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

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

Latest revision as of 23:08, 9 December 2021

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

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

End of Movement Sub-pulses

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

End of Fire Phase

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

End of Construction Cycle

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