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