ACTION CODE DIFFERENCES

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ACTION CODE DIFFERENCES

Postby ImperiumLafayette » Mon May 28, 2018 5:44 pm

Ok, hate the message not the messenger! 8-)

Comparing action codes in the download PDF (©1999) to the rules that pop up from the input page (©1998) I noticed differences.

Orders that are NOT shown as "move and do" in ©1998 but are in ©1999:

SCAN ANCIENT CIVILIZATION
LOAD MISSILES
EMBARK MARINE UNITS
DISEMBARK MARINE UNITS
DISEMBARK ALIEN TROOPS
SELL TO TERRAFORMED WORLD
SELL TO COLONY WORLD
BUY FROM TERRAFORMED WORLD
BUY FROM COLONY WORLD
LOAD FIGHTERS TO FREIGHTERS (*SHOWN AS "MOVE AND DO" ON TECH 11 SHEET)
UNLOAD FIGHTERS FROM FREIGHTERS (*SHOWN AS "MOVE AND DO" ON TECH 11 SHEET)
FIGHTER XFER FROM PLANET TO FLEET
INVADE WITH ALIEN TROOPS
LOAD POP ON STARLINER (*SHOWN AS "MOVE AND DO" ON TECH 11 SHEET)
UNLOAD POP FROM STARLINER (*SHOWN AS "MOVE AND DO" ON TECH 11 SHEET)
LOAD PROBES TO PROBE SHIP
FLEET ATTACK ON PLANET
SELL SPECIAL CARGO AT TERRAFORMED WORLD
MULTIPLE SHIP TRANSFER
SELL CARGO (CYBER TRADER)

So any of these NOT move and do now?

And just to make sure that my face ends up on "Wanted Dead Not Alive" posters...

Orders not shown on either version of rules BUT are shown when you click the Action Codes box on turn input page:
130 FLEET RECON WITH VANGUARD FLEET
134 LAND SPY ON PLANET
255 SCRAP FLEET

Are these all available at Tech 10?
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Re: ACTION CODE DIFFERENCES

Postby Tregonsee » Thu May 31, 2018 10:30 am

If an action code was shown to be Move and Do under any set of rules, it is Move and Do now. Nothing was taken away.


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Re: ACTION CODE DIFFERENCES

Postby Cestodial Hegemony » Thu May 31, 2018 5:07 pm

Steve,
Why does HMU appear under your name? Have you joined a different alliance? You former military guys do LOVE your acronyms! :lol:
We are NOT criminals! We are "Happiness Facilitators"!
Contact us at roboykin@gmail.com
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Re: ACTION CODE DIFFERENCES

Postby Thom » Fri Jun 01, 2018 11:39 am

I have tried to make most actions move and do's as it makes sense from the standpoint that we don't have unlimited actions like in the old game. The last game was limited to only 40 actions per turn so making the players use two actions to complete one function seemed to slow the game to a crawl. Now we have 91 and the game moves much faster and is more fun.

I think there are only a couple action codes that are not move and do's at the moment. One deals with cyber trading a planet or selling the ill gotten gains. I don't remember why Randy limited that one but he had a reason that escapes me now.

I don't know any others that are not, but there might be one or two now.

Basically if a fleet has to perform an action they generally can do it in one action and also move. Sometimes before they move, like changing orders, but most of the time after they move, like invasions.
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Re: ACTION CODE DIFFERENCES

Postby ImperiumLafayette » Fri Jun 01, 2018 5:18 pm

Thankya
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Re: ACTION CODE DIFFERENCES

Postby Tregonsee » Tue Jun 05, 2018 1:14 pm

I do not know what alliance you think I am with, but as stated before, HMU in this case refers to Heavy Moderator Unit. I think Vanessa conferred that
upon me.

If I sign a post with that, it means I am speaking as a Moderator, not as me or as a player.


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Re: ACTION CODE DIFFERENCES

Postby Knights Of Rancor » Sun Jun 10, 2018 1:44 pm

Oooooo, Moderator...

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