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Weekly Regular Documentation Revisions 06.22-06.28 - develop (#2263)
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CREDITS.md

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@@ -689,6 +689,7 @@ This page lists all the individual contributions to the project by their author.
689689
- Customize whether technos with `Locomotor=Fly` wobble
690690
- Customize the landing animation of technos that have `Locomotor=Fly`
691691
- Allow infantry to use `Convert.Deploy` without requiring `IsSimpleDeployer=true`
692+
- Allow infantry to perform type conversion when deploying and undeploying
692693
- **Ollerus**:
693694
- Build limit group enhancement
694695
- Customizable rocker amplitude

docs/Fixed-or-Improved-Logics.md

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@@ -507,6 +507,18 @@ In `rulesmd.ini`:
507507
AnimRemapDefaultColorScheme= ; ColorScheme name
508508
```
509509

510+
### Enhanced berzerk behavior
511+
512+
- In vanilla, when a unit enters Berzerk state, the game assigns it a `Hunt` mission, which may cause the unit to choose a very distant target and simply move toward it without firing during the Berzerk duration.
513+
- Now you can customize which mission the unit uses when entering Berzerk state.
514+
- Additionally, this enhancement adds the necessary stop handling (clearing destination), fixing jumpjet vehicles behaving incorrectly when getting Berzerk'd while moving.
515+
516+
In `rulesmd.ini`:
517+
```ini
518+
[CombatDamage]
519+
BerzerkMission=Hunt ; MissionType
520+
```
521+
510522
### Iron Curtain & Force Shield extra tint intensity
511523

512524
- It is now possible to specify additional tint intensity applied to Iron Curtained and Force Shielded units.
@@ -1257,10 +1269,10 @@ IsAnimDelayedBurst=true ; boolean
12571269
The prism towers' fire is hardcoded to be delayed. Their fire will ignore this flag, just as they ignore `IsAnimDelayedFire`.
12581270
```
12591271

1260-
### Tank Bunker improvements
1272+
### Tank bunker improvements
12611273

12621274
- `Bunker=true` and associated logic should now work more reliably on odd-sized foundations. It still expects size on both X and Y axis to be equal e.g `2x2` or `3x3` and will not behave correctly otherwise.
1263-
- It is now possible to change the tank bunker logic update delay by setting `BunkerStateUpdateDelay`. Defaults to `[General]` -> `BunkerStateUpdateDelay`. Lowering the value from the default value of 15 will make units trying to bunker up spend less time waiting.
1275+
- It is now possible to change the tank bunker logic update delay by setting `BunkerStateUpdateDelay`. Lowering the value from the default value of 15 will make units trying to bunker up spend less time waiting.
12641276
- Setting `BunkerableAnyway=true` on a vehicle will bypass several otherwise hardcoded checks that would otherwise prevent it from being bunkerable - namely that it needs to have a turret, weapon and `SpeedType` other than `Hover`. It will still require `Bunkerable=true` and the vehicle to not be parasitized to allow bunkering.
12651277

12661278
In `rulesmd.ini`:
@@ -1269,7 +1281,7 @@ In `rulesmd.ini`:
12691281
BunkerStateUpdateDelay=15 ; integer, game frames
12701282

12711283
[SOMEBUILDING] ; BuildingType
1272-
BunkerStateUpdateDelay= ; integer, game frames
1284+
BunkerStateUpdateDelay= ; integer, game frames, defaults to [General] -> BunkerStateUpdateDelay
12731285

12741286
[SOMEVEHICLE] ; VehicleType
12751287
BunkerableAnyway=false ; boolean

docs/New-or-Enhanced-Logics.md

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@@ -1739,18 +1739,6 @@ DisguiseBlinkingVisibility=owner ; List of Affected House Enumeration (none|own
17391739
UseDisguiseMovementSpeed=false ; boolean
17401740
```
17411741

1742-
### Enhanced Berzerk behavior
1743-
1744-
- In vanilla, when a unit enters Berzerk state, the game assigns it a `Hunt` mission, which may cause the unit to choose a very distant target and simply move toward it without firing during the Berzerk duration.
