There is now a new class of ship part, Bombard, which enables a ship to conduct bombardments. This is accomplished by placing the ship in a system with an enemy planet, selecting the ship in the fleets window, and then clicking the bombard button on the planet. Ignore that this is a troop ship... I just changed a troop pod to a bombard part for ease of making a demo. Troop ships (with Troops parts) still function as before.
Once the button is clicked, the ship is marked with a bombard indicator, and the button changes to cancel bombard.
If ordered to bombard, that marks the ship as bombarding the planet. In order for this to do anything, there needs to be an effectsgroup that checks for it. An example is in death spores:
Code: Select all
EffectsGroup // players can order death spores used on enemies
scope = And [
Planet
InSystem Source.SystemID
OrderedBombardedBy condition = Source
Or [
OwnedBy EnemyOf Source.Owner
Not OwnedBy AnyEmpire
]
VisibleToEmpire Source.Owner
HasTag "ORGANIC"
]
effects = [
SetPopulation Value - 0.5
GenerateSitRepMessage
message = "EFFECT_BIOWEAPON"
parameters = [
tag = "system" data = Source.System.ID
]
empire = Target.Owner
]
On subsequent turns, the bombard button eventually cancels itself... I'm not sure exactly what's going on with that, but it should be functional at least on the first turn after the order.
The Python API also has an issueBombardOrder (or similar) function.