Aurora is on version 2.5.0 C#, available at the Aurora Forums.
Contact Erik on the forum for a wiki account.
User:Mor
HI, I am Mor.
Sandbox
- check source of the annoying Forbidden errors. poorly configured anti-spam bot?! maybe the regex one as it sometimes go down to removing a single word to pass a change.
- Check Designed Systems - Template:Designed_Systems
- change template:key default css setting, its a bit much.
Organization
Current
- Category:Core_Concepts
- Category:Components
- Category:Designed Systems
- Category:Installations
- Category:Ship_Examples
1111
Interface
- F2 - Economics/Population and Production
- Population and Production latest and most comprehensive(?), but incomplete.
- Population covers summary tab only
- Economics covers Mining and Maintenance tabs only
- Teams from the Teams/Academy tab
- F3 - System Map
- F11- Galactic Map
- F4 - Commanders/Leaders/Officers (make your mind)
- Leaders - covers the topic.
- F5 - Class Design
- F6 - Ships
- F7 - Fighter Squadrons
- F9 - System Information
- F12- Task Groups
- Ctrl+F - Intelligence / Diplomacy or Intelligence / Foreign Relations:
- ...
Manual\Guides\whatever
- Getting Started
- Getting Started - New Game
- Aurora Tutorial - New Game \ World generation
- Tutorial
- Advanced Warship Tutorial
- Basic Beam Warship Tutorial
- Basic Sequence of Play
- Basic Ship Creation
- Fleet Operations for Beginners
- Time, Turns and Interrupts
- Fast OOB - Creating starting fleets (4.77)
- Video Tutorials
- Misc
Manual\Guides\whatever 2
- Leaders
- Research, also List of Research Costs
- Colonization for Beginners
- Diplomacy, also Diplomacy Rules
- Espionage
Economics
- Related to colonies
- Trade and Transport
Forces
Ships - need overview of ships not links to campigns.
- Basic ship concepts?
- Core components/Other components - Why it can't be covered on one page?
- Armour and Shields (linked Armor,Shields)
- Weapons
- Beam Overview - Beam Weapons and CIWS
- Beam Weapon Range
- Missiles - Missiles, Drones and Buoys
- Point Defense
- Sensors (linked Active Sensors/Fire Control, Geological Survey Sensors, Gravitational Survey Sensors)
- Cloaking (linked Cloaking Device)
- Operations
- Combat
- other
Sorting\Checking
- Long list of examples.
- Active Sensor Design
- Aurora Player Designed Systems
- Beam Ships
- Box Launchers
- Conditional Orders
- EM Detection Sensors
- Escorts
- Fast Attack Craft
- Fighters
- Fire Controls
Misc
- Concepts
- Starmaps objects - missing
- TBA ?
Reminder
- Site
- Template repository - rename
- Tempate:Ship Examples
- Transclusion
- MediaWiki
- Mediawiki.common.css
- Monobook.css
- Mw:Manual:$wgServer
- No idea
- New Earth Campaign
- Terran Commonwealth
- Terran Federation (Erik)
- Mailing lists/GmaneRow
- Mailing lists/ListRow
- Don't Care
- Add-on Software
- List of software categories
- Operating system
- Software design
- Software developer
- Software release life cycle
- Website
OK
Components
Not sure why separate pages for core and other .
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- Basic Systems
- Power and Propulsion
- Active Sensors Active Sensors/Fire Control
- Geological Survey Sensors
- Gravitational Survey Sensors
- EM Sensor
- Thermal Sensors
- Energy Weapons
- Missiles/Kinetic Weapons
- Fire Control
- Beam Fire Control
- Missile Fire Control - Active Sensors/Fire Control
- Defensive Systems
- Ground Combat
- Transport and Industry
- Cargo Handling System
- Cargo Hold
- Cryogenic Transport
- Luxury Passenger Accommodation
- Asteroid mining module
- Sorium Harvester
- Salvage Module
- Terraforming module
- Construction module
- Other Components
Installations
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- Factories
- Construction Factory
- Conventional Industry
- Fighter Factory
- Fuel Refinery
- Ground Force Training Facility
- Ordnance Factory
- Mines
- Shipyards
- Misc Civilian
- Commercial Spaceport
- Financial Centre
- Genetic Modification Centre
- Mass Driver
- Research Lab
- Terraforming Installation
- Military
Development
Too many, what is convention here?
- 5.50:Release Notes
- 6.00:Release Notes
- 6.0:Release Notes
- 6.40:Release Notes
- 6.4:Release Notes
- 6.4X:Release Notes
Info dump
Races and alien incursions
Player, Non Player Race. Trans-Newtonian Empire and a Conventional Empire. You turn off all alien incursions during game creation
- Precursors
The Precursors are an ancient robotic race that dominated the galaxy until they were defeated by the Invaders. Since then, they have fallen into decay and all that remains are few isolated groups of robotic ships that guard the ruins of defeated foes waiting for new instructions that never arrive. Their mission is simply to eliminate all non-Precursor life.
Precursors robotic ships guard some of the alien ruins and occasionally random encounters with small Precursor ships maybe created in non-ruin system. They have no real populations, although they may have small listening posts and weapon caches in the system. Although few in number and they don't have any survey ships for exploration, they are likely to be higher tech than your own Empire at game start and any starting NPRs. You will need to overwhelm, outsmart or simply avoid them until you are ready. Leave this selected as Precursors provide valuable combat experience. Rather than a complete Empire similar to your own (which is what NPRs will be).
- Invaders
The Invaders are an ancient extra-galactic race that defeated the Precursors civilization during their last invasion. They are always hostile, very high tech and extremely dangerous. For a starting game, its best to disable them so leave that box unchecked. Also beware Invaders tend to explore a lot, causing the game to become slower.
- Star Swarm
An species of living ships that reproduce in space. Individually they are weak, but can be very dangerous in numbers.