=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Missile Launchers<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==Components==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>==Components<ins class="diffchange diffchange-inline">=</ins>==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The main components of missile launchers are Size, Reload Rate, Platform Type, and Reduced Size.</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>===Launcher Size===</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>===Launcher Size<ins class="diffchange diffchange-inline">=</ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This directly affects how big of a missile may be fired. It also affects the Rate of Fire. A launcher may launch any missile available up to and equal to its size, e.g. a size 6 launcher may fire size 1-6 missiles.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|24||24||720</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|24||24||720</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|}</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|}</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>===Reload Rate===</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>===Reload Rate<ins class="diffchange diffchange-inline">=</ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The reload rate affects how fast the missile launcher may be reloaded and fired. The level of reload rate is used as a divisor to the base reload rate from the size of the launcher. The available rates are 1 - 12.</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>===Platform Type===</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>===Platform Type<ins class="diffchange diffchange-inline">=</ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>There are two options available here, Ship-based and PDC-based. The PDC option cuts the base reload time in half.</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>===Reduced Size===</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>===Reduced Size<ins class="diffchange diffchange-inline">=</ins>===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The options here allow the launcher to be reduced in size at the expense of reload rate.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The options here allow the launcher to be reduced in size at the expense of reload rate.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|}</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|}</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Power Plants=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Power Plants<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Engines=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Engines<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Shields=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Shields<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Active Sensors/Fire Control=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Active Sensors/Fire Control<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Thermal Sensors=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">These systems are used to detect targets and provide guidance for missiles.</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Jump Engines=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">===Components===</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Beam Fire Control=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">The components for Active Sensors and Fire Control are Active Sensor Strength, Antenna Size, Minimum Resolution, Hardening and Active Sensor Type.</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Torpedo</del>=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">===Active Sensor Strength===</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Meson Cannon</del>=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This is the strength of the scanners. It uses the Active Grav Sensor Strength research. The values are 10, 12, 16, 21, 28, 36, 48, 60, 80, 100, 135, 180. The range of the scanner is Strength x Resolution x Antenna Size x 10,000km. Missile controls multiply that range by 3.</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Railgun</del>=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">===Antenna Size===</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Plasma Carronade</del>=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This is a variable determined by the player. There is no associated tech line with it. It is used in determining the maximum range of the system.</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">EM Detection Sensors</del>=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">===Minimum Resolution===</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">High Power Microwave</del>=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This is a variable that determines the smallest object the system can detect at range. NOTE: Smaller objects can be detected, but at severely reduced ranges. Resolution Zero Mode is usually reserved for anti-missile installations. Each resolution increment adds 50 tons to the minimum size detected.</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Guass Cannon</del>=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">===Hardening===</ins></div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Cloaking Device</del>=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This is a researched line. It is used to protect the installation against EM damage. Values range from 0 to 8.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Thermal Sensors<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Jump Engines<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Beam Fire Control<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This installation is used to control beam weapons.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>===<ins class="diffchange diffchange-inline">Components==</ins>=</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">The components for Beam Fire Control are Beam Fire Control Distance Rating, Fire Control Speed Rating, Fire Control Size vs Range, Fire Control Size vs Tracking Speed, Hardening, Platform Type, Ship Type Limitations.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==<ins class="diffchange diffchange-inline">=Beam Fire Control Distance Rating===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This rating determines the range at which the beam will be at 50% accuracy. Values are 10,000km, 16,000km, 24,000km, 32,000km, 40,000km, 48,000km, 60,000km, 75,000km, 100,000km, 125,000km, 150,000km, 175,000km.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>=<ins class="diffchange diffchange-inline">==Fire Control Speed Rating==</ins>=</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This determines how fast the fire control can bring the weapon(s) to bear on the target. NOTE: The final speed rating is determined by ship speed or turret speed. Values for this are 1,250km/s, 2,000km/s, 3,000km/s, 4,000km/s, 5,000km/s, 6,250km/s, 8,000km/s, 10,000km/s, 12,500km/s, 15,000km/s, 20,000km/s, 25,000km/s.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>=<ins class="diffchange diffchange-inline">==Fire Control Size vs. Range/Tracking Speed==</ins>=</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">These two items are very similar in that the player may reduce or increase the size of the installation for a bonus (or penalty) to the Range or Tracking Speed.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">{| border="1"</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|+Size vs. Range/Tracking Speed</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">!Size!!Range!!Tracking Speed</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|25%||25%||n/a</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|34%||34%||n/a</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|50%||50%||n/a</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|Normal||Normal||Normal</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|1.25x||n/a||1.25x</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|1.5x||1.5x||1.5x</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|2x||2x||2x</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|3x||3x||3x</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|-</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|4x||4x||4x</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">|}</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">===Hardening=</ins>==</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This is the same as the Hardening on Active Sensors/Missile Control.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>=<ins class="diffchange diffchange-inline">==Platform Type==</ins>=</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This is a switch for Ship or PDC installations. PDC installations have the range increased by 50%.</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==<ins class="diffchange diffchange-inline">=Ship Type Limitations===</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">This is used to determine if the installation can be emplaced on any ship, or fighters only. Fighter only installations have the base tracking speed multiplied by 4.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==Torpedo==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==Meson Cannon==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==Railgun==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==Plasma Carronade==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==EM Detection Sensors==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==High Power Microwave==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==Guass Cannon==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==Cloaking Device==</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">==CIWS==</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>----</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>----</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Main Page]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Main Page]]</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Quickstart_for_Beginners&diff=2266&oldid=prevQuickstart for Beginners2010-01-13T10:49:13Z<p>add link back to main page</p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This will be a seperate tutorial.