新东西
This page lists the history of changes across stable Phobos releases and also all the stuff that requires modders to change something in their mods to accommodate.
迁移
提示
你可以使用火卫一组件库中的迁移工具来自动应用更改。
由原版
[CrateRules]
->FreeMCV
now controls whether or not player is forced to receive unit from[General]
->BaseUnit
from goodie crate if they own no buildings or any existingBaseUnit
vehicles and own more than[CrateRules]
->FreeMCV.CreditsThreshold
(defaults to 1500) credits.- Iron Curtain status is now preserved by default when converting between TechnoTypes viaDeploysInto
/UndeploysInto
. This behavior can be turned off per-TechnoType and global basis using[SOMETECHNOTYPE]/[CombatDamage]->IronCurtain.KeptOnDeploy=no
.绘制半透明的RLE SHP时,现在会使用更精确更高效的算法,此算法没有绿色偏移和条纹,可通过
rulesmd.ini->[General]->FixTransparencyBlitters=no
关闭铁幕状态现在可以在单位通过
DeploysInto
/UndeploysInto
转换时保留。此行为可以被标签关闭[SOMETECHNOTYPE]/[CombatDamage]->IronCurtain.KeptOnDeploy=no
。The obsolete
[General] WarpIn
has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type asWarpOut
.
Vehicles with
Crusher=true
+OmniCrusher=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
.
由旧版本火卫一
From post-0.3 devbuilds
ExtraWarheads.DamageOverrides
now falls back to last listed value if list is shorter thanExtraWarheads
for all Warhead detonations exceeding the length.Air and Top layer contents are no longer sorted, animations in these layers no longer respect
YSortAdjust
. Animations attached to flying units now get their layer updated immediately after parent unit, if they are on same layer they will draw above the parent unit.AnimList.ShowOnZeroDamage
has been renamed toCreateAnimsOnZeroDamage
to make it more clear it applies to bothAnimList
and splash animations.INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags
-Include
and-Inheritance
.Level=true
projectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. UseSubjectToLand=true
to re-enable this behaviour.
From 0.3
Trajectory=Straight
projectiles can now snap on targets within 0.5 cells from their detonation point, this distance can be customized viaTrajectory.Straight.TargetSnapDistance
.LaunchSW.RealLaunch=false
now checks if firing house has enough credits to satisfy SW’sMoney.Amount
in order to be fired.CreateUnit
now creates the units by default at animation’s height (even ifCreateUnit.ConsiderPathfinding
is enabled) instead of always at ground level. This behaviour can be restored by settingCreateUnit.AlwaysSpawnOnGround
to true.Phobos-introduced attack scripts now consider potential target’s current map zone when evaluating targets. TargetZoneScanType can be used to customize this behaviour.
Artillary
,ICBMLauncher
,TickTank
orSensorArray
no longer affect whether or not building is considered as vehicle for AI attack scripts. Use ConsideredVehicle instead on buildings that do not have bothUndeploysInto
set andFoundation=1x1
.PassengerDeletion.SoylentFriendlies
has been replaced byPassengerDeletion.SoylentAllowedHouses
. Current default value ofPassengerDeletion.SoylentAllowedHouses=enemies
matches the previous default behaviour withPassengerDeletion.SoylentFriendlies=false
.Grinding.DisplayRefund
is changed toDisplayIncome
,Grinding.DisplayRefund.Houses
is changed toDisplayIncome.Houses
,Grinding.DisplayRefund.Offset
is changed toDisplayIncome.Offset
[JumpjetControls]
->AllowLayerDeviation
andJumpjetAllowLayerDeviation
have been deprecated as the animation layering issues have been properly fixed by default now.[JumpjetControls]->TurnToTarget
andJumpjetTurnToTarget
are obsolete. Jumpjet units who fireOmniFire=no
weapons always turn to targets as other units do.Buildings delivered by trigger action 125 will now always play buildup anim as long as it exists.
[ParamTypes]->53
is deprecated.Shadow
for debris & meteor animations is changed toExtraShadow
.
由pre-0.3开发版
Trajectory.Speed
现在定义在抛射体上,而非武器上。Gravity=0
会导致抛射体行为异常,因此不再使用。使用直线弹道代替,请见此处。自毁逻辑重做,
Death.NoAmmo
,,Death.Countdown
与Death.Peaceful
标签均被重做或重命名,并且需要一些调整才能生效。DetachedFromOwner
on weapons is deprecated. This has been replaced byAllowDamageOnSelf
on warheads.Timed jump script actions now take the time measured in ingame seconds instead of frames. Divide your value by 15 to accommodate to this change.
Placement Preview logic has been adjusted,
BuildingPlacementPreview.DefaultTranslucentLevel
,BuildingPlacementGrid.TranslucentLevel
,PlacementPreview.Show
,PlacementPreview.TranslucentLevel
andShowBuildingPlacementPreview
tags have been remade/renamed and require adjustments to function. In addition, you must explicitly enable this feature by specifying[AudioVisual]->PlacementPreview=yes
.Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
DiskLaser.Radius
values were misinterpreted by a factor of 1/2π. The default radius is now 240, please multiply your customized radii by 2π.
由0.2.2.2
rulesmd.ini->[SOMEWARHEAD]->PenetratesShield
与rulesmd.ini->[SOMEWARHEAD]->BreaksShield
已分别变更为Shield.Penetrate
和Shield.Break
。武器标签
Rad.NoOwner
已被弃用。其功能现在由辐射类型中的标签RadHasOwner
代替,且默认值为否,意味着辐射再次变为默认无所属。RadApplicationDelay
andRadApplicationDelay.Building
on custom radiation types are now only used if[Radiation]
->UseGlobalRadApplicationDelay
is explicitly set to false, otherwise values from[Radiation]
are used.Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
由0.1.1
rulesmd.ini->[SOMETECHNOTYPE]->Deployed.RememberTarget
已被弃用并可以移除,对DeployToFire
的修复现在一直开启。
New user settings in RA2MD.ini
These are new user setting keys added by various features in Phobos. Most of them can be found in either in user inteface or miscellaneous sections. Search functionality can be used to find them quickly if needed.
