diff --git a/.gitignore b/.gitignore
new file mode 100644
index 00000000..d215d497
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,2 @@
+/_build/
+*.pyc
diff --git a/_downloads/MouseCursors.txt b/_downloads/MouseCursors.txt
index 2dd33387..6fa4b807 100644
--- a/_downloads/MouseCursors.txt
+++ b/_downloads/MouseCursors.txt
@@ -29,8 +29,8 @@ NoDeploy=119,1,0,-1,-1,Center,Middle
Sell=129,10,4,-1,-1,Center,Middle
SellUnit=139,10,4,-1,-1,Center,Middle
NoSell=149,1,0,-1,-1,Center,Middle
-Repair=150,20,4,-1,-1,Center,Middle
-EngineerRepair=170,20,4,-1,-1,Center,Middle
+EngineerRepair=150,20,4,-1,-1,Center,Middle
+Repair=170,20,4,-1,-1,Center,Middle
NoRepair=190,1,0,-1,-1,Center,Middle
Disguise=199,5,0,-1,-1,Center,Middle
IvanBomb=204,5,4,-1,-1,Center,Middle
@@ -75,5 +75,5 @@ NoTogglePower=384,1,0,-1,-1,Center,Middle
InfantryHeal=355,1,0,-1,-1,Center,Middle
UnitRepair=150,20,4,-1,-1,Center,Middle
TakeVehicle=89,10,4,100,10,Center,Middle
-Sabotage=89,10,4,100,10,Center,Middle
+Sabotage=309,10,4,309,10,Center,Middle
RepairTrench=150,20,4,-1,-1,Center,Middle
diff --git a/_sources/bugfixes/type1/aircraftpartitionercrash.txt b/_sources/bugfixes/type1/aircraftpartitionercrash.txt
new file mode 100644
index 00000000..fe4e4f64
--- /dev/null
+++ b/_sources/bugfixes/type1/aircraftpartitionercrash.txt
@@ -0,0 +1,11 @@
+ Crashes; Aircraft Partitioner does not always update correctly
+
+
+Aircraft Partitioner Crash
+
+
+A part of the game that tracked aircraft across the map sometimes did not remove
+references to units. When such a stale reference then was used after the unit
+had been destroyed, the game would likely crash. Ares fixes this.
+
+ 3.0
diff --git a/_sources/bugfixes/type1/hoverlocomotorexploit.txt b/_sources/bugfixes/type1/hoverlocomotorexploit.txt
new file mode 100644
index 00000000..17fb9614
--- /dev/null
+++ b/_sources/bugfixes/type1/hoverlocomotorexploit.txt
@@ -0,0 +1,11 @@
+ Exploit; Hover Locomotors can no longer climb cliffs
+
+
+Hover Locomotor Cliff Climbing Abuse
+
+
+Unit using a Hover locomotor could be made to climb cliffs. This could be abused
+to reach areas of the map that would normally be inaccessible. With Ares
+this is no longer possible.
+
+ 3.0
diff --git a/_sources/bugfixes/type2/missilespawnbuildings.txt b/_sources/bugfixes/type2/missilespawnbuildings.txt
index 8d61e70e..1f0ff57a 100644
--- a/_sources/bugfixes/type2/missilespawnbuildings.txt
+++ b/_sources/bugfixes/type2/missilespawnbuildings.txt
@@ -5,9 +5,9 @@ MissileSpawn on Buildings
Buildings were able to use Spawns logic only as long as the spawned
-AircraftType had MissileSpawn=no set, thus could only spawn
+AircraftType was not listed in V3RocketType or DMislType or CMislType, thus could only spawn
aircraft like the Destroyer and the Aircraft Carrier. If a building were to
spawn a missile, the game would crash. Ares fixed the missile handling
-and thus MissileSpawn=yes no longer crashes the game.
+and thus it no longer crashes the game.
1.0
diff --git a/_sources/bugfixes/type2/occupierhouses.txt b/_sources/bugfixes/type2/occupierhouses.txt
new file mode 100644
index 00000000..03eef8aa
--- /dev/null
+++ b/_sources/bugfixes/type2/occupierhouses.txt
@@ -0,0 +1,21 @@
+ Occupiers; All player-controlled occupiers can enter the same building
+
+
+Player-controlled infantry considered as same owner in campaigns
+
+
+In campaign missions, player-controlled infantry are considered of the same
+house when deciding whether they can enter an occupiable structure. This way,
+infantry act as being of the same owner, despite being of different houses for
+technical reasons.
+
+The house of the unit entering the building first (and thus capturing it from
+the neutral house) decides the new owner house of the structure. This owner is
+kept until the occupants are ejected again.