1745-
- Now you can customize which mission the unit uses when entering Berzerk state.
1746-
- Additionally, this enhancement adds the necessary stop handling (clearing destination), fixing jumpjet vehicles behaving incorrectly when getting Berzerk'd while moving.
1747-
1748-
In `rulesmd.ini`:
1749-
```ini
1750-
[CombatDamage]
1751-
BerzerkMission=Hunt ; MissionType
1752-
```
1753-
17541742
### Exclusion from base center calculations
17551743

17561744
- It is possible to exclude TechnoType from base center calculations (used for number of things such as certain AI scripts and AI superweapon targeting modes etc). Normally only buildings are factored in, but the initial base center does count house's starting technos which this does affect.

docs/Whats-New.md

Lines changed: 1 addition & 1 deletion
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@@ -595,7 +595,7 @@ HideShakeEffects=false ; boolean
595595
- [Customize the landing animation of technos that have `Locomotor=Fly`](Fixed-or-Improved-Logics.md#customize-the-landing-animation-of-technos-that-have-locomotor-fly) (by Noble_Fish)
596596
- [Allow infantry to perform type conversion when deploying and undeploying](New-or-Enhanced-Logics.md#allow-infantry-to-perform-type-conversion-when-deploying-and-undeploying) (by Noble_Fish)
597597
- Add `ClampToScreen` tag for `BannerType` (defaults to `true`) to control whether banner position is clamped to the visible area (by Chang_zhi)
598-
- [Customizable Berzerk mission](New-or-Enhanced-Logics.md#enhanced-berzerk-behavior) (by TaranDahl)
598+
- [Customizable Berzerk mission](Fixed-or-Improved-Logics.md#enhanced-berzerk-behavior) (by TaranDahl)
599599
- [Tank Bunker foundation and state update delay improvements](Fixed-or-Improved-Logics.md#tank-bunker-improvements) (by Starkku)
600600
601601
#### Vanilla fixes:

docs/locale/zh_CN/LC_MESSAGES/CREDITS.po

Lines changed: 22 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,7 @@ msgid ""
88
msgstr ""
99
"Project-Id-Version: Phobos \n"
1010
"Report-Msgid-Bugs-To: \n"
11-
"POT-Creation-Date: 2026-06-20 10:13+0800\n"
11+
"POT-Creation-Date: 2026-06-28 19:11+0800\n"
1212
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
1313
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
1414
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -890,6 +890,10 @@ msgstr "建筑炮塔的闲置/开火/断电动画"
890890
msgid "Animation theater/tile palette toggle"
891891
msgstr "动画使用气候/地块色盘的开关"
892892

893+
msgid "Tank Bunker improvements"
894+
msgstr ""
895+
"坦克碉堡改进"
896+
893897
msgid "**Morton (MortonPL)**:"
894898
msgstr "**Morton (MortonPL)**:"
895899

@@ -1297,13 +1301,11 @@ msgid ""
12971301
"bunker"
12981302
msgstr "修复了矿车离开坦克碉堡后无法移动的问题"
12991303

1300-
#, fuzzy
13011304
msgid ""
13021305
"Fix the bug in AI scripts 56 and 57 that forced the launch of "
13031306
"superweapons with index numbers 3 and 4"
13041307
msgstr "修复了 56 和 57 号 AI 动作脚本强制发射注册索引 3 和 4 的超武的 Bug"
13051308

1306-
#, fuzzy
13071309
msgid ""
13081310
