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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...')
 
(Revised the format of the page)
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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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'''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)
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'''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  
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*Fleets Move  
:- Fighter Groups Move  
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*Fighter Groups Move  
:- Fighter Groups Reload (remaining rearm time is reduced)  
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*Fighter Groups Reload (remaining rearm time is reduced)  
:- Monsters Move (including precursors)  
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*Monsters Move (including precursors)  
:- Missile Salvos move (including intercept, point blank point defence and damage allocation\planetary bombardment)  
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*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)  
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*Life pod Endurance Check (any lifepods that have exhausted their endurance are removed)  
:- Sensor Update (all sensors are checked for new contacts)  
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*Sensor Update (all sensors are checked for new contacts)  
End of Movement Sub-pulses  
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''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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*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  
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*Check Secondary Special Orders. (If a fleet still has no move orders, its secondary special orders are checked  
Ion Storms are updated  
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*Ion Storms are updated  
Damage Control takes place  
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*Damage Control takes place  
  
Fire Phase  
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'''Fire Phase'''
:- Weapons are recharged or reloaded  
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*Weapons are recharged or reloaded  
:- Shields are recharged  
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*Shields are recharged  
:- Point Defence in area mode is assigned targets  
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*Point Defence in area mode is assigned targets  
:- Ships fire weapons  
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*Ships fire weapons  
:- Planets launch missiles  
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*Planets launch missiles  
:- Fighters launch missiles  
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*Fighters launch missiles  
:- Combat results from energy weapons are applied  
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*Combat results from energy weapons are applied  
:- Monsters (including precursors) fire weapons. Damage is applied as each monster fires  
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*Monsters (including precursors) fire weapons. Damage is applied as each monster fires  
End of Fire Phase  
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''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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'''Construction Cycle:''' this only takes place within an increment if a sufficient number of seconds has passed since the last Construction Cycle.
 
   
 
   
:Worker Availability (The distribution of workers within all populations is checked and any shortages affect efficiency)
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*Worker Availability (The distribution of workers within all populations is checked and any shortages affect efficiency)
:Population Growth  
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*Population Growth  
:Orbital Motion  
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*Orbital Motion  
:Comet Motion  
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*Comet Motion  
:System Failure Check (maintenance check for ships)  
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*System Failure Check (maintenance check for ships)  
:Mining Production  
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*Mining Production  
:Harvester Production  
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*Harvester Production  
:Ordnance Production  
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*Ordnance Production  
:Fighter Production  
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*Fighter Production  
:Installation Construction  
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*Installation Construction  
:Fuel Production  
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*Fuel Production  
:Terraforming  
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*Terraforming  
:Shipbuilding  
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*Shipbuilding  
:Ground Unit Training  
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*Ground Unit Training  
:Research  
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*Research  
:Creation of Officers and Academy Graduates
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*Creation of Officers and Academy Graduates
:Crew Grade Increase (due to commander training)  
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*Crew Grade Increase (due to commander training)  
:Monster Shipbuilding  
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*Monster Shipbuilding  
:Ruins Check (for new tech and exploitation)
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*Ruins Check (for new tech and exploitation)
:Abandoned Installation Check (to see if any have been recovered by cybernetic teams)  
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*Abandoned Installation Check (to see if any have been recovered by cybernetic teams)  
:Radiation Reduction (including Dust)
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*Radiation Reduction (including Dust)
:Ground Combat  
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*Ground Combat  
:Complete Sensor Check  
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*Complete Sensor Check  
:Communication Check (for attempts to communicate)  
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*Communication Check (for attempts to communicate)  
:Reduce Negotiation Modifiers
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*Reduce Negotiation Modifiers
:Check for loss of Commanders in accidents
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*Check for loss of Commanders in accidents
:Check for Commander medical problems  
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*Check for Commander medical problems  
:Check for increases in Commander attributes due to experience  
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*Check for increases in Commander attributes due to experience  
:Check for Inactive Research Facilities
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*Check for Inactive Research Facilities
:Check for Low Fuel  
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*Check for Low Fuel  
:Check for New Ion Storms  
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*Check for New Ion Storms  
:Check for Ion Damage to Populations
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*Check for Ion Damage to Populations
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''End of Construction Cycle''
End of Construction Cycle  
 
 
 
Update Time
 
  
Update Economics, Events and System Map if loaded.
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*Update Time
 +
*Update Economics, Events and System Map if loaded.

Revision as of 05:11, 2 April 2011

Check Conditional Orders: if any conditions are met, immediately create the associated order at the top of the order list.

Movement Phase: this section repeats a number of times equal to the number of movement sub-pulses. This may just be one sub-pulse for the whole increment or many sub-pulses. If an event is generated during a sub-pulse, that becomes the last sub-pulse and the time for the increment is reduced accordingly.

  • Fleets Move
  • Fighter Groups Move
  • Fighter Groups Reload (remaining rearm time is reduced)
  • Monsters Move (including precursors)
  • Missile Salvos move (including intercept, point blank point defence and damage allocation\planetary bombardment)
  • Life pod Endurance Check (any lifepods that have exhausted their endurance are removed)
  • Sensor Update (all sensors are checked for new contacts)

End of Movement Sub-pulses

  • Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked
  • Check Secondary Special Orders. (If a fleet still has no move orders, its secondary special orders are checked
  • Ion Storms are updated
  • Damage Control takes place

Fire Phase

  • Weapons are recharged or reloaded
  • Shields are recharged
  • Point Defence in area mode is assigned targets
  • Ships fire weapons
  • Planets launch missiles
  • Fighters launch missiles
  • Combat results from energy weapons are applied
  • Monsters (including precursors) fire weapons. Damage is applied as each monster fires

End of Fire Phase

Construction Cycle: this only takes place within an increment if a sufficient number of seconds has passed since the last Construction Cycle.

  • Worker Availability (The distribution of workers within all populations is checked and any shortages affect efficiency)
  • Population Growth
  • Orbital Motion
  • Comet Motion
  • System Failure Check (maintenance check for ships)
  • Mining Production
  • Harvester Production
  • Ordnance Production
  • Fighter Production
  • Installation Construction
  • Fuel Production
  • Terraforming
  • Shipbuilding
  • Ground Unit Training
  • Research
  • Creation of Officers and Academy Graduates
  • Crew Grade Increase (due to commander training)
  • Monster Shipbuilding
  • Ruins Check (for new tech and exploitation)
  • Abandoned Installation Check (to see if any have been recovered by cybernetic teams)
  • Radiation Reduction (including Dust)
  • Ground Combat
  • Complete Sensor Check
  • Communication Check (for attempts to communicate)
  • Reduce Negotiation Modifiers
  • Check for loss of Commanders in accidents
  • Check for Commander medical problems
  • Check for increases in Commander attributes due to experience
  • Check for Inactive Research Facilities
  • Check for Low Fuel
  • Check for New Ion Storms
  • Check for Ion Damage to Populations

End of Construction Cycle

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