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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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### Aircraft docking direction
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- It is now possible to customize the landing direction for docking aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based index for each `DockingOffset` separately, `AircraftDockingDir` and `AircraftDockingDir0` are synonymous and will be used if direction is not set for a specific offset) on the dock building. This overrides the aircraft's own [landing direction](#landing-direction) setting and defaults to `[AudioVisual] -> PoseDir`.
@@ -705,27 +726,6 @@ 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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-
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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.
Skipping checks with this feature doesn't mean that vehicles and tank bunkers will interact correctly. Following the simple checks performed by the provider of this feature, bunkerability is mainly determined by Locomotor. The details about locomotors' bunkerability can be found on [ModEnc](https://modenc.renegadeprojects.com/Bunkerable).
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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.
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- Less than or equal to 0 means no limit, it will always dump out all at one time.
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In `rulesmd.ini`:
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```ini
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[General]
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HarvesterDumpAmount=0.0 ; float point value
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[SOMEVEHICLE]; VehicleType
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HarvesterDumpAmount= ; float point value
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```
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### Customizing crushing tilt and slowdown
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- Vehicles with `Crusher=true` and `OmniCrusher=true` / `MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles / walls respectively. This now obeys `TiltsWhenCrushes` but can be customized individually for these two scenarios using `TiltsWhenCrusher.Vehicles` and `TiltsWhenCrusher.Overlays`, which both default to `TiltsWhenCrushes`.
- Setting VehicleType `Speed` to 0 now makes game treat them as stationary, behaving in very similar manner to deployed vehicles with `IsSimpleDeployer` set to true. Should not be used on buildable vehicles, as they won't be able to exit factories.
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-
### Unit Without Turret Always Turn To Target
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- Now vehicles without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting `NoTurret.TrackTarget` to true.
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In `rulesmd.ini`:
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```ini
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[General]
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NoTurret.TrackTarget=false ; boolean
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-
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[SOMEVEHICLE]; VehicleType
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NoTurret.TrackTarget= ; boolean, defaults to [General] -> NoTurret.TrackTarget
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```
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```{note}
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Jumpjet can also be affected by this if firing an `OmniFire` weapon with `OmniFire.TurnToTarget` set to true.
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```
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### Voxel turret shadow
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- Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> DrawTurretShadow` is set to true. This can be overridden per VehicleType by setting `TurretShadow` in the vehicle's `artmd.ini` section.
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In `rulesmd.ini`:
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```ini
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[AudioVisual]
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DrawTurretShadow=false ; boolean
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```
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In `artmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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TurretShadow= ; boolean
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-
```
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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.
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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The logic above 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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### Unit Without Turret Always Turn To Target
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- Now you can limit how much ore the harvester can dump out per time, like it in Tiberium Sun.
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- Less than or equal to 0 means no limit, it will always dump out all at one time.
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- Now vehicles without turret will attempt to turn to the target while the weapon is cooling down, rather than after the weapon has cooled down, by setting `NoTurret.TrackTarget` to true.
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In `rulesmd.ini`:
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```ini
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[General]
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HarvesterDumpAmount=0.0; float point value
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NoTurret.TrackTarget=false; boolean
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[SOMEVEHICLE]; VehicleType
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HarvesterDumpAmount= ; float point value
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[SOMEVEHICLE]; VehicleType
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NoTurret.TrackTarget= ; boolean, defaults to [General] -> NoTurret.TrackTarget
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```
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```{note}
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Jumpjet can also be affected by this if firing an `OmniFire` weapon with `OmniFire.TurnToTarget` set to true.
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```
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### Voxel turret shadow
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- Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> DrawTurretShadow` is set to true. This can be overridden per VehicleType by setting `TurretShadow` in the vehicle's `artmd.ini` section.
RecountBurst= ; boolean, default to [General] -> RecountBurst
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```
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### Reset MindControl after transformation
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- After the unit conversion is completed, its mind control can be reset.
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- If all warheads don't have `MindControl=yes`, then `Convert.ResetMindControl=yes` will release all controlled units.
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- If any warhead has `MindControl=yes`, then `Convert.ResetMindControl=yes` resets its maximum number of controls.
