新东西
此页面列出了项目的更新日志以及所有modder需要对mod做的必要改动。
迁移
提示
你可以使用火卫一组件库中的迁移工具来自动应用更改。
由原版
SHP碎片硬编码的影子现在遵循
Shadow=no
,并且由于这就是默认值,所以它们不再拥有硬编码的影子。为SHP碎片指定Shadow=yes
以覆盖此设定。绘制半透明的RLE SHP时,现在会使用更精确更高效的算法,此算法没有绿色偏移和条纹,可通过
rulesmd.ini->[General]->FixTransparencyBlitters=no
关闭铁幕状态现在可以在单位通过
DeploysInto
/UndeploysInto
转换时保留。此行为可以被标签关闭[SOMETECHNOTYPE]/[CombatDamage]->IronCurtain.KeptOnDeploy=no
。
由旧版本火卫一
由pre-0.3开发版
Trajectory.Speed
现在定义在抛射体上,而非武器上。Gravity=0
会导致抛射体行为异常,因此不再使用。使用直线弹道代替,请见此处。自毁逻辑重做,
Death.NoAmmo
,,Death.Countdown
与Death.Peaceful
标签均被重做或重命名,并且需要一些调整才能生效。DetachedFromOwner
on weapons is deprecated. This has been replaced byAllowDamageOnSelf
on warheads.Timed jump script actions now take the time measured in ingame seconds instead of frames. Divide your value by 15 to accomodate to this change.
Placement Preview logic has been adjusted,
BuildingPlacementPreview.DefaultTranslucentLevel
,BuildingPlacementGrid.TranslucentLevel
,PlacementPreview.Show
,PlacementPreview.TranslucentLevel
andShowBuildingPlacementPreview
tags have been remade/renamed and require adjustments to function. In addition, you must explicitly enable this feature by specifying[AudioVisual]->PlacementPreview=yes
.Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
DiskLaser.Radius
values were misinterpreted by a factor of 1/2π. The default radius is now 240, please multiply your customized radii by 2π.
由0.2.2.2
rulesmd.ini->[SOMEWARHEAD]->PenetratesShield
与rulesmd.ini->[SOMEWARHEAD]->BreaksShield
已分别变更为Shield.Penetrate
和Shield.Break
。武器标签
Rad.NoOwner
已被弃用。其功能现在由辐射类型中的标签RadHasOwner
代替,且默认值为否,意味着辐射再次变为默认无所属。RadApplicationDelay
andRadApplicationDelay.Building
on custom radiation types are now only used if[Radiation]
->UseGlobalRadApplicationDelay
is explicitly set to false, otherwise values from[Radiation]
are used.Existing script actions were renumbered, please use the migration utility to change the numbers to the correct ones.
由0.1.1
rulesmd.ini->[SOMETECHNOTYPE]->Deployed.RememberTarget
已被弃用并可以移除,对DeployToFire
的修复现在一直开启。
对地图编辑器(Final Alert 2)
Click to show
在FAData.ini
中:
[ParamTypes]
47=Structures,28
53=Play BuildUp,10
54=Use GlobalVar,10
55=Operation,0
56=Variable index,0
57=Lower bound,0
58=Upper bound,0
59=Operate var is global,10
60=Operate var index,0
[EventsRA2]
500=Local variable is greater than,48,6,0,0,[LONG DESC],0,1,500,1
501=Local variable is less than,48,6,0,0,[LONG DESC],0,1,501,1
502=Local variable equals to,48,6,0,0,[LONG DESC],0,1,502,1
503=Local variable is greater than or equals to,48,6,0,0,[LONG DESC],0,1,503,1
504=Local variable is less than or equals,48,6,0,0,[LONG DESC],0,1,504,1
505=Local variable and X is true,48,6,0,0,[LONG DESC],0,1,505,1
506=Global variable is greater than,48,6,0,0,[LONG DESC],0,1,506,1
507=Global variable is less than,48,6,0,0,[LONG DESC],0,1,507,1
508=Global variable equals to,48,6,0,0,[LONG DESC],0,1,508,1
