New / Enhanced Logics

This page describes all the engine features that are either new and introduced by Phobos or significantly extended or expanded.

New types / ingame entities

Custom Radiation Types

image Mixing different radiation types

  • Any weapon can now have a custom radiation type. More details on radiation here.

  • There are several new properties available to all radiation types.

    • RadApplicationDelay.Building can be set to value higher than 0 to allow radiation to damage buildings.

    • RadSiteWarhead.Detonate can be set to make RadSiteWarhead detonate on affected objects rather than only be used to dealt direct damage. This enables most Warhead effects, display of animations etc.

    • RadHasOwner, if set to true, makes damage dealt by the radiation count as having been dealt by the house that fired the projectile that created the radiation field. This means that Warhead controls such as AffectsAllies will be respected and any units killed will count towards that player’s destroyed units count.

    • RadHasInvoker, if set to true, makes the damage dealt by the radiation count as having been dealt by the TechnoType (the ‘invoker’) that fired the projectile that created the radiation field. In addition to the effects of RadHasOwner, this will also grant experience from units killed by the radiation to the invoker. Note that if the invoker dies at any point during the radiation’s lifetime it continues to behave as if not having an invoker.

  • By default UseGlobalRadApplicationDelay is set to true. This makes game always use RadApplicationDelay and RadApplicationDelay.Building from [Radiation] rather than specific radiation types. This is a performance-optimizing measure that should be disabled if a radiation type declares different application delay.

In rulesmd.ini:


UseGlobalRadApplicationDelay=true  ; boolean

[SOMEWEAPON]                       ; WeaponType
RadType=Radiation                  ; RadType to use instead of default of [Radiation]

[SOMERADTYPE]                      ; RadType
RadDurationMultiple=1              ; integer
RadApplicationDelay=16             ; integer
RadApplicationDelay.Building=0     ; integer
RadLevelMax=500                    ; integer
RadLevelDelay=90                   ; integer
RadLightDelay=90                   ; integer
RadLevelFactor=0.2                 ; floating point value
RadLightFactor=0.1                 ; floating point value
RadTintFactor=1.0                  ; floating point value
RadColor=0,255,0                   ; integer - Red,Green,Blue
RadSiteWarhead=RadSite             ; WarheadType
RadSiteWarhead.Detonate=false      ; boolean
RadHasOwner=false                  ; boolean
RadHasInvoker=false                ; boolean

Laser Trails

Laser Trails Laser trails used in Rise of the East

  • Technos, Projectiles, and VoxelAnims can now have colorful trails of different transparency, thickness and color, which are drawn via laser drawing code.

  • Technos, Projectiles, and VoxelAnims can have multiple laser trails. For technos each trail can have custom laser trail type and FLH offset relative to turret and body.


Laser trails are very resource intensive! Due to the game not utilizing GPU having a lot of trails can quickly drop the FPS on even good machines. To reduce that effect:

  • don’t put too many laser trails on units and projectiles;

  • make sure you set as high SegmentLength value as possible without trails being too jagged;

  • try to keep the length of the trail minimal (can be achieved with smaller FadeDuration durations).

In artmd.ini:


[SOMETRAIL]                   ; LaserTrailType name
IsHouseColor=false            ; boolean
Color=255,0,0                 ; integer - Red,Green,Blue
FadeDuration=64               ; integer
Thickness=4                   ; integer
SegmentLength=128             ; integer, minimal length of each trail segment
IgnoreVertical=false          ; boolean, whether the trail won't be drawn on vertical movement
IsIntense=false               ; boolean, whether the laser is "supported" (AKA prism forwarding)
CloakVisible=false            ; boolean, whether the laser is visible when the attached unit is cloaked

[SOMEPROJECTILE]              ; BulletType Image
LaserTrail.Types=SOMETRAIL    ; list of LaserTrailTypes

[SOMETECHNO]                  ; TechnoType Image
LaserTrailN.Type=SOMETRAIL    ; LaserTrailType
LaserTrailN.FLH=0,0,0         ; integer - Forward,Lateral,Height
LaserTrailN.IsOnTurret=false  ; boolean, whether the trail origin is turret
; where N = 0, 1, 2, ...

In rulesmd.ini:

[SOMEVOXELANIM]             ; VoxelAnim
LaserTrail.Types=SOMETRAIL  ; list of LaserTrailTypes


image Buildings, Infantries and Vehicles with Shield in Fantasy ADVENTURE

In rulesmd.ini:

Pips.Shield=-1,-1,-1                        ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red
Pips.Shield.Building=-1,-1,-1               ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red
Pips.Shield.Background=PIPBRD.SHP           ; filename - including the .shp/.pcx extension
Pips.Shield.Building.Empty=0                ; integer, frame of pips.shp (zero-based) for empty building pip


[SOMESHIELDTYPE]                            ; ShieldType name
Strength=0                                  ; integer
InitialStrength=0                           ; integer
Armor=none                                  ; ArmorType
InheritArmorFromTechno=false                ; boolean
Powered=false                               ; boolean
AbsorbOverDamage=false                      ; boolean
SelfHealing=0.0                             ; double, percents or absolute
SelfHealing.Rate=0.0                        ; double, ingame minutes
SelfHealing.RestartInCombat=true            ; boolean
SelfHealing.RestartInCombatDelay=0          ; integer, game frames
Respawn=0.0                                 ; double, percents or absolute
Respawn.Rate=0.0                            ; double, ingame minutes
BracketDelta=0                              ; integer - pixels
Pips=-1,-1,-1                               ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red
Pips.Building=-1,-1,-1                      ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red
Pips.Background=                            ; filename - including the .shp/.pcx extension
Pips.Building.Empty=                        ; integer, frame of pips.shp (zero-based) for empty building pip
IdleAnim=                                   ; Animation
IdleAnim.ConditionYellow=                   ; Animation
IdleAnim.ConditionRed=                      ; Animation
IdleAnimDamaged=                            ; Animation
IdleAnimDamaged.ConditionYellow=            ; Animation
IdleAnimDamaged.ConditionRed=               ; Animation
IdleAnim.OfflineAction=Hides                ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal)
IdleAnim.TemporalAction=Hides               ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal)
BreakAnim=                                  ; Animation
HitAnim=                                    ; Animation
BreakWeapon=                                ; WeaponType
AbsorbPercent=1.0                           ; floating point value
PassPercent=0.0                             ; floating point value
ReceivedDamage.Minimum=-2147483648          ; integer
ReceivedDamage.Maximum=2147483647           ; integer
AllowTransfer=                              ; boolean
ImmuneToBerserk=no                          ; boolean
ImmuneToCrit=no                             ; boolean

[SOMETECHNO]                                ; TechnoType
ShieldType=SOMESHIELDTYPE                   ; ShieldType; none by default

[SOMEWARHEAD]                               ; WarheadType
Shield.Penetrate=false                      ; boolean
Shield.Break=false                          ; boolean
Shield.BreakAnim=                           ; Animation
Shield.HitAnim=                             ; Animation
Shield.BreakWeapon=                         ; WeaponType
Shield.AbsorbPercent=                       ; floating point value
Shield.PassPercent=                         ; floating point value
Shield.ReceivedDamage.Minimum=              ; integer
Shield.ReceivedDamage.Maximum=              ; integer
Shield.Respawn.Duration=0                   ; integer, game frames
Shield.Respawn.Amount=0.0                   ; floating point value, percents or absolute
Shield.Respawn.Rate=-1.0                    ; floating point value, ingame minutes
Shield.Respawn.RestartTimer=false           ; boolean
Shield.SelfHealing.Duration=0               ; integer, game frames
Shield.SelfHealing.Amount=0.0               ; floating point value, percents or absolute
Shield.SelfHealing.Rate=-1.0                ; floating point value, ingame minutes
Shield.SelfHealing.RestartInCombat=         ; boolean
Shield.SelfHealing.RestartInCombatDelay=-1  ; integer, game frames
Shield.SelfHealing.RestartTimer=false       ; boolean
Shield.AffectTypes=                         ; List of ShieldType names
Shield.Penetrate.Types=                     ; List of ShieldType names
Shield.Break.Types=                         ; List of ShieldType names
Shield.Respawn.Types=                       ; List of ShieldType names
Shield.SelfHealing.Types=                   ; List of ShieldType names
Shield.AttachTypes=                         ; List of ShieldType names
Shield.RemoveTypes=                         ; List of ShieldType names
Shield.ReplaceOnly=false                    ; boolean
Shield.ReplaceNonRespawning=false           ; boolean
Shield.MinimumReplaceDelay=0                ; integer, game frames
Shield.InheritStateOnReplace=false          ; boolean
  • Now you can have a shield for any TechnoType. It serves as a second health pool with independent Armor and Strength values.

    • Shield will not take damage if the TechnoType is under effects of Temporal warhead, is Iron Curtained / Force Shielded, has Immune=true or if it has TypeImmune=true and the damage source is another instance of same TechnoType belonging to same house.

    • Negative damage will recover shield, unless shield has been broken. If shield isn’t full, all negative damage will be absorbed by shield.

