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= 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-sizeable except for the Tactical Map and the Galactic Map and even in that case it is because those windows are intended to fill the whole screen.<br> The Class design window has a âWideâ option that takes it to about 1800 x 900.<br> == Tactical Map in Background == {{VersionIntro|1.0.0}} This option controls whether the Tactical Map window stays behind other windows after opening new UI panels from it. C# does not have a starting menu bar in the same way as VB6.<br> Instead, the Tactical Map is the main game window.<br> Once the Tactical Map is open however, both VB6 and C# have a similar issue. Assume you have the Tactical Map on maximised and you open the Economics window.<br> That window is now on top of the Tactical Map.<br> Now you click the button on the Tactical Map to open the Fleet Window.<br> While that is on top of the Tactical Map, the existing Economics window is now behind the Tactical Map because clicking on the button gave the tactical map focus and therefore precedence over the existing Economics window.<br> Which means if you want to see both Economics and Fleet at the same time you need to manually bring Fleet to the front (or move Economics to a second monitor before clicking the Fleet button). Therefore C# now has an option called âKeep Tactical in Backgroundâ.<br> While this is active, after pressing the toolbar button on the Tactical Map, the new window will open and then the Tactical Map will move to the background, leaving all other windows in front of it and the newly opened one on top. == Tactical Map Events == {{VersionIntro|1.12.0}} Events can be displayed directly on the Tactical Map, mirroring the Events window and allowing quick navigation to event locations.<br> When Events are active on the Tactical Map, the first line will show the date and increment length, as per the Events Window. This will be shown even if there is no event in the increment.<br> Events on the Tactical Map will display the same text and background colours as on the Events Window.<br> Double-clicking an event on the tactical map will centre on the event in the same way as on the Events Window. <!-- image --> == Linked Windows == {{VersionIntro|1.0.0}} The linked windows option synchronises the selected race across all open UI windows.<br> C# Aurora has a option to link all the open windows, so that when you change the current Race in one window, all the other windows change to the same race. == UI Display Improvements == {{VersionChanged|1.10.0}} Several UI display options and small quality-of-life behaviours were updated or fixed.<br> The display options âAll Windows Linked to Raceâ and âKeep Tactical in Backgroundâ will retain their status after save and reload.<br> Cancel Select Name is now working correctly.<br> The species environmental tolerances shown on the System View window have been added to the Environment tab of the Economics window.<br> The âHide CMCâ button on the Economics window will only hide colonies that have civilian mining complexes but do not have a population > 0 and do not have any other installations except tracking stations and mass drivers. == Tactical Map Popup Menu == {{VersionIntro|1.9.0}} Right-clicking the Tactical Map opens a context menu for nearby fleets, populations, and jump points, with shortcuts to relevant windows.<br> When you right-click on the tactical map, any fleets, population or jump points within a few pixels of where you click will appear in a list.<br> If you select a population, the Economics window will load with the population selected.<br> If you select a fleet, the Naval Organization window will load with the fleet selected.<br> If you select the jump point, which appears as the name of any destination system, the tactical map will change to that system. == Distance Measuring == {{VersionIntro|1.9.0}} A simple drag-line tool on the Tactical Map allows you to measure distances in kilometres.<br> To measure distances on the Tactical Map, hold down shift and drag a mouse.<br> A line will be displayed, along with the length of the line in kilometres.<br> While shift is held down, the start of the line will remain static, while the end of the line can be dragged around. == Cycle Previous Locations == {{VersionIntro|1.12.0}} The map keeps a history of centred locations, allowing you to cycle backward and forward through recent views.<br> In v1.12, Aurora keeps track every time the system map is centred.