[Phobos]
CampaignDefaultGameSpeed=4 ; integer
ShowBriefing=true ; boolean
DigitalDisplay.Enable=false ; boolean
ShowDesignatorRange=false ; boolean
PrioritySelectionFiltering=true ; boolean
ShowPlacementPreview=yes ; boolean
RealTimeTimers=false ; boolean
RealTimeTimers.Adaptive=false ; boolean
ShowHarvesterCounter=true ; boolean
ShowPowerDelta=true ; boolean
ShowWeedsCounter=true ; boolean
ToolTipDescriptions=true ; boolean
ToolTipBlur=false ; boolean
SaveGameOnScenarioStart=true ; boolean
对地图编辑器(Final Alert 2)
Click to show
在FAData.ini
中:
[ParamTypes]
47=Structures,28
54=Use GlobalVar,10
55=Operation,0
56=Variable index,0
57=Lower bound,0
58=Upper bound,0
59=Operate var is global,10
60=Operate var index,0
65=Campaign AI Repairable,0
68=House,1,2
[EventsRA2]
500=Local variable is greater than,48,6,0,0,[LONG DESC],0,1,500,1
501=Local variable is less than,48,6,0,0,[LONG DESC],0,1,501,1
502=Local variable equals to,48,6,0,0,[LONG DESC],0,1,502,1
503=Local variable is greater than or equals to,48,6,0,0,[LONG DESC],0,1,503,1
504=Local variable is less than or equals,48,6,0,0,[LONG DESC],0,1,504,1
505=Local variable and X is true,48,6,0,0,[LONG DESC],0,1,505,1
506=Global variable is greater than,48,6,0,0,[LONG DESC],0,1,506,1
507=Global variable is less than,48,6,0,0,[LONG DESC],0,1,507,1
508=Global variable equals to,48,6,0,0,[LONG DESC],0,1,508,1
509=Global variable is greater than or queals to,48,6,0,0,[LONG DESC],0,1,509,1
510=Global variable is less than or equals to,48,6,0,0,[LONG DESC],0,1,510,1
511=Global variable and X is true,48,6,0,0,[LONG DESC],0,1,511,1
512=Local variable is greater than local variable,48,3,0,0,[LONG DESC],0,1,500,1
513=Local variable is less than local variable,48,3,0,0,[LONG DESC],0,1,501,1
514=Local variable equals to local variable,48,3,0,0,[LONG DESC],0,1,502,1
515=Local variable is greater than or equals to local variable,48,3,0,0,[LONG DESC],0,1,503,1
516=Local variable is less than or equals local variable,48,3,0,0,[LONG DESC],0,1,504,1
517=Local variable and local variable is true,48,3,0,0,[LONG DESC],0,1,505,1
518=Global variable is greater than local variable,48,3,0,0,[LONG DESC],0,1,506,1
519=Global variable is less than local variable,48,3,0,0,[LONG DESC],0,1,507,1
520=Global variable equals to local variable,48,3,0,0,[LONG DESC],0,1,508,1
521=Global variable is greater than or queals to local variable,48,3,0,0,[LONG DESC],0,1,509,1
522=Global variable is less than or equals to local variable,48,3,0,0,[LONG DESC],0,1,510,1
523=Global variable and local variable is true,48,3,0,0,[LONG DESC],0,1,511,1
524=Local variable is greater than global variable,48,35,0,0,[LONG DESC],0,1,500,1
525=Local variable is less than global variable,48,35,0,0,[LONG DESC],0,1,501,1
526=Local variable equals to global variable,48,35,0,0,[LONG DESC],0,1,502,1
527=Local variable is greater than or equals to global variable,48,35,0,0,[LONG DESC],0,1,503,1
528=Local variable is less than or equals global variable,48,35,0,0,[LONG DESC],0,1,504,1
529=Local variable and global variable is true,48,35,0,0,[LONG DESC],0,1,505,1
530=Global variable is greater than global variable,48,35,0,0,[LONG DESC],0,1,506,1
531=Global variable is less than global variable,48,35,0,0,[LONG DESC],0,1,507,1
532=Global variable equals to global variable,48,35,0,0,[LONG DESC],0,1,508,1
533=Global variable is greater than or queals to global variable,48,35,0,0,[LONG DESC],0,1,509,1
534=Global variable is less than or equals to global variable,48,35,0,0,[LONG DESC],0,1,510,1
535=Global variable and global variable is true,48,35,0,0,[LONG DESC],0,1,511,1
600=Shield of the attached object is broken,0,0,0,0,[LONG DESC],0,1,600,1
601=House owns Techno Type,68,46,0,0,[LONG DESC],0,1,601,1
602=House doesn't own Techno Type,68,46,0,0,[LONG DESC],0,1,602,1
[ActionsRA2]
125=Build at...,-10,47,0,65,0,0,1,0,0,[LONG DESC],0,1,125
500=Save game,-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1
501=Edit variable,0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1
502=Generate random number,0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1
503=Print variable value,0,56,54,0,0,0,0,0,0,[LONG DESC],0,1,503,0
504=Binary operation,0,56,55,60,54,59,0,0,0,[LONG DESC],0,1,504,1
505=Fire Super Weapon at specified location (Phobos),0,0,20,2,21,22,0,0,0,Launch a Super Weapon from [SuperWeaponTypes] list at a specified location. House=-1 means random target that isn't neutral. House=-2 means the first neutral house. House=-3 means random human target. Coordinate X=-1 means random. Coordinate Y=-1 means random,0,1,505
506=Fire Super Weapon at specified waypoint (Phobos),0,0,20,2,30,0,0,0,0,Launch a Super Weapon from [SuperWeaponTypes] list at a specified waypoint. House=-1 means random target that isn't neutral. House=-2 means the first neutral house. House=-3 means random human target. Coordinate X=-1 means random. Coordinate Y=-1 means random,0,1,506
510=Toggle MCV Redeployablility (Phobos),0,0,15,0,0,0,0,0,0, Set MCVRedeploys to the given value,0,1,510
; FOLLOWING ENTRIES REQUIRE FA2SP.DLL (by secsome)
[ScriptTypeLists]
1=ScriptLocalVariable
2=ScriptGlobalVariable
3=ScriptLocalVariable_Local
4=ScriptLocalVariable_Global
5=ScriptGlobalVariable_Local
6=ScriptGlobalVariable_Global
[ScriptLocalVariable]
HasExtraParam=Yes
BuiltInType=14
[ScriptGlobalVariable]
HasExtraParam=Yes
BuiltInType=5
[ScriptLocalVariable_Local]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_LocalVariables
BuiltInType=14
[ScriptLocalVariable_Global]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_GlobalVariables
BuiltInType=14
[ScriptGlobalVariable_Local]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_LocalVariables
BuiltInType=5
[ScriptGlobalVariable_Global]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_GlobalVariables