      • Negative damage weapons will consider targets with active, but not at full health shields in need of healing / repairing unless the Warhead has Shield.Penetrate=true, in which case only object health is considered.

    • When a TechnoType has an unbroken shield, [ShieldType]->Armor will replace [TechnoType]->Armor for targeting and damage calculation purposes.

      • InheritArmorFromTechno can be set to true to override this so that [TechnoType]->Armor is used even if shield is active and [ShieldType]->Armor is ignored.

    • InitialStrength can be used to set a different initial strength value from maximum.

  • When executing DeploysInto or UndeploysInto, if both of the TechnoTypes have shields, the transformed unit/building would keep relative shield health (in percents), same as with Strength. If one of the TechnoTypes doesn’t have shields, it’s shield’s state on conversion will be preserved until converted back.

    • This also works with Ares’ Convert.*.

  • Powered controls whether or not the shield is active when a unit is running low on power or it is affected by EMP.

    • Attention, if TechnoType itself is not Powered, then the shield won’t be offline when low power.

  • AbsorbOverDamage controls whether or not the shield absorbs damage dealt beyond shield’s current strength when the shield breaks.

  • SelfHealing and Respawn respect the following settings: 0.0 disables the feature, 1%-100% recovers/respawns the shield strength in percentage, other number recovers/respawns the shield strength directly. Specially, SelfHealing with a negative number deducts the shield strength.

    • If you want shield recovers/respawns 1 HP per time, currently you need to set tag value to any number between 1 and 2, like 1.1.

    • If SelfHealing.RestartInCombat is set, self-healing timer pauses and then resumes after SelfHealing.RestartInCombatDelay frames have passed when the shield gets damaged.

  • SelfHealing.Rate and Respawn.Rate respect the following settings: 0.0 instantly recovers the shield, other values determine the frequency of shield recovers/respawns in ingame minutes.

  • IdleAnim, if set, will be played while the shield is intact. This animation is automatically set to loop indefinitely.

    • IdleAnim.ConditionYellow and IdleAnim.ConditionRed can be used to set different animations for when shield health is at or below the percentage defined in [AudioVisual]->ConditionYellow/ConditionRed, respectively. If IdleAnim.ConditionRed is not set it falls back to IdleAnim.ConditionYellow, which in turn falls back to IdleAnim.

    • IdleAnimDamaged, IdleAnimDamaged.ConditionYellow and IdleAnimDamaged.ConditionRed are used in an identical manner, but only when health of the object the shield is attached to is at or below [AudioVisual]->ConditionYellow. Follows similar fallback sequence to regular IdleAnim variants and if none are set, falls back to the regular IdleAnim or variants thereof.

    • Bouncer=true and IsMeteor=true animations can exhibit irregular behaviour when used as IdleAnim and should be avoided.

  • IdleAnim.OfflineAction indicates what happens to the animation when the shield is in a low power state.

  • IdleAnim.TemporalAction indicates what happens to the animation when the shield is attacked by temporal weapons.

  • BreakAnim, if set, will be played when the shield has been broken.

  • HitAnim, if set, will be played when the shield is attacked, similar to WeaponNullifyAnim for Iron Curtain.

  • BreakWeapon, if set, will be fired at the TechnoType once the shield breaks.

  • AbsorbPercent controls the percentage of damage that will be absorbed by the shield. Defaults to 1.0, meaning full damage absorption.

  • PassPercent controls the percentage of damage that will not be absorbed by the shield, and will be dealt to the unit directly even if the shield is active. Defaults to 0.0 - no penetration.

  • ReceivedDamage.Minimum & ReceivedDamage.Maximum control the minimum and maximum amount of damage that can be dealt to shield in a single hit. This is applied after armor type and AbsorbPercent adjustments. If AbsorbOverDamage=false, the residual damage dealt to the TechnoType is still based on the original damage before the clamping to the range.

  • AllowTransfer controls whether or not the shield can be transferred if the TechnoType changes (such as (Un)DeploysInto or Ares type conversion). If not set, defaults to true if shield was attached via Shield.AttachTypes, otherwise false.

  • ImmuneToBerserk gives the immunity against Psychedelic=yes warhead. Otherwise the berserk effect penetrates shields by default. Note that this shouldn’t prevent the unit from targeting at the shielded object. Versus.shieldArmor=0% is still required in this case.

  • A TechnoType with a shield will show its shield Strength. An empty shield strength bar will be left after destroyed if it is respawnable. Several customizations are available for the shield strength pips.

    • By default, buildings use the 6th frame of pips.shp to display the shield strength while others use the 17th frame.

    • Pips.Shield can be used to specify which pip frame should be used as shield strength. If only 1 digit is set, then it will always display that frame, or if 3 digits are set, it will use those if shield’s current strength is at or below ConditionYellow and ConditionRed, respectively. Pips.Shield.Building is used for BuildingTypes. -1 as value will use the default frame, whether it is fallback to first value or the aforementioned hardcoded defaults.

    • Pips.Shield.Background can be used to set the background or ‘frame’ for non-building pips, which defaults to pipbrd.shp. 4th frame is used to display an infantry’s shield strength and the 3th frame for other units, or 2nd and 1st respectively if not enough frames are available.

    • Pips.Shield.Building.Empty can be used to set the frame of pips.shp displayed for empty building strength pips, defaults to 1st frame of pips.shp.

    • The above customizations are also available on per ShieldType basis, e.g [ShieldType]->Pips instead of [AudioVisual]->Pips.Shield and so on. ShieldType settings take precedence over the global ones, but will fall back to them if not set.

    • BracketDelta can be used as additional vertical offset (negative shifts it up) for shield strength bar. Much like PixelSelectionBracketDelta, it is not applied on buildings.

  • Warheads have new options that interact with shields.

    • Shield.Penetrate allows the warhead ignore the shield and always deal full damage to the TechnoType itself. It also allows targeting the TechnoType as if shield doesn’t exist.

    • Shield.Break allows the warhead to always break shields of TechnoTypes. This is done before damage is dealt.

    • Shield.BreakAnim will be displayed instead of ShieldType BreakAnim if the shield is broken by the Warhead, either through damage or Shield.Break.

    • Shield.HitAnim will be displayed instead of ShieldType HitAnim if set when Warhead hits the shield.

    • Shield.BreakWeapon will be fired instead of ShieldType BreakWeapon if the shield is broken by the Warhead, either through damage or Shield.Break.

    • Shield.AbsorbPercent overrides the AbsorbPercent value set in the ShieldType that is being damaged.

    • Shield.PassPercent overrides the PassPercent value set in the ShieldType that is being damaged.

    • Shield.ReceivedDamage.Minimum & Shield.ReceivedDamage.Maximum override the values set in in the ShieldType that is being damaged.

    • Shield.Respawn.Rate & Shield.Respawn.Amount override ShieldType Respawn.Rate and Respawn.Amount for duration of Shield.Respawn.Duration amount of frames. Negative rate & zero or lower amount default to ShieldType values. If Shield.Respawn.RestartTimer is set, currently running shield respawn timer is reset, otherwise the timer’s duration is adjusted in proportion to the new Shield.Respawn.Rate (e.g timer will be same percentage through before and after) without restarting the timer. If the effect expires while respawn timer is running, remaining time is adjusted to proportionally match ShieldType Respawn.Rate. Re-applying the effect resets the duration to Shield.Respawn.Duration

    • Shield.SelfHealing.Rate & Shield.SelfHealing.Amount override ShieldType SelfHealing.Rate and SelfHealing.Amount for duration of Shield.SelfHealing.Duration amount of frames. Negative rate & zero or lower amount default to ShieldType values. If Shield.SelfHealing.RestartTimer is set, currently running self-healing timer is restarted, otherwise timer’s duration is adjusted in proportion to the new Shield.SelfHealing.Rate (e.g timer will be same percentage through before and after) without restarting the timer. If the effect expires while self-healing timer is running, remaining time is adjusted to proportionally match ShieldType SelfHealing.Rate. Re-applying the effect resets the duration to Shield.SelfHealing.Duration.

      • Additionally Shield.SelfHealing.RestartInCombat & Shield.SelfHealing.RestartInCombatDelay can be used to override ShieldType settings.

    • Shield.AffectTypes allows listing which ShieldTypes can be affected by any of the effects listed above. If none are listed, all ShieldTypes are affected.

      • Shield.AffectTypes can be overriden for specific shield interactions by using keys Shield.Penetrate.Types, Shield.Break.Types, Shield.Respawn.Types and Shield.SelfHealing.Types respectively.

    • Shield.AttachTypes & Shield.RemoveTypes allows listing ShieldTypes that are attached or removed, respectively from any targets affected by the warhead (positive Verses values). Normally only first listed ShieldType in Shield.AttachTypes is applied.

      • If Shield.ReplaceOnly is set, shields from Shield.AttachTypes are only applied to affected targets from which shields were simultaneously removed, matching the order listed in Shield.RemoveTypes. If Shield.AttachTypes contains less items than Shield.RemoveTypes, last item from the former is used for any remaining removed shields.