509=Global variable is greater than or queals to,48,6,0,0,[LONG DESC],0,1,509,1
510=Global variable is less than or equals to,48,6,0,0,[LONG DESC],0,1,510,1
511=Global variable and X is true,48,6,0,0,[LONG DESC],0,1,511,1
512=Local variable is greater than local variable,48,3,0,0,[LONG DESC],0,1,500,1
513=Local variable is less than local variable,48,3,0,0,[LONG DESC],0,1,501,1
514=Local variable equals to local variable,48,3,0,0,[LONG DESC],0,1,502,1
515=Local variable is greater than or equals to local variable,48,3,0,0,[LONG DESC],0,1,503,1
516=Local variable is less than or equals local variable,48,3,0,0,[LONG DESC],0,1,504,1
517=Local variable and local variable is true,48,3,0,0,[LONG DESC],0,1,505,1
518=Global variable is greater than local variable,48,3,0,0,[LONG DESC],0,1,506,1
519=Global variable is less than local variable,48,3,0,0,[LONG DESC],0,1,507,1
520=Global variable equals to local variable,48,3,0,0,[LONG DESC],0,1,508,1
521=Global variable is greater than or queals to local variable,48,3,0,0,[LONG DESC],0,1,509,1
522=Global variable is less than or equals to local variable,48,3,0,0,[LONG DESC],0,1,510,1
523=Global variable and local variable is true,48,3,0,0,[LONG DESC],0,1,511,1
524=Local variable is greater than global variable,48,35,0,0,[LONG DESC],0,1,500,1
525=Local variable is less than global variable,48,35,0,0,[LONG DESC],0,1,501,1
526=Local variable equals to global variable,48,35,0,0,[LONG DESC],0,1,502,1
527=Local variable is greater than or equals to global variable,48,35,0,0,[LONG DESC],0,1,503,1
528=Local variable is less than or equals global variable,48,35,0,0,[LONG DESC],0,1,504,1
529=Local variable and global variable is true,48,35,0,0,[LONG DESC],0,1,505,1
530=Global variable is greater than global variable,48,35,0,0,[LONG DESC],0,1,506,1
531=Global variable is less than global variable,48,35,0,0,[LONG DESC],0,1,507,1
532=Global variable equals to global variable,48,35,0,0,[LONG DESC],0,1,508,1
533=Global variable is greater than or queals to global variable,48,35,0,0,[LONG DESC],0,1,509,1
534=Global variable is less than or equals to global variable,48,35,0,0,[LONG DESC],0,1,510,1
535=Global variable and global variable is true,48,35,0,0,[LONG DESC],0,1,511,1
600=Shield of the attached object is broken,0,0,0,0,[LONG DESC],0,1,600,1
[ActionsRA2]
125=Build at...,-10,47,53,0,0,0,1,0,0,[LONG DESC],0,1,125
500=Save game,-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1
501=Edit variable,0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1
502=Generate random number,0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1
503=Print variable value,0,56,54,0,0,0,0,0,0,[LONG DESC],0,1,503,0
504=Binary operation,0,56,55,60,54,59,0,0,0,[LONG DESC],0,1,504,1
505=Fire Super Weapon at specified location (Phobos),0,0,20,2,21,22,0,0,0,Launch a Super Weapon from [SuperWeaponTypes] list at a specified location. House=-1 means random target that isn't neutral. House=-2 means the first neutral house. House=-3 means random human target. Coordinate X=-1 means random. Coordinate Y=-1 means random,0,1,505
