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Difference between revisions of "User:Mor"

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HI, I am Mor.
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HI, I am Mor. I am not a native English speaker, I know my edits will be mercilessly edited by <strike>highly respectable and valued members of the community</strike> grammar Nazis ;)  Also feel free to [[{{TALKPAGENAME}}|drop me a message]] if you think that I can help in anyway.  
  
 +
When making many maintenance edits, I try to mark them minor edits so you can hide them in recent changes by clicking "hide minor"
  
 +
==top==
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{| style="width: 100%; background-color: #f9f9f9; border: 1px solid #e9e9e9; font-size: 95%; clear: both;"
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| || xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx
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|}
  
==Sandbox==
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*[[5.50:Release Notes]]
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{| style="width: 100%; background-color: #eeeeee; border: 1px solid #999; font-size: 95%; clear: both;"
*[[6.00:Release Notes]]
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| || xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx
*[[6.0:Release Notes]]
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|}
*[[6.40:Release Notes]]
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*[[6.4:Release Notes]]
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*[[6.4X:Release Notes]]
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==Stuff==
*[[Active Sensor Design]]
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My sandbox, projects, quick notes and general mess. Please ignore for the sake of your sanity.
*[[Active Sensors/Fire Control]]
+
 
*[[Add-on Software]]
+
* 403 Shenanigans are fixed. Reverted most obvious issues. Find rest.
*[[Advanced Warship Tutorial]]
+
* go over the changelogs, for each change add link to main article and make sure that all the details are covered there.  
*[[Armor]]
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* Update links to [[Fast_OB]] and delete [[Fast_OOB]].
*[[Armour and Shields]]
+
 
*[[Asteroid mining]]
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----
*[[Asteroid mining module]]
+
 
*[[Aurora Download]]
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* [[Colony]] need info on economy/production.
*[[Aurora Player Designed Systems]]
+
* [[Galaxy]] need more technical info and links to related topics.
*[[Aurora Screens]]
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* [[Ground_combat]] planetary assault\defense need to be reworked.
*[[Aurora Tutorial]]
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* [[Trade System]] hard to follow, rework to cover all economical aspects?
*[[Aurora Wiki:Current]]
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** [http://aurora2.pentarch.org/index.php?topic=1342.msg11146#msg11146 wealth formula]
*[[Basic Beam Warship Tutorial]]
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*[[Basic Sequence of Play]]
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* Fucking [[Terraforming]] and [[Basic Ship Creation]]
*[[Basic Ship Creation]]
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*[[Beam Fire Control]]
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* [[armor]] double check.
*[[Beam Overview]]
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*[[Beam Ships]]
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----
*[[Beam Weapon Range]]
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*[[Black Holes]]
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* [[jump point]], [[interstellar travel]] some overlap.
*[[Boat bay]]
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** Refs [https://www.reddit.com/r/aurora/comments/43btf6/how_does_system_generation_work/czh4tvb], [http://aurora2.pentarch.org/index.php?topic=7255.msg80028#msg80028]
*[[Box Launchers]]
+
 
*[[Bridge]]
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* [[Stealth]] <-- cloaking and Thermal reduction tech + ship speed.
*[[CIWS]]
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*[[Cargo Handling System]]
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* [[NPR]] more mechanics; [[Ancient races]] add 'non-NPR computer opponents' per steve.
*[[Cargo Hold]]
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* [[Species]] ??? [[Genetic Modification]]
*[[Carrier]]
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*[[Civilian contracts]]
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* [[technology]] [[List of Research Costs]] - no idea how to proceed.
*[[Civilian mining complex]]
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* [[Diplomacy Rules]] delete ?
*[[Cloaking]]
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* [[Trans Newtonian Elements]] - gathering info for the list to make it more useful\palatable, maybe short strategy guide: [http://aurora2.pentarch.org/index.php?topic=8229.msg85007#msg85007] [http://aurora2.pentarch.org/index.php?topic=4940.msg50571#msg50571]
*[[Cloaking Device]]
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*[[Colonization for Beginners]]
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----
*[[Colony cost]]
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*[[Combat Drop Module]]
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* [[Components]], [[Core components]], [[Other Components]], [[Aurora_Player_Designed_Systems]], [[:Category:Designed_Systems]]
*[[Combat Overview]]
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** According to Erik [[Aurora_Player_Designed_Systems]] is a relic, and there is no reason why [[Components]], [[Core components]], [[Other Components]] shoudn't be merged.
*[[Comet]]
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** To big of undertaking atm.
*[[Commercial Shipping]]
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*[[Commercial Shipyard Complex]]
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*[[Commercial Spaceport]]
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;Designed Systems
*[[Conditional Orders]]
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The systems listed here are player designed.
*[[Construction Factory]]
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*[[Construction module]]
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* '''Engines''' - There are two different types of propulsion system. [[Jump drive]]s are used for instantaneous [[interstellar travel]] between systems; Sub-light [[engine]]s are used to travel interplanetary distances, these can be used on ships and missiles.
*[[Conventional Industry]]
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*[[Core components]]
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* [[Sensors|Sensor]] arrays offer data on the environment surrounding a ship or a missile. [[Active Sensors]] can scan for targets, and are needed for target acquisition. Passive [[EM Detection Sensors|EM]] and [[Thermal Sensors|Thermal sensors]] observe surrounding space.
*[[Create a custom race]]
+
 
