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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -254,6 +254,8 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed the bug that hover vehicle will sink if destroyed on bridge.
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- Fixed the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target.
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- When `Speed=0` or the TechnoTypes cell cannot move due to `MovementRestrictedTo`, vehicles cannot attack targets beyond the weapon's range. `Area Guard` and `Hunt` missions will also become ineffective.
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- Fixed an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the map file.
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- Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that happened on bigger maps due to too small pathfinding node buffer.
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## Fixes / interactions with other extensions
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@@ -703,6 +705,27 @@ In `rulesmd.ini`:
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BuildingWaypoints=false ; boolean
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```
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### AI base construction modification
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- AI can now have some new behaviors.
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-`AIAutoDeployMCV` controls whether AI will still automatically deploy the mcv after owning a construction yard.
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-`AISetBaseCenter` controls whether AI will still set the newly deployed construction yard as the base center after owning a construction yard.
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-`AIBiasSpawnCell` controls whether AI will preferentially select the construction yard close to the birth point as the base center (useless in campaign).
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-`AIForbidConYard` controls whether AI cannot place buildings with `ConstructionYard=true`. AI will try to build one after a construction yard is destroyed but will not put it down. After that, it will continue to build other buildings. Building a construction yard will still take some time. You can try to reduce the build time of it.
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-`AINodeWallsOnly` controls whether AI can only automatically connect adjacent walls when there are wall base nodes around.
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-`AICleanWallNode` controls whether AI cannot place walls when there are no `ProtectWithWall` buildings around. If it cannot be placed, this base node will also be removed.
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In `rulesmd.ini`:
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```ini
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[AI]
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AIAutoDeployMCV=true ; boolean
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AISetBaseCenter=true ; boolean
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AIBiasSpawnCell=false ; boolean
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AIForbidConYard=false ; boolean
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AINodeWallsOnly=false ; boolean
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AICleanWallNode=false ; boolean
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```
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## Infantry
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### Auto deploy for GI-like infantry
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ForceShield.ExtraTintIntensity=0.0 ; floating point value
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```
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### Jumpjet climbing logic enhancement
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- You can now let the jumpjets increase their height earlier by set `JumpjetClimbPredictHeight` to true. The jumpjet will raise its height 5 cells in advance, instead of only raising its height when encountering cliffs or buildings in front of it.
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- You can also let them simply skip the stop check by set `JumpjetClimbWithoutCutOut` to true. The jumpjet will not stop moving horizontally when encountering cliffs or buildings in front of it, but will continue to move forward while raising its altitude.
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- When `JumpjetClimbPredictHeight` is enabled, if the height raised five grids in advance is still not enough to cross cliffs or buildings, it will stop and move horizontally as before, unless `JumpjetClimbWithoutCutOut` is also enabled.
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In `rulesmd.ini`:
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```ini
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[General]
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JumpjetClimbPredictHeight=false ; boolean
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JumpjetClimbWithoutCutOut=false ; boolean
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```
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### Jumpjet rotating on crashing toggle
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- Jumpjet that is going to crash starts to change its facing uncontrollably, this can now be turned off.
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TurretShadow= ; boolean
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```
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### Turret recoil
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- Now you can use `TurretRecoil` to control units’ turret/barrel recoil effect when firing.
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-`TurretTravel` and `BarrelTravel` control the maximum recoil distance.
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-`TurretRecoil.Suppress` can prevent the weapon from producing this effect when firing.
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In `rulesmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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TurretRecoil=no ; boolean
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TurretTravel=2 ; integer, pixels
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TurretCompressFrames=1 ; integer, game frames
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TurretHoldFrames=1 ; integer, game frames
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TurretRecoverFrames=1 ; integer, game frames
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BarrelTravel=2 ; integer, pixels
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BarrelCompressFrames=1 ; integer, game frames
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BarrelHoldFrames=1 ; integer, game frames
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BarrelRecoverFrames=1 ; integer, game frames
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[SOMEWEAPON]; WeaponType
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TurretRecoil.Suppress=no ; boolean
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```
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```{note}
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The logic below was not reverse-engineered but reimplemented to achieve the same effect, hence there might be some differences in behavior compared to Tiberian Sun version.
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```
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### Customize harvester dump amount
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- Now you can limit how much ore the harvester can dump out per time, like it in Tiberium Sun.
Copy file name to clipboardExpand all lines: docs/Whats-New.md
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@@ -430,6 +430,9 @@ New:
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- [Auto deploy for GI-like infantry](Fixed-or-Improved-Logics.md#auto-deploy-for-gi-like-infantry) (by TaranDahl)
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- [Vehicles that have lost their target can customize the turret direction to align with the vehicle body](New-or-Enhanced-Logics.md#turret-response) (by FlyStar)
- Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya)
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- Fixed the bug that damaged particle dont disappear after building has repaired by engineer (by NetsuNegi)
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- Projectiles with `Vertical=true` now drop straight down if fired off by AircraftTypes instead of behaving erratically (by Starkku)
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- When `Speed=0` or the TechnoTypes cell cannot move due to `MovementRestrictedTo`, vehicles cannot attack targets beyond the weapon's range. `Area Guard` and `Hunt` missions will also become ineffective (by FlyStar)
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- Fixed an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the map file (by CrimRecya)
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Phobos fixes:
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- Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it (by NetsuNegi)
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- Fixed an issue that `FireAngle` was not taken into account when drawing barrel in `TurretShadow` (by CrimRecya)
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Fixes / interactions with other extensions:
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- Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades (by Ollerus)
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- Fixed the bug that Locomotor warhead won't stop working when firer (except for vehicle) stop firing (by NetsuNegi)
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- Fixed the bug that hover vehicle will sink if destroyed on bridge (by NetsuNegi)
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- Fixed the fact that when the selected unit is in a rearmed state, it can unconditionally use attack mouse on the target (by FlyStar)
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- Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that happened on bigger maps due to too small pathfinding node buffer (by CrimRecya)
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Phobos fixes:
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- Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy)
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