506=Fire Super Weapon at specified waypoint (Phobos),0,0,20,2,30,0,0,0,0,Launch a Super Weapon from [SuperWeaponTypes] list at a specified waypoint. House=-1 means random target that isn't neutral. House=-2 means the first neutral house. House=-3 means random human target. Coordinate X=-1 means random. Coordinate Y=-1 means random,0,1,506
; FOLLOWING ENTRIES REQUIRE FA2SP.DLL (by secsome)
[ScriptTypeLists]
1=ScriptLocalVariable
2=ScriptGlobalVariable
3=ScriptLocalVariable_Local
4=ScriptLocalVariable_Global
5=ScriptGlobalVariable_Local
6=ScriptGlobalVariable_Global
[ScriptLocalVariable]
HasExtraParam=Yes
BuiltInType=14
[ScriptGlobalVariable]
HasExtraParam=Yes
BuiltInType=5
[ScriptLocalVariable_Local]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_LocalVariables
BuiltInType=14
[ScriptLocalVariable_Global]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_GlobalVariables
BuiltInType=14
[ScriptGlobalVariable_Local]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_LocalVariables
BuiltInType=5
[ScriptGlobalVariable_Global]
HasExtraParam=Yes
ExtraParamType=ScriptExtType_GlobalVariables
BuiltInType=5
[ScriptExtType_LocalVariables]
BuiltInType=14
[ScriptExtType_GlobalVariables]
BuiltInType=5
[ScriptsRA2]
10100=Timed Area Guard,20,0,1,[LONG DESC]
10103=Load Onto Transports,0,0,1,[LONG DESC]
10101=Wait until ammo is full,0,0,1,[LONG DESC]
18000=Local variable set,22,0,1,[LONG DESC]
18001=Local variable add,22,0,1,[LONG DESC]
18002=Local variable minus,22,0,1,[LONG DESC]
18003=Local variable multiply,22,0,1,[LONG DESC]
18004=Local variable divide,22,0,1,[LONG DESC]
18005=Local variable mod,22,0,1,[LONG DESC]
18006=Local variable leftshift,22,0,1,[LONG DESC]
18007=Local variable rightshift,22,0,1,[LONG DESC]
18008=Local variable reverse,22,0,1,[LONG DESC]
18009=Local variable xor,22,0,1,[LONG DESC]
18010=Local variable or,22,0,1,[LONG DESC]
18011=Local variable and,22,0,1,[LONG DESC]
18012=Global variable set,23,0,1,[LONG DESC]
18013=Global variable add,23,0,1,[LONG DESC]
18014=Global variable minus,23,0,1,[LONG DESC]
18015=Global variable multiply,23,0,1,[LONG DESC]
18016=Global variable divide,23,0,1,[LONG DESC]
18017=Global variable mod,23,0,1,[LONG DESC]
18018=Global variable leftshift,23,0,1,[LONG DESC]
18019=Global variable rightshift,23,0,1,[LONG DESC]
18020=Global variable reverse,23,0,1,[LONG DESC]
18021=Global variable xor,23,0,1,[LONG DESC]
18022=Global variable or,23,0,1,[LONG DESC]
18023=Global variable and,23,0,1,[LONG DESC]
18024=Local variable set by local variable,24,0,1,[LONG DESC]
18025=Local variable add by local variable,24,0,1,[LONG DESC]
18026=Local variable minus by local variable,24,0,1,[LONG DESC]
18027=Local variable multiply by local variable,24,0,1,[LONG DESC]
