http://aurorawiki.pentarch.org/api.php?action=feedcontributions&user=Zook&feedformat=atomAuroraWiki - User contributions [en]2024-03-29T11:19:48ZUser contributionsMediaWiki 1.35.0http://aurorawiki.pentarch.org/index.php?title=Carrier&diff=7389Carrier2016-04-12T03:58:34Z<p>Zook: /* Repair capability */</p>
<hr />
<div>A carrier is a type of military [[ship]] with a [[Hangar deck]] or [[Boat Bays]]. A carrier can transport and deploy smaller vessels, up to its hangar capacity. These vessels are called Parasites in Aurora.<br />
<br />
See this [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial].<br />
<br />
==Carrier Design==<br />
Carriers can have any number of roles in a single ship. Carriers can be a fleet Point Defense and [[Fighters|Fighter]] intercept ship. Or they can have a single design mindset such as just for carrying fighters, interceptors or drop ships for planetary assaults. You could design a jump-capable "survey mothership", with hangars to carry small survey craft. Or a recon ship could carry small, stealthy sensor ships that travel ahead of the fleet.<br />
<br />
===Carrier Fleet Operations===<br />
Carriers require a fleet for support because they are just that, a carrier. They are meant to support and add range to a fleet operations while also gaining protection from the fleet from enemy ships that close range or launch missiles.<br />
<br />
You can build a fleet entirely based on carriers, or use them in a less offensive support role. However you do it, carriers are very important for a well rounded fleet and its operations.<br />
<br />
===Repair capability===<br />
A carrier also functions as a shipyard for repair purposes, but the ship to be repaired has to be docked inside the hangar. That way you can even repair armor while in space.<br />
<br />
''Note: it seems that hangars in PDCs can't repair ships in Aurora 7.1 anymore. Ship-based hangars can still repair docked ships/fighters.''<br />
<br />
===Loading/Unloading Fighters onto Carrier===<br />
For carriers you build the mothership with hangars or boat bays. You can set their hangar loadout in the class design screen, but I haven't noticed that do anything yet, I may be doing it wrong. I mostly just use it to plan out how big to make the squadrons assigned to the carrier.<br />
<br />
Once you have your carrier designed and built, you can assign fighters to it. Either go into the ship screen and assign the fighters to the carrier one at a time from the first tab, top right. Remember to push the land button if you want them to land in the hangar immediately after you assign them, that of course only works if they are in the same spot at the carrier.<br />
<br />
Or you can do it the slightly less micromanagey way. Go to the Fighters screen (F7) and hit the "New" button at the bottom to create a new fighter squadron. They will be given a random name that you can change at the top if you wish. Then go to the reorganise squadrons tab and take ships from 'no squadron assignment' and move them into your squadron, hopefully remembering the capacity of the carrier you plan on assigning them to. After that you select the carrier you wish to assign them to, and if they are in the same location, hit 'recover' which will tell all the fighters in the squadron to land on the mothership. Then go back into the details tab to make sure their location is the same as their assigned ship. If so, you're golden. If not, something went wrong, either the squadron isn't in the same place as the mothership, or the mothership doesn't have enough capacity. Also, it's probably a good idea to keep different fighter classes in different squadrons. Fighter speed can vary a lot, making it inefficient to stick a slow fighter in with fast ones. Don't worry about having too many squadrons, a carrier can carry an unlimited number of squadrons, it's just the total number of ships that matter for capacity.<br />
<br />
The assigning from the ships screen is quicker to do. However, making a squadron has the advantage of automatically splitting the fighters off into a squadron task group when launched, which saves a lot of time in the long run. <br />
<br />
P.S. The downside of the squadron method is that it only works on fighters. If you want to add a larger ship to a hangar like a gunboat or a small destroyer, your only option is to do it from the ships screen.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Ship_repair&diff=7388Ship repair2016-04-12T03:56:45Z<p>Zook: /* Onboard Ship Repair (Damage Control) */</p>
<hr />
<div>Not to be confused with maintenance (see [[Ship Maintenance]]). Maintenance is about keeping the espresso machine in the officer's mess in good shape. Repairing is about replacing a burnt-out reactor. <br />
<br />
==Ship Repair==<br />
Ships after long voyages and/or combat will eventually need to be repaired due to low supplies not allowing them to repair themselves, or the amount of damage actually not allowing them to repair themselves while out on a mission. That is when you need to take your ship or ships home to be repaired.<br />
<br />
===Shipyard Repair===<br />
A ship can be repaired at any shipyard of a matching size and type. For example, to repair a military ship, the player must use a military shipyard. Whereas to repair a 12,000 ton ship, the player must use a shipyard capable of building a 12,000 ton ship. It logically follow that to repair a 12,000 ton military ship, the player must use a military shipyard capable of building a 12,000 ton ship.<br />
<br />
Shipyards can repair ships completely with the "repair" Task Type. <br />
<br />
The amount of time required depends on the amount of damage.<br />
<br />
===Onboard Ship Repair (Damage Control)===<br />
''Main article: [[Damage Control]]''<br />
<br />
Ships can repair themselves if they have maintenance supplies. They automatically repair themselves if it's a malfunction, if it's due to combat damage, however, they will have to be assigned to repair the item via the Damage Control (F6) screen. <br />
<br />
This is a lengthy process, but it will repair all internal components with enough supplies. Damage Control sections increase repair speed, but a ship can carry out repairs without one. Don't forget the "Equalize Main." button in the Task Group window will distribute supply points evenly in the task group.<br />
<br />
This will not repair armor. Armor damage has to be repaired at a shipyard.<br />
<br />
===Hangar repairs===<br />
A carrier also functions as a shipyard for repair purposes, but the ship to be repaired must be docked inside the hangar. That way you can even repair armor while in space.<br />
<br />
''Note: it seems that hangars in PDCs can't repair ships in Aurora 7.1 anymore. Ship-based hangars can still repair docked ships/fighters.''<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:SpaceMaster_Mode&diff=7387VB6 Aurora:SpaceMaster Mode2016-04-12T03:33:17Z<p>Zook: /* Class Design */</p>
<hr />
<div>'''SpaceMaster Mode''' (or '''SM Mode''' for short) offer access to many world-building functions within the game itself, and has access to detailed information for each race. With SpaceMaster mode activated, you can give yourself free stuff, take it away, alter planets, create and delete star systems, teleport ships, manipulate your officers, and many other tasks. <br />
<br />
This is not cheating, unless you want it to be. Aurora is a free form game that really depends on the player to give it shape. Spacemaster gives you the tools to do so. The name comes from the "Dungeon Master" of traditional role-playing games. The DM was responsible for shaping the adventure and had both the power and responsibility to alter things for the sake of the game experience. SMs don't have quite that much power, but they come close!<br />
<br />
== Activation ==<br />
<br />
SM mode can be activated (or deactivated), by selecting 'Spacemaster on' {{key|Ctrl+S}} (or 'Spacemaster off' {{key|Ctrl+O}}) from the [[game interface|main menu bar]], 'SpaceMaster' dropdown menu. It will ask you for the SM Password. '''The password for SM mode is always blank, unless you set one yourself during [[New game|game creation]].'''<br />
<br />
Once active, "(SM)" would appear the 'main menu bar' title, and you'll gain access to additional functions. This page explains what things SM mode adds and their effects.<br />
<br />
==SpaceMaster functions==<br />
=== Economics ===<br />
<br />
In the [[Population and Production]] screen you have All Research and SM Mods down at the bottom on all tabs.<br />
All Research gives all the research to the current default race that costs less than X value. X is set when you push the button.<br />
SM Mods allows the SM to directly modify all the details of a population or colony. Want free infrastructure, construction factories of population just to name a few? Add them here. It goes to the currently selected colony. Remember to save planets' edited states before switching, as Aurora doesn't remember the edited state after you switch.<br />
<br />
* '''Economics>Industry''' tab has SM Add. Basically just creates whatever you entered in the create industrial project entries instantly from thin air. Like the create button, but instant and costs nothing.<br />
<br />
* '''Economics>Shipyard''' tab has SM SY Mod. It lets you directly modify the details of the currently selected shipyard. Size, number of slipways, and whether it's naval or commercial.<br />
<br />
* '''Economics>Research''' tab has "Instant" and "Instant RST". Instant gives the race the highlighted technology instantly. Instant RST gives the race all its designed (but unresearched) systems instantly.<br />
<br />
* '''Economics>Environment''' tab has SM Set Atm. After setting the desired value for a gas like you were doing normal [[terraforming]] just hit this button to change the ATM instantly to the value you set.<br />
<br />
* '''Economics>GU Training''' tab has Add Units. It creates a number of ground units for free. You must have a Ground Force Training Facilities to access this tab first, however, so you must SM add a GFTF first. Afterwards, you can remove it.<br />
<br />
=== Class Design ===<br />
In the [[Class Design]] screen you have the unlock button. As long as a class has been built the class becomes locked. The game uses the values here to determine what a ship has all the time, not just when the ship is first built. So if you change an existing class all ships of that class would 'magically' obtain the new parts for free. Unlock just allows you to edit a current design directly. Good for if you simply make a stupid little mistake that no sensible designer would miss, and already have a few ships out with the flaw. Like missing engines or no reactor on a laser ship. It can also theoretically be used to transform a tiny little scout ship into a 30000 ton behemoth for free. 'SM Mode' is just a convenient button to put you into SM mode without minimizing the screen.<br />
<br />
''Warning: It's easy to screw up a class design and introduce errors that do not become apparent immediately. Better back up your database before doing so.''<br />
<br />
=== Ships ===<br />
<br />
* The Ships screen has Repair All and SM Refuel. Repair All repairs all damage on the selected ship without cost. SM Refuel [[Refueling|refuels]] the selected ship's fuel tank.<br />
<br />
=== System View ===<br />
<br />
<br />
The system view screen is the screen that shows all the information on any body in any system you want. It is normally defaulted to the system you are currently in. All the SM buttons are down in the lower right.<br />
<br />
* '''Create Empire:''' Creates a player race or NPR on the selected planet. Currently the planet needs to have an atmosphere. Oxygen is needed, however Methane may also work. If you try to use methane for the atmosphere, you will get a window asking for conformation. The screen that comes up that actually relates to creating the empire is very similar to some of the start game options.<br />
<br />
* '''Create system:''' Creates a randomly generated system, just like if a ship went through a jump point. You would probably have to use this a few times before you find a planet with parameters you are looking for.<br />
<br />
* '''Create Nebula:''' Works exactly like create system, except it forces the system to be a nebula type.<br />
<br />
* '''HW Minerals:''' Can be used to guarantee all minerals with decent accessibility on the selected planet, similar to when you start a new game on Earth. Good to use right before creating an empire.<br />
<br />
* '''All Minerals:''' Runs the random generation for minerals on all bodies in the system again replacing what was on the bodies before.<br />
<br />
* '''Specify Minerals:''' Lets you manually place minerals and accessibility on the selected planet. Currently (v5.20) however, there is a bug that results in all areas being blank. However, you can still change minerals; it just doesn't display the current status of the planet.<br />
<br />
* '''JP survey:''' Automatically surveys all gravity survey points in the system for the current default race.<br />
<br />
* '''All SB survey:''' Just like JP survey, only for geo surveys of all bodies in the system.<br />
<br />
* '''Star SB survey:''' Just like the above, only effecting the bodies orbiting the currently selected star.<br />
<br />
* '''Body Survey:''' Instantly does a geological survey for the current default race of the currently selected body.<br />
<br />
* '''No JP survey:''' Forces the currently selected default race to have the current system's survey points set to unsurveyed. This does not effect jump point knowledge itself.<br />
<br />
* '''No SB Survey:''' Forces the currently selected default race to lose knowledge of all minerals in all bodies in the system.<br />
<br />
* '''Update Atmos:''' Seems to just refresh the screen.<br />
<br />
* '''Redo Comets:''' Runs the comet generation routine over again, removing existing comets, and forces there to be at least 1 comet generated.<br />
<br />
* '''Random Ruin:''' Adds a random Precursor site to the selected system body. If added to an already surveyed body, you will have to survey it again to discover the ruins. Does not create any Precursor ships.<br />
<br />
=== Task Groups ===<br />
<br />
* If in SM mode, you may teleport the selected Task Group to any body/waypoint in any system known by the current race. It may be found in the top right of the "History / Officers / Misc" section.<br />
<br />
* In the same section as above(History / Officers / Misc) at the bottom left, you may check on or off an option named "Select Real Star Destination for Unexplored" which allows you to select the destination star of a Task Group if it explores an unlinked Jump Point in a Real Stars game.<br />
<br />
=== View race ===<br />
<br />
* SM mode View Race Details window makes the race's environmental tolerances and other details editable. Works well with the economics>environment SM mode to customize a race. Remember that if you drastically change a race's tolerances you may need to SM terraform your homeworld at the environment tab of economics to keep it habitable.<br />
<br />
=== Intelligence/Diplomacy ===<br />
<br />
* Intelligence/Diplomacy gives you communicate and Change DR. Communicate just lets your race know the target race's language, which makes it easier to spy, helps diplomacy, and get intel from prisoners. Change DR Changes your race's view of the target race instantly. The values for various things are given in the tooltip. Change DR only effects your race's view of them. It doesn't effect their view of you.<br />
<br />
=== Create Research Project ===<br />
<br />
* With SM mode on, hit the "Instant" button to give the custom tech you just created to your race immediately without having to research it.<br />
<br />
=== Shipping Line Information ===<br />
<br />
* Add Line creates a new Shipping Line with 500 credits and no ships.<br />
<br />
== Notes ==<br />
* Original post credits to Greiger from Bay12<br />
<br />
[[category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Ship_Design_Checklist&diff=7386Ship Design Checklist2016-04-12T02:17:57Z<p>Zook: </p>
<hr />
<div>This is intended to help new players avoid the most common pitfalls in ship design.<br />
<br />
* Does the game show any design errors in the box on the lower right? <br />
* Do you have an engine? You need to design one first.<br />
* Do you have enough fuel? The typical distance between two systems is somewhere between one and five billion km, with the average being about 3 billion km.<br />
* Is your jump engine capable of jumping every ship that you want it to? A jump engine with a capacity of 10,000 tons mounted on a 7,000-ton ship can jump only ships up to 7,000 tons, not 10,000.<br />
* Do you know the difference between military and commercial jump drives?<br />
* For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?<br />
* If you intend your ship to be able to repair battle damage: Do you have at least twice the MSPs of your Max Repair value?<br />
* For missile warships: do you have a magazine? Each launcher adds some magazine capacity, but you might want reloads.<br />
* Do you have the maintenance facilities to support a ship of this size? If not, your ship will use up all its MSPs and then slowly disintegrate.<br />
* Do you have a shipyard large enough to build it?<br />
* If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?<br />
* If you copied an existing design: did you develop better armor tech since designing the old class? The copied design still uses the old armor.<br />
* If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?<br />
* Do you have enough power plants to power your beam weapons? Note the box on the lower left.<br />
* For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?<br />
* For tankers/colliers: did you check the appropriate box on the upper right?<br />
* For freighters/colony ships: did you include a Cargo Handling System?<br />
* For salvage ships: did you include a cargo hold?</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Ship_Design_Checklist&diff=7385Ship Design Checklist2016-04-12T02:16:19Z<p>Zook: </p>
<hr />
<div>This is intended to help new players avoid the most common pitfalls in ship design.<br />
<br />
* Does the game show any design errors in the box on the lower right? <br />
* Do you have an engine? You need to design one first.<br />
* Do you have enough fuel? The typical distance between two systems is somewhere between one and five billion km, with the average being about 3 billion km.<br />
* Is your jump engine capable of jumping every ship that you want it to? A jump engine with a capacity of 10,000 tons mounted on a 7,000-ton ship can jump only ships up to 7,000 tons, not 10,000.<br />
* Do you know the difference between military and commercial jump drives?<br />
* For military ships: Do you have at least enough MSPs to repair the worst malfunction (Max Repair)?<br />
* If you intend your ship to be able to repair battle damage: Do you have at least twice the MSPs of your Max Repair value?<br />
* Do you have the maintenance facilities to support a ship of this size? If not, your ship will use up all its MSPs and then slowly disintegrate.<br />
* Do you have a shipyard large enough to build it?<br />
* If this is meant to be a refit of an existing class: is this refit cheaper than scrapping and building a new ship?<br />
* If you copied an existing design: did you develop better armor tech since designing the old class? The copied design still uses the old armor.<br />
* If you want to shoot down enemy missiles - do you have a resolution-1 sensor in your task group?<br />
* Do you have enough power plants to power your beam weapons? Note the box on the lower left.<br />
* For carriers: did you reserve Flight Crew berths (check the "Keep Excess Q" box on the upper right)?<br />
* For tankers/colliers: did you check the appropriate box on the upper right?<br />
* For freighters/colony ships: did you include a Cargo Handling System?<br />
* For salvage ships: did you include a cargo hold?</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Mining&diff=7384Mining2016-04-11T03:47:40Z<p>Zook: /* Extraction */</p>
<hr />
<div>Mining in Aurora refers to the extraction of [[Trans_Newtonian_Elements|TN Minerals]]. Mining is the cornerstone of any Empire, whether single-planet or a thousand star systems. Without minerals, it is impossible to construct ''anything'' at all, so it is important to manage your mining correctly.<br />
<br />
Minerals can be found on Asteroids, Comets, Moons, Gas Giants and Planets. Planets are usually the best sources for minerals, but most Gas Giants and Super-Jovians are excellent repositories of Sorium.<br />
<br />
==Geological Survey==<br />
''See [[Survey]].'' <br />
<br />
Before you can start mining you have to find minerals first. Only an estimated 5% of all bodies contain minerals. The initial survey is always conducted from orbit. By later assigning [[Teams|Geology Teams]] to a body you can sometimes find more minerals or improve their accessibility.<br />
<br />
There are several ways to find out which bodies have been surveyed and what has been found:<br />
* selecting "Show Surveyed Bodies" from the Minerals tab in the system map window. Here you can also see how much mineral reserves have been found, and their accessibility (i.e. possible mining rate).<br />
* going to the System View window (F9): the first column shows either nothing (not surveyed yet), an "S" (surveyed but nothing found) or "M" (minerals present). <br />
* the [[Geological Survey Report]] window provides a search function for minerals you've discovered. <br />
Finally, the Summary tab of the Population & Production window tells you whether a geo-team search on the colony has been completed yet.<br />
<br />
==Extraction==<br />
There are various mining systems:<br />
<br />
===Ground-based mines===<br />
[[Mine]]s, requiring a [[Colony|population]] to run them. It is generally advisable to have a number of mines on any planet you inhabit if it has mineral deposits. <br />
<br />
While colonization might seem to be the cheapest way to mine a world, keep in mind that <br />
* hostile environments (i.e. high colony cost-worlds) require large amounts of infrastructure, and <br />
* the percentage of colonists working in the Agriculture and Environmental sector goes up with increasing colony cost, too, meaning that on hostile worlds very few people might be available for working in your mines.<br />
<br />
===Automines===<br />
Ground-based [[Automated Mine]]s, where robots do all the work but are twice as expensive. Automines are the preferred option when colonization is impossible or would be too expensive.<br />
<br />
===Asteroid miners===<br />
Ships with [[Asteroid Mining Module]]s, which are ship-mounted automines that work only on asteroids and comets. Expensive, but large fleets of Asteroid Miners can make short work of an Asteroid Belt. Their mobility is also a plus. <br />
<br />
To begin asteroid mining, simply create a ship with at least one mining module, create a mining colony on a suitable asteroid (via the System View, F9, or a right click on the body within the system map) and move the ship there. On the summary page for the colony, a new entry labeled "Orbital Mines" will appear.<br />
<br />
====Asteroid Mining Strategies====<br />
Depending on what ships you have constructed, there are a number of ways to organize asteroid mining:<br />
*Use mining ships without cargo holds to extract minerals and then collect the ores with freighters.<br />
*Use mining ships with enough cargo capacity to take away the minerals once the asteroid begins to deplete.<br />
*Use larger mining ships with enough cargo capacity to move a [[mass driver]], a few mining ships can then use their mass drivers to move mining output to a single location within a system for easy collection.<br />
<br />
''Tip: If your asteroid miners are not mining, it may be because you sent them to a moon or planet, not an asteroid.''<br />
<br />
''Caution: If you have a group of asteroid miners or harvesters working in orbit, don't send new ships to join that task group. You must send ships to the asteroid or planet first, then tell them to join the task group, otherwise their mining rate won't be added to the total. The same applies to terraformers, orbital habitats and maintenance vessels.''<br />
<br />
===Fuel harvesters===<br />
Ships with [[Sorium Harvester]] Modules, which extract Sorium from gas giants or Super-Jovians and convert it directly into fuel to fill their tanks. The raw Sorium cannot be gathered. This is the ''only'' type of mine that can be used on a Gas Giant.<br />
<br />
==Notes==<br />
Extracted minerals are stored on the planet. See the [[Population and Production#Mining/Maintenance|Population and Production]] window for an explanation of the Mining Report.<br />
<br />
[[Mass Driver]]s are the easiest way to transport minerals within a system.<br />
<br />
One point of cargo space in freighters holds two tons of minerals.<br />
<br />
==Civilian administrator boni==<br />
Many [[Leaders|civilian administrators]] possess a Mining Bonus skill (between 5% and sometimes over 40%), which is directly applied to the mining rate.<br />
<br />
If you have a [[Sector Command]], the sector administrator applies a quarter of his mining skill to all colonies within the sector.<br />
<br />
==Minerals Quantity & Accessibility==<br />
Every world has a chance to contain some of the TN-Elements, each with a specific quantity and rated at a level of accessibility between 0.1 and 1, which dictates how quickly the mineral can be harvested with any given quantity of mining equipment. Very massive planets are likely to have large number of minerals available at very high quantities but low accessibility, while smaller worlds, moons and asteroids are progressively more likely to have fewer minerals at higher levels of accessibility.<br />
<br />
Minerals Accessibility value is multiplied by your annual mining rate to give the total amount for that mineral that you can mine. So if your mining rate is 12 tons/year and the accessibility of a mineral is 0.5, you will mine 6 tons/year. <br />
<br />
For planets and moons, if a mineral's accessibility is greater than 0.1 it will begin to fall once you have mined out half the mineral. The accessibility will reach 0.1 shortly before the mineral deposit is exhausted<br />
<br />
This [https://docs.google.com/spreadsheets/d/1x5bumkMk3xazupqv3-TeAB6QqHEXQIV9eqMa1DN2Pq0/edit?usp=sharing| spreadsheet] contains a workbook which can be used to estimate the total extraction rate average over a planet's useful lifetime.<br />
<br />
==Technologies for mining==<br />
* Mining Production - from 10 tons per mine annually to 70 tons<br />
* Fuel Production - affects Harvesters<br />
* Asteroid Mining Module<br />
* Sorium Harvester<br />
<br />
[[Category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Mining&diff=7383Mining2016-04-11T03:33:53Z<p>Zook: /* Asteroid miners */</p>
<hr />
<div>Mining in Aurora refers to the extraction of [[Trans_Newtonian_Elements|TN Minerals]]. Mining is the cornerstone of any Empire, whether single-planet or a thousand star systems. Without minerals, it is impossible to construct ''anything'' at all, so it is important to manage your mining correctly.<br />
<br />
Minerals can be found on Asteroids, Comets, Moons, Gas Giants and Planets. Planets are usually the best sources for minerals, but most Gas Giants and Super-Jovians are excellent repositories of Sorium.<br />
<br />
==Geological Survey==<br />
''See [[Survey]].'' <br />
<br />
Before you can start mining you have to find minerals first. Only an estimated 5% of all bodies contain minerals. The initial survey is always conducted from orbit. By later assigning [[Teams|Geology Teams]] to a body you can sometimes find more minerals or improve their accessibility.<br />
<br />
There are several ways to find out which bodies have been surveyed and what has been found:<br />
* selecting "Show Surveyed Bodies" from the Minerals tab in the system map window. Here you can also see how much mineral reserves have been found, and their accessibility (i.e. possible mining rate).<br />
* going to the System View window (F9): the first column shows either nothing (not surveyed yet), an "S" (surveyed but nothing found) or "M" (minerals present). <br />
* the [[Geological Survey Report]] window provides a search function for minerals you've discovered. <br />
Finally, the Summary tab of the Population & Production window tells you whether a geo-team search on the colony has been completed yet.<br />
<br />
==Extraction==<br />
There are various mining systems:<br />
<br />
===Ground-based mines===<br />
[[Mine]]s, requiring a [[Colony|population]] to run them. It is generally advisable to have a number of mines on any planet you inhabit, if it has mineral deposits.<br />
<br />
===Automines===<br />
Ground-based [[Automated Mine]]s, where robots do all the work but are more expensive.<br />
<br />
===Asteroid miners===<br />
Ships with [[Asteroid Mining Module]]s, which are ship-mounted automines that work only on asteroids and comets. Expensive, but large fleets of Asteroid Miners can make short work of an Asteroid Belt. Their mobility is also a plus. <br />
<br />
To begin asteroid mining, simply create a ship with at least one mining module, create a mining colony on a suitable asteroid (via the System View, F9, or a right click on the body within the system map) and move the ship there. On the summary page for the colony, a new entry labeled "Orbital Mines" will appear.<br />
<br />
====Asteroid Mining Strategies====<br />
Depending on what ships you have constructed, there are a number of ways to organize asteroid mining:<br />
*Use mining ships without cargo holds to extract minerals and then collect the ores with freighters.<br />
*Use mining ships with enough cargo capacity to take away the minerals once the asteroid begins to deplete.<br />
*Use larger mining ships with enough cargo capacity to move a [[mass driver]], a few mining ships can then use their mass drivers to move mining output to a single location within a system for easy collection.<br />
<br />
''Tip: If your asteroid miners are not mining, it may be because you sent them to a moon or planet, not an asteroid.''<br />
<br />
''Caution: If you have a group of asteroid miners or harvesters working in orbit, don't send new ships to join that task group. You must send ships to the asteroid or planet first, then tell them to join the task group, otherwise their mining rate won't be added to the total. The same applies to terraformers, orbital habitats and maintenance vessels.''<br />
<br />
===Fuel harvesters===<br />
Ships with [[Sorium Harvester]] Modules, which extract Sorium from gas giants or Super-Jovians and convert it directly into fuel to fill their tanks. The raw Sorium cannot be gathered. This is the ''only'' type of mine that can be used on a Gas Giant.<br />
<br />
==Notes==<br />
Extracted minerals are stored on the planet. See the [[Population and Production#Mining/Maintenance|Population and Production]] window for an explanation of the Mining Report.<br />
<br />
[[Mass Driver]]s are the easiest way to transport minerals within a system.<br />
<br />
One point of cargo space in freighters holds two tons of minerals.<br />
<br />
==Civilian administrator boni==<br />
Many [[Leaders|civilian administrators]] possess a Mining Bonus skill (between 5% and sometimes over 40%), which is directly applied to the mining rate.<br />
<br />
If you have a [[Sector Command]], the sector administrator applies a quarter of his mining skill to all colonies within the sector.<br />
<br />
==Minerals Quantity & Accessibility==<br />