+
+Breaking alliances is not supported. You have to ensure that alliances involving
+player-controlled houses when there are occupiers are persistent.
+
+.. note:: This setting will be made optional in a future release.
+
+ 3.0
diff --git a/_sources/new/buildings/custombuildingfoundations.txt b/_sources/new/buildings/custombuildingfoundations.txt
index 1a95c780..0d85e8dd 100644
--- a/_sources/new/buildings/custombuildingfoundations.txt
+++ b/_sources/new/buildings/custombuildingfoundations.txt
@@ -6,11 +6,15 @@ Custom Building Foundations
Building Foundations can now be any shape and size, not just the few predefined
options previously available. For example, you can now recreate the old
Red Alert Repair Depot foundation. The INI coding is rather complex, so
-instead of writing it manually, it's recommended to use the Custom
+instead of writing it manually, it is recommended to use the Custom
Foundation Generator developed by Renegade.
When creating foundations, don't forget to create the outlines.
+Also, you most likely need to define a proper target cell for firing at the
+structure. See TargetCoordOffset on ModEnc
+.
+
War Factories are hard-coded to use the unit exit paths from the
original game so changing the foundation for these buildings is not
recommended. The preferred exit point for a unit exiting a War Factory
diff --git a/_sources/new/buildings/spyeffects.txt b/_sources/new/buildings/spyeffects.txt
index 92b71604..ed387520 100644
--- a/_sources/new/buildings/spyeffects.txt
+++ b/_sources/new/buildings/spyeffects.txt
@@ -209,6 +209,9 @@ Intelligence
building and the information of the unit that is being produced will be
displayed over the building.
+ As long as the current production is shown, no other information like power
+ and money are displayed.
+
* Fake=yes buildings will show the text TXT_FAKE and reveal
their true name in tooltips (see EnemyUIName)
* Power greater than 0 buildings will reveal the power level
diff --git a/_sources/new/buildings/trivialstructuredamage.txt b/_sources/new/buildings/trivialstructuredamage.txt
index ebb06aa5..fdfc17af 100644
--- a/_sources/new/buildings/trivialstructuredamage.txt
+++ b/_sources/new/buildings/trivialstructuredamage.txt
@@ -7,7 +7,7 @@ When a house is suffering low power, buildings can be made to degrade just like
in the earlier games like Tiberian Dawn and Red Alert. The
buildings lose health while they are unpowered, defined by an amount and an
interval, down to a minimum health. The damage is always dealt by
-[General]►C4Warhead.
+[CombatDamage]►C4Warhead.
In the earlier games, only buildings consuming power degraded one hitpoint per
interval until reaching yellow health.
diff --git a/_sources/new/crashableaircraft.txt b/_sources/new/crashableaircraft.txt
index 0e5b8922..43ec763e 100644
--- a/_sources/new/crashableaircraft.txt
+++ b/_sources/new/crashableaircraft.txt
@@ -24,14 +24,14 @@ adds support for Crashable=no and aircraft.
Spinning
-Aircraft that is going to crash starts to spin uncontrollably. For larger planes
-this can look silly and Ares adds an option for this to turn it off.
+Units that have Locomotor=Fly and are going to crash start to spin uncontrollably.
+For larger planes this can look silly and Ares adds an option for this to turn it off.
-[AircraftType]CrashSpin=boolean
+[TechnoType]CrashSpin=boolean
Whether the aircraft should spin when crashing, opposed to gliding down to the
ground. Defaults to yes.
- This setting only works for aircraft. JumpJet=yes
- VehicleType\ s do not support it.
+ This setting only works for units with Locomotor=Fly.
+ Units using Locomotor=Jumpjet do not support it.
0.6
diff --git a/_sources/new/crushdamage.txt b/_sources/new/crushdamage.txt
index b0d1da02..e6067adb 100644
--- a/_sources/new/crushdamage.txt
+++ b/_sources/new/crushdamage.txt
@@ -24,6 +24,6 @@ comes at a customizable cost.
[TechnoType]CrushDamage.Warhead=Warhead
The warhead used to deal crush damage when this unit is crushed. Defaults to
- [General]►C4Warhead.
+ [CombatDamage]►C4Warhead.
0.A
diff --git a/_sources/new/deploydir.txt b/_sources/new/deploydir.txt
index 10b645d3..7390cc30 100644
--- a/_sources/new/deploydir.txt
+++ b/_sources/new/deploydir.txt
@@ -14,6 +14,6 @@ having a DeployingAnim do not turn needlessly.
[TechnoType]DeployDir=integer - facing
The direction a unit will face when deploying. Valid values range from
0 for north to 7 for north west. Defaults to
- [General]►DeployDir.
+ [AudioVisual]►DeployDir.
