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  • # [[Civilian Ships (TCErik)|Civilian Ships]] # [[Support Ships (TCErik)|Support Ships]]
    827 bytes (90 words) - 09:01, 13 August 2012
  • |group3 = [[Civilian ships]] ...ters]] {{·}} [[Colony ships]] {{·}} [[Luxury Liners]] {{·}} [[Construction Ships]]
    671 bytes (57 words) - 20:46, 13 August 2012
  • ...example, 65 maintenance facilities can support any number of ships, but no ships heavier than 13,000 tons. Ships being supported by maintenance facilities require a small mineral cost that
    1 KB (138 words) - 11:49, 16 February 2016
  • ...at isn't too different from modern seafaring vessels and their operations. Ships are organized in fleets, task forces and task groups. They need fuel, spare ...rs. A quarter of the leader bonus of the Task Force commander apply to all ships in the TF, as long as he's in the same system. See [[Naval Organization]].
    3 KB (476 words) - 18:40, 11 February 2016
  • A Jump tender is a [[ship]] capable of allowing other ships to transit out of the system through unstable [[jump point]]s. ...ared to same size military jump drive, while being unable to port military ships.
    2 KB (342 words) - 19:59, 12 February 2016
  • ...rry small survey craft. Or a recon ship could carry small, stealthy sensor ships that travel ahead of the fleet. ...a fleet operations while also gaining protection from the fleet from enemy ships that close range or launch missiles.
    4 KB (697 words) - 03:58, 12 April 2016
  • '''All Ships''' '''Updated Ships'''
    2 KB (351 words) - 02:17, 24 December 2019
  • ...[ship]]s to [[Interstellar travel|traverse]] jump points, as well as bring ships along with them. Jump drives make ships independent of jump gates, a necessity in exploration craft, as well as to
    5 KB (729 words) - 07:12, 5 December 2020
  • ...ransport of military vessels, reloading of box launchers and for repairing ships. With this in mind, a military ship still has normal maintenance requiremen ...hangar space and maintenance, or combine ships with commercial hangars and ships with maintenance modules to provide a logistics hub.
    7 KB (1,145 words) - 20:13, 14 January 2019
  • An issue in VB6 is that crew morale is checked for all ships, yet for many ships (anything that is not a military ship or doesn't mount survey sensors), the Therefore in C# Aurora, only ships for which morale is a potential issue will be checked for exceeding deploym
    10 KB (1,560 words) - 10:00, 14 January 2019
  • ...ayer Designed Systems|player designed components]]. After being designed, ships are produced at a [[Shipyards|shipyard]]. ...eir components, ships are broadly classed as either commercial or military ships. Most useful or high-powered equipment will earn a ship a military classif
    11 KB (1,751 words) - 03:59, 21 February 2016
  • ...s, preventing you from having to constantly refit and upgrade their parent ships to keep up with the tech level. * '''[[Bridge]]''': Provides command and control functionality to larger ships that are classed over 1000 tons.
    3 KB (496 words) - 19:55, 22 February 2016
  • ...es this component is a Surface-To-Orbit energy weapon, capable of engaging ships in space within weapon range of the planet on which the unit is based. The ...ormation in a support position, fighters on close air support missions, or ships in orbit. A later rules post will explain this function.
    11 KB (1,768 words) - 10:01, 28 January 2019
  • Player cargo ships can only pick up infrastructure if it is already on the colony; they have n Player cargo ships can only pick up infrastructure if it is already on the colony; they have n
    5 KB (732 words) - 22:18, 14 October 2023
  • ...rtant both for construction of new ships and for reinforcement of existing ships. The crew complement needed to operate each vessel is based on the total cr ...f a new crew is entirely conscripts, the ship will have zero grade points. Ships with a mixture of academy crewmen and conscripts will have a number of grad
    14 KB (2,403 words) - 02:17, 6 April 2016
  • * '''[[Infrastructure]]''' - Infrastructure is used by colonies to support population on bodies with low suitability. Primarily bio-domes with the nec ...ion. Supports 200 tons per facility. Consumes minerals to support military ships proportional to their build cost. See [[Ship Maintenance]].
    10 KB (1,434 words) - 23:30, 5 April 2016
  • * '''Sorium.''' Refined into Fuel, which is consumed by the engines to propel ships and missiles. Also used for construction of [[jump drive]]s and [[jump gate * '''Mercassium.''' Used for [[Research Lab|Research Facilities]], life support systems and tractor beams.
