Aurora is on version 2.5.0 C#, available at the Aurora Forums.
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Difference between revisions of "VB6 Aurora:Index of Topics"
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==Component design== | ==Component design== | ||
− | |||
==Ship design== | ==Ship design== | ||
* [[Ships]] | * [[Ships]] | ||
− | * [[Jump drive]] | + | * [[Core components]] - Basic systems like cargo holds, fuel tanks etc. |
+ | * [[Aurora Player Designed Systems|Player-designed systems]] | ||
+ | ** [[Jump drive]] | ||
+ | ** [[Engine]] | ||
** '''Tutorial:''' [[Basic Beam Warship Tutorial]] | ** '''Tutorial:''' [[Basic Beam Warship Tutorial]] | ||
** '''Tutorial:''' [[Advanced Warship Tutorial]] | ** '''Tutorial:''' [[Advanced Warship Tutorial]] | ||
− | * [[Planetary Defence Centre]] | + | * [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons |
==Weapons and sensors== | ==Weapons and sensors== | ||
Line 70: | Line 72: | ||
* [[Fleet]] | * [[Fleet]] | ||
* [[Class Design]] | * [[Class Design]] | ||
− | * [[Sensors]] | + | * [[Sensors]] - Overview of active and passive sensors. |
** [[Active Sensors/Fire Control]] | ** [[Active Sensors/Fire Control]] | ||
+ | ** [[EM Sensor]] | ||
+ | ** [[Thermal Sensors]] | ||
*** '''Tutorial:''' [[Active Sensor Design]] | *** '''Tutorial:''' [[Active Sensor Design]] | ||
− | |||
* [[Beam Ships]] | * [[Beam Ships]] | ||
Revision as of 00:51, 2 April 2016
(This page is a work in progress)
Setting up a new game
- New Game
- Disaster - Game option to make your life more miserable.
- Fast OB - If you want to start the game with a few goodies already built.
Game concepts
- Aurora - Where it comes from.
- Time, Turns and Interrupts
- Basic Sequence of Play - The order in which things happen.
- SpaceMaster Mode - Originally meant as a set of referee tools, this lets you manipulate the game universe.
Game interface
- Interface
- Basics of the System Map
- Game interface
- Galactic Map - The map of all discovered systems and their jump point connections.
- Ship Combat - How to use the combat controls.
- Hotkeys
The galaxy
- The Galaxy
- Survey - How to find jump points and minerals
- Interstellar travel - How to get around.
- Intra-system Jumps - How to get around using Lagrange Points near gas giants.
- Black Holes and Nebulae
Colonies and mining
- Colonies
- Tutorial: Colonization for Beginners
- Races and Species
- Mining
- Trans Newtonian Elements - What they are used for.
- Mass Drivers
- Asteroid mining
- Sorium Harvester - How to get fuel from gas giants and super-jovians.
- Terraforming
Leaders and what they do
- Leaders - your naval and ground force officers, scientists and administrators.
- Research - R&D: research new technology and develop systems you have designed.
- A list of Technology
- List of Research Costs
- Diplomacy
- Espionage
The civilian economy
- Commercial Shipping - Shipping lines, the emperor's little helpers.
- Civilian contracts - Your civilians can transport stuff for you.
- Civilian mining complex - Your civilians can dig up stuff for you.
- Trade System - Things that generate taxes.
- Wealth - Your treasury.
Component design
Ship design
- Ships
- Core components - Basic systems like cargo holds, fuel tanks etc.
- Player-designed systems
- Jump drive
- Engine
- Tutorial: Basic Beam Warship Tutorial
- Tutorial: Advanced Warship Tutorial
- Planetary Defence Centre - Bunkers to house troops, hangars or weapons
Weapons and sensors
- Beam Weapons - Types of beam weapons and how they compare.
- Missiles, Drones and Buoys - How they work and how to design them.
- Tutorial: Anti-Missile Tutorial
- Fleet
- Class Design
- Sensors - Overview of active and passive sensors.
- Beam Ships
Fleet logistics
- Ship Crew - Training and morale.
- Ship Maintenance
- Ship repair - Repairing combat damage.
- Salvage - Go green: recycle wrecks.
Ship combat
- Combat Overview
- Ship Combat - How to use the combat controls.
- Point Defense - How not to be hit.
- Cloaking - How not to be seen.
- Armour and Shields - How not to be hurt.
- Internal Damage - If the above didn't work.
Ground Forces
- Ground forces
- Ground combat - Including boarding actions in space.