Fixed / Improved Logics
This page describes all ingame logics that are fixed or improved in Phobos without adding anything significant.
Bugfixes and miscellaneous
Fixed the bug that GameModeOptions are not correctly saved. For example,
BuildOffAlly
is corrupted after load a save.Fixed the bug that light tint created by buildings can never be removed (light tint persists even if the building is destroyed/sold) after loading a game
Fixed the bug when reading a map which puts
Preview(Pack)
afterMap
lead to the game fail to draw the previewFixed the bug when retinting map lighting with a map action corrupted light sources.
Fixed the bug when deploying mindcontrolled vehicle into a building permanently transferred the control to the house which mindcontrolled it.
Fixed the bug when capturing a mind-controlled building with an engineer fail to break the mind-control link.
Removed the
EVA_BuildingCaptured
event when capturing a building considered as a vehicle.Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again.
Fixed the bug when cloaked Desolator was unable to fire his deploy weapon.
Fixed the bug that temporaryed unit cannot be erased correctly and no longer raise an error.
Fixed
DebrisMaximums
(spawned debris type amounts cannot go beyond specified maximums anymore). Only applied whenDebrisMaximums
values amount is more than 1 for compatibility reasons.Fixed building and defense tab hotkeys not enabling the placement mode after Cannot build here. triggered and the placement mode cancelled.
Fixed buildings with
UndeployInto
playingEVA_NewRallypointEstablished
on undeploying.Fixed buildings with
Naval=yes
ignoringWaterBound=no
to be forced to place onto water.Fixed AI Aircraft docks bug when Ares tag
[GlobalControls] -> AllowParallelAIQueues=no
is set.Fixed laser drawing code to allow for thicker lasers in house color draw mode.
Fixed
DeathWeapon
not detonating properly.Some settings are still ignored like
PreImpactAnim
(Ares feature), this might change in future.
Fixed the bug when occupied building’s
MuzzleFlashX
is drawn on the center of the building whenX
goes past 10.Fixed the bug where jumpjet units that are
Crashable
do not crashing to ground properly if destroyed while being pulled by aLocomotor
warhead.Fixed the bug that prevents jumpjet units from turn to the target when firing from a different direction.
Fixed the bug allowing jumpjet units to continue firing at enemy target when crashing.
Jumpjet turning to target applied in Robot Storm X
Fixed the bug when turreted jumpjet units always facing bottom-right direction when motion stops.
Fixed the bug when jumpjet objects are unable to use
Sensors
.Allowed usage of
AlternateFLH
of vehicles inOpenTopped
transport.Improved the statistic distribution of the spawned crates over the visible area of the map so that they will no longer have a higher chance to show up near the edges.
Allowed usage of TileSet of 255 and above without making NE-SW broken bridges unrepairable.
Added a “Load Game” button to the retry dialog on mission failure.
Side offset voxel turret in Breaking Blue project
TurretOffset
tag for voxel turreted TechnoTypes now accepts FLH (forward, lateral, height) values likeTurretOffset=F,L
orTurretOffset=F,L,H
, which means turret location can be adjusted in all three axes.TurretOffset
is now supported for SHP vehicles.InfiniteMindControl
withDamage=1
can now control more than 1 unit.Aircraft with
Fighter
set to false or those using strafing pattern (weapon projectileROT
is below 2) now take weapon’sBurst
into accord for all shots instead of just the first one.Vehicles using
DeployFire
will now useDeployFireWeapon
for firing the deploy weapon if explicitly set, if not it behaves like previously (Primary
if can fire,Secondary
if not) and respectFireOnce
setting on weapon and any stop commands issued during firing. IfFireOnce
is set to true the unit won’t accept further deploy commands for number of frames that is equal to whichever is smaller between weaponROF
and[Unload] -> Rate
times 900.Infantry with
DeployFireWeapon=-1
can now fire both weapons (decided by its target), regardless of deployed or not.
Nod arty keeping target on attack order in C&C: Reloaded
Vehicle to building deployers now keep their target when deploying with
DeployToFire
.Effects like lasers are no longer drawn from wrong firing offset on weapons that use Burst.
Animations can now be offset on the X axis with
XDrawOffset
.IsSimpleDeployer
units now only playDeploySound
andUndeploySound
once, when done with (un)deploying instead of repeating it over duration of turning and/orDeployingAnim
.AITrigger can now recognize Building Upgrades as legal condition.
EWGates
andNSGates
now will link walls likexxGateOne
andxxGateTwo
do.Fixed interaction of
UnitAbsorb
&InfantryAbsorb
withGrinding
buildings. The keys will now make the building only accept appropriate types of objects.Fixed missing
No Enter
cursor for VehicleTypes being unable to enter aGrinding
building.Fixed Engineers being able to enter
Grinding
buildings even when they shouldn’t (such as ally building at full HP).Aircraft & jumpjet units are now affected by speed modifiers such as
Speed(Aircraft/Infantry/Units)Mult
onCountries
,VeteranSpeed
and Crates / AttachEffect (Ares feature).Both voxel and SHP vehicle units should now correctly respect custom palette set through
Palette
.Setting
RadarInvisible
to true on TerrainTypes now hides them from minimap display.Mind control indicator animations will now correctly restore on mind controlled objects when uncloaked.
Animations from Warhead
AnimList
&SplashList
etc. as well as animations created through map trigger41 Play Anim At
now have the appropriate house set as owner of the animation by default.Nuke carrier & payload weapons now respect
Bright
setting on the weapons always when appropriate (previously only payload did and only if Superweapon hadNuke.SiloLaunch=false
(Ares feature)).Self-healing pips from
InfantryGainSelfHeal
&UnitsGainSelfHeal
now respect unit’sPixelSelectionBracketDelta
like health bar pips do.Fixed the bug where the health bar of a unit being attacked by temporal weapons would not disappear after mouse hover, causing it to remain visible even when the mouse moved away.
Buildings using
SelfHealing
will now correctly revert to undamaged graphics if their health is restored back by self-healing.Allow use of
Foundation=0x0
on TerrainTypes without crashing for similar results as for buildings.Projectiles now remember the house of the firer even if the firer is destroyed before the projectile detonates. Does not currently apply to some Ares-introduced Warhead effects like EMP.
OpenTopped
transports now takeOpenTransportWeapon
setting of passengers into consideration when determining weapon range used for threat scanning and approaching targets.Trailer animations now inherit the owner of the object (animation, projectile or aircraft) they are attached to.
Buildings now correctly use laser parameters set for Secondary weapons instead of reading them from Primary weapon.
Fixed an issue that caused vehicles killed by damage dealt by a known house but without a known source TechnoType (f.ex animation warhead damage) to not be recorded as killed correctly and thus not spring map trigger events etc.
Fixed transports recursively put into each other not having a correct killer set after second transport when being killed by something.
Example gradient SHP drawing with 75% translucency, before and after
Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding. Can be disabled with
rulesmd.ini -> [General] -> FixTransparencyBlitters=no
.Only applies to Z-aware drawing mode for now.
Fixed projectiles with
Inviso=true
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
.Fixed the bug when
MakeInfantry
logic on BombClass resulted inNeutral
side infantry.Fixed railgun particles being drawn to wrong coordinate against buildings with non-default
TargetCoordOffset
or when force-firing on bridges.Fixed building
TargetCoordOffset
not being taken into accord for several things like fire angle calculations and target lines.In singleplayer missions, the player can now see cloaked objects owned by allied houses.
IvanBomb images now display and the bombs detonate at center of buildings instead of in top-leftmost cell of the building foundation.
Fixed BibShape drawing for a couple of frames during buildup for buildings with long buildup animations.
Animation with
Tiled=yes
now supportsCustomPalette
.Attempted to avoid units from retaining previous orders (attack,grind,garrison,etc) after changing ownership (mind-control,abduction,etc).
Fixed buildings’
NaturalParticleSystem
being created for in-map pre-placed structures.Fixed jumpjet units being unable to visually tilt or be flipped if
TiltCrashJumpjet=no
.Unlimited (more than 5)
AlternateFLH
entries for units.Warheads spawning debris now use
MaxDebris
as an actual cap for number of debris to spawn instead ofMaxDebris
- 1.If both
Primary
andSecondary
weapons can fire at air targets (projectile hasAA=true
),Primary
can now be picked instead of always forcingSecondary
. Also applies toIsGattling=true
, with odd-numbered and even-numberedWeaponX
slots instead ofPrimary
andSecondary
, respectively.IsGattling=true
can now fall back to secondary weapon slot (even-numberedWeaponX
slots) if primary one (odd-numbered) cannot fire at current target (armor type,CanTarget(Houses)
, shield etc).Fixed
LandTargeting=1
not preventing from targeting TerrainTypes (trees etc.) on land.Fixed
NavalTargeting=6
not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water.Fixed
NavalTargeting=7
and/orLandTargeting=2
resulting in still targeting TerrainTypes (trees etc.) on land withPrimary
weapon.Fixed infantry without
C4=true
being killed in water if paradropped, chronoshifted etc. even if they can normally enter water.Allowed MCV to redeploy in campaigns using a new toggle different from
[MultiplayerDialogSettings] -> MCVRedeploys
.Fixed buildings with
UndeploysInto
butUnsellable=no
&ConstructionYard=no
unable to be sold normally. RestoredEVA_StructureSold
for buildings withUndeploysInto
when being selled.Fixed
WaterBound=true
buildings withUndeploysInto
not correctly setting the location for the vehicle to move into when undeployed.Buildings with
CanC4=false
used to take 1 point of damage if hit by damage below 1 (calculated afterVerses
are applied but before veterancy, crate and AttachEffect modifiers). This no longer applies to negative damage under any conditions and can be disabled for zero damage by settingCanC4.AllowZeroDamage
to true.Buildings with primary weapon that has
AG=false
projectile now have attack cursor when selected.Weapons with
AA=true
projectiles can now be set to fire exclusively at air targets by settingAAOnly=true
, regardless of other conditions. This is useful becauseAG=false
only prevents targeting ground cells (and cannot be changed without breaking existing behaviour) and for cases whereLandTargeting
cannot be used.Transports with
OpenTopped=true
and weapon that hasBurst
above 1 and passengers firing out no longer have the passenger firing offset shift lateral position based on burst index.Fixed disguised infantry not using custom palette for drawing the disguise when needed.
Disguised infantry now show appropriate insignia when disguise is visible, based on the disguise type and house. Original unit’s insignia is always shown to observers and if disguise blinking is enabled for the current player by
[General] -> DisguiseBlinkingVisibility
.Buildings with superweapons no longer display
SuperAnimThree
at beginning of match if pre-placed on the map.SpySat=yes
can now be applied using building upgrades.AI players can now build
Naval=true
andNaval=false
vehicles concurrently like human players do.Fixed the bug when jumpjets were snapping into facing bottom-right when starting movement (observable when the starting unit is a jumpjet and is ordered to move).
Objects with
Palette
set now have their color tint adjusted accordingly by superweapons, map retint actions etc. if they belong to a house using any color scheme instead of only those from the first half of[Colors]
list.Animations using
AltPalette
are now remapped to their owner’s color scheme instead of first listed color scheme and no longer draw over shroud. Color scheme from[AudioVisual] -> AnimRemapDefaultColorScheme
is used if anim has no owner, which defaults to first listed color scheme from[Colors]
still.They can also have map lighting apply on them if
AltPalette.ApplyLighting
is set to true.
Fixed
DeployToFire
not considering building placement rules forDeploysInto
buildings and as a result not working properly withWaterBound
buildings.Fixed
DeployToFire
not recalculating firer’s position on land if it cannot currently deploy.Arcing=true
projectile elevation inaccuracy can now be fixed by settingArcing.AllowElevationInaccuracy=false
.Wall overlays are now drawn with the custom palette defined in
Palette
inartmd.ini
if possible.If
[CombatDamage] -> AllowWeaponSelectAgainstWalls
is set to true,Secondary
will now be used against walls ifPrimary
weapon Warhead hasWall=false
,Secondary
hasWall=true
and the firer does not haveNoSecondaryWeaponFallback
set to true.Setting
ReloadInTransport
to true on units withAmmo
will allow the ammo to be reloaded according toReload
orEmptyReload
timers even while the unit is inside a transport.It is now possible to enable
Verses
andPercentAtMax
to be applied on negative damage by settingApplyModifiersOnNegativeDamage
to true on the Warhead.Attached animations on flying units now have their layer updated immediately after the parent unit, if on same layer they always draw above the parent.
Fixed the issue where the powered anims of
Powered
/PoweredSpecial
buildings cease to update when being captured by enemies.Fix a glitch related to incorrect target setting for missiles.
Fix EIP 00529A14 when attempting to read
[Header]
section of campaign maps.Units will no longer rotate its turret under EMP.
Jumpjets will no longer wobble under EMP.
Removed jumpjet units’ deceleration when crashing onto buildings.
Fixed
AmbientDamage
when used withIsRailgun=yes
being cut off by elevation changes.Fixed railgun and fire particles being cut off by elevation changes.
