修复或改进的逻辑
此页面列出了火卫一中所有修复或增强的不那么重要的逻辑。
Bug修复与其它
Fixed the bug that GameModeOptions are not correctly saved. For example,
BuildOffAlly
is corrupted after load a save.修复了读取地图时,将
Preview(Pack)
放置在Map
后面会导致绘制不出预览的问题。修复了重绘地图光照触发会使建筑光效失灵的问题。
心控对于可以部署的载具, 部署后不再会永久改变所属方。
修复了当单位已经死亡却还在地图上时(例如沉没,坠毁,死亡动画等)还能再次死亡的问题。
修复了隐形的辐射工兵无法发射部署武器的问题。
修复了被超时空武器冻结的单位不能被正确抹消的问题,并不会再生成错误。
修复了
DebrisMaximums
(产生的碎片不再能超过指定的最大值)。出于稳定性考量,只有当DebrisMaximums
设定的值多于1个的时候才会激活此修复。修复了Q/W快捷键在失败摆放之后不会再把建造完成的建筑放到鼠标上的问题。
可反部署的建筑,在反部署时不再会触发
EVA_NewRallypointEstablished
语音。修复了
Naval=yes
会无视WaterBound=no
强制将建筑限制在水面上的问题。修复了AI的飞机停机坪在Ares标签
[GlobalControls]
>AllowParallelAIQueues=no
时有bug的问题。修复了激光绘制的代码以允许所属方颜色绘制模式下更粗的激光。
修复了
DeathWeapon
引爆不正确的问题。但是仍有部分设置被忽略,如
PreImpactAnim
(Ares功能),未来可能会改。
修复了驻军建筑的
MuzzleFlashX
在X
超过10之后会画在建筑中心的问题。修复了Jumpjet类单位在
Crashable=yes
时,如果被Locomotor
弹头拉起,不会正常坠毁向地面的问题。Fixed jumpjet units being unable to turn to the target when firing from a different direction.
Fixed turreted jumpjet units always facing bottom-right direction when motion stops.
Fixed jumpjet objects being unable to use
Sensors
.修复了
UnitAbsorb
和InfantryAbsorb
与Grinding=yes
的建筑的交互问题。现在这两个标签会使建筑仅能接收对应类型的单位。修复了缺少
NoEnter
鼠标动作导致载具无法进入Grinding=yes
建筑的问题。修复了工程师可以在不应进入(如满血)时进入
Grinding=yes
的建筑的问题。SHP碎片可以通过
Shadow
控制阴影。允许使用TileSet 255及以上,不再会使东北到西南方向的桥梁不可维修。
Added a “Load Game” button to the retry dialog on mission failure.
Side offset voxel turret in Breaking Blue project
TurretOffset
现在可以像FLH(TurretOffset=F,L
或TurretOffset=F,L,H
),一样指定,一个数为前后,两个数的第二个数为左右,三个数的第三个数为上下。Damage=1
的InfiniteMindControl
现在可以控制多于1个单位。Fighter=no
的飞机或扫射型飞机(即抛射体ROT小于2)现在会在每次攻击时都读取Burst
,而非仅第一次。AnimList.PickRandom
取代EMEffect
,可以使弹头爆炸时随机播放动画。Vehicles using
DeployFire
will now useDeployFireWeapon
for firing the deploy weapon if explicitly set, if not it behaves like previously (Primary
if can fire,Secondary
if not) and respectFireOnce
setting on weapon and any stop commands issued during firing. IfFireOnce
is set to true the unit won’t accept further deploy commands for number of frames that is equal to whichever is smaller between weaponROF
and[Unload]
->Rate
times 900.有
DeployFireWeapon=-1
的步兵在部署后可以使用全部的武器(由其目标决定)。
Nod arty keeping target on attack order in C&C: Reloaded
DeployToFire
的载具在部署后会保持它们之前的攻击目标。对于使用Burst的武器来说,效果如激光不再会绘制在错误的位置上。
现在可以用XDrawOffset为动画设置X轴偏移量了。
IsSimpleDeployer
的单位现在只会播放DeploySound
和UndeploySound
一次。AI触发现在可以将建筑升级当做可用条件。
EWGates
和NSGates
现在会分别像xxGateOne
和xxGateTwo
一样链接围墙。修复了驻军建筑的
MuzzleFlashX
在X
超过10之后会画在建筑中心的问题。修复了Jumpjet类单位在
Crashable=yes
时,如果被Locomotor
弹头拉起,不会正常坠毁向地面的问题。修复了
UnitAbsorb
和InfantryAbsorb
与Grinding=yes
的建筑的交互问题。现在这两个标签会使建筑仅能接收对应类型的单位。修复了缺少
NoEnter
鼠标动作导致载具无法进入Grinding=yes
建筑的问题。修复了工程师可以在不应进入(如满血)时进入
Grinding=yes
的建筑的问题。飞机与Jumpjet单位现在可以正常接受速度加成,如国家中的
SpeedAircraft/Infantry/UnitsMult
,VeteranSpeed
和箱子/附加效果(Ares功能)。VXL与SHP载具现在都可以以
Palette
自定义色盘。电磁脉冲超级武器,在不带
EMPulse.TargetSelf=true
*(Ares功能)*时也可以产生辐射。为地形对象设置
RadarInvisible=true
可以使其不在小地图中显示。心灵控制指示动画现在会在单位解除隐形后恢复。
现在弹头
AnimList
,SplashList
与触发动作41 播放动画在...