Every world has a chance to contain some of the TN-Elements, each with a specific quantity and rated at a level of accessibility between 0.1 and 1, which dictates how quickly the mineral can be harvested with any given quantity of mining equipment. Very massive planets are likely to have large number of minerals available at very high quantities but low accessibility, while smaller worlds, moons and asteroids are progressively more likely to have fewer minerals at higher levels of accessibility.<br />
<br />
Minerals Accessibility value is multiplied by your annual mining rate to give the total amount for that mineral that you can mine. So if your mining rate is 12 tons/year and the accessibility of a mineral is 0.5, you will mine 6 tons/year. <br />
<br />
For planets and moons, if a mineral's accessibility is greater than 0.1 it will begin to fall once you have mined out half the mineral. The accessibility will reach 0.1 shortly before the mineral deposit is exhausted<br />
<br />
This [https://docs.google.com/spreadsheets/d/1x5bumkMk3xazupqv3-TeAB6QqHEXQIV9eqMa1DN2Pq0/edit?usp=sharing| spreadsheet] contains a workbook which can be used to estimate the total extraction rate average over a planet's useful lifetime.<br />
<br />
==Technologies for mining==<br />
* Mining Production - from 10 tons per mine annually to 70 tons<br />
* Fuel Production - affects Harvesters<br />
* Asteroid Mining Module<br />
* Sorium Harvester<br />
<br />
[[Category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Mining&diff=7382Mining2016-04-11T03:33:09Z<p>Zook: /* Notes */</p>
<hr />
<div>Mining in Aurora refers to the extraction of [[Trans_Newtonian_Elements|TN Minerals]]. Mining is the cornerstone of any Empire, whether single-planet or a thousand star systems. Without minerals, it is impossible to construct ''anything'' at all, so it is important to manage your mining correctly.<br />
<br />
Minerals can be found on Asteroids, Comets, Moons, Gas Giants and Planets. Planets are usually the best sources for minerals, but most Gas Giants and Super-Jovians are excellent repositories of Sorium.<br />
<br />
==Geological Survey==<br />
''See [[Survey]].'' <br />
<br />
Before you can start mining you have to find minerals first. Only an estimated 5% of all bodies contain minerals. The initial survey is always conducted from orbit. By later assigning [[Teams|Geology Teams]] to a body you can sometimes find more minerals or improve their accessibility.<br />
<br />
There are several ways to find out which bodies have been surveyed and what has been found:<br />
* selecting "Show Surveyed Bodies" from the Minerals tab in the system map window. Here you can also see how much mineral reserves have been found, and their accessibility (i.e. possible mining rate).<br />
* going to the System View window (F9): the first column shows either nothing (not surveyed yet), an "S" (surveyed but nothing found) or "M" (minerals present). <br />
* the [[Geological Survey Report]] window provides a search function for minerals you've discovered. <br />
Finally, the Summary tab of the Population & Production window tells you whether a geo-team search on the colony has been completed yet.<br />
<br />
==Extraction==<br />
There are various mining systems:<br />
<br />
===Ground-based mines===<br />
[[Mine]]s, requiring a [[Colony|population]] to run them. It is generally advisable to have a number of mines on any planet you inhabit, if it has mineral deposits.<br />
<br />
===Automines===<br />
Ground-based [[Automated Mine]]s, where robots do all the work but are more expensive.<br />
<br />
===Asteroid miners===<br />
Ships with [[Asteroid Mining Module]]s, which are ship-mounted automines that work only on asteroids and comets. Expensive, but large fleets of Asteroid Miners can make short work of an Asteroid Belt. Their mobility is also a plus. <br />
<br />
To begin asteroid mining, simply create a ship with at least one mining module, create a mining colony on a suitable asteroid (via the System View, F9, or a right click on the body within the system map) and move the ship there. On the summary page for the colony, a new entry labeled "Orbital Mines" will appear.<br />
<br />
====Asteroid Mining Strategies====<br />
Depending on what ships you have constructed, there are a number of ways to organize asteroid mining:<br />
*Use mining ships without cargo holds to extract minerals and then collect the ores with freighters.<br />
*Use mining ships with enough cargo capacity to take away the minerals once the asteroid begins to deplete.<br />
*Use larger mining ships with enough cargo capacity to move a [[mass driver]], a few mining ships can then use their mass drivers to move mining output to a single location within a system for easy collection.<br />
<br />
''Tip: If your asteroid miners are not mining, it may be because you sent them to a moon or planet, not an asteroid.''<br />
<br />
===Fuel harvesters===<br />
Ships with [[Sorium Harvester]] Modules, which extract Sorium from gas giants or Super-Jovians and convert it directly into fuel to fill their tanks. The raw Sorium cannot be gathered. This is the ''only'' type of mine that can be used on a Gas Giant.<br />
<br />
==Notes==<br />
Extracted minerals are stored on the planet. See the [[Population and Production#Mining/Maintenance|Population and Production]] window for an explanation of the Mining Report.<br />
<br />
[[Mass Driver]]s are the easiest way to transport minerals within a system.<br />
<br />
One point of cargo space in freighters holds two tons of minerals.<br />
<br />
==Civilian administrator boni==<br />
Many [[Leaders|civilian administrators]] possess a Mining Bonus skill (between 5% and sometimes over 40%), which is directly applied to the mining rate.<br />
<br />
If you have a [[Sector Command]], the sector administrator applies a quarter of his mining skill to all colonies within the sector.<br />
<br />
==Minerals Quantity & Accessibility==<br />
Every world has a chance to contain some of the TN-Elements, each with a specific quantity and rated at a level of accessibility between 0.1 and 1, which dictates how quickly the mineral can be harvested with any given quantity of mining equipment. Very massive planets are likely to have large number of minerals available at very high quantities but low accessibility, while smaller worlds, moons and asteroids are progressively more likely to have fewer minerals at higher levels of accessibility.<br />
<br />
Minerals Accessibility value is multiplied by your annual mining rate to give the total amount for that mineral that you can mine. So if your mining rate is 12 tons/year and the accessibility of a mineral is 0.5, you will mine 6 tons/year. <br />
<br />
For planets and moons, if a mineral's accessibility is greater than 0.1 it will begin to fall once you have mined out half the mineral. The accessibility will reach 0.1 shortly before the mineral deposit is exhausted<br />
<br />
This [https://docs.google.com/spreadsheets/d/1x5bumkMk3xazupqv3-TeAB6QqHEXQIV9eqMa1DN2Pq0/edit?usp=sharing| spreadsheet] contains a workbook which can be used to estimate the total extraction rate average over a planet's useful lifetime.<br />
<br />
==Technologies for mining==<br />
* Mining Production - from 10 tons per mine annually to 70 tons<br />
* Fuel Production - affects Harvesters<br />
* Asteroid Mining Module<br />
* Sorium Harvester<br />
<br />
[[Category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Races&diff=7381Races2016-04-08T19:07:26Z<p>Zook: /* Non-Player Races */</p>
<hr />
<div>'''Races''' or '''Empires''' refers to the various sentient species that reach for the stars. These forces from across the entire [[galaxy]] are vying for dominance across its vast interstellar distances. Races are divided in two groups: player races and computer-controlled races (often called '''NPR, Non-Player Race'''). Each race can have several sub-[[species]], genetically modified to adapt to different planetary environments.<br />
<br />
==Player Races==<br />
The player assumes the role of the leader of a spacefaring nation. During [[new game]] setup, you'll be able to choose your Racial Characteristics, and your Empire's starting conditions. For role-playing purposes you might invent a brief history of your civilization and its home planet, or base it on some piece of fiction that inspired you.<br />
<br />
By default, the player race starts on Earth, in our good old Solar System. Selecting a Conventional Start means your race has not discovered Trans-Newtonian physics yet. You can also choose to use a [[create a custom race|custom start]] (for advanced players) or create a multiple-player-races game (be warned, this is time-consuming). Or maybe you want competing Earth power blocks, or several factions in the solar system, or maybe remnants of some defunct interstellar empire.<br />
<br />
===Empire Settings===<br />
{{expand}}<br />
<br />
During the creation process the player will select Empire basic parameters. Each Empire has Title, founding [[Species]], Homeworld Name (default:'Terran Federation', 'Human' and 'Earth') and [[Main Empire Theme|Empire and Commander Theme]] these adds flavor to your race. Additional Each Empire is defined by its racial traits which are affected by [[Government Types|government type]]; and species tolerance, which define which planets will be most hospitable to your race.<br />
<br />
Later on you can view and change Race details from the Races window {{key|Ctrl+F2}}, set during game createion and more like: Training level, which affects the quality of your [[Military Academy|Academy]] ship crews. Increasing quality of training will improve your navy proficiency at the expenses of the quantity of recruits produced each year.<br />
<br />
===Racial Characteristics===<br />
Each Race has six racial traits. There are a number of differences between racial traits. These can be affected by the Empires government type, and overall effect the race starting conditions and NPR playstyle. <br />
<br />
* Xenophobia (1-100): Represent your race fear of others not of your race or government. Xenophobia is an annual penalty to your diplomatic relations with all other races.<br />
* Diplomacy (1-100): Represent your Race ability to persuade other races. This is used to offset the Xenophobia of another race.<br />
* Militancy (1-100): Represent the likelihood this race will choose military force to achieve its goals.<br />
* Expansionism (1-100): Represent the desire of this race to increase its territory.<br />
* Determination (1-100): showing the determination of this race to proceed with a chosen course of action despite setbacks.<br />
* Trade (1-100): A rating from 1-100 showing the willingness to trade with other races and to establish/allow trading posts<br />
* Translation Skill (-25 to +25): A modifier to attempt to establish communications with another race.<br />
<br />
==Non-Player Races==<br />
{{expand}}<br />
<br />
Non-player races (or "NPR" for short) are your computer controlled Empires. NPRs are randomly-generated races that can be discovered while exploring the galaxy. They are setup and have the same tools available to them as the player Empires.<br />
<br />
Research strategies and ship design also procedural (i.e. random), meaning that no two NPRs will be the same.<br />
<br />
NPRs will respect a zone of ten million kilometers around the capital planets of alien races who are [[diplomacy|non-hostile]] when they decide whether to investigate new non-hostile sensor contacts. Sometimes two NPRs will fight or do actions where you can not see them. This leads to turns getting cut short, possibly down to 5 seconds. Typically, these periods of shortened turns will only last a short while. See [[Game Slowdown]].<br />
<br />
[[Diplomacy]] allows you to establish contact with newly-discovered races and try to eventually gain their trust, which can be highly beneficial to trade and research. Communication is not always possible, though; some aliens are just too alien.<br />
<br />
===Capabilities===<br />
Because NPRs don't manage their resources as well as a human player, they use different rules in regard to research, fuel and maintenance.<br />
<br />
They start with the same research points as any player-race of the same population, plus a bonus based on time since game start. The formula for Players and NPRs is :<br />
<br />
Tech Years = Game Years + 20<br />
Research Points = Research Labs x TechYears x 300<br />
<br />
* They don't use fuel<br />
* They don't suffer maintenance failures<br />
* They don't have to retool shipyards.<br />
* Minerals from their mining colonies get magically transported home<br />
* NPRs also do not use troop transports. ''(This point requires verification)''<br />
<br />
Their mining colonies are created like human [[Civilian Mining Complex]]es, i.e. they can just appear instantly and without the need of freighters.<br />
<br />
===Creation===<br />
If you have the Generate New Empires as NPRs option set, any system can potentially contain alien life, based on the NPR generation rate you set during [[new game|the game setup]]. These randomly-generated races require roughly earth-like conditions to arise, though their racial tolerances can stray into relative extremes of gravity, temperature and including oxygen or methane breathers.<br />
<br />
Additionally, you can always generate a new NPR later in the game, when you feel strong enough, using an option in the [[Interface|SpaceMaster menu]]. It will generate one NPR of TN Tech in a new system just like the NPRs you can generate at the beginning.<br />
<br />
[[Category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7380VB6 Aurora:Index of Topics2016-04-08T18:37:57Z<p>Zook: /* Weapons and sensors */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
[[File:600px-Deep Impact HRI.jpeg|thumb|300px|right|A new dawn.<br>Image:NASA]]<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
[[File:Avatar 3931.png|right]]<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Fire Control]]<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Fire Control]]<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
** [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
** [[Cloaking]] - How not to be seen.<br />
* [[ECM]] and [[ECCM]] - How not to be hit.<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
** [[Titans]] - To be implemented in Aurora 7.2<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7379VB6 Aurora:Index of Topics2016-04-08T04:47:24Z<p>Zook: /* The galaxy */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
[[File:600px-Deep Impact HRI.jpeg|thumb|300px|right|A new dawn.<br>Image:NASA]]<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
[[File:Avatar 3931.png|right]]<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Fire Control]]<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
** [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** Missile [[Fire Control]]<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
** [[Cloaking]] - How not to be seen.<br />
* [[ECM]] and [[ECCM]] - How not to be hit.<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
** [[Titans]] - To be implemented in Aurora 7.2<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=File:600px-Deep_Impact_HRI.jpeg&diff=7378File:600px-Deep Impact HRI.jpeg2016-04-08T04:43:12Z<p>Zook: </p>
<hr />
<div></div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7377VB6 Aurora:Index of Topics2016-04-08T04:31:26Z<p>Zook: /* Captains, bureaucrats and mad scientists */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
[[File:Avatar 3931.png|right]]<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Fire Control]]<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
** [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** Missile [[Fire Control]]<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
** [[Cloaking]] - How not to be seen.<br />
* [[ECM]] and [[ECCM]] - How not to be hit.<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
** [[Titans]] - To be implemented in Aurora 7.2<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=File:Avatar_3931.png&diff=7376File:Avatar 3931.png2016-04-08T04:30:38Z<p>Zook: </p>
<hr />
<div></div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Espionage&diff=7375Espionage2016-04-08T03:43:33Z<p>Zook: /* Interrogating captured prisoners */</p>
<hr />
<div>Intelligence gathering can be conducted by Espionage [[Teams|teams]] and interrogating alien [[Ship Crew|crew]]. The potential information that can be gained includes new technology, gravitational or geological survey data on a known system, summary data on an alien ship class, summary data for a missile or weapon system and knowledge of a new star system.<br />
<br />
==Espionage Points==<br />
Within the game is the concept of Espionage Points. These can be gained by using Espionage Teams against alien populations or by interrogating alien crew and commanders captured in lifepods. Once you gain a set number of points, there is a chance of gaining intelligence about that race.<br />
<br />
===Espionage Teams===<br />
An Espionage team can be assigned to infiltrate enemy colonies. They have to be taken there by a ship before they will go to work. This is done using the Personnel/Teams sections of the [[Population and Production|Economics]] window, you can direct each Espionage [[teams|team]] in the currently selected [[colony]] to conduct operations against a single [[race|alien]] population on the same planet. If you have more than one team they can operate against the same alien Empire or different ones.<br />
<br />
An espionage team generates espionage points (EP) equal to the team's espionage rating each year. If the foreign empire being spied on is a different species than the team, the EP/year rate is halved (its hard to blend in with a different species). The species of a team is determined by its commander. If communications haven't been established with the foreign empire, the points are further reduced by 80% (its hard to gather information if you can't understand their communication). Finally, if the target population is smaller than 10 million, the rate is reduced even further by multiplying by (population in millions / 10).<br />
<br />
Over time, there is a chance an espionage team will be '''captured or killed'''. This annual chance of this happening is equal to (150 - Team Skill)/2, with a minimum chance of 10%. If a team is killed, you lose the team members but suffer no further penalty. If a team is captured (one third chance), the capturing Empire gains from 1-100 espionage points against your Empire.<br />
<br />
===Interrogating captured prisoners===<br />
[[File:Sparta-32-intelligenc56ulb.jpg|right]]<br />
You can gain Espionage points against a foreign empire by interrogating captured prisoners from that empire. Prisoners can be captured from life pods of destroyed or abandoned ships. You get 1 EP for every 10 [[Ship Crew|crew]] you "rescue". Captured officers give EPs equal to the officer's rank cubed.<br />
<br />
So if the lowest rank is lieutenant commander, he will only be worth 1 Espionage Point (1x1x1). A commander would be worth 8 Espionage points (2x2x2) while a captain would be worth 27 Espionage points and a Commodore 64 (no computer pun intended) Espionage points, etc. Hence sending a Vice Admiral (216 EP) into harms way, because he has a high crew training attribute, may not be a great idea. It also very worthwhile to rescue your crews to avoid them being captured by the enemy.<br />
<br />
Unlike teams, there is no penalty for different species. The penalty with teams is due to the fact they cannot blend in with the target population. With the interrogation of prisoners that is no longer a concern. The 80% penalty for lack of comms still applies.<br />
<br />
==Gaining intelligence==<br />
When you accumulated enough espionage points against a foreign empire, there is a chance of gaining intelligence about that Empire in the following fields:<br />
<br />
* '''Technology''': Attempts to gain information about a technology. There must be an eligible tech to steal from the race. An eligible tech is one for which you have all the prerequisites (i.e., you would be able to research it for yourself). If there's more than one such eligible tech, you get a random one. If there are no such techs, the check fails and you get nothing.<br />
<br />
* '''Missile:''' Attempts to gain construction blueprints for a missile design. If successful, you can build the missile but you can't duplicate the technology involved in its design. If there is more than one alien missile design that you don't possess, you get a random one. If there are no such designs, the check fails and you get nothing.<br />
<br />
* '''Grav Survey Data''': Attempts to get complete [[Gravitational Survey|gravitational survey]] data for a system. Eligible systems are those of which your Empire and the target Empire both have knowledge but only the target Empire has complete survey data. If there is more than one qualifying system, a random selection is made. If there are no qualifying systems, the check fails and you get nothing. If this is successful, any jump points in the system become charted.<br />
<br />
* '''Geo Survey Data''': Attempts to get complete [[Geological Survey|geological survey]] data for a system. Eligible systems are those of which your Empire and the target Empire both have knowledge but only the target Empire has flagged the systems as surveyed. A system will be flagged if all system bodies have been surveyed or is an automated survey fleet could not find a target within ten billion kilometers. If there is more than one qualifying system, a random selection is made. If there are no qualifying systems, the check fails and you get nothing. If this is successful you will receive all geological survey data for system bodies within the system that the target Empire has surveyed.<br />
<br />
* '''New System''': Attempts to get information on new systems. Eligible systems are those of which your Empire is unaware but the target Empire has located. If there is more than one qualifying system, a random selection is made. If there are no qualifying systems, the check fails and you get nothing. If this is successful, you gain knowledge of the system but no survey data.<br />
<br />
* '''Class Summary''': Attempts to get summary information on an alien ship design. The information provided is the class summary page from the Class Design window. Eligible classes are non-Obsolete designs for which you don't already have the summary information. If there are no eligible classes, the check fails and you get nothing. If you are successful, the summary will be shown for the appropriate class on the tactical intelligence window using a new third tab. If you already have some information on the class due to sensors but don't already have the correct class name, this will be updated and you will be informed about it. If you have no existing information, a new alien class record will be created.<br />
<br />
==Other==<br />
{{expand}}<br />
===Tactical intelligence===<br />
When you get an active sensor contact of previously unknown configuration the Alien Class details for that ship on the Tactical Intelligence window. This should be useful information in determining the capabilities of alien ships.<br />
<br />
On the [[Tactical Intelligence]] Window, as you select each known race, the class dropdown is populated with the known classes for that race. As you select an alien class, a list of known ships in that class are listed in the grid control showing the last time they were seen (possibly current), the system, the alien ship name, its speed, current shields and thermal signature.<br />
<br />
===Strategic intelligence===<br />
This is on the same window as diplomacy and tactical intelligence and it provides a list of systems for each alien race in which have detected ships/pop of that race and a list of technology you have learned that they possess (through various means).<br />
<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=File:Sparta-32-intelligenc56ulb.jpg&diff=7374File:Sparta-32-intelligenc56ulb.jpg2016-04-08T03:42:14Z<p>Zook: </p>
<hr />
<div></div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7373VB6 Aurora:Index of Topics2016-04-08T03:38:04Z<p>Zook: /* Weapons and sensors */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Fire Control]]<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
** [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** Missile [[Fire Control]]<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
** [[Cloaking]] - How not to be seen.<br />
* [[ECM]] and [[ECCM]] - How not to be hit.<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
** [[Titans]] - To be implemented in Aurora 7.2<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Laser_warheads&diff=7372Laser warheads2016-04-08T03:37:22Z<p>Zook: /* Defenses vs. laser warheads */</p>
<hr />
<div>''Some of the information in this article is not guaranteed to be 100% accurate.''<br />
<br />
Laser warheads are single-use, bomb-pumped x-ray (or higher) warheads for missiles. Upon detonation they project multiple laser beams in a 360 degree sphere, and thus may strike multiple targets, some of them multiple times.<br />
<br />
==Mechanics==<br />
The number of laser beam created by the warhead's explosion is equal to the warhead value of the missile divided by the number of laser warheads in it.<br />
''The damage inflicted depends on Laser warhead technology and warhead size. This needs to be specified some more.''<br />
<br />
Those multiple explosions can hit not only the targeted ship, but are spread throughout the targeted task group.<br />
<br />
Against Missile salvos they are effective, destroying as many missiles as there are laser warheads in the missile.<br />
<br />
They don't work well against fighters. Even if a fighter is destroyed entirely, the effect does not move to the next ship in the task group.<br />
<br />
==Effects on armour==<br />
Since lasers have a narrow, deep damage templates and standard missile warheads a triangular one, they are somewhat better at penetrating the target's armour.<br />
''Some players report that damage templates are the standard form for a missile instead.''<br />
<br />
==Use in bombardment==<br />
Laser warheads are pretty useless in planetary atmospheres (all weapons except mesons and regular missiles deal 0 damage if the atmospheric pressure is 1.0atm or greater, half damage in 0.5atm, one-third damage in 0.333atm, etc., always rounding down to whole points of damage).<br />
<br />
==Defenses vs. laser warheads==<br />
Laser warheads explode outside of the 10,000km CIWS/Final-Fire range, which means that a CIWS or other weapon set to Final Fire will never engage the missile, while weapons set to Area Defense mode will.<br />
<br />
''Note that currently (7.1), that feature is reported to be broken.''<br />
<br />
==Research==<br />
Laser warhead technology has to be researched. The top tech level for laser warheads is Extreme X-Ray Laser Warhead.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7371VB6 Aurora:Index of Topics2016-04-08T03:36:22Z<p>Zook: /* Weapons and sensors */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Fire Control]]<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
** [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** Missile [[Fire Control]]<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
* [[Cloaking]] - How not to be seen.<br />
* [[ECM]] and [[ECCM]] - How not to be hit.<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
** [[Titans]] - To be implemented in Aurora 7.2<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=7370Missiles2016-04-08T03:34:53Z<p>Zook: /* Laser warheads */</p>
<hr />
<div>[[File:571px-Vela Pulsar jet.jpg|thumb|The Vela Pulsar, very much resembling an exploding missile. Image by NASA/ESA]]<br />
A '''Missile''' is a small self-propelled projectile that contains an explosive warhead and/or a sensor. Missile warheads explode on impact, creating a triangular damage pattern in [[armor]].<br />
<br />
Mines, Drones and Buoys are just categories for specialized types of missiles.<br />
<br />
Missiles must be designed and researched, built by ordnance factories on a planet, loaded onto ships' [[Magazine|missile magazines]] and launched by [[Missile Launcher|missile launchers]]. They use fire controls of the firing ship for target acquisition. Having their own sensors allows them to acquire targets on their own.<br />
<br />
Missiles require missile launchers of an appropriate size to launch them, however missile launchers can launch smaller missiles than they were designed to accommodate, i.e. a size 5 missile launcher can launch size 1-5 missiles. Each launcher can store one mounted missile. All reloads have to be carried in missile magazines. Missiles cannot be transported in [[Cargo Hold]]s. Having dedicated ammo transports (colliers) can be quite useful, both in battle and to supply outposts with missiles and mines.<br />
<br />
Missiles cannot be used inside of [[Nebulae]].<br />
<br />
'''Warning: there is a glitch in the game that can prevent incoming missiles from being detected and fired upon by your automated defenses if you choose a long increment time in battle. It's safer to stick to increments of under a minute.'''<br />
<br />
----<br />
See the [[Anti-Missile Tutorial]] for an introduction to defending against missiles.<br />
<br />
==Your first missile designs==<br />
...will probably leave a lot to be desired. While players have different missile design philosophies, early-game technology doesn't allow you to build anything impressive. Just keep investing in engine technology (for that you have to research reactor tech first), engine power modifier, agility and warhead tech. Also make sure you understand missile damage - one strength-16 warhead hurts a lot more than two strength-8 ones.<br />
<br />
* Probably the most common mistake of new players is to make their missiles and ships too slow. Keep in mind that even early-game tech (ion engines) can allow warship speeds of 4000-5000 km/s and hit chances depend heavily on missile speed, so use an engine with maximum power modifier. Your missile should be a lot faster than the target. Which means that anti-missile missiles should be even faster.<br />
* The second most common mistake is to give them a much higher range than your active sensors or fire controls.<br />
* Don't bother with sensors on missiles before you get an idea of the distances involved. A sensor with a range of 10,000km might or might not do you any good.<br />
<br />
==Missiles and other systems==<br />
A successful missile system contains three components that need to work together:<br />
# a Missile <br />
# at least one Active Sensor that can see the target. The sensor doesn't have to be on the firing ship, not even in the same Task Group. If the missiles don't have sensors of their own, one Active Sensor needs to see the target continuously until missile impact.<br />
# at least one Fire Control directing the missile to the target. This has to be on the firing ship.<br />
<br/><br />
Range and resolution of sensors and fire controls should be matched to the missile. There's no harm in Active Sensors with the best range possible, but if missile or FC are mismatched, you're wasting tonnage, time and money.<br />
<br />
It follows that a ship armed with two different missile types (one anti-ship and one anti-missile) needs two different sets of sensors and fire controls, each having a different range and resolution.<br />
<br />
==ECM and ECCM==<br />
Enemy ships equipped with [[ECM]] degrade the range of your Fire Controls (but not Active Sensors) by 10% x ECM level. A Fire Control sensor with a range of 30m km trying to target a ship with ECM-2 would have only a range of 24m km. ECM is pretty common, so you might want to slightly overdesign your fire controls: If your missile has e.g. a range of 50m km, having a fire control with a range of 65m km means you can still target a ship with ECM-2 at maximum missile range.<br />
<br />