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This will be a seperate tutorial.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">----</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Main Page]]</ins></div></td></tr>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Aurora_Player_Designed_Systems&diff=2265&oldid=prevAurora Player Designed Systems2010-01-13T10:48:31Z<p>add link back to main page</p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=Guass Cannon=</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=Guass Cannon=</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=Cloaking Device=</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>=Cloaking Device=</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;"></ins></div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Main Page]]</ins></div></td></tr>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Installations&diff=2264&oldid=prevInstallations2010-01-13T10:47:56Z<p>add link back to main page</p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Each item that is constructed requires a build cost equal to the mineral cost. For example, a Shipyard complex requires 1200 Duranium and 1200 Neutronium, for a total cost of 2400. One construction factory will require 240 years at the base rate to complete the yard. Of course, multiple factories will reduce this time. Two factories will only need 120 years for a shipyard.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Each item that is constructed requires a build cost equal to the mineral cost. For example, a Shipyard complex requires 1200 Duranium and 1200 Neutronium, for a total cost of 2400. One construction factory will require 240 years at the base rate to complete the yard. Of course, multiple factories will reduce this time. Two factories will only need 120 years for a shipyard.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;"></ins></div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Main Page]]</ins></div></td></tr>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2263&oldid=prevMain Page2010-01-13T10:45:00Z<p><span class="autocomment">Tutorial Information: </span> slight reorganisation</p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Economics]] - Economics (4.77)</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Economics]] - Economics (4.77)</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Terraforming]] - Making that new planet just like mom's. (4.77)</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Terraforming]] - Making that new planet just like mom's. (4.77)</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">====Reference Information====</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Trans Newtonian Elements]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Trans Newtonian Elements]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Installations]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Installations]]</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del style="color: red; font-weight: bold; text-decoration: none;">* [[Quickstart for Beginners]]</del></div></td><td colspan="2"> </td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Hotkeys]] - Also their functions.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Hotkeys]] - Also their functions.</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">====Quickstart====</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Quickstart for Beginners]]</ins></div></td></tr>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Economics&diff=2262&oldid=prevEconomics2010-01-13T10:31:37Z<p>added link to next page of tutorial</p>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Fast_OOB&diff=2261&oldid=prevFast OOB2010-01-13T10:30:56Z<p>added link to next page of tutorial</p>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Beam_Overview&diff=2260&oldid=prevBeam Overview2010-01-13T10:30:18Z<p>added link to next page of tutorial</p>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Beam_Warships&diff=2259&oldid=prevBeam Warships2010-01-13T10:29:23Z<p>added link to next page of tutorial</p>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Commercial_Shipping&diff=2258&oldid=prevCommercial Shipping2010-01-13T10:28:46Z<p>added link to next page of tutorial</p>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Shipyards&diff=2257&oldid=prevShipyards2010-01-13T10:28:02Z<p>added link to next page of tutorial</p>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Basic_Ship_Creation&diff=2256&oldid=prevBasic Ship Creation2010-01-13T10:27:15Z<p>added link to next page of tutorial</p>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=System_Map&diff=2254&oldid=prevSystem Map2010-01-13T10:25:39Z<p>added link to next page of tutorial</p>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Talk:Beam_Warships&diff=2253&oldid=prevTalk:Beam Warships2010-01-13T10:23:06Z<p>Created page with 'The last paragraph; 'Open the Fast OB Creation window from the SpaceMaster menu, select Battle Task Group and your new design. Enter 3 in the number field and press Add. Congratu…'</p>
<p><b>New page</b></p><div>The last paragraph;<br />
'Open the Fast OB Creation window from the SpaceMaster menu, select Battle Task Group and your new design. Enter 3 in the number field and press Add. Congratulations, you are no longer totally defenceless.'<br />
<br />
Should probably be merged into the fast oob tutorial page, as fast oob is no longer before beam warships.--[[User:Metalax|Metalax]] 10:23, 13 January 2010 (UTC)</div>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Beam_Warships&diff=2252&oldid=prevBeam Warships2010-01-13T10:18:50Z<p>As fast oob is no longer before this in tutorial, there will be no ships already created.</p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Notice that the speed is dropping and the Annual Failure Rate is rising. We will need to address these at some point. For now let's complete our sensor suite by adding some passive sensors. Go back to the Create Research Project Window and select Thermal Sensors. This is nice and simple with only three dropdowns. The first one just shows our current thermal sensor tech, which is 5, and the last one is for hardening against electronic damage, which we won't bother with for now as we don't have that tech line. Change the Antenna Size to 2 HS. The Thermal Sensor Sensitivity for this sensor is now 10 as we have the base tech of 5 multiplied by 2 HS. The thermal sensitivity of this sensor will determine at what range it can detect a given thermal signature. Lets assume it was detecting our own ship. Check the right hand end of the top line of the class summary and you will see TH 200. This is the thermal signature of this class at top speed and is derived from the total power output of the engines (8 x 25). To find the range at which this sensor (sensitivity 10) can detect this ship (signature 200), multiply them together and multiply the result by 1000 to get the range in kilometers. 200 x 10 x 1000 is two million kilometers. A ship with a thermal signature of 1000 would be detected at 1000 x 10 x 1000 = ten million kilometers. </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Notice that the speed is dropping and the Annual Failure Rate is rising. We will need to address these at some point. For now let's complete our sensor suite by adding some passive sensors. Go back to the Create Research Project Window and select Thermal Sensors. This is nice and simple with only three dropdowns. The first one just shows our current thermal sensor tech, which is 5, and the last one is for hardening against electronic damage, which we won't bother with for now as we don't have that tech line. Change the Antenna Size to 2 HS. The Thermal Sensor Sensitivity for this sensor is now 10 as we have the base tech of 5 multiplied by 2 HS. The thermal sensitivity of this sensor will determine at what range it can detect a given thermal signature. Lets assume it was detecting our own ship. Check the right hand end of the top line of the class summary and you will see TH 200. This is the thermal signature of this class at top speed and is derived from the total power output of the engines (8 x 25). To find the range at which this sensor (sensitivity 10) can detect this ship (signature 200), multiply them together and multiply the result by 1000 to get the range in kilometers. 200 x 10 x 1000 is two million kilometers. A ship with a thermal signature of 1000 would be detected at 1000 x 10 x 1000 = ten million kilometers. </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>A population also has a thermal signature. Check the Summary tab of the Economics window and if this is the tutorial the thermal signature (toward the bottom right) of our population is 11897. So this would be detected at 11897 x 10 x 1000 = almost one hundred and twenty million kilometers. Create and Instant this sensor and add it to our design. You will see that the summary will give you the detection range for a signature of 1000 so you can extrapolate from that if necessary. Or you can open the System Map and switch to the Sensors sidebar view. Click the Show Passive Sensor Ranges checkbox. As you drag the slider, the range of any passive sensors against the signature strength set by that slider will show as a blue circle on the system map. The most obvious one will be the circle surrounding Earth, which has deep space sensors with very high thermal sensitivity<del class="diffchange diffchange-inline">. If you zoom in close enough, you may see the thermal sensor circle around the survey ships we created earlier</del>. The Show Passive Sensor Range can be used for both Thermal and EM (which we cover in a moment) sensors as their detection formulae against a given signature size are the same.