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Copy file name to clipboardExpand all lines: CREDITS.md
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@@ -411,6 +411,7 @@ This page lists all the individual contributions to the project by their author.
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- Vehicle Deployment Enhancement
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- Fix an issue where miners affected by `Passengers/DeployFire` were unable to unload minerals
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- Fix an issue where mining vehicles could not move after leaving a tank bunker
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- Fixed the bug in AI scripts 56 and 57 that forced the launch of superweapons with index numbers 3 and 4
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-**NetsuNegi**:
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- Forbidding parallel AI queues by type
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- Jumpjet crash speed fix when crashing onto building
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- Fix the bug that techno in attack move will move to target if it cannot attack it
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- Penetrates damage on transporter
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- Add amount limit of `LimboKill`
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- Spawns particle when spawns tiberium by terrain
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- Allow draw SuperWeapon timer as percentage
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-**Apollo** - Translucent SHP drawing patches
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-**ststl**:
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- Customizable `ShowTimer` priority of superweapons
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- Fix an issue where units recruited by a team with `AreTeamMembersRecruitable=false` cannot be recruited even if they have been liberated by that team
Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -297,6 +297,8 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Allow the default value of `DefaultToGuardArea` to be defined by `[General] -> DefaultToGuardArea`.
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- Fixed the bug that cause technos teleport to cell 0,0 by ChronoSphere superweapon.
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- Fixed the bug that techno in attack move will move to target if it cannot attack it.
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- Fixed the bug in AI scripts 56 and 57 that forced the launch of superweapons with index numbers 3 and 4.
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- Buildings with `NeedsEngineer=true` are now considered to have threat value of 0 under ownership of `MultiplayPassive=true` houses regardless of their `ThreatPosed` value.
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## Fixes / interactions with other extensions
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@@ -486,12 +488,17 @@ ForceShield.ExtraTintIntensity=0.0 ; floating point value
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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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- You can set `JumpjetClimbIgnoreBuilding` to true to make the jumpjet treat the building height as 0 when climbing.
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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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JumpjetClimbPredictHeight=false ; boolean
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JumpjetClimbWithoutCutOut=false ; boolean
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JumpjetClimbIgnoreBuilding=false ; boolean
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[SOMETECHNO]; technotype
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JumpjetClimbIgnoreBuilding= ; boolean, default to [General] -> JumpjetClimbIgnoreBuilding
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```
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### Move IvanBomb Position
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SpawnsTiberium.Range=1 ; integer, radius in cells
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SpawnsTiberium.GrowthStage=3 ; integer - single or comma-sep. range
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SpawnsTiberium.CellsPerAnim=1 ; integer - single or comma-sep. range
- There are now additional customizations available for building placement next to other buildings.
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-`Adjacent.Allowed` lists BuildingTypes this BuildingType can be placed off (within distance defined by `Adjacent`). If empty, any BuildingType not listed in `Adjacent.Disallowed` is okay.
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-`Adjacent.Disallowed` lists BuildingTypes this BuildingType cannot be placed next to. If empty, any BuildingTypes are okay as long as `Adjacent.Allowed` is empty or they are listed on it.
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-If `Adjacent.Disallowed.ExtraDistance` is set to value other than 0, this value is added to `Adjacent` value when checking for disallowed buildings.
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-`Adjacent.Disallowed` lists BuildingTypes this BuildingType cannot be placed off from. If empty, any BuildingTypes are okay as long as `Adjacent.Allowed` is empty or they are listed on it.
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-`Adjacent.Disallowed.Prohibit` if set to true makes this behaviour strict and disallows placement even if there are eligible buildings around if the placement is within range of a disallowed one. `Adjacent.Disallowed.ProhibitDistance` can be used to override `Adjacent`for this check if set to value higher than 0.
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- If `NoBuildAreaOnBuildup` is set to true, no building can be built next to this building regardless of any other settings if it is currently displaying its buildup animation.
- `ProductionAnim` is now available for `Factory=InfantryType` as well as non-`ConstructionYard=true` `Factory=BuildingType` buildings (by Starkku)
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- [Extra distance modifier for `Adjacent.Disallowed`](New-or-Enhanced-Logics.md#build-area-customizations) (by Starkku)
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- [Extra settings for `Adjacent.Disallowed`](New-or-Enhanced-Logics.md#build-area-customizations) (by Starkku)
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- [Allow customizing how many times `FactoryPlant` bonuses can be applied from a BuildingType](Fixed-or-Improved-Logics.md#factoryplant-customizations) (by Starkku)
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- [Maximum amount for power plant enhancer](New-or-Enhanced-Logics.md#power-plant-enhancer) (by Ollerus)
- [Penetrates damage on transporter](New-or-Enhanced-Logics.md#penetrates-damage-on-transporter) (by NetsuNegi)
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- Added amount limit of `LimboKill` (by NetsuNegi)
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- [Customizations for techno type target scan/guard range](Fixed-or-Improved-Logics.md#target-scan-guard-range-customizations) (by Starkku)
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- Spawns particle when spawns tiberium by terrain (by NetsuNegi)
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- Allow jumpjet climbing ignore building height (by TaranDahl)
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- Allow draw SuperWeapon timer as percentage (by NetsuNegi)
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Vanilla fixes:
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- 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 issue where units recruited by a team with `AreTeamMembersRecruitable=false` cannot be recruited even if they have been liberated by that team (by TaranDahl)
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- Fixed the bug that cause technos teleport to cell 0,0 by ChronoSphere superweapon (by NetsuNegi)
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- Fixed the bug that techno in attack move will move to target if it cannot attack it (by NetsuNegi)
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- Fixed the bug in AI scripts 56 and 57 that forced the launch of superweapons with index numbers 3 and 4 (by FlyStar)
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- Buildings with `NeedsEngineer=true` are now considered to have threat value of 0 under ownership of `MultiplayPassive=true` houses regardless of their `ThreatPosed` value (by Starkku)
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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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- LimboDelivery buildings cannot be selected (by FlyStar)
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- Fixed the positive value of `Reveal` on warhead (by NetsuNegi)
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- Fixed `Adjacent.Disallowed` not blocking placement if other eligible buildings were in range (by Starkku)
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- Fixed the issue where `AIChronoSphereSW` and `AIChronoWarpSW` did not function correctly with AI scripts 56 and 57 (by FlyStar)
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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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