都会自动绑定所属方。核弹起飞与落地武器现在都遵循
Bright
设定(之前只有落地武器在Nuke.SiloLaunch=false
*(Ares功能)*时有效)。Self-healing pips from
InfantryGainSelfHeal
&UnitsGainSelfHeal
now respect unit’sPixelSelectionBracketDelta
like health bar pips do.Buildings using
SelfHealing
will now correctly revert to undamaged graphics if their health is restored back by self-healing.Allow use of
Foundation=0x0
on TerrainTypes without crashing for similar results as for buildings.Projectiles now remember the house of the firer even if the firer is destroyed before the projectile detonates. Does not currently apply to some Ares-introduced Warhead effects like EMP.
OpenTopped
transports now takeOpenTransportWeapon
setting of passengers into consideration when determining weapon range used for threat scanning and approaching targets.Trailer animations now inherit the owner of the object (animation, projectile or aircraft) they are attached to.
Buildings now correctly use laser parameters set for Secondary weapons instead of reading them from Primary weapon.
Fixed an issue that caused vehicles killed by damage dealt by a known house but without a known source TechnoType (f.ex animation warhead damage) to not be recorded as killed correctly and thus not spring map trigger events etc.
Animated trees used in Ion Shock
IsAnimated
,AnimationRate
andAnimationProbability
now work on TerrainTypes withoutSpawnsTiberium
set to true.Fixed transports recursively put into each other not having a correct killer set after second transport when being killed by something.
Example gradient SHP drawing with 75% translucency, before and after
Translucent RLE SHPs will now be drawn using a more precise and performant algorithm that has no green tint and banding. Can be disabled with
rulesmd.ini->[General]->FixTransparencyBlitters=no
.Only applies to Z-aware drawing mode for now.
Fixed projectiles with
Inviso=true
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
.Fixed the bug when
MakeInfantry
logic on BombClass resulted inNeutral
side infantry.Fixed railgun particles being drawn to wrong coordinate against buildings with non-default
TargetCoordOffset
or when force-firing on bridges.Fixed building
TargetCoordOffset
not being taken into accord for several things like fire angle calculations and target lines.
动画
Animation weapon and damage settings
Weapon
can be set to a WeaponType, to create a projectile and immediately detonate it instead of simply dealingDamage
byWarhead
. This allows weapon effects to be applied.Damage.Delay
determines delay between two applications ofDamage
. RequiresDamage
to be set to 1.0 or above. Value of 0 disables the delay. Keep in mind that this is measured in animation frames, not game frames. Depending onRate
, animation may or may not advance animation frames on every game frame.Damage.DealtByInvoker
, if set to true, makes anyDamage
dealt to be considered as coming from the animation’s invoker (f.ex, firer of the weapon if it is WarheadAnimList/SplashList
animation, the destroyed vehicle if it isDestroyAnim
animation or the object the animation is attached to). Does not affect which house theDamage
dealt byWarhead
is dealt by.Damage.ApplyOncePerLoop
, if set to true, makesDamage
be dealt only once per animation loop (on single loop animations, only once, period) instead of on every frame or intervals defined byDamage.Delay
. The frame on which it is dealt is determined byDamage.Delay
, defaulting to after the first animation frame.
