View full version: C# Mechanics
« 1 2 3 4 5 6 7 8 9 10 11 »
  1. Slow but not glacial game speed
  2. Transponders
  3. Separation range of already developed two stage missile
  4. Commercial Engines for Military Ships
  5. Starting a new game however some of the 1.12 changes are juicy
  6. Ground Surveys.
  7. Ground survey and colonization questions.
  8. Orbital Habitats and Installations
  9. How to use fighter/bombers?
  10. Range Modifier
  11. Ammo for Gauss cannons
  12. Diplomacy module
  13. Tow-Stage Missile
  14. Stay Until Loaded Order
  15. Pick up all survivors standing order
  16. Box Launchers and Fighter Pods
  17. Ground Unit Formations
  18. Jump engines vs Jumpoint Stabilizer
  19. Aurora increments Vs Missle interception
  20. Jump Tenders & Civilian Ships
  21. STO Missiles?
  22. Infrastructure and a Colony
  23. Jump engines?
  24. Commercial civilian Shiplines
  25. Mineral Logistics
  26. FFD and bombardment
  27. The Incongruity of Shipbuilding Time
  28. Slowing down research
  29. Fisrt stab at Ground Combat
  30. Sensor Range Calculation
  31. Missiles vs Shipyards
  32. Sorium Harvesting Question
  33. Terraforming Gasses
  34. Using a Timer Fleet and an Annual Management Checklist
  35. Minimum size for missile active sensor?
  36. Anything to do about a dormant construct on an uncolonizable world?
  37. Fighter Speed vs BFC Tracking Speed
  38. Admin Command doesn't affect crew grade.
  39. Ground combat
  40. Boarding
  41. Carriers vs Missiles
  42. Occupation Force Numbers
  43. ASM Missile Types
  44. No Deployment Clock for commercial ships
  45. Missile size vs point defence
  46. Should Fighters Need Commanders?
  47. Updating Towed Installations
  48. Admin Types
  49. Can geosurvey probes be automated?
  50. Producing MSP with regular Industry