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VB6 Aurora:Index of Topics
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General information
- Aurora - An overview of the game.
- Glossary - A list of abbreviations used in Aurora.
- FAQ
- System Requirements
- Troubleshooting
- Tips for beginners
Setting up a new game
- New Game - The first screen you'll see in Aurora.
- Government Types
- Main Empire Theme
- Creating custom races
- Disaster - Game option to make your life more miserable by making the sun slowly go berserk.
- Tutorial: Quickstart for Beginners
- Fast OB - If you want to start the game with a few goodies already built.
Game concepts
- Time, Turns and Interrupts
- Basic Sequence of Play - The order in which things happen.
- SpaceMaster Mode - Originally meant as a set of referee tools, this lets you manipulate the game universe.
- Game Slowdown - Why it happens and what you can do about it.
Game interface
- Interface
- System Map - The visual display of a system and its contents. Tip: to measure distances, shift & left-click, then drag the cursor in the system map.
- System Information - All the astronomical data about a system.
- Tutorial: Basics of the System Map
- Galactic Map - The map of all discovered systems and their jump point connections. Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.
- Event Log - The log of all game events. In this screen, you can also filter messages by type and set message colours.
- Task Groups
- Class Design - The ship design window.
- Game interface
- Ship Combat - How to use the combat controls.
- Hotkeys
The galaxy
- The Galaxy - Information about stellar systems and system bodies (planets, moons, asteroids etc.).
- Galactic Map - The map of all discovered systems and their jump point connections. Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.
- System Information - All the astronomical data about a system.
- Comets
- Lagrange Point - How to get around using Lagrange Points near Super-Jovians.
- Black Holes and Nebulae
- Survey - How to find jump points and minerals.
- Interstellar travel - About finding and using jump points.
Alien races
- Races
- Spoilers - Things you might prefer to discover through play.
- Diplomacy
- Espionage
- Tactical Intelligence
Colonies and mining
- Races and Species
- Colony
- Infrastructure - Housing for colonists. The amount required depends on how habitable the world is.
- Orbital Habitat - Adds room for colonists in space stations.
- Installations - Everything that can be built in a colony.
- Tutorial: Colonization for Beginners
- Political Status
- Unrest - When the natives get restless.
- The Population and Production window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.
- Disassemble - Take apart salvaged components to re-engineer alien technology.
- Production Overview window - A list of all industrial projects in your empire.
- Infrastructure - Housing for colonists. The amount required depends on how habitable the world is.
- Terraforming - Home improvement on a global scale.
- Sector Command - Installation that allows civilian leaders to apply their boni to multiple colonies.
- Wealth - Your treasury.
- Mining - General information.
- Trans Newtonian Elements - What they are used for.
- Mineral Generation - Where they come from.
- Survey - How to find them.
- Geological Survey Report - All minerals you've found so far on one page.
- Mass Drivers - Mineral transport was never easier.
- Civilian mining complex
- Sorium Harvester - How to get refined fuel from gas giants and super-jovians.
- Trans Newtonian Elements - What they are used for.
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Captains, bureaucrats and scientists
- Leaders - your naval and ground force officers, scientists and administrators. Tip: give all of them something to do to increase their skills faster.
- Teams - An overview.
- Research - R&D: research new technology and develop systems you have designed.
- A list of Technology
- List of Research Costs
The civilian economy
- Commercial Shipping - Shipping lines, the emperor's little helpers.
- Civilian contracts - Your civilians can transport installations for you (not minerals).
- Civilian mining complex - Your civilians can dig up stuff for you.
- Trade System - Things that generate taxes.
Ship design and shipbuilding
- Ship - An overview of the role various types play.
- Class Design - Explains the Design window. Lots of useful information here.
- Ship Design Checklist - This is intended to help new players avoid the most common pitfalls in ship design.
- Core components - Basic systems like cargo holds, fuel tanks etc.
- Player-designed components
- Class Design - Explains the Design window. Lots of useful information here.
- Armour and Shields - General design principles.
- Tutorial: Basic Beam Warship Tutorial
- Missile Warships
- Tutorial: Advanced Warship Tutorial
- Tutorial: Basic Ship Creation
- Shipyards
- Shipyards and Shipbuilding - Comprehensive guide to what they do and how.
- Planetary Defence Centre - Bunkers to house troops, hangars or weapons
- [1] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.
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Carriers and Fighters
- Fighters - Up to 500 tons of fun. Lovingly called Parasites in Aurora.
- Fast Attack Craft - Up to 1000 tons of fun.
- Carrier - To put all the fun in.
- Tutorial: Advanced Carrier Operations Tutorial - Naval organization for advanced players.
Weapons and sensors
- Fire Control
- Beam Weapons - Types of beam weapons and how they compare.
- Beam Fire Control
- Beam Weapon Range - Table of weapon ranges for all tech levels.
- CIWS - The last line of defense.
- Missiles, Drones and Buoys - How they work and how to design them.
- Tutorial: Anti-Missile Tutorial
- Sensors - Overview of active and passive sensors.
- Active Sensors/Missile Fire Control
- Tutorial: Active Sensor Design
- EM Sensor
- Thermal Sensors
- Cloaking - How not to be seen.
- Active Sensors/Missile Fire Control
- ECM and ECCM - How not to be hit.
Fleet operations, organization and logistics
- Fleet
- Task Groups - The Task Groups window.
- Naval Organization - The Naval Organization tab can make your life easier.
- Tutorial: Naval Organization Tutorial
- Naval Organization - The Naval Organization tab can make your life easier.
- Manual transfer of fuel, missiles and supplies
- Task Groups - The Task Groups window.
- Modular fleet design - An approach to planning.
- Ship Crew - Training and morale.
- Ship Maintenance
- Ship Maintenance Details - Also Damage Control
- Ship repair - Repairing combat damage.
- Salvage - Go green: recycle wrecks.
- Transponders - And why you can ignore them.
Ship combat
- Combat Overview
- Task Group Initiative - The order in which ships move.
- Jump shock - A few seconds of sensor blindness after a jump.
- Ship Combat - How to use the combat controls.
- Point Defense - How not to be hit.
- Cloaking - How not to be seen.
- Armour and Shields - How not to be hurt.
- Internal Damage - If the above didn't work.
- Ramming - Considered irresponsible.
Ground Forces
- Ground forces
- Ground Force Training Facility
- Ground combat - Also includes boarding enemy ships.