Fixed teleport units’ (for example
[CLEG]
) frozen-still timer being cleared after load game.Fixed teleport units being unable to visually tilt on slopes.
Fixed rockets’ shadow location.
Fixed units with Teleport, Tunnel or Fly locomotor being unable to be visually flipped like other locomotors do.
Aircraft docking on buildings now respect
[AudioVisual] -> PoseDir
as the default setting and do not always land facing north or in case of pre-placed buildings, the building’s direction.Spawned aircraft now align with the spawner’s facing when landing.
Fixed the bug that waypointing unarmed infantries with agent/engineer/occupier to a spyable/capturable/occupiable building triggers
EnteredBy
event by executing capture mission.PowerUpN
building animations can now usePowered
&PoweredLight/Effect/Special
keys.Fixed a desync potentially caused by displaying of cursor over selected
DeploysInto
units.Skipped drawing rally point line when undeploying a factory.
Tint effects are now correctly applied to SHP vehicles and all types of aircraft as well as building animations regardless of their position.
Iron Curtained / Force Shielded objects now always use the correct tint color.
Objects in invalid map coordinates are no longer used for starting view and AI base center calculations.
Units & buildings with
DecloakToFire=false
weapons now cloak while targeting & reloading.Units with
Sensors=true
will no longer reveal ally buildings.Air units are now reliably included by target scan with large range and Warhead detonation by large
CellSpread
.OverlayTypes now read and use
ZAdjust
if specified in theirartmd.ini
entry.Setting
[AudioVisual] -> ColorAddUse8BitRGB
to true makes game treat values from[ColorAdd]
as 8-bit RGB (0-255) instead of RGB565 (0-31 for red & blue, 0-63 for green). This works forLaserTargetColor
,IronCurtainColor
,BerserkColor
andForceShieldColor
.Weapons with
AA=true
Projectile can now correctly fire at air units when both firer and target are over a bridge.Fixed disguised units not using the correct palette if target has custom palette.
Building upgrades now consistently use building’s
PowerUpN
animation settings corresponding to the upgrade’sPowersUpToLevel
where possible.Subterranean units are no longer allowed to perform deploy functions like firing weapons or
IsSimpleDeployer
while burrowed or burrowing, they will instead emerge first like they do for transport unloading.The otherwise unused setting
[AI] -> PowerSurplus
(defaults to 50) which determines how much surplus power AI players will strive to have can be restored by setting[AI] -> EnablePowerSurplus
to true.Planning paths are now shown for all units under player control or when
[GlobalControls] -> DebugPlanningPaths=yes
in singleplayer game modes.Fixed
Temporal=true
Warheads potentially crashing game if used to attackSlaved=true
infantry.Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast.
Animations with
MakeInfantry
andUseNormalLight=false
that are drawn in unit palette will now have cell lighting changes applied on them.Removed 0 damage effect on jumpjet infantries from
InfDeath=9
warhead.Fixed Nuke & Dominator Level lighting not applying to AircraftTypes.
Projectiles created from
AirburstWeapon
now remember the WeaponType and can apply radiation etc.Fixed damaged aircraft not repairing on
UnitReload=true
docks unless they land on the dock first.Certain global tileset indices (
ShorePieces
,WaterSet
,CliffSet
,WaterCliffs
,WaterBridge
,BridgeSet
andWoodBridgeSet
) can now be toggled to be parsed for lunar theater by setting[General] -> ApplyLunarFixes
to true inlunarmd.ini
. Do note that enabling this without fixing f.exWoodBridgeTileSet
pointing to a tileset withTilesInSet=0
will cause issues in-game.Fixed infantry
SecondaryFire
/SecondaryProne
sequences being displayed in water instead ofWetAttack
.Fixed objects with ally target and
AttackFriendlies=true
having their target reset every frame, particularly AI-owned buildings.<Player @ X>
can now be used as owner for pre-placed objects on skirmish and multiplayer maps.Follower vehicle index for preplaced vehicles in maps is now explicitly constrained to
[Units]
list in map files and is no longer thrown off by vehicles that could not be created or created vehicles having other vehicles as initial passengers.Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix
Stop command (
[S]
by default) behavior is now more correct:Jumpjets no longer fall into a state of standing by idly.
Technos are no longer unable to stop the attack move mission.
Technos are no longer unable to stop the area guard mission.
Aircraft no longer find airport twice and overlap.
Aircraft no longer briefly pause in the air before returning.
Aircraft with
AirportBound=no
no longer continue moving forward.Technos are no longer unable to stop when it is above the elevated bridge.
Technos are still not allowed to stop moving under the elevated bridge, but can stop other missions.
Now in air team members will use the 2D distance instead of the 3D distance to judge whether have reached the mission destination, so as to prevent the problem that the mission is stuck and cannot continue in some cases (such as when the jumpjet stops on the building).
Unit
Speed
setting now accepts floating-point values. Internally parsed values are clamped down to maximum of 100, multiplied by 256 and divided by 100, the result (which at this point is converted to an integer) then clamped down to maximum of 255 giving effective internal speed value range of 0 to 255, e.g leptons traveled per game frame.AirburstWeapon
now supportsIsLaser
,IsElectricBolt
,IsRadBeam
, andAttachedParticleSystem
.Subterranean movement now benefits from speed multipliers from all sources such as veterancy, AttachEffect etc.
Aircraft will now behave as expected according to it’s
MovementZone
andSpeedType
when moving onto different surfaces. In particular, this fixes erratic behavior when vanilla aircraft is ordered to move onto water surface and instead the movement order changes to a shore nearby.Allowed
AuxBuilding
to count building upgrades.Fixed the bug that parasite will vanish if it missed its target when its previous cell is occupied.
Prevent the units with locomotors that cause problems from entering the tank bunker.
Fixed an issue where a unit will leave an impassable invisible barrier in its original position when it is teleported by ChronoSphere onto an uncrushable unit and self destruct.
Fixed the bug that destroyed unit may leaves sensors.
FreeUnit
uses the unit’s ownSpeedType
to find the spawn location.The bug where naval ships as StartUnit might spawn on land has been fixed.
When a building is transformed into a vehicle via
UndeploysInto
, theSpeedType
andMovementZone
of the target VehicleType will determine whether it can move into the target cell.Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with
WaterBound
on water surface. Units withTeleporter=true
are not affected, as they can be used as long as set the refinery’sNaval
to false.Units are now unable to kick out from a factory that is in construction process, and will not always stuck in the factory.
Fixed issues caused by incorrect reference removal (f.ex. If the unit cloaks/enters transport, it cannot gain experience from previously launched spawners/C4/projectiles).
Fixed an issue that caused
IsSonic=true
wave drawing to crash the game if the wave traveled over a certain distance.Buildings with foundation bigger than 1x1 can now recycle spawner correctly.
Electric bolts that are supposed to update their position based on units current firing coords (by default, those fired by vehicles) now do so correctly for more than one concurrent electric bolt.
Fixed an issue where
FireAngle
would not work properly under certain circumstances.Fixed an issue that
MovementZone=AmphibiousDestroyer
andMovementZone=AmphibiousCrusher
technos being unable to enter on water structures.Fixed an issue that aircraft carriers can not find suitable locations for attacks when under elevated bridges on their own.
Fixed an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges.
Fixed an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge.
Fixed an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge.
Fixed an issue that laser, electric bolt and rad beam not support
Inviso=true
projectiles withFlakScatter=true
to scatter.Fixed the bug that healing weapons could not automatically acquire aerial targets.
Allow voxel projectiles to use
AnimPalette
andFirersPalette
.Fixed an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc.
Fixed an issue that the first passenger who call the transport ship no longer board the transport ship when the land units call for boarding.
Fixed the bug that
EnterBioReactorSound
,LeaveBioReactorSound
,EnterGrinderSound
on technotype does not used.Fixed the bug that harvester dont stop unloading and cannot unload cargos anymore when lifting by
IsLocomotor=yes
warhead.Fixed an issue that units on the slope tilted at an excessive angle.
Fixed an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles.
Fixed an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash.
Fixed an issue that moving MCV with Teleport locomotion will cause reconnection error.
Fixed wrong shadow when a vehicle has hover locomotor and is being lifted by
IsLocomotor=yes
warhead.Fixed the bug that a unit can overlap with
Teleport
units after it’s been damaged by a fallen unit lifted byIsLocomotor=yes
warheads.Fixed an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead.
Fixed an issue that game crashes when spawnee has been removed and is not real dead.
Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues.
Fixed the bug that buildings will always be tinted as airstrike owner.
Fixed the bug that
AllowAirstrike=no
cannot completely prevent air strikes from being launched against it.Fixed the issue where computer players did not search for new enemies after defeating them or forming alliances with them.
Fixed the bug that infantry ignored
Passengers
andSizeLimit
when entering buildings.Fixed
VoiceDeploy
not played, when deployed through hot-key/command bar.Fixed the bug that ships can travel on elevated bridges.
Dehardcoded 255 limit of
OverlayType
.
Fixes / interactions with other extensions
Weapons fired by EMPulse superweapons (Ares feature) now fully respect the firing building’s FLH.
Weapons fired by EMPulse superweapons (Ares feature) without
EMPulse.TargetSelf=true
can now create radiation.Weapons fired by EMPulse superweapons (Ares feature) now respect
Floater
and Phobos-addedGravity
setting.IsSimpleDeployer
units with Hover locomotor andDeployToLand
no longer get stuck after deploying or play their move sound indefinitely.All forms of type conversion (including Ares’) now correctly update the warp-in delay if unit with teleport
Locomotor
was converted while the delay was active.All forms of type conversion (including Ares’) now correctly update
MoveSound
if a moving unit has their type changed.All forms of type conversion (including Ares’) now correctly update
OpenTopped
state of passengers in transport that is converted.Fixed an issue introduced by Ares that caused building
ActiveAnim
to be incorrectly restored whileSpecialAnim
was playing and the building was sold, erased or destroyed.Fixed Ares’ Abductor weapon leaves permanent placement stats when abducting moving vehicles.
Suppressed Ares’ swizzle warning when parsing
Tags
andTaskForces
(typically begin with[Developer fatal]Pointer 00000000 declared change to both
).Fixed Academy (Ares feature) not working on the initial payloads (Ares feature) of vehicles built from a war factory.
Fixed Ares’ InitialPayload not being created for vehicles spawned by trigger actions.
Allowed Ares’
SW.AuxBuildings
andSW.NegBuildings
to count building upgrades.Taking over Ares’ AlphaImage respawn logic to make it not recreate in every frame for buildings, static techno and techno without turret, in order to reduce lags from it.
Aircraft
Carryall pickup voice
It is now possible to override
VoiceMove
forCarryall=true
aircraft for when commanding it to pick up vehicles by settingVoicePickup
.
In rulesmd.ini
:
[SOMEAIRCRAFT] ; AircraftType
VoicePickup= ; Sound entry
Extended Aircraft Missions
Aircraft will now be able to use waypoints.
Aircraft can fly at a certain speed as much as possible, when the distance to the destination is less than half of
SlowdownDistance
or 8 cell distances divided byROT
, it will return to the airport. And now aircraft not have to fly directly above the airport before starting to descend.When a
guard
command ([G]
by default) is issued, the aircraft will search for targets around the current location and return immediately when target is not found, target is destroyed or ammos are depleted.If the target is destroyed but ammos are not depleted yet, it will also return because the aircraft’s command is one-time.
When an
attack move
command ([Ctrl]+[Shift]
) is issued, the aircraft will move towards the destination and search for nearby targets on the route for attack. Once ammo is depleted or the destination is reached, it will return.If the automatically selected target is destroyed but ammo is not depleted yet during the process, the aircraft will continue flying to the destination.
In rulesmd.ini
:
[General]
ExtendedAircraftMissions=false ; boolean
Fixed spawn distance & spawn height for airstrike / SpyPlane aircraft
It is now possible to have aircraft spawned from
(Elite)AirstrikeTeamType
orType=SpyPlane
superweapons to be created at fixed distance from their intended target/destination instead of from edge of the map by settingSpawnDistanceFromTarget
.SpawnHeight
can also be used to override the initial height of the aircraft, which defaults toFlightLevel
, or if not set then[General] -> FlightLevel
.
In rulesmd.ini
:
[SOMEAIRCRAFT] ; AircraftType
SpawnDistanceFromTarget= ; floating point value, distance in cells
SpawnHeight= ; integer, height in leptons
Landing direction
By default aircraft land facing the direction specified by
[AudioVisual] -> PoseDir
. This can now be customized per AircraftType viaLandingDir
, defaults to[AudioVisual] -> PoseDir
. If the building the aircraft is docking to has aircraft docking direction set, that setting takes priority over this.Negative values are allowed as a special case for
AirportBound=false
aircraft which makes them land facing their current direction.
In rulesmd.ini
:
[SOMEAIRCRAFT] ; AircraftType
LandingDir= ; Direction type (integers from 0-255). Accepts negative values as a special case.