    5 KB (821 words) - 01:22, 7 April 2016
  • ...There didn't seem to be any point in having two types of AI for NPR colony ships and civilians, so they are all created in shipping lines. This is true for ...order) for unloading colonists (used by shipping lines, NPRs and your own ships if desired). The process is as follows:
    7 KB (1,220 words) - 19:59, 29 January 2019
  • ...val Organisation; Admin Commands, Fleets (VB6 Task Groups), Sub-Fleets and Ships. Every race starts with a single top level Admin Command (which can't be de ...nd Ships around as long as the above rules are followed. You can also drag ships and sub-fleets between different fleets as long as they are in the same phy
    14 KB (2,300 words) - 09:45, 14 January 2019
  • ...as they can afford the space to accommodate the specialists, while smaller ships have to make do with the commander handling everything (at half efficiency) ...the de facto fleet commander, but his reaction bonus will not affect other ships. The required rank for the ship commander of the ship with the flag bridge
    16 KB (2,563 words) - 12:18, 16 August 2022
  • ==Assignment of Ships to Populations== ...opulation, it is not always obvious it needs to be fixed. This can lead to ships sitting idle in orbit.
    39 KB (6,282 words) - 16:19, 18 January 2019
  • ...es the ship operate alone, or in a task force, and if yes, with what other ships? ...nent Research is not free, so you might be better with building additional ships of older designs.
    8 KB (1,349 words) - 11:13, 16 February 2016
  • ...port location and is organising accordingly. However, it is possible for a Support Formation to temporarily find itself moved into a Front-Line position, so t ...our field positions; '''front line attack''', '''front line defence''', '''support''' and '''rear echelon'''.
    52 KB (8,151 words) - 21:05, 12 August 2022
  • In VB6 Aurora, the maintenance facilities of a population, aided by ships in orbit with maintenance modules, have a maximum maintenance capacity meas ...e same location as a population. A Maintenance Location consisting only of ships with maintenance modules could be in deep space.
    13 KB (2,076 words) - 10:59, 17 February 2024
  • ...0% annual failure rate. This is actually acceptable in some cases for tiny ships such as fighters. For example, a 225 ton fighter with no engineering spaces ...r resistance to failure. This is to balance the effects of failure between ships that have a few large, expensive systems compared to many small, inexpensiv
    9 KB (1,532 words) - 01:35, 14 August 2012
  • Marines specialize in boarding and defending ships, double their attack and defense stats when they are in combat aboard a shi ...s 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 Troo
    17 KB (2,579 words) - 03:15, 8 April 2016
  • # Civilian colony ships will now take account of other colony ships when deciding on their destination - see below ...xactly the same formula as for a ship the same size as the turret. As with ships, larger turrets will require less material per weapon to provide a given le
    14 KB (2,240 words) - 11:59, 16 February 2016
  • ...x racial speed is a point defence fire control (some leeway here for older ships) ...nt (and will be used for NPR designs). For more bespoke and unusual player ships, some tweaking may be necessary.
    11 KB (1,706 words) - 15:24, 15 January 2019
  • There are severe limitation on ships with no armour: ...shown here supports a population of one million for a cost of 1145 BP. To support one million colonists with infrastructure on a colony cost 2.0 world with a
    9 KB (1,400 words) - 09:59, 14 January 2019
  • ...t of the window also shows what this officer achieved during their career: ships destroyed, systems discovered, etc. The "Story Character" checkbox marks th ...its importance. If it's on, the game will automatically assign officers to ships and ground force formations, based on their 'role' and officer priority (ad
    16 KB (2,340 words) - 15:54, 7 April 2024
  • | {{key|F6}} || Ships ...ws - Some windows are larger than 1280x800 pixels. If your screen does not support at least this resolution, you might not see the bottom part of some windows
    4 KB (638 words) - 20:42, 1 June 2016
  • ...ic presence on a world, some [[installations]] must be put in place. Cargo ships can be ordered to lift installations from another colony and drop them here ...ome other species and vice versa. The amount of infrastructure required to support the population is measure by [[colony cost]].
    8 KB (1,234 words) - 18:35, 2 April 2016
  • Ships move through the galaxy and if a ship or [[Task Group]] (which might consis ...his is mildly important for missile ships and absolutely critical for beam ships and missiles themselves: if you cannot close within range of your beam weap
    13 KB (2,234 words) - 23:52, 5 April 2016
  • ...ian Shipping Lines. When this is disabled, shipping lines will not produce ships. ...o avoid conventional starts building up multiple shipping lines before any ships are created.