"Fix an issue where parachute units would die upon landing if bridges were"
13091311
" destroyed during their descent"
@@ -1803,6 +1805,9 @@ msgstr "允许 `Temporal` 弹头应用比率和加成"
18031805
msgid "Fix the bug that techno will get stuck if change owner in tunnel"
18041806
msgstr "修复了科技类型在隧道中变更所属方会导致卡住的 Bug"
18051807

1808+
msgid "Fix the bug that the vanilla `SecondSpawnOffset` no longer takes effect"
1809+
msgstr "修复了原版 `SecondSpawnOffset` 不再生效的 Bug"
1810+
18061811
msgid "**Apollo** - Translucent SHP drawing patches"
18071812
msgstr "**Apollo** - 半透明 SHP 绘制补丁"
18081813

@@ -2320,6 +2325,14 @@ msgstr "自定义 `Locomotor=Fly` 的单位是否上下浮动"
23202325
msgid "Customize the landing animation of technos that have `Locomotor=Fly`"
23212326
msgstr "自定义 `Locomotor=Fly` 单位的降落动画"
23222327

2328+
msgid ""
2329+
"Allow infantry to use `Convert.Deploy` without requiring "
2330+
"`IsSimpleDeployer=true`"
2331+
msgstr "允许了步兵使用 `Convert.Deploy` 而无需 `IsSimpleDeployer=true`"
2332+
2333+
msgid "Allow infantry to perform type conversion when deploying and undeploying"
2334+
msgstr "允许步兵在部署与反部署时执行类型转换"
2335+
23232336
msgid "**Ollerus**:"
23242337
msgstr "**Ollerus**:"
23252338

@@ -2700,6 +2713,9 @@ msgstr "额外威胁"
27002713
msgid "Fix the incorrect mission switching in infantry EnterIdleMode"
27012714
msgstr "修复了步兵进入闲置状态时的错误任务切换"
27022715

2716+
msgid "Customizable Berzerk mission"
2717+
msgstr "可自定义的混乱任务"
2718+
27032719
msgid ""
27042720
"Fix the issue that `BombSight` not being updated correctly in techno "
27052721
"conversion"
@@ -2945,13 +2961,11 @@ msgstr "修复了 `Locomotor` 为 `Fly`、`Jumpjet` 或 `Rocket` 的单位在地
29452961
msgid "**Chang_zhi**:"
29462962
msgstr "**Chang_zhi**:"
29472963

2948-
msgid ""
2949-
"Interop export interface for accessing scenario "
2950-
"local/global variables"
2964+
msgid "Interop export interface for accessing scenario local/global variables"
29512965
msgstr "用于访问扩展局部变量和全局变量的外部调用接口"
29522966

29532967
msgid ""
29542968
"Add `ClampToScreen` tag for `BannerType` to control whether banner "
29552969
"position is clamped to the visible area"
2956-
msgstr ""
2957-
"为 `BannerType` 添加了 `ClampToScreen` 标签以控制横幅位置是否被限制在可视化区域内"
2970+
msgstr "为 `BannerType` 添加了 `ClampToScreen` 标签以控制横幅位置是否被限制在可视化区域内"
2971+

docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po

Lines changed: 73 additions & 41 deletions
Original file line numberDiff line numberDiff line change
@@ -8,7 +8,7 @@ msgid ""
88
msgstr ""
99
"Project-Id-Version: Phobos \n"
1010
"Report-Msgid-Bugs-To: \n"
11-
"POT-Creation-Date: 2026-06-20 10:13+0800\n"
11+
"POT-Creation-Date: 2026-06-28 19:11+0800\n"
1212
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
1313
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
1414
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -1911,6 +1911,11 @@ msgid ""
19111911
"upgrades."
19121912
msgstr "允许了 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物。"
19131913

1914+
msgid ""
1915+
"Allowed infantry to use `Convert.Deploy` without requiring "
1916+
"`IsSimpleDeployer=true`."
