View full version: C# Mechanics
« 1 2 3 4 5 6 7 8 9 10 11 »
  1. Best Ground Units?
  2. Alien components
  3. Best way to engage enemy sitting on other side of gate?
  4. MOVED: NPR Designs and Compositions
  5. Heavy or long range artillery to destroy supply
  6. Trigger for NPRs to build shipyards?
  7. Raider Spawn Rate (Spoiler Alert)
  8. v2.0.0 Changes Discussion Thread
  9. v2.1.1 Changes List
  10. Railguns mechanic
  11. Fighter factories vs shipyards
  12. Terraforming and Safe Greenhouse Gasses
  13. Repairing Space Stations?
  14. 2.0.2 - Maintenance doubt
  15. v2.1.0 Changes List
  16. v2.0.3 Changes List
  17. v2.0.2 Changes List
  18. v2.0.1 Changes List
  19. v2.0.0 Changes List (also known as v1.14.0)
  20. On the Economics of Fuel Economy
  21. Why Build Terraforming Installations?
  22. Surrender
  23. Boarding for fun and profit
  24. Ships appearing and disappearing well within sensor range
  25. Ground combat terrain/environment capability training
  26. Do tugs need extra fuel for when they're tugging, or is their range accurate?
  27. Fighter training fuel cost
  28. Available Worker for populations by Colony Cost
  29. Armor for STO units?
  30. Spacemaster help
  31. Are ancient artifacts trade good still broken?
  32. Missile launcher size limitation idea.
  33. Nukes and planets
  34. Colonizing Pre-Existing CMCs
  35. ECM/ECCM and missiles
  36. Military Jump Drives and Commercial Engines
  37. The Diminishing Returns of "Big Ships are Better"
  38. Missiles with Active Sensors that lost its target
  39. Need help with logistics
  40. Local System Generation
  41. Meaning of IP
  42. request for documentation: morale changes in combat
  43. Loading ship box launchers
  44. Reinforcement bug or user error?
  45. Area defense picket not firing
  46. The question is about designing ideal missiles.
  47. Repeated Jumps
  48. Required Commanders
  49. Building a simple army to conquer the planet NPR
  50. Unloading alien survivors?