Animations
Animation weapon and damage settings
Weapon
can be set to a WeaponType, to create a projectile and immediately detonate it instead of simply dealingDamage
byWarhead
. This allows weapon effects to be applied.Damage.Delay
determines delay between two applications ofDamage
. RequiresDamage
to be set to 1.0 or above. Value of 0 disables the delay. Keep in mind that this is measured in animation frames, not game frames. Depending onRate
, animation may or may not advance animation frames on every game frame.Damage.DealtByInvoker
, if set to true, makes anyDamage
dealt to be considered as coming from the animation’s invoker (f.ex, firer of the weapon if it is WarheadAnimList/SplashList
animation, the destroyed vehicle if it isDestroyAnim
animation or the object the animation is attached to). If invoker has died or does not exist, the house the invoker belonged to is still used to deal damage and apply Phobos-introduced Warhead effects. Does not affect which house theDamage
dealt byWarhead
is dealt by.Damage.ApplyOncePerLoop
, if set to true, makesDamage
be dealt only once per animation loop (on single loop animations, only once, period) instead of on every frame or intervals defined byDamage.Delay
. The frame on which it is dealt is determined byDamage.Delay
, defaulting to after the first animation frame.
In artmd.ini
:
[SOMEANIM] ; AnimationType
Weapon= ; WeaponType
Damage.Delay=0 ; integer, animation frames
Damage.DealtByInvoker=false ; boolean
Damage.ApplyOncePerLoop=false ; boolean
Note
Weapon
and Damage.Delay
, beyond the other additions, should function similarly to the equivalent features introduced by Ares and take precedence over them if Phobos is used together with Ares.
Attached animation position customization
You can now customize whether or not animations attached to objects are centered at the object’s actual center rather than the bottom of their top-leftmost cell (cell #0).
In artmd.ini
:
[SOMEANIM] ; AnimationType
UseCenterCoordsIfAttached=false ; boolean
Customizable debris & meteor impact and warhead detonation behaviour
ExplodeOnWater
can be set to true to make the animation explode on impact with water.ExpireAnim
will be played andWarhead
is detonated or used to deal damage / generate light flash.Warhead.Detonate
, if set to true, makes theWarhead
fully detonate instead of simply being used to deal damage and generate light flash if it hasBright=true
.WakeAnim
contains a wake animation to play ifExplodeOnWater
is not set and the animation impacts with water. Defaults to[General] -> Wake
ifIsMeteor
is not set to true, otherwise no animation.SplashAnims
contains list of splash animations used ifExplodeOnWater
is not set and the animation impacts with water. Defaults to[CombatDamage] -> SplashList
.If
SplashAnims.PickRandom
is set to true, picks a random animation fromSplashAnims
to use on each impact with water. Otherwise last listed animation fromSplashAnims
is used.
ExtraShadow
can be set to false to disable the display of shadows on the ground.
In artmd.ini
:
[SOMEANIM] ; AnimationType
ExplodeOnWater=false ; boolean
Warhead.Detonate=false ; boolean
WakeAnim= ; AnimationType
SplashAnims= ; List of AnimationTypes
SplashAnims.PickRandom=false ; boolean
ExtraShadow=true ; boolean
Fire animations spawned by Scorch & Flamer
Tiberian Sun allowed
Scorch=true
andFlamer=true
animations to spawn fire animations from[AudioVisual] -> SmallFire
&LargeFire
. This behaviour has been reimplemented and is fully customizable.ConstrainFireAnimsToCellSpots
controls whether or not spawned animations are locked to cell spots (e.g the subcell positions infantry are also constrained to).FireAnimDisallowedLandTypes
controls which landtypes the fire animations are not allowed to spawn on. Defaults towater,rock,beach,ice
forScorch=true
,none
otherwise.AttachFireAnimsToParent
controls if the spawned animations are attached to the owner of the parent animation if it is also attached. Defaults to true forScorch=true
, otherwise false.SmallFireCount
determines number of small fire animations to spawn by bothScorch=true
andFlamer=true
animations. Defaults to 2 forFlamer=true
, otherwise 1.SmallFireAnims
can be used to set the animation types, defaults to[AudioVisual] -> SmallFire
(single animation).SmallFireChances
is a list of probabilities for the animations to spawn, up toSmallFireCount
amount of items are read. Last item listed is used if count exceeds the number of listed probabilities. Defaults to1.0,0.5
forFlamer=true
,1.0
otherwise.SmallFireDistances
is a list of distances in cells for the animations to spawn at from the parent animation’s coordinates, up toSmallFireCount
amount of items are read. Last item listed is used if count exceeds the number of listed probabilities. Defaults to0.25,0.625
forFlamer=true
,0.0
otherwise.
LargeFireCount
determines number of large fire animations to spawn byFlamer=true
animations only.LargeFireAnims
can be used to set the animation types, defaults to[AudioVisual] -> LargeFire
(single animation).LargeFireChances
is a list of probabilities for the animations to spawn, up toLargeFireCount
amount of items are read. Last item listed is used if count exceeds the number of listed probabilities.LargeFireDistances
is a list of distances in cells for the animations to spawn at from the parent animation’s coordinates, up toLargeFireCount
amount of items are read. Last item listed is used if count exceeds the number of listed probabilities.
In artmd.ini
:
[SOMEANIM] ; AnimationType
ConstrainFireAnimsToCellSpots=true ; boolean
FireAnimDisallowedLandTypes= ; List of LandTypes (none | clear | road | water | rock | wall | tiberium | beach | rough | ice | railroad | tunnel | weeds)
AttachFireAnimsToParent= ; boolean
SmallFireCount= ; integer
SmallFireAnims= ; List of AnimationTypes
SmallFireChances= ; List of floating point values (percent or absolute)
SmallFireDistances= ; List of floating point values, distance in cells
LargeFireCount=1 ; integer
LargeFireAnims= ; List of AnimationTypes
LargeFireChances=0.5 ; List of floating point values (percent or absolute)
LargeFireDistances=0.4375 ; List of floating point values, distance in cells
Note
Save for the change that Flamer
does not spawn animations if the parent animation is in air, the default settings should provide identical results to similar feature from Ares.
Layer on animations attached to objects
You can now customize whether or not animations attached to objects follow the object’s layer or respect their own
Layer
setting. If this is unset, attached animations useground
layer.
In artmd.ini
:
[SOMEANIM] ; AnimationType
Layer.UseObjectLayer= ; boolean
Ore stage threshold for HideIfNoOre
You can now customize which growth stage should an ore/tiberium cell have to have animation with
HideIfNoOre
displayed. Cells with growth stage less than specified value won’t allow the anim to display.
In artmd.ini
:
[SOMEANIM] ; AnimationType
HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage
Buildings
Aircraft docking direction
It is now possible to customize the landing direction for docking aircraft via
AircraftDockingDir(N)
(N
optionally replaced by 0-based index for eachDockingOffset
separately,AircraftDockingDir
andAircraftDockingDir0
are synonymous and will be used if direction is not set for a specific offset) on the dock building. This overrides the aircraft’s own landing direction setting and defaults to[AudioVisual] -> PoseDir
.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
AircraftDockingDir(N)= ; Direction type (integers from 0-255)
Allowed / disallowed types for FactoryPlant
It is now possible to customize which TechnoTypes benefit from bonuses of a
FactoryPlant=true
building by listing them onFactoryPlant.AllowTypes
and/orFactoryPlant.DisallowTypes
.FactoryPlant.Multiplier
(Ares feature) is still applied on the bonuses if they are in effect.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
FactoryPlant.AllowTypes= ; List of TechnoTypes
FactoryPlant.DisallowTypes= ; List of TechnoTypes
Apply ZShapePointMove during buildups
By default buildings do not apply
ZShapePointMove
(which offsets the ‘z shape’ applied on buildings which is used to adjust them in depth buffer and is used to fix issues related to that such as corners of buildings getting cut off when drawn) when buildup is being displayed. This behaviour can now be toggled by settingZShapePointMove.OnBuildup
.
In artmd.ini
:
[SOMEBUILDING] ; BuildingType
ZShapePointMove.OnBuildup=false ; boolean
Buildings considered as vehicles
By default game considers buildings with both
UndeploysInto
set andFoundation
equaling1x1
as vehicles, in a manner of speaking. This behaviour can now be toggled individually of these conditions by settingConsideredVehicle
. These buildings are counted as vehicles for unit count tracking, are not considered as base under attack when damaged and can be mass selected by default, for an example.When capturing such “buildings”, the player won’t be notified by EVA capture event.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
ConsideredVehicle= ; boolean
Custom exit cell for infantry factory
By default
Factory=InfantryType
buildings use exit cell for the created infantry based on hardcoded settings if any ofGDIBarracks
,NODBarracks
orYuriBarracks
are set to true. It is now possible to define arbitrary exit cell for such building viaBarracksExitCell
. Below is a reference of the cell offsets for the hardcoded values.
Key |
Cell Offset |
---|---|
|
1,2 |
|
2,2 |
|
2,1 |
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
BarracksExitCell= ; X,Y - cell offset
Customizable selling buildup sequence length for buildings that can undeploy
By default buildings with
UndeploysInto
will only play 23 frames of their buildup sequence (in reverse starting from last frame) when being sold as opposed to being undeployed. This can now be customized viaSellBuildupLength
.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
SellBuildupLength=23 ; integer, number of buildup frames to play
Customizable & new grinder properties
Using ally grinder, restricting to vehicles only and refund display (Project Phantom)
You can now customize which types of objects a building with
Grinding
set can grind as well as the grinding sound.Grinding.AllowAllies
changes whether or not to allow units to enter allies’ buildings.Grinding.AllowOwner
changes whether or not to allow units to enter your own buildings.Grinding.AllowTypes
can be used to define InfantryTypes and VehicleTypes that can be grinded by the building. Listing any will disable grinding for all types except those listed.Grinding.DisallowTypes
can be used to exclude InfantryTypes or VehicleTypes from being able to enter the grinder building.Grinding.PlayDieSound
controls if the units’DieSound
andVoiceDie
are played when entering the grinder. Default toyes
.Grinding.Sound
is a sound played by when object is grinded by the building. If not set, defaults to[AudioVisual] -> EnterGrinderSound
.Grinding.Weapon
is a weapon fired at the building & by the building when it grinds an object. Will only be fired if at least weapon’sROF
amount of frames have passed since it was last fired.Grinding.Weapon.RequiredCredits
can be set to have the weapon require accumulated credits from grinding to fire. Accumulated credits for this purpose are reset every time when the weapon fires.
For money string indication upon grinding, please refer to
DisplayIncome
.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
Grinding.AllowAllies=false ; boolean
Grinding.AllowOwner=true ; boolean
Grinding.AllowTypes= ; List of InfantryTypes / VehicleTypes
Grinding.DisallowTypes= ; List of InfantryTypes / VehicleTypes
Grinding.PlayDieSound=true ; boolean
Grinding.Sound= ; Sound entry
Grinding.Weapon= ; WeaponType
Grinding.Weapon.RequiredCredits=0 ; integer
Customize overpower logic
Now you can specific how building can be overpowerd.
In rulesmd.ini
:
[SOMEWARHEAD]
ElectricAssaultLevel=1 ; integer
[SOMEBUILDING]
Overpower.KeepOnline=2 ; integer, negative values mean that cannot keep online
Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons can never be switched
Note
Ares’ Battery Super Weapon won’t be affected by this.
Exclude Factory from providing multiple factory bonus
It is now possible to exclude a building with
Factory
from counting towardsMultipleFactory
bonus.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
ExcludeFromMultipleFactoryBonus=false ; boolean
Skip anim delay for burst fire
In Red Alert 1, the tesla coil will attack multiple times after charging animation. This is not possible in Red Alert 2, where the building must play the charge animation every time it fires.
Now you can implement the above logic using the following flag.
In artmd.ini
:
[SOMEBUILDING] ; BuildingType
IsAnimDelayedBurst=true ; boolean
Note
The prism towers’ fire is hardcoded to be delayed. Their fire will ignore this flag, just as they ignore IsAnimDelayedFire
.
Unit repair customization
It is now possible to customize the repairing of units by
UnitRepair=true
,UnitReload=true
andHospital=true
buildings.Units.RepairRate
customizes the rate at which the units are repaired. This defaults to[General] -> ReloadRate
ifUnitReload=true
and if overridden per AircraftType (Ares feature) can tick at different time for each docked aircraft. Setting this overrides that behaviour. ForUnitRepair=true
buildings this defaults to[General] -> URepairRate
.On
UnitReload=true
building setting this to negative value will fully disable the repair functionality.
Units.RepairStep
how muchStrength
is restored per repair tick. Defaults to[General] -> RepairStep
.Units.RepairPercent
is a multiplier to cost of repairing (cost / (maximum health / repair step)). Defaults to[General] -> RepairPercent
. Note that the final cost is set to 1 if it is less than that.Units.UseRepairCost
can be used to customize if repair cost is applied at all. Defaults to false for infantry, true for everything else.
In rulesmd.ini
:
[SOMEBUILDING] ; BuildingType
Units.RepairRate= ; floating point value, ingame minutes
Units.RepairStep= ; integer
Units.RepairPercent= ; floating point value, percents or absolute
Units.UseRepairCost= ; boolean
Waypoints for buildings
In vanilla, buildings are forbidden to use waypoints. Now you can allow that using the following flag.
