This page lists all user interface additions, changes, fixes that are implemented in Phobos.
- Enabled ability to load full-color non-paletted PCX graphics of any bitness. This applies to every single PCX file that is loaded, including the Ares-supported PCX files.
- You can specify custom
gamemd.exe
icon via-icon
command line argument followed by absolute or relative path to an*.ico
file (f. ex.gamemd.exe -icon Resources/clienticon.ico
). - Fixed
Blowfish.dll
-caused error***FATAL*** String Manager failed to initialize properly
, which occurred ifBlowfish.dll
could not be registered in the OS, for example, it happened when the player did not have administrator rights. With Phobos, if the game did not find a registered file in the system, it will no longer try to register this file, but will load it bypassing registration. - Fixed non-IME keyboard input to be working correctly for languages / keyboard layouts that use character ranges other than Basic Latin and Latin-1 Supplement (font support required).
- Fixed position and layer of info tip and reveal production cameo on selected building
- Timer (superweapon, mission etc) blinking color scheme can be customized by setting
[AudioVisual]
->TimerBlinkColorScheme
. Defaults to third color scheme listed in[Colors]
.
You can use the improved vanilla font which can be found on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries) which has way more Unicode character coverage than the default one.
- You can now specify which soundtrack themes would play on win or lose.
In rulesmd.ini
:
[SOMESIDE] ; Side
IngameScore.WinTheme= ; Soundtrack theme ID
IngameScore.LoseTheme= ; Soundtrack theme ID
Default configuration of digital display using example shapes from Phobos supplementaries.
- You can now configure various types of numerical counters to be displayed over Techno to represent its attributes, such as health points or shield points.
Anchor.Horizontal
andAnchor.Vertical
set the anchor point from which the display is drawn (depending onAlign
) relative to unit's center/selection box. For buildings,Anchor.Building
is used instead.Offset
andOffset.ShieldDelta
(the latter applied when a shield is active) can be used to further modify the position.
- By default, values are displayed in
current/maximum
format (i.e. 20/40).HideMaxValue=yes
will make the counter show only the current value (i.e. 20).Percentage=yes
changes the format topercent%
(i.e. 50%). CanSee
andCanSee.Observer
can limit visibility to specific players.- The digits can be either a custom shape (.shp) or text drawn using the game font. This depends on whether
Shape
is set.Text.Color
,Text.Color.ConditionYellow
andText.Color.ConditionRed
allow customization of the font color.Text.Background=yes
will additionally draw a black rectangle background.- When using shapes, a custom palette can be specified with
Palette
.Shape.Spacing
controls pixel buffer between characters. - Frames 0-9 will be used as digits when the owner's health bar is green, 10-19 when yellow, 20-29 when red. For
/
and%
characters, frame numbers are 30-31, 32-33, 34-35, respectively.
- Default
Offset.ShieldDelta
forInfoType=Shield
is0,-10
,0,0
for others. - Default
Shape.Spacing
for buildings is4,-2
,4,0
for others. ValueScaleDivisor
can be used to adjust scale of displayed values. Both the current & maximum value will be divided by the integer number given, if higher than 1.