在artmd.ini
中:
[SOMEANIM] ; AnimationType
Weapon= ; WeaponType
Damage.Delay=0 ; integer, animation frames
Damage.DealtByInvoker=false ; boolean
Damage.ApplyOncePerLoop=false ; boolean
注解
Weapon
and Damage.Delay
, beyond the other additions, should function similarly to the equivalent features introduced by Ares and take precedence over them if Phobos is used together with Ares.
自定义附加动画位置
现在可以自定义动画附加到单位中心或某一角落。
在artmd.ini
中:
[SOMEANIM] ; AnimationType
UseCenterCoordsIfAttached=false ; boolean
附加动画的图层
现在可以指定动画是否跟随被附加的单位的图层,否则使用动画自己的图层。如果不设置,附加动画使用
Ground
图层。
在artmd.ini
中:
[SOMEANIM] ; AnimationType
Layer.UseObjectLayer= ; boolean
可根据矿石阶段下限的HideIfNoOre
现在可以定义有矿石的单元格在矿石的什么阶段才会播放
HideIfNoOre
了。
在artmd.ini
中:
[SOMEANIM] ; AnimationType
HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage
建筑
自定义与扩展部队回收站属性
Using ally grinder, restricting to vehicles only and refund display (Project Phantom)
现在可以定义回收类型和回收音效了。
Grinding.AllowAllies
决定是否友军单位也可以进入此建筑。Grinding.AllowOwner
决定是否己方单位可以进入此建筑。Grinding.AllowTypes
可以用于定义何种单位可以被回收。一旦列出,则所有未被列出的单位不可被回收。Grinding.DisallowTypes
可以用于定义何种单位不可以被回收。Grinding.Sound
定义回收音效,默认为[AudioVisual]
->EnterGrinderSound
。Grinding.Weapon
是当此建筑回收时,建筑向本身开火的武器,遵循ROF设定。Grinding.DisplayRefund
can be set to display the amount of credits acquired upon grinding on the building. Multiple refunded objects within a short period of time have their refund amounts coalesced into single display.Grinding.DisplayRefund.Houses
determines which houses can see the credits display.Grinding.DisplayRefund.Offset
is additional pixel offset for the center of the credits display, by default (0,0) at building’s center.
在rulesmd.ini
中:
[SOMEBUILDING] ; BuildingType
Grinding.AllowAllies=false ; boolean
Grinding.AllowOwner=true ; boolean
Grinding.AllowTypes= ; List of InfantryTypes / VehicleTypes
Grinding.DisallowTypes= ; List of InfantryTypes / VehicleTypes
Grinding.Sound= ; Sound
Grinding.Weapon= ; WeaponType
Grinding.DisplayRefund=false ; boolean
Grinding.DisplayRefund.Houses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
Grinding.DisplayRefund.Offset=0,0 ; X,Y, pixels relative to default
抛射体
自定义抛射体重力
现在可以为抛射体指定重力
Setting
Gravity=0
is not recommended as it will cause the projectile to fly backwards and be unable to hit the target which is not at the same height. We suggest to useStraight
Trajectory instead. See here.
在rulesmd.ini
中:
[SOMEPROJECTILE] ; Projectile
Gravity=6.0 ; floating point value
通用
Building-provided self-healing customization
It is now possible to set a global cap for the effects of
InfantryGainSelfHeal
andUnitsGainSelfHeal
by settingInfantryGainSelfHealCap
&UnitsGainSelfHealCap
under[General]
, respectively.It is also possible to change the pip frames displayed from
pips.shp
individually for infantry, units and buildings by setting the frames for infantry & unit self-healing onPips.SelfHeal.Infantry/Units/Buildings
under[AudioVisual]
, respectively.Pips.SelfHeal.Infantry/Units/Buildings.Offset
can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings.
Whether or not a TechnoType benefits from effects of
InfantryGainSelfHeal
orUnitsGainSelfHeal
buildings or neither can now be controlled by settingSelfHealGainType
.If
SelfHealGainType
is not set, InfantryTypes and VehicleTypes withOrganic
set to true gain self-healing fromInfantryGainSelfHeal
, other VehicleTypes fromUnitsGainSelfHeal
and AircraftTypes & BuildingTypes never gain self-healing.
