Index

Symbols | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W

Symbols

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100-Unit-Bug
100-unit bug fixed for infantry vehicles and aircraft (there's no longer a limit on these).

A

Actions
SellUnit super weapon no longer causes IEs with Tank Bunker.
AffectsEnemies= flag added (counterpart for AffectsAllies=).
AI
AI will not use weather storms
Control over AI's multiple factory-cloning behaviour.
Team retaliates if a member is attacked
Aircraft
Carryall logic updated.
Custom ReloadRate per AircraftType
Players can again manually select an aircraft's dock.
Smoke animation
Spinning while crashing made optional.
Support for Crashable=no.
Aircrafts
Aircraft can now attack other aircraft if given a weapon with an AA=yes projectile.
AircraftTypes can now use railguns without causing Internal Errors.
Airstrike and Mind-Control.
Airstrikes
Custom attack and abort voices.
Summoned Airstrikes are no longer dependent on the SovParaDropInf tag.
Alphalights
Alpha lights can now have multiple facings.
Alpha lights will now move with the object they are attached to.
Ammo
Customizable reload and empty reload amounts
Infantry and buildings will now reload ammo properly.
and map triggers) can choose who the owner will be.
and max level
and PreDependent are replaced by PostDependent.
and what mission to perform.
Animations
Amphibious objects no longer sink when chronoshifted onto water.
Animations' warhead flag now works.
MakeInfantry animations (InfDeathAnim
Napalm tags Scorch= and Flamer= have been restored
Spawn Particles at a distance
ArmorTypes
Add custom ArmorTypes to warheads.
Define your own immunities from certain warheads.
Warhead verses special behaviours can be decoupled from Verses (ForceFire/Retaliate/PassiveAcquire).
Armory
Infantry still inside a Hospital or Armory when it is destroyed/sold may go into limbo instead of emerging meaning that they still count towards the player's units. Now they will emerge.
Infantry will exit without getting stuck
Art
AlternateTheaterArt for InfantryTypes supports all theaters.
Custom animation and projectile palettes.
Custom palettes for cameos.
Custom parachute animations.
Use turret depending on unit's passengers.
attack* warnings.
AudioVisual
Global VeteranFlashTimer
auto-detect mutation).

B

Battle Bunkers
Infantry can enter Battle Bunkers even in red health.
before they will function.
Behavior
Disable Medics' Guard Area cursor on self
Disallow manual passenger unload
Disallow manual target selection
Disallow units to get an enter cursor over a transport
Berserk
Reloading time multiplier
bool
boolean
booleans
building on the list is owned.
Buildings
AI build more than one building of a type
Buildings can be converted into a different building on
Buildings can be made solid (like walls) to certain
Deglobalized BuildingSlam sound
Deglobalized BuildupTime
Include buildings in or exclude them from drag-selection
Infantry can jump from one urban combat building to an adjacent one.
Laser Fences
Numerous features added to support trenches.
Pause repair on insufficient funds
Rudimentary Lightning Rods.
Specifying the occupants of a building.
Tunnel Networks
Unoccupied player buildings can be garrisoned by enemy infantry.
Weapons can be made to pass through urban combat buildings
BuildingTypes
Per-building secret lab boons.
Repair wrench not visible for enemies
Secret Lab options.
BuildLimit
AirportBound aircraft did not respect BuildLimit.
Hijackers inside vehicles now count towards that hijacker's BuildLimit.
Last unit with BuildLimit>1 could not be queued
Vehicles that deploy into a building now count towards the BuildLimit of that building and vice versa.
byte
bytes

C

Cameos
PCX cameos for Superweapons.
PCX cameos for TechnoTypes.
CanPassiveAquire
Units hold fire in guard mode
Carryalls
Facing issues fixed
Cheats
The "Enemy harvester guard mode" exploit no longer works.
Chronosphere
EVA report when aborting target selection, [1]
Per-unit Chronosphere options.
Civilians
Always treat as enemy
Recognize and repel civilian threats
Cloak
AircraftTypes and BuildingTypes can now be cloakable.
Repair animation will not show
Spawner units can be cloakable.
Cloaking
Cloakable infantry will not constantly uncloak and cloak during an attack mission.
clsid
clsids
color
colors
Command line
Option to not play the EA/Westwood logo video.
Option to not require the Yuri's Revenge game disk.
Construction Yards
Buildable construction yards no longer cause an IE when canceled.
Crates
Configure the random money amount
Crazy Ivan
Ivan cannot enter a Grinder without bombing it first.
Crew
Crew with Engineer=yes causes infinite loop.
Customizable buiding crew.
Engineer spawn chance for buildings.
Undefined crew causes crash.
Crush
Crush damage when running over infantry or vehicles
OmniCrusher=yes without aggressive auto-crushing
Customisable Ivan bomb clones.
Customisable wave direction.