BuiltInType=5
[ScriptExtType_LocalVariables]
BuiltInType=14
[ScriptExtType_GlobalVariables]
BuiltInType=5
[ScriptsRA2]
10100=Timed Area Guard,20,0,1,[LONG DESC]
10101=Wait until ammo is full,0,0,1,[LONG DESC]
10102=Regroup Temporarily Around the Team Leader,20,0,1,[LONG DESC]
10103=Load Onto Transports,0,0,1,[LONG DESC]
10104=Chronoshift to Enemy Base,20,0,1,[LONG DESC]
18000=Local variable set,22,0,1,[LONG DESC]
18001=Local variable add,22,0,1,[LONG DESC]
18002=Local variable minus,22,0,1,[LONG DESC]
18003=Local variable multiply,22,0,1,[LONG DESC]
18004=Local variable divide,22,0,1,[LONG DESC]
18005=Local variable mod,22,0,1,[LONG DESC]
18006=Local variable leftshift,22,0,1,[LONG DESC]
18007=Local variable rightshift,22,0,1,[LONG DESC]
18008=Local variable reverse,22,0,1,[LONG DESC]
18009=Local variable xor,22,0,1,[LONG DESC]
18010=Local variable or,22,0,1,[LONG DESC]
18011=Local variable and,22,0,1,[LONG DESC]
18012=Global variable set,23,0,1,[LONG DESC]
18013=Global variable add,23,0,1,[LONG DESC]
18014=Global variable minus,23,0,1,[LONG DESC]
18015=Global variable multiply,23,0,1,[LONG DESC]
18016=Global variable divide,23,0,1,[LONG DESC]
18017=Global variable mod,23,0,1,[LONG DESC]
18018=Global variable leftshift,23,0,1,[LONG DESC]
18019=Global variable rightshift,23,0,1,[LONG DESC]
18020=Global variable reverse,23,0,1,[LONG DESC]
18021=Global variable xor,23,0,1,[LONG DESC]
18022=Global variable or,23,0,1,[LONG DESC]
18023=Global variable and,23,0,1,[LONG DESC]
18024=Local variable set by local variable,24,0,1,[LONG DESC]
18025=Local variable add by local variable,24,0,1,[LONG DESC]
18026=Local variable minus by local variable,24,0,1,[LONG DESC]
18027=Local variable multiply by local variable,24,0,1,[LONG DESC]
18028=Local variable divide by local variable,24,0,1,[LONG DESC]
18029=Local variable mod by local variable,24,0,1,[LONG DESC]
18030=Local variable leftshift by local variable,24,0,1,[LONG DESC]
18031=Local variable rightshift by local variable,24,0,1,[LONG DESC]
18032=Local variable reverse by local variable,24,0,1,[LONG DESC]
18033=Local variable xor by local variable,24,0,1,[LONG DESC]
18034=Local variable or by local variable,24,0,1,[LONG DESC]
18035=Local variable and by local variable,24,0,1,[LONG DESC]
18036=Global variable set by local variable,25,0,1,[LONG DESC]
18037=Global variable add by local variable,25,0,1,[LONG DESC]
18038=Global variable minus by local variable,25,0,1,[LONG DESC]
18039=Global variable multiply by local variable,25,0,1,[LONG DESC]
18040=Global variable divide by local variable,25,0,1,[LONG DESC]
18041=Global variable mod by local variable,25,0,1,[LONG DESC]
18042=Global variable leftshift by local variable,25,0,1,[LONG DESC]
18043=Global variable rightshift by local variable,25,0,1,[LONG DESC]
18044=Global variable reverse by local variable,25,0,1,[LONG DESC]
18045=Global variable xor by local variable,25,0,1,[LONG DESC]
18046=Global variable or by local variable,25,0,1,[LONG DESC]
18047=Global variable and by local variable,25,0,1,[LONG DESC]
18048=Local variable set by global variable,26,0,1,[LONG DESC]
18049=Local variable add by global variable,26,0,1,[LONG DESC]
18050=Local variable minus by global variable,26,0,1,[LONG DESC]
18051=Local variable multiply by global variable,26,0,1,[LONG DESC]
18052=Local variable divide by global variable,26,0,1,[LONG DESC]
18053=Local variable mod by global variable,26,0,1,[LONG DESC]
18054=Local variable leftshift by global variable,26,0,1,[LONG DESC]
18055=Local variable rightshift by global variable,26,0,1,[LONG DESC]
18056=Local variable reverse by global variable,26,0,1,[LONG DESC]
18057=Local variable xor by global variable,26,0,1,[LONG DESC]
18058=Local variable or by global variable,26,0,1,[LONG DESC]
18059=Local variable and by global variable,26,0,1,[LONG DESC]
18060=Global variable set by global variable,27,0,1,[LONG DESC]
18061=Global variable add by global variable,27,0,1,[LONG DESC]
18062=Global variable minus by global variable,27,0,1,[LONG DESC]
18063=Global variable multiply by global variable,27,0,1,[LONG DESC]
18064=Global variable divide by global variable,27,0,1,[LONG DESC]
18065=Global variable mod by global variable,27,0,1,[LONG DESC]
18066=Global variable leftshift by global variable,27,0,1,[LONG DESC]
18067=Global variable rightshift by global variable,27,0,1,[LONG DESC]
18068=Global variable reverse by global variable,27,0,1,[LONG DESC]
18069=Global variable xor by global variable,27,0,1,[LONG DESC]
18070=Global variable or by global variable,27,0,1,[LONG DESC]
18071=Global variable and by global variable,27,0,1,[LONG DESC]
[ScriptParams]
22=Local variables,-1
23=Global variables,-2
24=Local variables,-3
25=Local variables,-4
26=Global variables,-5
27=Global variables,-6
更新日志
Version TBD (develop branch nightly builds)
Click to show
新的:
Crit.AffectsHouses
for critical hit system (by Starkku)Warhead or weapon detonation at superweapon target cell (by Starkku)
Super Weapons launching other Super Weapons (by Morton)
Launching Super Weapons on building infiltration (by Morton)
Building airstrike target eligibility customization (by Starkku)
IvanBomb detonation & image display centered on buildings (by Starkku)
Forcing specific weapon against cloaked or disguised targets (by Starkku)
Customizable ROF random delay (by Starkku)
Animation with
Tiled=yes
now supportsCustomPalette
(by ststl)Toggleable DieSound when grinding (by Trsdy)
Shields can inherit Techno ArmorType (by Starkku)
Income money flying-string display when harvesters or slaves are docking to refineries (by Trsdy)
Allow random crates to be generated only on lands (by Trsdy)
Iron-curtain effects on infantries and organic units (by ststl)
Custom
