View full version: C# Mechanics
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  1. NPR too weak
  2. v1.13.0 Changes Discussion Thread
  3. Boarding combat so damn lethal
  4. Refit cost calculation
  5. 1.13.0 Changes List
  6. Tuggin
  7. Military academies names
  8. Events colors export
  9. Flag Bridge Rank Limitations
  10. 'puter ground forces
  11. Ruin Mechanics (We need you steve!)
  12. Ancient Constructs not showing up in the economics screen on their tab
  13. Tankers empty all fuel on colonies
  14. Diplomatic ship
  15. Colony Protectin
  16. Conventional Warfare
  17. How is albedo change calculated?
  18. Replenishment Ship problem
  19. Alien Artifacts
  20. Civilian sector infastructure
  21. Confused about MSP use
  22. Available Worker for populations by Colony Cost
  23. C# Aurora Changes List v1.12 / Table of Contents
  24. Ground unit upgrade
  25. Change of displayed Range of Fire controls?
  26. 1.13 No Save Game Compatible?
  27. Shipping lines
  28. Commander Tactical skill
  29. Occupation Strength
  30. Component failures whist in Overhaul at Earth
  31. Terraforming Station
  32. Are bonuses from Admin hierarchy working?
  33. Function 730 and 722 pop-up Errors
  34. Tech stealing - just checking ;-)
  35. Issues with game settings
  36. Light Vehicles - When and why?
  37. MOVED: Invaders are broken - a cautonary tale and some suggestions
  38. Aurora C# Propulsion Design Theory
  39. Fun mistake
  40. Any way of making government offices?
  41. Colliers
  42. How can I transfer MSP from one fleet's supply ships to another?
  43. Power Armor As Its Own Unit
  44. Weapon damage patterns
  45. Ground Force Command Structure
  46. Diplomatic determinism
  47. Field repairs using MSP are faster and cheaper than repairs in a yard
  48. Paired Start NPRs
  49. v1.12.0 Changes Discussion Thread
  50. Time increment Adjustment