在rulesmd.ini
中:
[General]
InfantryGainSelfHealCap= ; integer, maximum amount of InfantryGainSelfHeal that can be in effect at once, must be 1 or higher
UnitsGainSelfHealCap= ; integer, maximum amount of UnitsGainSelfHeal that can be in effect at once, must be 1 or higher
[AudioVisual]
Pips.SelfHeal.Infantry=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Units=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Buildings=13,20 ; integer, frames of pips.shp for infantry & unit-self healing pips, respectively
Pips.SelfHeal.Infantry.Offset=25,-35 ; X,Y, pixels relative to default
Pips.SelfHeal.Units.Offset=33,-32 ; X,Y, pixels relative to default
Pips.SelfHeal.Buildings.Offset=15,10 ; X,Y, pixels relative to default
[SOMETECHNO] ; TechnoType
SelfHealGainType= ; Self-Heal Gain Type Enumeration (none|infantry|units)
自定义采矿动画
Custom ore gathering anims in Project Phantom
现在可以自定义矿车的在不同矿石上的采矿动画了。
在rulesmd.ini
中:
[SOMETECHNO] ; TechnoType
OreGathering.Anims= ; list of animations
OreGathering.FramesPerDir=15 ; list of integers
OreGathering.Tiberiums=0 ; list of Tiberium IDs
自定义超时空属性
Chrono Legionnaire and Ronco using different teleportation settings in YR: New War
现在全局中的超时空属性可以在每个单位中微观定义,默认均为对应的全局标签。
仅对拥有Teleport/Chrono运动模式的单位有效。
在rulesmd.ini
中:
[SOMETECHNO] ; TechnoType
WarpOut= ; Anim (played when Techno warping out)
WarpIn= ; Anim (played when Techno warping in)
WarpAway= ; Anim (played when Techno chronowarped by chronosphere)
ChronoTrigger= ; boolean, if yes then delay varies by distance, if no it is a constant
ChronoDistanceFactor= ; integer, amount to divide the distance to destination by to get the warped out delay
ChronoMinimumDelay= ; integer, the minimum delay for teleporting, no matter how short the distance
ChronoRangeMinimum= ; integer, can be used to set a small range within which the delay is constant
ChronoDelay= ; integer, delay after teleport for chronosphere
单位在art中引用图像
art中的
Image
不再限定于动画和建筑使用,全部的科技类型都可以使用。此标签仅指定文件名(不含拓展名)。若有同名节存在,节内内容不会被读取。
此功能默认关闭以保持对YR的兼容,启动此功能需要
ArtImageSwap=true
。此功能支持步兵使用SHP,飞机使用VXL,载具使用SHP和VXL。
在rulesmd.ini
中:
[General]
ArtImageSwap=false ; disabled by default
在artmd.ini
中:
[SOMETECHNO]
Image= ; name of the file that will be used as image, without extension
自定义存矿
现在Ares的
Storage
逻辑可以指定可以存储哪种矿物类型。此标签无Ares无法使用。
在rulesmd.ini
中:
[General]
Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index
Exploding unit passenger killing customization
By default
Explodes=true
TechnoTypes have all of their passengers killed when they are destroyed. This behaviour can now be disabled by settingExplodes.KillPassengers=false
.
在rulesmd.ini
中:
[SOMETECHNO] ; TechnoType
Explodes.KillPassengers=true ; boolean
自定义Jumpjet浮动图层
原版中,Jumpjet的高度在
JumpjetHeight
以下时使用Air图层,否则使用Top图层。此逻辑允许将Jumpjet锁定在Air图层。
在rulesmd.ini
中:
[JumpjetControls]
AllowLayerDeviation=true ; boolean
[SOMETECHNO] ; TechnoType
JumpjetAllowLayerDeviation=true ; boolean
Jumpjet turning to target
Jumpjet turning to target applied in Robot Storm X
Allows jumpjet units to face towards the target when firing from different directions. Set
[JumpjetControls] -> TurnToTarget=yes
to enable it for all jumpjet locomotor units. This behavior can be overriden by setting[UnitType] -> JumpjetTurnToTarget
for specific units.This behavior does not apply to
TurretSpins=yes
units for obvious reasons.
