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Difference between revisions of "VB6 Aurora:Basic Sequence of Play"
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Welchbloke (talk | contribs) (Created page with '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 tim...') |
(Revised the format of the page) |
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− | Check Conditional Orders: | + | '''Check Conditional Orders:''' if any conditions are met, immediately create the associated order at the top of the order list. |
− | Movement Phase | + | '''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 | |
− | + | *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 | + | ''End of Movement Sub-pulses'' |
− | Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked | + | *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 | + | *Check Secondary Special Orders. (If a fleet still has no move orders, its secondary special orders are checked |
− | Ion Storms are updated | + | *Ion Storms are updated |
− | Damage Control takes place | + | *Damage Control takes place |
− | Fire Phase | + | '''Fire Phase''' |
− | + | *Weapons are recharged or reloaded | |
− | + | *Shields are recharged | |
− | + | *Point Defence in area mode is assigned targets | |
− | + | *Ships fire weapons | |
− | + | *Planets launch missiles | |
− | + | *Fighters launch missiles | |
− | + | *Combat results from energy weapons are applied | |
− | + | *Monsters (including precursors) fire weapons. Damage is applied as each monster fires | |
− | End of Fire Phase | + | ''End of Fire Phase'' |
− | Construction Cycle | + | '''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 Economics, Events and System Map if loaded. | + | *Update Time |
+ | *Update Economics, Events and System Map if loaded. |
Revision as of 05:11, 2 April 2011
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
- 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
- Check Secondary Special Orders. (If a fleet still has no move orders, its secondary special orders are checked
- Ion Storms are updated
- Damage Control takes place
Fire Phase
- Weapons are recharged or reloaded
- Shields are recharged
- Point Defence in area mode is assigned targets
- Ships fire weapons
- Planets launch missiles
- Fighters launch missiles
- Combat results from energy weapons are applied
- Monsters (including precursors) fire weapons. Damage is applied as each monster fires
End of Fire Phase
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
- Update Time
- Update Economics, Events and System Map if loaded.