An [[ECCM]] assigned to a fire control offsets the effects of ECM by 10% per level.<br />
<br />
If you have researched ECM tech, you can also spend a maximum of 1 MSP on ECM in your missile designs, making them more difficult to shoot down.<br />
<br />
==Missile Warheads and Damage==<br />
<br />
[[File:DamageTemplate.png|thumb|right|Damage templates for missiles (left) and laser (right) strikes.]]<br />
Missiles create triangular holes in armor (also note the article on [[Armor]]). For example, a strength-4 warhead will apply the first three damage points to the first armor level before the fourth damages the second level (see diagram on the right). The most efficient warhead damage sizes for armor piercing are therefore square numbers: 4, 9, 16, 25, 36, etc., because that's the minimum amount you need to penetrate armor level 1,2,3,4,5 etc. Note the difference between strength-9 and strength-10 warheads in the diagram: the 9th point of damage will penetrate the deepest, the 10th point however will just scratch the first armor layer again.<br />
<br />
Only damage that gets through armor will damage internal ship components (see [[Internal Damage]]). A strength-25 warhead will penetrate four levels of undamaged armor and cause one point of internal damage. If the target has only three levels of armor, the same warhead causes four points of internal damage.<br />
<br />
Finally, [[Shock Damage]] to internal ship components can result from severe explosions, even if they don't penetrate the armor. The larger the explosion, the greater the chance of causing shock damage.<br />
<br />
Armor damage is permanent until repaired in a shipyard. Multiple weapon hits, even if non-penetrating, will slowly erode a ship's armor. Hit location (i.e. the armor column being hit) is randomly determined, though, so a large ship can potentially take a large number of non-penetrating hits before any damage gets through.<br />
<br />
For example, a 10,000-ton destroyer with only three armor layers will have 3 layers x 42 columns = 126 armor boxes. A 24,000-ton cruiser with six layers would have 6 x 72 = 432 armor boxes. Slowly grinding the armor away with small missiles requires a lot of hits, but large swarms of small missiles are harder to defend against. Large missiles with large warheads might require only a few hits on a target, but a good enemy [[Point defense]] might shoot them all down before they can do any damage. You have to experiment yourself and see what works best for you.<br />
<br />
===Laser warheads===<br />
See the main article: [[Laser warheads]]. ''Note that currently (7.1), laser warheads are reported to be somewhat broken.''<br />
<br />
==Missile Design==<br />
The Missile Design button is at the bottom of the Create Research Project window. Missile Engines are found in the normal Create Research Project dropdown, though.<br />
<br />
In the Missile Design window, you will have to experiment with fractions of whole numbers, e.g. 2.667 warhead size may result in exactly 16 damage points, 0.01 points may be enough fuel for your purposes etc.<br />
<br />
===Missile Size===<br />
One Missile Size Point (MSP, not to be confused with Maintenance Supply Points, also called MSP) equals 1/20 HS (Hull Spaces), or 2.5 tons.<br />
<br />
Missile size can be a fraction of whole numbers (e.g. a 1.25-size missile), but they can only be fired from a launcher with a size of the next whole number (e.g. a 1.25-size missile needs a size-2 launcher).<br />
<br />
The smallest size permitted in Aurora is 1. There appears to be no maximum size, but the largest launcher size is 100 and you can't launch without a launcher.<br />
<br />
Anti-missile missiles tend to be size 1 because they need to be fast and you need lots of them, while most anti-ship missiles tend to be between size 5 and 15.<br />
<br />
Missile size is always a trade-off between missile capabilities on the one hand and salvo size as well as magazine depth on the other. A size-12 missile is a lot more capable than a size-6, but your ship can carry only half as many, the launchers are twice as large and most importantly, if your fleet can launch only 20 in one salvo while the enemy fleet's point defense can reliably shoot down 30 missiles, your shots are wasted.<br />
<br />
Larger missiles can be spotted - and thus fires at by point defenses - at longer range than smaller ones, but there is a limit: missiles smaller than 6 MSP are treated as size 6 by sensors.<br />
<br />
===Missile Engines===<br />
Missile Engines have to be designed separately and researched before you can use them, and a single missile can have multiple engines (of the same type).<br />
The four elements of missile engine design are described below. <br />
<br />
'''Engine Technology''': Exactly as ship-based engines. For example, the Magneto-plasma Drive has a rating of 16 power per hull space, so a Magneto-plasma missile engine of 1 MSP would provide 16/20 = 0.8 power. <br />
<br />
'''Fuel Consumption''': The base fuel consumption of a missile engine is five litres per Engine Power Hour (which is one point of engine power for one hour) and can be improved through research. So a max size missile engine (5 MSP) with 4 power and a racial fuel consumption technology of 0.6 litres per engine power hour would use 12 litres per hour. This is higher than shipboard engines as missile engines are designed for single use and therefore long-term fuel efficiency is a low priority in their design. They are also solid-fuelled for easy storage, which is less fuel efficient than liquid-fuelled ship-based engines.<br />
<br />
'''Engine Size''': Missile engines can range in size from 0.1 MSP to 5 MSP. Smaller missile engines suffer a penalty to fuel consumption. For example, the following sizes of missile engine have the listed fuel consumption per Engine Power:<br />
<br />
5 MSP x1.00<br />
3 MSP x1.42<br />
1 MSP x3.00<br />
0.5 MSP x4.82<br />
0.1 MSP x14.47<br />
<br />
'''Power / Efficiency Modifiers''': Missile engines use the same principle as ship engines and use the same tech lines (Max Engine Power Modifier and Min Engine Power Modifier). However, the upper end of the range is doubled for missile engines. So if the Max Engine Power tech is x1.75, missile engines can use up to x3.50. The rationale is that these are designed for single use, unmanned craft and therefore have significantly different engineering requirements, such as no radiation shielding or maintenance access requirements. As with ship-based engines, increasing power has a significant effect on fuel efficiency and decreasing power can provide huge savings in fuel efficiency. As the missile modifier is double that of ships, power can be increased by up to six times normal and decreased to 10% of normal if you have the prerequisite techs. Each engine power modifier percentage is accompanied by a fuel consumption modifier, based on the formula Fuel Efficiency Modifier = Engine Power Modifier ^ 2.5<br />
<br />
For example, a 1 MSP missile engine with a x3.00 engine power modifier would have a x15.59 fuel consumption modifier for the engine power modifier and a x3.00 fuel consumption modifier (x3) for the size of the engine, which gives a total modifier of x46.77.<br />
<br />
A 0.5 MSP missile engine with a x5.00 engine power modifier would have a x55.90 fuel consumption modifier for the power modifier and a x4.82 fuel consumption modifier for the engine size. <br />
<br />
Here are the three examples of 1 MSP magneto-plasma drive missile engines, using x1 power, x3 power and x6 power, with a racial base fuel consumption of 0.6 Litres per Engine Power Hour<br />
<br />
;0.8 EP Magneto-plasma Drive<br />
Engine Power: 0.8 Fuel Use Per Hour: 7.2 Litres<br />
Fuel Consumption per Engine Power Hour: 9.006 Litres<br />
Engine Size: 1 MSP Cost: 0.2<br />
Development Cost for Project: 40RP<br />
<br />
;2.4 EP Magneto-plasma Drive<br />
Engine Power: 2.4 Fuel Use Per Hour: 336.92 Litres<br />
Fuel Consumption per Engine Power Hour: 140.385 Litres<br />
Engine Size: 1 MSP Cost: 0.6<br />
Development Cost for Project: 120RP<br />
<br />
;4.8 EP Magneto-plasma Drive<br />
Engine Power: 4.8 Fuel Use Per Hour: 3811.86 Litres<br />
Fuel Consumption per Engine Power Hour: 794.137 Litres<br />
Engine Size: 1 MSP Cost: 1.2<br />
Development Cost for Project: 240RP<br />
<br />
===Missile Agility===<br />
How maneuverable the missile is. Agility and speed determine hit chances. Agility Points per MSP can be increased through research.<br />
<br />
Play around with the Agility value and see how it affects hit chances. Begin with 0.2, then 0.4, 0.6, etc., until you see the numbers drop again. You'll find a maximum somewhere, after which additional agility makes the missile just heavier and lowers hit chances again. When you've found it, play with the second decimal, e.g. 0.42, 0.44, 0.46 etc., for optimization.<br />
<br />
===Range===<br />
As mentioned before, ranges of missile and fire controls should be in the same ballpark. You can try to plan ahead, though: If you know your next generation of grav sensors and therefore improved fire controls will be around in a few months and increase range by 50% for the same size, then you can give the missiles you design today that extra range.<br />
<br />
====Opening and closing shots====<br />
An opening missile shot is one where the target is moving away from your missile, opening the range. A closing shot is one where the target is closing the range instead. <br />
<br />
Imagine a missile with a range of 50m km and a speed of 15,000km/s. You fire a salvo at a target 40m km away which is running away from you at a speed of 5,000km/s. Your missiles will take 2666 seconds to reach the point ''where the target was when you fired''. Unfortunately, by then it is already 13.3m km further away; your salvo will run out of fuel and self-destruct. A fast missile moving at twice the speed would have reached the target instead.<br />
<br />
===Armor and ECM===<br />
These make it more difficult to destroy your missile. Only full armor points count (?). For ECM, see above.<br />
<br />
==Missiles and Sensors==<br />
The most simple missile designs have no sensors at all. They are guided to the target by the firing ships' fire control. If that fire control is destroyed or you lose the active sensor contact (usually because another salvo already destroyed the target), the missiles self-destruct. <br />
<br />
If you spend points on sensors, a small reactor to power them is automatically added. Missile reactors have unlimited endurance. The power requirement for any sensor is equal to its 20% of the sensor strength. So one missile size point (MSP = 1/20th of a HS) allocated to an EM Sensor using a base EM sensor strength of 8 would result in an EM sensor strength of 0.4 (8/20). This would require a reactor with a power output of 0.08 (0.4/5). The reactor space is allocated automatically (ship-based sensors do not require reactors as their needs can be met from the general power generation of the ship). On a per HS basis, passive sensors are much less powerful than active sensors at the same tech level, which means missiles will require less reactor space per MSP of passive sensors compared to active sensors. <br />
<br />
A missile with a sensor will not look for new targets until the original target contact is lost, in which case it will continue to fly toward the last known location while in search mode. It will engage any enemy contact it can find. If it reaches that location without finding a new target, it self-destructs.<br />
<br />
A missile with active sensors will attack the largest target it can detect, one with thermal sensors will attack the strongest thermal signature and a missile with EM sensors will attack the strongest EM source, which tends to be ship with the strongest shields.<br />
<br>''(this needs to be verified, though)''<br />
<br />
''Note: each missile, sensors or not, gets only one attack roll to see if it hits the target. Missiles never turn around for a second attack. If the roll fails, they self-destruct.''<br />
<br />
Since detection only happens every five seconds and most ships travel at least 20-30,000km in that time, low-tech or low-powered sensors will hardly ever detect anything.<br />
<br />
==Two-staged Missiles, Drones & Buoys==<br />
''"Drone" is a general term for a missile with a less powerful but fuel-efficient engine. A "buoy" is a missile without an engine.''<br />
<br />
A two-stage missile contains one or more smaller missiles (the second stage) that are launched when either:<br />
* the first stage reaches its target, or <br />
* the first stage comes within a predefined distance of the target. That's the Separation Range set during design of the first stage.<br />
<br />
The second stage has to be researched by your scientists before you can select it in the menu.<br />
<br />
There is no limit to the number of stages. You can design a three-stage missile by adding your two-stage missile as a second stage to a new missile, and so on.<br />
<br />
===Drones===<br />
A drone is generally a type of missile with a fuel-efficient, but slow engine and no agility. It is designed for great range and can be used as sensor platform or as as very long-ranged missiles with terrible to-hit chances, or to carry submunitions (fast and small missiles for the final attack run).<br />
<br />
====Long range Anti Ship Drone====<br />
Since drones usually have fuel-efficient engines, they can have ranges exceeding 1 billion kilometers while the average missile sits around 50-100 million. The downside to using them like this is that their hit chance is very low due to low speed and perhaps low agility. Also, it might be difficult detecting targets at that range.<br />
<br />
====Submunitions (MIRV) Drone====<br />
A drone that carries within it one or more smaller missiles that make up the second stage that, when near its target, will split off at much higher velocity to their final target. You select the distance from the target when the second stage (the submunitions) will separate when designing the first stage. The second stage inherits the first stage's target. Sensors are optional, as with normal missiles.<br />
<br />
See the example ''Submunitions (MIRV) Drone'' below.<br />
<br />
===Buoy===<br />
A Buoy is a missile without an engine. It can be used as a mine, early-warning sensor or a geosurvey-probe.<br />
<br />
====Mine====<br />
Mines are very cost-effective two-stage weapons for jump-point defense without dedication of ships. The first stage is a buoy with a sensor and releases its payload of one or more missiles when an enemy is detected within the separation range setting.<br />
<br />
To deploy mines, create a waypoint (usually at a jump point) and move your ship there, then use the Fire Missiles button on the Task Group screen, or set a waypoint and use the Combat interface to fire at the waypoint when your ship is on it.<br />
<br />
====Sensor buoy====<br />
Sensor buoys, having just a sensor and a reactor, are good if you want a look at a system to see if there is any activity without risking a ship. Just put a waypoint on the jump point, drop one of these on the waypoint and go back home while this tells you everything that is occurring in the area.<br />
<br />
==Examples==<br />
All these use early-game Ion Drive engine tech:<br />
<br />
====Offensive Missiles====<br />
;Swarm missile<br />
Missile Size: 1 MSP (0.05 HS) Warhead: 2 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 18000 km/s Engine Endurance: 63 minutes Range: 68.5m km<br />
Chance to Hit: 1k km/s 180% 3k km/s 60% 5k km/s 36% 10k km/s 18%<br />
These can overwhelm the target's point defense through sheer numbers, but individual damage is low.<br />
<br />
;High damage, medium range<br />
Missile Size: 3 MSP (0.15 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 12<br />
Speed: 12000 km/s Engine Endurance: 51 minutes Range: 36.6m km<br />
Chance to Hit: 1k km/s 144% 3k km/s 48% 5k km/s 28.8% 10k km/s 14.4%<br />
<br />
;Fast, medium range<br />
Missile Size: 3 MSP (0.15 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 12<br />
Speed: 24000 km/s Engine Endurance: 25 minutes Range: 36.6m km<br />
Chance to Hit: 1k km/s 288% 3k km/s 96% 5k km/s 57.6% 10k km/s 28.8%<br />
Note the difference in speed and therefore hit chances.<br />
<br />
;Active sensor, medium-long range ASM<br />
Missile Size: 6 MSP (0.3 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 14<br />
Speed: 12000 km/s Engine Endurance: 74 minutes Range: 52.9m km<br />
Active Sensor Strength: 0.98 Sensitivity Modifier: 80%<br />
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 780 000 km<br />
Chance to Hit: 1k km/s 168% 3k km/s 56% 5k km/s 33.6% 10k km/s 16.8%<br />
<br />
;Armored Torpedo<br />
Missile Size: 12 MSP (0.6 HS) Warhead: 16 Armour: 1 Manoeuvre Rating: 13<br />
Speed: 12000 km/s Engine Endurance: 134 minutes Range: 96.7m km<br />
Active Sensor Strength: 1.4 Sensitivity Modifier: 80%<br />
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 1 120 000 km<br />
Chance to Hit: 1k km/s 156% 3k km/s 52% 5k km/s 31.2% 10k km/s 15.6%<br />
A design by the Bigger-is-Better school of thought. Best used against stationary targets, like the broadside of a barn.<br />
<br />
;Questionable long-range Size 4 ASM<br />
Missile Size: 4 MSP (0.2 HS) Warhead: 5 Armour: 0 Manoeuvre Rating: 11<br />
Speed: 25000 km/s Engine Endurance: 6.3 hours Range: 567.3m km<br />
Chance to Hit: 1k km/s 275% 3k km/s 88% 5k km/s 55% 10k km/s 27.5%<br />
Range might be excessive, unless you have matching Active Sensors and firecontrols.<br />
<br />
===Point Defence Missile===<br />
Also see the [[Anti-Missile Tutorial|tutorial on missile defence]].<br />
<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed, agility and fuel. They should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics. PD Missiles need to be at least Strength 1 to destroy enemy missiles.<br />
<br />
;Badly designed Size 1 Anti-missile Missile<br />
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 28000 km/s Engine Endurance: 142 minutes Range: 237.8m km<br />
Chance to Hit: 1k km/s 280% 3k km/s 90% 5k km/s 56% 10k km/s 28%<br />
Very useful design if you can spot incoming missiles at 237 million km, which unfortunately you can't.<br />
<br />
===Submunitions (MIRV) Drone===<br />
A size-2 missile engine with low power but good fuel efficiency and 4 points of fuel. No warhead or agility are required. The second stage consists of six size-1 missiles with a range of 2.5m km, so that's what the Separation Range has been set to. The drone itself would be easy to shoot down, but the second stage missiles are (hopefully) released outside the enemy's missile defense range.<br><br />
Missile Size: 12 MSP (0.6 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 16000 km/s Engine Endurance: 190 minutes Range: 182.0m km<br />
Second Stage: Dagger Mk4 x6<br />
Second Stage Separation Range: 2,500,000 km<br />
Chance to Hit: 1k km/s 160% 3k km/s 50% 5k km/s 32% 10k km/s 16%<br />
<br />
===Mines===<br />
;Captor M41S50<br />
Missile Size: 50 MSP (2.5 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 0 km/s Engine Endurance: 0 minutes Range: 0.0m km<br />
Thermal Sensor Strength: 2.948 Detect Sig Strength 1000: 2 948 000 km<br />
Second Stage: Pilum M40S20 ASTMM x2<br />
Second Stage Separation Range: 3 000 000 km<br />
Overall Endurance: 35 minutes Overall Range: 23.1m km<br />
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%<br />
No engine, but a passive sensor and two Pilum submunitions that are released when a hostile contact comes into sensor range. Note that this mine would detect a contact of thermal strength 2000 at almost 6m km, but would not release the submunitions.<br />
<br />
;Pilum M40S20 ASTMM<br />
Missile Size: 20 MSP (1 HS) Warhead: 25 Armour: 1 Manoeuvre Rating: 11<br />
Speed: 10800 km/s Engine Endurance: 35 minutes Range: 22.7m km<br />
Active Sensor Strength: 4.62 Sensitivity Modifier: 80%<br />
Resolution: 150 Maximum Range vs 7500 ton object (or larger): 4 520 000 km<br />
Chance to Hit: 1k km/s 118.8% 3k km/s 33% 5k km/s 23.8% 10k km/s 11.9%<br />
This submunition's range is much higher than required - it can't see targets beyond its own sensor range.<br />
<br />
==Loading missiles==<br />
You can either use the Load Ordnance command, which loads the standard loadout for the type, as defined in the ship design window (unlike other design parameters, this can be changed after the ship type as been built). Or you can use the Ordnance tab in the Individual Unit window.<br />
<br />
===Loading missiles during battle===<br />
Transferring missiles between ships or a ship and the planetary depot happens instantaneously. That might be unrealistic but feel free to exploit it by reloading your warship's magazines during battle from other ships or a dedicated ammo transport (collier). Adding a collier to a task group has the advantage of adding a lot of ammo depth while keeping your warship's size down.<br />
<br />
==Destroying your own missiles==<br />
Note the second tab of the Ship Combat screen.<br />
<br />
==Missile series==<br />
Missiles can be organized into [[missile series]]. This feature allows a ship rearming in a depot to load another missile similar in size and role if no stock of the required missile is available. For example, your standard loadout for a Broadsword destroyer is 25 Long Lance Mk4 missiles. If only 8 are available at the depot, the game will automatically try to load other missiles from the same series, so you might end up with 8x Long Lance Mk4, 13x Long Lance Mk3 and 2x Long Lance Mk5, because they all belong to the Long Lance series and perform a similar role.<br />
<br />
== Missile Design Spreadsheet ==<br />
There are a couple of very useful on-line spreadsheets available for calculating optimal missile configurations.<br />
<br />
'''As with any Internet source... ''Caveat Emptor''''' <br />
<br />
* [https://docs.google.com/spreadsheets/d/1TaQzsOn18ur8YfR8zLCuvHdx9ptJRvyiaeX-1ug3HNE/edit?hl=en&authkey=CImjy-8G#gid=2 spreadsheet]<br />
* Missile design aid [https://docs.google.com/spreadsheets/d/1mQ3PJGxqgK4fvWSdjWkSPt3QebO2jLlcngxNFTiIdys/edit#gid=917907050 spreadsheet] or [http://romalarapps.elasticbeanstalk.com/aurora/AuroraMissileDesign.aspx App] by Romalar1<br />
<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=7369Main Page2016-04-08T03:27:16Z<p>Zook: </p>
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<div>__NOTOC__<br />
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Welcome to the '''Aurora Wiki'''. This is a collection of user-submitted guides, information and advice for "Aurora". The wiki and its {{NUMBEROFPAGES}} pages are managed and maintained by contributors from the Aurora community. Please note that because the game is constantly being refined and expanded, some of the information in this wiki might be outdated. The most up to date information can be found in the '''[http://aurora2.pentarch.org/index.php Aurora forums]'''. Nevertheless, this wiki should get you started.<br />
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| style="width:25%; border-left: dotted 1px #B2B2B2;"| <!-- ========================== --><br />
: latest release v{{Aurora Wiki:Current}}<br />
: {{Start date and age|2015|12|27}}<br />
:* [[Version 7.10|changelog]]<br />
:* [[Release History]]<br />
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| style="width:25%; padding: 10px;"| <!-- ========================================== --><br />
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* [http://aurora2.pentarch.org/index.php/board,11.0.html Bug Reporting]<br />
* [http://aurora2.pentarch.org/index.php?board=1.0 mechanics discussion]<br />
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| style="text-align:center;"|<br><br>'''---> [[Index of Topics]]'''<br><br><br><br />
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{|<br />
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Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummeled into the ashes of history by opposing races.<br />
<br />
Some say it has the graphical charm of an income tax assistant software from the late nineties, but a playing depth that more than rivals any commercial 4X game. Aurora is different because it places emphasis on fleet operations and detailed tactical combat.<br />
<br />
The game is under constant development and there is an active and friendly player community in the forum that will help you with any question or problem you might encounter.<br />
<br />
|style=" background-color: #dff0d8; padding: 20px;"|<br />
;Social<br />
<br />
[http://aurora2.pentarch.org/ Forums]<br />
<br />
[https://www.reddit.com/r/aurora/ Reddit]<br />
<br />
[http://aurora2.pentarch.org/index.php?board=2.0 Fiction]<br />
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|}<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Planetary_Defence_Centre&diff=7368Planetary Defence Centre2016-04-08T03:25:01Z<p>Zook: /* Scrapping */</p>
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<div>'''Planetary Defence Centre''' (abbreviated to PDC) is a ground based [[installations|bunker]] that can perform a variety of military tasks. PDCs are manufactured using industry instead of shipyards. PDCs get a substantive armor level for free and require no upkeep. Certain components cannot be fit on PDCs and certain components can only be fit on PDCs. <br />
<br />
==Overview==<br />
<br />
PDCs get four free layers of armor to represent being dug out of a mountain. They can mount PDC-only [[Fire Control|fire controls]] which get a 1.5x range modifier and [[Missile Launcher|missile launchers]] in PDCs have half the reload time of ship-based systems, but PDCs are unable to use certain components such as shields.<br />
<br />
An atmosphere reduces beam damage (except [[mesons]]), so beam weapons will not work on a planet with more than 1 atm. PDCs are typically equipped with long-range sensors and missiles. They can serve as planetary [[fighter]]/FAC bases. Additionally, PDCs require no upkeep and generally used to boost planetary protection value (PPV) without incurring additional cost.<br />
<br />
PDCs make ideal defensive positions for [[ground forces]], as they provide some shelter from orbital bombardment, and receive a ground combat bonus dependent on the PDCs armor level. If equipped with [[PDC Barracks|barracks]], they can be used to house troops, so that anyone trying to capture the planet would have to attack the PDCs. However, if attacked your population suffers collateral damage and the planetary environment is damaged. One option is to base your PDCs on nearby moons rather than on the populated planet, so you get the armour advantage without endangering the population.<br />
<br />
Note that [[Ground forces|Combat Engineers]] get a 100% attack and defend bonus in combat vs. PDCs.<br />
<br />
==Construction==<br />
<br />
PDC's are built using planetary industry in the same way as installations. In some cases, a PDC may be intended for use in a location other than where it is built. In order to transport a PDC to another location it must be prefabricated as opposed to built. Prefabricating a PDC causes it to be built in disassembled sections. The precise amount of sections can be determined from the PDCs design information on the design screen (F6). Once the PDC has been prefabricated it can be transported via ships with large enough cargo bays and then assembled at the destination. The destination of the PDC will require both minerals and the ability to generate construction points to complete the assembly of the PDC.<br />
<br />
===How to===<br />
<br />
To Design a PDC, use the [[Class Design]] window {{key|F5}}. Then use the dropdown at the top and change the type from ship to PDC. This will cause invalid components to become unavailable for inclusion on the design and will remove existing ones. <br />
<br />
Once the design is finished PDC's can be built or prefabricated using planetary industry in the same way as installations, and can be selected from the drop down menu on the Economics window, [[Population and Production#industry|industry tab]] {{key|F2}}. <br />
<br />
* In the "Construction Options" area use the drop down to select "Build PDC" or "Prefab PDC." <br />
* Select which PDC design you would like to build\prefabricate and then input the quantity desired as well as the "percentage of industry devoted to the task and then click "Create." The cost will be minerals equal to the amount as if one were building the PDC normally.<br />
* In case of prefab, after the industry task is complete, the disassembled PDC will be visible in the "stockpiles" window of the planet the industry task was completed on and will be ready for pickup by a ship capable of carrying cargo.<br />
<br />
'''Tip:''' As the PDC is in several sections, the cargo ship need not be able to carry them all in one trip. The cargo ship can take several trips carrying the PDC piece by piece if necessary, however, assembly cannot begin until all pieces have been delivered to the destination. Remember, each section of pre-fabricated PDC takes up 5,000 units of cargo space.<br />
<br />
==Scrapping==<br />
''In 7.1 this section does not seem to apply. PDCs do not leave wrecks when destroyed or abandoned.''<br />
<br />
Since PDC's were not built in shipyards, you cannot scrap a PDC in a shipyard. Instead, you have to destroy them and you can then salvage the minerals from the [[wreck]].<br />
<br />
# On the Individual Unit screen {{key|F6}} select the PDC you want to scrap.<br />
# Either Press the Destroy Ship button at the bottom (if you don't care about the crew) OR select the Damage Control tab & press the big red Abandon Ship button (if you do).<br />
# Either method will create a wreck, which can then be salvaged using a ship equipped with a salvage module (and teamed up with suitable cargo capacity) - If you have used the Abandon ship method then the crew will be in life pods which can also be picked up.<br />
<br />
==Example Designs==<br />
* [[Example PDC - Nautilus]]<br />
* [[Example PDC - Solgae]]<br />
* [[Example PDC - Majestic]]<br />
* [[Example PDC - Sonora]]<br />
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[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Planetary_Defence_Centre&diff=7367Planetary Defence Centre2016-04-08T03:24:35Z<p>Zook: /* Scrapping */</p>
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<div>'''Planetary Defence Centre''' (abbreviated to PDC) is a ground based [[installations|bunker]] that can perform a variety of military tasks. PDCs are manufactured using industry instead of shipyards. PDCs get a substantive armor level for free and require no upkeep. Certain components cannot be fit on PDCs and certain components can only be fit on PDCs. <br />
<br />
==Overview==<br />
<br />
PDCs get four free layers of armor to represent being dug out of a mountain. They can mount PDC-only [[Fire Control|fire controls]] which get a 1.5x range modifier and [[Missile Launcher|missile launchers]] in PDCs have half the reload time of ship-based systems, but PDCs are unable to use certain components such as shields.<br />
<br />
An atmosphere reduces beam damage (except [[mesons]]), so beam weapons will not work on a planet with more than 1 atm. PDCs are typically equipped with long-range sensors and missiles. They can serve as planetary [[fighter]]/FAC bases. Additionally, PDCs require no upkeep and generally used to boost planetary protection value (PPV) without incurring additional cost.<br />
<br />
PDCs make ideal defensive positions for [[ground forces]], as they provide some shelter from orbital bombardment, and receive a ground combat bonus dependent on the PDCs armor level. If equipped with [[PDC Barracks|barracks]], they can be used to house troops, so that anyone trying to capture the planet would have to attack the PDCs. However, if attacked your population suffers collateral damage and the planetary environment is damaged. One option is to base your PDCs on nearby moons rather than on the populated planet, so you get the armour advantage without endangering the population.<br />
