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Difference between revisions of "VB6 Aurora:Basic Sequence of Play"

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'''Check Conditional Orders:''' if any conditions are met, immediately create the associated order at the top of the order list.
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This is [[Aurora]]s basic sequence of play for each [[Time, Turns and Interrupts|Time Interval]]:
  
'''Movement Phase:''' this section repeats a number of times equal to the number of movement sub-pulses. This may just be one sub-pulse for the whole increment or many sub-pulses. If an event is generated during a sub-pulse, that becomes the last sub-pulse and the time for the increment is reduced accordingly.  
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* NPR movement orders
*Fleets Move
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* Check Conditional Orders: If any conditions are met, immediately create the associated order at the top of the order list.
*Fighter Groups Move
 
*Fighter Groups Reload (remaining rearm time is reduced)
 
*Monsters Move (including precursors)
 
*Missile Salvos move (including intercept, point blank point defence and damage allocation\planetary bombardment)
 
*Life pod Endurance Check (any lifepods that have exhausted their endurance are removed)
 
*Sensor Update (all sensors are checked for new contacts)
 
''End of Movement Sub-pulses''
 
  
*Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked
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;Movement Phase:
*Check Secondary Special Orders. (If a fleet still has no move orders, its secondary special orders are checked
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{| style="width:100%; background-color: #f6f6f6;"
*Ion Storms are updated
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|This section repeats a number of times equal to the number of movement sub-pulses. This may just be one sub-pulse for the whole increment or many sub-pulses. If an event is generated during a sub-pulse, that becomes the last sub-pulse and the time for the increment is reduced accordingly.
*Damage Control takes place
 
  
'''Fire Phase'''
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* Fleets Move: Including Orbiting Fleets, Normal Fleets and Escorting Fleets in that order.
*Weapons are recharged or reloaded  
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* Fighter Groups Move\Reload (remaining rearm time is reduced)
*Shields are recharged  
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* Monsters Move (including all non-NPR [[Computer Opponents]])
*Point Defence in area mode is assigned targets  
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* Missile Salvos move: Including intercept, point blank point defence and damage allocation\planetary bombardment.
*Ships fire weapons
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* Sensor Update (all sensors are checked for new contacts)
*Planets launch missiles  
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*Fighters launch missiles  
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''End of Movement Sub-pulses''
*Combat results from energy weapons are applied  
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|}
*Monsters (including precursors) fire weapons. Damage is applied as each monster fires
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''End of Fire Phase''  
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* Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked )
 +
* Check Secondary Special Orders ( If a fleet still has no move orders, its secondary special orders are checked )
 +
* Damage Control takes place
 +
 
 +
;Fire Phase:
 +
{| style="width:100%; background-color: #f6f6f6;"
 +
|
 +
* Weapons are recharged or reloaded  
 +
* Shields are recharged  
 +
* Point Defence in area mode is assigned targets. (After automatic area fire there is automatic AMM launches)
 +
* All ships fire (or launch missiles), including NPRs/Spoilers, before all energy weapon damage is assessed.
 +
* Planets launch missiles  
 +
* Fighters launch missiles  
 +
* Combat results from energy weapons are applied  
 +
 
 +
''End of Fire Phase''
 +
|}
 +
 
 +
* Boarding combat
 +
 
 +
;Construction Cycle
 +
{| style="width:100%; background-color: #f6f6f6;"
 +
|This only takes place within a [[5-day increment]] i.e. if a sufficient number of seconds has passed since the last Construction Cycle aka
 +
 
 +
* Population Growth
 +
* Check Available Workers: The distribution of workers within all populations is checked and any shortages affect efficiency.
 +
* Orbital Movement
 +
* Check Life Pods: any lifepods that have exhausted their endurance are removed.
 +
* Comet Motion
 +
* Provide Foreign Aid
 +
* Update Wealth
 +
* Update Trade
 +
* Maintenance Check
 +
* Update Sol System Disaster,
 +
* Resource Extraction
 +
* NPR Population Planning
 +
* Shipyard Activity (improving shipyards)
 +
* Shipbuilding
 +
* Ground Unit Training
 +
* Genetic Modification
 +
* Production (construction, fighter, ordnance factories)
 +
* Research Projects
 +
* Missile Geo Survey
 +
* New Ships for Shipping Lines Checked
 +
* Check for New Shipping Lines
 +
* Check for New Civilian Mining Colonies
 +
* Check for expansion of CMC
 +
* Crew Training
 +
* Unrest Update
 +
* Update to Political Status of Occupied Colonies
 +
* Mass Drivers
 +
* Recovery from Ruins
 +
* Update Teams
 +
* Reduce Radiation
 +
* Readiness Recovery
 +
* Combat Load Fatigue
 +
* Check Crew Morale
 +
* Ground Combat
 +
* Update List of Systems that need sensor checks
 +
* Diplomacy
 +
* Check Commander Health
 +
* Check Commander Assignments
 +
* Check Fuel
 +
* Reduce Danger Ratings
 +
* NPR Colony Creation
 +
* Update Industrial Reactivation
 +
* Wormhole Moves
  
'''Construction Cycle:''' this only takes place within an increment if a sufficient number of seconds has passed since the last Construction Cycle.
 