SlavesFreeSound
(by TwinkleStar)Allows jumpjet to crash without rotation (by TwinkleStar)
Customizable priority of superweapons timer sorting(by ststl)
Customizable aircraft spawner spawn delay (by Starkku)
Customizable Cluster scatter distance (by Starkku)
Customizable FlakScatter distance (by Starkku)
Customizable debris & meteor impact and warhead detonation behaviour (by Starkku, Otamaa)
Custom warhead debris animations (by Starkku)
Multiple burst shots / burst delay within infantry firing sequence (by Starkku)
Attached particle system for animations (by Starkku)
Removal of hardcoded AA & Gattling weapon selection restrictions (by Starkku)
Projectile
SubjectToLand/Water
(by Starkku)Real time timers (by Morton)
Default campaign game speed override and custom campaign game speed FPS (by Morton)
Trigger actions that allow/forbid MCV to redeploy in game (by Trsdy)
AnimList
on zero damage Warheads toggle viaAnimList.ShowOnZeroDamage
(by Starkku)Including INI files and inheriting INI sections (by Morton)
Additions to automatic passenger deletion (by Starkku)
Buildings considered as vehicles (by Starkku)
TechnoType target evaluation map zone check behaviour customization (by Starkku)
CanC4=false
building zero damage toggle (by Starkku)OpenTopped transport target sharing customization (by Starkku)
Vanish animation for
AutoDeath.Behavior=vanish
(by Starkku)AAOnly
for projectiles (by Starkku)CreateUnit
improvements & additions (units spawning in air, spawn animation) (by Starkku)Option to center pause menu background (by Starkku)
LaunchSW.DisplayMoney (by Starkku)
Disguise logic improvements (by Starkku)
Custom insignias (by Starkku)
Upgrade logic to allow altering of SpySat status (by Otamaa)
Allow
ZShapePointMove
to apply during buildup viaZShapePointMove.OnBuildup
(by Starkku)UndeploysInto
building selling buildup sequence length customization (by Starkku)Allow overriding
Shield.AffectTypes
for each Warhead shield interaction (by Starkku)TechnoType conversion warhead & superweapon (by Morton)
TechnoType conversion on ownership change (by Trsdy)
Unlimited skirmish colors (by Morton)
Example custom locomotor that circles around the target (NOTE: For developer use only) (by Kerbiter, CCHyper, with help from Otamaa; based on earlier experiment by CnCVK)
Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar & Trsdy)
Crushing tilt and slowdown customization (by Starkku)
Extra warhead detonations on weapon (by Starkku)
Chrono sparkle animation display customization and improvements (by Starkku)
Script action to Chronoshift teams to enemy base (by Starkku)
Customizable ElectricBolt Arcs (by Fryone, Kerbiter)
Digital display of HP and SP (by ststl, FlyStar, Saigyouji, JunJacobYoung)
PipScale pip customizations (size, ammo / spawn / tiberium frames or offsets) (by Starkku)
Auto-deploy/Deploy block on ammo change (by Fryone)
AltPalette
lighting toggle (by Starkku)Unhardcoded timer blinking color scheme (by Starkku)
Customizing shield self-healing timer restart when shield is damaged (by Starkku)
Customizing minimum & maximum amount of damage shield can take from a single hit (by Starkku)
Players can now be given ownership of preplaced buildings in Skirmish and Multiplayer in maps using houses of the format <Player @ X> where X goes from A to H for spawn positions 1-8 (by ZivDero)
AutoDeath.Technos(Dont)Exist
can optionally track limboed (not physically on map, e.g transports etc) technos (by Starkku)Wall overlay
Palette
support (by Starkku)Show designator & inhibitor range (by Morton)
Owner-only sound on unit creation (by Fryone)
Allow using
Secondary
weapon against walls ifPrimary
cannot target them (by Starkku)Reloading ammo in transports (by Starkku)
Dump variables to file on scenario end / hotkey (by Morton)
“House owns TechnoType” and “House doesn’t own TechnoType” trigger events
Allow toggling
Infantry/UnitsGainSelfHeal
forMultiplayPassive=true
houses (by Starkku)Customizable straight trajectory detonation & snap distance and pass-through option (by Starkku)
Airstrike & spy plane fixed spawn distance & height (by Starkku)
Allow enabling application of
Verses
andPercentAtMax
for negative damage (by Starkku)In addition to
PlacementGrid.Translucency
, allow to set the transparency of the grid when PlacementPreview is enabled, using thePlacementGrid.TranslucencyWithPreview
tag (by Belonit).Show briefing screen on singleplayer mission start (by Starkku)
Allow setting mission par times and related messages in
missionmd.ini
(by Starkku)Allow setting default singleplayer map loading screen and briefing offsets (by Starkku)
Allow toggling whether or not fire particle systems adjust target coordinates when firer rotates (by Starkku)
AmbientDamage
warhead & main target ignore customization (by Starkku)Flashing Technos on selecting (by Fryone)
Customizable DropPod properties on a per-InfantryType basis (by Trsdy)
Projectile return weapon (by Starkku)
Allow customizing aircraft landing direction per aircraft or per dock (by Starkku)
Allow animations to play sounds detached from audio event handler (by Starkku)
Game save option when starting campaigns (by Trsdy)
Carryall pickup voice (by Starkku)
Option to have
Grinding.Weapon
require accumulated credits from grinding (by Starkku)Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)
Recreate the weed-charging of SWs like the TS Chemical Missile (by ZivDero)
Allow to change the speed of gas particles (by ZivDero)
Allow upgrade animations to use
Powered
&PoweredLight/Effect/Special
keys (by Starkku)Toggle for
Explodes=true
BuildingTypes to not explode during buildup or being sold (by Starkku)Toggleable height-based shadow scaling for voxel air units (by Trsdy & Starkku)
User setting toggles for harvester counter & power delta indicator (by Starkku)