<br />
Note that [[Ground forces|Combat Engineers]] get a 100% attack and defend bonus in combat vs. PDCs.<br />
<br />
==Construction==<br />
<br />
PDC's are built using planetary industry in the same way as installations. In some cases, a PDC may be intended for use in a location other than where it is built. In order to transport a PDC to another location it must be prefabricated as opposed to built. Prefabricating a PDC causes it to be built in disassembled sections. The precise amount of sections can be determined from the PDCs design information on the design screen (F6). Once the PDC has been prefabricated it can be transported via ships with large enough cargo bays and then assembled at the destination. The destination of the PDC will require both minerals and the ability to generate construction points to complete the assembly of the PDC.<br />
<br />
===How to===<br />
<br />
To Design a PDC, use the [[Class Design]] window {{key|F5}}. Then use the dropdown at the top and change the type from ship to PDC. This will cause invalid components to become unavailable for inclusion on the design and will remove existing ones. <br />
<br />
Once the design is finished PDC's can be built or prefabricated using planetary industry in the same way as installations, and can be selected from the drop down menu on the Economics window, [[Population and Production#industry|industry tab]] {{key|F2}}. <br />
<br />
* In the "Construction Options" area use the drop down to select "Build PDC" or "Prefab PDC." <br />
* Select which PDC design you would like to build\prefabricate and then input the quantity desired as well as the "percentage of industry devoted to the task and then click "Create." The cost will be minerals equal to the amount as if one were building the PDC normally.<br />
* In case of prefab, after the industry task is complete, the disassembled PDC will be visible in the "stockpiles" window of the planet the industry task was completed on and will be ready for pickup by a ship capable of carrying cargo.<br />
<br />
'''Tip:''' As the PDC is in several sections, the cargo ship need not be able to carry them all in one trip. The cargo ship can take several trips carrying the PDC piece by piece if necessary, however, assembly cannot begin until all pieces have been delivered to the destination. Remember, each section of pre-fabricated PDC takes up 5,000 units of cargo space.<br />
<br />
==Scrapping==<br />
''In 7.1 this section does not seem to apply. PDCs do not leave wrecks when destroyed or abandoned.''<br />
Since PDC's were not built in shipyards, you cannot scrap a PDC in a shipyard. Instead, you have to destroy them and you can then salvage the minerals from the [[wreck]].<br />
<br />
# On the Individual Unit screen {{key|F6}} select the PDC you want to scrap.<br />
# Either Press the Destroy Ship button at the bottom (if you don't care about the crew) OR select the Damage Control tab & press the big red Abandon Ship button (if you do).<br />
# Either method will create a wreck, which can then be salvaged using a ship equipped with a salvage module (and teamed up with suitable cargo capacity) - If you have used the Abandon ship method then the crew will be in life pods which can also be picked up.<br />
<br />
==Example Designs==<br />
* [[Example PDC - Nautilus]]<br />
* [[Example PDC - Solgae]]<br />
* [[Example PDC - Majestic]]<br />
* [[Example PDC - Sonora]]<br />
<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=7366Main Page2016-04-08T03:19:04Z<p>Zook: </p>
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Welcome to the '''Aurora Wiki'''. This is a collection of user-submitted guides, information and advice for "Aurora". The wiki and its {{NUMBEROFPAGES}} pages are managed and maintained by contributors from the Aurora community. Please note that because the game is constantly being refined and expanded, some of the information in this wiki might be outdated. The most up to date information can be found in the '''[http://aurora2.pentarch.org/index.php Aurora forums]'''. Nevertheless, this wiki should get you started.<br />
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Aurora is a 4X (eXpand, eXplore, eXploit, and eXterminate) science fiction strategy game. Players develop their interstellar empire from the humble beginnings on their homeworld to conquer the universe, or be pummeled into the ashes of history by opposing races.<br />
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Some say it has the graphical charm of an income tax assistant software from the late nineties, but a playing depth that more than rivals any commercial 4X game. Aurora is different because it places emphasis on fleet operations and detailed tactical combat.<br />
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[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Ground_combat&diff=7365Ground combat2016-04-08T03:17:10Z<p>Zook: /* Combat */</p>
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<div>Ground combat refers to combat operations conducted by or against [[ground forces]]. Such operations may involve ship boarding or troop deployment to the surfaces of planets in order to take control. Planetary bombardment can also be employed to reduce local ground forces defenses.<br />
<br />
==Planetary assaults==<br />
Orbiting spacecraft are able to target and destroy ground forces that are not within a PDC. So why have ground forces then? Because PDC designers are likely to give their PDCs very thick armour that in many cases will be able to resist everything that orbiting spacecraft can throw at it, while the PDC proceeds to blast those spacecraft out of the sky. However, PDC weapons are designed to engage spacecraft, not ground forces, so you will be able to use ground forces to assault and capture enemy PDCs. Any ground forces based within the PDC will be able to resist that attack with a considerable defensive bonus. A planetary assault under these circumstances will likely consist of fast spacecraft dashing in to drop troops while under fire from PDCs and then getting the hell out while the ground forces try and take out the PDCs. Attacking ground forces will have the option to concentrate their efforts on a specific PDC (based on sensor contacts) or fight a general action against enemy ground forces outside PDCs (if there are any).<br />
<br />
Once hostile ground forces have been eliminated, either through ground combat or orbital bombardment, ground troops will be also needed to force a surrender through occupation.<br />
<br />
===Troop Transport Modules===<br />
All GCU are the same size (except Engineer Brigades, which need five Transport modules in the same ship). A ship needs one Troop Transport module to transport each GCU. GCU may only be moved from a ship to a planet, or vice versa, if the ship is in orbit.<br />
<br />
Note that for transport bays, the same rules for loading and unloading apply as for cargo holds, i.e. without a spaceport or cargo handling system, it might take your brigade two weeks to disembark on a hostile planet. That might do if the planet is not defended, but you'd better research combat drop technology if it is.<br />
<br />
===Combat Drops===<br />
Infantry loaded into drop pods can be combat dropped, which doesn't require any unloading time for them to hit the ground and begin fighting. There are battalion-sized and company-sized drop modules (for Marines), which have to be researched first.<br />
<br />
You don't ''need'' troop bays, but troops held in drop modules will lose morale over time. So you'll want to move them around in troop bays and only transfer them to drop modules when you need to. Don't forget to include Cargo Handling Systems on the transports because troops begin to lose morale as soon as the transfer to drop modules begins. Note that a battalion-sized drop module fits nicely in a FAC.<br />
<br />
Cryogenic Combat Drop Modules are drop pods which do not result in a morale loss if troops are kept in them. You cannot mix cryogenic and non-cryogenic drop modules.<br />
====How To Combat Drop====<br />
1) Go to the F12 task group screen, select a Ship with Combat Drop Modules, click load GU into Drop Module in fleet. You should see a selection of units to load into the unit right below the Plotted Move screen called "Select Ground Unit" appear. Select one and hit Add Move.<br />
2) Advance time till this is complete (takes time to load GUs into the drop pods but they exit the drop pods instantly).<br />
3) Your unit should now be loaded onto a Combat module.<br />
4) Now when you get near a planet or ship, you can select an action for this ship called Combat Drop Ground Unit, or Boarding Action.<br />
<br />
===Combat===<br />
Any race with GCU on a planet can choose to attack ground units or PDCs of another race on the same planet. Note that attacking and defending are two different actions so the attacked race may decide to remain on the defensive and not counter-attack. If both sides attack each other, two separate combats are calculated. As the combat is potentially covering the entire planet, ''' each combat round takes place during the five day increment''' . If time is advanced by more than five days, one combat round takes place for every five days in the increment.<br />
<br />
====Vs. PDCs====<br />
Attacking ground forces will have the option to concentrate their efforts on a specific PDC (based on sensor contacts) or fight a general action against enemy ground forces outside PDCs (if there are any). This is accomplished by choosing which PDC or Population to attack on the Ground Units tab of the Economics window. If a PDC is under attack, only the defenders of that specific PDC are able to take part in the defensive battle. However, troops can emerge from other PDCs to fight an offensive action against the attackers in the field and try to destroy them. Obviously this won't be a good idea if there are enemy spacecraft within weapon range. If the attackers are concentrating on a specific PDC, the defenders are able to move around between other PDCs but are not able to reinforce a PDC under attack. In addition, the PDC under attack may not reload its magazines from the planetary stockpile.<br />
<br />
If a PDC is captured (i.e. all ground forces within it are eliminated), it becomes part of the attacking player?s forces. He can move troops in to garrison it and the defenders may try to recapture it. There may be a chance the defender will attempt to blow up the PDC or damage its systems before it is captured, depending on his racial characteristics.<br />
<br />
Note that [[Ground forces|Combat Engineers]] get a 100% attack and defend bonus in combat vs. PDCs.<br />
<br />
===Morale===<br />
Each GCU starts with a Morale of 10<nowiki>0.</nowiki> As long as its morale stays at this level it has no effect on combat. If the morale is increased or decreased, it affects both the attack and defence strengths of the unit. The modifier is equal to Strength x (Morale/100). For example, a unit with 110 Morale would have attack and defence strengths 10 percent higher than normal. A unit with 80 Morale would have attack and defence strengths 20 percent less than normal. In addition, when the roll is made after combat to determine if a unit is lost, the chance of being destroyed is divided by the unit?s Morale/10<nowiki>0.</nowiki> For example, if a unit with 120 Morale has a fifteen percent chance to be destroyed, the modified chance = 15% / (120/100) = 12.5%, so this unit has now only a 12.5% chance of being destroyed. This simulates that lower morale units are more likely to be destroyed than higher morale units.<br />
<br />
===Commanders===<br />
Ground Forces Officers may be assigned to command ground units (Leaders window, Leader Type->Ground Forces Officers). Leaders must be of rank 2 to command brigade headquarters (HQs) and rank 3 to command division HQs.<br />
<br />
<br />
'''Ground Combat Bonus:'''<br />
<br />
An officer's Ground Combat Bonus improves the attack and defence strengths of the unit (s)he commands and all subordinate units. This bonus is always applied fully; a divisional commander applies his full bonus to all units in the division. Ground Combat Bonuses stack, and so a unit subordinate to both a division and brigade commander can get bonuses from its own officer (at 100%), the brigade commander (100%), and the division commander (100%). Additional bonuses are detailed below.<br />
<br />
Units in a brigade (including the brigade HQ) subordinate to a division HQ get an additional combat bonus (in %) equal to the product of the combat bonuses (again, in %) of both division and brigade leaders, divided by 10<nowiki>0.</nowiki> Therefore, units commanded by a divisional commander with a bonus of 20% and a brigade commander with a bonus of 10% will get a 20% + 10% + (20%*10%/100 = 2%) = 32% bonus.<br />
<br />
Units commanded by three officers - divisional commander, brigade commander, and individual unit leader - get an additional bonus approximately equal to 30%-60% (depending on divisional and brigade commander bonuses) of the unit leader's bonus.<br />
<br />
'''Ground Forces Training Rating'''<br />
<br />
The morale of ground units may increase over time, based on the Ground Forces Training Rating of their brigade and division commanders. <br />
<br />
Every non-HQ unit is checked every 5-day increment. Those that have at least 100 morale (i.e. have fully recovered from combat) and are on the same planet as their Brigade Headquarters have a chance of morale increase. The base annual chance of increase is equal to the Ground Forces Training Rating of the Brigade commander. If the parent Division HQ of the Brigade HQ is also on the same planet, half the Ground Forces Training Rating of the Division commander is added to the chance of increase. If the Morale of the ground unit is above 100, the chance of morale increase is reduced by double the amount of morale exceeding 10<nowiki>0.</nowiki> <br />
<br />
This does not applies to battalions, Brigade HQs and Division HQs that are on board ships or in PDCs. So a battalion in a PDC cannot gain morale from training and a battalion on a planetary surface outside a PDC cannot gain morale from training if the Brigade HQ is on a ship or in a PDC.<br />
-- Steve Walmsley, from post http://aurora2.pentarch.org/index.php/topic,2308.<nowiki>0.</nowiki>html<br />
<br />
===Occupation===<br />
If all PDCs and defending ground units are eliminated, the attacking player may be in a position to [[Political_Status|conquer and occupy]] the defending population. The required garrison strength is based on the defence strength of the occupying force. The garrison strength required to force a surrender is equal to: <code> Pop in millions * Racial Determination/100 * Racial Militancy/100</code><br />
<br />
For example, if the defenders have a population of 400m, a Determination of 60 and a Militancy of 50, the required garrison strength will be: 400 * (60/100) * (50/100) = 12<nowiki>0.</nowiki> Note that this is a minimum amount required to force a surrender. It may be desirable to station a larger force on the planet to avoid disruption to its production facilities.<br />
<br />
When a population is conquered, there is a chance some tech will be recovered by the occupying forces. A check is made against every background tech known by the conquered race but not the conquering race. The percentage chance of learning each tech is equal to Pop in million/5. For example, conquering a pop of 200m will yield a 40% chance of learning each background tech known by the conquered race.<br />
<br />
==Boarding and capturing ships==<br />
Ships designed with [[Combat Drop Module]]s can attempt to board and capture other ships or stations. If successfully boarded, the defending ship crew and any ground troop detachment on board will attempt to repel the boarding party. <br />
<br />
===Boarding===<br />
Boarding is a complex and risky operation, usually attempted only against disabled or slow-moving ships. When the fleet intercepts the target, a boarding attempt is carried out. Actually docking with a target that is evading is virtually impossible so the assault involves using a combat drop module to fire the troopers at the enemy ship. They land on the hull, lock themselves in place and either enter through holes in the armour or blast their way in. Once the boarding units have gained access to the hostile ship interior, combat takes place between the boarders and the crew of the hostile ship plus any hostile ground units on board.<br />
<br />
Trying to board a ship moving at several hundred or several thousand kilometers per second in this manner is still incredibly risky. Because of the speeds involved, the intercepting vessel must have a huge speed advantage to make the boarding attempt without suffering heavy casualties among the boarders. The cause of those casualties will vary but could include missing the target and ending up within the exhaust plume, impacting the hull at too high a speed, missing entirely and being lost in space, etc. The percentage of casualties from the boarding attempt is equal to 20xD10, giving a range from 20-200%. However, the amount of D10 rolled is reduced by Interception Speed / Target Speed. For example, if the interception speed is 6000 km/s and the target is moving at 1000 km/s, the number of D10 is reduced by 6. Therefore, if the intercepting ship is at least twenty times faster than the target ship, the attempt is automatically successful and no casualties are suffered during the boarding. Because of the risks involved, in most cases before a boarding attempt can be made the target ship will have to be slowed down or disabled. <br />
<br />
Once the boarding units land on the enemy ship, they will attempt to enter. If the armour has already been penetrated by weapon fire, they will enter through the damaged section. If the armour is intact or the damage does not penetrate to the interior they will begin using breaching charges to gain access. One breaching charge will be detonated every thirty seconds and will destroy one point of armour. The boarding units will always chose the point at which the armour is most damaged to place the breaching charge. They should gain access to most ships fairly quickly, especially if the ship has already been slowed down by damage. It may take longer to blast into well-protected PDCs.<br />
<br />
===Capturing===<br />
Once the boarding units have gained access to the hostile ship interior, combat takes place between the boarders and the crew of the hostile ship plus any hostile ground units on board. The crew will not be as effective as dedicated combat troops but they are still military personnel with at least some basic combat training and they will be familiar with the layout of their ship. Therefore the combat strength of the crew is equal to 1 defence point for every 100 crew.<br />
<br />
As this is a high intensity, close quarters engagement it is resolved much more quickly than ground combat. Combat is calculated using the same formula as ground combat with the following exceptions: <br />
<br />
# Combat takes place every five minutes after movement and combat. Once a unit has successfully boarded a hostile vessel, the Boarding Combat Clock begins counting. Once it reaches 300 seconds or greater, a round of boarding combat is fought and the clock is reduced by 300.<br />
# Low readiness units on both sides cannot avoid combat<br />
# The boarders cannot retreat so they must keep attacking until they capture the ship, die trying or surrender.<br />
# As a result of the boarding combat, collateral damage may be inflicted to the ship itself. If this is severe enough, or causes secondary explosions, it is possible the ship might blow up in the midst of the fight.<br />
# If all the defending units and crew are eliminated, the ship is captured.<br />
<br />
===How To Use===<br />
# First you need a much faster ship than the ship you plan to try to take over. This is achieved via the small Drop Module and a fighter with an engine and a little bit of fuel and a tiny engineering section.<br />
# Load Ground Force Unit into Drop Modules within fleet (if fighter is in a fleet). Then select an enemy ship and issue a boarding order.<br />
# The Troop Shuttle will carry the troops from the fleet over to the enemy vessel and barring any accidents like the enemy blowing a 80cm hole in the troop ship you are all set for the shuttle to launch its troops at the enemy vessel and begin boarding actions.<br />
# The faster your Troop Shuttle is, the better the chance that more Marines will land on the enemy ship and giving you a better chance to take it over successfully.<br />
<br />
<br />
==Notes==<br />
* Dropping or unloading troops on an enemy-held planet creates a new colony. If you fight and win, there will still be two separate colonies - one where you unloaded your forces, and the one you just conquered. Use the Ground Units tab in the Population and Production window to transfer your forces, or have them board a transport again, wait till they are aboard and then abandon the empty colony.<br />
* See also [http://aurora2.pentarch.org/index.php/topic,1680.msg15830.html#msg15830 Ground Forces: Transportation, New units, Boarding Combat], Steve Walmsley dev "diary", 2009.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Ground_forces&diff=7364Ground forces2016-04-08T03:15:36Z<p>Zook: /* Morale */</p>
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<div>Ground forces are necessary to safeguard the empires borders and for their hostile expansion. Ground forces units are represented by Battalions, and can be grouped into Brigades and then into Divisions. They can be deployed to garrison colonies according to their security needs, quell unrest enforcing your occupation(by, we must assume, shooting dissenters), conduct [[ground combat|combat operations]]. <br />
<br />
All ground units are recruited at a [[Ground Force Training Facility]] and require maintenance. Each unit can be led by an [[Leaders|officer]] to improve its combat effectiveness.<br />
<br />
==Organisation==<br />
The Battalion is the "basic" ground forces unit represented in the command hierarchy. Up to four battalions can be organized in a brigade, and up to four brigades in a division. This is controlled from the 'Ground Units' tab, in the [[Population and Production|Economic]] window. From here units can be organized, redeployed etc.<br />
<br />
Similar to Naval Organisation and civilian Sector Commands, higher echelon HQs radiate so much wisdom that their subordinate units get a bonus. When a Battalion is supported by its Brigade HQ in [[ground combat|combat]], it will gain the combat bonus of the HQ [[Leaders|commander]] as well as its own commander. In much the same if Divisional HQ are present, a battalion will get the ground combat bonus from both HQ commanders as well as it's own commander, so it is worth trying to preserve divisional integrity if you fight a battle with that many units involved. <br />
<br />
Division HQ - Commanded by (R3)Major general.<br />
- Brigade HQ - Commanded by (R2)Brigadier general.<br />
- Battalion - Commanded by (R1)Colonel.<br />
- Battalion<br />
- Battalion<br />
- Battalion<br />
- Brigade HQ<br />
- Battalion<br />
- Battalion<br />
- Battalion<br />
- Battalion<br />
- Brigade HQ<br />
...<br />
- Brigade HQ<br />
...<br />
<br />
Note that an Engineer Brigade is five times larger than a battalion, but can be subordinated to a Brigade HQ like a battalion.<br />
<br />
==Unit types==<br />
Listed bellow are the various ground units in Aurora. Research into Logistics and Ground Combat might be necessary before you can gain access to all types. Note, that all Attack and Defend stats are base values. <br />
<br />
===Pre-Transnewtonian Era===<br />
{| class="wikitable" css="margin-left:50px;"<br />
|-<br />
!Low Tech Infantry Division<br />
|Attack 1.2, Defend 2.5, Cost 60, Size 50<br />
|-<br />
!Low Tech Armor Division<br />
|Attack 3, Defend 3, Cost 90, Size 50<br />
|}<br />
<br />
Standard ground units of the pre-TransNewtonian era. They are low-tech, large and of low combat strength, useful only in that they are your only option. If you aren't playing in a [[new game|conventional start]] you won't need to worry about using them. With advance of technology, a low tech unit can be converted into a cadre, preserving the officer corp to reduce the training costs for a more advanced TransNewtonian unit.<br />
<br />
===Basic Combat Brigades===<br />
{| class="wikitable" css="margin-left:50px;"<br />
|-<br />
!Assault Infantry Battalion<br />
|Attack 10, Defend 5, Cost 100, Size 5<br />
|-<br />
!Mobile Infantry Battalion<br />
|Attack 5, Defend 10, Cost 100, Size 5<br />
|-<br />
!Heavy Assault Battalion<br />
|Attack 12, Defend 12, Cost 180, Size 5<br />
|-<br />
!Garrison Battalion<br />
|Attack 0, Defend 10, Cost 60, Size 5<br />
|}<br />
<br />
These are the "basic" Combat Brigades. They are one tenth the size of their low-tech conventional predecessors, while their attack and defence values are much higher (except for the Garrison Battalion's attack stat).<br />
<br />
Depending on your budget and you expectations of whether you're going to be on offence or defense, you'll want to pick and choose your ground units from these four options, generally. RP-wise, I tend to throw a pair of Garrison Battalions onto each colony as a peacekeeping gendarmerie. It keeps the rabble in line.<br />
<br />
===Special Operations units===<br />
{| class="wikitable" css="margin-left:50px;"<br />
|-<br />
!Marine Battalion<br />
|Attack 10, Defend 10, Cost 180, Size 5<br />
|-<br />
!Marine Company<br />
|Attack 2, Defend 2, Cost 36, Size 1<br />
|-<br />
!Combat Engineers<br />
|Attack 10, Defend 10, Cost 180, Size 5<br />
|}<br />
<br />
Heavily armed, specially trained and equipped units. Can be utilized in general operations but offer the best offensive\defensive capabilities when employed in the respective areas of expertise.<br />
<br />
Marines specialize in boarding and defending ships, double their attack and defense stats when they are in combat aboard a ship, that is when conducting or defending against a boarding action. Combat Engineers specialize in combat defending or assaulting a Planetary Defence Center (PDC), double their attack and defense stats.<br />
<br />
The Marines have a company sized formation to accommodate the tighter space on board ships, as compared to on A PDC or in the open on a planet's surface. A Small Troop Transport Bay, a Combat Drop Module - Company, or a Combat Drop Module (Cryo) - Company can hold a ground unit no larger than size 1, which is to say only a Marine Company.<br />
<br />
When you expect to be conducting operations in the respective areas of expertise of these units, the appropriate unit for the job is better (per unit cost) than the more general purpose Heavy Assault Battalion. On the other hand, when out in the open on a planetary battlefield, a HA Battalion is noticably better than a Marine Battalion, even though both cost the same.<br />
<br />
===Command and Support Brigades===<br />
{| class="wikitable" css="margin-left:50px;"<br />
|-<br />
!Brigade Headquarters <br />
|Attack 0, Defend 2, Cost 150, Size 5<br />
|-<br />
!Divisional Headquarters<br />
|Attack 0, Defend 3, Cost 250, Size 5<br />
|-<br />
!Replacement Battalion<br />
|Attack 0, Defend <nowiki>0.</nowiki>5, Cost 40, Size 5<br />
|}<br />
<br />
Headquarter(HQ) include command staff and various support assets. They have no offensive capability, but provide combat bonus to supported Brigades, and affect their training <br />
<br />
Replacement Battalion allows to replenish TN units that suffered combat losses. If one of your ground units takes readiness (i.e. hit point) damage, the Replacements sacrifice their readiness to replenish the combatant unit's casualties. If you're going to lose a unit, it might as well be the one that costs one third as much as a HA Battalion, right?<br />
<br />
===Civilian Units===<br />
{| class="wikitable" css="margin-left:50px;"<br />
|-<br />
!Construction Brigade<br />
|Attack 0, Defend 5, Cost 150, Size 25<br />
|-<br />
!Forced Labour Unit<br />
|Attack 0, Defend 1, Cost 40*, Size 100<br />
|}<br />
<br />
These units have little military use, however, they serve an important function. They expanding construction capacity of worlds, and does not suffer due to production or unrest modifiers. In effect they function as [[Construction Factory|Construction Factories]] without the need to provide the population (and potentially infrastructure) you would normally need to establish a manufacturing sector on given colony. This is useful, for instance, they are only way to establish colonies on low gravity worlds, or to assemble a prefabricated PDC on an unpopulated world. Additionally, Construction Brigades have an additional use: recovering installations and technology from [[ruins|alien ruins]].<br />
<br />
Forced Labour Units(FLU) functions as a Construction Brigades (CB) but with the following differences:<br />
# It can only be built at populations that have an occupation requirement (currently Conquered, Occupied and Subjugated).<br />
# Building one of these units consume 10,000 population and raises unrest by 2%<br />
# FLU do not count toward occupation strength and do not reduce unrest. Their defence strength (equal to 1/10th of a Garrison Unit) is used in ground combat defence only.<br />
<br />
While it can be moved to other worlds (or the dilithium mines on Rura Penthe), the transport requirement is considerable. Of course, there is also the consideration of whether your Empire is one that would create forced labour camps.<br />
<br />
==Unit Statistics==<br />
Base unit stats depends on the type of unit and various modifiers. Each Unit has three main stats: Attack Strength, Defence Strength and Morale. <br />
<br />
===Attack and Defence===<br />
Attack(AtK) and Defence(Def). Unit Offensive and Defensive strength. Base values that are used for combat die rolls. Determined by the unit type and adjusted based on the Racial Ground Combat Strength (RGCS) modifier. The RGCS, which starts at 10, can be increased through research, and will increasing both stats while maintaining the base proportions.<br />
<br />
===Morale===<br />
Unit combat effectiveness modifier. Affects the unit Attack and Defence strengths, and its likelihood of being destroyed. <br />
<br />
Each unit starts with a Morale of 100. As long as its morale stays at this level it has no effect on combat. If the morale is increased or decreased, it affects both the attack and defence strengths of the unit. The modifier is equal to Strength x (Morale/100). For example, unit with 80 Morale will fight at 80% of its usual strength. In addition, lower morale units are more likely to be destroyed than higher morale units. When the roll is made after combat to determine if a unit is lost, the chance of being destroyed is divided by the unit's Morale/100. For example, if a unit with 120 Morale has a fifteen percent chance to be destroyed, the modified chance = 15% / (120/100) = 12.5%, so this unit has now only a 12.5% chance of being destroyed.<br />
<br />
Units will lose morale when suffering casualties in combat or being placed in non-cryo combat drop pods for long. Morale will be regained over time, and may increase above 100% with training.<br />
<br />
===Size===<br />
Unit size in terms of manpower and equipment. This determines how much transport capacity a unit requires onboard ships. This is important when transporting units or assembling an invasion with limited troop transport fleet. For reference, a common size 5 TN era battalion, has 500 personnel.<br />
<br />
===Readiness===<br />
