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Copy file name to clipboardExpand all lines: CREDITS.md
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@@ -688,6 +688,8 @@ This page lists all the individual contributions to the project by their author.
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-`AllowBerzerkOnAllies`
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- Fixed an issue that retaliation will make the unit keep switching among multiple targets with the same amount of threat
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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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@@ -151,7 +151,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho
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- Fixed disguised units not using the correct palette if target has custom palette.
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- Building upgrades now consistently use building's `PowerUpN` animation settings corresponding to the upgrade's `PowersUpToLevel` where possible.
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- Subterranean units are no longer allowed to perform deploy functions like firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they will instead emerge first like they do for transport unloading.
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- The otherwise unused setting `[AI] -> PowerSurplus` (defaults to 50) which determines how much surplus power AI players will strive to have can be restored by setting `[AI] -> EnablePowerSurplus` to true.
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- The otherwise unused setting `[AI] -> PowerSurplus` (defaults to 50) which determines how much surplus power AI players will strive to have can be restored by setting `[AI] -> EnablePowerSurplus` to true. Additional option `[AI] -> PowerSurplus.ScaleToDrainAmount` if set to value higher than 0 makes it so that power surplus multiplied by current power drain / `PowerSurplus.ScaleToDrainAmount`.
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- Planning paths are now shown for all units under player control or when `[GlobalControls] -> DebugPlanningPaths=yes` in singleplayer game modes.
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- Fixed `Temporal=true` Warheads potentially crashing game if used to attack `Slaved=true` infantry.
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- Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast.
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-`ProductionAnim` is now available for `Factory=InfantryType` as well as non-`ConstructionYard=true``Factory=BuildingType` buildings. `IdleAnim` will cease to play for its duration normally as well.
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- Fixed the bug where selected technos would lose their selection if their regular mind control was replaced with permanent mind control or with the control from the Psychic Dominator superweapon.
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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.
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- Allow the default value of `DefaultToGuardArea` to be defined by `[General] -> DefaultToGuardArea`.
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## Fixes / interactions with other extensions
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@@ -1425,6 +1426,21 @@ OreGathering.FramesPerDir=15 ; List of integers
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OreGathering.Tiberiums=0 ; List of Tiberium IDs
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```
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### Customizable paradrop missions
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- By default paradropped infantry default to `Guard` for human players and `Hunt` for AI players. This has now been changed to be the default for vehicles as well which defaulted to `Guard` for all players and customizable globally and per TechnoType which default to the global settings under `[General]`.
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In `rulesmd.ini`:
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```ini
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[General]
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ParadropMission=Guard ; MissionType
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AIParadropMission=Hunt ; MissionType
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[SOMETECHNO]; TechnoType
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ParadropMission= ; MissionType
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AIParadropMission= ; MissionType
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```
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### Customizable target evaluation map zone check behaviour
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- By default, any non-AircraftType units seeking targets via ScriptType team mission (action) `0 Attack Target Type` or any [attack team missions introduced in Phobos](AI-Scripting-and-Mapping.md#attack-actions) check if the potential target is in same map zone as the attacking unit to be able to pick it as a target. This can now be customized to allow objects from any map zone with no constraints (`TargetZoneScanType=any`) or only if they are within weapon range (`TargetZoneScanType=inrange`).
- In addition to allowing custom radiation types, several enhancements are also available to the default radiation type defined in `[Radiation]`, such as ability to set owner & invoker or deal damage against buildings. See [Custom Radiation Types](#custom-radiation-types) for more details.
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### Range finding in cylinder
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- In vanilla, technos in air will ignore the distance in Z axis when checking if the target is in range. Now you can use the following flags to make technos always range finding like that.
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-`[General]->CylinderRangefinding` controls this globally, and can be customized per weapon type.
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- Mind that set the flags to `false` meaning "use default" rather than "disable". Technos in air will always range finding in cylinder like vanilla, despite what you set.
Copy file name to clipboardExpand all lines: docs/Whats-New.md
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@@ -10,6 +10,7 @@ You can use the migration utility (can be found on [Phobos supplementaries repo]
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### From vanilla
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- Vehicles paradropped by AI players now default to `Hunt` mission instead of `Guard`, matching what infantry do. This can be customized by setting `AIParadropMission` on the VehicleType, defaults to `[General]` -> `AIParadropMission`.
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-`IsSimpleDeployer` units now obey deploying facing constraint even without deploying animation if `DeployDir` is explicitly set on the unit.
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-`Vertical=true` projectiles now default to completely downwards initial trajectory/facing regardless of if their projectile image has `Voxel=true` or not. This behavior can be reverted by setting `VerticalInitialFacing=false` on projectile in `rulesmd.ini`.
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-`Vertical=true` projectiles no longer move horizontally if fired by aircraft by default. To re-enable this behaviour set `Vertical.AircraftFix=false` on the projectile.
- [Customize whether weapon can be used to targeting ironcurtained technos or not](New-or-Enhanced-Logics.md#customize-whether-weapon-can-target-iron-curtained-technos) (by NetsuNegi)
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- Customizable disk drain logic (by NetsuNegi)
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- [Customizable paradropped unit missions](Fixed-or-Improved-Logics.md#customizable-paradrop-missions) (by Starkku)
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- Option to scale `PowerSurplus` setting if enabled to current power drain with `PowerSurplus.ScaleToDrainAmount` (by Starkku)
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- Global default value for `DefaultToGuardArea` (by TaranDahl)
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- [Weapon range finding in cylinder](New-or-Enhanced-Logics.md#range-finding-in-cylinder) (by TaranDahl)
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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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