Shrapnel weapon target filtering toggle (by Starkku)
Restore functionality of
[CrateRules]
->FreeMCV
with customizable credits threshold (by Starkku)Allow customizing the number of vehicles required for unit crates to turn into money crates (by Starkku)
Per-VehicleType reroll chance for
CrateGoodie=true
(by Starkku)Warheads spawning powerup crates (by Starkku)
原版修复:
Allow AI to repair structures built from base nodes/trigger action 125/SW delivery in single player missions (by Trsdy)
Allow usage of
AlternateFLH%d
of vehicles inOpenTopped
transport. (by Trsdy)Improved the statistic distribution of the spawned crates over the visible area of the map. (by Trsdy, based on TwinkleStar’s work)
Teams spawned by trigger action 7,80,107 can use IFV and
OpenTopped
logic normally (by Trsdy)Prevented units from retaining previous order after ownership change (by Trsdy)
Break the mind-control link when capturing a mind-controlled building with an engineer (by Trsdy)
Fixed BibShape drawing for a couple of frames during buildup for buildings with long buildup animations (by Starkku)
Cloaked & disguised objects displaying to observers (by Starkku)
Cloaked objects from allies displaying to player in single player missions (by Trsdy)
Skip
NaturalParticleSystem
displaying from in-map pre-placed structures (by Trsdy)Made sure that
Suicide=yes
weapon does kill the firer (by Trsdy)Made sure that vxl units being flipped over get killed instead of rotating up and down (by Trsdy)
Allow jumpjet units to visually tilt or be flipped over on the ground even if
TiltCrashJumpjet=no
(by Trsdy)Fixed the range for number of debris spawned by Warhead to use MaxDebris instead of MaxDebris - 1 (by Starkku)
Fixed
LandTargeting=1
not preventing from targeting TerrainTypes (trees etc.) on land (by Starkku)Fixed
NavalTargeting=6
not preventing from targeting empty water cells or TerrainTypes (trees etc.) on water (by Starkku)Fixed
NavalTargeting=7
and/orLandTargeting=2
resulting in still targeting TerrainTypes (trees etc.) on land withPrimary
weapon (by Starkku)Fixed an issue that causes objects in layers outside ground layer to not be sorted correctly (caused issues with animation and jumpjet layering for an instance) (by Starkku)
Restored
EVA_StructureSold
for buildings withUndeploysInto
(by Trsdy)Allow MCV to redeploy in campaigns (by Trsdy)
Allow buildings with
UndeploysInto
to be sold ifUnsellable=no
butConstructionYard=no
(by Trsdy)Fixed infantry without
C4=true
being killed in water if paradropped, chronoshifted etc. even if they can normally enter water (by Starkku)Fixed
WaterBound=true
buildings withUndeploysInto
not correctly setting the location for the vehicle to move into when undeployed (by Starkku)Allow more than 5
AlternateFLH
entries for units (by ststl)Buildings with
CanC4=false
will no longer take 1 point of positive damage if hit by negative damage (by Starkku)Buildings with primary weapon that has
AG=false
projectile now have attack cursor when selected (by Starkku)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 (by Starkku)Light tint created by a building is now able to be removed after loading the game (by Trsdy)
Prevented crashing jumpjet units from firing (by Trsdy)
Fixed disguised infantry not using custom palette for drawing the disguise when needed (by Starkku)
Reenabled the obsolete
[General] WarpIn
as default anim type when units are warping in (by Trsdy)Fixed permanent health bar display for units targeted by temporal weapons upon mouse hover (by Trsdy)
Buildings with superweapons no longer display
SuperAnimThree
at beginning of match if pre-placed on the map (by Starkku)AI players can now build
Naval=true
andNaval=false
vehicles concurrently like human players do (by Starkku)Fixed the bug when jumpjets were snapping into facing bottom-right when starting movement (by Kerbiter)
Suppressed the BuildingCaptured EVA events when capturing a building considered as a vehicle (by Trsdy)
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 (by Starkku)Animations using
AltPalette
are now remapped to their owner’s color scheme instead of first listed color scheme and no longer draw over shroud (by Starkku)Fixed
DeployToFire
not considering building placement rules forDeploysInto
buildings and as a result not working properly withWaterBound
buildings (by Starkku)Fixed
DeployToFire
not recalculating firer’s position on land if it cannot currently deploy (by Starkku)Arcing=true
projectile elevation inaccuracy can now be fixed by settingArcing.AllowElevationInaccuracy=false
(by Starkku)EMPulseCannon=yes
building weapons now respectFloater
and Phobos-addedGravity
setting (by Starkku)Fixed position and layer of info tip and reveal production cameo on selected building (by Belonit)
Fixed
TurretOffset
to be supported for SHP vehicles (by TwinkleStar)Powered
/PoweredSpecial
buildings’ powered anims will update as usual when being captured by enemies (by Trsdy)Fixed a glitch related to incorrect target setting for missiles (by Belonit)
Skipped parsing
[Header]
section of compaign maps which led to occasional crashes on Linux (by Trsdy)Fixed units’ turret rotation and jumpjet wobble under EMP (by Trsdy)
Fixed
AmbientDamage
when used withIsRailgun=yes
being cut off by elevation changes (by Starkku)Fixed railgun and fire particles being cut off by elevation changes (by Starkku)
Fixed teleport units’ frozen-still timer being reset after load game (by Trsdy)
Fixed teleport units being unable to visually tilt on slopes (by Trsdy)
Fixed teleport and drill units being unable to be visually flipped (by Trsdy)
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 (by Starkku)Spawned aircraft now align with the spawner’s facing when landing (by Starkku)
