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VB6 Aurora:Basic Sequence of Play

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Revision as of 05:11, 2 April 2011 by Shadow (talk | contribs) (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.

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.