</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>A population also has a thermal signature. Check the Summary tab of the Economics window and if this is the tutorial the thermal signature (toward the bottom right) of our population is 11897. So this would be detected at 11897 x 10 x 1000 = almost one hundred and twenty million kilometers. Create and Instant this sensor and add it to our design. You will see that the summary will give you the detection range for a signature of 1000 so you can extrapolate from that if necessary. Or you can open the System Map and switch to the Sensors sidebar view. Click the Show Passive Sensor Ranges checkbox. As you drag the slider, the range of any passive sensors against the signature strength set by that slider will show as a blue circle on the system map. The most obvious one will be the circle surrounding Earth, which has deep space sensors with very high thermal sensitivity. The Show Passive Sensor Range can be used for both Thermal and EM (which we cover in a moment) sensors as their detection formulae against a given signature size are the same.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Now go back to the Create Research Project window and select EM Detection Sensors. EM, which is short for electromagnetic, sensors will detect shield emissions but are primarily used to detect the emissions of active sensors, which I will cover in a moment. Create/Instant a 2 HS EM Sensor and add it to your class design. The design should now appear as follows:</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Now go back to the Create Research Project window and select EM Detection Sensors. EM, which is short for electromagnetic, sensors will detect shield emissions but are primarily used to detect the emissions of active sensors, which I will cover in a moment. Create/Instant a 2 HS EM Sensor and add it to your class design. The design should now appear as follows:</div></td></tr>
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</table>Metalaxhttp://aurorawiki.pentarch.org/index.php?title=Aurora_Player_Designed_Systems&diff=2251&oldid=prevAurora Player Designed Systems2010-01-13T04:25:59Z<p><span class="autocomment">Laser Wavelength: </span> </p>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;"></ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>===Capacitor Recharge Rate===</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>===Capacitor Recharge Rate===</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This particular component is shared between all of the energy-based weapons. I will only detail it in this section, and refer back to it from others.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|.33||20x</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|.33||20x</div></td></tr>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>|.25||100x||+on Mount Magazine</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>|.25||100x||+on Mount Magazine <ins class="diffchange diffchange-inline">(includes internal magazine)</ins></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|Box (.15)||15x||No internal reload</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>|Box (.15)||15x||No internal reload</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2248&oldid=prevMain Page2010-01-13T04:20:37Z<p><span class="autocomment">Tutorial Information: </span> </p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Quickstart for Beginners]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Quickstart for Beginners]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Hotkeys]] - Also their functions.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Hotkeys]] - Also their functions.</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Aurora Player Designed Systems]] - Beginnings of a comprehensive guide for all of the tech components. Warning: some info may be out of date.</ins></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>==Rules==</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>==Rules==</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Trans_Newtonian_Elements&diff=2247&oldid=prevTrans Newtonian Elements2010-01-13T04:13:00Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This is some technobabble about Trans-Newtonian Elements. The mining and use of these elements is a fundamental part of Aurora gaming.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This is some technobabble about Trans-Newtonian Elements. The mining and use of these elements is a fundamental part of Aurora gaming.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div># '''Vendarite.''' Used in the construction of fighters, fighter factories and fighter bases. </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div># '''Vendarite.''' Used in the construction of fighters, fighter factories and fighter bases. </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div># '''Gallicite.''' Used in the construction of engines, including missile and fighter engines.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div># '''Gallicite.''' Used in the construction of engines, including missile and fighter engines.</div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Main Page]]</ins></div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Terraforming&diff=2246&oldid=prevTerraforming2010-01-13T03:19:30Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==<del class="diffchange diffchange-inline">Part 9: </del>Colony Cost and Terraforming==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==Colony Cost and Terraforming==</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Firstly, lets talk atmospheres. Our own atmosphere has a variety of gases but only Nitrogen, Oxygen and Argon are 1% or above. Everything else is in tiny amounts. Aurora only bothers with the major gases in a planetary atmosphere so planets will generally start with no more than three gases in their atmosphere. Open up the Economics window and take a look at the Environment tab for Earth. The list of gases in the Atmospheric Data section shows the following information:</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Firstly, lets talk atmospheres. Our own atmosphere has a variety of gases but only Nitrogen, Oxygen and Argon are 1% or above. Everything else is in tiny amounts. Aurora only bothers with the major gases in a planetary atmosphere so planets will generally start with no more than three gases in their atmosphere. Open up the Economics window and take a look at the Environment tab for Earth. The list of gases in the Atmospheric Data section shows the following information:</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The actual mechanics of using terraforming in the game interface are relatively straightforward. If you have any terraforming installations on a planet or any ships with terraforming modules in orbit, go to the Environment tab, select the gas you want and check the Add Gas checkbox if you want to add the gas rather than remove it. Terraforming installations can be built by industrial capacity and transported to a different planet with freighters. A Terraforming Ship is easy to design. Copy your freighter design, remove the cargo holds and cargo handling systems and add a Terraforming Module (or perhaps two). If you don't yet have Terraforming module tech, you can Instant it or research it using the Research tab of the Economics window. It is under Construction / Production</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The actual mechanics of using terraforming in the game interface are relatively straightforward. If you have any terraforming installations on a planet or any ships with terraforming modules in orbit, go to the Environment tab, select the gas you want and check the Add Gas checkbox if you want to add the gas rather than remove it. Terraforming installations can be built by industrial capacity and transported to a different planet with freighters. A Terraforming Ship is easy to design. Copy your freighter design, remove the cargo holds and cargo handling systems and add a Terraforming Module (or perhaps two). If you don't yet have Terraforming module tech, you can Instant it or research it using the Research tab of the Economics window. It is under Construction / Production</div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Main Page]]</ins></div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Economics&diff=2245&oldid=prevEconomics2010-01-13T03:18:59Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==<del class="diffchange diffchange-inline">Part 8: </del>Economics Window: Mining and Maintenance Tab==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==Economics Window: Mining and Maintenance Tab==</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>A quick zip through this tab as it is relatively straightforward.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>A quick zip through this tab as it is relatively straightforward.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The second section on this tab shows a list of all ship classes currently using the population’s maintenance facilities (if any exist) and what minerals will be used over the course of a year in supporting these ships.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The second section on this tab shows a list of all ship classes currently using the population’s maintenance facilities (if any exist) and what minerals will be used over the course of a year in supporting these ships.