      • If Shield.ReplaceNonRespawning is set, shield from Shield.AttachTypes replaces existing shields that have been broken and cannot respawn on their own.

      • Shield.MinimumReplaceDelay can be used to control how long after the shield has been broken (in game frames) can it be replaced. If not enough frames have passed, it won’t be replaced.

      • If Shield.InheritStateOnReplace is set, shields replaced via Shield.ReplaceOnly inherit the current strength (relative to ShieldType Strength) of the previous shield and whether or not the shield was currently broken. Self-healing and respawn timers are always reset.




  • Animations can now create (or “convert” to) vehicles when they end via CreateUnit.

    • CreateUnit.Owner determines which house will own the created VehicleType. This only works as expected if the animation has owner set.

      • Vehicle destroy animations, animations from Warhead AnimList/SplashList and map trigger action 41 Play Anim At will have the owner set correctly.

      • CreateUnit.RemapAnim, if set to true, will cause the animation to be drawn in unit palette and remappable to owner’s team color.

    • CreateUnit.Mission determines the initial mission of the created VehicleType.

    • CreateUnit.Facing determines the initial facing of created VehicleType.

      • CreateUnit.RandomFacing, if set to true, makes it so that a random facing is picked instead.

      • CreateUnit.InheritFacings and CreateUnit.InheritTurretFacings inherit facings for vehicle body and turret respectively from the destroyed vehicle if the animation is a vehicle destroy animation. InheritTurretFacings does not work with jumpjet vehicles due to technical constraints.

    • CreateUnit.AlwaysSpawnOnGround, if set to true, ensures the vehicle will be created on the cell at ground level even if animation is in air.

    • CreateUnit.ConsiderPathfinding, if set to true, will consider whether or not the cell where the animation is located is occupied by other objects or impassable to the vehicle being created and will attempt to find a nearby cell that is not. Otherwise the vehicle will be created at the animation’s location despite these obstacles if possible.

    • CreateUnit.SpawnAnim can be used to play another animation at created unit’s location after it has appeared. This animation has same owner and invoker as the parent animation.

In artmd.ini:

[SOMEANIM]                             ; AnimationType
CreateUnit=                            ; VehicleType
CreateUnit.Owner=Victim                ; Owner house kind, Invoker/Killer/Victim/Civilian/Special/Neutral/Random
CreateUnit.RemapAnim=false             ; boolean
CreateUnit.Mission=Guard               ; MissionType
CreateUnit.Facing=0                    ; integer, facings in range of 0-255
CreateUnit.RandomFacing=true           ; boolean
CreateUnit.InheritFacings=false        ; boolean
CreateUnit.InheritTurretFacings=false  ; boolean
CreateUnit.AlwaysSpawnOnGround=false   ; boolean
CreateUnit.ConsiderPathfinding=false   ; boolean
CreateUnit.SpawnAnim=                  ; Animation


Due to technical constraints, infantry death animations including Ares’ InfDeathAnim cannot have CreateUnit.Owner correctly applied to them. You can use Ares’ MakeInfantryOwner as a workaround instead, which should function for this use-case even without MakeInfantry set.

Attached particle system

  • It is now possible to attach a particle system to an animation. Only particle systems with BehavesLike=Smoke are supported. This works similarly to the identically named key on VoxelAnims.

    • On animations with Next, the particle system will be deleted when the next animation starts playing and new one created in its stead if the Next animation defines a different particle system.

In artmd.ini:

[SOMEANIM]       ; AnimationType
AttachedSystem=  ; ParticleSystem


Extended building upgrades

image Upgrading own and allied Power Plants in CnC: Final War


Due to technical limitations, with Ares, upgrades placed through PowersUp.Buildings instead of PowersUpBuilding (note that internally PowersUpBuilding is set to first entry of PowersUp.Buildings if former is not set but latter is) DO NOT satisfy prerequisites. Suggested workaround is to use the upgrades to provide Superweapons that spawn in buildings via LimboDelivery logic to function as prerequisites, which are destroyed by another SW that becomes available if parent building is gone and so on.

  • Building upgrades now can be placed on own buildings, on allied buildings and/or on enemy buildings. These three owners can be specified by PowersUp.Owner. When upgrade is placed on building, it automatically changes it’s owner to match the building’s owner.

  • One upgrade can now be applied to multiple different types of buildings specified by PowersUp.Buildings.

    • Ares-introduced build limit for building upgrades works with this feature.

In rulesmd.ini:

[UPGRADENAME]       ; BuildingType
PowersUp.Owner=Self ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PowersUp.Buildings= ; list of BuildingTypes

Power plant enhancer

  • When it exists, it can increase the power amount generated by the power plants.

    • When enchancing structures are sold or destroyed, the power amount returns to normal.

In rulesmd.ini:

[SOMEBUILDING]                     ; BuildingType
PowerPlantEnhancer.PowerPlants=    ; list of BuildingTypes
PowerPlantEnhancer.Amount=0        ; integer
PowerPlantEnhancer.Factor=1.0      ; floating point value

Spy Effects

  • Additional espionage bonuses can be toggled with SpyEffect.Custom.

    • SpyEffect.VictimSuperWeapon instantly launches a Super Weapon for the owner of the infiltrated building at building’s coordinates.

    • SpyEffect.InfiltratorSuperWeapon behaves the same as above, with the Super Weapon’s owner being the owner of the spying unit.

In rulesmd.ini:

[SOMEBUILDING]                     ; BuildingType
SpyEffect.Custom=false            ; boolean
SpyEffect.VictimSuperWeapon=      ; SuperWeaponType
SpyEffect.InfiltratorSuperWeapon= ; SuperWeaponType


Customizable FLH When Infantry Is Prone Or Deployed

In artmd.ini:

[SOMEINFANTRY]             ; InfantryType
PronePrimaryFireFLH=       ; integer - Forward,Lateral,Height
ProneSecondaryFireFLH=     ; integer - Forward,Lateral,Height
DeployedPrimaryFireFLH=    ; integer - Forward,Lateral,Height
DeployedSecondaryFireFLH=  ; integer - Forward,Lateral,Height

Default disguise for individual InfantryTypes

  • Infantry can now have its DefaultDisguise overridden per-type.

    • This tag’s priority is higher than Ares’ per-side DefaultDisguise.

In rulesmd.ini:

[SOMEINFANTRY]      ; InfantryType
DefaultDisguise=E2  ; InfantryType

Random death animaton for NotHuman Infantry

  • Infantry with NotHuman=yes can now play random death anim sequence between Die1 to Die5 instead of the hardcoded Die1.

    • Do not forget to tweak infantry anim sequences before enabling this feature, otherwise it will play invisible anim sequence.

In rulesmd.ini:

[SOMEINFANTRY]                    ; InfantryType
NotHuman.RandomDeathSequence=yes  ; boolean

Shared Ammo

  • Transports with OpenTopped=yes and Ammo.Shared=yes will transfer ammo to passengers that have Ammo.Shared=yes. In addition, a transport can filter who will receive ammo if passengers have the same value in Ammo.Shared.Group=<integer> of the transport, ignoring other passengers with different groups values.

  • Transports with Ammo.Shared.Group=-1 will transfer ammo to any passenger with Ammo.Shared=yes ignoring the group.

  • Transports must have ammo and should be able to reload ammo.

In rulesmd.ini:

[SOMETECHNO1]         ; TechnoType, transport with OpenTopped=yes
Ammo.Shared=no        ; boolean
Ammo.Shared.Group=-1  ; integer

[SOMETECHNO2]         ; TechnoType, passenger
Ammo.Shared=no        ; boolean
Ammo.Shared.Group=-1  ; integer

Slaves’ house decision customization when owner is killed

  • You can now decide the slaves’ house when the corresponding slave miner is killed using Slaved.OwnerWhenMasterKilled:

    • suicide: Kill each slave if the slave miner is killed.

    • master: Free the slaves but keep the house of the slave unchanged.

    • neutral: The slaves belong to civilian house.

    • killer: Free the slaves and give them to the house of the slave miner’s killer. (vanilla behavior)

In rulesmd.ini

[SOMEINFANTRY]                       ; Slave type
Slaved.OwnerWhenMasterKilled=killer  ; enumeration (suicide | master | killer | neutral)

Customizable SlavesFreeSound

  • SlavesFreeSound is now dehardcoded from AudioVisual and can be set individually for each enslavable infantry type.

In rulesmd.ini

[SOMEINFANTRY]  ; Slave type
SlavesFreeSound=      ; sound entry


Projectile interception logic

image Interception logic used in Tiberium Crisis mod

  • Projectiles can now be made interceptable by certain TechnoTypes by setting Interceptable=true on them. The TechnoType scans for interceptable projectiles within a range if it has no other target and will use one of its weapons to shoot at them. Projectiles can define Armor and Strength. Weapons that cannot target the projectile’s armor type will not attempt to intercept it. On interception, if the projectile has Armor set, an amount equaling to the intercepting weapon’s Damage adjusted by Warhead Verses and the TechnoType’s firepower multipliers is deducted from the projectile’s current strength. Regardless of if the current projectile strength was reduced or not, if it sits at 0 or below after interception, the projectile is detonated.

