Jump to content

User contributions for Pedroig

A user with 297 edits. Account created on 11 March 2026.
Search for contributionsExpandCollapse
⧼contribs-top⧽
⧼contribs-date⧽
(newest | oldest) View (newer 50 | ) (20 | 50 | 100 | 250 | 500)

14 April 2026

  • 18:4418:44, 14 April 2026 diff hist +7,050 N Naval Overview Created page with "== Naval Organization == {{VersionIntro|1.0.0}} Instead of the Task Forces and Task Groups in VB6 Aurora, C# Aurora takes an approach similar to the optional functionality of the VB6 Naval Organisation tab, albeit with much easier and more flexible UI. There are four primary components of Naval 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 deleted but can be renamed..." current
  • 18:2118:21, 14 April 2026 diff hist +30,364 N Ground Forces Overview Created page with "==Unit Design Overview == {{VersionIntro|1.0.0}} Ground Forces and Ground Combat are undergoing a major expansion in C#. The VB6 Ground Unit becomes the '''Formation''' and the VB6 Ground Unit Type becomes the '''Formation Template'''. There are no longer fixed unit types or values; instead, Formations and Templates are created through a detailed design process at multiple levels, enabling simulation of a wide range of science‑fiction ground forces. The most gran..." current

13 April 2026

6 April 2026

  • 14:2414:24, 6 April 2026 diff hist +575 Research No edit summary current
  • 10:5310:53, 6 April 2026 diff hist −19 Main Page No edit summary current
  • 10:5210:52, 6 April 2026 diff hist −589 Research No edit summary
  • 10:1910:19, 6 April 2026 diff hist +15 Ancient races No edit summary current
  • 10:0610:06, 6 April 2026 diff hist +32,910 N User Interface Created page with "= User Interface = This page describes user interface options, controls, and quality-of-life features in Aurora C#, including tactical and galactic map behaviour, window management, and related UI tools. == Screen Resolution == {{VersionIntro|1.0.0}} C# Aurora requires a minimum screen resolution and uses mostly fixed-size windows, with only a few resizable map views. C# Aurora will launch with a minimum resolution of 1440 x 900.<br> The windows will not be re-sizeabl..." current
  • 09:4709:47, 6 April 2026 diff hist −2 Template:Key No edit summary current
  • 00:3300:33, 6 April 2026 diff hist +8,595 N Nomenclature Created page with "= Nomenclature = This page describes the naming systems used by Aurora 4X and how naming themes are used for systems, commanders, ships, and classes. Efficient nomenclature is vital for managing large empires, allowing players to distinguish between different fleet roles and galactic sectors at a glance. == Naming Themes == {{VersionIntro|1.0.0}} In the legacy VB6 version of Aurora, racial themes were rigid "all-in-one" packages. If you chose a "British" theme, you we..." current

5 April 2026

4 April 2026

  • 20:2120:21, 4 April 2026 diff hist +6,469 N Missile Research Created page with "= Missiles = == Missile == Missile technologies determine the performance of missile subsystems including guidance, warheads, ECM, retargeting, and special-purpose payloads. === Active Terminal Guidance === Improves missile terminal hit chance. {| class="wikitable" style="text-align:center;" ! Guidance Bonus || 15% || 20% || 25% || 32% || 40% || 50% || 60% |- ! RP Cost | 1,000 || 2,000 || 4,000 || 8,000 || 16,000 || 32,000 || 64,000 |} === Missile Warhead Strength ==..." current
  • 19:5219:52, 4 April 2026 diff hist +11,032 N Ground Research Created page with "= Ground Combat = == Ground Unit Capabilities == These technologies provide environmental and operational bonuses that modify how ground units perform on different worlds or in special situations. {| class="wikitable" style="text-align: center;" ! Technology !! RP Cost !! Description |- | Boarding Combat Capability || 2,500 || Allows infantry units to launch boarding attacks against enemy ships. |- | Desert Warfare Capability || 2,500 || Grants double hit chance on pla..." current
  • 19:3819:38, 4 April 2026 diff hist +33 Category:Research No edit summary current
  • 19:3519:35, 4 April 2026 diff hist +16,336 N Direct Fire Weapons Created page with "= Direct Fire Weapons = == Lasers == Lasers are direct‑fire energy weapons that use a focal lens to concentrate power into a damaging beam. Laser performance is determined by four primary technologies: focal size (damage and HS), wavelength (range retention), capacitor recharge rate (rate of fire), and reduced‑size modifications (compact but slower‑firing variants). === Laser Focal Size === Laser Focal Size determines the calibre of the laser. Larger focal sizes..." current
  • 18:5318:53, 4 April 2026 diff hist +104 Defensive Systems Cloaking Theory current
  • 18:5218:52, 4 April 2026 diff hist +540 Logistics No edit summary current
  • 18:4918:49, 4 April 2026 diff hist +30 Power and Propulsion No edit summary current
  • 18:4918:49, 4 April 2026 diff hist +19 Logistics No edit summary
  • 18:4818:48, 4 April 2026 diff hist +27 Defensive Systems No edit summary
  • 18:4818:48, 4 April 2026 diff hist +37 Construction and Production No edit summary current
  • 18:4818:48, 4 April 2026 diff hist +30 Biology and Genetics No edit summary current
  • 18:4618:46, 4 April 2026 diff hist +5,966 N Sensors and Control Systems Created page with "== Sensors == Sensors and Control Systems covers all technologies related to detecting, tracking, and identifying targets, surveying star systems, countering electronic interference, and managing ship command functions. These technologies improve situational awareness, targeting accuracy, electronic resilience, and overall fleet coordination. === Active Grav Sensors === Active sensor strength per hull space of the component. Provides the strength of the output pulse for..." current
  • 18:3318:33, 4 April 2026 diff hist +3 Category:Research No edit summary
  • 18:2418:24, 4 April 2026 diff hist +6,193 N Power and Propulsion Created page with "= Power and Propulsion = This field covers all technologies related to engines, reactors, jump drives, fuel efficiency, thrust modifiers, and other systems that determine how ships move, jump, and generate power. == Jump Drives == Commercial Jump Drives are larger, less efficient and cannot be used by ships with military engines. === Jump Point Theory === Precursor technology for the various jump drive technologies. {| class="wikitable" ! Tech !! Jump Point Theory |..."
  • 17:4417:44, 4 April 2026 diff hist +6,255 N Logistics Created page with "= Logistics = Logistics covers all technologies related to cargo handling, crew support, maintenance, refuelling, hangars, salvage, and transport systems. These technologies determine how efficiently ships can move goods, support crews, refuel, repair, and operate over long deployments. == Cargo Handling == === Cargo Shuttle Capability === Used by ships and bases to load and unload cargo. {| class="wikitable" ! Type !! Conventional Shuttles !! TN Cargo Shuttles !! Im..."
  • 16:3316:33, 4 April 2026 diff hist +4,833 N Defensive Systems Created page with "= Defensive Systems = Defensive Systems covers all technologies related to ship survivability, including armour, shields, cloaking, thermal reduction, and damage control. These technologies determine how well a ship can avoid detection, absorb damage, repair itself, and mitigate incoming threats. == Damage Control == Damage Control systems allow ships to repair internal damage without requiring a shipyard. {| class="wikitable" ! Type !! Damage Control !! Improved Dama..."
(newest | oldest) View (newer 50 | ) (20 | 50 | 100 | 250 | 500)