2.0
diff --git a/_sources/new/prerequisites.txt b/_sources/new/prerequisites.txt
index 90b65929..feb7dd6d 100644
--- a/_sources/new/prerequisites.txt
+++ b/_sources/new/prerequisites.txt
@@ -172,7 +172,7 @@ For example:
[TechnoType]
...
- Prerequisites=NAVALYARD
+ Prerequisite=NAVALYARD
...
diff --git a/_sources/new/saboteur.txt b/_sources/new/saboteur.txt
index 951aad5b..5af18e6c 100644
--- a/_sources/new/saboteur.txt
+++ b/_sources/new/saboteur.txt
@@ -29,7 +29,7 @@ customizable Mouse Cursor.
TechLevel=-1 CanBeOccupied=yes buildings, to no
otherwise.
- .. note: By default, unbuildable occupiable structures cannot be sabotaged.
+ .. note:: By default, unbuildable occupiable structures cannot be sabotaged.
This prevents saboteurs from blowing up civilian structures when selected in
a group with occupiers. This default value might change in the future.
diff --git a/_sources/new/sidescountries/uiside.txt b/_sources/new/sidescountries/uiside.txt
index 01ff7bb5..cd493dbb 100644
--- a/_sources/new/sidescountries/uiside.txt
+++ b/_sources/new/sidescountries/uiside.txt
@@ -12,8 +12,30 @@ Sidebar
The MIX file number to use for the sidebar (e.g. 1 for the Allied
sidec01.mix, 2 for the Soviet sidec02.mix).
[Side]Sidebar.YuriFileNames=boolean
- Whether or not to use the Yuri sidebar file names (sidec02md.mix and the
- Yuri-specific files within that MIX).
+ Whether or not to use the Yuri sidebar file names
+ (file naming rule similar to the original Yuri's sidec02md.mix).
+
+ This feature primarily serves independent palettes. You could also place radary.shp directly into sidec0#.mix without creating an additional sidec0#md.mix.
+
+File Name Comparison Table
+
+
+
+
+ File Purpose Original Naming Rule Yuri-style Naming Rule
+
+ Radar Animation radar.shp radary.shp
+ Radar Palette sidebar.pal (Many other files also share this palette) radaryuri.pal
+ Background - Large bkgdlg.shp bkgdlgy.shp
+ Background - Medium bkgdmd.shp bkgdmdy.shp
+ Background - Small bkgdsm.shp bkgdsmy.shp
+ Background Palette uibkgd.pal uibkgdy.pal
+
+
+
+File Name Comparison Table
+
+
0.1
diff --git a/_sources/new/superweapons/chargedrain.txt b/_sources/new/superweapons/chargedrain.txt
index 0350f108..a38af799 100644
--- a/_sources/new/superweapons/chargedrain.txt
+++ b/_sources/new/superweapons/chargedrain.txt
@@ -17,8 +17,8 @@ only apply for super weapons with UseChargeDrain=yes set.
Whether this super weapon can be stopped when active. Otherwise clicks on the
super weapon's cameo are ignored. Defaults to no.
- Note that UseChargeDrain is supported for the Firewall super
- weapon only. Using it along with any other super weapon types it will lead to
- unexpected results.
+ Note that UseChargeDrain is supported for the Firestorm and
+ Battery super weapons only. Using it on any other super weapon types will lead
+ to unexpected results.
0.2
diff --git a/_sources/new/superweapons/types/empulse.txt b/_sources/new/superweapons/types/empulse.txt
index e3df1d8a..c1e2c437 100644
--- a/_sources/new/superweapons/types/empulse.txt
+++ b/_sources/new/superweapons/types/empulse.txt
@@ -42,7 +42,7 @@ EMPulse specific tags:
[SuperWeapon]EMPulse.Cannons=list of BuildingType
The building types considered to check the range and to fire. If the list is
- empty, all buildings with EMPulseCannon=yes are considered. All
+ empty, all buildings to which the super weapon is attached are considered. All
buildings are required to have a primary weapon. Defaults to none.
[SuperWeapon]EMPulse.TargetSelf=boolean
diff --git a/_sources/new/superweapons/types/lightningstorm.txt b/_sources/new/superweapons/types/lightningstorm.txt
index ce2074d3..157bc426 100644
--- a/_sources/new/superweapons/types/lightningstorm.txt
+++ b/_sources/new/superweapons/types/lightningstorm.txt
@@ -33,7 +33,7 @@ Lightning Storm specific tags:
indefinite duration. Defaults to [General]►LightningStormDuration.
[SuperWeapon]Lightning.RadarOutage=integer - frames
The number of frames radars are jammed for players defined by
- SW.AffectsHouse. Defaults to [General]►LightningStormDuration.