*[[Crew Quarters]]
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* [[Power Plants]]  
*[[Cryogenic Transport]]
+
 
*[[Damage Control]]
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* [[Missiles]] - [[Missile Fire Control]], [[[Missile Launchers]], [[[Magazine]]
*[[Deep Space Tracking Station]]
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*[[Diplomacy]]
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* [[Beam Overview|Beam weapons]] -
*[[Diplomacy Rules]]
+
 
*[[Disassemble]]
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*Beam Fire Control
*[[EM Detection Sensors]]
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*Lasers
*[[EM Sensor]]
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*Gauss Cannon
*[[Economics]]
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*High Power Microwave
*[[Engine]]
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*Meson Cannon
*[[Engineering Sections]]
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*Particle Beam
*[[Engines]]
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*Plasma Carronade
*[[Escorts]]
+
 
*[[Espionage]]
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*CIWS
*[[Example Fleets - Solar League (Shadow)]]
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*[[Example Fleets - Terran Confederation (Erik)]]
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*[[Shields]] Shields - Absorption Shields - Standard
*[[Example PDC - Majestic]]
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*Cloaking Device
*[[Example PDC - Nautilus]]
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*Jump Engines
*[[Example PDC - Solgae]]
+
 
*[[Example PDC - Sonora]]
+
 
*[[Example Ships - Assault Ships (Shadow)]]
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* [[installations]] could use some polish and standardization.
*[[Example Ships - Balor]]
+
 
*[[Example Ships - Civilian Ships (TCErik)]]
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* [[Commercial_Shipyard_Complex]], [[Shipyards]] and [[Shipyards_and_Shipbuilding]] - one must go. Wait after 403, can't edit the last.
*[[Example Ships - Colliers]]
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** [[Shipyards_and_Shipbuilding]] is a tutorial, [[Commercial_Shipyard_Complex]] is a component, so  [[Shipyards]] should be reworked into ??
*[[Example Ships - Colony Ships]]
+
 
*[[Example Ships - Colony Ships (Shadow)]]
+
----
*[[Example Ships - Corvettes (Shadow)]]
+
All advanced topics on naval combat.
*[[Example Ships - Cruisers (Shadow)]]
+
* [[ship]]s and [[fleet]]s add overview.
*[[Example Ships - Cruisers (TCErik)]]
+
 
*[[Example Ships - Current Battlecruisers (TCErik)]]
+
* [[Fire Controls]], [[ECM]], [[ECCM]] ?
*[[Example Ships - Current Battleships (TCErik)]]
+
 
*[[Example Ships - Current Civilian Ships (TCErik)]]
+
* [[Armour and Shields]]   (linked [[Armor]],[[Shields]])
*[[Example Ships - Current Cruisers (TCErik)]]
+
*Weapons
*[[Example Ships - Current Ground Bases (TCErik)]]
+
** [[Beam Overview]] - Beam Weapons and CIWS
*[[Example Ships - Current Scouts (TCErik)]]
+
** [[Beam Weapon Range]]
*[[Example Ships - Current Strike Cruisers (TCErik)]]
+
** [[Missiles]] - Missiles, Drones and Buoys
*[[Example Ships - Current Support Ships (TCErik)]]
+
** [[Point Defense]]
*[[Example Ships - Current Survey Vessels (TCErik)]]
+
 