<br> This can be because you clicked on something, used the 'Centre On' options for fleets and mineral search or double-clicked an event related to the map.<br> The locations are tracked in the order in which they were selected.<br> You can use Alt-F11 and Alt-F12 to cycle back and forth through the list of all centred locations since the game was loaded. This works across all systems.<br> Every time you change locations in this way, the location you move to will be the 'current location'.<br> If the map is centred again for any reason other than cycling through the list, everything in the list after the 'current location' is lost and the new location is added after the 'current location'.<br> The new location will then become the current location.<br> This is to ensure the list stays relevant to your current activity and doesn't get too long to be useful. == Galactic Map Right-click Menu Update == {{VersionChanged|2.6.0}} The Galactic Map right-click menu gained options to open and centre the Tactical Map directly on selected systems and fleets.<br> Currently, right-clicking on a system on the Galactic Map allows you to select Fleets or Populations in that system and launch the Naval Organization or Economics windows respectively with the target item selected.<br> For v2.6, a menu item was added to open the Tactical Map for that system, plus separate menu items for each fleet to centre on them in the Tactical Map, rather than opening the Naval Organization window. == Save Button == {{VersionIntro|1.9.0}} Saving is performed manually via a Save button, with automatic rotation of backup database files.<br> C# Aurora doesnât continually update to disk in the same way as VB6 Aurora, which is one of the reasons why it is much faster. Instead, there is a Save Button.<br> When you click Save, the database prior to the save is copied to a new file called AuroraDBSaveBackup.db and then the AuroraDB file is updated with the current game.<br> The previous AuroraDBSaveBackup.db is copied to a file called AuroraDBPreviousSaveBackup.db, so you have automatic backups of your last two saves.<br> To restore a previous save, you need to delete AuroraDB.db and rename the backup file to AuroraDB.db.<br> If you close without saving then your game will revert to the last save.<br> Saving takes about thirty seconds. == Multiple Window Option == {{VersionChanged|1.9.0}} Toolbar buttons now reuse existing windows by default, with shift-click forcing additional instances for most window types.<br> Currently, a new window will open every time you click the appropriate button.<br> For v1.9, clicking the button will only open a window if none exist.<br> Otherwise, it will bring the current window to the front.<br> If you shift-click the button, it will open a new window regardless of how many are currently open.<br> The following windows may only ever have one instance open: Create Project, Missile Design, Turret Design.<br> The Medals Window is a dialog window so retains focus while it is open. == Assigned Mothership Display == {{VersionIntro|1.0.0}} Ship designs and fleet summaries now show the assigned mothership for survey craft to improve tracking in mothershipâparasite setups.<br> In playing a BSG campaign, it could be difficult to keep track of which mothership was the parent of each survey FAC.<br> Therefore, Assigned Mothership has been added as a field on the ship design display and assigned mothership name and fleet have been added to the summary at the top of the Fleet tab of the Naval Organization window. <!-- image --> <!-- image --> == Race Comparison Window == {{VersionIntro|1.0.0}} A simple, read-only comparison window provides a high-level overview of multiple player races.<br> C# has a comparison window that allows you to see a high level comparison between different Races.<br> It is simple and read-only, but useful for a high-level overview.<br> The window expands to the number of player races in the game.<br> Additional comparison information may be added over time. == Low G Habitable Worlds == {{VersionChanged|1.9.0}} A display checkbox was added to separate low-gravity habitable worlds from other habitable bodies.<br> A checkbox was added to separate out display of low G habitable worlds. == Survey Site List == {{VersionIntro|1.10.0}} A dedicated list of known ground survey sites is available on the Tactical Map to help manage large numbers of sites.<br> Given the number of potential ground survey sites, it could be difficult to keep track.<br> Therefore a new tab has been added to the tactical map that contains a list of current known sites. == Faster Save == {{VersionChanged|1.10.0}} Save performance was significantly improved by running the database save in a single transaction.