    • Interceptor.Weapon determines the weapon (0 = Primary, 1 = Secondary) to be used for intercepting projectiles.

      • The interceptor weapon may need AG and/or AA set to true on its projectile to be able to target projectiles depending on their elevation from ground. If you don’t set those then the weapon won’t be able to target low-flying or high-flying projectiles respectively.

    • Interceptor.CanTargetHouses controls which houses the projectiles (or rather their firers) can belong to be eligible for interception.

    • Interceptor.GuardRange (and Interceptor.(Rookie|Veteran|EliteGuardRange) is maximum range of the unit to intercept projectile. The unit weapon range will limit the unit interception range though.

    • Interceptor.MinimumGuardRange (and Interceptor.(Rookie|Veteran|EliteMinimumGuardRange) is the minimum range of the unit to intercept projectile. Any projectile under this range will not be intercepted.

    • Interceptable.DeleteOnIntercept determines whether or not the projectile will simply be deleted on detonation upon interception, or if it will properly detonate. Will be overridden by Interceptor.DeleteOnIntercept setting on the interceptor.

    • Interceptable.WeaponOverride can be set to a WeaponType that will be used to override characteristics such as Damage and Warhead of the current projectile for detonation after interception. Will be overridden by Interceptor.WeaponOverride setting on the interceptor.

      • On interceptors, Interceptor.WeaponReplaceProjectile can be set to true to make Interceptor.WeaponOverride also replace the intercepted projectile’s type (including Image and other projectile characteristics) and Speed with its own. Does not replace particle systems (AttachedSystem, Ares feature).

      • On interceptors, Interceptor.WeaponCumulativeDamage can be set to true to make Damage from Interceptor.WeaponOverride weapon be added on the projectile’s damage rather than override it.

    • Interceptor.KeepIntact can be set to true to allow intercepted projectiles to continue traveling as if they were not intercepted, but effects such as Interceptor.WeaponOverride will still be applied.

In rulesmd.ini:

[SOMETECHNO]                               ; TechnoType
Interceptor=false                          ; boolean
Interceptor.Weapon=0                       ; integer, weapon slot index (0 or 1)
Interceptor.CanTargetHouses=enemies        ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Interceptor.GuardRange=0.0                 ; floating point value
Interceptor.VeteranGuardRange=             ; floating point value
Interceptor.EliteGuardRange=               ; floating point value
Interceptor.MinimumGuardRange=0.0          ; floating point value
Interceptor.VeteranMinimumGuardRange=      ; floating point value
Interceptor.EliteMinimumGuardRange=        ; floating point value
Interceptor.DeleteOnIntercept=false        ; boolean
Interceptor.WeaponOverride=                ; WeaponType
Interceptor.WeaponReplaceProjectile=false  ; boolean
Interceptor.WeaponCumulativeDamage=false   ; boolean
Interceptor.KeepIntact=false               ; boolean

Interceptable=false                    ; boolean
Interceptable.DeleteOnIntercept=false  ; boolean
Interceptable.WeaponOverride=          ; WeaponType
Strength=0                             ; integer
Armor=                                 ; ArmorType


Currently interceptor weapons with projectiles that do not have Inviso=true will be unable to intercept projectiles if the firer of the interceptor weapon dies before the interceptor weapon projectile reaches its target. This may change in future.

Projectile trajectories

  • Projectiles can now have customizable trajectories.

    • Trajectory should not be combined with original game’s projectile trajectory logics (Arcing, ROT or Inviso).

    • Initial speed of the projectile is defined by Trajectory.Speed, which unlike Speed used by ROT > 0 projectiles is defined on projectile not weapon.

    In rulesmd.ini:

[SOMEPROJECTILE]        ; Projectile
Trajectory.Speed=100.0  ; floating point value

Straight trajectory

Straigh trajectory blasters Straight trajectory used to make blasters in a private mod by @brsajo#9745

  • Self-explanatory, is a straight-shot trajectory.

    • Trajectory.Straight.DetonationDistance controls the maximum distance in cells from intended target (checked at start of each game frame, before the projectile moves) at which the projectile will be forced to detonate. Set to 0 to disable forced detonation (note that this can cause the projectile to overshoot the target).

    • Trajectory.Straight.TargetSnapDistance controls the maximum distance in cells from intended target the projectile can be at moment of detonation to make the projectile ‘snap’ on the intended target. Set to 0 to disable snapping.

    • Trajectory.Straight.PassThrough enables special case logic where the projectile does not detonate in contact with the target but ínstead travels up to a distance defined by Trajectory.Straight.DetonationDistance. Note that the firing angle of the projectile is adjusted with this in mind, making it fire straight ahead if the target is on same elevation.

In rulesmd.ini:

[SOMEPROJECTILE]                            ; Projectile
Trajectory=Straight                         ; Trajectory type
Trajectory.Straight.DetonationDistance=0.4  ; floating point value
Trajectory.Straight.TargetSnapDistance=0.5  ; floating point value
Trajectory.Straight.PassThrough=false       ; boolean

Bombard trajectory

  • Similar trajectory to Straight, but targets a coordinate above the intended target (height determined by Trajectory.Bombard.Height). When the projectile approaches that coordinate, it will free fall and explodes when it hits the target or ground.

In rulesmd.ini:

[SOMEPROJECTILE]               ; Projectile
Trajectory=Bombard             ; Trajectory type
Trajectory.Bombard.Height=0.0  ; double

Shrapnel enhancement

image Shrapnel appearing against ground & buildings (Project Phantom)

  • Shrapnel behavior can be triggered on the ground and buildings.

In rulesmd.ini:

[SOMEPROJECTILE]                 ; Projectile
Shrapnel.AffectsGround=false     ; boolean
Shrapnel.AffectsBuildings=false  ; boolean

Projectiles blocked by land or water

  • It is now possible to make projectiles consider either land or water as obstacles that block their path by setting SubjectToLand/Water to true, respectively. Weapons firing such projectiles will consider targets blocked by such obstacles as out of range and will attempt to reposition themselves so they can fire without being blocked by the said obstacles before firing and if SubjectToLand/Water.Detonate is set to true, the projectiles will detonate if they somehow manage to collide with the said obstacles.

    • Level=true projectiles detonate on tiles belonging to non-water tilesets by default, but will not consider such tiles as true obstacles. This behaviour can be overridden by setting these keys.

In rulesmd.ini:

[SOMEPROJECTILE]              ; Projectile
SubjectToLand=                ; boolean
SubjectToLand.Detonate=true   ; boolean
SubjectToWater=               ; boolean
SubjectToWater.Detonate=true  ; boolean

Super Weapons

Convert TechnoType

  • Warheads can now change TechnoTypes of affected units to other Types in the same category (infantry to infantry, vehicles to vehicles, aircraft to aircraft).

    • ConvertN.From (where N is 0, 1, 2…) specifies which TechnoTypes are valid for conversion. This entry can have many types listed, meanging that many types will be converted at once. When no types are included, conversion will affect all valid targets.

    • ConvertN.To specifies the TechnoType which is the result of conversion.

    • ConvertN.AffectedHouses specifies whose units can be converted.

    • Convert.From, Convert.To and Convert.AffectedHouses (without numbers) are a valid alternative to Convert0.From, Convert0.To and Convert0.AffectedHouses if only one pair is specified.

    • Conversion affects all existing units of set TechnoTypes, this includes units in: transports, occupied buildings, buildings with InfantryAbsorb=yes or UnitAbsorb=yes, buildings with Bunker=yes.

In example, this superweapon would convert all owned and friendly SOLDIERA and SOLDIERB to NEWSOLDIER:



This feature has the same limitations as Ares’ Type Conversion. This feature does not support BuildingTypes.


This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is not detected, not all properties of a unit may be updated.

In rulesmd.ini:

[SOMESW]                        ; SuperWeapon
ConvertN.From=                  ; list of TechnoTypes
ConvertN.To=                    ; TechnoType
ConvertN.AffectedHouses=owner   ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
; where N = 0, 1, 2, ...
; or
Convert.From=                   ; list of TechnoTypes
Convert.To=                     ; TechnoType
Convert.AffectedHouses=owner    ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)


  • Superweapons can now deliver off-map buildings that act as if they were on the field.

    • LimboDelivery.Types is the list of BuildingTypes that will be created when the Superweapons fire. Superweapon Type and coordinates do not matter.

    • LimboDelivery.IDs is the list of numeric IDs that will be assigned to buildings. Necessary for LimboKill to work.

  • Created buildings are not affected by any on-map threats. The only way to remove them from the game is by using a Superweapon with LimboKill.IDs set.

    • LimboKill.Affected sets which houses are affected by this feature.

    • LimboKill.IDs lists IDs that will be targeted. Buildings with these IDs will be removed from the game instantly.

  • Delivery can be made random with these optional tags. The game will randomly choose only a single building from the list for each roll chance provided.

    • LimboDelivery.RollChances lists chances of each “dice roll” happening. Valid values range from 0% (never happens) to 100% (always happens). Defaults to a single sure roll.