*[[Example Ships - Freighters]]
+
* [[Combat Overview]] - an overview, [[Ship Combat]] - the UI - flip/rename?
*[[Example Ships - Freighters (Shadow)]]
+
 
*[[Example Ships - Frigates (Shadow)]]
+
* [[Ship Maintenance]] - will change in 7.2
*[[Example Ships - Gate Builders]]
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** [[Ship Maintenance Details]]
*[[Example Ships - Gate Builders (Shadow)]]
+
 
*[[Example Ships - Geo Survey]]
+
* [[Refueling]]
*[[Example Ships - Geological Survey]]
+
* [[Task Group Initiative]]
*[[Example Ships - Geosurvey Ships (Shadow)]]
+
* [[Ramming]]
*[[Example Ships - Grav Survey]]
+
 
*[[Example Ships - Gravsurvey Ships (Shadow)]]
+
 
*[[Example Ships - Ground Bases (TCErik)]]
+
Naval organization. [http://aurora2.pentarch.org/index.php?topic=7826.0].
*[[Example Ships - Jump Tenders (Shadow)]]
+
* [[:File:Task force.png]], [[:File:Taskgroups-naval.png]]
*[[Example Ships - Luxury Liners (Shadow)]]
+
 
*[[Example Ships - North Carolina]]
+
==Organization==
*[[Example Ships - Planetary Defence Centres (Shadow)]]
+
 
*[[Example Ships - SWACS Vessels (Shadow)]]
+
;[[:Category:AuroraWiki]]
*[[Example Ships - Salvagers (Shadow)]]
+
* [[AuroraWiki:Templates]] - update documentation.
*[[Example Ships - Scouts]]
+
 
*[[Example Ships - Scouts (Shadow)]]
+
;[[:Category:Content]]
*[[Example Ships - Scouts (TCErik)]]
+
* [[:Category:Interface]] - reference articles, that covers the game screens and user interface elements, at least in brief.
*[[Example Ships - Small Craft (Shadow)]]
+
* [[:Category:Tutorial]] - tutorials...- add description linked from main. Adapt steves tutorials that were copy&pasted from the forum.
*[[Example Ships - Strike Cruisers (TCErik)]]
+
* [[:Category:Development]] -changelogs
*[[Example Ships - Support Ships (TCErik)]]
+
 
*[[Example Ships - Survey Vessels (TCErik)]]
+
* [[:Category:Components]] \ [[:Category:Designed Systems]] - List of components
*[[Example Ships - Tankers (Shadow)]]
+
* [[:Category:Installations]] - List of installations.
*[[Example Ships - Terraformers (Shadow)]]
+
 
*[[Example Ships - Troop Transports (Shadow)]]
+
 
*[[Example Ships - Tugs (Shadow)]]
+
* [[:Category:Core_Concepts]]
*[[Example ships - Missile Ships]]
+
* [[:Category:Ship_Examples]]
*[[FAQ]]
+
* ???
*[[Fast Attack Craft]]
+
 
*[[Fast OOB]]
+
==Sorting\Checking==
*[[Fighter Factory]]
+
 
*[[Fighters]]
+
* [[EM Detection Sensors]]
*[[Financial Centre]]
+
* [[Missile series]]
*[[Fire Controls]]
+
* [[Shock Damage]]
*[[Flag bridge]]
+
* [[Sector]]s
*[[Fleet Operations for Beginners]]
+
 
*[[Fleet Training]]
+
; TBA ?
*[[Fuel Refinery]]
+
* [[Transponders]]
*[[Fuel Storage]]
+
* [[Tectonics]]
*[[Game Slowdown]]
+
* [[Conditional Orders]]
*[[Garbage Dump2 (was Aurora Systems)]]
+
 
*[[Garbage Dump (Destroyers (Shadow))]]
+
;Misc
*[[Garbage Dump (PDC-fighter)]]
+
* [[Modding]]
*[[Garbage Dump (Parasites)]]
+
* [[Modding/themes]]
*[[Garbage Dump (Prototypes (Shadow))]]
+
* [[Supply]]
*[[Garbage Dump (Special orders / Organization)]]
+
* [[Research Project]]
*[[Garbage Dump (was Assault Transports)]]
+
 
