We have 2 types of auto movement features. They are called AutoLaunch and AutoMove. AutoLaunch requires the 'Time Helper', 'Launch Reminder', and 'Move Presets' be enabled. AutoMove requires the 'Move Presets' and 'Auto Move' be enabled. These settings are found on the 'Fleet / Movement' tab in the AE Tools settings.
Both AutoLaunch and AutoMove must be set from the fleet move page of the fleet you want to auto launch/move. So, go to the move page of the fleet you want to auto launch or move.
Before you can move any fleets, you need to select ship quantities and choose a destination. These need to be saved for use. The 'Move Presets' places a link on the move page to record the current destination and ships for use at a later time. One of those uses is to fill in the data for an automatic move. So, the first step in setting either auto movement feature is to choose your ships and select your destination, then click the 'Set Move Preset' and click 'OK'. Your preset is now set.
Preset Data can always be viewed on the main fleets page by clicking 'View Preset Data' on the top right of the fleets list.
Redirects are disabled for both so you can see your move results. You must follow all the same rules as a regular move. If you enter a bad destination or have too many fighters for your hanger space, you will see the error on the fleet page shown after any move. You will see a message in large print letting you know this result was from an automated launch/move. The fleet id show on the message will be from the originating fleet. If the whole fleet did not move, this will not match the fleet in movement, but the fleet it left from.
AutoLaunch and AutoMove can both be run on the same fleet as there are safeguards in place to allow this to happen. Just make sure they are in seperate windows/tabs and you can see both clocks running. The move page with AutoMove running will disable AutoLaunch and Fleet Reminders on that page only, while the AutoLaunch will disable AutoMove if it opens the page itself to launch. If you do have both running on the same fleet, put the AutoLaunch on a page other than the move page.
** This may sound strange to have 2 different auto tools, but concerns with system overhead for users with 'not so new' computers and the need to have more that 1 fleet auto set, led me to this point. For example, the constant hashing of what fleet to move, which has priority to move, and which window/tab you have open does the move occure so they don't all clobber each other or try to move the fleet for each tab, etc. This would put a lot of processor time on every page you view. So this is why we have only one AutoLaunch. The AutoMove can run on many pages as its basically just a timer counting down to zero, then launch.
Tips on use of automatic movement.
AutoLaunch has one great purpose.
- A coordinated landing time for your guild -
The leader posts an arrival time.
Everyone enter the arrival time into the time helper below the move button.
Enter the ships and destination and save the preset.
Click calculate depart time, then click set reminder.
Select 'OK' when asked to turn the launch reminder into AutoLaunch and walk away.
Now... All guild fleets will land on the location at the arrival time regardless of starting location or fleet speed. If the launch time has past when you enter an AutoLaunch, you will launch immediately but looks like you'll be a little late. Also, if you were not logged on or did not have AE Tools running during an AutoLaunch, it will launch immediately upon login or AE Tools start.
How about if you have 2 more hours to wait for your RCs to sweep up. Set the AutoMove on that fleet to move 5 seconds after the sweep up of debris. This will help you not pick up too much of the debris pile and make sure to get those RCs to safety.
If you do have to leave a fleet vulnerable and go offline, split up the AutoMove into sevaral smaller moves/fleets. This way if you get only slightly damaged and loose maybe a fighter or 2, this will not cause an error on moving all your fleet, some will get away at least.