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  • #REDIRECT [[Time, Turns and Interrupts]]
    40 bytes (5 words) - 08:37, 6 January 2016
  • #REDIRECT [[Time, Turns and Interrupts]]
    40 bytes (5 words) - 08:40, 6 January 2016
  • #REDIRECT [[Time, Turns and Interrupts]]
    40 bytes (5 words) - 03:29, 22 December 2015
  • ...the benefit of being smaller in tonnage (HS), but will take 360 days game time to complete construction of a jump gate. ...f Modules do not stack, only one ship can construct a gate on a point at a time, and only one Jump Gate can be built on a Jump Point ever.
    2 KB (225 words) - 01:11, 18 February 2016
  • #REDIRECT [[VB6 Aurora:Time, Turns and Interrupts]]
    51 bytes (7 words) - 22:59, 9 December 2021
  • Cargo Handling System is a ship [[component]] that reduces loading time of [[Cargo Hold]], [[Cryogenic Transport]] and [[Troop Transport Bay]]. ...module variant has a Handling Multiplier, which will reduced the ship Load Time (can be seen from the the [[Class Design]] window) by that factor. Multiple
    1 KB (183 words) - 04:07, 30 March 2016
  • Formula: Adjusted Load Time = Load Time / (Commercial Spaceport Level + 1)
    749 bytes (75 words) - 11:48, 16 February 2016
  • ..., also they can board other ships. Troops in drop modules lose morale over time.
    975 bytes (128 words) - 03:55, 30 March 2016
  • ...times the number of cargo handling systems) by commercial spaceports (load time divided by spaceport level + 1), and by the logistical value of the ship's
    1 KB (156 words) - 05:05, 4 April 2016
  • ...times the number of cargo handling systems) by commercial spaceports (load time divided by spaceport level + 1), and by the logistical value of the ship's
    1 KB (185 words) - 02:02, 11 March 2018
  • ...ansform the existing population into. Only one project may be active at a time, regardless of the number of centres. ...ther industries. Shutting down in this way will require a 6-month warm-up time to restart construction.
    1 KB (162 words) - 04:20, 18 January 2020
  • ...be completed. It also has a subset of the time buttons so you can advance time from this window.
    1 KB (233 words) - 14:58, 10 February 2016
  • ...fficient occupying [[ground forces]] can gradually improve its status over time. * Population Status Points = Population Status Points + ((Time increment in Seconds / 86400) * Status Point Modifier)
    2 KB (213 words) - 15:52, 5 January 2016
  • ...can have a Lagrange point added. Points around smaller bodies take longer time to stabilise. ...Mass)</code>. The production bonus of the ship commander will reduce this time.
    3 KB (517 words) - 03:05, 16 January 2021
  • Each time you press Zoom the scale will double (you can check the current scale in th == Time Advance ==
    6 KB (947 words) - 17:07, 27 September 2017
  • ...ther industries. Shutting down in this way will require a 6-month warm-up time to restart construction.
    732 bytes (85 words) - 05:27, 29 September 2011
  • The system map has several main display areas; The Top Bar, The Time Controls, The Sidebar, The Main Map Area and (optionally) the on-screen mes ==Time Control==
    7 KB (1,233 words) - 22:26, 5 April 2016
  • ...tal is shown. The amount of life support needed is dependent on Deployment Time and the number of Crew. The checkbox "Keep excess Q" can be used to retain
    664 bytes (91 words) - 13:54, 22 February 2016
  • Each training facility allows the training of one ground unit at a time and produces the racial ground unit training rate per year modified by the ...ve GFTFs display the training points required, remaining and the estimated time until completion. Inactive facilties are blank.
    2 KB (301 words) - 18:57, 8 August 2018
  • ..., the deployment clock reduces at a rate equal to ten times the passage of time. ** Time Passed * 10 * (1 - Mothership Deployment Modifier));
    7 KB (1,145 words) - 20:13, 14 January 2019

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