*[[Garbage Dump (was Fighters TFN)]]
+
* [[Tempate:Ship Examples]]
*[[Garbage Dump (was Link)]]
+
* Long list of examples.
*[[Garbage Dump (was Newpage/de)]]
+
* Garbage stuff.
*[[Garbage Dump (was Parasite Tenders)]]
+
 
*[[Garbage Dump (was Tankers)]]
+
; player content space or delete 
*[[Garbage Dump 1 (was Aurora Rules)]]
+
* [[New Earth Campaign]]
*[[Garbage Dump 3 (was Journier)]]
+
* [[Terran Commonwealth]]
*[[Garbage Dump 4 (was Non Player Races)]]
+
* [[Terran Federation (Erik)]]
*[[Garbage Dump 5 (was Troop Transports)]]
+
 
*[[Garbage Dump 6 (was Asteroid Miners (Shadow))]]
+
==Installation backup==
*[[Garbage Dump 7 (was Carriers)]]
+
 
*[[Garbage Dump 8 (was Fuel Harvesters)]]
+
moved from Population_and_Production, leftover from from 'Chapter 3: Population' Tutorial. Backup until I can check its deciminated in the individual pages.
*[[Gauss Cannons]]
+
 
*[[Genetic Modification]]
+
* '''Sector Command HQ:''' Construction of a [[Sector Command|sector command]] headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
*[[Genetic Modification Centre]]
+
* '''[[Military Academy:''' The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
*[[Geological Survey Sensors]]
+
* '''Deep Space Tracking Station (DSTS):''' DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
*[[Glossary]]
+
* '''Maintenance Facility:''' A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
*[[Government Types]]
+
* '''Mass Driver Capacity:''' The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
*[[Gravitational Survey]]
+
* '''Shipyards/Slipways:''' Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of:''' Number of Slipways x Capacity x 0.0001
*[[Gravitational Survey Sensors]]
+
* '''Construction Factories:''' Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
*[[Ground Force Training Facility]]
+
* '''Ordnance Factories (v4.8):''' Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
*[[Ground Units]]
+
* '''Fighter Factories (v4.8):''' Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they require 50,000 population to support them.
*[[Hangar deck]]
+
* '''Fuel Refineries:''' Fuel Refineries convert mined Sorium into fuel for spacecraft. Each ton of Sorium produces 2000 litres of fuel. Their annual rate of production in terms of tons of Sorium processed is based on the racial Fuel Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each Refinery requires supporting 50,000 population.
*[[High-Powered Microwave]]
+
* '''Mines:''' Mines extract Trans-Newtonian minerals from the core of the planet or moon on which the colony is based. Each mine extracts every available mineral at a annual rate based on the racial Mining Production Rate and modified by the accessibility of each mineral and the Mining Bonuses provided by the planetary and sector governors. Each mine requires 50,000 supporting population.
*[[Hotkeys]]
+
* '''Automated Mines:''' Automated Mines function exactly like the mines except they do not require a supporting population. This makes them ideal for hostile worlds or small moons and asteroids that do not have enough gravity to support a population.
*[[Infrastructure]]
+
* '''Terraforming Facilities (TF):''' [[Terraforming]] Facilities are used to change the composition of gases in the atmosphere. Each TF can add or remove an amount of gas equal to the racial Terraforming Rate, modified by the Terraforming bonuses of the planetary and sector governors.
*[[Installation]]
+
* '''Research Labs. The total number of Research Points (RP) produced by a colony is equal to the number of Research Labs multiplied by the racial Research Rate, modified by the Research bonuses provided by the planetary and sector governors. Each Research Lab require one million supporting population. See the Research tab for details on Research Projects
*[[Installations]]
+
* '''Ground Force Training Facilities (GFTF). Each GFTF can train one [[Ground Units|ground unit]]. Every GFTF produces 100 training points per year
*[[Interstellar travel]]
+
-->
*[[Jump Gate]]
+
* '''Sector Command HQ:''' Construction of a [[Sector Command|sector command]] headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
*[[Jump drive]]
+
* '''[[Military Academy:''' The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
*[[Jump points]]
+
* '''Deep Space Tracking Station (DSTS):''' DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
*[[Lagrange Point]]
+
* '''Maintenance Facility:''' A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
*[[Lasers]]
+
* '''Mass Driver Capacity:''' The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
*[[Leaders]]
+
* '''Shipyards/Slipways:''' Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of:''' Number of Slipways x Capacity x 0.0001
*[[List of Research Costs]]
+
* '''Construction Factories:''' Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
*[[List of software categories]]
+
* '''Ordnance Factories (v4.8):''' Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
*[[Luxury Passenger Accommodation]]
+
* '''Fighter Factories (v4.8):''' Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they
*[[Magazine]]
 