D

DeathAnims
deployed or undeployed.
DestroyAnim
DestroyAnims don't cause reconnection errors anymore.
DestroyAnims
DestroyAnims can use remappable colors.
destruction (rubble) and back again on repair by an engineer.
Doggie
double
doubles
Drain
Drain a customizable amount of power.
Drain only the local power plant.
Drawing
Shape compression 1 draws vertical lines
Drop Pods
Locomotor

E

Electric bolts can have custom colors.
EMP
EMP weapons can destroy units.
Enabled unused IsLaser wave effect.
Engineer
et al. on cloaked units.
EVA
"New construction options" no longer announced if player does not have the correct factory type for a unit or does not own a building through Owner.
EVA will always announce Low Power now unrelated to [AI]>BuildConst.
Unit Lost report customizable.
EVA Types
Create new EVA announcers.
Exploit
No longer possible to block enemy refineries and war facs
Open-Topped vehicles could jam defensive structures
Selling buildings is no longer exploitable

F

Factories
Build units from certain factories only.
Clone infantry and tanks in clone facilities.
Factory load sharing for factories of the same type rather than just the same ID.
Factory Plant
Modify the effect of Industrial Plants
Fakes
Decoy buildings
float
floats
Force Shield
Modify the duration per building.
Foundations
Buildings can have any size and shape of custom foundations.
from [Animations]).

G

Gates
Per-Building gate sounds.
Graphics
AllowHiResMods enabled by default.

H

heal amount
Hide attack cursor
Hide unload cursor
Hijackers
Hijackers are reimbursed when a unit is grinded.
House
Out of bounds write could corrupt memory
how many
hsb
Hunter Seeker
How to set up
HVA
Always play animation when unit in air.

I

Improved Internal Error handling and debug logs to assist with debugging mods/Ares.
including AI trigger weights).
Infantry
Capture units that had their drivers killed.
Define whether an InfantryType behaves like a cow.
Enable or disable the Desolator special handling.
Expanded VehicleThief logic.
VehicleThief logic without workarounds.
InfantryTypes
Saboteurs blowing up buildings
Tiberian Fiends restored
INI
[#include] section allows rulesmd.ini to be split up into separate files.
instead of damaging it.
int
integer
integers
Interface
Campaign list
Campaign load screen text color customizable per mission.
Campaign load theme music customizable.
Custom Dropdown Colors.
Custom User Interface Colors.
Menu button customization.
Third Button / Campaign Button Customization.
intlist
IsBigLaser
IsMagBeam)
IsSonic
Ivan Bombs
Ivan Bombs will not damage cloaked Ivans.
Ivan Bombs won't disappear when victim is sold
Ivan bombs can be fired by any unit (instead of just infantry).

J

Jumpjets
Jumpjet units will sink when chronoshifted into water.
Shadows on jumpjet units will now be drawn correctly when the unit is airborne.

K

Keyboard Commands
AI Base Plan data dumping command (see what the AI
Display the current and the average frame rate on the screen.
Map snapshot command (saves a YRM map file of the current map).
Type data dumping command (dump type information to a log file

L

listofints
listofstrings
Load Screens
Dedicated load screen text colors for each faction.
locomotor
locomotors

M

Map Actions
Firestorm related actions 92 and 93 restored
Play sound at random waypoint fixed.
Map Triggers
Only existing players will receive reinforcements in multiplayer games through triggers.
Maps
Player @ X support for map events
Menu
Single-click Exit without confirmation
Mind Control
Mind-controlled buildings won't stop working.
Mirage disguise
Turrets and barrels will be disguised with the unit.
Missiles
Add new and customize the original missile types.
MIX
expandmd##.mix can override content from langmd.mix.
Mods
Specify mod name and version
money or power
money rather than a percentage).
Mouse Cursors
Defining a Cursor
Movies
Add new movies to the game
Multi Engineer checkbox in Skirmish menu.
Mutation
Stuck mutation animations are deleted (thus preventing a memory leak).

N

not just for NUKE.
nukes

O

Occupiers
Customize Assaulter logic
OpenTopped
Behind anim showing for OpenTopped passengers.
OpenTopped Gunner vehicles support passengers with Temporal weapons
OpenTopped transports will decloak to fire when their passengers fire.
Promote passengers as if they are part of the transport
Operators
Vehicles and buildings can be made to require an operator (driver)
or none at all
Overpowering
Vehicles can overpower buildings.