In rulesmd.ini
:
[DigitalDisplayTypes]
0=SOMEDIGITALDISPLAYTYPE
[AudioVisual]
Buildings.DefaultDigitalDisplayTypes= ; list of DigitalDisplayTypes
Infantry.DefaultDigitalDisplayTypes= ; list of DigitalDisplayTypes
Vehicles.DefaultDigitalDisplayTypes= ; list of DigitalDisplayTypes
Aircraft.DefaultDigitalDisplayTypes= ; list of DigitalDisplayTypes
[SOMEDIGITALDISPLAYTYPE] ; DigitalDisplayType
; Generic
InfoType=Health ; Displayed value enumeration (health|shield|ammo|mindcontrol|spawns|passengers|tiberium|experience|occupants|gattlingstage)
Offset=0,0 ; integers - horizontal, vertical
Offset.ShieldDelta= ; integers - horizontal, vertical
Align=right ; Text alignment enumeration (left|right|center/centre)
Anchor.Horizontal=right ; Horizontal position enumeration (left|center/centre|right)
Anchor.Vertical=top ; Vertical position enumeration (top|center/centre|bottom)
Anchor.Building=top ; Hexagon vertex enumeration (top|lefttop|leftbottom|bottom|rightbottom|righttop)
Percentage=false ; boolean
HideMaxValue=false ; boolean
VisibleToHouses=owner ; Affected house enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
VisibleToHouses.Observer=true ; boolean
ValueScaleDivisor=1 ; integer
; Text
Text.Color=0,255,0 ; integers - Red, Green, Blue
Text.Color.ConditionYellow=255,255,0 ; integers - Red, Green, Blue
Text.Color.ConditionRed=255,0,0 ; integers - Red, Green, Blue
Text.Background=false ; boolean
; Shape
Shape= ; filename with .shp extension, if not present, game-drawn text will be used instead
Palette=palette.pal ; filename with .pal extension
Shape.Spacing= ; integers - horizontal, vertical spacing between digits
[SOMETECHNOTYPE]
DigitalDisplay.Disable=false ; boolean
DigitalDisplayTypes= ; list of DigitalDisplayTypes
In RA2MD.ini
:
[Phobos]
DigitalDisplay.Enable=false ; boolean
An example shape file for digits can be found on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries)).
- It is now possible to display range of designator and inhibitor units when in super weapon targeting mode. Each instance of player owned techno types listed in
[SuperWeapon]->SW.Designators
will display a circle with radius set in[TechnoType]->DesignatorRange
orSight
.- In a similar manner, each instance of enemy owned techno types listed in
[SuperWeapon]->SW.Inhibitors
will display a circle with radius set in[TechnoType]->InhibitorRange
orSight
.
- In a similar manner, each instance of enemy owned techno types listed in
- This feature can be disabled globally with
[AudioVisual]->ShowDesignatorRange=false
or per SuperWeaponType with[SuperWeapon]->ShowDesignatorRange=false
. - This feature can be toggled by the player (if enabled in the mod) with
ShowDesignatorRange
inRa2MD.ini
or with "Toggle Designator Range" hotkey in "Interface" category.
In rulesmd.ini
:
[AudioVisual]
ShowDesignatorRange=true ; boolean
[SOMESW] ; SuperWeapon
ShowDesignatorRange=true ; boolean
In RA2MD.ini
:
[Phobos]
ShowDesignatorRange=false ; boolean
Health bars hidden in CnC: Final War
- Health bar display can now be turned off as needed, hiding both the health bar box and health pips.
In rulesmd.ini
:
[SOMENAME] ; TechnoType
HealthBar.Hide=false ; boolean
Harvesters not selected together with battle units in Rise of the East mod
- You can now set lower priority for an ingame object (currently has effect on units mostly), which means it will be excluded from box selection if there's at least one normal priority unit in the box. Otherwise it would be selected as normal. Works with box+type selecting (type select hotkey + drag) and regular box selecting. Box shift-selection adds low-priority units to the group if there are no normal priority units among the appended ones.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
LowSelectionPriority=false ; boolean
- This behavior is designed to be toggleable by users. For now you can only do that externally via client or manually.
In RA2MD.ini
:
[Phobos]
PrioritySelectionFiltering=true ; boolean
DisplayIncome
can be set to display the amount of credits acquired when a building is grinding units / receiving ore dump from harvesters or slaves.- Multiple income within less than one in-game second have their amounts coalesced into single display.
DisplayIncome.Houses
determines which houses can see the credits display.- If you don't want players to see how AI cheats with
VirtualPurifiers
for example,DisplayIncome.AllowAI
can be set to false to disable the display. It overrides the previous option.
- If you don't want players to see how AI cheats with
DisplayIncome.Offset
is additional pixel offset for the center of the credits display, by default (0,0) at building's center. -[AudioVisual]->DisplayIncome
also allows to display the amount of credits when selling a unit on a repair bay.