</div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Main Page]]</ins></div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Fast_OOB&diff=2243&oldid=prevFast OOB2010-01-13T03:17:31Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==<del class="diffchange diffchange-inline">Part 7: </del>Fast OB Creation window and Basic Fleet Orders==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==Fast OB Creation window and Basic Fleet Orders==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The Fast OB Creation window allows you to quickly set up your starting forces without having to build them. Go to the main menu bar and select the Fast OB Creation menu item. This opens the a small window with the title Create Racial Order of Battle. The top left section will show your Empire and Species, a dropdown with available task groups, a dropdown of available classes, a text entry box for Number and a read-only field for Total Cost. Below that is the Remaining Build Points section with a suggested amount of build points with which to create your starting forces. As you add starting forces, the amount of BPs will be deducted from these values. If you have been following the tutorial, these values will be 5000 for ships and 2500 for PDCs. Lets start by creating a couple of geological survey ships. Select the Survey Task Group and the whatever class name you used for the geosurvey ship. If you can't remember which one that is, select each class in turn and look at the right-hand panel, which displays the class summary. Type 2 in the Number field and press the Add button. The Remaining Build Points for ships will be reduced, probably to 4399.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The Fast OB Creation window allows you to quickly set up your starting forces without having to build them. Go to the main menu bar and select the Fast OB Creation menu item. This opens the a small window with the title Create Racial Order of Battle. The top left section will show your Empire and Species, a dropdown with available task groups, a dropdown of available classes, a text entry box for Number and a read-only field for Total Cost. Below that is the Remaining Build Points section with a suggested amount of build points with which to create your starting forces. As you add starting forces, the amount of BPs will be deducted from these values. If you have been following the tutorial, these values will be 5000 for ships and 2500 for PDCs. Lets start by creating a couple of geological survey ships. Select the Survey Task Group and the whatever class name you used for the geosurvey ship. If you can't remember which one that is, select each class in turn and look at the right-hand panel, which displays the class summary. Type 2 in the Number field and press the Add button. The Remaining Build Points for ships will be reduced, probably to 4399.</div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Main Page]]</ins></div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Basic_Ship_Creation&diff=2242&oldid=prevBasic Ship Creation2010-01-13T03:16:47Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==<del class="diffchange diffchange-inline">Part 4: </del>Basic Class Design==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==Basic Class Design==</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Looking at recent posts on the forums I can see there is a demand for advice on designing ship classes so I will veer off in that direction and come back to economics later. Open the Class Design Window (F5). You should see a window that is mostly a huge blank space. The first step is to create a new class. Press New in the bottom left hand corner. If you can't see any buttons at the bottom then check you are running in a resolution of at least 1280x1024. Some text will appear in the white expanse as the program adds a few basic systems to this class. This is just the summary view though so switch to the Design View tab. You will now see the list of available components. Bridge, Crew Quarters, Engineering Spaces, etc. There aren't many because in Aurora you not only have to design the ships, you have to design most of the components as well. Before we get into how to do that, lets take a quick look around the class window. Across the top, starting from the left, are the name of the Empire, the Class Name, the Type, the Hull, the Build Points (Cost to build) and a set of checkboxes. </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Looking at recent posts on the forums I can see there is a demand for advice on designing ship classes so I will veer off in that direction and come back to economics later. Open the Class Design Window (F5). You should see a window that is mostly a huge blank space. The first step is to create a new class. Press New in the bottom left hand corner. If you can't see any buttons at the bottom then check you are running in a resolution of at least 1280x1024. Some text will appear in the white expanse as the program adds a few basic systems to this class. This is just the summary view though so switch to the Design View tab. You will now see the list of available components. Bridge, Crew Quarters, Engineering Spaces, etc. There aren't many because in Aurora you not only have to design the ships, you have to design most of the components as well. Before we get into how to do that, lets take a quick look around the class window. Across the top, starting from the left, are the name of the Empire, the Class Name, the Type, the Hull, the Build Points (Cost to build) and a set of checkboxes. </div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Shipyards&diff=2241&oldid=prevShipyards2010-01-13T03:16:28Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==<del class="diffchange diffchange-inline">Part 5: </del>Shipyards and Shipbuilding==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==Shipyards and Shipbuilding==</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Before getting into more detailed classes and the specifics of getting a particular class designed and built. I thought it would be a good idea to cover shipyards and shipbuilding in general terms.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Before getting into more detailed classes and the specifics of getting a particular class designed and built. I thought it would be a good idea to cover shipyards and shipbuilding in general terms.</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Commercial_Shipping&diff=2240&oldid=prevCommercial Shipping2010-01-13T03:16:02Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==<del class="diffchange diffchange-inline">Part 6: </del>Commercial Shipping==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==Commercial Shipping==</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Right, lets get back to class design. Two important early classes are freighters and colony ships, so let's look at those next. The first thing we need to do is create a design for a commercial engine so open up the Create Research Project window and select Engines. Select the last option, Engine Platform, and switch it back and forth between the options for Military Engine and Commercial Engine while checking the difference this makes to the engine design. The Commercial Engine has a higher power output, 62 instead of 25, and is much more fuel efficient, using only 10% of the fuel of a military engine of the same power. It is also classed as a commercial system, which means it will not cause a ship design on which it is mounted to become a military vessel. However, it is five times more massive which means it has a lower power-to-weight ratio of 2.48-1 compared to 5-1 for the military engine. More advanced engine tech will provide improved power to weight ratio for both military and commercial. The commercial engine is slightly more expensive in overall terms but much cheaper on a per HS basis. Make sure you have the Commercial Engine platform selected, change the name if you wish and press Create. Make sure you are in SM mode, open up the Research tab of the Economics window, change to Power and Propulsion and use Instant on the new engine.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Right, lets get back to class design. Two important early classes are freighters and colony ships, so let's look at those next. The first thing we need to do is create a design for a commercial engine so open up the Create Research Project window and select Engines. Select the last option, Engine Platform, and switch it back and forth between the options for Military Engine and Commercial Engine while checking the difference this makes to the engine design. The Commercial Engine has a higher power output, 62 instead of 25, and is much more fuel efficient, using only 10% of the fuel of a military engine of the same power. It is also classed as a commercial system, which means it will not cause a ship design on which it is mounted to become a military vessel. However, it is five times more massive which means it has a lower power-to-weight ratio of 2.48-1 compared to 5-1 for the military engine. More advanced engine tech will provide improved power to weight ratio for both military and commercial. The commercial engine is slightly more expensive in overall terms but much cheaper on a per HS basis. Make sure you have the Commercial Engine platform selected, change the name if you wish and press Create. Make sure you are in SM mode, open up the Research tab of the Economics window, change to Power and Propulsion and use Instant on the new engine.</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Beam_Warships&diff=2239&oldid=prevBeam Warships2010-01-13T03:14:29Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==<del class="diffchange diffchange-inline">Part 10: </del>Designing a Beam-armed Warship==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==Designing a Beam-armed Warship==</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Before we begin, make sure you are in SM Mode. This is a long section so prepare yourself </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Before we begin, make sure you are in SM Mode. This is a long section so prepare yourself </div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Beam_Overview&diff=2238&oldid=prevBeam Overview2010-01-13T03:13:50Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==<del class="diffchange diffchange-inline">Part 11: </del>Summary of Beam Weapons and CIWS==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>==Summary of Beam Weapons and CIWS==</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This is a short tutorial section that provides a brief overview of the other beam weapons. Any general comparisons of weapons at a given technology level, such as "railguns out-damage lasers" may not reflect the exact designs shown below as the comparison will vary with the exact background technologies used. In effect, the balance between different weapons will vary as they all advance. In any event, Aurora is very situational and often you need the right weapon for the situation. There isn't a 'best' weapon for all circumstances. </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This is a short tutorial section that provides a brief overview of the other beam weapons. Any general comparisons of weapons at a given technology level, such as "railguns out-damage lasers" may not reflect the exact designs shown below as the comparison will vary with the exact background technologies used. In effect, the balance between different weapons will vary as they all advance. In any event, Aurora is very situational and often you need the right weapon for the situation. There isn't a 'best' weapon for all circumstances. </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The size of the CIWS is rounded to the nearest 0.1 HS, rather than a full HS, so the technology of the smaller components can make a difference. The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The size of the CIWS is rounded to the nearest 0.1 HS, rather than a full HS, so the technology of the smaller components can make a difference. The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.</div></td></tr>