In rulesmd.ini
:
[General]
BuildingWaypoints=false ; boolean
Infantry
Prone speed customization
In vanilla, infantry has hardcoded prone speed. Now you can customize it.
In rulesmd.ini
:
[General]
ProneSpeed.Crawls=0.67 ; floating point value, multiplier
ProneSpeed.NoCrawls=1.5 ; floating point value, multiplier
[SOMEINFANTRY] ; InfantryType
ProneSpeed= ; floating point value, multiplier, by default, use the corresponding global value according to Crawls
Particle systems
Fire particle target coordinate adjustment when firer rotates
By default particle systems with
BehavesLike=Fire
shift their target coordinates if the object that created the particle system (e.g firer of a weapon) is rotating. This behavior can now be disabled per particle system type.
In rulesmd.ini
:
[SOMEPARTICLESYSTEM] ; ParticleSystemType
AdjustTargetCoordsOnRotation=true ; boolean
Particles
Customizable gas particle speed
Gas particles can now drift at a custom speed.
In rulesmd.ini
:
[GASPARTICLE] ; Particle with BehavesLike=Gas
Gas.MaxDriftSpeed=2 ; integer (TS default is 5)
Projectiles
Airburst & Splits
AirburstWeapon
logic has been reimplemented and thus there are several additions & changes to it.Splits
can be set to true to use projectile splitting logic from Firestorm, with the number of split projectiles defined byCluster
.RetargetAccuracy
defines the probability that the splitted projectiles head to the same target as the original projectile.RetargetSelf
determines if it is possible for the splitted projectiles to aim at the firer of the original projectile.RetargetSelf.Probability
is the probability that if the original firer is chosen as a target, it is kept as the target instead of rerolled to another.
Splits.TargetingDistance
is the distance in cells that any potential target has to be within from the original target coordinates to be eligible for targeting by the splitted projectiles.Splits.TargetCellRange
is the distance in whole cells from the original target cell from which the splitted projectiles can pick new target cells if not enough TechnoType targets were found nearby.Splits.UseWeaponTargeting
, if set to true, enables weapon targeting filter for when checking targets for splitted projectiles. Target’sLegalTarget
setting, WarheadVerses
againstArmor
as well asAirburstWeapon
weapon targeting filters & AttachEffect filters will be checked.Do note that this overrides checking Warhead for
AffectsAllies/Owner/Enemies
for targeting. You can useCanTargetHouses
onAirburstWeapon
to achieve similar behaviour, however.
Behaviour for if
Airburst
is set to true can also be customized.AirburstSpread
is the distance in cells that the effect covers, with each cell in range being targeted byAirburstWeapon
by default.Airburst.UseCluster
, if set to true, makes it so that only number of cells in the affected area dictated byCluster
will be affected, instead of all of them.If
Airburst.RandomClusters
is set to true, the cells affected will be picked by random. Otherwise they will be evenly spaced (counting from center to edges of affected area).
Airburst.TargetAsSource
can be used to override source or ‘firing’ coordinate to match that of the intended target instead of projectile’s current position.If
Airburst.TargetAsSource.SkipHeight
is also set, then projectile’s current height will be used instead of target’s height still.
AroundTarget
controls whether or not targets for projectiles created byAirburst
orSplits
are checked for in area around the original projectile’s intended target, or where the original projectile detonated. Defaults to value ofSplits
.AirburstWeapon.ApplyFirepowerMult
determines whether or not firepower modifiers from the firer of the original projectile are applied on the projectiles created fromAirburstWeapon
.AirburstWeapon.SourceScatterMin
andAirburstWeapon.SourceScatterMax
can be used to scatter the source or ‘firing’ coordinate around the original coordinate.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
Splits= ; boolean
RetargetAccuracy=0.0 ; floating point value, percents or absolute (0.0-1.0)
RetargetSelf=true ; boolean
RetargetSelf.Probability=0.5 ; floating point value, percents or absolute (0.0-1.0)
Splits.TargetingDistance=5.0 ; floating point value, distance in cells
Splits.TargetCellRange=3 ; integer, cell offset
Splits.UseWeaponTargeting=false ; boolean
AirburstSpread=1.5 ; floating point value, distance in cells
Airburst.UseCluster=false ; boolean
Airburst.RandomClusters=false ; boolean
Airburst.TargetAsSource=false ; boolean
Airburst.TargetAsSource.SkipHeight=false ; boolean
AroundTarget= ; boolean
AirburstWeapon.ApplyFirepowerMult=false ; boolean
AirburstWeapon.SourceScatterMin=0.0 ; floating point value, distance in cells
AirburstWeapon.SourceScatterMax=0.0 ; floating point value, distance in cells
Note
Splits
, AirburstSpread
, RetargetAccuracy
, RetargetSelf
and AroundTarget
, beyond the other additions, should function similarly to the equivalent features introduced by Ares and take precedence over them if Phobos is used together with Ares.
Bomb parachute anim deglobalization
Now you can define
BombParachute
per projectile.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
BombParachute= ; AnimationType, default to [General] -> BombParachute
Cluster scatter distance customization
ClusterScatter.Min
andClusterScatter.Max
can be used to set minimum and maximum distance, respectively, in cells from the original detonation coordinate any additional detonations ifCluster
is set to value higher than 1 can appear at.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
ClusterScatter.Min=1.0 ; floating point value, distance in cells
ClusterScatter.Max=2.0 ; floating point value, distance in cells
Customizable projectile gravity
You can now specify individual projectile gravity.
Setting
Gravity=0
is not recommended as it will cause the projectile to fly backwards and be unable to hit the target which is not at the same height. We suggest to useStraight
Trajectory instead. See here.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
Gravity=6.0 ; floating point value
FlakScatter distance customization
By default
FlakScatter=true
makesInviso=true
projectiles scatter by random distance (in cells) from 0 to[CombatDamage] -> BallisticScatter
. This distance range can now be customized by settingBallisticScatter.Min
&BallisticScatter.Max
on the projectile. If not set, the default values are used.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
BallisticScatter.Min= ; floating point value, distance in cells
BallisticScatter.Max= ; floating point value, distance in cells
Shrapnel enhancements
Shrapnel appearing against ground & buildings in Project Phantom
ShrapnelWeapon
can now be triggered against ground & buildings viaShrapnel.AffectsGround
andShrapnel.AffectsBuildings
.Setting
Shrapnel.UseWeaponTargeting
now allows weapon target filtering to be enabled forShrapnelWeapon
. Target’sLegalTarget
setting, WarheadVerses
againstArmor
as well asShrapnelWeapon
weapon targeting filters & AttachEffect filters will be checked.Do note that this overrides the normal check of only allowing shrapnels to hit non-allied objects. Use
CanTargetHouses=enemies
to manually enable this behaviour again.
In rulesmd.ini
:
[SOMEPROJECTILE] ; Projectile
Shrapnel.AffectsGround=false ; boolean
Shrapnel.AffectsBuildings=false ; boolean
Shrapnel.UseWeaponTargeting=false ; boolean
Technos
Airstrike target eligibility
By default whether or not a building can be targeted by airstrikes depends on value of
CanC4
, which also affects other things. This can now be changed independently by settingAllowAirstrike
. If not set, defaults to value ofCanC4
.For non building situations, the default value is true.
Now it is possible to designate air strikes against non building targets.
The airstrike aircraft will now aim at the target itself rather than the cell beneath its feet.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
AllowAirstrike= ; boolean
[SOMEWARHEAD] ; WarheadType
AirstrikeTargets=building ; List of Affected Target Enumeration (none|infantry|units|buildings|all)
Alternate FLH customizations
AlternateFLH.OnTurret
can be used to customize whether or notAlternateFLHN
used forOpenTopped
transport firing coordinates, multiple mind control link offsets etc. is calculated relative to the unit’s turret if available or body.
In artmd.ini
:
[SOMETECHNO] ; TechnoType
AlternateFLH.OnTurret=true ; boolean
Building-provided self-healing customization
It is now possible to set a global cap for the effects of
InfantryGainSelfHeal
andUnitsGainSelfHeal
by settingInfantryGainSelfHealCap
&UnitsGainSelfHealCap
under[General]
, respectively.Whether or not
MultiplayPassive=true
houses benefit from these effects can be controlled viaGainSelfHealAllowMultiplayPassive
.It is also possible to change the pip frames displayed from
pips.shp
individually for infantry, units and buildings by setting the frames for infantry & unit self-healing onPips.SelfHeal.(Infantry/Units/Buildings)
under[AudioVisual]
, respectively.Pips.SelfHeal.(Infantry/Units/Buildings).Offset
can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings.
Whether or not a TechnoType benefits from effects of
InfantryGainSelfHeal
orUnitsGainSelfHeal
buildings or neither can now be controlled by settingSelfHealGainType
.If
SelfHealGainType
is not set, InfantryTypes and VehicleTypes withOrganic
set to true gain self-healing fromInfantryGainSelfHeal
, other VehicleTypes fromUnitsGainSelfHeal
and AircraftTypes & BuildingTypes never gain self-healing.
In rulesmd.ini
:
[General]
InfantryGainSelfHealCap= ; integer, maximum amount of InfantryGainSelfHeal that can be in effect at once, must be 1 or higher
UnitsGainSelfHealCap= ; integer, maximum amount of UnitsGainSelfHeal that can be in effect at once, must be 1 or higher
GainSelfHealAllowMultiplayPassive=true ; boolean
[AudioVisual]
Pips.SelfHeal.Infantry=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Units=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Buildings=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Infantry.Offset=25,-35 ; X,Y, pixels relative to default
Pips.SelfHeal.Units.Offset=33,-32 ; X,Y, pixels relative to default
Pips.SelfHeal.Buildings.Offset=15,10 ; X,Y, pixels relative to default
[SOMETECHNO] ; TechnoType
SelfHealGainType= ; Self-Heal Gain Type Enumeration (noheal|infantry|units)
Chrono sparkle animation customization & improvements
It is now possible to customize the frame delay between instances of
[General] -> ChronoSparkle1
animations created on objects being warped by setting[General] -> ChronoSparkleDisplayDelay
.By default on buildings with
MaxNumberOccupants
higher than 0, chrono sparkle animation would be shown at each of theMuzzleFlashX
coordinates. This behaviour is now customizable, and supportsMuzzleFlashX
indices higher than 10.[General] -> ChronoSparkleBuildingDisplayPositions
can be set to show the sparkle animation on the building (building
), muzzle flash coordinates of current occupants (occupants
), muzzle flash coordinates of all occupant slots (occupantslots
) or any combination of these.If
occupants
oroccupantslots
is listed withoutbuilding
, a single chrono sparkle animation is still displayed on building if it doesn’t have any occupants or it hasMaxNumberOccupants
value less than 1, respectively.
The chrono sparkle animation that is displayed on building itself is also now displayed at the center of it rather than at center of its topmost cell.
In rulesmd.ini
:
[General]
ChronoSparkleDisplayDelay=24 ; integer, game frames
ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono sparkle position enum (building | occupants | occupantslots | all)
Customizable ChronoSphere teleport delays for units
It is now possible to customize (globally and per TechnoType) the warp-in delay for units teleporting through
Type=ChronoSphere/Warp
Superweapon, both before and after the jump.
In rulesmd.ini
:
[General]
ChronoSphereDelay=60 ; integer, game frames
ChronoSpherePreDelay=0 ; integer, game frames
[SOMETECHNO] ; TechnoType
ChronoSphereDelay= ; integer, game frames
ChronoSpherePreDelay= ; integer, game frames
Warning
Due to technical constraints, these settings do not apply to buildings teleported by Ares’ customizable ChronoSphere SW. They only have a pre-teleport delay equal to [General] -> ChronoDelay
.
Customizable harvester ore gathering animation
Custom ore gathering anims in Project Phantom
You can now specify which anim should be drawn when a harvester of specified type is gathering specified type of ore.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
OreGathering.Anims= ; List of AnimationTypes
OreGathering.FramesPerDir=15 ; List of integers
OreGathering.Tiberiums=0 ; List of Tiberium IDs
Customizable target evaluation map zone check behaviour
By default, any non-AircraftType units seeking targets via ScriptType team mission (action)
0 Attack Target Type
or any attack team missions introduced in Phobos check if the potential target is in same map zone as the attacking unit to be able to pick it as a target. This can now be customized to allow objects from any map zone with no constraints (TargetZoneScanType=any
) or only if they are within weapon range (TargetZoneScanType=inrange
).