18028=Local variable divide by local variable,24,0,1,[LONG DESC]
18029=Local variable mod by local variable,24,0,1,[LONG DESC]
18030=Local variable leftshift by local variable,24,0,1,[LONG DESC]
18031=Local variable rightshift by local variable,24,0,1,[LONG DESC]
18032=Local variable reverse by local variable,24,0,1,[LONG DESC]
18033=Local variable xor by local variable,24,0,1,[LONG DESC]
18034=Local variable or by local variable,24,0,1,[LONG DESC]
18035=Local variable and by local variable,24,0,1,[LONG DESC]
18036=Global variable set by local variable,25,0,1,[LONG DESC]
18037=Global variable add by local variable,25,0,1,[LONG DESC]
18038=Global variable minus by local variable,25,0,1,[LONG DESC]
18039=Global variable multiply by local variable,25,0,1,[LONG DESC]
18040=Global variable divide by local variable,25,0,1,[LONG DESC]
18041=Global variable mod by local variable,25,0,1,[LONG DESC]
18042=Global variable leftshift by local variable,25,0,1,[LONG DESC]
18043=Global variable rightshift by local variable,25,0,1,[LONG DESC]
18044=Global variable reverse by local variable,25,0,1,[LONG DESC]
18045=Global variable xor by local variable,25,0,1,[LONG DESC]
18046=Global variable or by local variable,25,0,1,[LONG DESC]
18047=Global variable and by local variable,25,0,1,[LONG DESC]
18048=Local variable set by global variable,26,0,1,[LONG DESC]
18049=Local variable add by global variable,26,0,1,[LONG DESC]
18050=Local variable minus by global variable,26,0,1,[LONG DESC]
18051=Local variable multiply by global variable,26,0,1,[LONG DESC]
18052=Local variable divide by global variable,26,0,1,[LONG DESC]
18053=Local variable mod by global variable,26,0,1,[LONG DESC]
18054=Local variable leftshift by global variable,26,0,1,[LONG DESC]
18055=Local variable rightshift by global variable,26,0,1,[LONG DESC]
18056=Local variable reverse by global variable,26,0,1,[LONG DESC]
18057=Local variable xor by global variable,26,0,1,[LONG DESC]
18058=Local variable or by global variable,26,0,1,[LONG DESC]
18059=Local variable and by global variable,26,0,1,[LONG DESC]
18060=Global variable set by global variable,27,0,1,[LONG DESC]
18061=Global variable add by global variable,27,0,1,[LONG DESC]
18062=Global variable minus by global variable,27,0,1,[LONG DESC]
18063=Global variable multiply by global variable,27,0,1,[LONG DESC]
18064=Global variable divide by global variable,27,0,1,[LONG DESC]
18065=Global variable mod by global variable,27,0,1,[LONG DESC]
18066=Global variable leftshift by global variable,27,0,1,[LONG DESC]
18067=Global variable rightshift by global variable,27,0,1,[LONG DESC]
18068=Global variable reverse by global variable,27,0,1,[LONG DESC]
18069=Global variable xor by global variable,27,0,1,[LONG DESC]
18070=Global variable or by global variable,27,0,1,[LONG DESC]
18071=Global variable and by global variable,27,0,1,[LONG DESC]
[ScriptParams]
22=Local variables,-1