P

Palettes
Units can specify a custom palette.
Paradrops
Vehicles that are paradropped will now be centered correctly on the cell they land on rather than being offset.
Parasites
Mind-controller parasites will no longer draw the mind-control link when the the target is selected.
Parasites that destroy an airborne unit will fall to the ground and be destroyed too.
Particles
Custom Palette for Shape Particles
Customize Damage Range for Gas Particles
Optimizations for Pixel Particles
Passengers
Allow only specific passenger types
Pre-fill units with passengers like a Troop Crawler
percent
Percent chance for pilots and/or passengers to emerge/parachute from destroyed vehicles/aircraft.
percentage
percentages
percents
Performance
Several performance enhancements.
Pips
Pip distortion bug resolved
User-defined pips.
PKTs
Missionsmd.pkt can now be overridden by your own version inside expandmd##.mix
Multiple loose PKT files no longer have their contents duplicated.
plans to build).
PostClick
Prerequisites
Generalized Alternate Prerequisite Groups
Multiple separate prerequisite lists - a unit can
New Prerequisite Groups.
New StolenTech requirements.
PrerequisiteNegative makes a unit unavailable if a
Require building built by certain country.
Reverse-Engineering logic.
Units can require the map to be a specific theater (desert/snow/lunar/etc).
Prism
Constructing/selling Prism Towers are no longer eligible to be support towers.
Lost prism supports no longer contribute to the firing beam.
Prism support modifier fixed for game modes/maps.
Prism: Extended Prism networks ("Prism Forwarding")
ProduceCash
Unexpected ProduceCashDelay behavior
Projectiles
Attach ParticleSystems
projectiles.

R

Rad beams can have custom colors and duration and amplitude.
Railguns
AmbientDamage=0 does not deal any damage
Random Map Generator
Bridges over rivers.
New terrain style: Archipelago.
New tileset: Desert.
Place Urban Areas option.
rather than adding them to the string table.
Release note printed on-screen
require any one of several sets of buildings.
rgb

S

Screenshots saved as BMP files rather than PCX.
Secret Labs
Buildable secret labs will now have a boon.
Secret lab boons are picked truly at random.
Too many secret labs on a map would cause them all to be empty. Not anymore.
Self Heal
Customizable rate
Tiberian Dawn Mammoths
separate SellTime
Shipyards
Units being repaired are no longer immune to damage.
Sides
BaseUnit can now hold more than 3 vehicles.
New sides & countries (including numerous enhancements).
Sides can specify their own unique UI.
Tooltip and message colors.
User-defined EVA voices.
Sight
Values larger than 10 are possible.
signed byte
signed bytes
signed integer
signed integers
Skirmish
Can play single player skirmish without any computer players.
Slaves
Slaves change ownership if their enslaving unit does.
Sounds
Entering/leaving water sounds won't play when infantry is transported.
Units pulled by a Magnetron will on longer play their move sound.
Spawners
Flying Aircraft Carriers
special
specified number of frames (stackable or absolute).
Spies
Spying a war factory will not give you veteran build icons for naval units incorrectly.
Spy behaviour
Bonuses won't be granted when infiltrating allied buildings.
Demolish infiltrated building
Grant one-time or permanent super weapon
Multiple effects can be achieved on a single building.
New effect: Reveal production
New effect: Steal money amount (steals a set amount of
New effect: Stolen tech index (multiple new stolen techs).
Per-building power outage duration.
Per-building steal money percentage.
Reset all super weapons provided by a building
Spy Planes
SpyPlane.Count decoupled from AllyParaDropNum.
str
string
String Tables
Language-neutral string tables
Maximum number of strings increased to 20000.
Object names can be written directly into rulesmd.ini
stringlist
strings
Structures
Buildings that can be driven upon.
Trivial Structure Damage in low power situations
Subterranean
Units accidentally leaving map fixed
Super Weapons
AuxBuilding and negative AuxBuilding
Availability by country
Building animations played correctly for new super weapons.
Custom Cursors.
Custom EVA events.
Custom SW animation visibility.
Custom animation played at target cell.
Customizable charge to drain ratio for each superweapon.
Customize valid targets.
Designators providing targets.
DropPod reinforcements.
FireIntoShroud optional.
Firestorm Wall
Fix for AI wrongly using Force Sield
HunterSeeker recreated.
Inhibitors disallowing targeting.
Limit minimum and maximum firing range.
Money deductable when firing a superweapon.
Multiplayer option affecting campaigns
New super weapon type: GenericWarhead (detonate any
New super weapon type: UnitDelivery (create unit(s) at
Nuke super weapons can be overridden to use a sound other than DigSound for their siren.
PreClick
Several super weapon cursor animations enabled.
SonarPulse briefly reveals cloaked units.
SpyPlane can now specify which AircraftType
Unlimited super weapons on buildings