    • LimboDelivery.RandomWeightsN lists the weights for each “dice roll” that increase the probability of picking a specific building. Valid values are 0 (don’t pick) and above (the higher value, the bigger the likelyhood). RandomWeights are a valid alias for RandomWeights0. If a roll attempt doesn’t have weights specified, the last weights will be used.

Note: This feature might not support every building flag. Flags that are confirmed to work correctly are listed below:

  • FactoryPlant

  • OrePurifier

  • SpySat

  • KeepAlive (Ares 3.0)

  • Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)

  • SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares 0.9), SW.NegBuildings (Ares 0.9)

Note: In order for this feature to work with AITriggerTypes conditions (“Owning house owns ???” and “Enemy house owns ???”), LegalTarget must be set to true.


Remember that Limbo Delivered buildings don’t exist physically! This means they should never have enabled machanics that require interaction with the game world (i.e. factories, cloning vats, service depots, helipads). They also should have either KeepAlive=no set or be killable with LimboKill - otherwise the game might never end.

In rulesmd.ini:

[SOMESW]                        ; Superweapon
LimboDelivery.Types=            ; List of BuildingTypes
LimboDelivery.IDs=              ; List of numeric IDs. -1 cannot be used.
LimboDelivery.RollChances=      ; List of percentages.
LimboDelivery.RandomWeightsN=   ; List of integers.
LimboKill.Affected=self         ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
LimboKill.IDs=                  ; List of numeric IDs.


Superweapons can now launch other superweapons at the same target. Launched types can be additionally randomized using the same rules as with LimboDelivery (see above).

  • SW.Next.RealLaunch controls whether the owner who fired the initial superweapon must own all listed superweapons and sufficient funds to support Money.Amout. Otherwise they will be launched forcibly.

  • SW.Next.IgnoreInhibitors ignores SW.Inhibitors/SW.AnyInhibitor of each superweapon, otherwise only non-inhibited superweapons are launched.

  • SW.Next.IgnoreDesignators ignores SW.Designators/SW.AnyDesignator respectively.

In rulesmd.ini:

[SOMESW]                        ; Super Weapon
SW.Next=                        ; List of Superweapons
SW.Next.RealLaunch=true         ; boolean
SW.Next.IgnoreInhibitors=false  ; boolean
SW.Next.IgnoreDesignators=true  ; boolean
SW.Next.RollChances=            ; List of percentages.
SW.Next.RandomWeightsN=         ; List of integers.

Warhead or Weapon detonation at target cell

  • Any superweapon can now detonate a Warhead or a weapon at superweapon’s target cell.

    • If both Detonate.Warhead and Detonate.Weapon are set, latter takes precedence.

    • Detonate.Damage, if not set, defaults to weapon Damage for Detonate.Weapon and 0 for Detonate.Warhead.

    • Both the weapon and Warhead behave as if fired by whatever building fired the Superweapon. This respects controls like SW.RangeMinimum/Maximum (similar to Ares’ GenericWarhead superweapon in this regard). If firing building could not be found, the house the Superweapon belonged to is still used to deal damage and apply Phobos-introduced Warhead effects.

    • If Detonate.AtFirer is set to true, the weapon or Warhead is detonated at the firing building instead of the superweapon’s target cell. If there is no firer, no detonation will occur.

In rulesmd.ini:

[SOMESW]                ; Super Weapon
Detonate.Warhead=       ; Warhead
Detonate.Weapon=        ; WeaponType
Detonate.Damage=        ; integer
Detonate.AtFirer=false  ; boolean


Automatic passenger deletion

  • Transports can erase passengers over time. Passengers are deleted in order of entering the transport, from first to last.

    • PassengerDeletion.Rate determines the interval in game frames that it takes to erase a single passenger.

      • If PassengerDeletion.Rate.SizeMultiply is set to true, this time interval is multiplied by the passenger’s Size.

    • PassengerDeletion.UseCostAsRate, if set to true, changes the time interval for erasing a passenger to be based on the passenger’s Cost. This does not factor in modifiers like FactoryPlant.

      • PassengerDeletion.CostMultiplier can be used to modify the cost-based time interval.

      • PassengerDeletion.CostRateCap can be used to set a cap to the cost-based time interval.

    • PassengerDeletion.AllowedHouses determines which houses passengers can belong to be eligible for deletion.

    • PassengerDeletion.DontScore, if set to true, makes it so that the deleted passengers are not counted as having been killed by the transport (no experience, not recorded towards owning house’s score etc).

    • If PassengerDeletion.Soylent is set to true, an amount of credits is refunded to the owner of the transport. The exact amount refunded is determined by the passengers Soylent, or if not set, its Cost (this is affected by modifiers such as FactoryPlant).

      • PassengerDeletion.SoylentMultiplier is a direct multiplier applied to the refunded amount of credits.

      • PassengerDeletion.SoylentAllowedHouses determines which houses passengers can belong to be eligible for refunding.

      • PassengerDeletion.DisplaySoylent can be set to true to display the amount of credits refunded on the transport. PassengerDeletion.DisplaySoylentToHouses determines which houses can see this and PassengerDeletion.DisplaySoylentOffset can be used to adjust the display offset.

    • PassengerDeletion.ReportSound and PassengerDeletion.Anim can be used to specify a sound and animation to play when a passenger is erased, respectively.

In rulesmd.ini:

[SOMETECHNO]                                    ; TechnoType
PassengerDeletion.Rate=0                        ; integer, game frames
PassengerDeletion.Rate.SizeMultiply=true        ; boolean
PassengerDeletion.UseCostAsRate=false           ; boolean
PassengerDeletion.CostMultiplier=1.0            ; floating point value, percents or absolute
PassengerDeletion.CostRateCap=                  ; integer, game frames
PassengerDeletion.AllowedHouses=all             ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PassengerDeletion.DontScore=false               ; boolean
PassengerDeletion.Soylent=false                 ; boolean
PassengerDeletion.SoylentMultiplier=1.0         ; float, percents or absolute
PassengerDeletion.SoylentAllowedHouses=enemies  ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PassengerDeletion.DisplaySoylent=false          ; boolean
PassengerDeletion.DisplaySoylentToHouses=All    ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
PassengerDeletion.DisplaySoylentOffset=0,0      ; X,Y, pixels relative to default
PassengerDeletion.ReportSound=                  ; Sound
PassengerDeletion.Anim=                         ; Animation

Automatic passenger owner change to match transport owner

  • Transports with Passengers.SyncOwner set to true will have the owner of their passengers changed to match the transport if transport’s owner changes.

    • On OpenTopped=true transports this will also disable checks that prevent target acquisition by passengers when the transport is temporarily mind controlled.

    • Passengers.SyncOwner.RevertOnExit, if set to true (which is the default), changes the passengers’ owner back to whatever it was originally when they entered the transport when they are ejected.

    • Does not work on passengers acquired through use of Abductor=true weapon (Ares feature).

In rulesmd.ini:

[SOMETECHNO]                            ; TechnoType
Passengers.SyncOwner=false              ; boolean
Passengers.SyncOwner.RevertOnExit=true  ; boolean

Automatically firing weapons

  • You can now make TechnoType automatically fire its weapon(s) without having to scan for suitable targets by setting AutoFire, on either its base cell (in which case the weapon that is used for force-firing is used) or itself (in which case normal targeting and weapon selection rules and are respected) depending on if AutoFire.TargetSelf is set or not.

In rulesmd.ini:

[SOMETECHNO]               ; TechnoType
AutoFire=false             ; boolean
AutoFire.TargetSelf=false  ; boolean

Customizable OpenTopped properties

  • You can now override global OpenTopped transport properties per TechnoType.

  • OpenTopped.IgnoreRangefinding can be used to disable OpenTopped transport rangefinding behaviour where smallest weapon range between transport and all passengers is used when approaching targets that are out of range and when scanning for potential targets.

  • OpenTopped.AllowFiringIfDeactivated can be used to customize whether or not passengers can fire out when the transport is deactivated (EMP, powered unit etc).

  • OpenTopped.ShareTransportTarget controls whether or not the current target of the transport itself is passed to the passengers as well.

[SOMETECHNO]                              ; TechnoType
OpenTopped.RangeBonus=                    ; integer, override of the global default
OpenTopped.DamageMultiplier=              ; floating point value, override of the global default
OpenTopped.WarpDistance=                  ; integer, override of the global default
OpenTopped.IgnoreRangefinding=false       ; boolean
OpenTopped.AllowFiringIfDeactivated=true  ; boolean
OpenTopped.ShareTransportTarget=true      ; boolean

Disabling fallback to (Elite)Secondary weapon

  • It is now possible to disable the fallback to (Elite)Secondary weapon from (Elite)Primary weapon if it cannot fire at the chosen target by setting NoSecondaryWeaponFallback to true (defaults to false). NoSecondaryWeaponFallback.AllowAA controls whether or not fallback because of projectile AA setting and target being in air is still allowed. This does not apply to special cases where (Elite)Secondary weapon is always chosen, including but not necessarily limited to the following:

    • OpenTransportWeapon=1 on an unit firing from inside OpenTopped=true transport.