<br> Changes were made to the Save code discussed in the Disappearing Ground Units thread.<br> This involves running the entire database save within a single transaction.<br> This has shortened the save time considerably.<br> A database containing multiple campaigns saved in less than five seconds, so save times in general should come down by a factor of at least 5x and probably more. == Hot Keys == {{VersionIntro|1.10.0}} A comprehensive set of function-key hotkeys was added for major windows, with Ctrl and Shift variants for secondary functions and extra windows.<br> The following hot keys have been added: {| class="wikitable" ! Normal ! Control |- | {{Key|F2}} Population Summary | {{Key|Ctrl+F2}} Events |- | {{Key|F3}} Commanders Window | {{Key|Ctrl+F3}} Medals |- | {{Key|F4}} Naval Organization | {{Key|Ctrl+F4}} Industry |- | {{Key|F5}} Class Design | {{Key|Ctrl+F5}} Research |- | {{Key|F6}} Diplomacy and Intelligence | {{Key|Ctrl+F6}} Mining |- | {{Key|F7}} Race Window | {{Key|Ctrl+F7}} Wealth |- | {{Key|F8}} Ground Forces | {{Key|Ctrl+F8}} View Technology |- | {{Key|F9}} System View | {{Key|Ctrl+F9}} Sectors |- | {{Key|F10}} Create Project | {{Key|Ctrl+F10}} Missile Design |- | {{Key|F11}} Galactic Map | {{Key|Ctrl+F11}} Turret Design |- | {{Key|F12}} Toggle Automated Turns | {{Key|Ctrl+F12}} SM Mode |} Holding Shift will function as it does when clicking a toolbar button and create a second window. So Ctrl+Shift+F4 will create a second Economics window open at the industry tab if one is already open. The hot keys will function in the following windows: Class Design, Commanders Window, Create Project, Diplomacy and Intelligence, Economics, Events, Galactic Map, Ground Forces, Medals, Minerals, Missile Design, Naval Organization, Race Comparison, Race Window, Sectors, System View, Tactical Map, Technology View, Turret Design. == Disassemble Refresh == {{VersionChanged|1.13.0}} Disassembling or scrapping components now refreshes event displays, keeping Tactical Map and Events windows up to date.<br> Using Disassemble or Scrap Component buttons on the Economics window will refresh the events window and the tactical map events list. == Paused Research Change == {{VersionChanged|1.13.0}} Paused research projects are now tracked per race instead of per population, simplifying management across colonies.<br> Paused research projects are held at the Race level, rather than by population. == Import and Export Event Colours == {{VersionIntro|1.13.0}} Event colour schemes can be imported from and exported to CSV files, allowing reuse across races and games.<br> You can import event colours on the Events Window by using the Import Colours button.<br> This requires a CSV file with three values per row: Event ID, Background Colour, and Text Colour.<br> The Event ID can be found in DIM_EventType.<br> The colours should be integers in the same format as FCT_EventColour.<br> When the file is imported, only the colours of Event Types referenced in the file will be added or updated.<br> Event Types that are not included in the imported file will retain any existing colours.<br> The Export Colours button allows you to export the event colours of the currently selected race.<br> The file can be used for subsequent import to a different race, including races in other games. == Minor Changes == {{VersionChanged|2.0.0}} A large set of small UI and gameplay adjustments were made to improve performance, consistency, and usability.<br> {{Spoiler|The ground construction code will check to see if anything should be moved from the queue to active tasks before the 5âday construction cycle commences.<br> To improve performance, fleet histories for NPRs and civilian shipping will be retained only for the last five years.<br> To improve performance, NPRs will not generate âOut of Fuelâ events. This is only for display purposes and will not affect NPRs reacting to low fuel.<br> Added SuperâHeavy Bombardment ground component.<br> Updated the rescue code so that the fleet ship that picks up a specific life pod is the first ship in a list ordered by Descending Available Cryogenic Capacity then Descending (Class Crew â Current Survivors).<br> Changed the class designation for autoâassignment so that cargo holds and ELINT are only checked very late in the process.<br> âAssume Fleet is JumpâCapableâ checkbox on Fleet window is now applied on a fleet basis, rather than as a general setting.<br> Added 10cm railguns as a point defence choice for NPR designs.