View full version: C# Mechanics
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  1. v2.2.1 Changes List
  2. v2.2.0 Changes List
  3. Maintenance Clock
  4. Why do hot planets have such a low colony cost
  5. Mineral uses (2.1)
  6. Particle beams the new DPS go-to even at lower ranges?
  7. STO not firing
  8. Fortification speed
  9. Medals
  10. STO Weapon Turrets: Request for clarification.
  11. Do NPR and other non-human controlled players make use of fuel and spare parts?
  12. Is it still possible to make tractor-beam chains?
  13. Finding a use for Formation Orders as-Programmed
  14. Table of Dominant Terrain To Hit Modifier
  15. Potential ECM/ECCM Changes
  16. Tracking total civilian shipping sector size
  17. Potential Supernova Mechanics
  18. Alien Artifacts fixed?
  19. Point defence failure
  20. Aurora C# Propulsion Design Theory
  21. Offisers dont autopromote
  22. Shock damage in C#
  23. Best Ground Units?
  24. Alien components
  25. Best way to engage enemy sitting on other side of gate?
  26. Heavy or long range artillery to destroy supply
  27. Trigger for NPRs to build shipyards?
  28. v2.0.0 Changes Discussion Thread
  29. v2.1.1 Changes List
  30. Railguns mechanic
  31. Fighter factories vs shipyards
  32. Terraforming and Safe Greenhouse Gasses
  33. Repairing Space Stations?
  34. 2.0.2 - Maintenance doubt
  35. v2.1.0 Changes List
  36. v2.0.3 Changes List
  37. v2.0.2 Changes List
  38. v2.0.1 Changes List
  39. v2.0.0 Changes List (also known as v1.14.0)
  40. On the Economics of Fuel Economy
  41. Why Build Terraforming Installations?
  42. Surrender
  43. Boarding for fun and profit
  44. Ships appearing and disappearing well within sensor range
  45. Ground combat terrain/environment capability training
  46. Do tugs need extra fuel for when they're tugging, or is their range accurate?
  47. Fighter training fuel cost
  48. Available Worker for populations by Colony Cost
  49. Armor for STO units?
  50. Spacemaster help