    • NoAmmoWeapon=1 on an unit with Ammo value higher than 0 and current ammo count lower or equal to NoAmmoAmount.

    • Deployed IsSimpleDeployer=true units withDeployFireWeapon=1 set or omitted.

    • DrainWeapon=true weapons against enemy Drainable=yes buildings.

    • Units with IsLocomotor=true set on Warhead of (Elite)Primary weapon against buildings.

    • Weapons with ElectricAssault=true set on Warhead against Overpowerable=true buildings belonging to owner or allies.

    • Overpowerable=true buildings that are currently overpowered.

    • Any system using (Elite)WeaponX, f.ex Gunner=true or IsGattling=true is also wholly exempt.

In rulesmd.ini:

[SOMETECHNO]                             ; TechnoType
NoSecondaryWeaponFallback=false          ; boolean
NoSecondaryWeaponFallback.AllowAA=false  ; boolean

Disguise logic additions (disguise-based movement speed, disguise blinking visibility)

  • DisguiseBlinkingVisibility can be used to customize which players can see disguises blinking on units. This does not affect targeting but does affect veterancy insignia visibility - blinking disguise means the original unit’s insignia is visible always instead of disguise’s.

  • UseDisguiseMovementSpeed, if set, makes disguised unit adjust its movement speed to match that of the disguise, if applicable. Note that this applies even when the disguise is revealed, as long as it has not been removed.

In rulesmd.ini:

DisguiseBlinkingVisibility=owner  ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)

[SOMETECHNO]                      ; TechnoType
UseDisguiseMovementSpeed=false    ; boolean

Firing offsets for specific Burst shots

  • You can now specify separate firing offsets for each of the shots fired by weapon with Burst via using (Elite)(Prone/Deployed)PrimaryFire|SecondaryFire|WeaponX|FLH.BurstN keys, depending on which weapons your TechnoType makes use of. N in BurstN is zero-based burst shot index, and the values are parsed sequentially until no value for either regular or elite weapon is present, with elite weapon defaulting to regular weapon FLH if only it is missing. If no burst-index specific value is available, value from the base key (f.ex PrimaryFireFLH) is used.

  • Burst-index specific firing offsets are absolute firing offsets and the lateral shifting based on burst index that occurs with the base firing offsets is not applied.

In artmd.ini:

[SOMETECHNO]    ; TechnoType Image
FLHKEY.BurstN=  ; integer - Forward,Lateral,Height. FLHKey refers to weapon-specific FLH key name and N is zero-based burst shot index.

Forcing specific weapon against certain targets

image Naval underwater target behavior with ForceWeapon.Naval.Decloaked in C&C: Reloaded

  • Can be used to override normal weapon selection logic to force specific weapons to use against certain targets. If multiple are set and target satisfies the conditions, the first one in listed order satisfied takes effect.

    • ForceWeapon.Naval.Decloaked forces specified weapon to be used against uncloaked naval targets. Useful if your naval unit has one weapon only for underwater and another weapon for surface targets.

    • ForceWeapon.Cloaked forces specified weapon to be used against any cloaked targets.

    • ForceWeapon.Disguised forces specified weapon to be used against any disguised targets.

In rulesmd.ini:

[SOMETECHNO]                    ; TechnoType
ForceWeapon.Naval.Decloaked=-1  ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
ForceWeapon.Cloaked=-1          ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable
ForceWeapon.Disguised=-1        ; integer. 0 for primary weapon, 1 for secondary weapon, -1 to disable

Make units try turning to target when firing with OmniFire=yes

  • The unit will try to turn the body to target even firing with OmniFire=yes

    • Recommended for jumpjets if you want it to turn to target when firing.

In rulesmd.ini:

[SOMEWEAPONTYPE]          ; WeaponType
OmniFire.TurnToTarget=no  ; boolean

Initial strength for TechnoTypes and cloned infantry

image Initial strength for cloned infantry example in C&C: Reloaded

  • InitialStrength can be used to set how many hitpoints a TechnoType starts with.

  • InitialStrength.Cloning can be used to specify a percentage of hitpoints (single value or a range from which a random value is picked) cloned infantry produced by Cloning=true building start with.

In rulesmd.ini:

[SOMETECHNO]              ; TechnoType
InitialStrength=          ; integer

[SOMEBUILDING]            ; BuildingType
InitialStrength.Cloning=  ; floating point value - single or comma-sep. range (percentages)


Both InitialStrength and InitialStrength.Cloning never surpass the type’s Strength, even if your values are bigger than it.

Kill Object Automatically

  • Objects can be destroyed automatically if any of these conditions is met:

    • OnAmmoDepletion: The object will die if the remaining ammo reaches 0.

    • AfterDelay: The object will die if the countdown (in frames) reaches 0.

    • TechnosExist / TechnosDontExist: The object will die if TechnoTypes exist or do not exist, respectively.

      • Technos(Dont)Exist.Any controls whether or not a single listed TechnoType is enough to satisfy the requirement or if all are required.

      • Technos(Dont)Exist.AllowLimboed controls whether or not limboed TechnoTypes (f.ex those in transports) are counted.

      • Technos(Dont)Exist.Houses controls which houses are checked.

  • The auto-death behavior can be chosen from the following:

    • kill: The object will be destroyed normally.

    • vanish: The object will be directly removed from the game peacefully instead of actually getting killed.

    • sell: If the object is a building with buildup, it will be sold instead of destroyed.

If this option is not set, the self-destruction logic will not be enabled. AutoDeath.VanishAnimation can be set to animation to play at object’s location if vanish behaviour is chosen.


Please notice that if the object is a unit which carries passengers, they will not be released even with the kill option if you are not using Ares 3.0+.

This logic also supports buildings delivered by LimboDelivery. However in this case, all AutoDeath.Behavior values produce identical result where the building is simply deleted.

In rulesmd.ini:

[SOMETECHNO]                                   ; TechnoType
AutoDeath.Behavior=                            ; enumeration (kill | vanish | sell), default not set
AutoDeath.VanishAnimation                      ; Animation
AutoDeath.OnAmmoDepletion=no                   ; boolean
AutoDeath.AfterDelay=0                         ; positive integer
AutoDeath.TechnosDontExist=                    ; list of TechnoType names
AutoDeath.TechnosDontExist.Any=false           ; boolean
AutoDeath.TechnosDontExist.AllowLimboed=false  ; boolean
AutoDeath.TechnosDontExist.Houses=owner        ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
AutoDeath.TechnosExist=                        ; list of TechnoType names
AutoDeath.TechnosExist.Any=true                ; boolean
AutoDeath.TechnosExist.AllowLimboed=false       ; boolean
AutoDeath.TechnosExist.Houses=owner            ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)

Mind Control enhancement

image Mind Control Range Limit used in Fantasy ADVENTURE image Multiple Mind Control unit auto-releases the first victim in Fantasy ADVENTURE

  • Mind controllers now can have the upper limit of the control distance. Tag values greater than 0 will activate this feature.

  • Mind controllers with multiple controlling slots can now release the first controlled unit when they have reached the control limit and are ordered to control a new target.

  • Allows Warheads to play custom MindControl.Anim which defaults to ControlledAnimationType.

In rulesmd.ini:

[SOMETECHNO]                          ; TechnoType
MindControlRangeLimit=-1.0            ; floating point value
MultiMindControl.ReleaseVictim=false  ; boolean

[SOMEWARHEAD]                         ; Warhead
MindControl.Anim=                     ; Animation, defaults to ControlledAnimationType

No Manual Move

  • You can now specify whether a TechnoType is unable to receive move command.

[SOMETECHNO]        ; TechnoType
NoManualMove=false  ; boolean

Spawner pursuit range & spawn delay customization

image Limited pursue range for spawns in Fantasy ADVENTURE

  • If Spawner.LimitRange is set, the spawned units will abort their pursuit if the enemy is out of the range of the largest weapon Range of a Spawner=true weapon of the spawner.

    • Spawner.ExtraLimitRange adds extra pursuit range on top of the weapon range.

  • Spawner.DelayFrames can be used to set the minimum number of game frames in between each spawn ejecting from the spawner. By default this is 9 frames for missiles and 20 for everything else.

In rulesmd.ini:

[SOMETECHNO]               ; TechnoType
Spawner.LimitRange=false   ; boolean
Spawner.ExtraLimitRange=0  ; integer, range in cells
Spawner.DelayFrames=       ; integer, game frames

Weapons fired on warping in / out

  • It is now possible to add weapons that are fired on a teleporting TechnoType when it warps in or out. They are at the same time as the appropriate animations (WarpIn / WarpOut) are displayed.

    • WarpInMinRangeWeapon is used instead of WarpInWeapon if the distance traveled (in leptons) was less than ChronoRangeMinimum. This works regardless of if ChronoTrigger is set or not. If WarpInMinRangeWeapon is not set, it defaults to WarpInWeapon.

    • If WarpInWeapon.UseDistanceAsDamage is set, Damage of WarpIn(MinRange)Weapon is overriden by the number of whole cells teleported across.

