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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -203,9 +203,9 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges.
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- Fixed an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge.
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- Fixed an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge.
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- Fixed an issue that laser, electric bolt and rad beam not support `Inviso=true` projectiles with `FlakScatter=true` to scatter
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- Fixed an issue that laser, electric bolt and rad beam not support `Inviso=true` projectiles with `FlakScatter=true` to scatter.
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- Fixed the bug that healing weapons could not automatically acquire aerial targets.
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- Allow voxel projectiles to use AnimPalette and FirersPalette.
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- Allow voxel projectiles to use `AnimPalette` and `FirersPalette`.
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- Fixed an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc.
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## Fixes / interactions with other extensions
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### Extended Aircraft Missions
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- Aircraft will now be able to use waypoints.
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- Aircraft can fly at a certain speed as much as possible, when the distance to the destination is less than half of `SlowdownDistance` or 8 cell distances divided by ROT, it will return to the airport. And now aircraft not have to fly directly above the airport before starting to descend.
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- Aircraft can fly at a certain speed as much as possible, when the distance to the destination is less than half of `SlowdownDistance` or 8 cell distances divided by `ROT`, it will return to the airport. And now aircraft not have to fly directly above the airport before starting to descend.
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- When a `guard` command (`[G]` by default) is issued, the aircraft will search for targets around the current location and return immediately when target is not found, target is destroyed or ammos are depleted.
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- If the target is destroyed but ammos are not depleted yet, it will also return because the aircraft's command is one-time.
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- When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft will move towards the destination and search for nearby targets on the route for attack. Once ammo is depleted or the destination is reached, it will return.
- Now you can specific how building can be overpowerd.
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In `rulesmd.ini`:
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```ini
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[SOMEWARHEAD]
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ElectricAssaultLevel=1 ; integer
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[SOMEBUILDING]
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Overpower.KeepOnline=2 ; integer, negative values mean that cannot keep online
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Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons can never be switched
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```
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```{note}
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Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-docs/new/superweapons/types/battery.html) won't be affected by this.
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```
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### Exclude Factory from providing multiple factory bonus
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- It is now possible to exclude a building with `Factory` from counting towards `MultipleFactory` bonus.
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BuildingWaypoints=false ; boolean
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```
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### Customize overpower logic
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- Now you can specific how building can be overpowerd.
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In `rulesmd.ini`:
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```ini
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[SOMEWARHEAD]
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ElectricAssaultLevel=1 ; integer
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[SOMEBUILDING]
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Overpower.KeepOnline=2 ; integer, negative values mean that cannot keep online
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Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons can never be switched
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```
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```{note}
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Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-docs/new/superweapons/types/battery.html) won't be affected by this.
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```
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## Infantry
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### Prone speed customization
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ProneSpeed= ; floating point value, multiplier, by default, use the corresponding global value according to Crawls
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```
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## Unit
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### Damaged speed customization
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- In vanilla, units using drive/ship loco will has hardcoded speed multiplier when damaged. Now you can customize it.
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- The max valuebale value is 1.0, you cannot make unit get faster on yellow condition by it.
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In `rulesmd.ini`
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```ini
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[General]
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DamagedSpeed=0.75 ; double
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[SOMEUNIT]
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DamagedSpeed= ; double
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```
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## Particle systems
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### Fire particle target coordinate adjustment when firer rotates
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JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or absolute
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```
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### Damaged speed customization
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- In vanilla, units using drive/ship loco will has hardcoded speed multiplier when damaged. Now you can customize it.
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- The max valuebale value is 1.0, you cannot make unit get faster on yellow condition by it.
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In `rulesmd.ini`:
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```ini
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[General]
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DamagedSpeed=0.75 ; floating point value, multiplier
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[SOMETECHNO]; TechnoType
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DamagedSpeed= ; floating point value, multiplier
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```
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### Exploding object customizations
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- By default `Explodes=true` TechnoTypes have all of their passengers killed when they are destroyed. This behaviour can now be disabled by setting `Explodes.KillPassengers=false`.
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```ini
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[General]
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SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)
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SubterraneanSpeed=7.5; floating point value
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SubterraneanSpeed=19 ; floating point value
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[SOMETECHNO]; TechnoType
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SubterraneanHeight= ; integer, height in leptons (1/256th of a cell)
@@ -1426,10 +1424,10 @@ KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in cells
Copy file name to clipboardExpand all lines: docs/New-or-Enhanced-Logics.md
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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.
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-`RevengeWeapon.AffectsHouses` can be used to filter which houses the damage that killed the TechnoType is allowed to come from to fire the weapon.
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- It is possible to grant revenge weapons through [attached effects](#attached-effects) as well.
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-Ìf a Warhead has `SuppressRevengeWeapons` set to true, it will not trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected.
