Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Aurora 4x Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
User Interface
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== 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 5‑day 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 ‘Out of Fuel’ events. This is only for display purposes and will not affect NPRs reacting to low fuel.<br> Added Super‑Heavy 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 − Current Survivors).<br> Changed the class designation for auto‑assignment so that cargo holds and ELINT are only checked very late in the process.<br> ‘Assume Fleet is Jump‑Capable’ 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 water‑vapour 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 reduced‑size 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 double‑click 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> Factory‑built Fighters and Space Stations will use their class naming theme.<br> Ground force formations can be drag‑dropped between bodies if SM mode is active.<br> Systems with a single star will no longer use “‑A” 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 SM‑only 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.}}
Summary:
Please note that all contributions to Aurora 4x Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Aurora 4x Wiki:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
User Interface
(section)
Add topic