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
TargetZoneScanType=same ; target zone scan enumeration (same|any|inrange)
Customizable Teleport/Chrono Locomotor settings per TechnoType
Chrono Legionnaire and Ronco using different teleportation settings in YR: New War
You can now specify Teleport/Chrono Locomotor settings per TechnoType to override default rules values. Unfilled values default to values in
[General]
.Only applicable to Techno that have Teleport/Chrono Locomotor attached.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
WarpOut= ; Anim (played when Techno warping out), default to [General] WarpOut
WarpIn= ; Anim (played when Techno warping in), default to [General] WarpIn
WarpAway= ; Anim (played when Techno chronowarped by chronosphere), default to [General] WarpOut
ChronoTrigger= ; boolean, if yes then delay varies by distance, if no it is a constant
ChronoDistanceFactor= ; integer, amount to divide the distance to destination by to get the warped out delay
ChronoMinimumDelay= ; integer, the minimum delay for teleporting, no matter how short the distance
ChronoRangeMinimum= ; integer, can be used to set a small range within which the delay is constant
ChronoDelay= ; integer, delay after teleport for chronosphere
Customizable unit image in art
Image
tag in art INI is no longer limited to AnimationTypes and BuildingTypes, and can be applied to all TechnoTypes (InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes).The tag specifies only the file name (without extension) of the asset that replaces TechnoType’s graphics. If the name in
Image
is also an entry in the art INI, no tags will be read from it.By default this feature is disabled to remain compatible with YR. To use this feature, enable it in rules with
ArtImageSwap=true
.This feature supports SHP images for InfantryTypes, SHP and VXL images for VehicleTypes and VXL images for AircraftTypes.
In rulesmd.ini
:
[General]
ArtImageSwap=false ; disabled by default
In artmd.ini
:
[SOMETECHNO] ; TechnoType
Image= ; name of the file that will be used as image, without extension
Customizable veterancy insignias
You can now customize veterancy insignia of TechnoTypes.
Insignia.(Rookie|Veteran|Elite)
can be used to set a custom insignia file, optionally for each veterancy stage. Like the original / default file,pips.shp
, they are drawn usingpalette.pal
as palette.InsigniaFrame(.Rookie|Veteran|Elite)
can be used to set (zero-based) frame index of the insignia to display, optionally for each veterancy stage. Using -1 uses the default setting. Default settings are -1 (none) for rookie, 14 for veteran and 15 for elite.A shorthand
InsigniaFrames
can be used to list them in order from rookie, veteran and elite instead as well.InsigniaFrame(.Rookie|Veteran|Elite)
takes priority over this.These settings will be overriden by the properties set in InsigniaType, if
InsigniaType
is set.
Normal insignia can be overridden for specific weapon modes of
Gunner=true
units by settingInsignia(.Frame/.Frames).WeaponN
whereN
stands for 1-based weapon mode index. If not set, defaults to non-mode specific insignia settings.These settings will be overriden by the properties set in InsigniaType, if
InsigniaType.WeaponN
is set.
Normal insignia can be overridden when its current passenger size reaches a certain amount by setting
Insignia(.Frame/.Frames).PassengersN
whereN
stands for the current passenger size amount (from 0 toPassengers
of the transport). If not set, defaults to non-passenger specific insignia settings. Will be overridden by weapon mode insignia settings, if set.These settings will be overriden by the properties set in InsigniaType, if
InsigniaType.PassengersN
is set.
Insignia.ShowEnemy
controls whether or not the insignia is shown to enemy players. Defaults to[General] -> EnemyInsignia
, which in turn defaults to true.You can make insignias appear only on selected units using
DrawInsignia.OnlyOnSelected
.Position for insignias can be adjusted by setting
DrawInsignia.AdjustPos.Infantry
for infantry,DrawInsignia.AdjustPos.Buildings
for buildings, andDrawInsignia.AdjustPos.Units
for others.DrawInsignia.AdjustPos.BuildingsAnchor
can be set to an anchor point to anchor the insignia position relative to the building’s selection bracket. By default the insignia position is not anchored to the selection bracket.DrawInsignia.UsePixelSelectionBracketDelta
can be set to use techno’sPixelSelectionBracketDelta
to additionally adjust insignias vertically.
In rulesmd.ini
:
[General]
EnemyInsignia=true ; boolean
[AudioVisual]
DrawInsignia.OnlyOnSelected=false ; boolean
DrawInsignia.UsePixelSelectionBracketDelta=false ; boolean
DrawInsignia.AdjustPos.Infantry=5,2 ; X,Y, position offset from default
DrawInsignia.AdjustPos.Units=10,6 ; X,Y, position offset from default
DrawInsignia.AdjustPos.Buildings=10,6 ; X,Y, position offset from default
DrawInsignia.AdjustPos.BuildingsAnchor= ; Hexagon vertex enumeration (top|lefttop|leftbottom|bottom|rightbottom|righttop)
[SOMETECHNO] ; TechnoType
Insignia= ; filename - excluding the .shp extension
Insignia.Rookie= ; filename - excluding the .shp extension
Insignia.Veteran= ; filename - excluding the .shp extension
Insignia.Elite= ; filename - excluding the .shp extension
InsigniaFrame=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.Rookie=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.Veteran=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.Elite=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrames=-1,-1,-1 ; int, frames of insignia shp (zero-based) or -1 for default
Insignia.WeaponN= ; filename - excluding the .shp extension
Insignia.WeaponN.Rookie= ; filename - excluding the .shp extension
Insignia.WeaponN.Veteran= ; filename - excluding the .shp extension
Insignia.WeaponN.Elite= ; filename - excluding the .shp extension
InsigniaFrame.WeaponN=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.WeaponN.Rookie=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.WeaponN.Veteran=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.WeaponN.Elite=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrames.WeaponN=-1,-1,-1 ; int, frames of insignia shp (zero-based) or -1 for default
Insignia.PassengersN= ; filename - excluding the .shp extension
Insignia.PassengersN.Rookie= ; filename - excluding the .shp extension
Insignia.PassengersN.Veteran= ; filename - excluding the .shp extension
Insignia.PassengersN.Elite= ; filename - excluding the .shp extension
InsigniaFrame.PassengersN=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.PassengersN.Rookie=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.PassengersN.Veteran=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrame.PassengersN.Elite=-1 ; int, frame of insignia shp (zero-based) or -1 for default
InsigniaFrames.PassengersN=-1,-1,-1 ; int, frames of insignia shp (zero-based) or -1 for default
Insignia.ShowEnemy= ; boolean
Note
Insignia customization besides the InsigniaFrames
shorthand should function similarly to the equivalent feature introduced by Ares and takes precedence over it if Phobos is used together with Ares.
Customizable wake anim
You can now specify the
Wake
anim per TechnoType to override default rules value.Wake.Grapple
andWake.Sinking
can be used to further customize wake anim when the techno is being parasited or sunken.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Wake= ; Anim (played when Techno moving on the water), default to [General] -> Wake
Wake.Grapple= ; Anim (played when Techno being parasited on the water), defaults to [TechnoType] -> Wake
Wake.Sinking= ; Anim (played when Techno sinking), defaults to [TechnoType] -> Wake
Customize bridge falling down damage
Now you can customize the damage a unit receives when it falls from a bridge.
FallingDownDamage
customizes the damage a unit receives at the end of a fall. It can be a percentage or an integer.FallingDownDamage.Water
customizes the damage a unit receives when it falls onto the water. Defaults toFallingDownDamage
.If it is a negative percentage, corresponding damage will be dealt based on the current health of the unit.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
FallingDownDamage= ; integer / percentage
FallingDownDamage.Water= ; integer / percentage
Customize resource storage
Now Ares
Storage
feature can set which Tiberium type from[Tiberiums]
list should be used for storing resources in structures withRefinery.UseStorage=yes
andStorage
> 0.This tag can not be used without Ares.
In rulesmd.ini
:
[General]
Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index
Customizing effect of level lighting on air units
It is now possible to customize how air units are affected by level lighting, separately for AircraftTypes and infantry/vehicles with Jumpjet
Locomotor
.AircraftLevelLightMultiplier
&JumpjetLevelLightMultiplier
are direct multipliers to level lighting applied on the units, for height levels above the cell they are on.
In rulesmd.ini
:
[AudioVisual]
AircraftLevelLightMultiplier=1.0 ; floating point value, percents or absolute
JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or absolute
Damaged speed customization
In vanilla, units using drive/ship loco will has hardcoded speed multiplier when damaged. Now you can customize it.
The max valuebale value is 1.0, you cannot make unit get faster on yellow condition by it.
In rulesmd.ini
:
[General]
DamagedSpeed=0.75 ; floating point value, multiplier
[SOMETECHNO] ; TechnoType
DamagedSpeed= ; floating point value, multiplier
Exploding object customizations
By default
Explodes=true
TechnoTypes have all of their passengers killed when they are destroyed. This behaviour can now be disabled by settingExplodes.KillPassengers=false
.BuildingTypes with
Explodes=true
can by default explode even when they are still being built or sold. This can be disabled by settingExplodes.DuringBuildup
to false. This causes them to behave as ifExplodes
was set to false while being built up or sold.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Explodes.KillPassengers=true ; boolean
[SOMEBUILDING] ; BuildingType
Explodes.DuringBuildup=true ; boolean
Forbid parallel AI queues
You can now set if specific types of factories do not have AI production cloning issue instead of Ares’ indiscriminate behavior of
AllowParallelAIQueues=no
.If
AllowParallelAIQueues=no
(Ares feature) is set, the tags have no effect.
You can also exclude specific TechnoTypes from being built in parallel by AI by setting
ForbidParallelAIQueues
to true on a TechnoType.
In rulesmd.ini
:
[GlobalControls]
AllowParallelAIQueues=yes ; must be set yes/true unless you don't use Ares
ForbidParallelAIQueues.Infantry=no ; boolean
ForbidParallelAIQueues.Vehicle=no ; boolean
ForbidParallelAIQueues.Navy=no ; boolean
ForbidParallelAIQueues.Aircraft=no ; boolean
ForbidParallelAIQueues.Building=no ; boolean
[SOMETECHNO] ; TechnoType
ForbidParallelAIQueues=false ; boolean
Iron Curtain & Force Shield effects on organics customization
In vanilla game, when Iron Curtain is applied on
Organic=true
units like squids or infantry, they could only get killed instantly byC4Warhead
. This behavior is now unhardcoded and can be set withIronCurtain.EffectOnOrganics
globally and on per-TechnoType basis withIronCurtain.Effect
. Following values are respected:kill
: Iron Curtain kills the organic object with a specifc warhead. This is the default value forOrganic=true
units and infantry if not otherwise specified.invulnerable
: Iron Curtain makes the organic object invulnerable like buildings and vehicles.ignore
: Iron Curtain doesn’t give any effect on the organic object.
IronCurtain.KillOrganicsWarhead
andIronCurtain.KillWarhead
can be used to customize the Warhead used to kill units, globally or per TechnoType-basis respectively, with latter defaulting to former and former defaulting to[CombatDamage] -> C4Warhead
.Identical controls are available for Force Shield as well.
In rulesmd.ini
:
[CombatDamage]
IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration (kill | invulnerable | ignore)
IronCurtain.KillOrganicsWarhead= ; WarheadType
ForceShield.EffectOnOrganics=kill ; Iron Curtain effect Enumeration (kill | invulnerable | ignore)
ForceShield.KillOrganicsWarhead= ; WarheadType
[SOMETECHNO] ; InfantryType or Organic=true TechnoType
IronCurtain.Effect= ; IronCurtain effect Enumeration (kill | invulnerable | ignore)
IronCurtain.KillWarhead= ; WarheadType
ForceShield.Effect= ; IronCurtain effect Enumeration (kill | invulnerable | ignore)
ForceShield.KillWarhead= ; WarheadType
Iron Curtain & Force Shield extra tint intensity
It is now possible to specify additional tint intensity applied to Iron Curtained and Force Shielded units.
In rulesmd.ini
:
[AudioVisual]
IronCurtain.ExtraTintIntensity=0.0 ; floating point value
ForceShield.ExtraTintIntensity=0.0 ; floating point value
Jumpjet rotating on crashing toggle
Jumpjet that is going to crash starts to change its facing uncontrollably, this can now be turned off.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
JumpjetRotateOnCrash=true ; boolean
Warning
This may subject to further changes.
Kill spawns on low power
Powered=yes
structures that spawns aircraft like Aircrafts Carriers will stop targeting the enemy if low power.Spawned aircrafts self-destruct if they are flying.
In rulesmd.ini
:
[SOMESTRUCTURE] ; BuildingType
Powered.KillSpawns=false ; boolean
PipScale pip customizations
It is now possible to change the size of pips (or more accurately the pixel increment to the next pip drawn) displayed on
PipScale
.Pips.Generic.(Buildings.)Size
is for non-ammo pips on non-building TechnoTypes / buildings, accordingly, andPips.Ammo.(Buildings.)Size
is in turn for ammo pips, split similarly between non-building technos and buildings.Ammo pip size can also be overridden on per TechnoType-basis using
AmmoPipSize
.
Ammo pip frames can now also be customized.
AmmoPipFrame
andAmmoPipFrame
are frames (zero-based) ofpips2.shp
used for ammo pip and empty ammo pip (this is not set by default) for whenPipWrap=0
(this is the default).AmmoPipWrapStartFrame
is used as start frame (zero-based, frompips2.shp
) for whenPipWrap
is above 0. The start frame is the empty frame and up toAmmo
divided byPipWrap
frames after it are used for the different reload stages.AmmoPipOffset
can be used to shift the starting position of ammo pips.