*[[Mailing lists/GmaneRow]]
 
*[[Mailing lists/ListRow]]
 
*[[Main Empire Theme]]
 
*[[Main Page]]
 
*[[Maintenance Facility]]
 
*[[Maintenance Storage Bay]]
 
*[[Mass Driver]]
 
*[[MediaWiki]]
 
*[[Mediawiki.common.css]]
 
*[[Mesons]]
 
*[[Military Academy]]
 
*[[Mine]]
 
*[[Mineral Accessibility]]
 
*[[Mineral Generation]]
 
*[[Mineral Shortages]]
 
*[[Mining]]
 
*[[Missile-armed Escorts]]
 
*[[Missile Launcher]]
 
*[[Missile Launchers]]
 
*[[Missile series]]
 
*[[Missiles]]
 
*[[Modding]]
 
*[[Modding/themes]]
 
*[[Monobook.css]]
 
*[[Mw:Manual:$wgServer]]
 
*[[Nebulae]]
 
*[[New Earth Campaign]]
 
*[[Non Player Race]]
 
*[[Operating system]]
 
*[[Orbital Habitat Module]]
 
*[[Ordnance Factory]]
 
*[[Other components]]
 
*[[PDC Barracks]]
 
*[[Particle Beams]]
 
*[[Planetary Defence Centre]]
 
*[[Plasma Carronade]]
 
*[[Point Defense]]
 
*[[Political Status]]
 
*[[Population]]
 
*[[Population and Production]]
 
*[[Power Plants]]
 
*[[Quickstart for Beginners]]
 
*[[Railguns]]
 
*[[Ramming]]
 
*[[Refueling]]
 
*[[Requirements]]
 
*[[Research]]
 
*[[Research Lab]]
 
*[[Research Project]]
 
*[[Ruins]]
 
*[[Salvage]]
 
*[[Salvage Module]]
 
*[[Sector Command]]
 
*[[Sensors]]
 
*[[Shields]]
 
*[[Ship Combat]]
 
*[[Ship Maintenance]]
 
*[[Ship Maintenance Details]]
 
*[[Ship repair]]
 
*[[Ship to Ship Tractor]]
 
*[[Ships]]
 
*[[Shipyards]]
 
*[[Shock Damage]]
 
*[[Software design]]
 
*[[Software developer]]
 
*[[Software release life cycle]]
 
*[[Sorium Harvester]]
 
*[[SpaceMaster Mode]]
 
*[[Supply]]
 
*[[Survey]]
 
*[[System Map]]
 
*[[System Map - Complete Reference]]
 
*[[Task Group Initiative]]
 
*[[Teams]]
 
*[[Tectonics]]
 
*[[Tempate:Ship Examples]]
 
*[[Template repository]]
 
*[[Terraforming]]
 
*[[Terraforming Installation]]
 
*[[Terraforming module]]
 
*[[Terran Commonwealth]]
 
*[[Terran Federation (Erik)]]
 
*[[Thermal Sensors]]
 
*[[Time, Turns and Interrupts]]
 
*[[Tips for beginners]]
 
*[[Trade System]]
 
*[[Trade System (v4.x)]]
 
*[[Trans Newtonian Elements]]
 
*[[Transclusion]]
 
*[[Transponders]]
 
*[[Troop Transport Bay]]
 
*[[Turrets]]
 
*[[Unrest]]
 
*[[Version 5.50]]
 
*[[Version 6.0]]
 
*[[Version 6.4]]
 
*[[Version 6.42]]
 
*[[Version History]]
 
*[[Video Tutorials]]
 
*[[Website]]
 

Latest revision as of 19:37, 17 February 2016

HI, I am Mor. I am not a native English speaker, I know my edits will be mercilessly edited by highly respectable and valued members of the community grammar Nazis ;) Also feel free to drop me a message if you think that I can help in anyway.