In rulesmd.ini
:
[AudioVisual]
DisplayIncome=false ; boolean
DisplayIncome.Houses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)
DisplayIncome.AllowAI=yes ; boolean
[SOMEBUILDING] ; BuildingType
DisplayIncome= ; boolean, defaults to [AudioVisual]->DisplayIncome
DisplayIncome.Houses= ; Affected House Enumeration, defaults to [AudioVisual]->DisplayIncome.Houses
DisplayIncome.Offset=0,0 ; X,Y, pixels relative to default
Building placement preview using 50% translucency in Rise of the East
- Building previews can now be enabled when placing a building for construction. This can be enabled on a global basis with
[AudioVisual]->PlacementPreview
and then further customized for each building with[SOMEBUILDING]->PlacementPreview
. - The building placement grid (
place.shp
) translucency setting can be adjusted viaPlacementGrid.Translucency
ifPlacementPreview
is disabled andPlacementGrid.TranslucencyWithPreview
if enabled. - If using the building's appropriate
Buildup
is not desired, customizations allow for you to choose the exact SHP and frame you'd prefer to show as preview throughPlacementPreview.Shape
,PlacementPreview.ShapeFrame
andPlacementPreview.Palette
.- You can specify theater-specific palettes and shapes by putting three
~
marks to the theater specific part of the filename.~~~
is replaced with the theater’s three-letter extension.
- You can specify theater-specific palettes and shapes by putting three
PlacementPreview.ShapeFrame=
tag defaults to building's artmd.iniBuildup
entry's last non-shadow frame. If there is no 'Buildup' specified it will instead attempt to default to the building's normal first frame (animation frames and bibs are not included in this preview).
In rulesmd.ini
:
[AudioVisual]
PlacementGrid.Translucency=0 ; translucency level (0/25/50/75)
PlacementGrid.TranslucencyWithPreview= ; translucency level (0/25/50/75), defaults to [AudioVisual]->PlacementGrid.Translucency
PlacementPreview=no ; boolean
PlacementPreview.Translucency=75 ; translucency level (0/25/50/75)
[SOMEBUILDING]
PlacementPreview=yes ; boolean
PlacementPreview.Shape= ; filename - including the .shp extension. If not set uses building's artmd.ini Buildup SHP (based on Building's Image)
PlacementPreview.ShapeFrame= ; integer, zero-based frame index used for displaying the preview
PlacementPreview.Offset=0,-15,1 ; integer, expressed in X,Y,Z used to alter position preview
PlacementPreview.Remap=yes ; boolean, does this preview use player remap colors
PlacementPreview.Palette= ; filename - including the .pal extension
PlacementPreview.Translucency= ; translucency level (0/25/50/75), defaults to [AudioVisual]->PlacementPreview.Translucency
The `PlacementPreview.Palette` option is not used when `PlacementPreview.Remap=yes` is set to yes. This may change in future.
- This behavior is designed to be toggleable by users. For now you can only do that externally via client or manually.
In RA2MD.ini
:
[Phobos]
ShowPlacementPreview=yes ; boolean
-
Timers can now display values in real time, taking game speed into account. This can be enabled with
RealTimeTimers=true
. -
By default, time is calculated relative to desired framerate. Enabling
RealTimeTimers.Adaptive
(always true for unlimited FPS and custom speeds) will calculate time relative to current FPS, accounting for lag.- When playing with unlimited FPS (or custom speed above 60 FPS), the timers might constantly change value because of the unstable nature.
-
This option respects custom game speeds.
-
This behavior is designed to be toggleable by users. For now you can only do that externally via client or manually.
In ra2md.ini
:
[Phobos]
RealTimeTimers=false ; boolean
RealTimeTimers.Adaptive=false ; boolean
- You can now sort the timers of superweapons in ascending order from top to bottom according to a given priority value.
In rulesmd.ini
[SOMESWTYPE]
ShowTimer=yes
ShowTimer.Priority=0 ; integer
Selecting technos, controlled by player, now may show a flash effect by setting SelectionFlashDuration
parameter. Set SelectionFlashDuration=0
to disable it.
In rulesmd.ini
:
[AudioVisual]
SelectionFlashDuration=0 ; integer, number of frames
- Switches on/off floating numbers when dealing damage. See this for details.
- For localization add
TXT_DISPLAY_DAMAGE
andTXT_DISPLAY_DAMAGE_DESC
into your.csf
file.
- Writes currently hovered or last selected object info in log and shows a message. See this for details.
- For localization add
TXT_DUMP_OBJECT_INFO
andTXT_DUMP_OBJECT_INFO_DESC
into your.csf
file.
- Selects and centers the camera on the next TechnoType that is counted via the harvester counter and is currently idle.
