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Difference between revisions of "VB6 Aurora:Index of Topics"
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* 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. | * 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. | ||
* [[Races]] and [[Species]] | * [[Races]] and [[Species]] | ||
− | * [[Mining]] | + | * [[Terraforming]] - Home improvement on a global scale. |
+ | * [[Political Status]] | ||
+ | * [[Unrest]] - When the natives get restless. | ||
+ | * [[Mining]] - General information. | ||
** [[Trans Newtonian Elements]] - What they are used for. | ** [[Trans Newtonian Elements]] - What they are used for. | ||
** [[Mass Driver]]s - Mineral transport was never easier. | ** [[Mass Driver]]s - Mineral transport was never easier. | ||
** [[Asteroid mining]] - Plundering the belt. | ** [[Asteroid mining]] - Plundering the belt. | ||
** [[Sorium Harvester]] - How to get fuel from gas giants and super-jovians. | ** [[Sorium Harvester]] - How to get fuel from gas giants and super-jovians. | ||
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==Captains, spies and mad scientists== | ==Captains, spies and mad scientists== |
Revision as of 01:31, 2 April 2016
(This page is a work in progress)
Setting up a new game
- New Game
- Disaster - Game option to make your life more miserable.
- Fast OB - If you want to start the game with a few goodies already built.
Game concepts
- Aurora - Where it comes from.
- Time, Turns and Interrupts
- Basic Sequence of Play - The order in which things happen.
- SpaceMaster Mode - Originally meant as a set of referee tools, this lets you manipulate the game universe.
- Game Slowdown - Why it happens and what you can do about it.
Game interface
- Interface
- Basics of the System Map
- Game interface
- Galactic Map - The map of all discovered systems and their jump point connections.
- Ship Combat - How to use the combat controls.
- Hotkeys
The galaxy
- The Galaxy
- Survey - How to find jump points and minerals
- Interstellar travel - How to get around.
- Intra-system Jumps - How to get around using Lagrange Points near gas giants.
- Black Holes and Nebulae
Colonies and mining
- Colony
- Installations - Lots of things to build on a colony.
- Tutorial: Colonization for Beginners
- 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.
- Races and Species
- Terraforming - Home improvement on a global scale.
- Political Status
- Unrest - When the natives get restless.
- Mining - General information.
- Trans Newtonian Elements - What they are used for.
- Mass Drivers - Mineral transport was never easier.
- Asteroid mining - Plundering the belt.
- Sorium Harvester - How to get fuel from gas giants and super-jovians.
Captains, spies and mad scientists
- Leaders - your naval and ground force officers, scientists and administrators.
- Research - R&D: research new technology and develop systems you have designed.
- A list of Technology
- List of Research Costs
- Diplomacy
- Espionage
The civilian economy
- Commercial Shipping - Shipping lines, the emperor's little helpers.
- Civilian contracts - Your civilians can transport stuff for you.
- Civilian mining complex - Your civilians can dig up stuff for you.
- Trade System - Things that generate taxes.
- Wealth - Your treasury.
Ship design
- Ships
- Class Design
- Core components - Basic systems like cargo holds, fuel tanks etc.
- Player-designed systems
- Jump drive
- Engine
- Tutorial: Basic Beam Warship Tutorial
- Tutorial: Advanced Warship Tutorial
- Planetary Defence Centre - Bunkers to house troops, hangars or weapons
Carriers and Fighters
- Fighters - Up to 500 tons of fun.
- Fast Attack Craft - Up to 1000 tons of fun.
- Carrier - To put all the fun in.
Weapons and sensors
- Beam Weapons - Types of beam weapons and how they compare.
- Missiles, Drones and Buoys - How they work and how to design them.
- Tutorial: Anti-Missile Tutorial
- Sensors - Overview of active and passive sensors.
- Fire Control
Fleet operations, organization and logistics
- Fleet
- Ship Crew - Training and morale.
- Ship Maintenance
- Ship repair - Repairing combat damage.
- Salvage - Go green: recycle wrecks.
Ship combat
- Combat Overview
- Ship Combat - How to use the combat controls.
- Point Defense - How not to be hit.
- Cloaking - How not to be seen.
- Armour and Shields - How not to be hurt.
- Internal Damage - If the above didn't work.
Ground Forces
- Ground forces
- Ground combat - Including boarding actions in space.