by Thom » Sun Apr 15, 2018 11:24 am
Sorry about taking so long to reply. First you can use the old code where you only need the target planet in the first location. This assumes the fleet is in strike position already. You can also use the new code which is a move and do where the first location is the position to move the fleet and the second location is the target planet. Either will work. When I updated most actions to move and do I made sure to have the game remain compatible with the old action codes as many players were used to the old game and I didn't want to mess up their game.
Now having said that, there is one thing that does not work. That is when you send the fleet to the planet orbit of the planet you wish to attack and then try and start a missile strike from there. This has nothing to do with the new move and do code but was a flaw, or maybe a feature, in the game. If you send a missile strike and the planet has a fleet in orbit the fleet will try and intercept the missile strike coming in if the owner of the planet and the fleet in orbit are either one and the same or allied. Unfortunately when you are in orbit over a planet the game thinks you are already allied with the planet owner since your fleet is in orbit and was not attacked. So the fleet in orbit tries to intercept the attacking fleet, which is one and the same, and since the two fleets are allied (really they are the same) there is no interception. However it does trigger the planet defenses thus having the fleet fight the planet defenses without launching any missiles. However since the aggression level of the planet and the fleet do not equal 100% nothing happens and you get no report.
This was found by a player last game. I think I told the player not to do that and made a quick change to the code to alert the players not to do that. But the one line of code with the message seems to be missing. I'll add that message back in again.