Pips for TechnoTypes with
Spawns
can now also be customized.ShowSpawnsPips
determines whether or not these pips are shown at all, as they are independent fromPipScale
setting.SpawnsPipFrame
andEmptySpawnsPipFrame
are frames (zero-based) ofpips.shp
(for buildings) orpips2.shp
(for others) used for a spawnee pip and empty spawnee pip, respectively.SpawnsPipSize
determines the pixel increment to the next pip drawn. Defaults to[AudioVisual] -> Pips.Generic.(Buildings.)Size
if not set.SpawnsPipoffset
can be used to shift the starting position of spawnee pips.
Pips for
Storage
can now also be customized via new keys in[AudioVisual]
.Pips.Tiberiums.Frames
can be used to list frames (zero-based) ofpips.shp
(for buildings) orpips2.shp
(for others) used for tiberium types, in the listed order corresponding to tiberium type index. Defaults to 5 for tiberium type index 1, otherwise 2.Pips.Tiberiums.EmptyFrame
can be used to set the frame for empty slots, defaults to 0.
Pips.Tiberiums.DisplayOrder
controls in which order the tiberium type pips are displayed, takes a list of tiberium type indices. Any tiberium type not listed will be displayed in sequential order after the listed ones.Pips.Tiberiums.WeedFrame
controls which frame is displayed on Technos withWeeder=yes
, takes a (zero-based) index of a frame inpips.shp
(for buildings) orpips2.shp
(for others). Defaults to 1.Pips.Tiberiums.WeedEmptyFrame
can be used to set the frame for empty weed slots, defaults to 0.
In rulesmd.ini
:
[AudioVisual]
Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next pip
Pips.Generic.Buildings.Size=4,2 ; X,Y, increment in pixels to next pip
Pips.Ammo.Size=4,0 ; X,Y, increment in pixels to next pip
Pips.Ammo.Buildings.Size=4,2 ; X,Y, increment in pixels to next pip
Pips.Tiberiums.EmptyFrame=0 ; integer, frame of pips.shp (buildings) or pips2.shp (others) (zero-based)
Pips.Tiberiums.Frames=2,5,2,2 ; List of integers, frames of pips.shp (buildings) or pips2.shp (others) (zero-based)
Pips.Tiberiums.DisplayOrder=0,2,3,1 ; List of integers, tiberium type indices
Pips.Tiberiums.WeedEmptyFrame=0 ; integer, frame of pips.shp (buildings) or pips2.shp (others) (zero-based)
Pips.Tiberiums.WeedFrame=1 ; integer, frame of pips.shp (buildings) or pips2.shp (others) (zero-based)
[SOMETECHNO] ; TechnoType
AmmoPipFrame=13 ; integer, frame of pips2.shp (zero-based)
EmptyAmmoPipFrame=-1 ; integer, frame of pips2.shp (zero-based)
AmmoPipWrapStartFrame=14 ; integer, frame of pips2.shp (zero-based)
AmmoPipSize= ; X,Y, increment in pixels to next pip
AmmoPipOffset=0,0 ; X,Y, position offset from default
ShowSpawnsPips=true ; boolean
SpawnsPipFrame=1 ; integer, frame of pips.shp (buildings) or pips2.shp (others) (zero-based)
EmptySpawnsPipFrame=0 ; integer, frame of pips.shp (buildings) or pips2.shp (others) (zero-based)
SpawnsPipSize= ; X,Y, increment in pixels to next pip
SpawnsPipOffset=0,0 ; X,Y, position offset from default
Power drain for units
Infantry, vehicles and aircraft can now drain or provide
Power
ifUnitPowerDrain=true
is set.
In rulesmd.ini
:
[General]
UnitPowerDrain=false ; boolean
[SOMETECHNO] ; TechnoType
Power=0 ; integer, positive means output, negative means drain
RadarInvisible for non-enemy house
In vanilla,
RadarInvisible
is ignored if the techno is allied with the current player. Now you can change this behavior.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
RadarInvisibleToHouse= ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all), default to enemy if `RadarInvisible=true`, none otherwise
Re-enable obsolete [JumpjetControls]
Re-enable obsolete
[JumpjetControls]
, the keys in it will be as the default value of jumpjet units.Moreover, added two tags for missing ones.
In rulesmd.ini
:
[JumpjetControls]
Crash=5.0 ; floating point value
NoWobbles=false ; boolean
Note
CruiseHeight
is for JumpjetHeight
, WobblesPerSecond
is for JumpjetWobbles
, WobbleDeviation
is for JumpjetDeviation
, and Acceleration
is for JumpjetAccel
. All other corresponding keys just simply have no Jumpjet prefix.
Skirmish AI behavior dehardcode
In vanilla, there is a hardcoded behavior that when an skirmish AI player has no factory and has not taken damage for a while, it will sell its buildings and set its units to hunt. This can be customized now.
[General] -> AIFireSale
and[General] -> AIAllToHunt
control whether the AI will act selling and hunting respectively.[General] -> AIFireSaleDelay
defines a timer, it will only work if[General] -> AIFireSale
is set totrue
. When the first time the AI reaches the trigger condition of vanilla behavior, the timer starts and prevents the selling behavior from happening until the timer is expired.You can use these flags to make the AIs “all in” before they are defeated.
Another hardcoded behavior is that, when the AI deploys a MCV, it will gather all of its forces to that place. This can be toggle off now.
[General] -> GatherWhenMCVDeploy
controls this behavior.
In rulesmd.ini
:
[General]
AIFireSale=true ; boolean
AIFireSaleDelay=0 ; integer, number of frames
AIAllToHunt=true ; boolean
GatherWhenMCVDeploy=true ; boolean
Subterranean unit travel height and speed
It is now possible to control the height at which units with subterranean (Tunnel)
Locomotor
travel, globally or per TechnoType.Subterranean movement speed is now also customizable, both globally and per TechnoType. If per-TechnoType value is negative, global value is used. This does not affect the speed at which the unit moves vertically when burrowing which is determined by
Speed
multiplied by[General] -> TunnelSpeed
.
In rulesmd.ini
:
[General]
SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)
SubterraneanSpeed=19 ; floating point value
[SOMETECHNO] ; TechnoType
SubterraneanHeight= ; integer, height in leptons (1/256th of a cell)
SubterraneanSpeed=-1 ; floating point value
Warning
SubterraneanHeight
expects negative values to be used and may behave erratically if set to above -50.
Voxel body multi-section shadows
It is also now possible for vehicles and aircraft to display shadows for multiple sections of the voxel body at once, instead of just one section specified by
ShadowIndex
, by specifying the section indices inShadowIndices
(which defaults toShadowIndex
) in unit’sartmd.ini
entry.ShadowIndex.Frame
andShadowIndices.Frame
can be used to customize which frame of the HVA animation for the section fromShadowIndex
andShadowIndices
is used to display the shadow, respectively. -1 is special value which means currently shown frame is used, andShadowIndices.Frame
defaults to this.
In artmd.ini
:
[SOMETECHNO] ; TechnoType
ShadowIndices= ; List of integers (voxel section indices)
ShadowIndex.Frame=0 ; integer (HVA animation frame index)
ShadowIndices.Frame= ; List of integers (HVA animation frame indices)
Voxel light source customization
Vanilla game applies some weird unnecessary math which resulted in the voxel light source being “nudged” up by a bit and light being applied incorrectly on tilted voxels. It is now possible to fix that.
Note
Please note that enabling this will remove the vertical offset vanilla engine applies to the light source position. Assuming vanilla lighting this will make the light shine even more from below the ground than it was before, so it is recommended to turn the Z value up in value of VoxelLightSource
.
Applying
VoxelLightSource=0.02,-0.69,0.36
(assuming UseFixedVoxelLighting=false
) vs default lighting, Prism Tank voxel by CCS_qkl
It is now possible to change the position of the light relative to the voxels. This allows for better lighting to be set up.
Only the direction of the light is accounted, the distance to the voxel is not accounted.
Vanilla light (assuming
UseFixedVoxelLighting=false
) is located roughly atVoxelLightSource=0.201,-0.907,-0.362
.
In rulesmd.ini
:
[AudioVisual]
UseFixedVoxelLighting=false ; boolean, whether to fix the lighting
VoxelLightSource= ; X,Y,Z - position of the light in the world relative to each voxel, floating point values
Hint
In order to easily preview the light source settings use the VXL Viewer and VPL Generator tool by thomassneddon. To use the tool unpack it somewhere, then drag the main VXL file of a voxel that you will use to preview onto it (auxilliary VXL and HVA files must be in the same folder).
Keep in mind that the tool doesn’t account for UseFixedVoxelLighting=true
as of yet, so the values shown in tool need to be offset when putting in the game with with fixed voxel lighting.
Voxel shadow scaling in air
It is now possible to adjust how voxel air units (
VehicleType
&AircraftType
) shadows scale in air. By default the shadows scale byAirShadowBaseScale
(defaults to 0.5) amount if unit isConsideredAircraft=true
.If
HeightShadowScaling=true
, the shadow is scaled by amount that is determined by following formula:Max(AirShadowBaseScale ^ (currentHeight / ShadowSizeCharacteristicHeight), HeightShadowScaling.MinScale)
, wherecurrentHeight
is unit’s current height in leptons,ShadowSizeCharacteristicHeight
overrideable value that defaults to the maximum cruise height (JumpjetHeight
,FlightLevel
etc) andHeightShadowScaling.MinScale
sets a floor for the scale.
In rulesmd.ini
:
[AudioVisual]
AirShadowBaseScale=0.5 ; floating point value
HeightShadowScaling=false ; boolean
HeightShadowScaling.MinScale=0.0 ; floating point value
[SOMETECHNO] ; TechnoType
ShadowSizeCharacteristicHeight= ; integer, height in leptons
Terrains
Animated TerrainTypes
Animated trees used in Ion Shock
By default
IsAnimated
,AnimationRate
andAnimationProbability
only work on TerrainTypes withSpawnsTiberium
set to true. This restriction has now been lifted.Length of the animation can now be customized by setting
AnimationLength
as well, defaulting to half (or quarter if damaged frames are enabled) the number of frames in TerrainType’s image.
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
AnimationLength= ; integer, number of frames
Custom palette
You can now specify custom palette for TerrainTypes in similar manner as TechnoTypes can.
Note that this palette behaves like an object palette and does not use tint etc. that have been applied to the tile the TerrainType resides on like a TerrainType using tile palette would.
In artmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
Palette= ; filename - excluding .pal extension and three-character theater-specific suffix
Customizable ore spawners
Different ore spawners in Rise of the East
You can now specify which type of ore certain TerrainType would generate.
It’s also now possible to specify a range value for an ore generation area different compared to standard 3x3 rectangle. Ore will be uniformly distributed across all affected cells in a spread range.
You can specify which ore growth stage will be spawned and how many cells will be filled with ore per ore generation animation. Corresponding tags accept either a single integer value or two comma-separated values to allow randomized growth stages from the range (inclusive).
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
SpawnsTiberium.Type=0 ; tiberium/ore type index
SpawnsTiberium.Range=1 ; integer, radius in cells
SpawnsTiberium.GrowthStage=3 ; integer - single or comma-sep. range
SpawnsTiberium.CellsPerAnim=1 ; integer - single or comma-sep. range
Damaged frames and crumbling animation
By default game shows damage frame only for TerrainTypes alive at only 1 point of health left. Because none of the original game TerrainType assets were made with this in mind, the logic is now locked behind a new key
HasDamagedFrames
.Instead of showing at 1 point of HP left, TerrainTypes switch to damaged frames once their health reaches
[AudioVisual] -> ConditionYellow.Terrain
percentage of their maximum health. Defaults toConditionYellow
if not set.
In addition, TerrainTypes can now show ‘crumbling’ animation after their health has reached zero and before they are deleted from the map by setting
HasCrumblingFrames
to true.Crumbling frames start from first frame after both regular & damaged frames and ends at halfway point of the frames in TerrainType’s image.
Note that the number of regular & damage frames considered for this depends on value of
HasDamagedFrames
and forIsAnimated
TerrainTypes,AnimationLength
(see Animated TerrainTypes). Exercise caution and ensure there are correct amount of frames to display.
Sound event from
CrumblingSound
(if set) is played when crumbling animation starts playing.Destroy animation & sound only play after crumbling animation has finished.
In rulesmd.ini
:
[AudioVisual]
ConditionYellow.Terrain= ; floating-point value
[SOMETERRAINTYPE] ; TerrainType
HasDamagedFrames=false ; boolean
HasCrumblingFrames=false
CrumblingSound= ; Sound entry
Minimap color customization
TerrainTypes can now be made to display on minimap with different colors by setting
MinimapColor
.
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
MinimapColor= ; integer - Red,Green,Blue
Passable & buildable-upon TerrainTypes
TerrainTypes can now be made passable or buildable upon by setting
IsPassable
orCanBeBuiltOn
, respectively.Movement cursor is displayed on
IsPassable
TerrainTypes unless force-firing.CanBeBuiltOn=true
terrain objects are removed when building is placed on them.