Readiness(Read). Unit max "hit points". Each unit starts with a Readiness of 100. When a unit is damaged as a result of combat it will lose a random amount of readiness from 1-50%. This is modified by current morale using the formula: Modified Readiness Loss = Readiness Loss / (Morale/100)<br />
<br />
A unit with a readiness of less than 40% will be unable to attack. Defending units will continue defending until destroyed. Readiness losses can only be recovered with Replacement Divisions in the same location. A commander with a ground force training rating can speed up the recovery rate.<br />
<br />
===Summary Table===<br />
{| class="wikitable sortable"<br />
!Unit Name!!Type!!Atk!!Def!!Size!!TP!!Special<br />
|- align="center"<br />
| Low Tech Infantry Division<br />
| LIT || 1.25 || 2.5 || 50 || 50 || Maybe be converted into Infantry Cadres<br />
|- align="center"<br />
| Low Tech Armor Division<br />
| LTA || 3 || 3 || 50 || 90 || Maybe be converted into Armor Cadres<br />
|- align="center"<br />
| Assault Infantry Battalion<br />
| AST || 10 || 5 || 5 || 100 || &nbsp;<br />
|- align="center"<br />
| Mobile Infantry Battalion<br />
| INF || 5 || 10 || 5 || 100 || &nbsp;<br />
|- align="center"<br />
| Heavy Assault Battalion<br />
| HVA || 12 || 12 || 5 || 180 || &nbsp;<br />
|- align="center"<br />
| Garrision Battalion<br />
| GAR || 0 || 10 || 5 || 60 || &nbsp;<br />
|- align="center"<br />
| Marine Battalion<br />
| MAR || 10 || 10 || 5 || 180 || Double strength when attacking or defending ships<br />
|- align="center"<br />
| Marine Company<br />
| MRC || 2 || 2 || 1 || 36 || Double strength when attacking or defending ships<br />
|- align="center"<br />
| Combat Engineer Battalion<br />
| CEB || 10 || 10 || 5 || 180 || Double strength when attacking or defending a PDC<br />
|- align="center"<br />
| Brigade Headquarters<br />
| BHQ || 0 || 2 || 5 || 150 || May command up to four battalions forming a brigade.<br />
|- align="center"<br />
| Divisional Headquarters<br />
| DHQ || 0 || 3 || 5 || 250 || May command up to four brigades at a time.<br />
|- align="center"<br />
| Replacement Battalion<br />
| REP || 0 || <nowiki>0.</nowiki>5 || 5 || 40 || may be used to replenish other units <br />
|- align="center"<br />
| Infantry Cadre<br />
| ICD || <nowiki>0.</nowiki>1 || <nowiki>0.</nowiki>1 || 5 || &nbsp; || may be used to reduce the cost of training a new unit<br />
|- align="center"<br />
| Armor Cadre<br />
| ACD || <nowiki>0.</nowiki>1 || <nowiki>0.</nowiki>1 || 5 || &nbsp; || may be used to reduce the cost of training a new unit<br />
|- align="center"<br />
| Construction Brigade<br />
| CB || 0 || 5 || 25 || 150 || act as a construction factory while on a planet<br />
|- align="center"<br />
| Forced Labour Unit<br />
| CB || 0 || 1 || 100 || 40 || act as limited Construction Brigade<br />
|}<br />
<br />
==Recruiting, Training and Maintenance==<br />
===Recruiting===<br />
Recruiting Ground Forces requires a colony with [[Ground Force Training Facility]] to recruit in, and some minerals. Each colony with GFTF can recruit one unit at a time, though multiple units can be queued up. Set on the 'GU training' tab on the [[population and production|Economic]] window. <br />
<br />
The base cost and production time of a unit depends on its type:<br />
* Base cost, all units require an amount of Duranium equal to one quarter their training cost and an amount of Neutronium equal to three quarters of their training cost.<br />
* Production time. Can be increased with additional GFTF facilities and effected by the colonial [[leaders|governor]] modifiers; <br />
<br />
===Training===<br />
To train ground units, they need to be placed under the command of a headquarter with a suitable [[leaders|officer]] assigned. Training will then start and morale will increase over time, based on the Ground Forces Training Rating of their brigade and division commanders. <br />
<br />
Every non-HQ unit is checked every 5-day increment. Those that have at least 100 morale (i.e. have fully recovered from combat) and are on the same planet as their Brigade Headquarters have a chance of morale increase. The base annual chance of increase is equal to the Ground Forces Training Rating of the Brigade commander. If the parent Division HQ of the Brigade HQ is also on the same planet, half the Ground Forces Training Rating of the Division commander is added to the chance of increase. If the Morale of the ground unit is above 100, the chance of morale increase is reduced by double the amount of morale exceeding 100. <br />
<br />
This does not applies to battalions, Brigade HQs and Division HQs that are on board ships or in PDCs. So a battalion in a PDC cannot gain morale from training and a battalion on a planetary surface outside a PDC cannot gain morale from training if the Brigade HQ is on a ship or in a PDC.<br />
<br />
===Maintenance===<br />
Units cost a modest amount of wealth for upkeep. ...<br />
<br />
==Combat==<br />
: ''see [[ground combat]].''<br />
<br />
Ground forces can be employed to eliminate hostile ground forces in planetary assaults and ship boarding operations. During planetary assaults they can be assisted by orbital bombardment, but will be needed to storm any planetary defense centers and later force a surrender through occupation.<br />
<br />
==Deployment==<br />
There are two ship [[components]] that allow you to deploy troops. Ships equipped with [[Troop Transport Bay]]s can be used to transport ground forces from planet to planet and carry them into [[Ground combat|combat]] zones, while [[Combat Drop Module]]s are used to deploy your forces to the surface of a planet/ship quickly.<br />
<br />
===Troop Transport Bays===<br />
[[Troop Transport Bay]]s are primarily used to transport ground forces across the empire. Simply, bring a ship over to a planet or another ship with troop transport bays. Select the ship you want to load from and select Load GU into Troop Transport. You select the Ground units you want to add from the selection box that fits into the screen one by one. Note ground units come in different sizes, make sure your ships have sufficient Troop Transport capacity. Ground units may only be moved from a ship to a planet, or vice versa, if the ship is in orbit. <br />
<br />
Troop Transport can also be used to land forces from orbit into combat, however, transport bays use the same rules for loading and unloading apply as cargo holds, i.e. without a [[spaceport]] or cargo handling system, it might take your brigade two weeks to disembark on a hostile planet. That might do if the planet is not defended, but you'd better research combat drop technology if it is.<br />
<br />
===Combat Drop Modules===<br />
[[Combat Drop Module]]s are assault transports that are primarily used for quick orbital insertion during planetary assaults where achieving tactical surprise is often an important factor. Ground units loaded into drop pods can be combat dropped, which doesn't require any unloading time for them to hit the ground and begin fighting. There are battalion-sized and company-sized drop modules (for Marines), which have to be researched first.<br />
<br />
You don't ''need'' troop bays, but troops held in drop modules will lose morale over time. So you'll want to move them around in troop bays and only transfer them to drop modules when you need to. Don't forget to include Cargo Handling Systems on the transports because troops begin to lose morale as soon as the transfer to drop modules begins. Note that a battalion-sized drop module fits nicely in a FAC.<br />
<br />
Cryogenic Combat Drop Modules are drop pods which do not result in a morale loss if troops are kept in them. You cannot mix cryogenic and non-cryogenic drop modules.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Planetary_Defence_Centre&diff=7363Planetary Defence Centre2016-04-08T03:13:55Z<p>Zook: /* Overview */</p>
<hr />
<div>'''Planetary Defence Centre''' (abbreviated to PDC) is a ground based [[installations|bunker]] that can perform a variety of military tasks. PDCs are manufactured using industry instead of shipyards. PDCs get a substantive armor level for free and require no upkeep. Certain components cannot be fit on PDCs and certain components can only be fit on PDCs. <br />
<br />
==Overview==<br />
<br />
PDCs get four free layers of armor to represent being dug out of a mountain. They can mount PDC-only [[Fire Control|fire controls]] which get a 1.5x range modifier and [[Missile Launcher|missile launchers]] in PDCs have half the reload time of ship-based systems, but PDCs are unable to use certain components such as shields.<br />
<br />
An atmosphere reduces beam damage (except [[mesons]]), so beam weapons will not work on a planet with more than 1 atm. PDCs are typically equipped with long-range sensors and missiles. They can serve as planetary [[fighter]]/FAC bases. Additionally, PDCs require no upkeep and generally used to boost planetary protection value (PPV) without incurring additional cost.<br />
<br />
PDCs make ideal defensive positions for [[ground forces]], as they provide some shelter from orbital bombardment, and receive a ground combat bonus dependent on the PDCs armor level. If equipped with [[PDC Barracks|barracks]], they can be used to house troops, so that anyone trying to capture the planet would have to attack the PDCs. However, if attacked your population suffers collateral damage and the planetary environment is damaged. One option is to base your PDCs on nearby moons rather than on the populated planet, so you get the armour advantage without endangering the population.<br />
<br />
Note that [[Ground forces|Combat Engineers]] get a 100% attack and defend bonus in combat vs. PDCs.<br />
<br />
==Construction==<br />
<br />
PDC's are built using planetary industry in the same way as installations. In some cases, a PDC may be intended for use in a location other than where it is built. In order to transport a PDC to another location it must be prefabricated as opposed to built. Prefabricating a PDC causes it to be built in disassembled sections. The precise amount of sections can be determined from the PDCs design information on the design screen (F6). Once the PDC has been prefabricated it can be transported via ships with large enough cargo bays and then assembled at the destination. The destination of the PDC will require both minerals and the ability to generate construction points to complete the assembly of the PDC.<br />
<br />
===How to===<br />
<br />
To Design a PDC, use the [[Class Design]] window {{key|F5}}. Then use the dropdown at the top and change the type from ship to PDC. This will cause invalid components to become unavailable for inclusion on the design and will remove existing ones. <br />
<br />
Once the design is finished PDC's can be built or prefabricated using planetary industry in the same way as installations, and can be selected from the drop down menu on the Economics window, [[Population and Production#industry|industry tab]] {{key|F2}}. <br />
<br />
* In the "Construction Options" area use the drop down to select "Build PDC" or "Prefab PDC." <br />
* Select which PDC design you would like to build\prefabricate and then input the quantity desired as well as the "percentage of industry devoted to the task and then click "Create." The cost will be minerals equal to the amount as if one were building the PDC normally.<br />
* In case of prefab, after the industry task is complete, the disassembled PDC will be visible in the "stockpiles" window of the planet the industry task was completed on and will be ready for pickup by a ship capable of carrying cargo.<br />
<br />
'''Tip:''' As the PDC is in several sections, the cargo ship need not be able to carry them all in one trip. The cargo ship can take several trips carrying the PDC piece by piece if necessary, however, assembly cannot begin until all pieces have been delivered to the destination. Remember, each section of pre-fabricated PDC takes up 5,000 units of cargo space.<br />
<br />
==Scrapping==<br />
<br />
Since PDC's were not built in shipyards, you cannot scrap a PDC in a shipyard. Instead, you have to destroy them and you can then salvage the minerals from the [[wreck]].<br />
<br />
# On the Individual Unit screen {{key|F6}} select the PDC you want to scrap.<br />
# Either Press the Destroy Ship button at the bottom (if you don't care about the crew) OR select the Damage Control tab & press the big red Abandon Ship button (if you do).<br />
# Either method will create a wreck, which can then be salvaged using a ship equipped with a salvage module (and teamed up with suitable cargo capacity) - If you have used the Abandon ship method then the crew will be in life pods which can also be picked up.<br />
<br />
==Example Designs==<br />
* [[Example PDC - Nautilus]]<br />
* [[Example PDC - Solgae]]<br />
* [[Example PDC - Majestic]]<br />
* [[Example PDC - Sonora]]<br />
<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Ground_combat&diff=7362Ground combat2016-04-08T03:12:18Z<p>Zook: </p>
<hr />
<div>Ground combat refers to combat operations conducted by or against [[ground forces]]. Such operations may involve ship boarding or troop deployment to the surfaces of planets in order to take control. Planetary bombardment can also be employed to reduce local ground forces defenses.<br />
<br />
==Planetary assaults==<br />
Orbiting spacecraft are able to target and destroy ground forces that are not within a PDC. So why have ground forces then? Because PDC designers are likely to give their PDCs very thick armour that in many cases will be able to resist everything that orbiting spacecraft can throw at it, while the PDC proceeds to blast those spacecraft out of the sky. However, PDC weapons are designed to engage spacecraft, not ground forces, so you will be able to use ground forces to assault and capture enemy PDCs. Any ground forces based within the PDC will be able to resist that attack with a considerable defensive bonus. A planetary assault under these circumstances will likely consist of fast spacecraft dashing in to drop troops while under fire from PDCs and then getting the hell out while the ground forces try and take out the PDCs. Attacking ground forces will have the option to concentrate their efforts on a specific PDC (based on sensor contacts) or fight a general action against enemy ground forces outside PDCs (if there are any).<br />
<br />
Once hostile ground forces have been eliminated, either through ground combat or orbital bombardment, ground troops will be also needed to force a surrender through occupation.<br />
<br />
===Troop Transport Modules===<br />
All GCU are the same size (except Engineer Brigades, which need five Transport modules in the same ship). A ship needs one Troop Transport module to transport each GCU. GCU may only be moved from a ship to a planet, or vice versa, if the ship is in orbit.<br />
<br />
Note that for transport bays, the same rules for loading and unloading apply as for cargo holds, i.e. without a spaceport or cargo handling system, it might take your brigade two weeks to disembark on a hostile planet. That might do if the planet is not defended, but you'd better research combat drop technology if it is.<br />
<br />
===Combat Drops===<br />
Infantry loaded into drop pods can be combat dropped, which doesn't require any unloading time for them to hit the ground and begin fighting. There are battalion-sized and company-sized drop modules (for Marines), which have to be researched first.<br />
<br />
You don't ''need'' troop bays, but troops held in drop modules will lose morale over time. So you'll want to move them around in troop bays and only transfer them to drop modules when you need to. Don't forget to include Cargo Handling Systems on the transports because troops begin to lose morale as soon as the transfer to drop modules begins. Note that a battalion-sized drop module fits nicely in a FAC.<br />
<br />
Cryogenic Combat Drop Modules are drop pods which do not result in a morale loss if troops are kept in them. You cannot mix cryogenic and non-cryogenic drop modules.<br />
====How To Combat Drop====<br />
1) Go to the F12 task group screen, select a Ship with Combat Drop Modules, click load GU into Drop Module in fleet. You should see a selection of units to load into the unit right below the Plotted Move screen called "Select Ground Unit" appear. Select one and hit Add Move.<br />
2) Advance time till this is complete (takes time to load GUs into the drop pods but they exit the drop pods instantly).<br />
3) Your unit should now be loaded onto a Combat module.<br />
4) Now when you get near a planet or ship, you can select an action for this ship called Combat Drop Ground Unit, or Boarding Action.<br />
<br />
===Combat===<br />
Any race with GCU on a planet can choose to attack ground units or PDCs of another race on the same planet. Note that attacking and defending are two different actions so the attacked race may decide to remain on the defensive and not counter-attack. If both sides attack each other, two separate combats are calculated. As the combat is potentially covering the entire planet, ''' each combat round takes place during the five day increment''' . If time is advanced by more than five days, one combat round takes place for every five days in the increment.<br />
<br />
Attacking ground forces will have the option to concentrate their efforts on a specific PDC (based on sensor contacts) or fight a general action against enemy ground forces outside PDCs (if there are any). This is accomplished by choosing which PDC or Population to attack on the Ground Units tab of the Economics window. If a PDC is under attack, only the defenders of that specific PDC are able to take part in the defensive battle. However, troops can emerge from other PDCs to fight an offensive action against the attackers in the field and try to destroy them. Obviously this won't be a good idea if there are enemy spacecraft within weapon range. If the attackers are concentrating on a specific PDC, the defenders are able to move around between other PDCs but are not able to reinforce a PDC under attack. In addition, the PDC under attack may not reload its magazines from the planetary stockpile.<br />
<br />
If a PDC is captured (i.e. all ground forces within it are eliminated), it becomes part of the attacking player?s forces. He can move troops in to garrison it and the defenders may try to recapture it. There may be a chance the defender will attempt to blow up the PDC or damage its systems before it is captured, depending on his racial characteristics.<br />
<br />
===Morale===<br />
Each GCU starts with a Morale of 10<nowiki>0.</nowiki> As long as its morale stays at this level it has no effect on combat. If the morale is increased or decreased, it affects both the attack and defence strengths of the unit. The modifier is equal to Strength x (Morale/100). For example, a unit with 110 Morale would have attack and defence strengths 10 percent higher than normal. A unit with 80 Morale would have attack and defence strengths 20 percent less than normal. In addition, when the roll is made after combat to determine if a unit is lost, the chance of being destroyed is divided by the unit?s Morale/10<nowiki>0.</nowiki> For example, if a unit with 120 Morale has a fifteen percent chance to be destroyed, the modified chance = 15% / (120/100) = 12.5%, so this unit has now only a 12.5% chance of being destroyed. This simulates that lower morale units are more likely to be destroyed than higher morale units.<br />
<br />
===Commanders===<br />
Ground Forces Officers may be assigned to command ground units (Leaders window, Leader Type->Ground Forces Officers). Leaders must be of rank 2 to command brigade headquarters (HQs) and rank 3 to command division HQs.<br />
<br />
<br />
'''Ground Combat Bonus:'''<br />
<br />
An officer's Ground Combat Bonus improves the attack and defence strengths of the unit (s)he commands and all subordinate units. This bonus is always applied fully; a divisional commander applies his full bonus to all units in the division. Ground Combat Bonuses stack, and so a unit subordinate to both a division and brigade commander can get bonuses from its own officer (at 100%), the brigade commander (100%), and the division commander (100%). Additional bonuses are detailed below.<br />
<br />
Units in a brigade (including the brigade HQ) subordinate to a division HQ get an additional combat bonus (in %) equal to the product of the combat bonuses (again, in %) of both division and brigade leaders, divided by 10<nowiki>0.</nowiki> Therefore, units commanded by a divisional commander with a bonus of 20% and a brigade commander with a bonus of 10% will get a 20% + 10% + (20%*10%/100 = 2%) = 32% bonus.<br />
<br />
Units commanded by three officers - divisional commander, brigade commander, and individual unit leader - get an additional bonus approximately equal to 30%-60% (depending on divisional and brigade commander bonuses) of the unit leader's bonus.<br />
<br />
'''Ground Forces Training Rating'''<br />
<br />
The morale of ground units may increase over time, based on the Ground Forces Training Rating of their brigade and division commanders. <br />
<br />
Every non-HQ unit is checked every 5-day increment. Those that have at least 100 morale (i.e. have fully recovered from combat) and are on the same planet as their Brigade Headquarters have a chance of morale increase. The base annual chance of increase is equal to the Ground Forces Training Rating of the Brigade commander. If the parent Division HQ of the Brigade HQ is also on the same planet, half the Ground Forces Training Rating of the Division commander is added to the chance of increase. If the Morale of the ground unit is above 100, the chance of morale increase is reduced by double the amount of morale exceeding 10<nowiki>0.</nowiki> <br />
<br />
This does not applies to battalions, Brigade HQs and Division HQs that are on board ships or in PDCs. So a battalion in a PDC cannot gain morale from training and a battalion on a planetary surface outside a PDC cannot gain morale from training if the Brigade HQ is on a ship or in a PDC.<br />
-- Steve Walmsley, from post http://aurora2.pentarch.org/index.php/topic,2308.<nowiki>0.</nowiki>html<br />
<br />
===Occupation===<br />
If all PDCs and defending ground units are eliminated, the attacking player may be in a position to [[Political_Status|conquer and occupy]] the defending population. The required garrison strength is based on the defence strength of the occupying force. The garrison strength required to force a surrender is equal to: <code> Pop in millions * Racial Determination/100 * Racial Militancy/100</code><br />
<br />
For example, if the defenders have a population of 400m, a Determination of 60 and a Militancy of 50, the required garrison strength will be: 400 * (60/100) * (50/100) = 12<nowiki>0.</nowiki> Note that this is a minimum amount required to force a surrender. It may be desirable to station a larger force on the planet to avoid disruption to its production facilities.<br />
<br />
When a population is conquered, there is a chance some tech will be recovered by the occupying forces. A check is made against every background tech known by the conquered race but not the conquering race. The percentage chance of learning each tech is equal to Pop in million/5. For example, conquering a pop of 200m will yield a 40% chance of learning each background tech known by the conquered race.<br />
<br />
==Boarding and capturing ships==<br />
Ships designed with [[Combat Drop Module]]s can attempt to board and capture other ships or stations. If successfully boarded, the defending ship crew and any ground troop detachment on board will attempt to repel the boarding party. <br />
<br />
===Boarding===<br />
Boarding is a complex and risky operation, usually attempted only against disabled or slow-moving ships. When the fleet intercepts the target, a boarding attempt is carried out. Actually docking with a target that is evading is virtually impossible so the assault involves using a combat drop module to fire the troopers at the enemy ship. They land on the hull, lock themselves in place and either enter through holes in the armour or blast their way in. Once the boarding units have gained access to the hostile ship interior, combat takes place between the boarders and the crew of the hostile ship plus any hostile ground units on board.<br />
<br />
Trying to board a ship moving at several hundred or several thousand kilometers per second in this manner is still incredibly risky. Because of the speeds involved, the intercepting vessel must have a huge speed advantage to make the boarding attempt without suffering heavy casualties among the boarders. The cause of those casualties will vary but could include missing the target and ending up within the exhaust plume, impacting the hull at too high a speed, missing entirely and being lost in space, etc. The percentage of casualties from the boarding attempt is equal to 20xD10, giving a range from 20-200%. However, the amount of D10 rolled is reduced by Interception Speed / Target Speed. For example, if the interception speed is 6000 km/s and the target is moving at 1000 km/s, the number of D10 is reduced by 6. Therefore, if the intercepting ship is at least twenty times faster than the target ship, the attempt is automatically successful and no casualties are suffered during the boarding. Because of the risks involved, in most cases before a boarding attempt can be made the target ship will have to be slowed down or disabled. <br />
<br />
Once the boarding units land on the enemy ship, they will attempt to enter. If the armour has already been penetrated by weapon fire, they will enter through the damaged section. If the armour is intact or the damage does not penetrate to the interior they will begin using breaching charges to gain access. One breaching charge will be detonated every thirty seconds and will destroy one point of armour. The boarding units will always chose the point at which the armour is most damaged to place the breaching charge. They should gain access to most ships fairly quickly, especially if the ship has already been slowed down by damage. It may take longer to blast into well-protected PDCs.<br />
<br />
===Capturing===<br />
Once the boarding units have gained access to the hostile ship interior, combat takes place between the boarders and the crew of the hostile ship plus any hostile ground units on board. The crew will not be as effective as dedicated combat troops but they are still military personnel with at least some basic combat training and they will be familiar with the layout of their ship. Therefore the combat strength of the crew is equal to 1 defence point for every 100 crew.<br />
<br />
As this is a high intensity, close quarters engagement it is resolved much more quickly than ground combat. Combat is calculated using the same formula as ground combat with the following exceptions: <br />
<br />
# Combat takes place every five minutes after movement and combat. Once a unit has successfully boarded a hostile vessel, the Boarding Combat Clock begins counting. Once it reaches 300 seconds or greater, a round of boarding combat is fought and the clock is reduced by 300.<br />
# Low readiness units on both sides cannot avoid combat<br />
# The boarders cannot retreat so they must keep attacking until they capture the ship, die trying or surrender.<br />
# As a result of the boarding combat, collateral damage may be inflicted to the ship itself. If this is severe enough, or causes secondary explosions, it is possible the ship might blow up in the midst of the fight.<br />
# If all the defending units and crew are eliminated, the ship is captured.<br />
<br />
===How To Use===<br />
# First you need a much faster ship than the ship you plan to try to take over. This is achieved via the small Drop Module and a fighter with an engine and a little bit of fuel and a tiny engineering section.<br />
# Load Ground Force Unit into Drop Modules within fleet (if fighter is in a fleet). Then select an enemy ship and issue a boarding order.<br />
# The Troop Shuttle will carry the troops from the fleet over to the enemy vessel and barring any accidents like the enemy blowing a 80cm hole in the troop ship you are all set for the shuttle to launch its troops at the enemy vessel and begin boarding actions.<br />
# The faster your Troop Shuttle is, the better the chance that more Marines will land on the enemy ship and giving you a better chance to take it over successfully.<br />
<br />
<br />
==Notes==<br />
* Dropping or unloading troops on an enemy-held planet creates a new colony. If you fight and win, there will still be two separate colonies - one where you unloaded your forces, and the one you just conquered. Use the Ground Units tab in the Population and Production window to transfer your forces, or have them board a transport again, wait till they are aboard and then abandon the empty colony.<br />
* See also [http://aurora2.pentarch.org/index.php/topic,1680.msg15830.html#msg15830 Ground Forces: Transportation, New units, Boarding Combat], Steve Walmsley dev "diary", 2009.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Modular_fleet_design&diff=7361Modular fleet design2016-04-08T03:11:17Z<p>Zook: </p>
<hr />
<div>There is a strong temptation to build massive battleships early in the game, because Bigger Is Better, right? So you design and order a few 40,000-ton behemoths that consume massive amounts of [[Wealth|money]] and minerals and take forever to get built. Then you realize that their systems were outdated by the time they were launched and you don't have maintenance facilities capable of supporting them. The following approach might work better:<br />
<br />
Think of each ship as a module of a battlefleet. For example:<br />
* destroyers, adding mostly offensive missile capability<br />
* frigates, adding mostly defensive missile capability<br />
* escorts with beam point defense<br />
* a jump-capable tender to move your fleet across jump points <br />
* tankers<br />
* ammunition colliers<br />
* ships having specialized sensors, like very large thermals or active sensors designed to detect fighters<br />
* even small carriers can add long-range scouts for tactical reconnaissance or fighter defense<br />
<br />
A warship class might have a mixture of launchers, so even a single frigate can have a little offensive capability.<br />
<br />
Do not waste lots of mass on redundancy. If your jump-tender stays out of trouble, your warships don't need to be jump-capable themselves. One large active or thermal sensor per task group detects as much as five. Large magazines can be put on colliers.<br />
<br />
If you find that your fleets' capabilities are lacking in some respects, add more modules: tankers extend your range, frigates and escorts help to defend your ships, destroyers add punch, colliers add ammo depth etc.<br />
<br />
Smaller ships are easier to build, can be built in smaller shipyards, can be maintained at smaller colonies, give you more strategic flexibility and are easier and cheaper to refit with new tech.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Laser_warheads&diff=7360Laser warheads2016-04-08T02:42:58Z<p>Zook: Created page with "''Some of the information in this article is not guaranteed to be 100% accurate.'' Laser warheads are single-use, bomb-pumped x-ray (or higher) warheads for missiles. Upon de..."</p>
<hr />
<div>''Some of the information in this article is not guaranteed to be 100% accurate.''<br />
<br />
Laser warheads are single-use, bomb-pumped x-ray (or higher) warheads for missiles. Upon detonation they project multiple laser beams in a 360 degree sphere, and thus may strike multiple targets, some of them multiple times.<br />
<br />
==Mechanics==<br />
The number of laser beam created by the warhead's explosion is equal to the warhead value of the missile divided by the number of laser warheads in it.<br />