+ Lightning.RadarOutageAffects. Defaults to [General]►LightningStormDuration.
[SuperWeapon]Lightning.RadarOutageAffects=enumeration
Specifies the houses affected by radar outage. Defaults to enemies.
[SuperWeapon]Lightning.HitDelay=integer - frames
diff --git a/_sources/new/superweapons/types/multimissile.txt b/_sources/new/superweapons/types/multimissile.txt
index 01d44a81..df0ca42d 100644
--- a/_sources/new/superweapons/types/multimissile.txt
+++ b/_sources/new/superweapons/types/multimissile.txt
@@ -48,7 +48,7 @@ Other changes:
Use WeaponType to control the properties of the upward flying animation
(especially its Projectile). Ares respects the WeaponType
for every nuke, it will not use the WeaponType of the first superweapon
-with Type=Nuke like Yuri's Revenge did. Also mind to set
+with Type=MultiMissile like Yuri's Revenge did. Also mind to set
NukeMaker=yes on the WeaponType, otherwise the nuke will not come
down again.
diff --git a/_sources/new/survivors.txt b/_sources/new/survivors.txt
index 42063f4e..19a46b5c 100644
--- a/_sources/new/survivors.txt
+++ b/_sources/new/survivors.txt
@@ -106,7 +106,7 @@ their health and their experience unchanged.
Building-specific
-Buildings can spawn the owning side's Engineers in addition to
+Buildings can spawn the owning side's Engineer in addition to
Crew and Technician. The number of crew members is determined by
the refund price of the building divided by the side's SurvivorDivisor.
If the building has been captured, the divisor is double, and thus the number of
diff --git a/_sources/new/tiberium/chainreactions.txt b/_sources/new/tiberium/chainreactions.txt
index e4b699c5..fd042346 100644
--- a/_sources/new/tiberium/chainreactions.txt
+++ b/_sources/new/tiberium/chainreactions.txt
@@ -43,7 +43,7 @@ Customizable Settings
[Tiberium]ExplosionWarhead=warhead
The warhead used to deliver the damage of the chain reaction effect, as well
as the damage of the Tiberium Explosion effect. Defaults to
- [General]►C4Warhead.
+ [CombatDamage]►C4Warhead.
\ Tiberian Sun's C4Warhead was HE, which had
Spread set. Red Alert 2 uses Super, which does
diff --git a/_sources/new/warheads/general.txt b/_sources/new/warheads/general.txt
index c98217ca..2d5f9816 100644
--- a/_sources/new/warheads/general.txt
+++ b/_sources/new/warheads/general.txt
@@ -84,9 +84,11 @@ Non-Malicious Warheads
(EVA_OreMinerUnderAttack). No other EVA messages are suppressed. For
example, if a warhead's purpose is to spread ore dealing damage as a side
effect only you can use Malicious=no to disable unreasonable EVA attack
- warnings for ore miners. Defaults to yes.
+ warnings for ore miners. EMP warheads also respect this setting. Defaults to
+ yes.
0.2
+ 3.0
Prevent scattering
diff --git a/_sources/new/weapons/electricbolts.txt b/_sources/new/weapons/electricbolts.txt
index 63cf4689..f3bd51df 100644
--- a/_sources/new/weapons/electricbolts.txt
+++ b/_sources/new/weapons/electricbolts.txt
@@ -8,7 +8,7 @@ Bolt Coloring
The default colors for electric bolts are taken from the theater palette. The
third is always the color at index 15, while both others use the color at index
-10 (or 5, if IsAlternateColor=yes).
+10 (or 5, if [Weapon]IsAlternateColor=yes).
[Weapon]Bolt.Color1=R,G,B
diff --git a/_sources/restored/firestormwall.txt b/_sources/restored/firestormwall.txt
index 2ee588b4..4c82a51b 100644
--- a/_sources/restored/firestormwall.txt
+++ b/_sources/restored/firestormwall.txt
@@ -46,7 +46,7 @@ Global Settings
[CombatDamage]FirestormWarhead=Warhead
The warhead used by active Firestorm Walls to destroy objects. Cannot be
- none. Defaults to [General]►C4Warhead.
+ none. Defaults to [CombatDamage]►C4Warhead.
[General]DamageToFirestormDamageCoefficient=double - multiplier
The multiplier for the damage dealt to active Firestorm Walls to convert
diff --git a/bugfixes/index.html b/bugfixes/index.html
index e5b9e6f8..cb8d70cc 100644
--- a/bugfixes/index.html
+++ b/bugfixes/index.html
@@ -6,7 +6,7 @@
A part of the game that tracked aircraft across the map sometimes did not remove
+references to units. When such a stale reference then was used after the unit
+had been destroyed, the game would likely crash. Ares fixes this.