This page describes all ingame logics that are fixed or improved in Phobos without adding anything significant.
- Fixed the bug when deploying mindcontrolled vehicle into a building permanently transferred the control to the house which mindcontrolled it.
- Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again.
- Fixed the bug when cloaked Desolator was unable to fire his deploy weapon.
- SHP debris shadows now respect the
Shadow
tag. - Allowed usage of TileSet of 255 and above without making NE-SW broken bridges unrepairable.
Side offset voxel turret in Breaking Blue project
TurretOffset
tag for voxel turreted TechnoTypes now accepts FLH (forward, lateral, height) values likeTurretOffset=F,L
orTurretOffset=F,L,H
, which means turret location can be adjusted in all three axes.InfiniteMindControl
withDamage=1
can now control more than 1 unit.- Aircraft with
Fighter
set to false or those using strafing pattern (weapon projectileROT
is below 2) now take weapon'sBurst
into accord for all shots instead of just the first one. EMEffect
used for random AnimList pick is now replaced by a new tagAnimList.PickRandom
with no side effect. (EMEffect=yes on AA inviso projectile deals no damage to units in movement)- Script action
Move to cell
now obeys YR cell calculation now. Using1000 * Y + X
as its cell value. (was128 * Y + X
as it's RA leftover) - The game now can reads waypoints ranges in [0, 2147483647]. (was [0,701])
- Map trigger action
125 Build At...
can now play buildup anim optionally (needs following changes tofadata.ini
. - Vehicles using
DeployFire
will now explicitly use weapon specified byDeployFireWeapon
for firing the deploy weapon and respectFireOnce
setting on weapon and any stop commands issued during firing. - Fixed
DebrisMaximums
(spawned debris type amounts cannot go beyond specified maximums anymore). Only applied whenDebrisMaximums
values amount is more than 1 for compatibility reasons. - Fixed building and defense tab hotkeys not enabling the placement mode after
Cannot build here.
triggered and the placement mode cancelled. - Fixed building with
UndeployInto
playsEVA_NewRallypointEstablished
while undeploying
Nod arty keeping target on attack order in C&C: Reloaded
- Vehicle to building deployers now keep their target when deploying with
DeployToFire
.
Chrono Legionnaire and Ronco (hero) from YR:New War
- You can now specify Teleport/Chrono Locomotor settings per TechnoType to override default rules values. Unfilled values default to values in
[General]
. - Only applicable to Techno that have Teleport/Chrono Locomotor attached.
In rulesmd.ini
:
[SOMETECHNO] ; TechnoType
WarpOut= ; Anim (played when Techno warping out)
WarpIn= ; Anim (played when Techno warping in)
WarpAway= ; Anim (played when Techno chronowarped by chronosphere)
ChronoTrigger= ; boolean, if yes then delay varies by distance, if no it is a constant
ChronoDistanceFactor= ; integer, amount to divide the distance to destination by to get the warped out delay
ChronoMinimumDelay= ; integer, the minimum delay for teleporting, no matter how short the distance
ChronoRangeMinimum= ; integer, can be used to set a small range within which the delay is constant
ChronoDelay= ; integer, delay after teleport for chronosphere
Powered=yes
structures that spawns aircraft like Aircrafts Carriers will stop targeting the enemy if low power.- Spawned aircrafts self-destruct if they are flying.
In rulesmd.ini
:
[SOMESTRUCTURE] ; BuildingType
Powered.KillSpawns=no ; boolean
Different ore spawners in Rise of the East mod
- You can now specify which type of ore certain TerrainType would generate.
- It's also now possible to specify a range value for an ore generation area different compared to standard 3x3 rectangle. Ore will be uniformly distributed across all affected cells in a spread range.
- You can specify which ore growth stage will be spawned and how much cells will be filled with ore per ore generation animation. Corresponding tags accept either a single integer value or two comma-separated values to allow randomized growth stages from the range (inclusive).
In rulesmd.ini
:
[SOMETERRAINTYPE] ; TerrainType
SpawnsTiberium.Type=0 ; tiberium/ore type index
SpawnsTiberium.Range=1 ; integer, radius in cells
SpawnsTiberium.GrowthStage=3 ; single int / comma-sep. range
SpawnsTiberium.CellsPerAnim=1 ; single int / comma-sep. range
- You can now set disk laser animation radius using a new tag.
In rulesmd.ini
:
[SOMEWEAPON] ; WeaponType
DiskLaser.Radius=38.2 ; floating point value
; 38.2 is roughly the default saucer disk radius
- You can now specify individual ElectricBolt bolts you want to disable. Note that this is only a visual change.
In rulesmd.ini
:
[SOMEWEAPONTYPE] ; WeaponType
IsElectricBolt=true ; an ElectricBolt Weapon, vanilla tag
Bolt.Disable1=false ; boolean
Bolt.Disable2=false ; boolean
Bolt.Disable3=false ; boolean