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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

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