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<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Main Page]]</ins></div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Beam_Warships&diff=2237&oldid=prevBeam Warships2010-01-13T03:12:47Z<p><span class="autocomment">Engineering & Fuel: </span> </p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Open the Fast OB Creation window from the SpaceMaster menu, select Battle Task Group and your new design. Enter 3 in the number field and press Add. Congratulations, you are no longer totally defenceless.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Open the Fast OB Creation window from the SpaceMaster menu, select Battle Task Group and your new design. Enter 3 in the number field and press Add. Congratulations, you are no longer totally defenceless.</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Commercial_Shipping&diff=2236&oldid=prevCommercial Shipping2010-01-13T03:11:09Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Although there is no reason to build this design yourself, except perhaps for role-playing reasons, the shipping lines will occasionally decide to build passenger liners to transport people between established colonies or take a small amount of colonists to a new world. These trips generate as much income for the shipping lines (and tax money for you) as a colony ship of similar size and they are usually earning money in both directions. The civilians will use this design as the basis for those liners. You can play about with different liner designs (and colony ships/freighters) if you want to see more variety among the civilian ships, although as tech improves over time and you build new designs the civilians will pick up on those too.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Although there is no reason to build this design yourself, except perhaps for role-playing reasons, the shipping lines will occasionally decide to build passenger liners to transport people between established colonies or take a small amount of colonists to a new world. These trips generate as much income for the shipping lines (and tax money for you) as a colony ship of similar size and they are usually earning money in both directions. The civilians will use this design as the basis for those liners. You can play about with different liner designs (and colony ships/freighters) if you want to see more variety among the civilian ships, although as tech improves over time and you build new designs the civilians will pick up on those too.</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Shipyards&diff=2235&oldid=prevShipyards2010-01-13T03:10:17Z<p><span class="autocomment">Ship Construction Rates: </span> </p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The rate at which each ship is being constructed is shown on the list of shipyard tasks and the estimated completion dates reflect the build rates. This enables large ships and very large ships to be constructed in a reasonable time while still taking longer than small ships. Of course you still need to build the shipyards capable of constructing monster ships. </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The rate at which each ship is being constructed is shown on the list of shipyard tasks and the estimated completion dates reflect the build rates. This enables large ships and very large ships to be constructed in a reasonable time while still taking longer than small ships. Of course you still need to build the shipyards capable of constructing monster ships. </div></td></tr>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>The same general principles apply to shipyard modifications so you can increase the size of large shipyards more quickly. So if you want to add extra capacity to a 10,000 ton shipyard, you can do it 50% faster than adding extra capacity to a 5000 ton shipyard. Adding extra capacity to a 15,000 ton shipyard can be done at twice the rate of a 5000 ton shipyard. This applies to adding capacity, adding slipways or retooling. This means that very large shipyards become possible as their rate of size increase will escalate. Modification costs remain the same, you can just make the modification more quickly</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>The same general principles apply to shipyard modifications so you can increase the size of large shipyards more quickly. So if you want to add extra capacity to a 10,000 ton shipyard, you can do it 50% faster than adding extra capacity to a 5000 ton shipyard. Adding extra capacity to a 15,000 ton shipyard can be done at twice the rate of a 5000 ton shipyard. This applies to adding capacity, adding slipways or retooling. This means that very large shipyards become possible as their rate of size increase will escalate. Modification costs remain the same, you can just make the modification more quickly<ins class="diffchange diffchange-inline">.</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Note that this is different from the Shipyard Operations tech, which reduces the overall cost of modifying Shipyards. A combination of the two, reducing cost and increasing modification rates, will allow very large shipyard complexes to be built in a reasonable amount of time.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Note that this is different from the Shipyard Operations tech, which reduces the overall cost of modifying Shipyards. A combination of the two, reducing cost and increasing modification rates, will allow very large shipyard complexes to be built in a reasonable amount of time.</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Basic_Ship_Creation&diff=2234&oldid=prevBasic Ship Creation2010-01-13T03:07:41Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>How do you actually build them? I'll cover that in the next section, as well as some other useful designs</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>How do you actually build them? I'll cover that in the next section, as well as some other useful designs</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Population&diff=2233&oldid=prevPopulation2010-01-13T03:06:41Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Part 3: </del>Population and Production window: Summary View=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>=<ins class="diffchange diffchange-inline">=</ins>Population and Production window: Summary View<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This is by far the most complex and detailed screen in Aurora and is key to the strategic portion of the game. The empire dropdown in the top left allows you to select each empire, although you will need to be in SM mode if you wish to view multiple empires. To the right of the empire dropdown is a checkbox that allows you to switch between two views of your colony list. The default view has more detail while the basic view requires less space. Across the top of the window is the Time Control section, which contains several buttons, each with an amount of time. Pressing a button will advance time in the game by the specified amount. There is a more detailed Time Control section on the System Map. The colony list on the left shows all populations in the Empire. The largest part of the Economics View is a series of tabs showing different aspects of your colonies. As each tab has a lot of information I will tackle them one at once. This post will concentrate on the Summary view, which is the tab displayed when you first open this window</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>This is by far the most complex and detailed screen in Aurora and is key to the strategic portion of the game. The empire dropdown in the top left allows you to select each empire, although you will need to be in SM mode if you wish to view multiple empires. To the right of the empire dropdown is a checkbox that allows you to switch between two views of your colony list. The default view has more detail while the basic view requires less space. Across the top of the window is the Time Control section, which contains several buttons, each with an amount of time. Pressing a button will advance time in the game by the specified amount. There is a more detailed Time Control section on the System Map. The colony list on the left shows all populations in the Empire. The largest part of the Economics View is a series of tabs showing different aspects of your colonies. As each tab has a lot of information I will tackle them one at once. This post will concentrate on the Summary view, which is the tab displayed when you first open this window</div></td></tr>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>==Summary View==</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>==Summary View<ins class="diffchange diffchange-inline">=</ins>==</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>[[file:Pandp.PNG|right|200px]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>[[file:Pandp.PNG|right|200px]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The Summary view shows the Planetary and Sector Governors as well as a summary of the currently selected colony. The Planetary Governor applies his bonuses to all aspects of the selected colony. The Sector Governor applies one quarter of his bonus to all colonies within his sector. Both these positions can be assigned on the Officers Window (F4). The various lines on the summary view are as follows:</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>The Summary view shows the Planetary and Sector Governors as well as a summary of the currently selected colony. The Planetary Governor applies his bonuses to all aspects of the selected colony. The Sector Governor applies one quarter of his bonus to all colonies within his sector. Both these positions can be assigned on the Officers Window (F4). The various lines on the summary view are as follows:</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* Political Stability Modifier. If a colony is suffering from unrest, its production will suffer.