<br> Bodies in Sol system will now start on a random bearing.<br> Added Race Intelligence Points to Intelligence Window.<br> Comets in Sol system will now start at a random distance.<br> There is a rare chance of encountering large or very large comets.<br> Added display of STO weapon ranges to the Tactical Map when the weapon range display option is selected.<br> Some Spoilers and NPRs (based on Xenophobia) will not bombard populations except when targeting STO units.<br> Maintenance Modules reduced in cost from 200 to 100 BP.<br> Added a Raise/Lower Shields button for Fleets.<br> Terraforming waterâvapour removal will no longer terminate early unless hydro extent is zero.<br> Ships in orbit of a conquered colony will only surrender if the population is at least ten million.<br> NPR ship designs may include reducedâsize launchers.<br> Estimated travel time displayed for mineral packets when a mass driver destination is selected.<br> Hull abbreviation for classes and ships shown in construction options on Shipyard and Industry tabs.<br> Spacebar can be used as a hot key for doubleâclick when adding or removing components from a class design.<br> Research time for queued projects now includes ancient construct bonuses.<br> Transport requirements for naval headquarters and spaceports halved to 10 and 40 cargo holds.<br> Removed the 50 starting research lab limit for NPRs.<br> Factoryâbuilt Fighters and Space Stations will use their class naming theme.<br> Ground force formations can be dragâdropped between bodies if SM mode is active.<br> Systems with a single star will no longer use ââAâ in names.<br> Wreck sizes will no longer be rounded down to nearest 50 tons.<br> Repair Yard build cost reduced from 2400 BP to 1200 BP.<br> Disassembling a component now informs you which tech gains points.<br> Added SMâonly Edit Wealth button to Wealth/Trade tab.<br> Removed star system name for moons/planets in second field of mineral search.<br> Automated Damage Control is now default for new ships.<br> Commanders window will no longer run commander search on open.<br> Automated tanker/harvester design sets minimum fuel level to 10%.<br> Added logistics units to Rakhas infantry and armour formations.<br> Shield regeneration moved to before movement phase.<br> Creating a shipyard task removes existing movement orders for the target fleet.<br> Gauss turrets moved to Missiles and Kinetic research.}} == Events for All Player Races on Tactical Map == {{VersionIntro|2.0.0}} A Tactical Map display option in SM Mode allows viewing events for all player races.<br> A new display option on the Tactical Map that appears in SM Mode allows you to see events for all player races.<br> This is identical to the same function on the Events window.<br> An additional column showing the race is displayed when this option is active. == Single Orbit View == {{VersionIntro|2.0.0}} A Tactical Map option displays the orbit of a clicked system body even when orbital paths are normally hidden. A new display option entitled âSelected Orbitâ has been added to the Tactical Map.<br> If this option is active and you click on a system body, the orbit of that system body will be displayed even if the selected type of body does not have orbital paths displayed. == Largest Planet Selected == {{VersionIntro|2.0.0}} Clicking near multiple bodies now selects the highestâmass planet within 5 pixels.<br> When you click on the map and multiple bodies could be selected, the highest mass planet within a 5âpixel radius will be selected.<br> This ensures zoomedâout clicks select planets rather than moons. == Galactic Map Restricted Distance == {{VersionIntro|2.0.0}} A new distanceâdisplay option ignores militaryârestricted jump points when calculating distances.<br> A new âDistance From Selected System (Restricted)â checkbox has been added to the Galactic Map.<br> This functions like the normal distance option but ignores militaryârestricted jump points. == v2.0.2 Minor Change == {{VersionChanged|2.0.2}} A small UI update expanded bodyâmodification options.<br> Updated Modify Body window to allow changes to eccentricity for planets, asteroids and comets. == v2.1.0 Minor Changes == {{VersionChanged|2.1.0}} A new class naming theme was added.<br> Added a new class naming theme that names every ship after the class without a numeric suffix (DB). == v2.1.1 Minor Changes == {{VersionChanged|2.1.1}} Several UI and gameplay adjustments were made to improve consistency and behaviour.<br> Changed Swarm fleet sizes to have a wider range and be less timeâdependent.<br> Commanders of STO formations now track ship kills and can earn medals.