''The damage inflicted depends on Laser warhead technology and warhead size. This needs to be specified some more.''<br />
<br />
Those multiple explosions can hit not only the targeted ship, but are spread throughout the targeted task group.<br />
<br />
Against Missile salvos they are effective, destroying as many missiles as there are laser warheads in the missile.<br />
<br />
They don't work well against fighters. Even if a fighter is destroyed entirely, the effect does not move to the next ship in the task group.<br />
<br />
==Effects on armour==<br />
Since lasers have a narrow, deep damage templates and standard missile warheads a triangular one, they are somewhat better at penetrating the target's armour.<br />
''Some players report that damage templates are the standard form for a missile instead.''<br />
<br />
==Use in bombardment==<br />
Laser warheads are pretty useless in planetary atmospheres (all weapons except mesons and regular missiles deal 0 damage if the atmospheric pressure is 1.0atm or greater, half damage in 0.5atm, one-third damage in 0.333atm, etc., always rounding down to whole points of damage).<br />
<br />
==Defenses vs. laser warheads==<br />
Laser warheads explode outside of the 10,000km CIWS/Final-Fire range, which means that a CIWS or other weapon set to Final Fire will never engage the missile, while weapons set to Area Defense mode will.<br />
<br />
==Research==<br />
Laser warhead technology has to be researched. The top tech level for laser warheads is Extreme X-Ray Laser Warhead.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=7359Missiles2016-04-08T01:30:17Z<p>Zook: /* Laser warheads */</p>
<hr />
<div>[[File:571px-Vela Pulsar jet.jpg|thumb|The Vela Pulsar, very much resembling an exploding missile. Image by NASA/ESA]]<br />
A '''Missile''' is a small self-propelled projectile that contains an explosive warhead and/or a sensor. Missile warheads explode on impact, creating a triangular damage pattern in [[armor]].<br />
<br />
Mines, Drones and Buoys are just categories for specialized types of missiles.<br />
<br />
Missiles must be designed and researched, built by ordnance factories on a planet, loaded onto ships' [[Magazine|missile magazines]] and launched by [[Missile Launcher|missile launchers]]. They use fire controls of the firing ship for target acquisition. Having their own sensors allows them to acquire targets on their own.<br />
<br />
Missiles require missile launchers of an appropriate size to launch them, however missile launchers can launch smaller missiles than they were designed to accommodate, i.e. a size 5 missile launcher can launch size 1-5 missiles. Each launcher can store one mounted missile. All reloads have to be carried in missile magazines. Missiles cannot be transported in [[Cargo Hold]]s. Having dedicated ammo transports (colliers) can be quite useful, both in battle and to supply outposts with missiles and mines.<br />
<br />
Missiles cannot be used inside of [[Nebulae]].<br />
<br />
'''Warning: there is a glitch in the game that can prevent incoming missiles from being detected and fired upon by your automated defenses if you choose a long increment time in battle. It's safer to stick to increments of under a minute.'''<br />
<br />
----<br />
See the [[Anti-Missile Tutorial]] for an introduction to defending against missiles.<br />
<br />
==Your first missile designs==<br />
...will probably leave a lot to be desired. While players have different missile design philosophies, early-game technology doesn't allow you to build anything impressive. Just keep investing in engine technology (for that you have to research reactor tech first), engine power modifier, agility and warhead tech. Also make sure you understand missile damage - one strength-16 warhead hurts a lot more than two strength-8 ones.<br />
<br />
* Probably the most common mistake of new players is to make their missiles and ships too slow. Keep in mind that even early-game tech (ion engines) can allow warship speeds of 4000-5000 km/s and hit chances depend heavily on missile speed, so use an engine with maximum power modifier. Your missile should be a lot faster than the target. Which means that anti-missile missiles should be even faster.<br />
* The second most common mistake is to give them a much higher range than your active sensors or fire controls.<br />
* Don't bother with sensors on missiles before you get an idea of the distances involved. A sensor with a range of 10,000km might or might not do you any good.<br />
<br />
==Missiles and other systems==<br />
A successful missile system contains three components that need to work together:<br />
# a Missile <br />
# at least one Active Sensor that can see the target. The sensor doesn't have to be on the firing ship, not even in the same Task Group. If the missiles don't have sensors of their own, one Active Sensor needs to see the target continuously until missile impact.<br />
# at least one Fire Control directing the missile to the target. This has to be on the firing ship.<br />
<br/><br />
Range and resolution of sensors and fire controls should be matched to the missile. There's no harm in Active Sensors with the best range possible, but if missile or FC are mismatched, you're wasting tonnage, time and money.<br />
<br />
It follows that a ship armed with two different missile types (one anti-ship and one anti-missile) needs two different sets of sensors and fire controls, each having a different range and resolution.<br />
<br />
==ECM and ECCM==<br />
Enemy ships equipped with [[ECM]] degrade the range of your Fire Controls (but not Active Sensors) by 10% x ECM level. A Fire Control sensor with a range of 30m km trying to target a ship with ECM-2 would have only a range of 24m km. ECM is pretty common, so you might want to slightly overdesign your fire controls: If your missile has e.g. a range of 50m km, having a fire control with a range of 65m km means you can still target a ship with ECM-2 at maximum missile range.<br />
<br />
An [[ECCM]] assigned to a fire control offsets the effects of ECM by 10% per level.<br />
<br />
If you have researched ECM tech, you can also spend a maximum of 1 MSP on ECM in your missile designs, making them more difficult to shoot down.<br />
<br />
==Missile Warheads and Damage==<br />
<br />
[[File:DamageTemplate.png|thumb|right|Damage templates for missiles (left) and laser (right) strikes.]]<br />
Missiles create triangular holes in armor (also note the article on [[Armor]]). For example, a strength-4 warhead will apply the first three damage points to the first armor level before the fourth damages the second level (see diagram on the right). The most efficient warhead damage sizes for armor piercing are therefore square numbers: 4, 9, 16, 25, 36, etc., because that's the minimum amount you need to penetrate armor level 1,2,3,4,5 etc. Note the difference between strength-9 and strength-10 warheads in the diagram: the 9th point of damage will penetrate the deepest, the 10th point however will just scratch the first armor layer again.<br />
<br />
Only damage that gets through armor will damage internal ship components (see [[Internal Damage]]). A strength-25 warhead will penetrate four levels of undamaged armor and cause one point of internal damage. If the target has only three levels of armor, the same warhead causes four points of internal damage.<br />
<br />
Finally, [[Shock Damage]] to internal ship components can result from severe explosions, even if they don't penetrate the armor. The larger the explosion, the greater the chance of causing shock damage.<br />
<br />
Armor damage is permanent until repaired in a shipyard. Multiple weapon hits, even if non-penetrating, will slowly erode a ship's armor. Hit location (i.e. the armor column being hit) is randomly determined, though, so a large ship can potentially take a large number of non-penetrating hits before any damage gets through.<br />
<br />
For example, a 10,000-ton destroyer with only three armor layers will have 3 layers x 42 columns = 126 armor boxes. A 24,000-ton cruiser with six layers would have 6 x 72 = 432 armor boxes. Slowly grinding the armor away with small missiles requires a lot of hits, but large swarms of small missiles are harder to defend against. Large missiles with large warheads might require only a few hits on a target, but a good enemy [[Point defense]] might shoot them all down before they can do any damage. You have to experiment yourself and see what works best for you.<br />
<br />
===Laser warheads===<br />
See the main article: [[Laser warheads]]<br />
<br />
==Missile Design==<br />
The Missile Design button is at the bottom of the Create Research Project window. Missile Engines are found in the normal Create Research Project dropdown, though.<br />
<br />
In the Missile Design window, you will have to experiment with fractions of whole numbers, e.g. 2.667 warhead size may result in exactly 16 damage points, 0.01 points may be enough fuel for your purposes etc.<br />
<br />
===Missile Size===<br />
One Missile Size Point (MSP, not to be confused with Maintenance Supply Points, also called MSP) equals 1/20 HS (Hull Spaces), or 2.5 tons.<br />
<br />
Missile size can be a fraction of whole numbers (e.g. a 1.25-size missile), but they can only be fired from a launcher with a size of the next whole number (e.g. a 1.25-size missile needs a size-2 launcher).<br />
<br />
The smallest size permitted in Aurora is 1. There appears to be no maximum size, but the largest launcher size is 100 and you can't launch without a launcher.<br />
<br />
Anti-missile missiles tend to be size 1 because they need to be fast and you need lots of them, while most anti-ship missiles tend to be between size 5 and 15.<br />
<br />
Missile size is always a trade-off between missile capabilities on the one hand and salvo size as well as magazine depth on the other. A size-12 missile is a lot more capable than a size-6, but your ship can carry only half as many, the launchers are twice as large and most importantly, if your fleet can launch only 20 in one salvo while the enemy fleet's point defense can reliably shoot down 30 missiles, your shots are wasted.<br />
<br />
Larger missiles can be spotted - and thus fires at by point defenses - at longer range than smaller ones, but there is a limit: missiles smaller than 6 MSP are treated as size 6 by sensors.<br />
<br />
===Missile Engines===<br />
Missile Engines have to be designed separately and researched before you can use them, and a single missile can have multiple engines (of the same type).<br />
The four elements of missile engine design are described below. <br />
<br />
'''Engine Technology''': Exactly as ship-based engines. For example, the Magneto-plasma Drive has a rating of 16 power per hull space, so a Magneto-plasma missile engine of 1 MSP would provide 16/20 = 0.8 power. <br />
<br />
'''Fuel Consumption''': The base fuel consumption of a missile engine is five litres per Engine Power Hour (which is one point of engine power for one hour) and can be improved through research. So a max size missile engine (5 MSP) with 4 power and a racial fuel consumption technology of 0.6 litres per engine power hour would use 12 litres per hour. This is higher than shipboard engines as missile engines are designed for single use and therefore long-term fuel efficiency is a low priority in their design. They are also solid-fuelled for easy storage, which is less fuel efficient than liquid-fuelled ship-based engines.<br />
<br />
'''Engine Size''': Missile engines can range in size from 0.1 MSP to 5 MSP. Smaller missile engines suffer a penalty to fuel consumption. For example, the following sizes of missile engine have the listed fuel consumption per Engine Power:<br />
<br />
5 MSP x1.00<br />
3 MSP x1.42<br />
1 MSP x3.00<br />
0.5 MSP x4.82<br />
0.1 MSP x14.47<br />
<br />
'''Power / Efficiency Modifiers''': Missile engines use the same principle as ship engines and use the same tech lines (Max Engine Power Modifier and Min Engine Power Modifier). However, the upper end of the range is doubled for missile engines. So if the Max Engine Power tech is x1.75, missile engines can use up to x3.50. The rationale is that these are designed for single use, unmanned craft and therefore have significantly different engineering requirements, such as no radiation shielding or maintenance access requirements. As with ship-based engines, increasing power has a significant effect on fuel efficiency and decreasing power can provide huge savings in fuel efficiency. As the missile modifier is double that of ships, power can be increased by up to six times normal and decreased to 10% of normal if you have the prerequisite techs. Each engine power modifier percentage is accompanied by a fuel consumption modifier, based on the formula Fuel Efficiency Modifier = Engine Power Modifier ^ 2.5<br />
<br />
For example, a 1 MSP missile engine with a x3.00 engine power modifier would have a x15.59 fuel consumption modifier for the engine power modifier and a x3.00 fuel consumption modifier (x3) for the size of the engine, which gives a total modifier of x46.77.<br />
<br />
A 0.5 MSP missile engine with a x5.00 engine power modifier would have a x55.90 fuel consumption modifier for the power modifier and a x4.82 fuel consumption modifier for the engine size. <br />
<br />
Here are the three examples of 1 MSP magneto-plasma drive missile engines, using x1 power, x3 power and x6 power, with a racial base fuel consumption of 0.6 Litres per Engine Power Hour<br />
<br />
;0.8 EP Magneto-plasma Drive<br />
Engine Power: 0.8 Fuel Use Per Hour: 7.2 Litres<br />
Fuel Consumption per Engine Power Hour: 9.006 Litres<br />
Engine Size: 1 MSP Cost: 0.2<br />
Development Cost for Project: 40RP<br />
<br />
;2.4 EP Magneto-plasma Drive<br />
Engine Power: 2.4 Fuel Use Per Hour: 336.92 Litres<br />
Fuel Consumption per Engine Power Hour: 140.385 Litres<br />
Engine Size: 1 MSP Cost: 0.6<br />
Development Cost for Project: 120RP<br />
<br />
;4.8 EP Magneto-plasma Drive<br />
Engine Power: 4.8 Fuel Use Per Hour: 3811.86 Litres<br />
Fuel Consumption per Engine Power Hour: 794.137 Litres<br />
Engine Size: 1 MSP Cost: 1.2<br />
Development Cost for Project: 240RP<br />
<br />
===Missile Agility===<br />
How maneuverable the missile is. Agility and speed determine hit chances. Agility Points per MSP can be increased through research.<br />
<br />
Play around with the Agility value and see how it affects hit chances. Begin with 0.2, then 0.4, 0.6, etc., until you see the numbers drop again. You'll find a maximum somewhere, after which additional agility makes the missile just heavier and lowers hit chances again. When you've found it, play with the second decimal, e.g. 0.42, 0.44, 0.46 etc., for optimization.<br />
<br />
===Range===<br />
As mentioned before, ranges of missile and fire controls should be in the same ballpark. You can try to plan ahead, though: If you know your next generation of grav sensors and therefore improved fire controls will be around in a few months and increase range by 50% for the same size, then you can give the missiles you design today that extra range.<br />
<br />
====Opening and closing shots====<br />
An opening missile shot is one where the target is moving away from your missile, opening the range. A closing shot is one where the target is closing the range instead. <br />
<br />
Imagine a missile with a range of 50m km and a speed of 15,000km/s. You fire a salvo at a target 40m km away which is running away from you at a speed of 5,000km/s. Your missiles will take 2666 seconds to reach the point ''where the target was when you fired''. Unfortunately, by then it is already 13.3m km further away; your salvo will run out of fuel and self-destruct. A fast missile moving at twice the speed would have reached the target instead.<br />
<br />
===Armor and ECM===<br />
These make it more difficult to destroy your missile. Only full armor points count (?). For ECM, see above.<br />
<br />
==Missiles and Sensors==<br />
The most simple missile designs have no sensors at all. They are guided to the target by the firing ships' fire control. If that fire control is destroyed or you lose the active sensor contact (usually because another salvo already destroyed the target), the missiles self-destruct. <br />
<br />
If you spend points on sensors, a small reactor to power them is automatically added. Missile reactors have unlimited endurance. The power requirement for any sensor is equal to its 20% of the sensor strength. So one missile size point (MSP = 1/20th of a HS) allocated to an EM Sensor using a base EM sensor strength of 8 would result in an EM sensor strength of 0.4 (8/20). This would require a reactor with a power output of 0.08 (0.4/5). The reactor space is allocated automatically (ship-based sensors do not require reactors as their needs can be met from the general power generation of the ship). On a per HS basis, passive sensors are much less powerful than active sensors at the same tech level, which means missiles will require less reactor space per MSP of passive sensors compared to active sensors. <br />
<br />
A missile with a sensor will not look for new targets until the original target contact is lost, in which case it will continue to fly toward the last known location while in search mode. It will engage any enemy contact it can find. If it reaches that location without finding a new target, it self-destructs.<br />
<br />
A missile with active sensors will attack the largest target it can detect, one with thermal sensors will attack the strongest thermal signature and a missile with EM sensors will attack the strongest EM source, which tends to be ship with the strongest shields.<br />
<br>''(this needs to be verified, though)''<br />
<br />
''Note: each missile, sensors or not, gets only one attack roll to see if it hits the target. Missiles never turn around for a second attack. If the roll fails, they self-destruct.''<br />
<br />
Since detection only happens every five seconds and most ships travel at least 20-30,000km in that time, low-tech or low-powered sensors will hardly ever detect anything.<br />
<br />
==Two-staged Missiles, Drones & Buoys==<br />
''"Drone" is a general term for a missile with a less powerful but fuel-efficient engine. A "buoy" is a missile without an engine.''<br />
<br />
A two-stage missile contains one or more smaller missiles (the second stage) that are launched when either:<br />
* the first stage reaches its target, or <br />
* the first stage comes within a predefined distance of the target. That's the Separation Range set during design of the first stage.<br />
<br />
The second stage has to be researched by your scientists before you can select it in the menu.<br />
<br />
There is no limit to the number of stages. You can design a three-stage missile by adding your two-stage missile as a second stage to a new missile, and so on.<br />
<br />
===Drones===<br />
A drone is generally a type of missile with a fuel-efficient, but slow engine and no agility. It is designed for great range and can be used as sensor platform or as as very long-ranged missiles with terrible to-hit chances, or to carry submunitions (fast and small missiles for the final attack run).<br />
<br />
====Long range Anti Ship Drone====<br />
Since drones usually have fuel-efficient engines, they can have ranges exceeding 1 billion kilometers while the average missile sits around 50-100 million. The downside to using them like this is that their hit chance is very low due to low speed and perhaps low agility. Also, it might be difficult detecting targets at that range.<br />
<br />
====Submunitions (MIRV) Drone====<br />
A drone that carries within it one or more smaller missiles that make up the second stage that, when near its target, will split off at much higher velocity to their final target. You select the distance from the target when the second stage (the submunitions) will separate when designing the first stage. The second stage inherits the first stage's target. Sensors are optional, as with normal missiles.<br />
<br />
See the example ''Submunitions (MIRV) Drone'' below.<br />
<br />
===Buoy===<br />
A Buoy is a missile without an engine. It can be used as a mine, early-warning sensor or a geosurvey-probe.<br />
<br />
====Mine====<br />
Mines are very cost-effective two-stage weapons for jump-point defense without dedication of ships. The first stage is a buoy with a sensor and releases its payload of one or more missiles when an enemy is detected within the separation range setting.<br />
<br />
To deploy mines, create a waypoint (usually at a jump point) and move your ship there, then use the Fire Missiles button on the Task Group screen, or set a waypoint and use the Combat interface to fire at the waypoint when your ship is on it.<br />
<br />
====Sensor buoy====<br />
Sensor buoys, having just a sensor and a reactor, are good if you want a look at a system to see if there is any activity without risking a ship. Just put a waypoint on the jump point, drop one of these on the waypoint and go back home while this tells you everything that is occurring in the area.<br />
<br />
==Examples==<br />
All these use early-game Ion Drive engine tech:<br />
<br />
====Offensive Missiles====<br />
;Swarm missile<br />
Missile Size: 1 MSP (0.05 HS) Warhead: 2 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 18000 km/s Engine Endurance: 63 minutes Range: 68.5m km<br />
Chance to Hit: 1k km/s 180% 3k km/s 60% 5k km/s 36% 10k km/s 18%<br />
These can overwhelm the target's point defense through sheer numbers, but individual damage is low.<br />
<br />
;High damage, medium range<br />
Missile Size: 3 MSP (0.15 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 12<br />
Speed: 12000 km/s Engine Endurance: 51 minutes Range: 36.6m km<br />
Chance to Hit: 1k km/s 144% 3k km/s 48% 5k km/s 28.8% 10k km/s 14.4%<br />
<br />
;Fast, medium range<br />
Missile Size: 3 MSP (0.15 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 12<br />
Speed: 24000 km/s Engine Endurance: 25 minutes Range: 36.6m km<br />
Chance to Hit: 1k km/s 288% 3k km/s 96% 5k km/s 57.6% 10k km/s 28.8%<br />
Note the difference in speed and therefore hit chances.<br />
<br />
;Active sensor, medium-long range ASM<br />
Missile Size: 6 MSP (0.3 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 14<br />
Speed: 12000 km/s Engine Endurance: 74 minutes Range: 52.9m km<br />
Active Sensor Strength: 0.98 Sensitivity Modifier: 80%<br />
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 780 000 km<br />
Chance to Hit: 1k km/s 168% 3k km/s 56% 5k km/s 33.6% 10k km/s 16.8%<br />
<br />
;Armored Torpedo<br />
Missile Size: 12 MSP (0.6 HS) Warhead: 16 Armour: 1 Manoeuvre Rating: 13<br />
Speed: 12000 km/s Engine Endurance: 134 minutes Range: 96.7m km<br />
Active Sensor Strength: 1.4 Sensitivity Modifier: 80%<br />
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 1 120 000 km<br />
Chance to Hit: 1k km/s 156% 3k km/s 52% 5k km/s 31.2% 10k km/s 15.6%<br />
A design by the Bigger-is-Better school of thought. Best used against stationary targets, like the broadside of a barn.<br />
<br />
;Questionable long-range Size 4 ASM<br />
Missile Size: 4 MSP (0.2 HS) Warhead: 5 Armour: 0 Manoeuvre Rating: 11<br />
Speed: 25000 km/s Engine Endurance: 6.3 hours Range: 567.3m km<br />
Chance to Hit: 1k km/s 275% 3k km/s 88% 5k km/s 55% 10k km/s 27.5%<br />
Range might be excessive, unless you have matching Active Sensors and firecontrols.<br />
<br />
===Point Defence Missile===<br />
Also see the [[Anti-Missile Tutorial|tutorial on missile defence]].<br />
<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed, agility and fuel. They should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics. PD Missiles need to be at least Strength 1 to destroy enemy missiles.<br />
<br />
;Badly designed Size 1 Anti-missile Missile<br />
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 28000 km/s Engine Endurance: 142 minutes Range: 237.8m km<br />
Chance to Hit: 1k km/s 280% 3k km/s 90% 5k km/s 56% 10k km/s 28%<br />
Very useful design if you can spot incoming missiles at 237 million km, which unfortunately you can't.<br />
<br />
===Submunitions (MIRV) Drone===<br />
A size-2 missile engine with low power but good fuel efficiency and 4 points of fuel. No warhead or agility are required. The second stage consists of six size-1 missiles with a range of 2.5m km, so that's what the Separation Range has been set to. The drone itself would be easy to shoot down, but the second stage missiles are (hopefully) released outside the enemy's missile defense range.<br><br />
Missile Size: 12 MSP (0.6 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 16000 km/s Engine Endurance: 190 minutes Range: 182.0m km<br />
Second Stage: Dagger Mk4 x6<br />
Second Stage Separation Range: 2,500,000 km<br />
Chance to Hit: 1k km/s 160% 3k km/s 50% 5k km/s 32% 10k km/s 16%<br />
<br />
===Mines===<br />
;Captor M41S50<br />
Missile Size: 50 MSP (2.5 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 0 km/s Engine Endurance: 0 minutes Range: 0.0m km<br />
Thermal Sensor Strength: 2.948 Detect Sig Strength 1000: 2 948 000 km<br />
Second Stage: Pilum M40S20 ASTMM x2<br />
Second Stage Separation Range: 3 000 000 km<br />
Overall Endurance: 35 minutes Overall Range: 23.1m km<br />
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%<br />
No engine, but a passive sensor and two Pilum submunitions that are released when a hostile contact comes into sensor range. Note that this mine would detect a contact of thermal strength 2000 at almost 6m km, but would not release the submunitions.<br />
<br />
;Pilum M40S20 ASTMM<br />
Missile Size: 20 MSP (1 HS) Warhead: 25 Armour: 1 Manoeuvre Rating: 11<br />
Speed: 10800 km/s Engine Endurance: 35 minutes Range: 22.7m km<br />
Active Sensor Strength: 4.62 Sensitivity Modifier: 80%<br />
Resolution: 150 Maximum Range vs 7500 ton object (or larger): 4 520 000 km<br />
Chance to Hit: 1k km/s 118.8% 3k km/s 33% 5k km/s 23.8% 10k km/s 11.9%<br />
This submunition's range is much higher than required - it can't see targets beyond its own sensor range.<br />
<br />
==Loading missiles==<br />
You can either use the Load Ordnance command, which loads the standard loadout for the type, as defined in the ship design window (unlike other design parameters, this can be changed after the ship type as been built). Or you can use the Ordnance tab in the Individual Unit window.<br />
<br />
===Loading missiles during battle===<br />
Transferring missiles between ships or a ship and the planetary depot happens instantaneously. That might be unrealistic but feel free to exploit it by reloading your warship's magazines during battle from other ships or a dedicated ammo transport (collier). Adding a collier to a task group has the advantage of adding a lot of ammo depth while keeping your warship's size down.<br />
<br />
==Destroying your own missiles==<br />
Note the second tab of the Ship Combat screen.<br />
<br />
==Missile series==<br />
Missiles can be organized into [[missile series]]. This feature allows a ship rearming in a depot to load another missile similar in size and role if no stock of the required missile is available. For example, your standard loadout for a Broadsword destroyer is 25 Long Lance Mk4 missiles. If only 8 are available at the depot, the game will automatically try to load other missiles from the same series, so you might end up with 8x Long Lance Mk4, 13x Long Lance Mk3 and 2x Long Lance Mk5, because they all belong to the Long Lance series and perform a similar role.<br />
<br />
== Missile Design Spreadsheet ==<br />
There are a couple of very useful on-line spreadsheets available for calculating optimal missile configurations.<br />
<br />
'''As with any Internet source... ''Caveat Emptor''''' <br />
<br />
* [https://docs.google.com/spreadsheets/d/1TaQzsOn18ur8YfR8zLCuvHdx9ptJRvyiaeX-1ug3HNE/edit?hl=en&authkey=CImjy-8G#gid=2 spreadsheet]<br />
* Missile design aid [https://docs.google.com/spreadsheets/d/1mQ3PJGxqgK4fvWSdjWkSPt3QebO2jLlcngxNFTiIdys/edit#gid=917907050 spreadsheet] or [http://romalarapps.elasticbeanstalk.com/aurora/AuroraMissileDesign.aspx App] by Romalar1<br />
<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Cloaking&diff=7358Cloaking2016-04-08T01:20:01Z<p>Zook: /* Example */</p>
<hr />
<div>A Cloaking Device will reduce enemy Active Search Sensor range against a ship equipped with it.<br />
<br />
See [[Cloaking Device]] for the component.<br />
<br />
Enemy passive sensors are not affected. Reduced thermal engine emissions and low EM emissions are therefore required to make a true stealth craft. Enemy fire controls are also unaffected - the device does not act as an [[ECM]].<br />
<br />
Similar to Jump Engines, the size of a Cloaking Device and its efficiency limit the total mass of the ship that the device can protect. There is a minimum size as well, so small ships cannot be protected.<br />
<br />
Cloaking Devices need a significant amount of research, and thus are later game technology. <br />
<br />
==Cloaking technology research==<br />
The first tech that can be researched is Cloaking Theory. It only unlocks the researchable fields of:<br />
* Cloaking Efficiency - determines the maximum allowed total mass of the ship per device HS. Higher levels allow larger ships for the same device size. Ranges from efficiency 3 to 15.<br />
* Cloaking Device Size - Minimum size of the device. Ranges from 25 HS to 2 HS.<br />
* Cloak Sensor Reduction - The actual reduction in enemy sensor range, as a percentage of total range. It ranges from 75% to 99.5%.<br />
<br />
==Example==<br />
'''Cloaking Device HS150-75%'''<br />
Max Ship Size: 150 (7500 tons)<br />
Cloak Size: 50 HS Efficiency: 3 Cloak HTK: 10<br />
Cost: 1250 Crew: 100<br />
Materials Required: 1250x Corbomite<br />
Development Cost for Project: 12500RP<br />
This low-tech cloaking device would reduce enemy active sensor range by 75% as long as the ship carrying it has a total mass of 7500 tons or less. Note the high research cost of the component. Also note that with an efficiency of 3, the device itself already has a mass of 2500 tons. An efficiency of 5 would allow reducing its size to 1500 tons.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Cloaking&diff=7357Cloaking2016-04-08T01:17:58Z<p>Zook: /* Example */</p>
<hr />
<div>A Cloaking Device will reduce enemy Active Search Sensor range against a ship equipped with it.<br />
<br />
See [[Cloaking Device]] for the component.<br />
<br />
Enemy passive sensors are not affected. Reduced thermal engine emissions and low EM emissions are therefore required to make a true stealth craft. Enemy fire controls are also unaffected - the device does not act as an [[ECM]].<br />
<br />
Similar to Jump Engines, the size of a Cloaking Device and its efficiency limit the total mass of the ship that the device can protect. There is a minimum size as well, so small ships cannot be protected.<br />
<br />
Cloaking Devices need a significant amount of research, and thus are later game technology. <br />
<br />
==Cloaking technology research==<br />
The first tech that can be researched is Cloaking Theory. It only unlocks the researchable fields of:<br />
* Cloaking Efficiency - determines the maximum allowed total mass of the ship per device HS. Higher levels allow larger ships for the same device size. Ranges from efficiency 3 to 15.<br />
* Cloaking Device Size - Minimum size of the device. Ranges from 25 HS to 2 HS.<br />
* Cloak Sensor Reduction - The actual reduction in enemy sensor range, as a percentage of total range. It ranges from 75% to 99.5%.<br />
<br />
==Example==<br />
'''Cloaking Device HS150-75%'''<br />
Max Ship Size: 150 (7500 tons)<br />
Cloak Size: 50 HS Efficiency: 3 Cloak HTK: 10<br />
Cost: 1250 Crew: 100<br />
Materials Required: 1250x Corbomite<br />
Development Cost for Project: 12500RP<br />