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
IsPassable=false ; boolean
CanBeBuiltOn=false ; boolean
Tiberiums (ores)
Minimap color customization
Ore can now be made to display on minimap with different colors by setting
MinimapColor
on Tiberiums.
In rulesmd.ini
:
[SOMEORE] ; Tiberium
MinimapColor= ; integer - Red,Green,Blue
Vehicles
Allow miners do area guard
In vanilla, when miners enter area guard mission, they immediately switch to harvest mission. Now you can make them perform area guard mission normally like other technos.
We made it work only for miners controlled by the player, because this will prevent AI’s miners from going work.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
Harvester.CanGuardArea=no ; boolean
Bunker entering check dehardcode
In vanilla, vehicles entering tank bunkers are subject to a series of hardcoding restrictions, including having to have turrets, having to have weapons, and not having Hover speed types. Now you can skip these restrictions.
This needs to be used with
Bunkerable=yes
.This flag only skips the static check, that is, the check on the unit type. The dynamic check (cannot be parasitized) remains unchanged.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
BunkerableAnyway=false ; boolean
Warning
Skipping checks with this feature doesn’t mean that vehicles and tank bunkers will interact correctly. Following the simple checks performed by the provider of this feature, bunkerability is mainly determined by Locomotor. The details about locomotors’ bunkerability can be found on ModEnc.
Customizing crushing tilt and slowdown
Vehicles with
Crusher=true
andOmniCrusher=true
/MovementZone=CrusherAll
were hardcoded to tilt when crushing vehicles / walls respectively. This now obeysTiltsWhenCrushes
but can be customized individually for these two scenarios usingTiltsWhenCrusher.Vehicles
andTiltsWhenCrusher.Overlays
, which both default toTiltsWhenCrushes
.CrushForwardTiltPerFrame
determines how much the forward tilt is adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 for vehicles using Ship locomotor crushing overlays, -0.050000001 for all other cases.CrushOverlayExtraForwardTilt
is additional forward tilt applied after an overlay has been crushed by the vehicle.It is possible to customize the movement speed slowdown when
MovementZone=CrusherAll
vehicle crushes walls by settingCrushSlowdownMultiplier
.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
TiltsWhenCrushes.Vehicles= ; boolean
TiltsWhenCrushes.Overlays= ; boolean
CrushForwardTiltPerFrame= ; floating point value
CrushOverlayExtraForwardTilt=0.02 ; floating point value
CrushSlowdownMultiplier=0.2 ; floating point value
Destroy animations
DestroyAnim
has been extended to work with VehicleTypes, with option to pick random animation ifDestroyAnim.Random
is set to true. These animations store owner and facing information for use with CreateUnit logic.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
DestroyAnim= ; List of AnimationTypes
DestroyAnim.Random=true ; boolean
IsSimpleDeployer
vehicle ammo change on deploy
Ammo.AddOnDeploy
determines the number of ammo added or substracted on unit deploy.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
Ammo.AddOnDeploy=0 ; integer
Warning
Due to technical constraints, units that use Convert.Deploy
from Ares’ Type Conversion to change type with Ammo.AddOnDeploy
will add or substract ammo despite of convertion success. This will also happen when unit exits tank bunker.
IsSimpleDeployer
vehicle auto-deploy / deploy block on ammo change
Vehicle deployment can now be affected by ammo count.
Ammo.AutoDeployMinimumAmount
determines the minimal number of ammo at which a vehicle converts/deploys automatically.Ammo.DeployUnlockMinimumAmount
determines the minimal number of ammo that unlocks issuing vehicle converting/deploying command.Ammo.AutoDeployMaximumAmount
andAmmo.DeployUnlockMaximumAmount
behave analogically.Setting a negative number will disable ammo count check.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
Ammo.AutoDeployMinimumAmount=-1 ; integer
Ammo.AutoDeployMaximumAmount=-1 ; integer
Ammo.DeployUnlockMinimumAmount=-1 ; integer
Ammo.DeployUnlockMaximumAmount=-1 ; integer
Warning
Auto-deploy feature requires Convert.Deploy
from Ares’ Type Conversion to change type. Unit without it will constantly use deploy command on self until ammo is changed.
IsSimpleDeployer vehicle deploy animation / direction customization
DeployingAnim.AllowAnyDirection
if set, disables any direction constraints for deployers withDeployingAnim
set. Only works for ground units.DeployingAnim.KeepUnitVisible
determines if the unit is not hidden while the animation is playing.DeployingAnim.ReverseForUndeploy
controls whether or not the animation is played in reverse for undeploying.DeployingAnim.UseUnitDrawer
controls whether or not the animation is displayed in the unit’s palette and team colours or regular animation palette, including a potential custom palette.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
DeployingAnim.AllowAnyDirection=false ; boolean
DeployingAnim.KeepUnitVisible=false ; boolean
DeployingAnim.ReverseForUndeploy=true ; boolean
DeployingAnim.UseUnitDrawer=true ; boolean
Make harvesters do addtional scan after unload
In vanilla, miners will remember their current location when they reach full load and move to that location after unloading. This makes miners to gradually move deeper into the mine and ignore the closer minerals.
Now you can have the miner search for the nearest mineral again after unloading. If a closer mineral is found, the miner will go to that location instead of the previously recorded location.
In rulesmd.ini
:
[General]
HarvesterScanAfterUnload=false ; boolean
[SOMEVEHICLE]
HarvesterScanAfterUnload= ; boolean, default to [General] -> HarvesterScanAfterUnload
Preserve Iron Curtain / Force Shield status on type conversion
Bugfix in action
Iron Curtain status is now preserved by default when converting between TechnoTypes via
DeploysInto
/UndeploysInto
. Force Shield status preservation is turned off by default.This behavior can be turned on/off per-TechnoType and on global basis.
IronCurtain.Modifier
/ForceShield.Modifier
(whichever is applicable) is re-applied upon type conversion.
In rulesmd.ini
:
[CombatDamage]
IronCurtain.KeptOnDeploy=true ; boolean
ForceShield.KeptOnDeploy=false ; boolean
[SOMETECHNO] ; VehicleType with DeploysInto or BuildingType with UndeploysInto
IronCurtain.KeptOnDeploy= ; boolean, default to [CombatDamage] -> IronCurtain.KeptOnDeploy
ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> ForceShield.KeptOnDeploy
Retain target on movement command
It is now possible for vehicles to retain their target when issued movement command by setting
KeepTargetOnMove
to true.Note that no check is done whether or not the vehicle or the weapon can actually fire while moving, this is on modder’s discretion.
The target is automatically reset if the vehicle moves beyond the weapon’s range from the target.
KeepTargetOnMove.NoMorePursuit
controls whether the unit will restart chasing the target for attack when it stops again, otherwise it will clear the target when it moves away.KeepTargetOnMove.ExtraDistance
can be used to modify the distance considered ‘out of range’ from target (it is added to weapon range), negative values work to reduce the distance.
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
KeepTargetOnMove=false ; boolean
KeepTargetOnMove.NoMorePursuit=true ; boolean
KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in cells
Sinking behavior dehardcode
In vanilla, whether a ship sinks when it dies on the water is determined by multiple settings of hardcoding. The speed of the sinking is hardcoded to 5 Leptons per frame.
Now you can determine whether a ship sinks with a dedicated flag
Sinkable
, and useSinkSpeed
to customize the speed at which the ship sinks.Sinkable.SquidGrab
controls the behavior of a ship when it is killed by a squid. Set it tofalse
to cause the ship to take a lethal damage instead of sinking directly at that time (and thus obeySinkable
settings).
In rulesmd.ini
:
[SOMEVEHICLE] ; VehicleType
Sinkable= ; boolean
SinkSpeed=5 ; integer, leptons per frame
Sinkable.SquidGrab=true ; boolean
Stationary vehicles
Setting VehicleType
Speed
to 0 now makes game treat them as stationary, behaving in very similar manner to deployed vehicles withIsSimpleDeployer
set to true. Should not be used on buildable vehicles, as they won’t be able to exit factories.
Unit Without Turret Always Turn To Target
Now vehicles (exclude jumpjets) without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting
NoTurret.TrackTarget
to true.
In rulesmd.ini
:
[General]
NoTurret.TrackTarget=false ; boolean
[SOMEVEHICLE] ; VehicleType
NoTurret.TrackTarget= ; boolean, defaults to [General] -> NoTurret.TrackTarget
Voxel turret shadow
Vehicle voxel turrets can now draw shadows if
[AudioVisual] -> DrawTurretShadow
is set to true. This can be overridden per VehicleType by settingTurretShadow
in the vehicle’sartmd.ini
section.
In rulesmd.ini
:
[AudioVisual]
DrawTurretShadow=false ; boolean
In artmd.ini
:
[SOMEVEHICLE] ; VehicleType
TurretShadow= ; boolean
Customize harvester dump amount
Now you can limit how much ore the harvester can dump out per time, like it in Tiberium Sun.
Less than or equal to 0 means no limit, it will always dump out all at one time.
In rulesmd.ini
:
[General]
HarvesterDumpAmount=0.0 ; float point value
[SOMEVEHICLE]
HarvesterDumpAmount= ; float point value
Veinholes & Weeds
Veinholes
Veinhole monsters now work like they used to in Tiberian Sun.
Their core parameters are still loaded from
[General]
.The Warhead used by veins is specified under
[CombatDamage]
. The warhead has to haveVeinhole=yes
set.Veinholes are hardcoded to use several overlay types.
The vein attack animation specified under
[AudioVisual]
is what deals the damage. The animation has to be properly listed under[Animations]
as well.Units can be made immune to veins the same way as in Tiberian Sun.
The monster itself is represented by the
VEINTREE
TerrainType, which hasIsVeinhole=true
set. Its strength is what determines the strength of the Veinhole.
Note
Everything listed below functions identically to Tiberian Sun. Many of the tags from Tiberian Sun have been re-enabled. The values provided below are identical to those found in TS and YR rules. You can read more about them on ModENC: VeinholeGrowthRate, VeinholeShrinkRate, MaxVeinholeGrowth, VeinDamage, VeinholeTypeClass, VeinholeWarhead, Veinhole, VeinAttack, ImmuneToVeins, IsVeinhole
In rulesmd.ini
:
[General]
VeinholeGrowthRate=300 ; integer
VeinholeShrinkRate=100 ; integer
MaxVeinholeGrowth=2000 ; integer
VeinDamage=5 ; integer
VeinholeTypeClass=VEINTREE ; TerrainType
[CombatDamage]
VeinholeWarhead=VeinholeWH ; WarheadType
[VeinholeWH]
Veinhole=yes
[AudioVisual]
VeinAttack=VEINATAC ; AnimationType
[TechnoType]
EliteAbilities=VEIN_PROOF
ImmuneToVeins=yes
[VEINTREE]
IsVeinhole=true
Strength=1000 ; integer - the strength of the Veinhole
Warning
The game expects certain overlays related to Veinholes to have certain indices, they are listed below. Please keep in mind that the indices in the OverlayTypes list are 0-based, formed internally by the game, and the identifiers left of “=” don’t matter. Vanilla rulesmd.ini
already has the required overlays listed at the correct indices.
In rulesmd.ini
:
[OverlayTypes]
126=VEINS ; The veins (weeds)
167=VEINHOLE ; The Veinhole itself
178=VEINHOLEDUMMY ; A technical overlay
Weeds & Weed Eaters
Vehicles with
Weeder=yes
can now collect weeds. The weeds can then be deposited into a building withWeeder=yes
.Weeds are not stored in a building’s storage, but rather in a House’s storage. The weed capacity is listed under
[General] -> WeedCapacity
.Weeders now show the ore gathering animation. It can be customized the same way as for harvesters.
Weeders can use the Teleport locomotor like chrono miners.
Total amount of weeds in storage can be displayed on sidebar, see Weeds counter.
Weed-consuming superweapons
Superweapons can consume weeds to recharge, like the Chemical Missile special in Tiberian Sun.
Note
As the code for the Chemical Missile had been removed, setting Type=ChemMissile
will not work.
In rulesmd.ini
:
[SOMESW] ; SuperWeaponType
UseWeeds=no ; boolean - should the SW use weeds to recharge?
UseWeeds.Amount= ; integer - how many? default is General->WeedCapacity
UseWeeds.StorageTimer=no ; boolean - should the counter on the sidebar display the % of weeds stored?
UseWeeds.ReadinessAnimationPercentage=0.9 ; double - when this many weeds % are stored, the SW will show it's ready on the building (open nuke/open chrono, etc.)
VoxelAnims
Customizable debris & meteor impact and warhead detonation behaviour
The INI keys and behaviour is mostly identical to the equivalent behaviour available to regular animations. Main difference is that the keys must be listed in the VoxelAnim’s entry in
rulesmd.ini
, notartmd.ini
.