<br> Ground Forces officers may have tactical bonuses at half the naval officer rate.<br> Ships in Training Commands can enter overhaul without leaving the command.<br> Default starting population for player races increased to one billion.<br> Raiders will only generate additional ships after the systemâcount trigger is reached. == v2.2.0 Minor Changes == {{VersionChanged|2.2.0}} A large set of UI and gameplay improvements were added across multiple windows and systems.<br> {{Spoiler|Added a new Galactic Map distance display option showing realâspace lightâyear distances.<br> Terraforming Installations changed to 50,000 cargo points.<br> Shield Recharge moved after movement in sequence of play.<br> Logistics Module increased to 1000 GSP and restricted to light vehicles.<br> Railguns with <4 shots have max recharge rate: Capacitor Tech Ă (Shots / 4).<br> Ground Force Training Tasks now roll over unused production to next queue item.<br> Ground unit cost rounded to 3 decimal places.<br> âUse Romanâ checkbox remembers state.<br> Tech points from disassembly/download also apply to paused research at other populations.<br> Tech download/disassembly requires at least one functioning research facility.<br> Added Aether Rift display option to Galactic Map.<br> MSP production tech renamed to reflect BP.<br> Added wreck display options to Galactic Map.<br> Wrecks can be grouped like contacts.<br> Shipping lines stop building small ships after 10 ships; only very large after 20.<br> Ground units for loading now show type abbreviation and hierarchy.<br> GU/Stockpile tab shows disassemblable components in green.<br> Fleet History tab now shows newest orders first.<br> Added annual MSP consumption to Fleet window.<br> Civilian mining colonies require at least one shipyard.<br> Removed âminimalâ ground survey results.<br> Missile Agility removed; all missiles have manoeuvre rating 10.<br> Missile Engine minerals changed to 50/50 Gallicite/Boronide.<br> Weapon failures now occur during point defence fire.<br> Active Sensors and Missile Fire Controls split into separate research projects.<br> NPR hull sizes may be up to 3Ă larger.<br> NPR warships may use boosted engines.<br> Limited Research Administration increases scientistâgeneration chance.<br> Performance improvements.<br> Random Ruin option expanded to Random or Selected.<br> Autoârefit retains âUse Componentsâ setting.<br> AI fleets remember threats to avoid sensorârange oscillation.<br> New âTransit Delayâ event replaces some Transit Failures.<br> Recovered components add tech to Alien Class.<br> Spinal mount and particle lance tech can be recovered.<br> Hangarâbay launcher recycle rate increased by carrier operations bonus.<br> Colonization cost reduction tech moved to Biology.<br> STO BFC ranges capped at 1Ă/2Ă/3Ă tracking range if excessive.<br> All fuel storage components available from start.<br> Added 0.1âton fuel storage component (100 litres).<br> MSP Production tech moved to Logistics.}} == Priority Order == {{VersionChanged|2.2.0}} All priority systems were standardized so that 1 is always highest priority.<br> Priority order is now consistent across the game.<br> Zero or negative values are automatically stored as 1.<br> Default values for new items set to higher numbers (usually 5).<br> This applies to: * Population Importance * Naval Admin Command Importance * Ship Class Commander Priority * Ship Class Point Defence Protection Priority * Ship Class Refuel Priority * Ship Class Resupply Priority * Ship Class Maintenance Priority * Ship Refuel Priority * Ship Resupply Priority * Fire Control PD Priority == Limited Events On Load == {{VersionChanged|2.2.0}} To reduce memory usage, only the most recent 10,000 events are loaded when opening a game.<br> When a game loads, a maximum of 10,000 past events will be loaded.<br> Older events are deleted when the game is saved. == v2.2.1 Minor Changes == {{VersionChanged|2.2.1}} Several small UI improvements were added.<br> Added a Copy Temp button to Ground Combat window.<br> Renamed Copy + Update to âCopy + Upgradeâ.<br> Added a Missile Salvos tab to Naval Organization window with delete options. == v2.3.0 Minor Changes == {{VersionChanged|2.3.0}} Ground Geo Survey completion is now an interrupt event. == v2.4.0 Minor Changes == {{VersionChanged|2.4.0}} Multiple naming, research, and UI improvements were added.<br> Halved research cost of Active Terminal Guidance and fixed RP progression gap.<br> Updated Russian, Polish, and German Navy naming themes.<br> Auxiliary Control and Flag Bridge now starting systems for all starts.