This low-tech cloaking device would reduce enemy active sensor range by 75% as long as the ship carrying it has a total mass of 7500 tons or less. Note the high research cost of the component. Also note that the device itself already has a mass of 2500 tons.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Cloaking&diff=7356Cloaking2016-04-08T01:17:29Z<p>Zook: /* Example */</p>
<hr />
<div>A Cloaking Device will reduce enemy Active Search Sensor range against a ship equipped with it.<br />
<br />
See [[Cloaking Device]] for the component.<br />
<br />
Enemy passive sensors are not affected. Reduced thermal engine emissions and low EM emissions are therefore required to make a true stealth craft. Enemy fire controls are also unaffected - the device does not act as an [[ECM]].<br />
<br />
Similar to Jump Engines, the size of a Cloaking Device and its efficiency limit the total mass of the ship that the device can protect. There is a minimum size as well, so small ships cannot be protected.<br />
<br />
Cloaking Devices need a significant amount of research, and thus are later game technology. <br />
<br />
==Cloaking technology research==<br />
The first tech that can be researched is Cloaking Theory. It only unlocks the researchable fields of:<br />
* Cloaking Efficiency - determines the maximum allowed total mass of the ship per device HS. Higher levels allow larger ships for the same device size. Ranges from efficiency 3 to 15.<br />
* Cloaking Device Size - Minimum size of the device. Ranges from 25 HS to 2 HS.<br />
* Cloak Sensor Reduction - The actual reduction in enemy sensor range, as a percentage of total range. It ranges from 75% to 99.5%.<br />
<br />
==Example==<br />
;Cloaking Device HS150-75%<br />
Max Ship Size: 150 (7500 tons)<br />
Cloak Size: 50 HS Efficiency: 3 Cloak HTK: 10<br />
Cost: 1250 Crew: 100<br />
Materials Required: 1250x Corbomite<br />
Development Cost for Project: 12500RP<br />
This low-tech cloaking device would reduce enemy active sensor range by 75% as long as the ship carrying it has a total mass of 7500 tons or less. Note the high research cost of the component. Also note that the device itself already has a mass of 2500 tons.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Cloaking&diff=7355Cloaking2016-04-08T01:16:39Z<p>Zook: </p>
<hr />
<div>A Cloaking Device will reduce enemy Active Search Sensor range against a ship equipped with it.<br />
<br />
See [[Cloaking Device]] for the component.<br />
<br />
Enemy passive sensors are not affected. Reduced thermal engine emissions and low EM emissions are therefore required to make a true stealth craft. Enemy fire controls are also unaffected - the device does not act as an [[ECM]].<br />
<br />
Similar to Jump Engines, the size of a Cloaking Device and its efficiency limit the total mass of the ship that the device can protect. There is a minimum size as well, so small ships cannot be protected.<br />
<br />
Cloaking Devices need a significant amount of research, and thus are later game technology. <br />
<br />
==Cloaking technology research==<br />
The first tech that can be researched is Cloaking Theory. It only unlocks the researchable fields of:<br />
* Cloaking Efficiency - determines the maximum allowed total mass of the ship per device HS. Higher levels allow larger ships for the same device size. Ranges from efficiency 3 to 15.<br />
* Cloaking Device Size - Minimum size of the device. Ranges from 25 HS to 2 HS.<br />
* Cloak Sensor Reduction - The actual reduction in enemy sensor range, as a percentage of total range. It ranges from 75% to 99.5%.<br />
<br />
==Example==<br />
;Cloaking Device: HS150-75%<br />
Max Ship Size: 150 (7500 tons)<br />
Cloak Size: 50 HS Efficiency: 3 Cloak HTK: 10<br />
Cost: 1250 Crew: 100<br />
Materials Required: 1250x Corbomite<br />
Development Cost for Project: 12500RP<br />
This low-tech cloaking device would reduce enemy active sensor range by 75% as long as the ship carrying it has a total mass of 7500 tons or less. Note the high research cost of the component. Also note that the device itself already has a mass of 2500 tons.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Cloaking_Device&diff=7354Cloaking Device2016-04-08T00:46:33Z<p>Zook: </p>
<hr />
<div>{{av}}<br />
This is about the ship component. Main article: [[Cloaking]].<br />
<br />
==Description==<br />
The Cloaking Device allows to reduce the sensor cross section of a ship. The maximum ship size for a Cloaking Device is given by<br />
<br />
Efficiency * Base Size<br />
<br />
The ship will be detected at the same range as a smaller ship.<br />
<br />
==Usage==<br />
Cloaking Devices are very useful for scout ships and survey craft to stay undetected. A cloak only protects against [[Active Sensor]]s, so reduced thermal engines and low EM emissions are needed to make a true stealth craft.<br />
<br />
Cloaking Devices need a significant amount of research, and thus are later game technology.<br />
<br />
==Components==<br />
===Cloaking Efficiency===<br />
{| border="1" class="wikitable" style="text-align: center;"<br />
|+ Cloaking Efficiency<br />
! Efficiency !! 3 !! 4 !! 5 !! 6 !! 8 !! 10 !! 12 !! 15 <br />
|-<br />
! RP cost<br />
|4,000||8,000||15,000||30,000||60,000||125,000||250,000||500,000<br />
|}<br />
<br />
<br />
===Cloaking Device Size===<br />
Cloaking Devices have a minimum size.<br />
{| border="1" class="wikitable" style="text-align: center;"<br />
|+ Cloaking Device Minimum Size<br />
! Size !! 2 !! 3 !! 4 !! 6 !! 8 !! 10 !! 12 !! 15 !! 20 !! 25<br />
|-<br />
! RP cost<br />
|500,000||250,000||125,000||60,000||30,000||15,000||8,000||4,000||2,000||1000<br />
|}<br />
<br />
<br />
===Cloak Sensor Reduction===<br />
{| border="1" class="wikitable" style="text-align: center;"<br />
|+ Cloak Sensor Reduction<br />
! Reduction (%) !! 75 !! 80 !! 85 !! 90 !! 93 !! 95 !! 97 !! 98 !! 99 !! 99.5<br />
|-<br />
! RP cost<br />
|4,000||8,000||15,000||30,000||60,000||120,000||250,000||500,000||1,000,000||2,000,000<br />
|}<br />
<br />
<br />
<br />
<br />
<br />
{{Components}}<br />
[[Category:Components]]<br />
[[Category:Designed Systems]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=ECM&diff=7353ECM2016-04-08T00:29:54Z<p>Zook: </p>
<hr />
<div>Enemy ships with ECM degrade the range of your Missile Fire Controls (but not Active Sensors) by 10% x ECM level. A Fire Control sensor with a range of 30m km targeting a ship with ECM-2 would have only a range of 24m km.<br />
<br />
Against Beam Fire Controls, 10% x ECM level is subtracted from the final hit chance.<br />
<br />
ECM works automatically and does not need to be activated. It protects only the ship it is mounted on, though. Effects do not add up - only one ECM per ship is effective, although you can install more.<br />
<br />
When targeting a ship with ECM you get notified about its strength.<br />
<br />
An ECM component cannot be designed. As soon as you have finished the research, you'll find a new component available in the ship design window.<br />
<br />
The effects of ECM can be offset by [[ECCM]].<br />
<br />
There is a research line that allows you to build Compact ECM systems that have the same effects but only a size of 1 HS (50 tons).<br />
<br />
Note that as soon as you have researched ECM technology, you can equip missiles with it as well. A maximum of one Missile Size Point (MSP) can be assigned to ECM and makes the missile harder to target for enemy defensive weapons.<br />
<br />
Researchable levels: 1-10<br />
<br />
Size: 3 HS (150 tons)<br />
<br />
{{components}}</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=ECCM&diff=7352ECCM2016-04-08T00:27:58Z<p>Zook: </p>
<hr />
<div>Electronic Counter-Counter-Measures. It offsets the effects of enemy [[ECM]] by 10% per level, e.g. an ECCM-1 would reduce the effect of an ECM-3 to 20% reduction in fire-control-range instead of 30%.<br />
<br />
Unlike ECM components, a ship can have multiple ECCMs. Each ECCM needs to be assigned to a specific fire control. A fire control can have only one ECCM assigned to it.<br />
<br />
Similar to [[ECM]], this component does not need to be designed. As soon as you have finished the research, you'll find a new component available in the ship design window.<br />
<br />
There is a research line that allows you to build Compact ECCM systems that have the same effects but only a size of 1 HS (50 tons).<br />
<br />
Researchable levels: 1-10<br />
<br />
Size: 3 HS (150 tons)<br />
<br />
{{components}}</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=ECCM&diff=7351ECCM2016-04-08T00:26:55Z<p>Zook: </p>
<hr />
<div>Electronic Counter-Counter-Measures. It offsets the effects of [[ECM]] by 10% per level, e.g. an ECCM-1 would reduce the effect of an ECM-3 to 20% reduction in fire-control-range instead of 30%.<br />
<br />
Unlike ECM components, a ship can have multiple ECCMs. Each ECCM needs to be assigned to a specific fire control. A fire control can have only one ECCM assigned to it.<br />
<br />
Similar to [[ECM]], this component does not need to be designed. As soon as you have finished the research, you'll find a new component available in the ship design window.<br />
<br />
There is a research line that allows you to build Compact ECCM systems that have the same effects but only a size of 1 HS (50 tons).<br />
<br />
Researchable levels: 1-10<br />
<br />
Size: 3 HS (150 tons)<br />
<br />
{{components}}</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7350VB6 Aurora:Index of Topics2016-04-08T00:23:29Z<p>Zook: /* Weapons and sensors */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Fire Control]]<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
* [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
* Missile [[Fire Control]]<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
* [[Cloaking]] - How not to be seen.<br />
* [[ECM]] and [[ECCM]] - How not to be hit.<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
** [[Titans]] - To be implemented in Aurora 7.2<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Missiles&diff=7349Missiles2016-04-07T23:58:13Z<p>Zook: /* Missile Warheads and Damage */</p>
<hr />
<div>[[File:571px-Vela Pulsar jet.jpg|thumb|The Vela Pulsar, very much resembling an exploding missile. Image by NASA/ESA]]<br />
A '''Missile''' is a small self-propelled projectile that contains an explosive warhead and/or a sensor. Missile warheads explode on impact, creating a triangular damage pattern in [[armor]].<br />
<br />
Mines, Drones and Buoys are just categories for specialized types of missiles.<br />
<br />
Missiles must be designed and researched, built by ordnance factories on a planet, loaded onto ships' [[Magazine|missile magazines]] and launched by [[Missile Launcher|missile launchers]]. They use fire controls of the firing ship for target acquisition. Having their own sensors allows them to acquire targets on their own.<br />
<br />
Missiles require missile launchers of an appropriate size to launch them, however missile launchers can launch smaller missiles than they were designed to accommodate, i.e. a size 5 missile launcher can launch size 1-5 missiles. Each launcher can store one mounted missile. All reloads have to be carried in missile magazines. Missiles cannot be transported in [[Cargo Hold]]s. Having dedicated ammo transports (colliers) can be quite useful, both in battle and to supply outposts with missiles and mines.<br />
<br />
Missiles cannot be used inside of [[Nebulae]].<br />
<br />
'''Warning: there is a glitch in the game that can prevent incoming missiles from being detected and fired upon by your automated defenses if you choose a long increment time in battle. It's safer to stick to increments of under a minute.'''<br />
<br />
----<br />
See the [[Anti-Missile Tutorial]] for an introduction to defending against missiles.<br />
<br />
==Your first missile designs==<br />
...will probably leave a lot to be desired. While players have different missile design philosophies, early-game technology doesn't allow you to build anything impressive. Just keep investing in engine technology (for that you have to research reactor tech first), engine power modifier, agility and warhead tech. Also make sure you understand missile damage - one strength-16 warhead hurts a lot more than two strength-8 ones.<br />
<br />
* Probably the most common mistake of new players is to make their missiles and ships too slow. Keep in mind that even early-game tech (ion engines) can allow warship speeds of 4000-5000 km/s and hit chances depend heavily on missile speed, so use an engine with maximum power modifier. Your missile should be a lot faster than the target. Which means that anti-missile missiles should be even faster.<br />
* The second most common mistake is to give them a much higher range than your active sensors or fire controls.<br />
* Don't bother with sensors on missiles before you get an idea of the distances involved. A sensor with a range of 10,000km might or might not do you any good.<br />
<br />
==Missiles and other systems==<br />
A successful missile system contains three components that need to work together:<br />
# a Missile <br />
# at least one Active Sensor that can see the target. The sensor doesn't have to be on the firing ship, not even in the same Task Group. If the missiles don't have sensors of their own, one Active Sensor needs to see the target continuously until missile impact.<br />
# at least one Fire Control directing the missile to the target. This has to be on the firing ship.<br />
<br/><br />
Range and resolution of sensors and fire controls should be matched to the missile. There's no harm in Active Sensors with the best range possible, but if missile or FC are mismatched, you're wasting tonnage, time and money.<br />
<br />
It follows that a ship armed with two different missile types (one anti-ship and one anti-missile) needs two different sets of sensors and fire controls, each having a different range and resolution.<br />
<br />
==ECM and ECCM==<br />
Enemy ships equipped with [[ECM]] degrade the range of your Fire Controls (but not Active Sensors) by 10% x ECM level. A Fire Control sensor with a range of 30m km trying to target a ship with ECM-2 would have only a range of 24m km. ECM is pretty common, so you might want to slightly overdesign your fire controls: If your missile has e.g. a range of 50m km, having a fire control with a range of 65m km means you can still target a ship with ECM-2 at maximum missile range.<br />
<br />
An [[ECCM]] assigned to a fire control offsets the effects of ECM by 10% per level.<br />
<br />
If you have researched ECM tech, you can also spend a maximum of 1 MSP on ECM in your missile designs, making them more difficult to shoot down.<br />
<br />
==Missile Warheads and Damage==<br />
<br />
[[File:DamageTemplate.png|thumb|right|Damage templates for missiles (left) and laser (right) strikes.]]<br />
Missiles create triangular holes in armor (also note the article on [[Armor]]). For example, a strength-4 warhead will apply the first three damage points to the first armor level before the fourth damages the second level (see diagram on the right). The most efficient warhead damage sizes for armor piercing are therefore square numbers: 4, 9, 16, 25, 36, etc., because that's the minimum amount you need to penetrate armor level 1,2,3,4,5 etc. Note the difference between strength-9 and strength-10 warheads in the diagram: the 9th point of damage will penetrate the deepest, the 10th point however will just scratch the first armor layer again.<br />
<br />
Only damage that gets through armor will damage internal ship components (see [[Internal Damage]]). A strength-25 warhead will penetrate four levels of undamaged armor and cause one point of internal damage. If the target has only three levels of armor, the same warhead causes four points of internal damage.<br />
<br />
Finally, [[Shock Damage]] to internal ship components can result from severe explosions, even if they don't penetrate the armor. The larger the explosion, the greater the chance of causing shock damage.<br />
<br />
Armor damage is permanent until repaired in a shipyard. Multiple weapon hits, even if non-penetrating, will slowly erode a ship's armor. Hit location (i.e. the armor column being hit) is randomly determined, though, so a large ship can potentially take a large number of non-penetrating hits before any damage gets through.<br />
<br />
For example, a 10,000-ton destroyer with only three armor layers will have 3 layers x 42 columns = 126 armor boxes. A 24,000-ton cruiser with six layers would have 6 x 72 = 432 armor boxes. Slowly grinding the armor away with small missiles requires a lot of hits, but large swarms of small missiles are harder to defend against. Large missiles with large warheads might require only a few hits on a target, but a good enemy [[Point defense]] might shoot them all down before they can do any damage. You have to experiment yourself and see what works best for you.<br />
<br />
===Laser warheads===<br />
''Note: this section requires some verification. Laser warheads were added a long time ago and rarely used. They might or might not work as intended.''<br />
<br />
==Missile Design==<br />
The Missile Design button is at the bottom of the Create Research Project window. Missile Engines are found in the normal Create Research Project dropdown, though.<br />
<br />
In the Missile Design window, you will have to experiment with fractions of whole numbers, e.g. 2.667 warhead size may result in exactly 16 damage points, 0.01 points may be enough fuel for your purposes etc.<br />
<br />
===Missile Size===<br />
One Missile Size Point (MSP, not to be confused with Maintenance Supply Points, also called MSP) equals 1/20 HS (Hull Spaces), or 2.5 tons.<br />
<br />
Missile size can be a fraction of whole numbers (e.g. a 1.25-size missile), but they can only be fired from a launcher with a size of the next whole number (e.g. a 1.25-size missile needs a size-2 launcher).<br />
<br />
The smallest size permitted in Aurora is 1. There appears to be no maximum size, but the largest launcher size is 100 and you can't launch without a launcher.<br />
<br />
Anti-missile missiles tend to be size 1 because they need to be fast and you need lots of them, while most anti-ship missiles tend to be between size 5 and 15.<br />
<br />
Missile size is always a trade-off between missile capabilities on the one hand and salvo size as well as magazine depth on the other. A size-12 missile is a lot more capable than a size-6, but your ship can carry only half as many, the launchers are twice as large and most importantly, if your fleet can launch only 20 in one salvo while the enemy fleet's point defense can reliably shoot down 30 missiles, your shots are wasted.<br />
<br />
Larger missiles can be spotted - and thus fires at by point defenses - at longer range than smaller ones, but there is a limit: missiles smaller than 6 MSP are treated as size 6 by sensors.<br />
<br />
===Missile Engines===<br />
Missile Engines have to be designed separately and researched before you can use them, and a single missile can have multiple engines (of the same type).<br />
The four elements of missile engine design are described below. <br />
<br />
'''Engine Technology''': Exactly as ship-based engines. For example, the Magneto-plasma Drive has a rating of 16 power per hull space, so a Magneto-plasma missile engine of 1 MSP would provide 16/20 = 0.8 power. <br />
<br />
'''Fuel Consumption''': The base fuel consumption of a missile engine is five litres per Engine Power Hour (which is one point of engine power for one hour) and can be improved through research. So a max size missile engine (5 MSP) with 4 power and a racial fuel consumption technology of 0.6 litres per engine power hour would use 12 litres per hour. This is higher than shipboard engines as missile engines are designed for single use and therefore long-term fuel efficiency is a low priority in their design. They are also solid-fuelled for easy storage, which is less fuel efficient than liquid-fuelled ship-based engines.<br />
<br />
'''Engine Size''': Missile engines can range in size from 0.1 MSP to 5 MSP. Smaller missile engines suffer a penalty to fuel consumption. For example, the following sizes of missile engine have the listed fuel consumption per Engine Power:<br />
<br />
5 MSP x1.00<br />
3 MSP x1.42<br />
1 MSP x3.00<br />
0.5 MSP x4.82<br />
0.1 MSP x14.47<br />
<br />
'''Power / Efficiency Modifiers''': Missile engines use the same principle as ship engines and use the same tech lines (Max Engine Power Modifier and Min Engine Power Modifier). However, the upper end of the range is doubled for missile engines. So if the Max Engine Power tech is x1.75, missile engines can use up to x3.50. The rationale is that these are designed for single use, unmanned craft and therefore have significantly different engineering requirements, such as no radiation shielding or maintenance access requirements. As with ship-based engines, increasing power has a significant effect on fuel efficiency and decreasing power can provide huge savings in fuel efficiency. As the missile modifier is double that of ships, power can be increased by up to six times normal and decreased to 10% of normal if you have the prerequisite techs. Each engine power modifier percentage is accompanied by a fuel consumption modifier, based on the formula Fuel Efficiency Modifier = Engine Power Modifier ^ 2.5<br />
<br />
For example, a 1 MSP missile engine with a x3.00 engine power modifier would have a x15.59 fuel consumption modifier for the engine power modifier and a x3.00 fuel consumption modifier (x3) for the size of the engine, which gives a total modifier of x46.77.<br />
<br />
A 0.5 MSP missile engine with a x5.00 engine power modifier would have a x55.90 fuel consumption modifier for the power modifier and a x4.82 fuel consumption modifier for the engine size. <br />
<br />
Here are the three examples of 1 MSP magneto-plasma drive missile engines, using x1 power, x3 power and x6 power, with a racial base fuel consumption of 0.6 Litres per Engine Power Hour<br />
<br />
;0.8 EP Magneto-plasma Drive<br />
Engine Power: 0.8 Fuel Use Per Hour: 7.2 Litres<br />
Fuel Consumption per Engine Power Hour: 9.006 Litres<br />
Engine Size: 1 MSP Cost: 0.2<br />
Development Cost for Project: 40RP<br />
<br />
;2.4 EP Magneto-plasma Drive<br />
Engine Power: 2.4 Fuel Use Per Hour: 336.92 Litres<br />
Fuel Consumption per Engine Power Hour: 140.385 Litres<br />
Engine Size: 1 MSP Cost: 0.6<br />
Development Cost for Project: 120RP<br />
<br />
;4.8 EP Magneto-plasma Drive<br />
Engine Power: 4.8 Fuel Use Per Hour: 3811.86 Litres<br />
Fuel Consumption per Engine Power Hour: 794.137 Litres<br />
Engine Size: 1 MSP Cost: 1.2<br />
Development Cost for Project: 240RP<br />
<br />
===Missile Agility===<br />
How maneuverable the missile is. Agility and speed determine hit chances. Agility Points per MSP can be increased through research.<br />
<br />
Play around with the Agility value and see how it affects hit chances. Begin with 0.2, then 0.4, 0.6, etc., until you see the numbers drop again. You'll find a maximum somewhere, after which additional agility makes the missile just heavier and lowers hit chances again. When you've found it, play with the second decimal, e.g. 0.42, 0.44, 0.46 etc., for optimization.<br />
<br />
===Range===<br />
As mentioned before, ranges of missile and fire controls should be in the same ballpark. You can try to plan ahead, though: If you know your next generation of grav sensors and therefore improved fire controls will be around in a few months and increase range by 50% for the same size, then you can give the missiles you design today that extra range.<br />
<br />
====Opening and closing shots====<br />
An opening missile shot is one where the target is moving away from your missile, opening the range. A closing shot is one where the target is closing the range instead. <br />
<br />
Imagine a missile with a range of 50m km and a speed of 15,000km/s. You fire a salvo at a target 40m km away which is running away from you at a speed of 5,000km/s. Your missiles will take 2666 seconds to reach the point ''where the target was when you fired''. Unfortunately, by then it is already 13.3m km further away; your salvo will run out of fuel and self-destruct. A fast missile moving at twice the speed would have reached the target instead.<br />
<br />
===Armor and ECM===<br />
These make it more difficult to destroy your missile. Only full armor points count (?). For ECM, see above.<br />
<br />
==Missiles and Sensors==<br />
The most simple missile designs have no sensors at all. They are guided to the target by the firing ships' fire control. If that fire control is destroyed or you lose the active sensor contact (usually because another salvo already destroyed the target), the missiles self-destruct. <br />
<br />
If you spend points on sensors, a small reactor to power them is automatically added. Missile reactors have unlimited endurance. The power requirement for any sensor is equal to its 20% of the sensor strength. So one missile size point (MSP = 1/20th of a HS) allocated to an EM Sensor using a base EM sensor strength of 8 would result in an EM sensor strength of 0.4 (8/20). This would require a reactor with a power output of 0.08 (0.4/5). The reactor space is allocated automatically (ship-based sensors do not require reactors as their needs can be met from the general power generation of the ship). On a per HS basis, passive sensors are much less powerful than active sensors at the same tech level, which means missiles will require less reactor space per MSP of passive sensors compared to active sensors. <br />
<br />
A missile with a sensor will not look for new targets until the original target contact is lost, in which case it will continue to fly toward the last known location while in search mode. It will engage any enemy contact it can find. If it reaches that location without finding a new target, it self-destructs.<br />
<br />
A missile with active sensors will attack the largest target it can detect, one with thermal sensors will attack the strongest thermal signature and a missile with EM sensors will attack the strongest EM source, which tends to be ship with the strongest shields.<br />
<br>''(this needs to be verified, though)''<br />
<br />
''Note: each missile, sensors or not, gets only one attack roll to see if it hits the target. Missiles never turn around for a second attack. If the roll fails, they self-destruct.''<br />
<br />
Since detection only happens every five seconds and most ships travel at least 20-30,000km in that time, low-tech or low-powered sensors will hardly ever detect anything.<br />
<br />
==Two-staged Missiles, Drones & Buoys==<br />
''"Drone" is a general term for a missile with a less powerful but fuel-efficient engine. A "buoy" is a missile without an engine.''<br />
<br />
A two-stage missile contains one or more smaller missiles (the second stage) that are launched when either:<br />
* the first stage reaches its target, or <br />
* the first stage comes within a predefined distance of the target. That's the Separation Range set during design of the first stage.<br />
<br />
The second stage has to be researched by your scientists before you can select it in the menu.<br />
<br />
There is no limit to the number of stages. You can design a three-stage missile by adding your two-stage missile as a second stage to a new missile, and so on.<br />
<br />
===Drones===<br />
A drone is generally a type of missile with a fuel-efficient, but slow engine and no agility. It is designed for great range and can be used as sensor platform or as as very long-ranged missiles with terrible to-hit chances, or to carry submunitions (fast and small missiles for the final attack run).<br />
<br />
====Long range Anti Ship Drone====<br />
Since drones usually have fuel-efficient engines, they can have ranges exceeding 1 billion kilometers while the average missile sits around 50-100 million. The downside to using them like this is that their hit chance is very low due to low speed and perhaps low agility. Also, it might be difficult detecting targets at that range.<br />
<br />
====Submunitions (MIRV) Drone====<br />
A drone that carries within it one or more smaller missiles that make up the second stage that, when near its target, will split off at much higher velocity to their final target. You select the distance from the target when the second stage (the submunitions) will separate when designing the first stage. The second stage inherits the first stage's target. Sensors are optional, as with normal missiles.<br />
<br />
See the example ''Submunitions (MIRV) Drone'' below.<br />
<br />
===Buoy===<br />
A Buoy is a missile without an engine. It can be used as a mine, early-warning sensor or a geosurvey-probe.<br />
<br />
====Mine====<br />
Mines are very cost-effective two-stage weapons for jump-point defense without dedication of ships. The first stage is a buoy with a sensor and releases its payload of one or more missiles when an enemy is detected within the separation range setting.<br />
<br />
To deploy mines, create a waypoint (usually at a jump point) and move your ship there, then use the Fire Missiles button on the Task Group screen, or set a waypoint and use the Combat interface to fire at the waypoint when your ship is on it.<br />
<br />
====Sensor buoy====<br />
Sensor buoys, having just a sensor and a reactor, are good if you want a look at a system to see if there is any activity without risking a ship. Just put a waypoint on the jump point, drop one of these on the waypoint and go back home while this tells you everything that is occurring in the area.<br />
<br />
==Examples==<br />
All these use early-game Ion Drive engine tech:<br />
<br />
====Offensive Missiles====<br />
;Swarm missile<br />
Missile Size: 1 MSP (0.05 HS) Warhead: 2 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 18000 km/s Engine Endurance: 63 minutes Range: 68.5m km<br />
Chance to Hit: 1k km/s 180% 3k km/s 60% 5k km/s 36% 10k km/s 18%<br />
These can overwhelm the target's point defense through sheer numbers, but individual damage is low.<br />
<br />
;High damage, medium range<br />
Missile Size: 3 MSP (0.15 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 12<br />
Speed: 12000 km/s Engine Endurance: 51 minutes Range: 36.6m km<br />
Chance to Hit: 1k km/s 144% 3k km/s 48% 5k km/s 28.8% 10k km/s 14.4%<br />
<br />
;Fast, medium range<br />
Missile Size: 3 MSP (0.15 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 12<br />
Speed: 24000 km/s Engine Endurance: 25 minutes Range: 36.6m km<br />
Chance to Hit: 1k km/s 288% 3k km/s 96% 5k km/s 57.6% 10k km/s 28.8%<br />
Note the difference in speed and therefore hit chances.<br />
<br />
;Active sensor, medium-long range ASM<br />
Missile Size: 6 MSP (0.3 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 14<br />
Speed: 12000 km/s Engine Endurance: 74 minutes Range: 52.9m km<br />
Active Sensor Strength: 0.98 Sensitivity Modifier: 80%<br />
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 780 000 km<br />
Chance to Hit: 1k km/s 168% 3k km/s 56% 5k km/s 33.6% 10k km/s 16.8%<br />
<br />
;Armored Torpedo<br />
Missile Size: 12 MSP (0.6 HS) Warhead: 16 Armour: 1 Manoeuvre Rating: 13<br />
Speed: 12000 km/s Engine Endurance: 134 minutes Range: 96.7m km<br />
Active Sensor Strength: 1.4 Sensitivity Modifier: 80%<br />
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 1 120 000 km<br />
Chance to Hit: 1k km/s 156% 3k km/s 52% 5k km/s 31.2% 10k km/s 15.6%<br />
A design by the Bigger-is-Better school of thought. Best used against stationary targets, like the broadside of a barn.<br />
<br />
;Questionable long-range Size 4 ASM<br />
Missile Size: 4 MSP (0.2 HS) Warhead: 5 Armour: 0 Manoeuvre Rating: 11<br />
Speed: 25000 km/s Engine Endurance: 6.3 hours Range: 567.3m km<br />
Chance to Hit: 1k km/s 275% 3k km/s 88% 5k km/s 55% 10k km/s 27.5%<br />
Range might be excessive, unless you have matching Active Sensors and firecontrols.<br />
