Used to be a button that said annihilate, but now nothing. I noticed 2 other people also build Halley's during matches today and couldn't launch them. I assume because no-one could figure out how to. These were small planets that require only 1 or 2 Halleys to launch.
I've had this problem today. It's a bug in the latest build that prevents halleys from launching. I built 5 on a planet that needed 2 and it didn't seem to register them at all
I've been having the same problem. Got all excited that I would be able to win the match with a moon, but they wouldn't launch. Edit: On an unrelated note, I've noticed that combat fabricators don't help build structures with regular fabricators anymore. I checked the patch notes and I don't recall seeing this as an intentional change.
Well guys, there is also another issue I believe I know of. If you try to launch a larger planet at a smaller planet, and I know it is hard to tell which is which, but it will not let you target it. If you build a system with 5 launchable planets, random sizes and number of engines, and build engines on all of them, you will notice 1 will not launch at any of the others, and 1 will launch at all of the others, and the rest will at some but not others. Actually, I think if they are even remotely the SAME size, they won't launch.
You can work around it by going to the settings and changing some stuff which then forces the game to reload the map. After that it worked for me and I could launch the planet. Edit: I specifically changed visual settings from uber to high, that worked.
yah its a bug. then when I used the workaround by changing settings, the game crashed as the planet impacted. so sad.
Then it got missed. This was changed in the PTE a ling time ago. Combat fabbers can only assist structures that they can themselves produce. There was also a workaround (or rather, let'c call it an exploit), I'm not sure if it still works, but if you selected a combat fabber with the regular fabber and ordered them both to assist a factory they both would.
AS for the Halley problem, I'm guessing this is an unintended side effect of the multi threading performance boost. If I understood correctly, the game no longer actively calculates all the planets at the same time, but kinda just checks on the planets you aren't looking at. I'm guessing someone form the performance team can give you a better description of what has actually changed.
Server still calculate everything, but client only update state of planet(s) you're looking at. And if planet large then game trying to only update state of units that in current camera view. As far as I understand there is some important information still updated all the time in the background, but Uber never share any details on prioritization. E.g it's more important to update state of nuke projectile than position of one of 500 doxes you have. Though I don't think this Halley problem related to that, most likely it's just some UI bug because you can bypass this problem by pressing F5. PS: Task on bugtracker for this one: PA#3620