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- If all weapons don't have `InfiniteMindControl=yes`, then `Convert.ResetMindControl=yes` release controlled units that exceed the limit.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO]; TechnoType, before conversion
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Convert.ResetMindControl=false ; boolean
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```
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### Revenge weapon
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- Similar to `DeathWeapon` in that it is fired after a TechnoType is killed, but with the difference that it will be fired on whoever dealt the damage that killed the TechnoType. If TechnoType died of sources other than direct damage dealt by another TechnoType, `RevengeWeapon` will not be fired.
- After the unit conversion is completed, its mind control can be reset.
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- If all warheads don't have `MindControl=yes`, then `Convert.ResetMindControl=yes` will release all controlled units.
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- If any warhead has `MindControl=yes`, then `Convert.ResetMindControl=yes` resets its maximum number of controls.
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- If all weapons don't have `InfiniteMindControl=yes`, then `Convert.ResetMindControl=yes` release controlled units that exceed the limit.
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In `rulesmd.ini`:
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```ini
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[SOMETECHNO]; TechnoType, before conversion
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Convert.ResetMindControl=false ; boolean
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```
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-
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## Terrain
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### Destroy animation & sound
@@ -2060,6 +2060,17 @@ JumpjetTilt.SidewaysRotationFactor=1.0 ; floating point value
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JumpjetTilt.SidewaysSpeedFactor=1.0 ; floating point value
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```
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### Turret Response
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- When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body.
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- When `Speed=0` or TechnoTypes cells cannot move due to `MovementRestrictedTo`, the default value is no; in other cases, it is yes.
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In `rulesmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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TurretResponse= ; boolean
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```
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### Turretless Shape Vehicle FireUp
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@@ -2075,17 +2086,6 @@ FireUp= ; integer
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FireUp.ResetInRetarget=true ; boolean
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```
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### Turret Response
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- When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body.
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- When `Speed=0` or TechnoTypes cells cannot move due to `MovementRestrictedTo`, the default value is no; in other cases, it is yes.
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In `rulesmd.ini`:
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```ini
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[SOMEVEHICLE]; VehicleType
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TurretResponse= ; boolean
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```
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## Warheads
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```{hint}
@@ -2109,16 +2109,6 @@ In `rulesmd.ini`:
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RemoveMindControl=false ; boolean
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```
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### Warhead that can not kill
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- Warheads can now damage the enemy without killing them (minimum health will be 1).
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In `rulesmd.ini`:
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```ini
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[SOMEWARHEAD]; WarheadType
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CanKill=true ; boolean
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```
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### Chance-based extra damage or Warhead detonation / 'critical hits'
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- 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.
@@ -2463,6 +2453,16 @@ In `rulesmd.ini`:
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NotHuman.DeathSequence= ; integer (1 to 5)
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```
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### Warhead that can not kill
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- Warheads can now damage the enemy without killing them (minimum health will be 1).
While the feature is usable without any extra graphics, you can find example assets to use with vanilla graphics on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries).
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```
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### Weeds counter
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- Counter for amount of [weeds in storage](Fixed-or-Improved-Logics.md#weeds--weed-eaters) can be added near the credits indicator.
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- You can adjust counter position by `Sidebar.WeedsCounter.Offset` (per-side setting), negative means left/up, positive means right/down.
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- Counter is by default displayed in side's tooltip color, which can be overridden per side by setting `Sidebar.WeedsCounter.Color`.
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- The feature can be toggled on/off by user if enabled in mod via `ShowWeedsCounter` setting in `RA2MD.INI`.
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In `uimd.ini`:
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```ini
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[Sidebar]
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WeedsCounter.Show=false ; boolean
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```
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In `rulesmd.ini`:
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```ini
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[SOMESIDE]; Side
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Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default
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Sidebar.WeedsCounter.Color= ; integer - R,G,B
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```
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In `RA2MD.INI`:
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```ini
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[Phobos]
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ShowWeedsCounter=true ; boolean
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```
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```{note}
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Default position for weeds counter overlaps with [harvester counter](#harvester-counter).
- [Vehicles that have lost their targetcan 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)
@@ -446,11 +446,11 @@ Vanilla fixes:
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- Fixed an issue where airstrike flare line drawn to target at lower elevation would clip (by Starkku)
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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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- 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 `FireAngle` was not taken into account when drawing barrel in `TurretShadow` (by CrimRecya)
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Fixes / interactions with other extensions:
@@ -772,7 +772,7 @@ Vanilla fixes:
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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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- 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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