1917+
msgstr "允许了步兵使用 `Convert.Deploy` 而无需 `IsSimpleDeployer=true`"
1918+
19141919
msgid "Newly added global settings"
19151920
msgstr "新增的全局设定"
19161921

@@ -2122,6 +2127,28 @@ msgstr ""
21222127
"在原版中,一个无法正确重映射颜色的 `AltPalette=yes` 动画或 `Voxel=yes` 的抛射体图像会使用 `[Colors]` "
21232128
"列表中的第一个配色方案作为默认配色方案来映射所属色,现在它可以被手动指定了。"
21242129

2130+
msgid "Enhanced berzerk behavior"
2131+
msgstr "增强的混乱行为"
2132+
2133+
msgid ""
2134+
"In vanilla, when a unit enters Berzerk state, the game assigns it a "
2135+
"`Hunt` mission, which may cause the unit to choose a very distant target "
2136+
"and simply move toward it without firing during the Berzerk duration."
2137+
msgstr ""
2138+
"在原版中,当单位进入混乱状态时,游戏会为其分配一个 `Hunt` "
2139+
"任务,这可能导致单位选择一个非常遥远的目标,然后在混乱期间只是向目标移动而不会开火。"
2140+
2141+
msgid ""
2142+
"Now you can customize which mission the unit uses when entering Berzerk "
2143+
"state."
2144+
msgstr "现在你可以自定义混乱状态下使用的任务类型。"
2145+
2146+
msgid ""
2147+
"Additionally, this enhancement adds the necessary stop handling (clearing"
2148+
" destination), fixing jumpjet vehicles behaving incorrectly when getting "
2149+
"Berzerk'd while moving."
2150+
msgstr "此外,此增强还补充了必要的停止处理(清除目的地),修复了 Jumpjet 载具在移动中被混乱时工作异常的问题。"
2151+
21252152
msgid "Iron Curtain & Force Shield extra tint intensity"
21262153
msgstr "铁幕和力场护盾的额外染色强度"
21272154

@@ -2798,21 +2825,18 @@ msgid ""
27982825
"determined by the height of the rectangle formed by the non-transparent "
27992826
"pixels of the first frame in the Shape resource file. Now you can "
28002827
"customize it."
2801-
msgstr ""
2802-
"在原版中,带有 `Tiled=true` 的动画其绘制间隔由 Shape 资源文件首帧中有效像素所围矩形的高度决定。现在你可以自定义。"
2828+
msgstr "在原版中,带有 `Tiled=true` 的动画其绘制间隔由 Shape 资源文件首帧中有效像素所围矩形的高度决定。现在你可以自定义。"
28032829

28042830
msgid ""
28052831
"If `Tiled.Interval` is greater than `0`, the specified value is used; "
28062832
"otherwise, the default rule applies."
2807-
msgstr ""
2808-
"如果 `Tiled.Interval` 大于 0 则使用设定值;否则使用默认行为。"
2833+
msgstr "如果 `Tiled.Interval` 大于 0 则使用设定值;否则使用默认行为。"
28092834

28102835
msgid ""
28112836
"`Tiled.AlignToCenter` can be used to change the alignment of the Shape "
28122837
"resource file coordinates from the bottom center to the canvas center for"
28132838
" the Animation entity's center."
2814-
msgstr ""
2815-
"`Tiled.AlignToCenter` 可用于让对齐到动画实体中心的 Shape 资源文件坐标从底边中心换成画布中心。"
2839+
msgstr "`Tiled.AlignToCenter` 可用于让对齐到动画实体中心的 Shape 资源文件坐标从底边中心换成画布中心。"
28162840

28172841
msgid "Customize whether `Crater=yes` animation would destroy tiberium"
28182842
msgstr "自定义 `Crater=yes` 的动画能否摧毁矿石"
@@ -3360,6 +3384,41 @@ msgid ""
33603384
" this flag, just as they ignore `IsAnimDelayedFire`."
33613385
msgstr "光棱塔开火硬编码延迟。就像无视 `IsAnimDelayedFire` 那样,它们同样无视该语句。"
33623386

3387+
msgid "Tank bunker improvements"
3388+
msgstr ""
3389+
"坦克碉堡改进"
3390+
3391+
msgid ""
3392+
"`Bunker=true` and associated logic should now work more reliably on odd-"
3393+
"sized foundations. It still expects size on both X and Y axis to be equal"
3394+
" e.g `2x2` or `3x3` and will not behave correctly otherwise."