23=Global variables,-2
24=Local variables,-3
25=Local variables,-4
26=Global variables,-5
27=Global variables,-6
更新日志
0.3
Click to show
新的:
激光尾迹 (by Kerbiter, ChrisLv_CN)
动画生成单位与随机DestroyAnim (by Otamaa)
护盾修改弹头 (by Starkku)
护盾击碎武器与初始血量 (by Starkku)
单位初始血量 (by Uranusian)
重新激活废弃的
JumpjetControls
作为单位的Jumpjet参数初始值 (by Uranusian)武器瞄准筛选 (by Uranusian, Starkku)
副武器推算自定义 (by Starkku)
Burst独立FLH (by Starkku)
武器Burst间隔 (by Starkku)
AreaFire武器目标自定义 (by Starkku)
单位自动开火 (by Starkku)
电力增幅器 (by secsome)
无限全局/局部变量 (by secsome)
在重新开始游戏的对话框中增加了一个“读取游戏”按钮 (by secsome)
为步兵类型单独设置默认伪装 (by secsome)
存档快捷键 (by secsome)
Save Game trigger action (by secsome)
数字变量 (by secsome)
科技类型的工具提示现在会显示建造时间 (by secsome)
Customizable tooltip background color and opacity (by secsome)
FrameByFrame & FrameStep hotkey command (by secsome)
允许
NotHuman=yes
的步兵使用随机的死亡动画序列 (by Otamaa)允许弹头触发特定的
NotHuman=yes
步兵的死亡动画序列 (by Otamaa)使用XDrawOffset为动画设置X轴偏移量 (by Morton)
自定义可对外射击载具的属性 (by Otamaa)
自动删除乘客 (by FS-21)
Script actions for new AI attacks (by FS-21)
Script actions for modifying AI Trigger Current Weight (by FS-21)
Script action for waiting & repeat the same new AI attack if no target was found (by FS-21)
Script action that modifies the Team’s Trigger Weight when ends the new attack action (by FS-21)
Script action for picking a random script from a list (by FS-21)
Script action for new AI movements towards certain objects (by FS-21)
Script action that modify target distance in the new move actions (by FS-21)
Script action that modify how ends the new move actions (by FS-21)
Script action that un-register Team success (by FS-21)
Script action to regroup temporarily around the Team Leader (by FS-21)
Script action to randomly skip next action (by FS-21)
Script action for timed script action jumps (by FS-21)
ObjectInfo现在会显示当前目标和AI触发数据 (by FS-21)
护盾吸收与穿透自定义 (by Morton)
虚拟投放建筑 (by Morton)
可根据矿石阶段上下限的
HideIfNoOre
(by Otamaa)在artmd.ini中可以为全部科技类型指定Image (by Morton)
附加动画图层自定义 (by Starkku)
Jumpjet单位图层浮动自定义 (by Starkku)
IsSimpleDeployer部署方向和动画自定义 (by Starkku)
自定义抛射体重力 (by secsome)
闸门现在可以通过
NSGates
或EWGates
与围墙链接 (by Uranusian)弹头自定义被弹显形 (by Starkku)
DeployFireWeapon=-1
允许部署的步兵像未部署的步兵一样使用两种武器 (by Uranusian)侧边栏电力变动(盈余)显示 (by Morton)
显示目标信息快捷键现在可以显示建筑的生产与资金 (by FS-21)
EnemyUIName=
可为其他所有科技类型生效 (by Otamaa)地形对象的摧毁动画与摧毁音效 (by Otamaa)
传送动画武器 (by Otamaa)
自定义建筑存储矿物类型 (by FS-21)
部队回收站增强与自定义 (by Starkku)
附加动画位置自定义 (by Starkku)
触发动作505,在指定位置发射超级武器 (by FS-21)
触发动作506,在指定路径点发射超级武器 (by FS-21)
单位在特定情况下自毁 (by Trsdy & FS-21)
奴隶矿车被毁后奴隶归属 (by Trsdy)
自定义建筑变卖音效与副官语音 (by Trsdy)
ForceWeapon.Naval.Decloacked
用以覆盖攻击未隐形的水下单位 (by FS-21)溅射增强 (by secsome)
载具与乘客分享弹药(by FS-21)
额外暴击逻辑 (by Starkku)
VXL碎片激光尾迹 (by Otamaa)
局部弹头震屏 (by Starkku)
反馈 (by Starkku)
地形对象与矿石小地图颜色自定义 (by Starkku)
单一颜色激光 (by Starkku)
自定义抛射体轨迹 (by secsome)
快捷键显示伤害数字 (by Starkku)
可开关的显示金币弹资金 (by Starkku)
自定义建筑提供自愈 (by Starkku)
Building placement preview (by Otamaa & Belonit)