在rulesmd.ini
中:
[JumpjetControls]
TurnToTarget=false ; boolean
[SOMEUNITTYPE] ; UnitType with jumpjet locomotor
JumpjetTurnToTarget= ; boolean, override the tag in JumpjetControls
建筑断电子机坠毁
需要供电 (
Powered=yes
) 的建筑类子机发射者现在可以在断电时停止瞄准敌人。而飞行中的子机将会直接坠毁。
在rulesmd.ini
中:
[SOMESTRUCTURE] ; BuildingType
Powered.KillSpawns=false ; boolean
重新激活失效的[JumpjetControls]
重新激活失效的[JumpjetControls],其中的标签会作为Jumpjet类单位的初始值。
此外,增加了新标签对应空缺的项。
在rulesmd.ini
中:
[JumpjetControls]
Crash=5.0 ; floating point value
NoWobbles=false ; boolean
注解
CruiseHeight
对应JumpjetHeight
,WobblesPerSecond
对应JumpjetWobbles
,WobbleDeviation
对应JumpjetDeviation
,Acceleration
对应JumpjetAccel
。其他对应标签为无Jumpjet前缀的标签。
Forbid parallel AI queues
You can now set if specific types of factories do not have AI production cloning issue instead of Ares’ indiscriminate behavior of
AllowParallelAIQueues=no
.If
AllowParallelAIQueues=no
(Ares feature) is set, the tags have no effect.
In rulesmd.ini
[GlobalControls]
AllowParallelAIQueues=yes ; must be set yes/true unless you don't use Ares
ForbidParallelAIQueues.Infantry=no ; boolean
ForbidParallelAIQueues.Vehicle=no ; boolean
ForbidParallelAIQueues.Navy=no ; boolean
ForbidParallelAIQueues.Aircraft=no ; boolean
ForbidParallelAIQueues.Building=no ; boolean
地形
自定义矿柱
Different ore spawners in Rise of the East mod
在可以指定矿柱 (
SpawnsTiberium=yes
) 的地形对象生成的矿石种类。”现在还可以为与标准 3x3 矩形不同的矿石生成区域指定范围。矿石将均匀分布在分布范围内的所有受影响的单元格中。
也可以指定将生成矿石的哪个阶段以及每个矿石生成动画周期中会填充多少单元格。 相应的标签接受一个整数值或两个逗号分隔的值,以允许范围内(含)的随机生长阶段。
在rulesmd.ini
中:
[SOMETERRAINTYPE] ; TerrainType
SpawnsTiberium.Type=0 ; tiberium/ore type index
SpawnsTiberium.Range=1 ; integer, radius in cells
SpawnsTiberium.GrowthStage=3 ; single int / comma-sep. range
SpawnsTiberium.CellsPerAnim=1 ; single int / comma-sep. range
自定义小地图颜色
地形对象现在可以通过
MinimapColor
以在小地图上显示不同的颜色。
在rulesmd.ini
中:
[SOMETERRAINTYPE] ; TerrainType
MinimapColor= ; integer - Red,Green,Blue
Passable & buildable-upon TerrainTypes
TerrainTypes can now be made passable or buildable upon by setting
IsPassable
orCanBeBuiltOn
, respectively.Movement cursor is displayed on
IsPassable
TerrainTypes unless force-firing.CanBeBuiltOn=true
terrain objects are removed when building is placed on them.
在rulesmd.ini
中:
[SOMETERRAINTYPE] ; TerrainType
IsPassable=false ; boolean
CanBeBuiltOn=false ; boolean
矿石
自定义小地图颜色
矿石现在可以通过
MinimapColor
以在小地图上显示不同的颜色。
在rulesmd.ini
中:
[SOMEORE] ; Tiberium
MinimapColor= ; integer - Red,Green,Blue
载具
Destroy animations
DestroyAnim
has been extended to work with VehicleTypes, with option to pick random animation ifDestroyAnim.Random
is set to true. These animations store owner and facing information for use with CreateUnit logic.