- For localization add
TXT_NEXT_IDLE_HARVESTER
andTXT_NEXT_IDLE_HARVESTER_DESC
into your.csf
file.
- Save the current singleplayer game.
- For localization, add
TXT_QUICKSAVE
,TXT_QUICKSAVE_DESC
,TXT_QUICKSAVE_SUFFIX
andMSG:NotAvailableInMultiplayer
into your.csf
file.- These vanilla CSF entries will be used:
TXT_SAVING_GAME
,TXT_GAME_WAS_SAVED
andTXT_ERROR_SAVING_GAME
. - The save should be looks like
Allied Mission 25: Esther's Money - QuickSaved
- These vanilla CSF entries will be used:
- Save local & global variables to an INI file. See this for details.
- For localization add
TXT_SAVE_VARIABLES
andTXT_SAVE_VARIABLES_DESC
into your.csf
file.
- Switches on/off super weapon designator range indicator. See this for details.
- For localization add
TXT_DESIGNATOR_RANGE
andTXT_DESIGNATOR_RANGE_DESC
into your.csf
file.
- Switches on/off digital display types.
- For localization add
TXT_DIGITAL_DISPLAY
andTXT_DIGITAL_DISPLAY_DESC
into your.csf
file.
- Switches on/off frame by frame mode.
- For localization add
TXT_FRAME_BY_FRAME
andTXT_FRAME_BY_FRAME_DESC
into your.csf
file.
- PCX files can now be used as loadscreen images.
- You can specify custom loadscreen with Ares tag
File.LoadScreen
. - Campaign loading screen (
missionmd.ini->[LS800BkgdName]
) can also use PCX image. - Observer loading screen can use
ls800obs.pcx
(orls640obs.pcx
when screen width is 640) for this feature.
- You can specify custom loadscreen with Ares tag
- The loadscreen size can now be different from the default
800x600
one; if the image is bigger than the screen it's centered and cropped.- This feature works in conjunction with CnCNet5 spawner DLL which resizes loadscreen window to actual monitor size and places the image in center. If there's no CnCNet5 spawner loaded, the window resolution will be always
800x600
. - Same applies to campaign loading screen (
missionmd.ini->[LS800BkgdName]
).
- This feature works in conjunction with CnCNet5 spawner DLL which resizes loadscreen window to actual monitor size and places the image in center. If there's no CnCNet5 spawner loaded, the window resolution will be always
- You can now disable hardcoded black dots that YR engine shows over empty spawn locations, which allows to use prettier and more correctly placed markers that are produced by Map Renderer instead.
In uimd.ini
:
[LoadingScreen]
DisableEmptySpawnPositions=false ; boolean
- You can now specify Cameo Priority for any TechnoType/SuperWeaponType. Vanilla sorting rules are here.
- The Cameo Priority is checked just before evevything vanilla. Greater
CameoPriority
wins.
- The Cameo Priority is checked just before evevything vanilla. Greater
In rulesmd.ini
:
[SOMENAME] ; TechnoType / SuperWeaponType
CameoPriority=0 ; integer
- Pause menu background (
bkgdXX(y).shp
) can now optionally be centered on the center of the available space instead of top-left corner. This allows for backgrounds to be better designed with resolutions larger than1024x768
in mind.
In uimd.ini
:
[Sidebar]
CenterPauseMenuBackground=false ; boolean
- You can now specify any SHP/PCX file as XXICON.SHP for missing cameo.
In rulesmd.ini
:
[AudioVisual]
MissingCameo=XXICON.SHP ; filename - including the .shp/.pcx extension
Harvester Counter in Fantasy ADVENTURE
- An additional counter for your active / total harvesters can be added near the credits indicator.
- You can specify which TechnoType should be counted as a Harvester with
Harvester.Counted
. If not set, the techno withHarvester=yes
orEnslaves=SOMESLAVE
will be counted.- Can be set to true on buildings with
ProduceCashAmount
to count them as active 'harvesters' while generating credits.