可通行与不阻挡建造的地形对象 (by Starkku)
载具所属方变更时可选的乘客跟随变更 (by Starkku)
弹头释放超武 (by Trsdy)
部署与反部署保存铁幕状态 (by Trsdy)
弹头动画与播放动画触发的动画拥有所属方 (by Starkku)
步兵匍匐与部署FLH (by FS-21)
增强的抛射体拦截逻辑,支持定义抛射体血量与护甲 (by Starkku)
克隆步兵的初始生命值 (by FS-21)
OpenTopped载具寻敌与失活状态定义 (by Starkku)
Forbidding parallel AI queues by type (by NetsuNegi & Trsdy)
动画伤害与武器升级 (by Starkku)
弹头自伤开关 (by Starkku)
尾迹动画继承所属方 (by Starkku)
全图弹头 (by Starkku)
战役PCX载入图 (by FlyStar)
观战者PCX载入图 (by Uranusian)
可动地形对象 (by Starkku)
Toggleable passenger killing for Explodes=true units (by Starkku)
原版修复:
修复了激光绘制的代码使其能够在所属方颜色模式下绘制更粗的激光 (by Kerbiter, ChrisLv_CN)
修复了DeathWeapon不会正确引爆的问题 (by Uranusian)
修复了激光和其他效果在Burst武器上绘制偏移错误的问题 (by Starkku)
修复了有
Naval=yes
的建筑会无视WaterBound=no
强制建筑只能放置在水面上的问题 (by Uranusian)修复了某些情况下超时空武器的弹框,此情况下Stack dump以0051BB7D开始 (by secsome)
修复了重绘地图光照触发会使建筑光效失灵的问题 (by secsome)
修复了读取地图时,Preview(Pack)节位于Map节时导致游戏不能绘制预览图的问题 (by secsome)
Fixed the bug that GameModeOptions are not correctly saved (by secsome)
修复了AITriggerTypes不能正确识别建筑升级的问题 (by Uranusian)
修复了AI停机坪bug当
[GlobalControls]
>AllowParallelAIQueues=no
时 (by FS-21)修复了当
X
超过10之后,驻军建筑的MuzzleFlashX
会画在建筑中心的问题。 (by Otamaa)修复了
Crashable
的Jumpjet单位在被Locomotor
弹头拉起后不能正确坠毁到地面上的问题 (by Starkku)修复了飞机与Jumpjet单位无法被速度倍率影响的问题 (by Starkku)
修复了载具(VXL与SHP)不读取Palette的问题 (by Starkku)
修复了心灵控制指示动画在隐形和显形后消失的问题 (by Starkku)
修复了核弹起飞与落地武器不遵循其武器Bright设定的问题 (by Starkku)
修复了建筑在通过自愈回血到
[AudioVisual]
->ConditionYellow
以上的生命值后不会自动变回未受损图像的问题 (by Starkku)修复了Jumpjet单位无法正确转向到开火目标方向的问题 (by trsdy)
Fixed turreted jumpjet units always facing bottom-right direction when stop moving (by Trsdy)
Fixed jumpjet objects being unable to detect cloaked objects beneath (by Trsdy)
弹头AnimList/SplashList与触发动作播放动画在路径点中生成的动画现在均会自动获得所属方 (by Starkku)
修复了AI脚本动作部署对于拥有DeploysInto的载具来说,在其初始位置没有足够的空间可以展开时导致卡住的问题 (by Starkku)
修复了Foundation=0x0使用在TerrainTypes上时导致崩溃的问题。
抛射体现在会记住其发射所属方,即便开火者在其爆炸前已经被毁。目前尚不影响Ares引入的弹头效果 (by Starkku)
建筑现在会正确使用副武器的激光参数,而非固定读取主武器 (by Starkku)
修复了当载具被已知所属方但没有源头单位的伤害击杀时,不会被记录为被击杀,因此无法触发事件等问题 (by Starkku)
绘制半透明的RLE SHP时,现在会使用更精确更高效的算法,此算法没有绿色偏移和条纹 (by Apollo)
修复了载具套娃时计算击杀不正确的问题 (by Kerbiter)
Fixed projectiles with
Inviso=true
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
(by Starkku)Fixed the bug when
MakeInfantry
logic on BombClass resulted inNeutral
side infantry (by Otamaa)Fixed railgun particles being drawn to wrong coordinate against buildings with non-default
TargetCoordOffset
or when force-firing on bridges (by Starkku)Fixed building
TargetCoordOffset
not being taken into accord for several things like fire angle calculations and target lines (by Starkku)Allowed observers to see a selected building’s radial indicator (by Trsdy)
火卫一修复:
修复了单位被超时空弹头攻击后,护盾仍然能够受到伤害的问题 (by Starkku)
升级了护盾对强制伤害的处理 (by Uranusian)
修复了弹头水花动画会在攻击位于水面上的高架桥上的单位时播放的问题 (by Uranusian)
修复了护盾受击时单位不会被解除隐形的问题 (by Starkku)
修复了当暴击没有发生时,暴击动画仍会播放的问题 (by Starkku)
修复了伪装移除弹头对永久伪装步兵无效的问题 (by Starkku)