Fixed infantries attempted to entering buildings when waypointing together with engineer/agent/occupier/etc (by Trsdy)
Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)
Fixed a desync potentially caused by displaying of cursor over selected
DeploysInto
units (by Starkku)Skipped drawing the rally point line when undeploying a factory (by Trsdy)
火卫一修复:
Fixed a few errors of calling for superweapon launch by
LaunchSW
or building infiltration (by Trsdy)Add
ImmuneToCrit
for shields (by Trsdy)Reimplemented the bugfix for jumpjet units’ facing when firing, discard the inappropriate
JumpjetTurnToTarget
tag (by Trsdy)Gunner=true
transports now correctly change turret if a passenger is removed byPassengerDeletion
(by Starkku)PassengerDeletion.Soylent
now correctly calculates refund value if removed passenger has no explicitly setSoylent
value (by Starkku)Superweapon
Detonate.Weapon
&Detonate.Warhead
now use the firing house to deal damage and apply Phobos warhead effects even if no firing building is found (by Starkku)CreateUnit
now uses civilian house as owner instead if the intended owner house has been defeated (this is in-line with howMakeInfantry
works) (by Starkku)IsHouseColor
laser trails on techno now correctly change color when it changes owner (by Trsdy)Fixed
Layer.UseObjectLayer=true
to work correctly for all cases where object changes layer (by Starkku)Fixed
DetonateOnAllMapObjects.RequireVerses
not considering shield armor types (by Starkku)Fixed new Phobos script actions not picking team leader correctly based on
LeadershipRating
(by Starkku)Fixed an issue with
Gunner=true
vehicles not correctly using the first passenger’s mode with multiple passengers inside (by Starkku)Used
MindControl.Anim
for buildings deployed from mind-controlled vehicles (by Trsdy)Optimized extension class implementation, should improve performance all around (by Otamaa & Starkku)
Fixed
Interceptor
not resetting target if the intercepted projectile changes type to non-interceptable one afterwards (by Starkku)Fixed
PlacementPreview
setting for BuildingTypes not being parsed from INI (by Starkku)Fixed Phobos animation additions that support
CreateUnit.Owner
not also checkingMakeInfantryOwner
(by Starkku)Fixed
AutoDeath
to consider all conditions for objects in limbo (by Starkku)Shields will no longer take damage if the parent techno has
Immune=true
or hasTypeImmune=true
and the damage comes from instance of same TechnoType owned by same house (by Starkku)Fixed interceptors causing multiplayer games to desync (by Starkku)
Optimized performance for map trigger retint action light source fix (by Starkku)
Fixed a number of issues with Warhead Shield respawn / self heal rate modifiers like timers getting reset unnecessarily, the timer being adjusted wrong after the Warhead effect runs out etc. (by Starkku)
Fixed a problem with disguise visibility logic that could cause game to crash on loading a map (by Starkku)
Fixed owned
LimboDelivery
buildings not being saved correctly in savegames (by Starkku)Fixed a typo in weapon selector code causing issues with
NoAmmoWeapon
and related checks (by Starkku)Fixed
DetonateOnAllMapObjects
behaving erratically or potentially crashing if it destroys buildings using Ares’ advanced rubble (by Starkku)Fixed game crashing on loading save games if the saved game state had active radiation sites (by Starkku)
Fixed a desync error caused by air/top layer sorting (by Starkku)
Fixed heal / repair weapons being unable to remove parasites from shielded targets if they were unable to heal / repair the parent unit (by Starkku)
Fixed
Inviso=true
interceptor projectiles applying damage on interceptable, armor type-having projectiles twice (by Starkku)Fixed
AutoDeath
causing crashes when used to kill a parasite unit inside an another unit (by Starkku)
Fixes / interactions with other extensions:
All forms of type conversion (including Ares’) now correctly update
OpenTopped
state of passengers in transport that is converted (by Starkku)Fixed an issue introduced by Ares that caused
Grinding=true
buildingActiveAnim
to be incorrectly restored whileSpecialAnim
was playing and the building was sold, erased or destroyed (by Starkku)
0.3.0.1
Click to show
新的:
Additional sync logging in case of desync errors occuring (by Starkku)
火卫一修复:
AutoDeath
support for objects in limbo (by Trsdy)Buildings sold by
AutoDeath
no longer play a click sound effect (by Trsdy)Fixed shield animation being hidden while underground or in tunnels fix not working correctly (by Starkku)
Restore the
MindClearedSound
when deploying a mind-controlled unit into a building loses the mind-control (by Trsdy)Fixed
RadSiteWarhead.Detonate
not detonating precisely on the affected object (thus requiringCellSpread
) (by Starkku)Fixed script action 10103 ‘Load Into Transports’ unintentionally skipping next action (by FS-21)
Changed mission retry dialog button order to better match old order people are used to (by Trsdy)
Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)
Animation
Weapon
withDamage.DealtByInvoker=true
now uses the invoker’s house to deal damage and apply Phobos warhead effects even if invoker is dead when weapon is fired (by Starkku)Fixed a crash when trying to create radiation outside map bounds (by Otamaa)
Fixed new AI attack scripts not allowing zero damage weapons to pick targets (by Starkku)
Fixed floating point value parsing precision to match the game (by Starkku)
Power output / drain should now correctly be applied for buildings created via
LimboDelivery
in campaigns (by Starkku)Fixed shield health bar showing empty bar when shield is still on very low health instead of depleted (by Starkku)
Fixed
CanTarget
not considering objects on bridges when checking if cell is empty (by Starkku)Fixed vehicle deploy weapons not working if the unit is cloaked and weapon has