在rulesmd.ini
中:
[SOMEVEHICLE] ; VehicleType
DestroyAnim= ; list of animations
DestroyAnim.Random=true ; boolean
自定义IsSimpleDeployer载具部署方向和动画
如果设置了
DeployingAnim.AllowAnyDirection
,将禁用一切由DeployingAnim
导致的方向限制。仅对地面单位有效。DeployingAnim.KeepUnitVisible
决定部署动画播放期间是否使单位持续可见。DeployingAnim.ReverseForUndeploy
决定反部署时是否反向播放部署动画。DeployingAnim.UseUnitDrawer
控制部署动画是否使用单位色盘和所属色。
在rulesmd.ini
中:
[SOMEVEHICLE] ; VehicleType
DeployingAnim.AllowAnyDirection=false ; boolean
DeployingAnim.KeepUnitVisible=false ; boolean
DeployingAnim.ReverseForUndeploy=true ; boolean
DeployingAnim.UseUnitDrawer=true ; boolean
静止载具
给载具类型设置
Speed
为0可以使游戏认为此载具是静止的。行为类似于部署后的IsSimpleDeployer
载具。不应该给可建造载具设置,否则其无法开出工厂。
Preserve Iron Curtain status on type conversion
Bugfix in action
Iron Curtain status is now preserved by default when converting between TechnoTypes via
DeploysInto
/UndeploysInto
.This behavior can be turned off per-TechnoType and global basis.
IronCurtain.Modifier
is re-applied upon type conversion.
在rulesmd.ini
中:
[CombatDamage]
IronCurtain.KeptOnDeploy=yes ; boolean
[SOMETECHNO] ; VehicleType with DeploysInto or BuildingType with UndeploysInto
IronCurtain.KeptOnDeploy= ; boolean, default to [CombatDamage]->IronCurtain.KeptOnDeploy
弹头
Allowing damage dealt to firer
You can now allow warhead to deal damage (and apply damage-adjacent effects such as
KillDriver
andDisableWeapons/Sonar/Flash.Duration
(Ares features)) on the object that is considered as the firer of the Warhead even if it does not haveDamageSelf=true
.Note that effect of
Psychedelic=true
, despite being tied to damage will still fail to apply on the firer as it does not affect any objects belonging to same house as the firer, including itself.
在rulesmd.ini
中:
[SOMEWARHEAD] ; WarheadType
AllowDamageOnSelf=false ; boolean
自定义被弹解除隐形
现在可以指定被此弹头伤害的单位是否会解除隐形状态。
在rulesmd.ini
中:
[SOMEWARHEAD] ; WarheadType
DecloakDamagedTargets=true ; boolean
屏幕抖动限制在当前视野内
现在可以设定弹头仅在当前视野内爆炸时才震动屏幕(
ShakeX/Ylo/hi
)。
在rulesmd.ini
中:
[SOMEWARHEAD] ; WarheadType
ShakeIsLocal=false ; boolean
武器
自定义飞碟激光半径
现在可以通过一个新标签来设置飞碟激光半径
在rulesmd.ini
中:
[SOMEWEAPON] ; WeaponType
DiskLaser.Radius=38.2 ; floating point value
; 38.2 is roughly the default saucer disk radius
单色激光
Comparison of IsSingleColor=yes
lasers with higher thickness to regular ones (RA2: Reboot)
You can now set laser to draw using only
LaserInnerColor
by settingIsSingleColor
, in same manner asIsHouseColor
lasers do using player’s team color. These lasers respect laser thickness. Note that this is not available on prism support weapons.
在rulesmd.ini
中:
[SOMEWEAPON] ; WeaponType
IsSingleColor=false ; boolean
可开关的特斯拉特效
EBolt customization utilized for different Tesla bolt weapon usage (RA2: Reboot)
现在可以关闭特斯拉武器的特定电流。注意这只是视觉变化。
在rulesmd.ini
中:
[SOMEWEAPONTYPE] ; WeaponType
IsElectricBolt=true ; an ElectricBolt Weapon, vanilla tag
Bolt.Disable1=false ; boolean
Bolt.Disable2=false ; boolean
Bolt.Disable3=false ; boolean
RadialIndicator visibility
In vanilla game, a structure’s radial indicator can be drawn only when it belongs to the player. Now it can also be visible to observer. On top of that, you can specify its visibility from other houses.
在rulesmd.ini
中:
[AudioVisual]
RadialIndicatorVisibility=allies ; list of Affected House Enumeration (owner/self | allies/ally | enemies/enemy | all)