<br> Colonization Cost Reduction tech research cost halved.<br> System View and Galactic Map body colours/icons now reflect colonization cost reduction tech.<br> Ships â¤500 tons treated as having cargo shuttle bays for loading/unloading.<br> Heavy, SuperâHeavy, and UltraâHeavy Vehicle types now prerequisites for their armour types. == v2.5.0 Minor Changes == {{VersionChanged|2.5.0}} Added âCargo Bay â Shuttleâ (1 HS, 50 cargo points, 0.2 BP).<br> Added option to randomise Alien Class names. == v2.5.1 Minor Changes == {{VersionChanged|2.5.1}} Several UI and research adjustments were made.<br> âMatching Scientists Onlyâ checkbox defaults to checked.<br> Jump Drive HTK = floor(sqrt(HS)).<br> Minor redesign of Diplomacy window. == Highlighted Research Field == {{VersionChanged|2.5.1}} Matchingâscientist projects are highlighted in blue on the Research tab.<br> On the Research tab, when âMatching Scientists Onlyâ is selected, any existing projects with that specialisation are highlighted in blue. <!-- image --> == v2.6.0 Minor Changes == {{VersionChanged|2.6.0}} A large set of UI, research, and gameplay improvements were added.<br> {{Spoiler|Population requirement removed for Spaceports.<br> Removed crew requirement for maintenance storage bays.<br> Inactive shipyards only may be tractored.<br> Trade goods removed when a ship is transferred to another race.<br> NPR missileâfire coordination improved.<br> Terraforming installation counts shown on Environment tab.<br> Added âDelete Allâ button to Waypoints tab.<br> Alien Autopsy cost reduced from 5000 to 1000 RP.<br> Shortened tech system names to fit UI.<br> [N] suffix changed to prefix.<br> Added nonâinterrupt event for each ground unit unloaded.<br> Ground force templates now obsoleted instead of deleted.<br> Added option to use system naming theme in realâstars games.<br> Black hole systems now purple on Galactic Map.<br> Missile contacts grouped like ships.<br> AI missile allocation improved.<br> Jump point suffix changed from (JG) to (S).<br> Added blank line between shipyard types.<br> Added total fleet fuel and maintenance capacity to Race window.<br> Max missile size increased to 200 MSP.<br> Galactic Map distance uses shortest route in billions of km.<br> Tanker refuelling prioritizes highest relative fuel.<br> âNo Officersâ ship classes excluded from commander assignment.<br> Load Installations shows cargoâhold requirement.<br> Load Ground Units shows formation tonnage.<br> Ground combat summaries now per planet/ship.<br> Naval Admin treeview retains expansion state.<br> Doubleâclicking ship in Parent Class list selects it in Naval Org.<br> Only player populations reduce Aether Rift growth.<br> Research wealth cost modified by 1 / Species Research Speed.<br> NPRs analyse gifted formations and assign templates.<br> Added Clear Queue button to Ground Construction.<br> Added Collapse All button to Naval Organization.<br> Parasite/ordnance/troop lists show capacity remaining.<br> Added NonâCombat toggle for Ground Unit Classes.<br> Playerâdesigned component RP cost multiplied by research speed.<br> Shiftâdragging fleets makes dragged fleet a subâfleet.}} == Galactic Map Search == {{VersionIntro|2.6.0}} A search tool was added to centre the Galactic Map on a typed system name.<br> Added a âSystem Searchâ button to the Galactic Map.<br> Typing a system name and pressing Enter centres the map on the matching system.<br> Added âCentre on Selected Systemâ checkbox to Mineral Search window. == Galactic Map Sidebar Update == {{VersionChanged|2.6.0}} Jump point display colours and labels were updated for clarity.<br> Jump point dots now show orange for stable and red for nonâstable.<br> Jump point list shows (S) suffix for stable points. == Research Project Display Update == {{VersionChanged|2.6.0}} Two new readâonly display modes were added to the Research tab.<br> Population vs Empire view toggles between local and empireâwide projects.<br> Empireâwide projects at other populations show an (E) prefix.<br> Normal vs ProjectâOnly view toggles between full UI and a simplified readâonly list. == Scrap All Components == {{VersionIntro|2.6.0}} A new bulkâscrap option was added to simplify stockpile cleanup.<br> The Stockpile tab of the Economics window now has a Scrap All button.<br> This will scrap all components in the stockpile, with the usual wealth and mineral refunds, except for: * Components that are researched and not obsolete * Components that can be disassembled == Galactic Map Screenshot == {{VersionIntro|2.6.0}} A fullâmap screenshot tool was added to capture the entire Galactic Map in one image.