T

target location).
Tech Structures
Academies promote units when built
EVA and text notifications when captured and lost.
NeedsEngineer is honored when playing animations.
Oil Derrick can show the produced cash amount
Oil Derrick support for building upgrades
Return to neutral when player defeated.
Technos
Hide the actual name from enemies
TechnoTypes
Bounty awarded for killings
Promotion customizations
Radar Jammers.
Temporal
Temporal Warheads and potential occupation targets.
Temporal warheads no longer affect objects that are not Warpable.
Temporal warheads no longer gain experience when used against allies.
Temporal warheads won't gain twice the experience any more.
Temporal weapons
Repair animation on attacked buildings
Terrain
Destroyable cliffs can be destroyed by non-particle weapons.
Forest Fires
Theaters
Alternate Theater Art for all BuildingTypes regardless of first letter.
to the occupants inside (including fatal chance and damage modifier).
Toggle Power
AI can cope with low power
Customizable cursors
Keyboard command
Overlay image for powered down buildings
Transports
Turret-changing and gattling transports will eject all passengers.

U

Units
Customizable dig animations and sounds
Customizable fall rates
Damage sparks for all TechnoTypes.
DamageParticleSystems customizable.
Dimming deactivated voxel VehicleTypes
IFV clones
Inconsistent Chrono-Transport deploy behavior
More IFV Modes
More than 18 weapons and turrets
Separate Turret ROT
VoiceIFVRepair can be specified on any IFV unit.
unsigned byte
unsigned bytes
unsigned integer
unsigned integers
Upgrades
Building upgrades can now be used as prerequisites.
using InfantryElectrocuted= (instead of using the second animation

V

Vehicles
More than 8 facings for SHP units
Verses
Warhead verses special values (0%/1%/2%) should now apply their behavior consistently.
Veterancy
C4 Veteran Ability restored.
Custom insignia for veteran/elite units.
Hide insignia of enemy units.
New abilities
Occupiers with Trainable=no are no longer trained.
Units that start veteran as a country-specific bonus will now have veteran build icons.
Units won't lose their special weapon firing voices once they become elite.
Veterancy options for Passengers
Visual Effects
Visual Effects turning off on slower game speeds

W

Walls
Gates can be slammed onto any walls not just GAWALL or NAWALL.
Walls remap to the owning player's color.
warhead at target cell).
Warheads
Animation for InfDeath=5 can be overriden
CellSpread supports larger values.
Damage or don't damage units in the air
Disable Weapons
Disable the combat light flash on Iron Curtained objects
Flashing effect
Ion Cannon ripple effect for weapons.
Limit how often CellSpread hits the same object.
MAD Tank style Relative Damage
Malicious= warhead flag suppresses EVA's *ore miner under
Mechanics and Ambulances
New InfDeaths (InfDeathAnim= any animation
Nuke Flash
Per-warhead damage multiplier against deployed infantry.
Per-weapon WarpAway animation.
Permanent mind-control weapons.
PreImpactAnim= optional for every warhead
Sonar/Decloak effect
Suppress Unit Lost message
Suppress death weapons
Temporals consider health
Warheads can be set to kill the driver of a vehicle
Weapons can apply or remove the Iron Curtain effect for a
WaterImage= Amphibious vehicles can change their image when moving between water/land.
Waves can have custom colors.
Weapon
Cycle Gattling weapons without losing target.
Weapons
AttachEffect
Custom cursors
Disk Lasers support animations and Bright=
Make the firer abduct units from the battlefield like a Chrono Prison.
Muzzle flashes for more than 8 facings
Negatively Damaging Weapons with AnimList tags on their warheads will no longer cause errors.
Ordinary damage for IsSonic and UseFireParticles weapons
RadBeams and waves will use the correct FLH (instead of always using PrimaryFLH).
Radiation color was hardcoded for snow theater.
Ranged and ProjectileRange
Sonic wave ambient damage comes from the correct weapon (instead of always Primary).
Special weapons (mind-control/parasite/temporal) will now work in the Secondary slot.
Switch to other weapon if ammo is empty
Wave issues (IsLaser
Weapon taking more than one round of ammo
Whiteboy-Bug
The game now allows unlimited cameos in the sidebar instead of just 74.