3395+
msgstr ""
3396+
"现在,`Bunker=true` 及其相关逻辑在奇数尺寸的占地面积上应该可以更可靠地工作。它仍然期望一个正方形地面积值如 `2x2` 或 `3x3`,否则无法正常工作。"
3397+
3398+
msgid ""
3399+
"It is now possible to change the tank bunker logic update delay by "
3400+
"setting `BunkerStateUpdateDelay`. Lowering the value from the default value of 15"
3401+
" will make units trying to bunker up spend less time waiting."
3402+
msgstr ""
3403+
"现在可以通过设置 `BunkerStateUpdateDelay` 来更改坦克碉堡逻辑地更新间隔。将该值降到默认值 15 以下将使尝试进入坦克碉堡的单位花费更少的等待时间。"
3404+
3405+
msgid ""
3406+
"Setting `BunkerableAnyway=true` on a vehicle will bypass several "
3407+
"otherwise hardcoded checks that would otherwise prevent it from being "
3408+
"bunkerable - namely that it needs to have a turret, weapon and "
3409+
"`SpeedType` other than `Hover`. It will still require `Bunkerable=true` "
3410+
"and the vehicle to not be parasitized to allow bunkering."
3411+
msgstr ""
3412+
"在载具上设置 `BunkerableAnyway=true` 将绕过几个阻止它们进入坦克碉堡的原有硬编码检查——需要有炮塔、武器且 `SpeedType` 非 `Hover`。这不会绕过 `Bunkerable=true` 设置和载具不能被寄生的动态检查。"
3413+
3414+
msgid ""
3415+
"Skipping the bunkerable checks doesn't mean that vehicles and tank "
3416+
"bunkers will interact correctly - actual bunkerability is mainly "
3417+
"determined by `Locomotor`. Details about locomotors' bunkerability can be"
3418+
" found on [ModEnc](https://modenc.renegadeprojects.com/Bunkerable)."
3419+
msgstr ""
3420+
"跳过准入检查并不意味着载具和坦克碉堡可以正确的交互——事实上坦克碉堡的效果主要受到 `Locomotor` 影响。不同 `Locomotor` 进入坦克碉堡的详细信息可以在 [MODENC](https://modenc.renegadeprojects.com/Bunkerable) 上找到。"
3421+
33633422
msgid "Unit repair customization"
33643423
msgstr "在建筑上自定义单位维修参数"
33653424

@@ -4220,7 +4279,9 @@ msgid ""
42204279
"it is an aircraft with `Carryall=true`, it will play the `[CARYLAND]` "
42214280
"animation when landing. Now you can customize this logic."
42224281
msgstr ""
4223-
"在原版中,如果一个单位拥有 `Locomotor=Fly` 且 `IsDropship=true`,那么它在降落时会播放 `[DROPLAND]` 动画;如果 `IsDropship=false`,但它是一架 `Carryall=true` 的战机,那么它在降落时会播放 `[CARYLAND]` 动画。现在你可以自定义这一逻辑。"
4282+
"在原版中,如果一个单位拥有 `Locomotor=Fly` 且 `IsDropship=true`,那么它在降落时会播放 `[DROPLAND]`"
4283+
" 动画;如果 `IsDropship=false`,但它是一架 `Carryall=true` 的战机,那么它在降落时会播放 "
4284+
"`[CARYLAND]` 动画。现在你可以自定义这一逻辑。"
42244285

42254286
msgid "Customize whether technos with `Locomotor=Fly` wobble"
42264287
msgstr "自定义 `Locomotor=Fly` 的单位是否上下浮动"
@@ -4233,15 +4294,16 @@ msgid ""
42334294
"behavior, and it can also be used to enable this behavior for technos "
42344295
"with `IsDropship=true`."