Warheads
Allowing damage dealt to firer
You can now allow warhead to deal damage (and apply damage-adjacent effects such as
KillDriver
andDisableWeapons/Sonar/Flash.Duration
(Ares features)) on the object that is considered as the firer of the Warhead even if it does not haveDamageSelf=true
.Note that effect of
Psychedelic=true
, despite being tied to damage will still fail to apply on the firer as it does not affect any objects belonging to same house as the firer, including itself.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
AllowDamageOnSelf=false ; boolean
Combat light customizations
You can now set minimum detail level at which combat light effects are shown by setting
[AudioVisual] -> CombatLightDetailLevel
orCombatLightDetailLevel
on Warhead, latter defaults to former.You can now set a percentage chance a combat light effect is shown on Warhead impact by setting
CombatLightChance
.Setting
CLIsBlack
to true on Warhead will now turn the flash black like on hitting an Iron Curtained object, irregardless of other color settings.
In rulesmd.ini
:
[AudioVisual]
CombatLightDetailLevel=0 ; integer
[SOMEWARHEAD] ; WarheadType
CombatLightDetailLevel= ; integer
CombatLightChance=1.0 ; floating point value, percents or absolute (0.0-1.0)
CLIsBlack=false ; boolean
Custom debris animations and additional debris spawn settings
You can now use
DebrisAnims
to specify a list of debris animations to spawn instead of animations from[General] -> MetallicDebris
when Warhead withMaxDebris
> 0 and noDebrisTypes
(VoxelAnims) listed is detonated.Debris.Conventional
, if set to true, makesDebrisTypes
orDebrisAnims
only spawn if Warhead is fired on non-water cell.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
DebrisAnims= ; List of AnimationTypes
Debris.Conventional=false ; boolean
Customizable rocker amplitude
The rocker amplitude of warheads with
Rocker=yes
used to be determined byDamage
value of the weapon. You can now override it with fixed value and add a multiplier to it.When both multiplier and override values are set - both are used.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier
Rocker.AmplitudeOverride= ; integer
Customizable Warhead animation behaviour
It is possible to make game play random animation from
AnimList
by settingAnimList.PickRandom
to true. The result is similar to whatEMEffect=true
produces, however it comes with no side-effects (EMEffect=true
preventsInviso=true
projectiles from snapping on targets, making them miss moving targets).If
AnimList.CreateAll
is set to true, all animations fromAnimList
are created, instead of a single anim based on damage or random ifAnimList.PickRandom
is set to true.If
AnimList.CreationInterval
is set to a value higher than 0, there will be that number of detonations of the Warhead before animations fromAnimList
will be created again. If the Warhead had a TechnoType firing it, this number is remembered by the TechnoType across all Warheads fired by it, otherwise it is shared between all detonations of same WarheadType period. This can be useful for things likeAirburst
with large spread where one might want uniform distribution of animations to appear but not on every detonation.AnimList.ScatterMin
&AnimList.ScatterMax
can be used to set a range in cells around which any created animations will randomly scatter around from the impact point.SplashList
can be used to override animations displayed if the Warhead hasConventional=true
and it hits water, by default animations from[CombatDamage] -> SplashList
are used.SplashList.PickRandom
,SplashList.CreateAll
,SplashList.CreationInterval
andSplashList.Scatter(Min/Max)
apply to these animations in same manner as theAnimList
equivalents.
CreateAnimsOnZeroDamage
, if set to true, makes it so thatAnimList
orSplashList
animations are created even if the weapon that fired the Warhead deals zero damage.
Setting
Conventional.IgnoreUnits
to true on Warhead withConventional=true
will make the Warhead detonate on non-underwater VehicleTypes on water tiles as if they are water tiles, instead of treating it as land. This determines whether to useAnimList
orSplashList
when hitting surface ships.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
AnimList.PickRandom=false ; boolean
AnimList.CreateAll=false ; boolean
AnimList.CreationInterval=0 ; integer
AnimList.ScatterMin=0.0 ; floating point value, distance in cells
AnimList.ScatterMax=0.0 ; floating point value, distance in cells
SplashList= ; List of AnimationTypes
SplashList.PickRandom=false ; boolean
SplashList.CreateAll=false ; boolean
SplashList.CreationInterval=0 ; integer
SplashList.ScatterMin=0.0 ; floating point value, distance in cells
SplashList.ScatterMax=0.0 ; floating point value, distance in cells
CreateAnimsOnZeroDamage=false ; boolean
Conventional.IgnoreUnits=false ; boolean
Customizing decloak on damaging targets
You can now specify whether or not the warhead decloaks objects that are damaged by the warhead.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
DecloakDamagedTargets=true ; boolean
Customizing parasite culling targets
Now you can specify which targets the parasite will culling them.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
Parasite.CullingTarget=infantry ; List of Affected Target Enumeration (none|aircraft|infantry|units|all)
Delay automatic attack on the controlled unit
Now you can make the techno that has just been mind controlled not be automatically attacked by its original friendly forces for a period of time defined by
MindControl.ThreatDelay
on the mind control warhead, default to[General] -> MindControl.ThreatDelay
.This will not affect the manual selection of attacks and is useless with permanent mind control.
In rulesmd.ini
:
[General]
MindControl.ThreatDelay=0 ; integer, game frames
[SOMEWARHEAD] ; WarheadType
MindControl.ThreatDelay= ; integer, game frames
Nonprovocative Warheads
You can now make Warheads behave in nonprovocative fashion. Warheads with
Nonprovocative=true
exhibit following behaviours:They will not generate any EVA announcements upon hitting targets, be it for attacking ore miners, base buildings or ally base buildings.
They will not spring ‘attacked’ / ‘attacked by’ events. Note that if the Warhead deals actual damage, events that check for that can still be sprung.
They will not evoke defense response from AI players when used to attack base buildings,
ToProtect=true
TechnoTypes or members of TeamTypes withWhiner=true
.They will not evoke retaliation from TechnoTypes hit by the Warhead.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
Nonprovocative=false ; boolean
Note
Due to technical constraints, this does not suppress warnings from Ares’ EMP effect.
Restricting screen shaking to current view
You can now specify whether or not the warhead can only shake screen (
ShakeX/Ylo/hi
) if it is detonated while visible on current screen view.
In rulesmd.ini
:
[SOMEWARHEAD] ; WarheadType
ShakeIsLocal=false ; boolean
Weapons
AmbientDamage customizations
You can now specify separate Warhead used for
AmbientDamage
viaAmbientDamage.Warhead
or make it never apply to weapon’s main target by settingAmbientDamage.IgnoreTarget
to true.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
AmbientDamage.Warhead= ; WarheadType
AmbientDamage.IgnoreTarget=false ; boolean
Charge turret delays
It is now possible to customize the delay of
IsChargeTurret=true
unit turret animation per weapon, perBurst
shot instead of defaulting to weapon’s rearm timer (ROF
,Burst.Delays
etc). Delay in the list corresponding to burst shot is used, or last delay listed if number of listed values is lower than the current burst index. Delay of 0 or less means previous delay, if applicable, is not restarted.Note that unlike the default rearm timer that uses
ROF
, any modifiers are not applied to explicitly set charge turret delays.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
ChargeTurret.Delays= ; List of integers - game frames
Customizable disk laser radius
You can now set disk laser animation radius using a new tag.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
DiskLaser.Radius=240 ; floating point value
; 240 is the default saucer disk radius
Customizable ROF random delay
By default weapon
ROF
has a random delay of 0 to 2 frames added to it. This random delay is now customizable, globally and on per-WeaponType basis.
In rulesmd.ini
:
[CombatDamage]
ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)
[SOMEWEAPON] ; WeaponType
ROF.RandomDelay= ; integer - single or comma-sep. range (game frames)
Customizing whether passengers are kicked out when an aircraft fires
You can now customize whether aircraft will forcefully eject passengers (vanilla behavior) or fire its weapon when attempting to fire.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
KickOutPassengers=true ; boolean
Disable FireOnce resetting infantry sequence
It is now possible to disable
FireOnce=true
weapon resetting infantry sequences after firing viaFireOnce.ResetSequence
. Target will be forgotten like before, the firing sequence will simply continue playing after firing if there are any frames left.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
FireOnce.ResetSequence=true ; boolean
Electric bolt customizations
EBolt customization utilized for different Tesla bolt weapon usage (RA2: Reboot)
You can now specify individual bolts you want to disable for
IsElectricBolt=true
weapons. Note that this is only a visual change.By default
IsElectricBolt=true
effect draws a bolt with 8 arcs. This can now be customized per WeaponType withBolt.Arcs
. Value of 0 results in a straight line being drawn.Bolt.Duration
can be specified to explicitly set the overall duration of the visual electric bolt effect. Only values in range of 1 to 31 are accepted, values outside this range are clamped into it.Bolt.FollowFLH
can be used to override the default behaviour where the electric bolt source coordinates change to match the unit’s firing coord on every frame (making it follow unit’s movement, rotation etc). Defaults to true on vehicles, false for everything else.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
Bolt.Disable1=false ; boolean
Bolt.Disable2=false ; boolean
Bolt.Disable3=false ; boolean
Bolt.Arcs=8 ; integer
Bolt.Duration=17 ; integer, game frames
Bolt.FollowFLH= ; boolean
Note
Due to technical constraints, these features do not work with electric bolts created from support weapon of Ares’ Prism Forwarding or those from AirburstWeapon
.
Single-color lasers
Comparison of
IsSingleColor=yes
lasers with higher thickness to regular ones (RA2: Reboot)
You can now set laser to draw using only
LaserInnerColor
by settingIsSingleColor
, in same manner asIsHouseColor
lasers do using player’s team color. These lasers respect laser thickness. Note that this is not available on prism support weapons.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
IsSingleColor=false ; boolean
RadialIndicator visibility
In vanilla game, a structure’s radial indicator can be drawn only when it belongs to the player. Now it can also be visible to observer. On top of that, you can specify its visibility from other houses.
In rulesmd.ini
:
[AudioVisual]
RadialIndicatorVisibility=allies ; List of Affected House Enumeration (owner/self | allies/ally | enemies/enemy | all)
Crate improvements
There are some improvements on goodie crate logic:
The statistic distribution of the randomly generated crates is now more uniform within the visible map region by using an optimized sampling procedure.
You can now limit the crates’ spawn region to land only by setting
[CrateRules] -> CreateOnlyOnLand
to true.The limit of vehicles a player can own before unit crates start giving money instead can now be customized by setting
UnitCrateVehicleCap
. Negative numbers disable the cap entirely.FreeMCV
setting is now actually respected and can be used to disable the forced unit selected from[General] -> BaseUnit
that is given if player picks a crate and has enough credits but no existing buildings orBaseUnit
vehicles.The previously hardcoded credits threshold that must be passed can also now be customized via
FreeMCV.CreditsThreshold
.
It is possible to influence weighting of units given from crates (
CrateGoodie=true
) viaCrateGoodie.RerollChance
, which determines the chance that if this type of unit is rolled, it will reroll again for another type of unit.
In rulesmd.ini
:
[CrateRules]
CrateOnlyOnLand=false ; boolean
UnitCrateVehicleCap=50 ; integer
FreeMCV=true ; boolean
FreeMCV.CreditsThreshold=1500 ; integer
[SOMEVEHICLE] ; VehicleType
CrateGoodie.RerollChance=0.0 ; floating point value, percents or absolute (0.0-1.0)
DropPod
DropPod properties can now be customized on a per-InfantryType basis.
Note that the DropPod is actually the infantry itself with a different shp image.
If you want to attach the trailer animation to the pod, set
DropPod.Trailer.Attached
to yes.By default LaserTrails that are attached to the infantry will not be drawn if it’s on DropPod.
If you really want to use it, set
DropPodOnly
on the LaserTrail’s type entry in art.
If you want
DropPod.Weapon
to be fired only upon hard landing, setDropPod.Weapon.HitLandOnly
to true.The landing speed is not smaller than it’s current height /10 + 2 for unknown reason. A small
DropPod.Speed
value therefore results in exponential deceleration.
In rulesmd.ini
:
[SOMEINFANTRY] ; InfantryType
DropPod.Angle= ; double, default to [General] -> DropPodAngle, measured in radians
DropPod.AtmosphereEntry= ; anim, default to [AudioVisual] -> AtmosphereEntry
DropPod.GroundAnim= ; 2 anims, default to [General] -> DropPod
DropPod.AirImage= ; SHP file, the pod's shape, default to POD
DropPod.Height= ; int, default to [General] -> DropPodHeight
DropPod.Puff= ; anim, default to [AudioVisual] -> DropPodPuff
DropPod.Speed= ; int, default to [General] -> DropPodSpeed
DropPod.Trailer= ; anim, default to [General] -> DropPodTrailer, which by default is SMOKEY
DropPod.Trailer.Attached= ; boolean, default to no
DropPod.Trailer.SpawnDelay= ; int, number of frames between each spawn of DropPod.Trailer, default to 6
DropPod.Weapon= ; weapon, default to [General] -> DropPodWeapon
DropPod.Weapon.HitLandOnly= ; boolean, default to no
Note
[General] -> DropPodTrailer
is Ares features.