- Can be set to true on buildings with
- The counter is displayed with the format of
Label(Active Harvesters)/(Total Harvesters)
. The label is⛏ U+26CF
by default. - You can adjust counter position by
Sidebar.HarvesterCounter.Offset
, negative means left/up, positive means right/down. - By setting
HarvesterCounter.ConditionYellow
andHarvesterCounter.ConditionRed
, the game will warn player by changing the color of counter whenever the active percentage of harvesters less than or equals to them, like HP changing withConditionYellow
andConditionRed
. - The feature can be toggled on/off by user if enabled in mod via
ShowHarvesterCounter
setting inRA2MD.ini
.
- You can specify which TechnoType should be counted as a Harvester with
In uimd.ini
:
[Sidebar]
HarvesterCounter.Show=false ; boolean
HarvesterCounter.Label=<none> ; CSF entry key
HarvesterCounter.ConditionYellow=99% ; floating point value, percents
HarvesterCounter.ConditionRed=50% ; floating point value, percents
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
Harvester.Counted= ; boolean
[SOMESIDE] ; Side
Sidebar.HarvesterCounter.Offset=0,0 ; X,Y, pixels relative to default
Sidebar.HarvesterCounter.ColorYellow=255,255,0 ; integer - R,G,B
Sidebar.HarvesterCounter.ColorRed=255,0,0 ; integer - R,G,B
In RA2MD.ini
:
[Phobos]
ShowHarvesterCounter=true ; boolean
If you use the vanilla font in your mod, you can use the improved font (v4 and higher; can be found on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries)) which among everything already includes the mentioned icons. Otherwise you'd need to draw them yourself using [WWFontEditor](http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/release/?C=M;O=D), for example.
Additionally, default position for harvester counter overlaps with [weeds counter](#weeds-counter).
Power delta Counter in Assault Amerika
- An additional counter for your power delta (surplus) can be added near the credits indicator.
- The counter is displayed with the format of
Label(sign)(Power Delta)
. The label isPowerLabel
used inToolTips
(by default⚡ U+26A1
). - When the power of the player is blacked-out by a spy or force-shield,
PowerBlackoutLabel
inToolTips
is displayed instead (by default ⚡❌U+26A1 U+274C
), the text color isSidebar.PowerDelta.ColorGrey
. - You can adjust counter position by
Sidebar.PowerDelta.Offset
, negative means left/up, positive means right/down. - You can adjust counter text alignment by
Sidebar.PowerDelta.Align
, acceptable values are left, right, center/centre. - By setting
PowerDelta.ConditionYellow
andPowerDelta.ConditionRed
, the game will warn player by changing the color of counter whenever the percentage of used power exceeds the value (i.e. when drain to output ratio is above 100%, the counter will turn red). - The exception for this rule is when both power output and drain are 0 - in this case the counter will default to yellow.
- The feature can be toggled on/off by user if enabled in mod via
ShowPowerDelta
setting inRA2MD.ini
.
- The counter is displayed with the format of
In uimd.ini
:
[Sidebar]
PowerDelta.Show=false ; boolean
PowerDelta.ConditionYellow=75% ; floating point value, percents
PowerDelta.ConditionRed=100% ; floating point value, percents
In rulesmd.ini
:
[SOMESIDE] ; Side
Sidebar.PowerDelta.Offset=0,0 ; X,Y, pixels relative to default
Sidebar.PowerDelta.ColorGreen=0,255,0 ; integer - R,G,B
Sidebar.PowerDelta.ColorYellow=255,255,0 ; integer - R,G,B
Sidebar.PowerDelta.ColorRed=255,0,0 ; integer - R,G,B
Sidebar.PowerDelta.ColorGrey=128,128,128 ; integer - R,G,B
Sidebar.PowerDelta.Align=left ; Alignment enumeration - left | center/centre | right
In RA2MD.ini
:
[Phobos]
ShowPowerDelta=true ; boolean
If you use the vanilla font in your mod, you can use the improved font (v4 and higher; can be found on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries)) which among everything already includes the mentioned icons. Otherwise you'd need to draw them yourself using [WWFontEditor](http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/release/?C=M;O=D), for example.
- Counter for amount of weeds in storage can be added near the credits indicator.
- You can adjust counter position by
Sidebar.WeedsCounter.Offset
(per-side setting), negative means left/up, positive means right/down. - Counter is by default displayed in side's tooltip color, which can be overridden per side by setting
Sidebar.WeedsCounter.Color
. - The feature can be toggled on/off by user if enabled in mod via
ShowWeedsCounter
setting inRA2MD.ini
.