修复了单色激光(IsHouseColor, IsSingleColor, LaserTrails)的光照衰减以匹配原版表现 (by Starkku)
修复了一个可能的导致护盾动画崩溃的问题 (by Starkku)
修复了当友军死亡后,由友军发射的抛射体可以被拦截者拦截的问题 (by Starkku)
修复了Inviso拦截武器爆炸位置错误的问题 (by Starkku)
修复了当重命名uimd.ini后配置无法正确读取的问题 (by Belonit)
修复了当使用地图快照快捷键时崩溃的问题 (by Otamaa)
Fixed issue with incorrect input in edit dialog element when using IME (by Belonit)
Fixed an issue where tooltip text could be clipped by tooltip rectangle border if using
MaxWidth
> 0 (by Starkku)Fixed projectiles with
Trajectory=Straight
suffering from potential inaccuracy problems if combined withAirburst=yes
or Warhead withEMEffect=true
(by Starkku)Minor performance optimization related to shields (by Trsdy)
Fixed teleporting miners (Chrono Miner) considered to be idle by harvester counter, improved related game performance (by Trsdy)
Fixed negative damage weapons considering shield health when evaluating targets even if Warhead had
Shield.Penetrate
set to true (by Starkku)Fixed engineers considering shield health instead of building health when determining if they can repair or capture a building (by Starkku)
Fixed shield animations (
IdleAnim
,BreakAnim
andHitAnim
) showing up even if the object shield is attached to is currently underground (by Starkku)Fixed shields not being removed from sinking units until they have fully finished sinking (by Starkku)
Fixed Phobos Warhead effects (crits, new shield modifiers etc.) considering sinking units valid targets (by Starkku)
Fixed an issue where
FireOnce=yes
deploy weapons on vehicles would still fire multiple times if deploy command is issued repeatedly or when not idle (by Starkku)Fixed techno-extdata update after type conversion (by Trsdy)
Fixed a game crash when checking BuildLimit if Phobos is running without Ares (by Belonit)
Corrected the misinterpretation in the definition of
DiskLaser.Radius
(by Trsdy)
非DLL:
实装了一个工具来半自动升级ini (by Kerbiter)
0.2.2.2
Click to show
火卫一修复:
修复了护盾类型信息不能被正确保存的问题 (by Uranusian)
修复了扩展建筑升级与Ares的BuildLimit检查不兼容的问题 (by Uranusian)
修复了由图标优先级导致的随机崩溃 (by Uranusian)
修复了飞机开火后Burst武器开火次序没有被正确重置导致游戏失去响应的问题 (by Starkku)
0.2.2.1
Click to show
火卫一修复:
修复了由图标优先级导致的随机崩溃 (by Uranusian)
修复了触发动作125的修复未能正确生效的问题 (by Uranusian)
修复了区域弹头不会回馈所属方的问题 (by Otamaa)
辐射现在会读取Ares的ImmuneToRadiation;以及其它的一些关于辐射和辐射工兵的修复 (by Otamaa)
修复了
Crit.Affects
未能正常生效的问题 (by Uranusian)修复了由将插件建造在其他所属方导致自己不能正常战败的问题 (by Kerbiter)
0.2.2
Click to show
新的:
像《命令与征服:重制版》一样的自定义生产进度“条” (by Uranusian)
自定义图标排序优先级 (by Uranusian)
自定义矿车采矿动画 (by secsome, Uranusian)
允许使单位无法接受移动指令 (by Uranusian)
原版修复:
修复了非输入法键盘输入对于使用基础拉丁/拉丁-1以外的语言/键盘布局的支持 (by Belonit)
火卫一修复:
修复了暴击伤害逻辑工作失常的问题 (by Uranusian)
修复了某些情况下按下停止命令时会崩溃的问题 (by Uranusian)
0.2.1.1
Click to show
火卫一修复:
修复了
Speed=0
的单位偶尔崩溃的问题 (by Starkku)
0.2.1
Click to show
新的:
将载具的速度设置为0将认为他们是静止单位 (by Starkku)
原版修复:
修复了当一次摆放失败后,建筑标签/防御标签快捷键(Q/W)无法正确响应的问题 (by Uranusian)
修复了有UndeployInto的建筑在反部署时会播放
EVA_NewRallypointEstablished
的问题 (by secsome)
火卫一修复:
修复了触发动作125
将建筑建造于...
