View full version: Mechanics
« 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 »
  1. Offensive mass drivers
  2. Automated Turn Interupt
  3. Assault Shuttle and 140 shuttle to command..
  4. Ground Forces: Transportation, New units, Boarding Combat
  5. Self-correction for Yoyo Bugs in v5.20
  6. Are you serious?
  7. Re-arming Fighters
  8. AI & New Game Set-Up
  9. New Phenomena in v5.1 (Spoiler)
  10. Aliens on Colony - game stuck
  11. Unexpected Events in v5.1 (Spoiler)
  12. Conquered Race revolting
  13. Final Fire PD vs point blank missiles
  14. Jump blindness
  15. Chunks vs. Terrestrial Classification
  16. Cargo holds and build time
  17. [SPOILER] Discussion on NPRs and their logic - current & new
  18. Population Growth
  19. NPR Homeworld Oddities
  20. image-name convention/mechanism? (+ custom pics)
  21. Can't refit ships
  22. New Naval Organization Structure
  23. The Miraculous Space-Time Bubble
  24. Geology Teams
  25. Automated Fire for Player Ships
  26. Mesons overpowered.
  27. Changes to Ground Unit Training for v5.02
  28. Missile Design Guide Desired
  29. Gauss Cannon, Point Defense, and Missiles
  30. Popup Fleet Menu
  31. Change to Civilian Detection for v5.0
  32. Using A Hyper Drive
  33. How to organize my Task Groups
  34. Interrupts and Automated Turns
  35. Colony won't mine - Why?
  36. Task Force and Group Commanders
  37. Can't Invade enemy homeworld?
  38. Species Tolerance
  39. Modable?
  40. Task Force Organisation
  41. Detail on Terraforming and Leader Bonuses
  42. Pre Fab PDC
  43. Use of Asteroid miners
  44. Engines: Normal, Hyper, Jump & Gates
  45. frequency of increment bog-down
  46. Anti-missile Missile
  47. ACTUAL "Real" Shipping Line:DDD..
  48. Automatic Colony Creation
  49. Combat issues - locking
  50. Satellite Elementals