- You can adjust counter position by
In uimd.ini
:
[Sidebar]
WeedsCounter.Show=false ; boolean
In rulesmd.ini
:
[SOMESIDE] ; Side
Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default
Sidebar.WeedsCounter.Color= ; integer - R,G,B
In RA2MD.ini
:
[Phobos]
ShowWeedsCounter=true ; boolean
Default position for weeds counter overlaps with [harvester counter](#harvester-counter).
Producing Progress bars in Fantasy ADVENTURE
- You can now know your factories' status via sidebar!
- You need to draw your own assets (
tab0xpp.shp
, x is replaced by 0-3) and put them intosidec0x.mix
.
In uimd.ini
:
[Sidebar]
ProducingProgress.Show=false ; boolean
In rulesmd.ini
:
[SOMESIDE] ; Side
Sidebar.ProducingProgress.Offset=0,0 ; X,Y, pixels relative to default
- It's now possible to switch hardcoded sidebar button coords to use GDI sidebar coords by setting
Sidebar.GDIPosition
. Defaults to true for first side, false for all others.
In rulesmd.ini
:
[SOMESIDE] ; Side
Sidebar.GDIPositions= ; boolean
Extended tooltips used in CnC: Final War
- Sidebar tooltips can now display extended information about the TechnoType/SWType when hovered over it's cameo. In addition the low character limit is lifted when the feature is enabled via the corresponding tag, allowing for 1024 character long tooltips.
- TechnoType's tooltip would display it's name, cost, power, build time and description (when applicable).
- SWType's tooltip would display it's name, cost, and recharge time (when applicable).
- Extended tooltips don't use
TXT_MONEY_FORMAT_1
andTXT_MONEY_FORMAT_2
. Instead you can specify cost, power and time labels (displayed before correspoding values) with the corresponding tags. Characters$ U+0024
,⚡ U+26A1
and⌚ U+231A
are used by default. - Fixed a bug when switching build queue tabs via QWER didn't make tooltips disappear as they should, resulting in stuck tooltips.
- The tooltips can now go over the sidebar bounds to accommodate for longer contents. You can control maximum text width with a new tag (paddings are excluded from the number you specify).
AnchoredToolTips
positions the tooltip always to the left of sidebar, only applies to ifExtendedToolTips
is set to true and they are enabled in user settings.
In uimd.ini
:
[ToolTips]
ExtendedToolTips=false ; boolean
AnchoredToolTips=false ; boolean
CostLabel=<none> ; CSF entry key
PowerLabel=<none> ; CSF entry key
PowerBlackoutLabel=<none> ; CSF entry key
TimeLabel=<none> ; CSF entry key
MaxWidth=0 ; integer, pixels
In rulesmd.ini
:
[SOMENAME] ; TechnoType or SWType
UIDescription=<none> ; CSF entry key
- The descriptions are designed to be toggleable by users. For now you can only do that externally via client or manually.
In RA2MD.ini
:
[Phobos]
ToolTipDescriptions=true ; boolean
Same as with harvester counter, you can download the improved font (v4 and higher; can be found on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries)) or draw your own icons.
- The background color and opacity of tooltips can now be customized globally or per side.
In rulesmd.ini
:
[SOMESIDE]
ToolTip.Background.Color=0,0,0 ; integer - R,G,B, defaults to [AudioVisual]->ToolTip.Background.Color, which defaults to `0,0,0`
ToolTip.Background.Opacity=100 ; integer, ranged in [0, 100], defaults to [AudioVisual]->ToolTip.Background.Opacity, which defaults to `100`
ToolTip.Background.BlurSize=0.0 ; float, defaults to [AudioVisual]->ToolTip.Background.BlurSize, which defaults to `0.0`
The blur effect is resource intensive. Please make sure you really want to enable this effect, otherwise leave it to 0.0 so it stays disabled.
In RA2MD.ini
:
[Phobos]
ToolTipBlur=false ; boolean, whether the blur effect of tooltips will be enabled.
When starting a new campaign, the game automatically saves the game. Now you can decide whether you want that to happen or not.
In RA2MD.ini
:
[Phobos]
SaveGameOnScenarioStart=true ; boolean