    14 KB (2,180 words) - 17:58, 4 February 2019
  • ...es this component is a Surface-To-Orbit energy weapon, capable of engaging ships in space within weapon range of the planet on which the unit is based. The ...ormation in a support position, fighters on close air support missions, or ships in orbit. A later rules post will explain this function.
    31 KB (4,963 words) - 09:57, 18 January 2019
  • # It can only be used on worlds for which the gravity is too low to support a normal colony. In this case, the population lives beneath the surface of ...itat manning construction factories up to the point where the asteroid can support enough workers of its own to man construction factories. This makes it a su
    16 KB (2,613 words) - 11:53, 16 February 2016
  • ...ightforward. If you have any terraforming installations on a planet or any ships with terraforming modules in orbit, go to the '''Environment''' tab, select ...Cost''' ('''CC''') is a measure of the amount of infrastructure needed to support the population on a given celestial body. CC 0 means the body is perfectly
    8 KB (1,214 words) - 02:06, 21 March 2024
  • ...value to the hull designation, but it sure helps for keeping track of what ships do. You can use whatever designations you like, see [[Ship|Ship Roles]] for ...] deducted to build the ship and the amount of BP necessary to produce the ships at a [[shipyard]], which relates to the rate of construction. The raw mater
    21 KB (3,402 words) - 16:58, 3 April 2016
  • ...idea at the time :). For C# Aurora, missiles will use the same formula as ships for thermal signature: ...types, which is more realistic and consistent, provides a bonus to larger ships, makes the fuel portion of missile design more interesting (as fuel is not
    20 KB (3,204 words) - 15:14, 15 January 2019
  • There aren't many because in Aurora you not only have to design the ships, you have to design most of the components as well. Before we get into how ...engines or shields on a PDC, but for the moment we will only be designing ships so leave that dropdown alone.
    25 KB (4,197 words) - 03:30, 1 April 2016
  • ...ightforward. If you have any terraforming installations on a planet or any ships with terraforming modules in orbit, go to the Environment tab, select the g The colony cost measures the amount of [[Infrastructure]] required to support the population. The formula for required infrastructure is Population in mi
    18 KB (3,022 words) - 02:04, 21 March 2024
  • Part of the background in C# Aurora will be that large TN ships function only in space and cannot move any closer to planetary bodies than ...1200 BP). Spaceports and Cargo Shuttle Stations can service any number of ships simultaneously but they do not stack. In effect they count as a single Carg
    42 KB (6,662 words) - 12:34, 15 April 2019
  • ...ships which do not hold their own Cargo Shuttle Bays to load/unload cargo. Ships that need to transfer any type of cargo to and from a colony thus need a Ca One Cargo Shuttle Station can load/unload any number of ships that are docked at a colony. The transfer rate is 20 seconds for each point
    38 KB (5,656 words) - 03:00, 14 March 2024
  • This means you can create recreational ships (although I am sure the navy personnel would invent alternative description Civilian ships on trade runs will look for the shortest route in the same system, rather t
    62 KB (10,409 words) - 06:31, 15 August 2014
  • ...reserve maintenance supply level as part of the order. The fleet's supply ships will either unload supplies to bring the colony up to the reserve level or ...system map sidebar]]. Once activated, there will be no detection phase for ships and planets in that system until it is turned back on again. The reason for
    64 KB (10,767 words) - 03:21, 6 February 2016
  • |description= Armour is used for the hull of all ships. |description= Used by cargo ships, colony ships and troop ships to enable faster cargo loading or unloading. Increase in load speed is calc
    33 KB (3,959 words) - 15:45, 15 December 2019
  • ...of maintenance supplies at the colony. This stockpile is used to resupply ships running low on maintenance supplies ...ciency of the manufacturing sector. If sufficient workers are available to support all industrial installations, the efficiency will be 100%. If insufficient
    29 KB (4,487 words) - 03:35, 27 March 2016
  • ...damage in a short space of time and they don't need ammunition. Beam-armed ships can be deadly when waiting in ambush at a jump point. Every ship suffers se ...ew is 463 and Life Support is 250. Add a crew quarters to correct the life support problem. We'll have to keep an eye on this as we still have a few systems t
    38 KB (6,258 words) - 08:59, 8 February 2016