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-If a Warhead has `SuppressRevengeWeapons` set to true, it will not trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected.
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In `rulesmd.ini`:
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```ini
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### Fast access vehicle
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- Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing. Defaults to `[General]->NoQueueUpToEnter` or `[General]->NoQueueUpToUnload`.
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- Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing. Defaults to `[General] -> NoQueueUpToEnter` or `[General] -> NoQueueUpToUnload`.
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In `rulesmd.ini`:
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```ini
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### Fire weapon when kill
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-`KillWeapon` will be fired at the target TechnoType's location once it's been killed by this Warhead.
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-`KillWeapon.AffectsHouses` is used to filter which houses targets can belong to be considered valid for KillWeapon.
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-Ìf a TechnoType has `SuppressKillWeapons` set to true, it will not trigger KillWeapon upon being killed. `SuppressKillWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected.
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-`KillWeapon.AffectsHouses` is used to filter which houses targets can belong to be considered valid for `KillWeapon`.
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-If a TechnoType has `SuppressKillWeapons` set to true, it will not trigger `KillWeapon` upon being killed. `SuppressKillWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected.
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In `rulesmd.ini`:
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```ini
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[SOMEWARHEAD];Warhead
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[SOMEWARHEAD];WarheadType
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KillWeapon= ; WeaponType
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KillWeapon.AffectsHouses=all ;list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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KillWeapon.AffectsHouses=all ;List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
*`Weapon target filter - different weapon used against enemies & allies as well as units & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)*
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- You can now specify which targets or houses a weapon can fire at. This also affects weapon selection, other than certain special cases where the selection is fixed.
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- Note that `CanTarget` explicitly requires either `all` or `empty` to be listed for the weapon to be able to fire at cells containing no TechnoTypes.
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In `rulesmd.ini`:
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```ini
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[SOMEWEAPON]; WeaponType
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CanTarget=all ; List of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all)
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CanTargetHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
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```
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### Visual effect scatter
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- You can now add a random offset to visual effect's (`IsLaser=true`, `IsElectricBolt=true` or `IsRadBeam=true`) target location if set `VisualScatter` to true.
This function is only used as an additional scattering visual display, which is different from `BallisticScatter` and can be used simultaneously, without affecting the actual explosion position of the projectile.
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This function is only used as an additional scattering visual display, which is different from `BallisticScatter.(Min/Max)` and can be used simultaneously, without affecting the actual explosion position of the projectile.
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```
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### Weapon targeting filter
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*`Weapon target filter - different weapon used against enemies & allies as well as units & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)*
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- You can now specify which targets or houses a weapon can fire at. This also affects weapon selection, other than certain special cases where the selection is fixed.
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- Note that `CanTarget` explicitly requires either `all` or `empty` to be listed for the weapon to be able to fire at cells containing no TechnoTypes.
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In `rulesmd.ini`:
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```ini
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[SOMEWEAPON]; WeaponType
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CanTarget=all ; List of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all)
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CanTargetHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
- Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl)
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- Allow infantry to use land sequences in water (by Starkku)
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- `<Player @ X>` can now be used as owner for pre-placed objects on skirmish and multiplayer maps (by Starkku)
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- Allow customizing charge turret delays per burst on a weapon (by Starkku)
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- Draw visual effects for airburst weapons (by CrimRecya)
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- Unit `Speed` setting now accepts floating point values (by Starkku)
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- Extending `Power` to all TechnoTypes (by Morton)
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- Fire weapon when kill (by Ollerus)
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Vanilla fixes:
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- Allow AI to repair structures built from base nodes/trigger action 125/SW delivery in single player missions (by Trsdy)
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- Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by Trsdy)
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- Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares feature)* of vehicles built from a war factory (by Trsdy, supersedes Aephiex impl.)
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- Fixed Ares' InitialPayload not being created for vehicles spawned by trigger actions (by Trsdy)
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- Taking over Ares' AlphaImage respawn logic to reduce lags from it (by NetsuNegi)
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</details>
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### 0.3.0.1
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- Fixed railgun particles being drawn to wrong coordinate against buildings with non-default `TargetCoordOffset` or when force-firing on bridges (by Starkku)
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- Fixed building `TargetCoordOffset` not being taken into accord for several things like fire angle calculations and target lines (by Starkku)
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- Allowed observers to see a selected building's radial indicator (by Trsdy)
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- Allow voxel projectiles to use AnimPalette and FirersPalette (by NetsuNegi)
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- Allow voxel projectiles to use `AnimPalette` and `FirersPalette` (by NetsuNegi)
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Phobos fixes:
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- Fixed shields being able to take damage when the parent TechnoType was under effects of a `Temporal` Warhead (by Starkku)
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