42354296
msgstr ""
4236-
"在原版中,如果一个单位拥有 `Locomotor=Fly` 但是没有 `IsDropship=true`,那么它将会有一个硬编码的浮动效果。然而,使用 `IsDropship=true` 又会引入与之相关的硬编码行为。现在你可以自定义是否关闭这一行为,这也同样可以用于为 `IsDropship=true` 的单位开启这一行为。"
4297+
"在原版中,如果一个单位拥有 `Locomotor=Fly` 但是没有 "
4298+
"`IsDropship=true`,那么它将会有一个硬编码的浮动效果。然而,使用 `IsDropship=true` "
4299+
"又会引入与之相关的硬编码行为。现在你可以自定义是否关闭这一行为,这也同样可以用于为 `IsDropship=true` 的单位开启这一行为。"
42374300

42384301
msgid ""
42394302
"If the flag on technos is not defined, default to using the global value;"
42404303
" if the global flag is not defined, use the original rule, which "
42414304
"determines whether to disable wobble behavior based on whether the "
42424305
"technos have `IsDropship=true`."
4243-
msgstr ""
4244-
"如果缺少微观定义将会使用全局值,如果全局值也未定义则默认原有规则,即根据单位是否拥有 `IsDropship=true` 决定是否禁用。"
4306+
msgstr "如果缺少微观定义将会使用全局值,如果全局值也未定义则默认原有规则,即根据单位是否拥有 `IsDropship=true` 决定是否禁用。"
42454307

42464308
msgid "Damaged speed customization"
42474309
msgstr "自定义伤残速度"
@@ -4940,36 +5002,6 @@ msgstr ""
49405002
"若 `Harvester.CanGuardArea.RequireTarget` 设为 "
49415003
"true,当单位警戒范围内不存在有效目标时将会切换回通常所用的 `Havrest` 任务。"
49425004

4943-
msgid "Bunker entering check dehardcode"
4944-
msgstr "去除坦克碉堡准入检查的硬编码"
4945-
4946-
msgid ""
4947-
"In vanilla, vehicles entering tank bunkers are subject to a series of "
4948-
"hardcoding restrictions, including having to have turrets, having to have"
4949-
" weapons, and not having Hover speed types. Now you can skip these "
4950-
"restrictions."
4951-
msgstr ""
4952-
"在原版,载具进入坦克碉堡时受到一系列硬编码限制,包括必须拥有炮塔、必须拥有武器以及速度类型不能为 "
4953-
"`SpeedType=Hover`。现在你可以跳过这些限制。"
4954-
4955-
msgid "This needs to be used with `Bunkerable=yes`."
4956-
msgstr "这需要与 `Bunkerable=yes` 共同使用。"
4957-
4958-
msgid ""
4959-
"This flag only skips the static check, that is, the check on the unit "
4960-
"type. The dynamic check (cannot be parasitized) remains unchanged."
4961-
msgstr "这个标签仅跳过静态检查,即对单位类型的检查。动态检查(不能处于被寄生状态)保持不变。"
4962-
4963-
msgid ""
4964-
"Skipping checks with this feature doesn't mean that vehicles and tank "
4965-
"bunkers will interact correctly. Following the simple checks performed by"
4966-
" the provider of this feature, bunkerability is mainly determined by "
4967-
"Locomotor. The details about locomotors' bunkerability can be found on "
4968-
"[ModEnc](https://modenc.renegadeprojects.com/Bunkerable)."
4969-
msgstr ""
4970-
"使用此功能跳过检查并不就意味着载具和坦克碉堡可以正确的交互。根据次功能提供者的简单检查,坦克碉堡的效果主要受到运动模式影响。不同运动模式进入坦克碉堡的详细信息可以在"
4971-
" [MODENC](https://modenc.renegadeprojects.com/Bunkerable) 上找到。"
4972-
49735005
msgid "Custom Unit Crate Reroll Chance"
49745006
msgstr "自定义单位箱子重新随机选取的概率"
49755007

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