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* Political Stability Modifier. If a colony is suffering from unrest, its production will suffer.</div></td></tr>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>*[[Main Page]]</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">----</ins></div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>* [[Main Page]]</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=System_Map&diff=2232&oldid=prevSystem Map2010-01-13T03:04:13Z<p></p>
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<td colspan='2' style="background-color: white; color:black;">Revision as of 03:04, 13 January 2010</td>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Part 2: </del>The Basics of the System Map=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>=<ins class="diffchange diffchange-inline">=</ins>The Basics of the System Map<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>[[file:System_map.PNG|right|200px]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>[[file:System_map.PNG|right|200px]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>OK, lets take a look at the System Map window (F3 from main menu bar). When you open it for the first time we will be looking at the Sol system, possibly from a very zoomed-out view. The first time you look at a system the program will always try to include everything in the system within the frame of view, which means if Sol has some long period comets the system might be a green and blue blob in the middle. You can zoom in using either the + key on the your keyboard's keypad or the zoom icon near the top left. Each time you press Zoom the scale will double (you can check the current scale in the top left of the viewable area) </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>OK, lets take a look at the System Map window (F3 from main menu bar). When you open it for the first time we will be looking at the Sol system, possibly from a very zoomed-out view. The first time you look at a system the program will always try to include everything in the system within the frame of view, which means if Sol has some long period comets the system might be a green and blue blob in the middle. You can zoom in using either the + key on the your keyboard's keypad or the zoom icon near the top left. Each time you press Zoom the scale will double (you can check the current scale in the top left of the viewable area) </div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Main Page]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Main Page]]</div></td></tr>
<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div><del style="color: red; font-weight: bold; text-decoration: none;">* [[Aurora Tutorial]]</del></div></td><td colspan="2"> </td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Aurora_Tutorial&diff=2231&oldid=prevAurora Tutorial2010-01-13T03:03:21Z<p></p>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=Aurora Requirements=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins class="diffchange diffchange-inline">=</ins>=Aurora Requirements<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>#If you are living in a country which uses the comma (,) for decimal separator, then while playing Aurora you have to switch the Regional Settings of your computer over to US or UK or another country that uses the period (.) as the decimal separator. In XP this is in the Control Panel. </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>#If you are living in a country which uses the comma (,) for decimal separator, then while playing Aurora you have to switch the Regional Settings of your computer over to US or UK or another country that uses the period (.) as the decimal separator. In XP this is in the Control Panel. </div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div># The minimum resolution required is 1280x1024. A higher resolution or multiple monitors will allow you to see more windows at once. If your display doesn´t support this, there are ways around it, provided your video card supports a higher resolution than your monitor/display.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div># The minimum resolution required is 1280x1024. A higher resolution or multiple monitors will allow you to see more windows at once. If your display doesn´t support this, there are ways around it, provided your video card supports a higher resolution than your monitor/display.</div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div># In XP, something similar is already built in but it does carry a warning from Microsoft so you will have to decide if this is worth trying. Go to the screen where you set your resolution. Select the Advanced button and then select the Monitor tab. There is a checkbox which reads "Hide modes that this monitor cannot display". If you uncheck this box, you can set resolution to anything your graphics card can handle. If this resolution is higher than what your monitor can display, whenever your mouse pointer reaches the edge of your screen, the whole screen will scroll in that direction. </div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div># In XP, something similar is already built in but it does carry a warning from Microsoft so you will have to decide if this is worth trying. Go to the screen where you set your resolution. Select the Advanced button and then select the Monitor tab. There is a checkbox which reads "Hide modes that this monitor cannot display". If you uncheck this box, you can set resolution to anything your graphics card can handle. If this resolution is higher than what your monitor can display, whenever your mouse pointer reaches the edge of your screen, the whole screen will scroll in that direction. </div></td></tr>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>=<del class="diffchange diffchange-inline">Part 1: </del>New Game Creation=</div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>=<ins class="diffchange diffchange-inline">=</ins>New Game Creation<ins class="diffchange diffchange-inline">=</ins>=</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>[[file:New_Game.PNG|right|200px|alt="New Game Setup"|New Game Setup]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>[[file:New_Game.PNG|right|200px|alt="New Game Setup"|New Game Setup]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>When you start Aurora, the first thing you should see is a small window with Game Details in the title bar. Across the bottom are four buttons: New, Save, Delete Game and Select. In a moment we are going to be pressing New but a quick word on Select first. Select will choose the currently selected game and take you to the main menu bar (which is really just a window title bar and a menu in the centre of the screen). If you accidentally press Select and get to this menu bar before setting up a game, you can go back to the Game Details window by pressing Ctrl-I or choosing Game Info from the Game menu.</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>When you start Aurora, the first thing you should see is a small window with Game Details in the title bar. Across the bottom are four buttons: New, Save, Delete Game and Select. In a moment we are going to be pressing New but a quick word on Select first. Select will choose the currently selected game and take you to the main menu bar (which is really just a window title bar and a menu in the centre of the screen). If you accidentally press Select and get to this menu bar before setting up a game, you can go back to the Game Details window by pressing Ctrl-I or choosing Game Info from the Game menu.</div></td></tr>
<!-- diff generator: internal 2010-01-17 01:32:27 -->
</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Beam_Overview&diff=2230&oldid=prevBeam Overview2010-01-13T02:48:15Z<p>Created page with '==Part 11: Summary of Beam Weapons and CIWS== This is a short tutorial section that provides a brief overview of the other beam weapons. Any general comparisons of weapons at a …'</p>
<p><b>New page</b></p><div>==Part 11: Summary of Beam Weapons and CIWS==<br />
<br />
This is a short tutorial section that provides a brief overview of the other beam weapons. Any general comparisons of weapons at a given technology level, such as "railguns out-damage lasers" may not reflect the exact designs shown below as the comparison will vary with the exact background technologies used. In effect, the balance between different weapons will vary as they all advance. In any event, Aurora is very situational and often you need the right weapon for the situation. There isn't a 'best' weapon for all circumstances. <br />
<br />
===Lasers===<br />
We covered this weapon in the last tutorial but as a reminder, lasers are a long range beam weapon and their damage drops off with range. As was shown in the tutorial they can be mounted in turrets for point defence use. Here are example of long range and point defence lasers<br />
<br />
20cm C5 Ultraviolet Laser<br />