When making many maintenance edits, I try to mark them minor edits so you can hide them in recent changes by clicking "hide minor"

top

xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx


xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx


Stuff

My sandbox, projects, quick notes and general mess. Please ignore for the sake of your sanity.

  • 403 Shenanigans are fixed. Reverted most obvious issues. Find rest.
  • go over the changelogs, for each change add link to main article and make sure that all the details are covered there.
  • Update links to Fast_OB and delete Fast_OOB.


  • Stealth <-- cloaking and Thermal reduction tech + ship speed.


Designed Systems

The systems listed here are player designed.

  • Engines - There are two different types of propulsion system. Jump drives are used for instantaneous interstellar travel between systems; Sub-light engines are used to travel interplanetary distances, these can be used on ships and missiles.
  • Sensor arrays offer data on the environment surrounding a ship or a missile. Active Sensors can scan for targets, and are needed for target acquisition. Passive EM and Thermal sensors observe surrounding space.
  • Beam Fire Control
  • Lasers
  • Gauss Cannon
  • High Power Microwave
  • Meson Cannon
  • Particle Beam
  • Plasma Carronade
  • CIWS
  • Shields Shields - Absorption Shields - Standard
  • Cloaking Device
  • Jump Engines



All advanced topics on naval combat.


Naval organization. [5].

Organization

Category:AuroraWiki
Category:Content
  • Category:Interface - reference articles, that covers the game screens and user interface elements, at least in brief.
  • Category:Tutorial - tutorials...- add description linked from main. Adapt steves tutorials that were copy&pasted from the forum.
  • Category:Development -changelogs


Sorting\Checking

TBA ?
Misc
player content space or delete

Installation backup

moved from Population_and_Production, leftover from from 'Chapter 3: Population' Tutorial. Backup until I can check its deciminated in the individual pages.

  • Sector Command HQ: Construction of a sector command headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
  • [[Military Academy: The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
  • Deep Space Tracking Station (DSTS): DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
  • Maintenance Facility: A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
  • Mass Driver Capacity: The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
  • Shipyards/Slipways: Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of: Number of Slipways x Capacity x 0.0001
  • Construction Factories: Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
  • Ordnance Factories (v4.8): Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
  • Fighter Factories (v4.8): Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they require 50,000 population to support them.
  • Fuel Refineries: Fuel Refineries convert mined Sorium into fuel for spacecraft. Each ton of Sorium produces 2000 litres of fuel. Their annual rate of production in terms of tons of Sorium processed is based on the racial Fuel Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each Refinery requires supporting 50,000 population.
  • Mines: Mines extract Trans-Newtonian minerals from the core of the planet or moon on which the colony is based. Each mine extracts every available mineral at a annual rate based on the racial Mining Production Rate and modified by the accessibility of each mineral and the Mining Bonuses provided by the planetary and sector governors. Each mine requires 50,000 supporting population.
  • Automated Mines: Automated Mines function exactly like the mines except they do not require a supporting population. This makes them ideal for hostile worlds or small moons and asteroids that do not have enough gravity to support a population.
  • Terraforming Facilities (TF): Terraforming Facilities are used to change the composition of gases in the atmosphere. Each TF can add or remove an amount of gas equal to the racial Terraforming Rate, modified by the Terraforming bonuses of the planetary and sector governors.
  • Research Labs. The total number of Research Points (RP) produced by a colony is equal to the number of Research Labs multiplied by the racial Research Rate, modified by the Research bonuses provided by the planetary and sector governors. Each Research Lab require one million supporting population. See the Research tab for details on Research Projects
  • Ground Force Training Facilities (GFTF). Each GFTF can train one ground unit. Every GFTF produces 100 training points per year

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  • Sector Command HQ: Construction of a sector command headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
  • [[Military Academy: The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
  • Deep Space Tracking Station (DSTS): DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
  • Maintenance Facility: A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
  • Mass Driver Capacity: The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
  • Shipyards/Slipways: Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of: Number of Slipways x Capacity x 0.0001
  • Construction Factories: Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
  • Ordnance Factories (v4.8): Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
  • Fighter Factories (v4.8): Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they