<br> A new option creates a single screenshot of the entire Galactic Map, regardless of screen size.<br> Pressing the Screenshot button opens a dialog for filename and save location.<br> The resulting image is generated at full resolution. <!-- image --> <!-- image --> == Alien Race Territory Display == {{VersionIntro|2.6.0}} A new Flag Status dropdown shows territorial control and alien detection patterns.<br> A new option on the Galactic Map display tab called Flag Status includes: * Default View * Viewing race * All known alien races Selecting the viewing race removes alien flags and shows only the viewing race flag.<br> Selecting an alien race highlights all systems where that race has been detected via tactical intelligence.<br> This shows *detected* systems, not all systems the alien has explored.<br> Patrols, buoys, and other intel sources improve detection. <!-- image --> <!-- image --> <!-- image --> <!-- image --> <!-- image --> <!-- image --> == Galactic Map Current Contacts == {{VersionIntro|2.6.0}} Alien ship icons now appear on the Galactic Map for current contacts, with adjustable time filters.<br> The map displays alien ship icons wherever there is a current contact (including populations).<br> Radio buttons allow filtering by: * Less than one day * Less than one week * Less than one month Clicking a system and selecting the Contacts tab shows individual contacts.<br> The contact treeview retains open/closed state per race. <!-- image --> == Galactic Map Class/Admin Display == {{VersionIntro|2.6.0}} A new Icon Display tab filters ship icons by class and admin command.<br> The Galactic Map sidebar has a new Icon Display tab with:<br> * Class Icon checkbox + class dropdown * Admin Icon checkbox + admin command dropdown Behaviour: * Class Icon: show icons only for systems containing ships of the selected class * Admin Icon: show icons only for ships within the selected admin command hierarchy * Both: show icons only where both conditions are true This overrides Warships/All Ships display settings.<br> Flag Status and Current Alien Contacts options were moved to this tab.<br> Class/Admin filtering is disabled when Current Alien Contacts is active.<br> == Galactic Map Zoom == {{VersionIntro|2.6.0}} The Galactic Map now supports mouseâwheel zooming with no hard limits.<br> Mouseâwheel zoom adjusts by 1.25Ă per click.<br> System graphics, icons, and text scale with zoom.<br> A minimum text size can be set for readability.<br> Dragging, centering, system search, and multiâsystem movement all work at any zoom level.<br> Three zoom examples: <!-- image --> <!-- image --> <!-- image --> A new âSystem Icon Onlyâ mode hides all text and icons for easier map arrangement. <!-- image --> == v2.7.0 Minor Changes == {{VersionChanged|2.7.0}} A set of UI and gameplay improvements were added. {{Spoiler| * Added options to turn off comets and comet names on the Tactical Map. * Added extra tooltips on game window. * Boarding combat will reveal alien race portraits on both sides. * Small Jump Point Stabilisation Module is researched automatically when JP Stabilisation Module 180 is researched. * Maintenance storage bays renamed to match other component naming conventions. * Reâinstated wealth cap of 2Ă annual wealth. * Removed picket move order. * Doubleâclicking a system body in System View centres the Tactical Map on that body. * âAssign Newâ status for research projects carries forward into queued projects. * Extended researchâfield highlighting to the research queue. * Added design warning if a class has no cargo shuttles but has 25k cargo, 10k colonist, or 5k troop capacity. * Added gameâlevel option to allow civilian mining colonies (default on). }} == Fighter Construction Event == {{VersionIntro|1.9.0}} A new nonâinterrupt event type was added for fighter construction.<br> A new Fighter Construction event with no interrupt replaces the ship construction event for fighters. == New Events == {{VersionIntro|1.9.0}} Several new event types were added for queued project starts and deployment issues. * Event added for starting a queued research project. * Event added for starting a queued industrial project. * Event added for deployment time exceeded. == Related Pages == * [[Game Setup]] - Initial selection of themes. * [[Automatic Research]] - Naming conventions for tech projects. * [[Starting Conditions]] - How themes affect your home system. * [[Nomenclature]] - Different ways of naming different stuff. [[Category:Game Setup]]
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