Damage Output 10 Rate of Fire: 10 seconds Range Modifier: 4<br />
Max Range 400,000 km Laser Size: 6 HS Laser HTK: 3<br />
Power Requirement: 10 Power Recharge per 5 Secs: 5<br />
Cost: 63 Crew: 60<br />
Materials Required: 12.6x Duranium 12.6x Boronide 37.8x Corundium<br />
Development Cost for Project: 630RP<br />
<br />
10cm C3 Ultraviolet Laser<br />
Damage Output 3 Rate of Fire: 5 seconds Range Modifier: 4<br />
Max Range 120,000 km Laser Size: 3 HS Laser HTK: 1<br />
Power Requirement: 3 Power Recharge per 5 Secs: 3<br />
Cost: 20 Crew: 30<br />
Materials Required: 4x Duranium 4x Boronide 12x Corundium<br />
Development Cost for Project: 200RP<br />
<br />
===Railguns===<br />
Railguns shoot four projectiles at once and their total damage is approximately one third higher than a laser of similar technology. The damage falls off in the same way as lasers and their range can be extended by researching Railgun Launch Velocity. Because each shot does less damage than the total damage of an equivalent laser, the range is shorter and the damage is spread across the armour rather than penetrating in a single area. The range differential may not be an issue though if you don't have the fire control technology to take advantage of the laser's greater range. Although railguns cannot be mounted in turrets, they are still often used for point defence at lower tech levels because their high rate of fire compensates for their inaccuracy against fast moving targets.<br />
<br />
20cm Railgun V4/C4<br />
Damage Per Shot (4): 4 Rate of Fire: 15 seconds Range Modifier: 4<br />
Max Range 160,000 km Railgun Size: 7 HS Railgun HTK: 3<br />
Power Requirement: 12 Power Recharge per 5 Secs: 4<br />
Cost: 55 Crew: 70<br />
Materials Required: 11x Duranium 11x Boronide 33x Neutronium<br />
Development Cost for Project: 1175RP<br />
<br />
10cm Railgun V4/C3<br />
Damage Per Shot (4): 1 Rate of Fire: 5 seconds Range Modifier: 4<br />
Max Range 40,000 km Railgun Size: 3 HS Railgun HTK: 1<br />
Power Requirement: 3 Power Recharge per 5 Secs: 3<br />
Cost: 20 Crew: 30<br />
Materials Required: 4x Duranium 4x Boronide 12x Neutronium<br />
Development Cost for Project: 650RP<br />
<br />
===Torpedoes===<br />
Torpedoes (Particle Torpedo in v4.8) are a fixed damage weapon and therefore cause the same damage across their entire range. The technologies researched for torpedoes are Torpedo Warhead Strength, Maximum Torpedo Range and Capacitor Recharge Rate. This is a fairly long range weapon, although not quite a long-ranged as lasers, and will out-damage lasers at its maximum range. A ship armed with torpedoes should attempt to engage at longer ranges against other beam armed ships to take advantage of its fixed damage, while enemy damage decreases with range. This is a pure anti-ship weapon and would perform badly if used as a point defence weapon. It cannot be mounted in turrets.<br />
<br />
Particle Torpedo-4<br />
Torpedo Warhead 4 Rate of Fire: 10 seconds Maximum Range: 200,000 km<br />
Launcher Size: 7 HS Launcher HTK: 3<br />
Power Requirement: 10 Power Recharge per 5 Secs: 5<br />
Cost: 70 Crew: 70<br />
Materials Required: 14x Duranium 14x Boronide 42x Corundium<br />
Development Cost for Project: 1550RP<br />
<br />
===Meson Cannon===<br />
Meson Cannon inflict only one point of damage over their range, which is approximately half that of an equivalent laser, but that damage ignores shields and armor. Like lasers, the range can be extended, in this case using Meson Focusing Technology. Meson cannon can be mounted in turrets for point defence use and are quite a popular choice, partly because they are ideal against an opponent who uses armoured missiles and partly because they are a very good anti-ship weapon at point blank range.<br />
<br />
R20/C5 Meson Cannon<br />
Max Range 200,000 km Rate of Fire: 10 seconds Focus Modifier: 4<br />
Meson Cannon Size: 6 HS Meson Cannon HTK: 3<br />
Power Requirement: 10 Power Recharge per 5 Secs: 5<br />
Cost: 20 Crew: 60<br />
Materials Required: 4x Duranium 4x Boronide 12x Corundium<br />
Development Cost for Project: 3100RP<br />
<br />
R4.5/C3 Meson Cannon<br />
Max Range 45,000 km Rate of Fire: 5 seconds Focus Modifier: 3<br />
Meson Cannon Size: 3 HS Meson Cannon HTK: 1<br />
Power Requirement: 3 Power Recharge per 5 Secs: 3<br />
Cost: 5 Crew: 30<br />
Materials Required: 1x Duranium 1x Boronide 3x Corundium<br />
Development Cost for Project: 900RP<br />
<br />
===Gauss Cannon===<br />
Gauss Cannon are primarily a point defence weapon and in that role their performance is superior to the other weapons under most circumstances. They inflict only one point of damage but fire several shots per volley. They can be mounted in turrets and on a full size ship it is unusual to see a gauss cannon that isn’t turret mounted. Their background technologies are Gauss Cannon Rate of Fire, Gauss Cannon Launch Velocity and Gauss Cannon Size vs Accuracy. Unlike other beam weapons, there is no 'larger' version with a greater focal size. The max gauss cannon size remains 6 HS. However, you can reduce the size of the gauss cannon, while retaining its rate of fire, at the cost of reduced accuracy. This makes it useful as a weapon for very small spacecraft such as fighters. In a fighter vs fighter engagement the low damage output of the gauss cannon is offset by the fragility of the target. Another advantage of the gauss cannon is that it does not require reactor power in order to fire. It will always fire every 5 seconds.<br />
<br />
Gauss Cannon R3-100<br />
Damage Output 1 Rate of Fire: 3 shots every 5 seconds Range Modifier: 3<br />
Max Range 30,000 km Size: 6 HTK: 2<br />
Cost: 36 Crew: 24<br />
Materials Required: 36x Vendarite<br />
Development Cost for Project: 360RP<br />
<br />
===Plasma Carronade===<br />
The Plasma Carronade is a high damage, point blank range weapon. It has only two background technologies, Carronade Calibre and Capacitor Recharge Rate, and there is no way to enhance range beyond increasing the damage output. The calibers available are larger than those other beam weapons at a similar tech level so this is usually the weapon with the highest damage at close range. If you are outclassed technologically then build a ship with a few of these and wait for your opponent beyond a jump point. It cannot be turret mounted and is far from ideal as a point defence weapon.<br />
<br />
30cm C5 Plasma Carronade<br />
Damage Output 24 Rate of Fire: 25 seconds<br />
Max Range 240,000 km Carronade Size: 9 HS Carronade HTK: 4<br />
Power Requirement: 24 Power Recharge per 5 Secs: 5<br />
Cost: 48 Crew: 90<br />
Materials Required: 9.6x Duranium 9.6x Boronide 28.8x Corundium<br />
Development Cost for Project: 2300RP<br />
<br />
===High Power Microwave (HPM)===<br />
In terms of design the HPM is similar to the meson cannon, in that it causes only a single point of damage and uses components such as HPM focal size, HPM focusing and capacitor recharge rate. The range of the HPM will be the same as a meson cannon with the same level of technology. However there are two important differences: <br />
<br />
#) The High Power Microwave is not affected by armour but it is affected by shields. However, because of the HPMs effectiveness against shields and electronic systems, the single point of damage from the HPM causes three points of damage to shields. <br />
#) Once the shields are down, the High Power Microwave only damages systems classed as "Electronic". This currently includes sensors, fire control systems, ECM and ECCM. The HPM is designed to blind an enemy rather than destroy him. Each class has a separate "Electronic Only" Damage Allocation Chart (shown below the normal DAC), which is used by the HPM <br />
<br />
The HPM can be a powerful weapon. Although it causes no damage to the majority of a ship's systems, it can damage shields and then blind the enemy, either forcing him to retreat or rendering him vulnerable to more destructive weapons. It is also quite expensive, costing twice as much as a similar size Meson Cannon, and difficult to employ effectively because of its relatively short range.<br />
<br />
R20/C5 High Power Microwave<br />
Max Range 200,000 km Rate of Fire: 10 seconds Focus Modifier: 4<br />
HPM Size: 6 HS HTK: 3<br />
Power Requirement: 10 Power Recharge per 5 Secs: 5<br />
Cost: 126 Crew: 60<br />
Materials Required: 25.2x Duranium 25.2x Boronide 75.6x Corundium<br />
Development Cost for Project: 3100RP<br />
<br />
You may find advanced versions of beam weapon technology when you gain technology from ruins. They as similar to the standard technology but with enhanced capability. For example, Advanced Lasers do more damage for the same size and power requirements. This also translates to better range as the base damage is higher. Advanced Torpedoes inflict also do more damage for a given size and power system. Advanced Railguns get one additional shot (5 shots instead of 4) per cycle time and Advanced Mesons have greater range.<br />
<br />
===Close in Weapons System (CIWS)===<br />
Although it is not strictly a beam weapon in the general sense, this is a good place to introduce the CIWS, or Close-in Weapons System. This is the Aurora equivalent of the Phalanx or Goalkeeper systems that protect modern warships. It's a little complicated as it uses several different existing systems to create a single installation. The restrictions on its use are that it can only protect the mounting ship (other point defence weapons can protect other ships within their range) and it can only be used to engage missiles. The components of the CIWS are calculated as follows:<br />
<br />
#) The basic system is a dual half size gauss cannon. As the range is limited to 10,000 km, I have reduced the size slightly from 6HS to 5HS. As it is a dual mount, the rate of fire for the system with therefore be double the racial gauss cannon rate of fire<br />
#) The integral fire control system is assumed to be a 4x speed installation. The normal 4HS size is then divided by (maximum racial fire control range / 10,000) as the CIWS requires a max 10,000 km range. Finally the resulting size is halved to account for the fact this system can only defend the mounting ship, which makes things a lot simpler.<br />