DecloakToFire=true
(by NetsuNegi & Starkku)Fixed
IsAnimated
terrain not updating correctly in all circumstances (by Starkku)Fixed
CreateUnit
interaction with bridges (spawning under when shouldn’t etc) (by Starkku)CanTarget
now considers bridges as land like game’s normal weapon selection does (by Starkku)AreaFire.Target
now takes cells with bridges into consideration depending on firer’s elevation (by Starkku)
0.3
Click to show
新的:
激光尾迹 (by Kerbiter, ChrisLv_CN)
动画生成单位与随机DestroyAnim (by Otamaa)
护盾修改弹头 (by Starkku)
护盾击碎武器与初始血量 (by Starkku)
单位初始血量 (by Uranusian)
重新激活废弃的
JumpjetControls
作为单位的Jumpjet参数初始值 (by Uranusian)武器瞄准筛选 (by Uranusian, Starkku)
副武器推算自定义 (by Starkku)
Burst独立FLH (by Starkku)
武器Burst间隔 (by Starkku)
AreaFire武器目标自定义 (by Starkku)
单位自动开火 (by Starkku)
电力增幅器 (by secsome)
无限全局/局部变量 (by secsome)
在重新开始游戏的对话框中增加了一个“读取游戏”按钮 (by secsome)
为步兵类型单独设置默认伪装 (by secsome)
存档快捷键 (by secsome)
Save Game trigger action (by secsome)
数字变量 (by secsome)
科技类型的工具提示现在会显示建造时间 (by secsome)
Customizable tooltip background color and opacity (by secsome)
FrameByFrame & FrameStep hotkey command (by secsome)
允许
NotHuman=yes
的步兵使用随机的死亡动画序列 (by Otamaa)允许弹头触发特定的
NotHuman=yes
步兵的死亡动画序列 (by Otamaa)使用XDrawOffset为动画设置X轴偏移量 (by Morton)
自定义可对外射击载具的属性 (by Otamaa)
自动删除乘客 (by FS-21)
Script actions for new AI attacks (by FS-21)
Script actions for modifying AI Trigger Current Weight (by FS-21)
Script action for waiting & repeat the same new AI attack if no target was found (by FS-21)
Script action that modifies the Team’s Trigger Weight when ends the new attack action (by FS-21)
Script action for picking a random script from a list (by FS-21)
Script action for new AI movements towards certain objects (by FS-21)
Script action that modify target distance in the new move actions (by FS-21)
Script action that modify how ends the new move actions (by FS-21)
Script action that un-register Team success (by FS-21)
Script action to regroup temporarily around the Team Leader (by FS-21)
Script action to randomly skip next action (by FS-21)
Script action for timed script action jumps (by FS-21)
ObjectInfo现在会显示当前目标和AI触发数据 (by FS-21)
护盾吸收与穿透自定义 (by Morton)
虚拟投放建筑 (by Morton)
可根据矿石阶段上下限的
HideIfNoOre
(by Otamaa)在artmd.ini中可以为全部科技类型指定Image (by Morton)
附加动画图层自定义 (by Starkku)
Jumpjet单位图层浮动自定义 (by Starkku)
IsSimpleDeployer部署方向和动画自定义 (by Starkku)
自定义抛射体重力 (by secsome)
闸门现在可以通过
NSGates
或EWGates
与围墙链接 (by Uranusian)弹头自定义被弹显形 (by Starkku)
DeployFireWeapon=-1
允许部署的步兵像未部署的步兵一样使用两种武器 (by Uranusian)侧边栏电力变动(盈余)显示 (by Morton)
显示目标信息快捷键现在可以显示建筑的生产与资金 (by FS-21)
EnemyUIName=
可为其他所有科技类型生效 (by Otamaa)地形对象的摧毁动画与摧毁音效 (by Otamaa)
传送动画武器 (by Otamaa)
自定义建筑存储矿物类型 (by FS-21)
部队回收站增强与自定义 (by Starkku)
附加动画位置自定义 (by Starkku)
触发动作505,在指定位置发射超级武器 (by FS-21)
触发动作506,在指定路径点发射超级武器 (by FS-21)
单位在特定情况下自毁 (by Trsdy & FS-21)
奴隶矿车被毁后奴隶归属 (by Trsdy)
自定义建筑变卖音效与副官语音 (by Trsdy)
ForceWeapon.Naval.Decloacked
用以覆盖攻击未隐形的水下单位 (by FS-21)溅射增强 (by secsome)
载具与乘客分享弹药(by FS-21)
额外暴击逻辑 (by Starkku)
VXL碎片激光尾迹 (by Otamaa)
局部弹头震屏 (by Starkku)
反馈 (by Starkku)
地形对象与矿石小地图颜色自定义 (by Starkku)
单一颜色激光 (by Starkku)
自定义抛射体轨迹 (by secsome)
快捷键显示伤害数字 (by Starkku)
可开关的显示金币弹资金 (by Starkku)
自定义建筑提供自愈 (by Starkku)
Building placement preview (by Otamaa & Belonit)
可通行与不阻挡建造的地形对象 (by Starkku)
载具所属方变更时可选的乘客跟随变更 (by Starkku)
弹头释放超武 (by Trsdy)
部署与反部署保存铁幕状态 (by Trsdy)
弹头动画与播放动画触发的动画拥有所属方 (by Starkku)
步兵匍匐与部署FLH (by FS-21)
增强的抛射体拦截逻辑,支持定义抛射体血量与护甲 (by Starkku)
克隆步兵的初始生命值 (by FS-21)
OpenTopped载具寻敌与失活状态定义 (by Starkku)
Forbidding parallel AI queues by type (by NetsuNegi & Trsdy)
动画伤害与武器升级 (by Starkku)
弹头自伤开关 (by Starkku)
尾迹动画继承所属方 (by Starkku)
全图弹头 (by Starkku)
战役PCX载入图 (by FlyStar)
观战者PCX载入图 (by Uranusian)
可动地形对象 (by Starkku)
Toggleable passenger killing for Explodes=true units (by Starkku)
New condition for automatic self-destruction logic when TechnoTypes exist/don’t exist (by FlyStar)
原版修复:
修复了激光绘制的代码使其能够在所属方颜色模式下绘制更粗的激光 (by Kerbiter, ChrisLv_CN)
修复了DeathWeapon不会正确引爆的问题 (by Uranusian)
修复了激光和其他效果在Burst武器上绘制偏移错误的问题 (by Starkku)
修复了有
Naval=yes
的建筑会无视WaterBound=no
强制建筑只能放置在水面上的问题 (by Uranusian)修复了某些情况下超时空武器的弹框,此情况下Stack dump以0051BB7D开始 (by secsome)
修复了重绘地图光照触发会使建筑光效失灵的问题 (by secsome)
修复了读取地图时,Preview(Pack)节位于Map节时导致游戏不能绘制预览图的问题 (by secsome)
Fixed the bug that GameModeOptions are not correctly saved (by secsome)
修复了AITriggerTypes不能正确识别建筑升级的问题 (by Uranusian)
修复了AI停机坪bug当
[GlobalControls]
>AllowParallelAIQueues=no
时 (by FS-21)修复了当
X
超过10之后,驻军建筑的MuzzleFlashX
会画在建筑中心的问题。 (by Otamaa)修复了
Crashable
的Jumpjet单位在被Locomotor
弹头拉起后不能正确坠毁到地面上的问题 (by Starkku)修复了飞机与Jumpjet单位无法被速度倍率影响的问题 (by Starkku)
修复了载具(VXL与SHP)不读取Palette的问题 (by Starkku)
修复了心灵控制指示动画在隐形和显形后消失的问题 (by Starkku)
修复了核弹起飞与落地武器不遵循其武器Bright设定的问题 (by Starkku)
修复了建筑在通过自愈回血到
[AudioVisual]
->ConditionYellow
以上的生命值后不会自动变回未受损图像的问题 (by Starkku)修复了Jumpjet单位无法正确转向到开火目标方向的问题 (by trsdy)
Fixed turreted jumpjet units always facing bottom-right direction when stop moving (by Trsdy)
Fixed jumpjet objects being unable to detect cloaked objects beneath (by Trsdy)
弹头AnimList/SplashList与触发动作播放动画在路径点中生成的动画现在均会自动获得所属方 (by Starkku)
修复了AI脚本动作部署对于拥有DeploysInto的载具来说,在其初始位置没有足够的空间可以展开时导致卡住的问题 (by Starkku)
修复了Foundation=0x0使用在TerrainTypes上时导致崩溃的问题。
抛射体现在会记住其发射所属方,即便开火者在其爆炸前已经被毁。目前尚不影响Ares引入的弹头效果 (by Starkku)
建筑现在会正确使用副武器的激光参数,而非固定读取主武器 (by Starkku)
修复了当载具被已知所属方但没有源头单位的伤害击杀时,不会被记录为被击杀,因此无法触发事件等问题 (by Starkku)
绘制半透明的RLE SHP时,现在会使用更精确更高效的算法,此算法没有绿色偏移和条纹 (by Apollo)
修复了载具套娃时计算击杀不正确的问题 (by Kerbiter)
Fixed projectiles with
Inviso=true
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
(by Starkku)Fixed the bug when
MakeInfantry
logic on BombClass resulted inNeutral
side infantry (by Otamaa)Fixed railgun particles being drawn to wrong coordinate against buildings with non-default
TargetCoordOffset
