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Copy file name to clipboardExpand all lines: docs/Fixed-or-Improved-Logics.md
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@@ -507,6 +507,18 @@ In `rulesmd.ini`:
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AnimRemapDefaultColorScheme= ; ColorScheme name
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```
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### Enhanced berzerk behavior
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- 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.
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- Now you can customize which mission the unit uses when entering Berzerk state.
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- Additionally, this enhancement adds the necessary stop handling (clearing destination), fixing jumpjet vehicles behaving incorrectly when getting Berzerk'd while moving.
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In `rulesmd.ini`:
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```ini
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[CombatDamage]
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BerzerkMission=Hunt ; MissionType
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```
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### Iron Curtain & Force Shield extra tint intensity
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- It is now possible to specify additional tint intensity applied to Iron Curtained and Force Shielded units.
The prism towers' fire is hardcoded to be delayed. Their fire will ignore this flag, just as they ignore `IsAnimDelayedFire`.
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```
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### Tank Bunker improvements
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### Tank bunker improvements
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-`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.
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- 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.
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- 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.
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- 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.
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In `rulesmd.ini`:
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BunkerStateUpdateDelay=15 ; integer, game frames
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[SOMEBUILDING]; BuildingType
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BunkerStateUpdateDelay= ; integer, game frames
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BunkerStateUpdateDelay= ; integer, game frames, defaults to [General] -> BunkerStateUpdateDelay
Copy file name to clipboardExpand all lines: docs/New-or-Enhanced-Logics.md
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@@ -1739,18 +1739,6 @@ DisguiseBlinkingVisibility=owner ; List of Affected House Enumeration (none|own
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UseDisguiseMovementSpeed=false ; boolean
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```
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### Enhanced Berzerk behavior
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- 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.
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- Now you can customize which mission the unit uses when entering Berzerk state.
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- Additionally, this enhancement adds the necessary stop handling (clearing destination), fixing jumpjet vehicles behaving incorrectly when getting Berzerk'd while moving.
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In `rulesmd.ini`:
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```ini
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[CombatDamage]
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BerzerkMission=Hunt ; MissionType
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```
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### Exclusion from base center calculations
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- 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.
- [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)
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- [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)
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- Add `ClampToScreen` tag for `BannerType` (defaults to `true`) to control whether banner position is clamped to the visible area (by Chang_zhi)
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