<br />
===Point Defence Missile===<br />
Also see the [[Anti-Missile Tutorial|tutorial on missile defence]].<br />
<br />
A missile best designed with a 1 damage warhead, this missile should instead balance out speed, agility and fuel. They should also be at max size one, as any bigger is a waste of space and material unless an enemy is throwing size 50 missiles at you then situations may deem a change in tactics. PD Missiles need to be at least Strength 1 to destroy enemy missiles.<br />
<br />
;Badly designed Size 1 Anti-missile Missile<br />
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 28000 km/s Engine Endurance: 142 minutes Range: 237.8m km<br />
Chance to Hit: 1k km/s 280% 3k km/s 90% 5k km/s 56% 10k km/s 28%<br />
Very useful design if you can spot incoming missiles at 237 million km, which unfortunately you can't.<br />
<br />
===Submunitions (MIRV) Drone===<br />
A size-2 missile engine with low power but good fuel efficiency and 4 points of fuel. No warhead or agility are required. The second stage consists of six size-1 missiles with a range of 2.5m km, so that's what the Separation Range has been set to. The drone itself would be easy to shoot down, but the second stage missiles are (hopefully) released outside the enemy's missile defense range.<br><br />
Missile Size: 12 MSP (0.6 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 16000 km/s Engine Endurance: 190 minutes Range: 182.0m km<br />
Second Stage: Dagger Mk4 x6<br />
Second Stage Separation Range: 2,500,000 km<br />
Chance to Hit: 1k km/s 160% 3k km/s 50% 5k km/s 32% 10k km/s 16%<br />
<br />
===Mines===<br />
;Captor M41S50<br />
Missile Size: 50 MSP (2.5 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10<br />
Speed: 0 km/s Engine Endurance: 0 minutes Range: 0.0m km<br />
Thermal Sensor Strength: 2.948 Detect Sig Strength 1000: 2 948 000 km<br />
Second Stage: Pilum M40S20 ASTMM x2<br />
Second Stage Separation Range: 3 000 000 km<br />
Overall Endurance: 35 minutes Overall Range: 23.1m km<br />
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%<br />
No engine, but a passive sensor and two Pilum submunitions that are released when a hostile contact comes into sensor range. Note that this mine would detect a contact of thermal strength 2000 at almost 6m km, but would not release the submunitions.<br />
<br />
;Pilum M40S20 ASTMM<br />
Missile Size: 20 MSP (1 HS) Warhead: 25 Armour: 1 Manoeuvre Rating: 11<br />
Speed: 10800 km/s Engine Endurance: 35 minutes Range: 22.7m km<br />
Active Sensor Strength: 4.62 Sensitivity Modifier: 80%<br />
Resolution: 150 Maximum Range vs 7500 ton object (or larger): 4 520 000 km<br />
Chance to Hit: 1k km/s 118.8% 3k km/s 33% 5k km/s 23.8% 10k km/s 11.9%<br />
This submunition's range is much higher than required - it can't see targets beyond its own sensor range.<br />
<br />
==Loading missiles==<br />
You can either use the Load Ordnance command, which loads the standard loadout for the type, as defined in the ship design window (unlike other design parameters, this can be changed after the ship type as been built). Or you can use the Ordnance tab in the Individual Unit window.<br />
<br />
===Loading missiles during battle===<br />
Transferring missiles between ships or a ship and the planetary depot happens instantaneously. That might be unrealistic but feel free to exploit it by reloading your warship's magazines during battle from other ships or a dedicated ammo transport (collier). Adding a collier to a task group has the advantage of adding a lot of ammo depth while keeping your warship's size down.<br />
<br />
==Destroying your own missiles==<br />
Note the second tab of the Ship Combat screen.<br />
<br />
==Missile series==<br />
Missiles can be organized into [[missile series]]. This feature allows a ship rearming in a depot to load another missile similar in size and role if no stock of the required missile is available. For example, your standard loadout for a Broadsword destroyer is 25 Long Lance Mk4 missiles. If only 8 are available at the depot, the game will automatically try to load other missiles from the same series, so you might end up with 8x Long Lance Mk4, 13x Long Lance Mk3 and 2x Long Lance Mk5, because they all belong to the Long Lance series and perform a similar role.<br />
<br />
== Missile Design Spreadsheet ==<br />
There are a couple of very useful on-line spreadsheets available for calculating optimal missile configurations.<br />
<br />
'''As with any Internet source... ''Caveat Emptor''''' <br />
<br />
* [https://docs.google.com/spreadsheets/d/1TaQzsOn18ur8YfR8zLCuvHdx9ptJRvyiaeX-1ug3HNE/edit?hl=en&authkey=CImjy-8G#gid=2 spreadsheet]<br />
* Missile design aid [https://docs.google.com/spreadsheets/d/1mQ3PJGxqgK4fvWSdjWkSPt3QebO2jLlcngxNFTiIdys/edit#gid=917907050 spreadsheet] or [http://romalarapps.elasticbeanstalk.com/aurora/AuroraMissileDesign.aspx App] by Romalar1<br />
<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7348VB6 Aurora:Index of Topics2016-04-07T19:48:51Z<p>Zook: /* Weapons and sensors */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Fire Control]]<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
* [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
* [[Fire Control]]<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
* [[Cloaking]] - How not to be seen.<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
** [[Titans]] - To be implemented in Aurora 7.2<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7347VB6 Aurora:Index of Topics2016-04-07T14:42:56Z<p>Zook: /* Ground Forces */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
* [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Fire Control]]<br />
** [[Beam Fire Control]]<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
** [[Titans]] - To be implemented in Aurora 7.2<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7346VB6 Aurora:Index of Topics2016-04-07T14:38:26Z<p>Zook: /* Carriers and Fighters */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
* [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Fire Control]]<br />
** [[Beam Fire Control]]<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7345VB6 Aurora:Index of Topics2016-04-07T14:37:31Z<p>Zook: /* Fleet operations, organization and logistics */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
* [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Fire Control]]<br />
** [[Beam Fire Control]]<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
**** '''Tutorial:''' [http://aurora2.pentarch.org/index.php?topic=7615.msg79072#msg79072 Naval Organization Tutorial]<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Index_of_Topics&diff=7344VB6 Aurora:Index of Topics2016-04-07T14:35:41Z<p>Zook: /* Carriers and Fighters */</p>
<hr />
<div><br />
==General information==<br />
[[File:NH-Pluto-Atmosphere-20150810.jpg|thumb|300px|Night in space.<br>Image:NASA]]<br />
* [[Aurora]] - Where it comes from.<br />
** [[Release History]]<br />
** [[Download_%26_Install|Download]] and [[Add-on Software]]<br />
* [[Glossary]] - A list of all the abbr. used in A.<br />
* [[FAQ]] - Also some troubleshooting. Not complete, of course.<br />
* [[Requirements|System Requirements]]<br />
* [[Troubleshooting]]<br />
* [[Tips for beginners]]<br />
<br />
==Setting up a new game==<br />
* [[New Game]] - About the first screen you'll see in Aurora. <br />
** [[Government Types]]<br />
** [[Main Empire Theme]]<br />
** [[Create a custom race|Creating custom races]]<br />
** [[Disaster]] - Game option to make your life more miserable by making the sun slowly go berserk.<br />
** '''Tutorial: '''[[Quickstart for Beginners]]<br />
* [[Fast OB]] - If you want to start the game with a few goodies already built.<br />
** '''Tutorial:''' [[Fast OB Creation window and Basic Fleet Orders]]<br />
<br />
==Game concepts==<br />
* [[Time, Turns and Interrupts]]<br />
* [[Basic Sequence of Play]] - The order in which things happen.<br />
* [[SpaceMaster Mode]] - Originally meant as a set of referee tools, this lets you manipulate the game universe.<br />
* [[Game Slowdown]] - Why it happens and what you can do about it.<br />
<br />
==Game interface==<br />
* [[Interface]]<br />
* [[System Map]] - The complete reference. ''Tip: to measure distances, shift & left-click, then drag the cursor in the system map.''<br />
* [[System Information]] - All the astronomy in one place.<br />
** '''Tutorial''': [[Basics of the System Map]]<br />
* [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
* [[Event Updates|Event Log]] - Here you can access the complete game event log, filter message types, set message colours and other things.<br />
* [[Task Groups]]<br />
* [[Class Design]] - The ship design window.<br />
* [[Game interface]]<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Hotkeys]]<br />
<br />
==The galaxy==<br />
* The [[Galaxy]] - Information about stellar systems and system bodies (planets, moons, asteroids etc.).<br />
** [[Galactic Map]] - The map of all discovered systems and their jump point connections. ''Tip: Shift-click and drag the systems to the desired new position, then click SysPos and save that layout.''<br />
** [[System Information]] - All the astronomical data about a system.<br />
** [[Comet|Comets]]<br />
** [[Lagrange Point]] - How to get around using Lagrange Points near Super-Jovians.<br />
* [[Black Holes]] and [[Nebulae]]<br />
* [[Survey]] - How to find jump points and minerals.<br />
* [[Interstellar travel]] - About finding and using jump points.<br />
** [[Jump point]]<br />
** [[Jump Gate]]<br />
** [[Jump Tender]]<br />
<br />
==Alien races==<br />
* [[Races]]<br />
** [[Spoilers]] - Things you might prefer to discover yourself in the game.<br />
* [[Diplomacy]]<br />
* [[Espionage]]<br />
* [[Tactical Intelligence]]<br />
<br />
==Colonies and mining==<br />
[[file:Mars atmosphere 2.jpg|thumb|350px|Prime real estate opportunity. Some radiation tolerance required. Call 1-800-MARTIANHOMES today!<br>Image: NASA]]<br />
* [[Races]] and [[Species]]<br />
* [[Colony]]<br />
** [[Infrastructure]] - Housing for colonists. The amount required depends on how hostile the world is.<br />
*** [[Orbital Habitat Module|Orbital Habitat]] - Adds room for colonists in space stations.<br />
** '''[[Installations]]''' - Lots of things to build on a colony.<br />
** '''Tutorial:''' [[Colonization for Beginners]]<br />
** [[Political Status]]<br />
** [[Unrest]] - When the natives get restless.<br />
** The '''[[Population and Production]]''' window - Also known as the Economics window. From here you control research, industry, shipyards, ground troops and about everything else that isn't flying though space.<br />
*** [[Disassemble]] - Take apart salvaged components to re-engineer alien technology.<br />
** [[Production Overview]] window - A list of all industrial projects in your empire.<br />
* [[Terraforming]] - Home improvement on a global scale.<br />
* [[Sector Command]] - Installation that allows civilian leaders to apply their boni to multiple colonies.<br />
* [[Wealth]] - Your treasury.<br />
* [[Mining]] - General information.<br />
** [[Trans Newtonian Elements]] - What they are used for.<br />
*** [[Mineral Generation]] - Where they come from.<br />
** [[Survey]] - How to find them.<br />
** [[Geological Survey Report]] - All minerals you've found so far on one page.<br />
** [[Mass Driver]]s - Mineral transport was never easier.<br />
** [[Civilian mining complex]]<br />
** [[Sorium Harvester]] - How to get refined fuel from gas giants and super-jovians.<br />
<br />
{{Installations}}<br />
<br />
==Captains, bureaucrats and mad scientists==<br />
* [[Leaders]] - your naval and ground force officers, scientists and administrators. ''Tip: give all of them something to do to increase their skills faster.''<br />
** [[Teams]] - An overview.<br />
* [[Research]] - R&D: research new technology and develop systems you have designed.<br />
** A list of [[Technology]]<br />
** [[List of Research Costs]]<br />
<br />
==The civilian economy==<br />
* [[Commercial Shipping]] - Shipping lines, the emperor's little helpers.<br />
** [[Civilian contracts]] - Your civilians can transport installations for you (not minerals).<br />
* [[Civilian mining complex]] - Your civilians can dig up stuff for you.<br />
* [[Trade System]] - Things that generate taxes.<br />
<br />
==Ship design and shipbuilding==<br />
* [[Ship]] - An overview of the role various types play.<br />
** [[Class Design]] - Explains the Design window. Lots of useful information here.<br />
*** [[Ship Design Checklist]] - This is intended to help new players avoid the most common pitfalls in ship design.<br />
** [[Core components]] - Basic systems like cargo holds, fuel tanks etc.<br />
** [[Aurora Player Designed Systems|Player-designed components]]<br />
* [[Armour and Shields]] - General design principles.<br />
** [[Armor]]<br />
** [[Shields]]<br />
* '''Tutorial:''' [[Basic Beam Warship Tutorial]]<br />
* [[Missile Warships]]<br />
* '''Tutorial:''' [[Advanced Warship Tutorial]]<br />
* '''Tutorial:''' [[Basic Ship Creation]]<br />
* [[Shipyards]]<br />
** [[Shipyards and Shipbuilding]] - Comprehensive guide to what they do and how.<br />
* [[Planetary Defence Centre]] - Bunkers to house troops, hangars or weapons<br />
* [http://aurorawiki.pentarch.org/index.php?title=Category:Ship_Examples|] - Example Ships. Some of these might be from older versions of Aurora, but they'll give you an idea of what's possible.<br />
{{Components}}<br />
<br />
==Carriers and Fighters==<br />
* [[Fighters]] - Up to 500 tons of fun. ''Lovingly called Parasites in Aurora.''<br />
* [[Fast Attack Craft]] - Up to 1000 tons of fun.<br />
* [[Carrier]] - To put all the fun in.<br />
** [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial] - Naval organization for advanced players.<br />
<br />
==Weapons and sensors==<br />
* [[Beam Overview|Beam Weapons]] - Types of beam weapons and how they compare.<br />
** [[Beam Weapon Range]] - Table of weapon ranges for all tech levels.<br />
* [[CIWS]] - The last line of defense.<br />
* [[Missiles|Missiles, Drones and Buoys]] - How they work and how to design them.<br />
** '''Tutorial:''' [[Anti-Missile Tutorial]]<br />
* [[Sensors]] - Overview of active and passive sensors.<br />
** [[Active Sensors/Fire Control|Active Sensors/Missile Fire Control]]<br />
*** '''Tutorial:''' [[Active Sensor Design]]<br />
** [[EM Sensor]]<br />
** [[Thermal Sensors]]<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Fire Control]]<br />
** [[Beam Fire Control]]<br />
<br />
==Fleet operations, organization and logistics==<br />
* [[Fleet]]<br />
** [[Task Groups]] - The Task Groups window.<br />
*** [[Naval Organization]] - The Naval Organization tab can make your life easier.<br />
** [[Manual transfer of fuel, missiles and supplies]]<br />
* [[Modular fleet design]] - An approach to planning.<br />
* [[Ship Crew]] - Training and morale.<br />
* [[Ship Maintenance]]<br />
** [[Ship Maintenance Details]] - Also Damage Control<br />
* [[Ship repair]] - Repairing combat damage.<br />
* [[Salvage]] - Go green: recycle wrecks.<br />
* [[Transponders]] - And why you can ignore them.<br />
<br />
==Ship combat==<br />
[[File:440px-Iss030e015472 Edit.jpg|thumb|250px|Orbital bombardment of Earth commencing. You have failed.<br>Image: Dan Burbank/NASA]]<br />
* [[Combat Overview]]<br />
* [[Task Group Initiative]] - The order in which ships move.<br />
* [[Jump shock]] - A few seconds of sensor blindness after a jump.<br />
* [[Ship Combat]] - How to use the combat controls.<br />
* [[Point Defense]] - How not to be hit.<br />
* [[Cloaking]] - How not to be seen.<br />
* [[Armour and Shields]] - How not to be hurt.<br />
* [[Internal Damage]] - If the above didn't work.<br />
* [[Ramming]] - Considered irresponsible.<br />
<br />
==Ground Forces==<br />
* [[Ground forces]]<br />
* [[Ground Force Training Facility]]<br />
* [[Ground combat]] - Including boarding actions in space.</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Carrier&diff=7343Carrier2016-04-07T14:34:41Z<p>Zook: </p>
<hr />
<div>A carrier is a type of military [[ship]] with a [[Hangar deck]] or [[Boat Bays]]. A carrier can transport and deploy smaller vessels, up to its hangar capacity. These vessels are called Parasites in Aurora.<br />
<br />
See this [http://aurora2.pentarch.org/index.php?topic=7826.0 Advanced Carrier Operations Tutorial].<br />
<br />
==Carrier Design==<br />
Carriers can have any number of roles in a single ship. Carriers can be a fleet Point Defense and [[Fighters|Fighter]] intercept ship. Or they can have a single design mindset such as just for carrying fighters, interceptors or drop ships for planetary assaults. You could design a jump-capable "survey mothership", with hangars to carry small survey craft. Or a recon ship could carry small, stealthy sensor ships that travel ahead of the fleet.<br />
<br />
===Carrier Fleet Operations===<br />
Carriers require a fleet for support because they are just that, a carrier. They are meant to support and add range to a fleet operations while also gaining protection from the fleet from enemy ships that close range or launch missiles.<br />
<br />
You can build a fleet entirely based on carriers, or use them in a less offensive support role. However you do it, carriers are very important for a well rounded fleet and its operations.<br />
<br />
===Repair capability===<br />
Note that a carrier also functions as a shipyard for repair purposes, but the ship to be repaired has to fit into the hangar. That way you can even repair armor while in space.<br />
<br />
===Loading/Unloading Fighters onto Carrier===<br />
For carriers you build the mothership with hangars or boat bays. You can set their hangar loadout in the class design screen, but I haven't noticed that do anything yet, I may be doing it wrong. I mostly just use it to plan out how big to make the squadrons assigned to the carrier.<br />
<br />
Once you have your carrier designed and built, you can assign fighters to it. Either go into the ship screen and assign the fighters to the carrier one at a time from the first tab, top right. Remember to push the land button if you want them to land in the hangar immediately after you assign them, that of course only works if they are in the same spot at the carrier.<br />
<br />
Or you can do it the slightly less micromanagey way. Go to the Fighters screen (F7) and hit the "New" button at the bottom to create a new fighter squadron. They will be given a random name that you can change at the top if you wish. Then go to the reorganise squadrons tab and take ships from 'no squadron assignment' and move them into your squadron, hopefully remembering the capacity of the carrier you plan on assigning them to. After that you select the carrier you wish to assign them to, and if they are in the same location, hit 'recover' which will tell all the fighters in the squadron to land on the mothership. Then go back into the details tab to make sure their location is the same as their assigned ship. If so, you're golden. If not, something went wrong, either the squadron isn't in the same place as the mothership, or the mothership doesn't have enough capacity. Also, it's probably a good idea to keep different fighter classes in different squadrons. Fighter speed can vary a lot, making it inefficient to stick a slow fighter in with fast ones. Don't worry about having too many squadrons, a carrier can carry an unlimited number of squadrons, it's just the total number of ships that matter for capacity.<br />
<br />
The assigning from the ships screen is quicker to do. However, making a squadron has the advantage of automatically splitting the fighters off into a squadron task group when launched, which saves a lot of time in the long run. <br />
<br />
P.S. The downside of the squadron method is that it only works on fighters. If you want to add a larger ship to a hangar like a gunboat or a small destroyer, your only option is to do it from the ships screen.<br />
<br />
[[category:content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Nebulae&diff=7342Nebulae2016-04-07T14:21:13Z<p>Zook: </p>
<hr />
<div>[[File:Crab Nebula small.jpg|thumb|NASA:[https://en.wikipedia.org/wiki/Crab_Nebula Crab Nebula]]]<br />
'''Nebulae''' are clouds of gas and dust which form in interstellar space. A Nebula [[system]] poses challenges for ship combat: it prevents the use of [[shields]] and [[missiles]], disrupts [[sensors]] and increases fuel consumption.<br />
<br />
==Overview==<br />
These appear as a normal system, albeit with a paler background, and will have a single protostar at the centre. The protostar itself will be based on a main sequence star or red dwarf and will have a greater diameter and lower luminosity than its main sequence equivalent. Some protostars will be close to ignition, in which case they will be close to their eventual equivalent in terms of size and luminosity while others may be in the early stages of star formation and might be huge with a very low luminosity. The dust cloud surrounding each protostar (the Nebula) will extend for trillions of kilometers in all directions (if you are in the system you are in the Nebula) and will have a specific dust density, referred to as the Nebula Leve). For early protostars the dust density will be much higher than for those close to ignition.<br />
<br />
==Generation==<br />
Protostars will generally have a low number of orbital shells, certainly no more than six, over half of which will be asteroid belts, representing material that has not yet coalesced into planets. The rest will be chunks, gas giants and an occasional rare terrestrial size world. These system bodies will generally have more minerals at higher accessibility then normal.<br />
<br />
The Nebula Level will be generated as 1-5 and then a loop will begin where there is a 50% chance to either add D5 more levels or exit. So 50% of Nebulae will be 1D5 Nebulae, 25% will be 2D5, 12.5% will be 3D5, etc.<br />
<br />
When exploring from a Nebula system there is a 50% chance of the next system will also be a Nebula of the same dust density. This will create Nebulae spanning multiple star systems, making them a feature of a region of space rather than an occasional system.<br />
<br />
''Note: Nebulae system will only generate (automatically or manually) if the Known Stars (formerly called Real Stars) setting is toggled off in game setup.''<br />
<br />
==Effects==<br />
All Nebulae prevent the use of shields and missiles. Beyond that, the Nebula Level has several effects:<br />
<br />
* Max ship speed is 2500 / Nebula Level * Armour Thickness. For example, a ship with armour thickness 1 in a Level 5 Nebula, will have a maximum speed of 2500/5 * 1 = 500&nbsp;km/s. If the armour was thickness 2, the top speed would be 1000&nbsp;km/s. Note that missiles with armour still won't function in a Nebula as the armour is ablative and designed for use against lasers.<br />
<br />
* Passive Sensor strengths are divided by the Nebula Level. For example, a Strength-12 Thermal sensor in a Level 6 nebula would function like a Strength-2 Thermal Sensor<br />
<br />
* Active Sensor Ranges are divided by the Nebula Level. For example, an active sensor with a range of 30 million kilometers in a Level 10 Nebula, would have a range of 3 million kilometers.<br />
<br />
* The chance to hit for all beam fire control systems is divided by the Nebula Level. For example, if a fire control has a 60% chance to hit after all other factors have been considered, that will be reduced to 15% in a Level 4 Nebula or 5% in a level 12 Nebula. It's assumed that beam weapons are powerful enough to ignore the dust with little effect but getting their fire control to lock on the target is the tricky part.<br />
<br />
Fighting in Nebulae will be a case of trying to find your opponent, probably at close range, and then using your still powerful beam weapons with heavily degraded fire control against a shieldless target.<br />
<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Nebulae&diff=7341Nebulae2016-04-07T14:20:34Z<p>Zook: </p>
<hr />
<div>[[File:Crab Nebula small.jpg|thumb|NASA:[https://en.wikipedia.org/wiki/Crab_Nebula Crab Nebula]]]<br />
'''Nebulae''' are clouds of gas and dust which form in interstellar space. A Nebula [[system]] pose challenges for ship combat, it prevent the use of [[shields]] and [[missiles]], disrupt [[sensors]] and increase fuel consumption.<br />
<br />
==Overview==<br />
These appear as a normal system, albeit with a paler background, and will have a single protostar at the centre. The protostar itself will be based on a main sequence star or red dwarf and will have a greater diameter and lower luminosity than its main sequence equivalent. Some protostars will be close to ignition, in which case they will be close to their eventual equivalent in terms of size and luminosity while others may be in the early stages of star formation and might be huge with a very low luminosity. The dust cloud surrounding each protostar (the Nebula) will extend for trillions of kilometers in all directions (if you are in the system you are in the Nebula) and will have a specific dust density, referred to as the Nebula Leve). For early protostars the dust density will be much higher than for those close to ignition.<br />
<br />
==Generation==<br />
Protostars will generally have a low number of orbital shells, certainly no more than six, over half of which will be asteroid belts, representing material that has not yet coalesced into planets. The rest will be chunks, gas giants and an occasional rare terrestrial size world. These system bodies will generally have more minerals at higher accessibility then normal.<br />
<br />
The Nebula Level will be generated as 1-5 and then a loop will begin where there is a 50% chance to either add D5 more levels or exit. So 50% of Nebulae will be 1D5 Nebulae, 25% will be 2D5, 12.5% will be 3D5, etc.<br />
<br />
When exploring from a Nebula system there is a 50% chance of the next system will also be a Nebula of the same dust density. This will create Nebulae spanning multiple star systems, making them a feature of a region of space rather than an occasional system.<br />
<br />
''Note: Nebulae system will only generate (automatically or manually) if the Known Stars (formerly called Real Stars) setting is toggled off in game setup.''<br />
<br />
==Effects==<br />
All Nebulae prevent the use of shields and missiles. Beyond that, the Nebula Level has several effects:<br />
<br />
* Max ship speed is 2500 / Nebula Level * Armour Thickness. For example, a ship with armour thickness 1 in a Level 5 Nebula, will have a maximum speed of 2500/5 * 1 = 500&nbsp;km/s. If the armour was thickness 2, the top speed would be 1000&nbsp;km/s. Note that missiles with armour still won't function in a Nebula as the armour is ablative and designed for use against lasers.<br />
<br />
* Passive Sensor strengths are divided by the Nebula Level. For example, a Strength-12 Thermal sensor in a Level 6 nebula would function like a Strength-2 Thermal Sensor<br />
<br />
* Active Sensor Ranges are divided by the Nebula Level. For example, an active sensor with a range of 30 million kilometers in a Level 10 Nebula, would have a range of 3 million kilometers.<br />
<br />
* The chance to hit for all beam fire control systems is divided by the Nebula Level. For example, if a fire control has a 60% chance to hit after all other factors have been considered, that will be reduced to 15% in a Level 4 Nebula or 5% in a level 12 Nebula. It's assumed that beam weapons are powerful enough to ignore the dust with little effect but getting their fire control to lock on the target is the tricky part.<br />
<br />
Fighting in Nebulae will be a case of trying to find your opponent, probably at close range, and then using your still powerful beam weapons with heavily degraded fire control against a shieldless target.<br />
<br />
[[Category:Content]]</div>Zookhttp://aurorawiki.pentarch.org/index.php?title=Nebulae&diff=7340Nebulae2016-04-07T14:18:28Z<p>Zook: /* Effects */</p>
<hr />
<div>[[File:Crab Nebula small.jpg|thumb|NASA:[https://en.wikipedia.org/wiki/Crab_Nebula Crab Nebula]]]<br />
'''Nebulae''' are clouds of gas and dust which form in interstellar space. A Nebula [[system]] pose challenges for [[naval combat]], it prevent the use of [[shields]] and [[missiles]], disrupt [[sensors]] and increase fuel consumption.<br />
<br />
==Overview==<br />
These appear as a normal system, albeit with a paler background, and will have a single protostar at the centre. The protostar itself will be based on a main sequence star or red dwarf and will have a greater diameter and lower luminosity than its main sequence equivalent. Some protostars will be close to ignition, in which case they will be close to their eventual equivalent in terms of size and luminosity while others may be in the early stages of star formation and might be huge with a very low luminosity. The dust cloud surrounding each protostar (the Nebula) will extend for trillions of kilometers in all directions (if you are in the system you are in the Nebula) and will have a specific dust density, referred to as the Nebula Leve). For early protostars the dust density will be much higher than for those close to ignition.<br />
<br />
==Generation==<br />
Protostars will generally have a low number of orbital shells, certainly no more than six, over half of which will be asteroid belts, representing material that has not yet coalesced into planets. The rest will be chunks, gas giants and an occasional rare terrestrial size world. These system bodies will generally have more minerals at higher accessibility then normal.<br />
<br />
The Nebula Level will be generated as 1-5 and then a loop will begin where there is a 50% chance to either add D5 more levels or exit. So 50% of Nebulae will be 1D5 Nebulae, 25% will be 2D5, 12.5% will be 3D5, etc.<br />
<br />
When exploring from a Nebula system there is a 50% chance of the next system will also be a Nebula of the same dust density. This will create Nebulae spanning multiple star systems, making them a feature of a region of space rather than an occasional system.<br />
<br />
''Note: Nebulae system will only generate (automatically or manually) if the Known Stars (formerly called Real Stars) setting is toggled off in game setup.''<br />
<br />
==Effects==<br />
All Nebulae prevent the use of shields and missiles. Beyond that, the Nebula Level has several effects:<br />
<br />
* Max ship speed is 2500 / Nebula Level * Armour Thickness. For example, a ship with armour thickness 1 in a Level 5 Nebula, will have a maximum speed of 2500/5 * 1 = 500&nbsp;km/s. If the armour was thickness 2, the top speed would be 1000&nbsp;km/s. Note that missiles with armour still won't function in a Nebula as the armour is ablative and designed for use against lasers.<br />
<br />
* Passive Sensor strengths are divided by the Nebula Level. For example, a Strength-12 Thermal sensor in a Level 6 nebula would function like a Strength-2 Thermal Sensor<br />
<br />
* Active Sensor Ranges are divided by the Nebula Level. For example, an active sensor with a range of 30 million kilometers in a Level 10 Nebula, would have a range of 3 million kilometers.<br />
<br />
* The chance to hit for all beam fire control systems is divided by the Nebula Level. For example, if a fire control has a 60% chance to hit after all other factors have been considered, that will be reduced to 15% in a Level 4 Nebula or 5% in a level 12 Nebula. It's assumed that beam weapons are powerful enough to ignore the dust with little effect but getting their fire control to lock on the target is the tricky part.<br />
<br />
Fighting in Nebulae will be a case of trying to find your opponent, probably at close range, and then using your still powerful beam weapons with heavily degraded fire control against a shieldless target.<br />
<br />
[[Category:Content]]</div>Zook