View full version: C# Mechanics
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  1. ECM/ECCM and missiles
  2. Military Jump Drives and Commercial Engines
  3. The Diminishing Returns of "Big Ships are Better"
  4. Missiles with Active Sensors that lost its target
  5. Need help with logistics
  6. Local System Generation
  7. Meaning of IP
  8. request for documentation: morale changes in combat
  9. Loading ship box launchers
  10. Reinforcement bug or user error?
  11. Area defense picket not firing
  12. The question is about designing ideal missiles.
  13. Repeated Jumps
  14. Required Commanders
  15. Building a simple army to conquer the planet NPR
  16. Unloading alien survivors?
  17. Automation or optimization of routine actions (micromanagement)
  18. How a newbie is losing the war with NPR ... :)
  19. A few questions about battles from a newbie
  20. How fast is NPR developing?
  21. Sensor design, questions from a beginner
  22. The AI gave me tech?
  23. Creating multiple starting races
  24. How do you use ELINT
  25. Boarding vs Shields
  26. Please give me some tips on building and using ground troops
  27. SpaceMaster mod
  28. Orbital Mining versus Automated Mines
  29. No civilia shiplines, auto-order for my freighters?
  30. Mineral Generation
  31. MFC signature vs passive detection
  32. Water and Terrain in Eccentric Orbits
  33. Logistics and cargo/colony ship design
  34. How to mod the DB? Any free programs to do it?
  35. How does the tech scaling work for generated NPRs?
  36. Passives: EM vs Thermal, which is better for what situation?
  37. The Logistics of Planetary Invasions: A Mechanistic Analysis
  38. Ground units wont resupply,
  39. Know star system
  40. Engineering spaces and maintenance storage
  41. Cost of PPV vs Police
  42. Multiple Ground Unit Capabilities?
  43. Fleet organization example
  44. How to Use Mines
  45. Custom Creation bug?
  46. Economy of Missile Launchers
  47. Changing Game Settings
  48. Removing AMM
  49. How does Artillery Support Works?
  50. Ground Resupply Out-of-Combat