 
*Worker Availability (The distribution of workers within all populations is checked and any shortages affect efficiency)
 
*Population Growth
 
*Orbital Motion
 
*Comet Motion
 
*System Failure Check (maintenance check for ships)
 
*Mining Production
 
*Harvester Production
 
*Ordnance Production
 
*Fighter Production
 
*Installation Construction
 
*Fuel Production
 
*Terraforming
 
*Shipbuilding
 
*Ground Unit Training
 
*Research
 
*Creation of Officers and Academy Graduates
 
*Crew Grade Increase (due to commander training)
 
*Monster Shipbuilding
 
*Ruins Check (for new tech and exploitation)
 
*Abandoned Installation Check (to see if any have been recovered by cybernetic teams)
 
*Radiation Reduction (including Dust)
 
*Ground Combat
 
*Complete Sensor Check
 
*Communication Check (for attempts to communicate)
 
*Reduce Negotiation Modifiers
 
*Check for loss of Commanders in accidents
 
*Check for Commander medical problems
 
*Check for increases in Commander attributes due to experience
 
*Check for Inactive Research Facilities
 
*Check for Low Fuel
 
*Check for New Ion Storms
 
*Check for Ion Damage to Populations
 
 
''End of Construction Cycle''
 
''End of Construction Cycle''
 +
|}
  
*Update Time  
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* Update Time  
*Update Economics, Events and System Map if loaded.
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* Update Economics, Events and System Map if loaded.
 +
 +
[[Category:Content]]

Latest revision as of 23:08, 9 December 2021

This is Auroras basic sequence of play for each Time Interval:

  • NPR movement orders
  • Check Conditional Orders: If any conditions are met, immediately create the associated order at the top of the order list.
Movement Phase
This section repeats a number of times equal to the number of movement sub-pulses. This may just be one sub-pulse for the whole increment or many sub-pulses. If an event is generated during a sub-pulse, that becomes the last sub-pulse and the time for the increment is reduced accordingly.
  • Fleets Move: Including Orbiting Fleets, Normal Fleets and Escorting Fleets in that order.
  • Fighter Groups Move\Reload (remaining rearm time is reduced)
  • Monsters Move (including all non-NPR Computer Opponents)
  • Missile Salvos move: Including intercept, point blank point defence and damage allocation\planetary bombardment.
  • Sensor Update (all sensors are checked for new contacts)

End of Movement Sub-pulses

  • Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked )
  • Check Secondary Special Orders ( If a fleet still has no move orders, its secondary special orders are checked )
  • Damage Control takes place
Fire Phase
  • Weapons are recharged or reloaded
  • Shields are recharged
  • Point Defence in area mode is assigned targets. (After automatic area fire there is automatic AMM launches)
  • All ships fire (or launch missiles), including NPRs/Spoilers, before all energy weapon damage is assessed.
  • Planets launch missiles
  • Fighters launch missiles
  • Combat results from energy weapons are applied

End of Fire Phase

  • Boarding combat
Construction Cycle
This only takes place within a 5-day increment i.e. if a sufficient number of seconds has passed since the last Construction Cycle aka
  • Population Growth
  • Check Available Workers: The distribution of workers within all populations is checked and any shortages affect efficiency.
  • Orbital Movement
  • Check Life Pods: any lifepods that have exhausted their endurance are removed.
  • Comet Motion
  • Provide Foreign Aid
  • Update Wealth
  • Update Trade
  • Maintenance Check
  • Update Sol System Disaster,
  • Resource Extraction
  • NPR Population Planning
  • Shipyard Activity (improving shipyards)
  • Shipbuilding
  • Ground Unit Training
  • Genetic Modification
  • Production (construction, fighter, ordnance factories)
  • Research Projects
  • Missile Geo Survey
  • New Ships for Shipping Lines Checked
  • Check for New Shipping Lines
  • Check for New Civilian Mining Colonies
  • Check for expansion of CMC
  • Crew Training
  • Unrest Update
  • Update to Political Status of Occupied Colonies
  • Mass Drivers
  • Recovery from Ruins
  • Update Teams
  • Reduce Radiation
  • Readiness Recovery
  • Combat Load Fatigue
  • Check Crew Morale
  • Ground Combat
  • Update List of Systems that need sensor checks
  • Diplomacy
  • Check Commander Health
  • Check Commander Assignments
  • Check Fuel
  • Reduce Danger Ratings
  • NPR Colony Creation
  • Update Industrial Reactivation
  • Wormhole Moves

End of Construction Cycle

  • Update Time
  • Update Economics, Events and System Map if loaded.