在目标单元格被占用时将无法将建筑放下的问题 (by secsome)
0.2
Click to show
新的:
护盾逻辑 (by Uranusian, secsome, Belonit) 及对应的新弹头 (by Starkku)
自定义辐射 (by AlexB, Otamaa, Belonit, Uranusian)
新的脚本
71 时效性区域警戒
,72 向载具中装载
,73 等待直到装满弹药
(by FS-21)矿柱自定义生成矿石类型,范围,生长阶段和生长格数 (by Kerbiter)
基本的抛射体拦截逻辑 (by AutoGavy, ChrisLv_CN, Kerbiter, Erzoid/SukaHati)
资金计数器旁边的可自定义的矿车活动/总共计数器 (by Uranusian)
选择下一矿车快捷键 (by Kerbiter)
输出目标信息快捷键 (by secsome, FS-21)
反伪装和反心控弹头 (by secsome)
自定义弹头水花动画 (by Uranusian)
AnimList.PickRandom
作为无副作用的随机AnimList
(by secsome)基于概率的弹头暴击伤害系统 (by AutoGavy)
可选的心灵控制距离 (by Uranusian)
多重心控可以在过载时释放单位 (by Uranusian, secsome)
子机可以在断电模式下坠毁,并可以有有限追击距离 (by FS-21)
子机与发射者共有经验等级 (by Uranusian)
TurretOffset
现在除了F
以外还可以接受F,L,H
和F,L
作为值 (by Kerbiter)特斯拉电弧(ElectricBolt)的视觉特效中单独的弧可以关闭 (by Otamaa)
为modder方便所用的locomotor别称 (by Belonit)
扫射飞机每轮射击次数与Burst模拟 (by Starkku)
自定义超时空移动参数 (by Otamaa)
路径点数量上限由702增加到2147483647 (by secsome)
自定义缺省图标 (by Uranusian)
原版修复:
0大小的地图预览不再使游戏崩溃 (by Kerbiter, Belonit)
Tileset 255+的桥修复 (by E1 Elite)
修复了由于无管理员权限导致的
Blowfish.dll
未被注册导致的致命错误 (by Belonit)修复了扫射攻击的飞机只有第一次攻击时读取Burst的问题 (by Starkku)
修复了当单位死亡时仍然可以受到伤害导致多次死亡的问题 (by Uranusian)
修复了辐射工兵在隐形时无法使用部署武器的问题 (by Otamaa)
多重心控单位可以在过载前释放单位 (by Uranusian)
修复了脚本动作“移动到坐标”使用先前游戏中的残留计算的问题 (by secsome)
修复了触发动作125“将建筑建造于…” 不能播放建造动画的问题,由新的参数控制 (by secsome)
修复了DebrisMaximums(生成的碎片不再能超过对应最大上限) (by Otamaa)
修复了DeployFire逻辑(DeployFireWeapon, FireOnce, 及停止指令现在可以正常运作) (by Starkku)
火卫一修复:
重写了被心控的车辆变成建筑的修复 (by FS-21)
重写了
DeployToFire
的修复,标签Deployed.RememberTarget
已被弃用,永久开启 (by Kerbiter)新的弹头特效可以与Ares的通用弹头(
GenericWarhead
)超武兼容 (by Belonit)
0.1.1
Click to show
火卫一修复:
修复了选择单位时偶然的崩溃问题
0.1
Click to show
新的:
全彩色PCX支持 (by Belonit)
支持任意大小的PCX载入屏幕 (by Belonit)
带有介绍,充能时间,电力生成/消耗的扩展工具提示 (by Kerbiter, Belonit)
选择优先级筛选 (by Kerbiter)
迷雾弹,揭示弹和金币弹弹头 (by Belonit)
自定义游戏图标命令行参数 (by Belonit)
允许关闭游戏预览时的黑点 (by Belonit)
允许将建筑升级建给其它可用所属方 (by Kerbiter)
自定义飞碟激光范围 (by Belonit, Kerbiter)
允许为任意阵营切换GDI侧边栏布局 (by Belonit)
原版修复:
部署心灵控制单位不再会使他们永久转变所属方 (未完成的修复by DCoder)
SHP碎片硬编码影子现在遵循
Shadow=no
设定 (by Kerbiter)DeployToFire
不再会因部署失去目标 (未完成的修复by DCoder)修复了当通过QWER切换标签页时, 工具提示不会消失的问题 (by Belonit)
侧边栏工具提示现在可以超越侧边栏边界 (by Belonit)
提升了小得过分的工具提示字符上限 (by Belonit)