In rulesmd.ini:

[SOMETECHNO]                            ; TechnoType
WarpInWeapon=                           ; WeaponType
WarpInMinRangeWeapon=                   ; WeaponType
WarpInWeapon.UseDistanceAsDamage=false  ; boolean
WarpOutWeapon=                          ; WeaponType

Customize EVA voice and SellSound when selling units

  • When a building or a unit is sold, a sell sound as well as an EVA is played to the owner. These configurations have been deglobalized.

    • EVA.Sold is used to customize the EVA voice when selling, default to EVA_StructureSold for buildings and EVA_UnitSold for vehicles.

    • SellSound is used to customize the report sound when selling, default to [AudioVisual]->SellSound. Note that vanilla game played vehicles’ SellSound globally. This has been changed in consistency with buildings’ SellSound.

In rulesmd.ini:

[SOMETECHNO]    ; BuildingType or UnitType
EVA.Sold=       ; EVA entry
SellSound=      ; sound entry

Sound entry on unit’s creation

  • When a unit is created, sound specified in VoiceCreated will be played for the unit owner.

  • If IsVoiceCreatedGlobal is set to true, VoiceCreated will be played globally instead of EVA_UnitReady.

In rulesmd.ini:

IsVoiceCreatedGlobal=false   ; boolean

[SOMETECHNO]                 ; UnitType
VoiceCreated=                ; sound entry


Destroy animation & sound

  • You can now specify a destroy animation and sound for a TerrainType that are played when it is destroyed.

In rulesmd.ini:

DestroyAnim=       ; Animation
DestroySound=      ; Sound



All new warhead effects

  • can be used with CellSpread and Ares’ GenericWarhead superweapon where applicable.

  • cannot be used with MindControl.Permanent=yes of Ares.

Break Mind Control on impact

image Mind control break warhead being utilized (RA2: Reboot)

  • Warheads can now break mind control (doesn’t apply to perma-MC-ed objects).

In rulesmd.ini:

[SOMEWARHEAD]            ; Warhead
RemoveMindControl=false  ; boolean

Chance-based extra damage or Warhead detonation / ‘critical hits’

  • Warheads can now apply additional chance-based damage or Warhead detonation (‘critical hits’) with the ability to customize chance, damage, affected targets, affected target HP threshold and animations of critical hit.

    • Crit.Chance determines chance for a critical hit to occur. By default this is checked once when the Warhead is detonated and every target that is susceptible to critical hits will be affected. If Crit.ApplyChancePerTarget is set, then whether or not the chance roll is successful is determined individually for each target.

    • Crit.ExtraDamage determines the damage dealt by the critical hit. If Crit.Warhead is set, the damage is used to detonate the specified Warhead on each affected target, otherwise the damage is directly dealt based on current Warhead’s Verses settings.

    • Crit.Affects can be used to customize types of targets that this Warhead can deal critical hits against.

    • Crit.AffectsHouses can be used to customize houses that this Warhead can deal critical hits against.

    • Crit.AffectBelowPercent can be used to set minimum percentage of their maximum Strength that targets must have left to be affected by a critical hit.

    • Crit.AnimList can be used to set a list of animations used instead of Warhead’s AnimList if Warhead deals a critical hit to even one target. If Crit.AnimList.PickRandom is set (defaults to AnimList.PickRandom) then the animation is chosen randomly from the list.

      • Crit.AnimOnAffectedTargets, if set, makes the animation(s) from Crit.AnimList play on each affected target in addition to animation from Warhead’s AnimList playing as normal instead of replacing AnimList animation.

    • Crit.SuppressWhenIntercepted, if set, prevents critical hits from occuring at all if the warhead was detonated from a projectile that was intercepted.

    • ImmuneToCrit can be set on TechnoTypes and ShieldTypes to make them immune to critical hits.

In rulesmd.ini:

[SOMEWARHEAD]                       ; Warhead
Crit.Chance=0.0                     ; floating point value, percents or absolute (0.0-1.0)
Crit.ApplyChancePerTarget=false     ; boolean
Crit.ExtraDamage=0                  ; integer
Crit.Warhead=                       ; Warhead
Crit.Affects=all                    ; list of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all)
Crit.AffectsHouses=all              ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Crit.AffectBelowPercent=1.0         ; floating point value, percents or absolute (0.0-1.0)
Crit.AnimList=                      ; list of animations
Crit.AnimList.PickRandom=           ; boolean
Crit.AnimOnAffectedTargets=false    ; boolean
Crit.SuppressWhenIntercepted=false  ; boolean

[SOMETECHNO]                        ; TechnoType
ImmuneToCrit=no                     ; boolean


If you set Crit.Warhead to the same Warhead it is defined on, or create a chain of Warheads with it that loops back to the first one there is a possibility for the game to get stuck in a loop and freeze or crash afterwards.

Convert TechnoType on impact

  • Warheads can now change TechnoTypes of affected units to other Types in the same category (infantry to infantry, vehicles to vehicles, aircraft to aircraft).

    • ConvertN.From (where N is 0, 1, 2…) specifies which TechnoTypes are valid for conversion. This entry can have many types listed, meanging that many types will be converted at once. When no types are included, conversion will affect all valid targets.

    • ConvertN.To specifies the TechnoType which is the result of conversion.

    • ConvertN.AffectedHouses specifies whose units can be converted.

    • Convert.From, Convert.To and Convert.AffectedHouses (without numbers) are a valid alternative to Convert0.From, Convert0.To and Convert0.AffectedHouses if only one pair is specified.

In example, this warhead would convert all affected owned and friendly SOLDIERA and SOLDIERB to NEWSOLDIER:



This feature has the same limitations as Ares’ Type Conversion. This feature does not support BuildingTypes.


This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is not detected, not all properties of a unit may be updated.

In rulesmd.ini:

[SOMEWARHEAD]                   ; Warhead
ConvertN.From=                  ; list of TechnoTypes
ConvertN.To=                    ; TechnoType
ConvertN.AffectedHouses=all     ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
; where N = 0, 1, 2, ...
; or
Convert.From=                   ; list of TechnoTypes
Convert.To=                     ; TechnoType
Convert.AffectedHouses=all      ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)

Custom ‘SplashList’ on Warheads


  • Allows Warheads to play custom water splash animations. See vanilla’s Conventional system here. SplashList.PickRandom can be set to true to pick a random animation to play from the list.

In rulesmd.ini:

[SOMEWARHEAD]                ; Warhead
SplashList=<none>            ; list of animations
SplashList.PickRandom=false  ; boolean

Detonate Warhead on all objects on map


While this feature can provide better performance than a large CellSpread value, it still has potential to slow down the game, especially if used in conjunction with things like animations, alpha lights etc. Modder discretion and use of the filter keys (AffectTargets/Houses/Types etc.) is advised.

  • Setting DetonateOnAllMapObjects to true allows a Warhead that is detonated by a projectile (for an example, this excludes things like animation Warhead and Ares’ GenericWarhead superweapon but includes Crit.Warhead and animation Weapon) and consequently any Airburst/ShrapnelWeapon that may follow to detonate on each object currently alive and existing on the map regardless of its actual target, with optional filters. Note that this is done immediately prior Warhead detonation so after PreImpactAnim (Ares feature) has been displayed.

    • DetonateOnAllMapObjects.AffectTargets is used to filter which types of targets (TechnoTypes) are considered valid and must be set to a valid value other than none for this feature to work. Only none, all, aircraft, buildings, infantry and units are valid values. This is set to none by default as inclusion of all object types can be performance-heavy.

    • DetonateOnAllMapObjects.AffectHouses is used to filter which houses targets can belong to be considered valid and must be set to a valid value other than none for this feature to work. Only applicable if the house that fired the projectile is known. This is set to none by default as inclusion of all houses can be performance-heavy.

    • DetonateOnAllMapObjects.AffectTypes can be used to list specific TechnoTypes to be considered as valid targets. If any valid TechnoTypes are listed, then only matching objects will be targeted. Note that DetonateOnAllMapObjects.AffectTargets and DetonateOnAllMapObjects.AffectHouses take priority over this setting.

    • DetonateOnAllMapObjects.IgnoreTypes can be used to list specific TechnoTypes to be never considered as valid targets.

    • DetonateOnAllMapObjects.RequireVerses, if set to true, only considers targets whose armor type the warhead has non-zero Verses value against as valid. On targets with active shields, shield’s armor type is used unless the Warhead has Shield.Penetrate=true. This is checked after all other filters listed above.

In rulesmd.ini:

[SOMEWARHEAD]                                ; Warhead
DetonateOnAllMapObjects=false                ; boolean
DetonateOnAllMapObjects.AffectTargets=none   ; list of Affected Target Enumeration (none|aircraft|buildings|infantry|units|all)
DetonateOnAllMapObjects.AffectHouses=none    ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
DetonateOnAllMapObjects.AffectTypes=         ; list of TechnoType names
DetonateOnAllMapObjects.IgnoreTypes=         ; list of TechnoType names
DetonateOnAllMapObjects.RequireVerses=false  ; boolean

Generate credits on impact

image TransactMoney used in Rise of the East mod

  • Warheads can now give credits to its owner at impact.

