View full version: C# Mechanics
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  1. Jump engines vs Jumpoint Stabilizer
  2. Aurora increments Vs Missle interception
  3. Jump Tenders & Civilian Ships
  4. STO Missiles?
  5. Infrastructure and a Colony
  6. Jump engines?
  7. Commercial civilian Shiplines
  8. Mineral Logistics
  9. FFD and bombardment
  10. The Incongruity of Shipbuilding Time
  11. Slowing down research
  12. Fisrt stab at Ground Combat
  13. Sensor Range Calculation
  14. Missiles vs Shipyards
  15. Sorium Harvesting Question
  16. Terraforming Gasses
  17. Using a Timer Fleet and an Annual Management Checklist
  18. Minimum size for missile active sensor?
  19. Anything to do about a dormant construct on an uncolonizable world?
  20. Fighter Speed vs BFC Tracking Speed
  21. Admin Command doesn't affect crew grade.
  22. Ground combat
  23. Boarding
  24. Carriers vs Missiles
  25. Occupation Force Numbers
  26. ASM Missile Types
  27. No Deployment Clock for commercial ships
  28. Missile size vs point defence
  29. Should Fighters Need Commanders?
  30. Updating Towed Installations
  31. Admin Types
  32. Can geosurvey probes be automated?
  33. Producing MSP with regular Industry
  34. Question about civilian designs
  35. Pause on commander relieved
  36. Automated Assignment for colony/cargo ships
  37. STO-relevant GF Commander bonuses
  38. How to handle missile replacements?
  39. Mining production bug?
  40. How exactly does one do ELINT vs. sensors?
  41. Why does my tanker orders do not work?
  42. Jump Engines
  43. potential bug when disassembling alien components (1.10)
  44. Help? How to read STO weapon stats
  45. Military space stations
  46. What Are the Point of Colonies?
  47. Game set up conditions.
  48. Missile tracking bonus
  49. Aliens in starting system
  50. Do AI/NPR fleets frequently run out of fuel?