or when force-firing on bridges (by Starkku)Fixed building
TargetCoordOffset
not being taken into accord for several things like fire angle calculations and target lines (by Starkku)Allowed observers to see a selected building’s radial indicator (by Trsdy)
火卫一修复:
修复了单位被超时空弹头攻击后,护盾仍然能够受到伤害的问题 (by Starkku)
升级了护盾对强制伤害的处理 (by Uranusian)
修复了弹头水花动画会在攻击位于水面上的高架桥上的单位时播放的问题 (by Uranusian)
修复了护盾受击时单位不会被解除隐形的问题 (by Starkku)
修复了当暴击没有发生时,暴击动画仍会播放的问题 (by Starkku)
修复了伪装移除弹头对永久伪装步兵无效的问题 (by Starkku)
修复了单色激光(IsHouseColor, IsSingleColor, LaserTrails)的光照衰减以匹配原版表现 (by Starkku)
修复了一个可能的导致护盾动画崩溃的问题 (by Starkku)
修复了当友军死亡后,由友军发射的抛射体可以被拦截者拦截的问题 (by Starkku)
修复了Inviso拦截武器爆炸位置错误的问题 (by Starkku)
修复了当重命名uimd.ini后配置无法正确读取的问题 (by Belonit)
修复了当使用地图快照快捷键时崩溃的问题 (by Otamaa)
Fixed issue with incorrect input in edit dialog element when using IME (by Belonit)
Fixed an issue where tooltip text could be clipped by tooltip rectangle border if using
MaxWidth
> 0 (by Starkku)Fixed projectiles with
Trajectory=Straight
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
(by Starkku)Minor performance optimization related to shields (by Trsdy)
Fixed teleporting miners (Chrono Miner) considered to be idle by harvester counter, improved related game performance (by Trsdy)
Fixed negative damage weapons considering shield health when evaluating targets even if Warhead had
Shield.Penetrate
set to true (by Starkku)Fixed engineers considering shield health instead of building health when determining if they can repair or capture a building (by Starkku)
Fixed shield animations (
IdleAnim
,BreakAnim
andHitAnim
) showing up even if the object shield is attached to is currently underground (by Starkku)Fixed shields not being removed from sinking units until they have fully finished sinking (by Starkku)
Fixed techno-extdata update after type conversion (by Trsdy)
Fixed Phobos Warhead effects (crits, new shield modifiers etc.) considering sinking units valid targets (by Starkku)
Fixed an issue where
FireOnce=yes
deploy weapons on vehicles would still fire multiple times if deploy command is issued repeatedly or when not idle (by Starkku)Fixed a game crash when checking BuildLimit if Phobos is running without Ares (by Belonit)
Corrected the misinterpretation in the definition of
DiskLaser.Radius
(by Trsdy)
非DLL:
实装了一个工具来半自动升级ini (by Kerbiter)
0.2.2.2
Click to show
火卫一修复:
修复了护盾类型信息不能被正确保存的问题 (by Uranusian)
修复了扩展建筑升级与Ares的BuildLimit检查不兼容的问题 (by Uranusian)
修复了由图标优先级导致的随机崩溃 (by Uranusian)
修复了飞机开火后Burst武器开火次序没有被正确重置导致游戏失去响应的问题 (by Starkku)
0.2.2.1
Click to show
火卫一修复:
修复了由图标优先级导致的随机崩溃 (by Uranusian)
修复了触发动作125的修复未能正确生效的问题 (by Uranusian)
修复了区域弹头不会回馈所属方的问题 (by Otamaa)
辐射现在会读取Ares的ImmuneToRadiation;以及其它的一些关于辐射和辐射工兵的修复 (by Otamaa)
修复了
Crit.Affects
未能正常生效的问题 (by Uranusian)修复了由将插件建造在其他所属方导致自己不能正常战败的问题 (by Kerbiter)
0.2.2
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新的:
像《命令与征服:重制版》一样的自定义生产进度“条” (by Uranusian)
自定义图标排序优先级 (by Uranusian)
自定义矿车采矿动画 (by secsome, Uranusian)
允许使单位无法接受移动指令 (by Uranusian)
原版修复:
修复了非输入法键盘输入对于使用基础拉丁/拉丁-1以外的语言/键盘布局的支持 (by Belonit)
火卫一修复:
修复了暴击伤害逻辑工作失常的问题 (by Uranusian)
修复了某些情况下按下停止命令时会崩溃的问题 (by Uranusian)
0.2.1.1
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火卫一修复:
修复了
Speed=0
的单位偶尔崩溃的问题 (by Starkku)
0.2.1
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新的:
将载具的速度设置为0将认为他们是静止单位 (by Starkku)
原版修复:
修复了当一次摆放失败后,建筑标签/防御标签快捷键(Q/W)无法正确响应的问题 (by Uranusian)
修复了有UndeployInto的建筑在反部署时会播放
EVA_NewRallypointEstablished
的问题 (by secsome)
火卫一修复:
修复了触发动作125
将建筑建造于...
在目标单元格被占用时将无法将建筑放下的问题 (by secsome)
0.2
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新的:
护盾逻辑 (by Uranusian, secsome, Belonit) 及对应的新弹头 (by Starkku)
自定义辐射 (by AlexB, Otamaa, Belonit, Uranusian)
新的脚本
71 时效性区域警戒
,72 向载具中装载
,73 等待直到装满弹药
(by FS-21)矿柱自定义生成矿石类型,范围,生长阶段和生长格数 (by Kerbiter)
基本的抛射体拦截逻辑 (by AutoGavy, ChrisLv_CN, Kerbiter, Erzoid/SukaHati)
资金计数器旁边的可自定义的矿车活动/总共计数器 (by Uranusian)
选择下一矿车快捷键 (by Kerbiter)
输出目标信息快捷键 (by secsome, FS-21)
反伪装和反心控弹头 (by secsome)
自定义弹头水花动画 (by Uranusian)
AnimList.PickRandom
作为无副作用的随机AnimList
(by secsome)基于概率的弹头暴击伤害系统 (by AutoGavy)
可选的心灵控制距离 (by Uranusian)
多重心控可以在过载时释放单位 (by Uranusian, secsome)
子机可以在断电模式下坠毁,并可以有有限追击距离 (by FS-21)
子机与发射者共有经验等级 (by Uranusian)
TurretOffset
现在除了F
以外还可以接受F,L,H
和F,L
作为值 (by Kerbiter)特斯拉电弧(ElectricBolt)的视觉特效中单独的弧可以关闭 (by Otamaa)
为modder方便所用的locomotor别称 (by Belonit)
扫射飞机每轮射击次数与Burst模拟 (by Starkku)
自定义超时空移动参数 (by Otamaa)
路径点数量上限由702增加到2147483647 (by secsome)
自定义缺省图标 (by Uranusian)
原版修复:
0大小的地图预览不再使游戏崩溃 (by Kerbiter, Belonit)
Tileset 255+的桥修复 (by E1 Elite)
修复了由于无管理员权限导致的
Blowfish.dll
未被注册导致的致命错误 (by Belonit)修复了扫射攻击的飞机只有第一次攻击时读取Burst的问题 (by Starkku)
修复了当单位死亡时仍然可以受到伤害导致多次死亡的问题 (by Uranusian)
修复了辐射工兵在隐形时无法使用部署武器的问题 (by Otamaa)
多重心控单位可以在过载前释放单位 (by Uranusian)
修复了脚本动作“移动到坐标”使用先前游戏中的残留计算的问题 (by secsome)
修复了触发动作125“将建筑建造于…” 不能播放建造动画的问题,由新的参数控制 (by secsome)
修复了DebrisMaximums(生成的碎片不再能超过对应最大上限) (by Otamaa)
修复了DeployFire逻辑(DeployFireWeapon, FireOnce, 及停止指令现在可以正常运作) (by Starkku)
火卫一修复:
重写了被心控的车辆变成建筑的修复 (by FS-21)
重写了
DeployToFire
的修复,标签Deployed.RememberTarget
已被弃用,永久开启 (by Kerbiter)新的弹头特效可以与Ares的通用弹头(
GenericWarhead
)超武兼容 (by Belonit)
0.1.1
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火卫一修复:
修复了选择单位时偶然的崩溃问题
0.1
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新的:
全彩色PCX支持 (by Belonit)
支持任意大小的PCX载入屏幕 (by Belonit)
带有介绍,充能时间,电力生成/消耗的扩展工具提示 (by Kerbiter, Belonit)
选择优先级筛选 (by Kerbiter)
迷雾弹,揭示弹和金币弹弹头 (by Belonit)
自定义游戏图标命令行参数 (by Belonit)
允许关闭游戏预览时的黑点 (by Belonit)
允许将建筑升级建给其它可用所属方 (by Kerbiter)
自定义飞碟激光范围 (by Belonit, Kerbiter)
允许为任意阵营切换GDI侧边栏布局 (by Belonit)
原版修复:
部署心灵控制单位不再会使他们永久转变所属方 (未完成的修复by DCoder)
SHP碎片硬编码影子现在遵循
Shadow=no
设定 (by Kerbiter)DeployToFire
不再会因部署失去目标 (未完成的修复by DCoder)修复了当通过QWER切换标签页时, 工具提示不会消失的问题 (by Belonit)
侧边栏工具提示现在可以超越侧边栏边界 (by Belonit)
提升了小得过分的工具提示字符上限 (by Belonit)