#) Turret gears are added using the normal rules for turrets with a tracking speed equal to that of the above fire control<br />
#) The integral active sensor uses the size that would be required for a resolution-zero installation with a range of 30,000 km. This is longer than the max range of the system but it needs a little tracking time. Note that this is not an active sensor that will detect anything else. It is purely a point blank range missile tracker.<br />
#) If ECCM is available, it can be added to the CIWS and will use 0.5HS. As this is a reduced-sized system, it will have half the capability of the regular system<br />
#) As the gauss cannon are half size, the base chance to hit for the CIWS is 50% (modified by missile speed, crew grade and electronic warfare). This is actually slightly higher than it would be for a half-size gauss cannon with a short-range fire control but I am assuming it fires at even shorter range than other anti-missile systems.<br />
#) The cost of the system is based on the cost of all the individual components<br />
<br />
You don't need to allocate point defence modes to the CIWS, allocate ECCM or allocate weapons to fire control systems. It is a fully integrated, fully automatic system. If a missile is about to hit the ship, it will open fire. Here is an example CIWS using components up to 8000 research points. I'll work through the steps and then show the completed system<br />
<br />
#) Dual half-size gauss cannon with a ROF of 3, which equals 6 shots in total. Size: 5 HS.<br />
#) Fire control system (tech 4000 km/s). This 4HS system has a tracking speed of 16,000 km/s. As the racial fire control range is 32,000 km/s, the fire control size is divided by (32,000 / 10,000), which is 1.25 HS and then halved to 0.625 HS<br />
#) Turret gears (tech 5000 km/s). As per the normal rules, the gear modifier = (FC Tracking Speed /Turret Tracking Speed)/10 = 0.32. Multiplying this by the weapon size of 5HS, gives a turret gear size of 1.6 HS.<br />
#) Active sensor (tech strength 21). A 1 HS active sensor with resolution zero would have a range of 210,000 km/s. Therefore a range of 30,000 km/s requires a sensor size of 0.1429 HS.<br />
#) Below are examples with and without ECCM. For the second example, I will use ECCM-2<br />
<br />
CIWS-160<br />
Rate of Fire: 6 shots every 5 seconds<br />
Dual GC: 5HS Turret: 1.6 HS Fire Control: 0.625 HS Sensor 0.1429 HS ECCM: 0<br />
Overall Size: 7.4 HTK: 2<br />
Tracking Speed: 16000 km/s ECCM Level: 0<br />
Cost: 34 Crew: 8<br />
Materials Required: 8x Duranium 0x Corbomite 15x Vendarite 11x Uridium<br />
Base Chance to Hit: 50%<br />
Development Cost for Project: 340RP<br />
<br />
CIWS-160E<br />
Rate of Fire: 6 shots every 5 seconds<br />
Dual GC: 5HS Turret: 1.6 HS Fire Control: 0.625 HS Sensor 0.1429 HS ECCM: 0.5<br />
Overall Size: 7.9 HTK: 2<br />
Tracking Speed: 16000 km/s ECCM Level: 1<br />
Cost: 39 Crew: 8<br />
Materials Required: 8x Duranium 5x Corbomite 15x Vendarite 11x Uridium<br />
Base Chance to Hit: 50%<br />
Development Cost for Project: 390RP<br />
<br />
The size of the CIWS is rounded to the nearest 0.1 HS, rather than a full HS, so the technology of the smaller components can make a difference. The CIWS is intended to be added to non-escort warships as a last-ditch defensive system. It allows the designer to add a self-contained anti-missile system without having to worry about anti-missile-oriented sensors and fire control systems and the player doesn't have to be concerned with allocating weapons or fire control systems. They are of little use for escorts though as they can only protect the ship that mounts them. CIWS are classed as non-military as they have no offensive capability and therefore you can mount them on commercial vessels.</div>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2229&oldid=prevMain Page2010-01-13T02:38:37Z<p><span class="autocomment">Tutorial Information: </span> </p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>** [[Commercial Shipping]] - (4.77)</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>** [[Commercial Shipping]] - (4.77)</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>** [[Beam Warships]] - Creating beam armed warships (4.77)</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>** [[Beam Warships]] - Creating beam armed warships (4.77)</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">*** [[Beam Overview]] - Overview of Beam weapons (4.77)</ins></div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>** [[Fast OOB]] - Creating starting fleets (4.77)</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>** [[Fast OOB]] - Creating starting fleets (4.77)</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Economics]] - Economics (4.77)</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Economics]] - Economics (4.77)</div></td></tr>
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</table>Erik lukenhttp://aurorawiki.pentarch.org/index.php?title=Hotkeys&diff=2228&oldid=prevHotkeys2010-01-12T22:31:23Z<p></p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Ctrl+F7 Technology Report - Information about your current tech levels</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Ctrl+F7 Technology Report - Information about your current tech levels</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;"></ins></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Ctrl+F12 Fuel Situation - Fuel levels</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Ctrl+F12 Fuel Situation - Fuel levels</div></td></tr>
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<tr><td class='diff-marker'>-</td><td style="background: #ffa; color:black; font-size: smaller;"><div>Ctrl+L Shipping Lines - <del class="diffchange diffchange-inline">Trading information</del></div></td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div>Ctrl+L Shipping Lines - <ins class="diffchange diffchange-inline">What's going where</ins></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Ctrl+S Spacemaster on</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>Ctrl+S Spacemaster on</div></td></tr>
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</table>Kaelhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=2227&oldid=prevMain Page2010-01-12T22:28:03Z<p><span class="autocomment">Tutorial Information: </span> </p>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Installations]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Installations]]</div></td></tr>
<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Quickstart for Beginners]]</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>* [[Quickstart for Beginners]]</div></td></tr>
<tr><td colspan="2"> </td><td class='diff-marker'>+</td><td style="background: #cfc; color:black; font-size: smaller;"><div><ins style="color: red; font-weight: bold; text-decoration: none;">* [[Hotkeys]] - Also their functions.</ins></div></td></tr>
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<tr><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>==Rules==</div></td><td class='diff-marker'> </td><td style="background: #eee; color:black; font-size: smaller;"><div>==Rules==</div></td></tr>
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</table>Kaelhttp://aurorawiki.pentarch.org/index.php?title=Hotkeys&diff=2225&oldid=prevHotkeys2010-01-12T22:23:24Z<p>Created page with ''''Main screen Hotkeys''' ---- F2 Economics - Manage your colonies F3 System maps - Brings up the overview map/interface of current system (if you don't see anything press thi…'</p>
<p><b>New page</b></p><div>'''Main screen Hotkeys'''<br />
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F2 Economics - Manage your colonies<br />
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F3 System maps - Brings up the overview map/interface of current system (if you don't see anything press this)<br />
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F4 Commanders - Promote & assign your rookies<br />
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F5 Class Design - Design your spacecraft<br />
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F6 Ships - See ships under your command<br />
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F7 Fighter Squadrons - Manage the fighters<br />
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F8 Battle Control Window - Control ships in combat<br />
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F9 System Information - Information (including minerals) about the current system<br />
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F11 Galatic Map - giant map displaying system location<br />
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F12 Task Groups - Give commands to your grouped ships<br />
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Ctrl+F2 View Race Details - Information on your race<br />
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Ctrl+F3 Events log - List of important occurances (Keep open!)<br />
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Ctrl+F4 Task Force Organization - Order of command for ships<br />
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Ctrl+F5 Intelligence/Diplomacy - Known information about aliens & determine whether they want to kill you<br />
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Ctrl+F6 Create Research Project - Design components for usage, research prototype afterwards<br />
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Ctrl+F7 Technology Report - Information about your current tech levels<br />
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Ctrl+F11 Ships Requiring Repair - Damage report<br />
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Ctrl+F12 Fuel Situation - Fuel levels<br />
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Ctrl+L Shipping Lines - Trading information<br />
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Ctrl+S Spacemaster on<br />
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Ctrl+O Spacemaster off<br />
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* [[Main Page]]</div>Kael