    • TransactMoney.Display can be set to display the amount of credits given or deducted. The number is displayed in green if given, red if deducted and will move upwards after appearing.

      • TransactMoney.Display.AtFirer if set, makes the credits display appear on firer instead of target. If set and firer is not known, it will display at target regardless.

      • TransactMoney.Display.Houses determines which houses can see the credits display.

      • TransactMoney.Display.Offset is additional pixel offset for the center of the credits display, by default (0,0) at target’s/firer’s center.

In rulesmd.ini:

[SOMEWARHEAD]                        ; Warhead
TransactMoney=0                      ; integer - credits added or subtracted
TransactMoney.Display=false          ; boolean
TransactMoney.Display.AtFirer=false  ; boolean
TransactMoney.Display.Houses=All     ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
TransactMoney.Display.Offset=0,0     ; X,Y, pixels relative to default

Launch superweapons on impact

  • Superweapons can now be launched when a warhead is detonated.

    • LaunchSW specifies the superweapons to launch when the warhead is detonated. If superweapon has negative Money.Amount, the firing house must have enough credits in order for it to be fired.

    • LaunchSW.RealLaunch controls whether the owner who fired the warhead must own all listed superweapons. Otherwise they will be launched out of nowhere.

    • LaunchSW.IgnoreInhibitors ignores SW.Inhibitors/SW.AnyInhibitor of each superweapon, otherwise only non-inhibited superweapons are launched.

    • LaunchSW.IgnoreDesignators ignores SW.Designators/SW.AnyDesignator respectively.

    • LaunchSW.DisplayMoney can be set to display the amount of credits given or deducted by the launched superweapon by Money.Amount. The number is displayed in green if given, red if deducted and will move upwards after appearing.

      • LaunchSW.DisplayMoney.Houses determines which houses can see the credits display.

      • LaunchSW.DisplayMoney.Offset is additional pixel offset for the center of the credits display, by default (0,0) at superweapon’s target cell.


  • For animation warheads/weapons to take effect, Damage.DealtByInvoker must be set.

  • Due to the nature of some superweapon types, not all superweapons are suitable for launch. Please use with caution!

  • The superweapons are launched on the cell where the warhead is detonated, instead of being click-fired.

In rulesmd.ini:

[SOMEWARHEAD]                     ; Warhead
LaunchSW=                         ; list of superweapons
LaunchSW.RealLaunch=true          ; boolean
LaunchSW.IgnoreInhibitors=false   ; boolean
LaunchSW.IgnoreDesignators=true   ; boolean
LaunchSW.DisplayMoney=false       ; boolean
LaunchSW.DisplayMoney.Houses=all  ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
LaunchSW.DisplayMoney.Offset=0,0  ; X,Y, pixels relative to default

Remove disguise on impact

  • Warheads can now remove disguise from disguised infantry such as spies. This will work even if the disguised was acquired by default through PermaDisguise.

In rulesmd.ini:

[SOMEWARHEAD]         ; Warhead
RemoveDisguise=false  ; boolean

Reveal map for owner on impact

  • Warheads can now reveal the entire map on impact.

    • Reveal only applies to the owner of the warhead.

In rulesmd.ini:

[SOMEWARHEAD]  ; Warhead
SpySat=false   ; boolean

Shroud map for enemies on impact

  • Warheads can now shroud the entire map on impact.

  • Shroud only applies to enemies of the warhead owner.

In rulesmd.ini:

[SOMEWARHEAD]  ; Warhead
BigGap=false   ; boolean

Trigger specific NotHuman infantry Death anim sequence

  • Warheads are now able to trigger specific NotHuman=yes infantry Death anim sequence using the corresponding tag. It’s value represents sequences from Die1 to Die5.

In rulesmd.ini:

[SOMEWARHEAD]            ; Warhead
NotHuman.DeathSequence=  ; integer (1 to 5)


AreaFire target customization

  • You can now specify how AreaFire weapon picks its target. By default it targets the base cell the firer is currently on, but this can now be changed to fire on the firer itself or at a random cell within the radius of the weapon’s Range by setting AreaFire.Target to self or random respectively.

  • AreaFire.Target=self respects normal targeting rules (Warhead Verses etc.) against the firer itself.

  • AreaFire.Target=random ignores cells that are ineligible or contain ineligible objects based on listed values in weapon’s CanTarget & CanTargetHouses.

In rulesmd.ini:

[SOMEWEAPON]         ; WeaponType
AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)

Burst delay customizations

  • Burst.Delays allows specifying weapon-specific burst shot delays. Takes precedence over the old BurstDelayX logic available on VehicleTypes, functions with Infantry & BuildingType weapons (AircraftTypes are not supported due to their weapon firing system being completely different) and allows every shot of Burst to have a separate delay instead of only first four shots.

    • If no delay is defined for a shot, it falls back to last delay value defined (f.ex Burst=3 and Burst.Delays=10 would use 10 as delay for all shots).

    • Using -1 as delay reverts back to old logic (BurstDelay0-3 for VehicleTypes if available or random value between 3-5 otherwise) for that shot.

  • Burst.FireWithinSequence is only used if the weapon is fired by InfantryTypes, and setting it to true allows infantry to fire multiple Burst shots within same firing sequence.

    • First shot is always fired at sequence frame determined by firing frame controls on InfantryType image (FireUp et al).

    • Following shots come at intervals determined by Burst.Delays (with minimum delay of 1 frame) or random delay between 3 to 5 frames if not defined. Note that if next shot would be fired at a frame that is beyond the firing sequence’s length, burst shot count is reset and weapon starts reloading.

    • Burst shot counter is not immediately reset if firing is ceased mid-sequence after at least one shot, but the frame at which each burst shot is fired will not be influenced by this (in other words, resuming firing afterward without weapon reload taking place would restart firing sequence but no firing will take place until the frame at which next burst shot should be fired is hit).

In rulesmd.ini:

[SOMEWEAPON]                    ; WeaponType
Burst.Delays=-1                 ; integer - burst delays (comma-separated) for shots in order from first to last.
Burst.FireWithinSequence=false  ; boolean

Extra warhead detonations

  • It is now possible to have same weapon detonate multiple Warheads on impact by listing ExtraWarheads. The warheads are detonated at same location as the main one, after it in listed order. This only works in cases where a projectile has been fired by a weapon and still remembers it when it is detonated (due to currently existing technical limitations, this excludes AirburstWeapon).

    • ExtraWarheads.DamageOverrides can be used to override the weapon’s Damage for the extra Warhead detonations. Value from position matching the position from ExtraWarheads is used if found. If not, weapon Damage is used.

In rulesmd.ini:

[SOMEWEAPON]                    ; WeaponType
ExtraWarheads=                  ; list of WarheadTypes
ExtraWarheads.DamageOverrides=  ; list of integers

Feedback weapon

image FeedbackWeapon used to apply healing aura upon firing a weapon (Project Phantom)

  • You can now specify an auxiliary weapon to be fired on the firer itself when a weapon is fired.

    • FireInTransport setting of the feedback weapon is respected to determine if it can be fired when the original weapon is fired from inside OpenTopped=true transport. If feedback weapon is fired, it is fired on the transport. OpenToppedDamageMultiplier is not applied on feedback weapons.

In rulesmd.ini:

[SOMEWEAPON]     ; WeaponType
FeedbackWeapon=  ; WeaponType

Radiation enhancements

  • In addition to allowing custom radiation types, several enhancements are also available to the default radiation type defined in [Radiation], such as ability to set owner & invoker or deal damage against buildings. See Custom Radiation Types for more details.

Strafing aircraft weapon customization

image Strafing aircraft weapon customization in Project Phantom

  • Some of the behavior of strafing aircraft weapons (weapon projectile has ROT below 2) can now be customized.

    • Strafing.Shots controls the number of times the weapon is fired during a single strafe run. Ammo is only deducted at the end of the strafe run, regardless of the number of shots fired. Valid values range from 1 to 5, any values smaller or larger are effectively treated same as either 1 or 5, respectively. Defaults to 5.

    • Strafing.SimulateBurst controls whether or not the shots fired during strafing simulate behavior of Burst, allowing for alternating firing offset. Only takes effect if weapon has Burst set to 1 or undefined. Defaults to false.

In rulesmd.ini:

[SOMEWEAPON]                  ; WeaponType
Strafing.Shots=5              ; integer
Strafing.SimulateBurst=false  ; boolean

Weapon targeting filter

image `Weapon target filter - different weapon used against enemies & allies as well as units & buildings (Project Phantom)

  • You can now specify which targets or houses a weapon can fire at. This also affects weapon selection, other than certain special cases where the selection is fixed.

    • Note that CanTarget explicitly requires either all or empty to be listed for the weapon to be able to fire at cells containing no TechnoTypes.

In rulesmd.ini:

[SOMEWEAPON]         ; WeaponType
CanTarget=all        ; list of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all)
CanTargetHouses=all  ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)