Migration Guide¶
If you are upgrading from previous versions of Ares, you may have to account for the following changes.
From Ares 0.1¶
Changed tags:
[SuperWeapon]►SW.Deliver
–>[SuperWeapon]►Deliver.Types
.- Replace the old tag name by the new tag name.
[SuperWeapon]►SW.DeliverBuildups
–>[SuperWeapon]►Deliver.Buildups
.- Replace the old tag name by the new tag name.
[SuperWeapon]►SonarPulse.Range
–>[SuperWeapon]►SW.Range
.- Replace the old tag name by the new tag name.
[SuperWeapon]►GenericWarhead.Warhead
–>[SuperWeapon]►SW.Warhead
.- Replace the old tag name by the new tag name.
[SuperWeapon]►GenericWarhead.Damage
–>[SuperWeapon]►SW.Damage
.- Replace the old tag name by the new tag name.
[SuperWeapon]►Nuke.Sound
–>[SuperWeapon]►SW.ActivationSound
.- Replace the old tag name by the new tag name.
Other changes:
Ares 0.1 supported options inares.ini
to configure how graphics surfaces were allocated. The tagsSurface.*.Memory
andSurface.*.Force3D
are obsolete now and have no effect any more.
From Ares 0.2 and below¶
Changed tags:
No changes required.
Other changes:
The ini file reader has been updated for Ares 0.3. Values that were invalid previously might now be valid, and previously valid notations might have become invalid. If values cannot be parsed correctly, Ares puts a message into the debug log.
For example, it was possible to supply only one or two numbers when three comma separated numbers were expected. In that case, the value became inconsistent. This is no longer allowed and will result in a message in the debug log.
From Ares 0.3 and below¶
Changed tags:
The following tags have been changed to use the actual value of their default tags, not the value the default tags have in
rulesmd.ini
. If a default is changed in a game mode or map file, this updated value will be used. In other words: It now uses the last value, while previously the first would have been used.If you do not change a default tag in game modes or maps, no action is needed. If you want to use the value the default tag has in
rulesmd.ini
, you have to copy the default value to the respective tag.
[Weapon]►IvanBomb.AttachSound
- Defaults to
[AudioVisual]►BombAttachSound
.[Weapon]►IvanBomb.TickingSound
- Defaults to
[AudioVisual]►BombTickingSound
.[SuperWeapon]►Lightning.Sounds
- Defaults to
[AudioVisual]►LightningSounds
.[SuperWeapon]►Lightning.Clouds
- Defaults to
[General]►WeatherConClouds
.[SuperWeapon]►Lightning.Bolts
- Defaults to
[General]►WeatherConBolts
.[SuperWeapon]►Lightning.Debris
- Defaults to
[General]►MetallicDebris
.
Other changes:
Animations that have an owner now also respect
AffectsAllies
. Previously onlyAffectsEnemies
was supported.The original tag
Crashable
does now also apply to AircraftTypes. Previously it had no function.The original tags
Pip
andOccupyPip
have been changed to also support integers. Previously, integers were invalid and defaulted to green.
From Ares 0.4 and below¶
Changed tags:
The following tags have been changed to use the actual value of their default tags. (Continued work from the Ares 0.4 release.)
[Side]►DefaultDisguise
- Defaults to the original tag for a side.
[Side]►Crew
- Defaults to the original tag for a side.
[Side]►SurvivorDivisor
- Defaults to the original tag for a side.
[Side]►AI.BaseDefenses
- Defaults to the original tag for a side.
[Side]►AI.BaseDefenseCounts
- Defaults to the original tag for a side.
[Weapon]►IvanBomb.Warhead
- Defaults to
[CombatDamage]►IvanWarhead
.[Weapon]►IvanBomb.Damage
- Defaults to
[CombatDamage]►IvanDamage
.[Weapon]►IvanBomb.Delay
- Defaults to
[CombatDamage]►IvanTimedDelay
.[Weapon]►IvanBomb.FlickerRate
- Defaults to
[CombatDamage]►IvanIconFlickerRate
.
Other changes:
Values in
[Side]►Crew
and[Side]►DefaultDisguise
will not be added to the list of InfantryTypes automatically any more. Make sure these values are listed under the InfantryTypes list.Previously, destroyed units did not eject survivors if they were owned by Neutral or Special, because Ares did not support survivors for them. The original handling has been restored, and these houses will use
[General]►Technician
as crew.
From Ares 0.5 and below¶
Changed tags:
The following tags have been changed to use the actual value of their default tags. (Continued work from earlier Ares releases.)
[Side]►ParaDrop.Num
- Defaults to the original tag for a side.
[Side]►ParaDrop.Types
- Defaults to the original tag for a side.
[Side]►Parachute.Anim
- Defaults to
[General]►Parachute
.[Country]►ParaDrop.Num
- Defaults to the side’s
ParaDrop.Num
.[Country]►ParaDrop.Types
- Defaults to the side’s
ParaDrop.Types
.[Country]►AI.PowerPlants
- If empty or not set, the side’s default power plants are used.
[Weapon]►Wave.Color
- Default depends on wave type.
[SuperWeapon]►SW.Damage
- Default depends on
Type
.[SuperWeapon]►SW.Range
- Default depends on
Type
.[SuperWeapon]►SW.Deferment
- Defaults to
[General]►LightningDeferment
forType=LightningStorm
.[SuperWeapon]►SW.Animation
- Default depends on
Type
.[SuperWeapon]►SW.Sound
- Default depends on
Type
.[SuperWeapon]►SW.ActivationSound
- Default depends on
Type
.[SuperWeapon]►Lightning.Duration
- Defaults to
[General]►LightningStormDuration
.[SuperWeapon]►Lightning.RadarOutage
- Defaults to
[General]►LightningStormDuration
.[SuperWeapon]►Lightning.HitDelay
- Defaults to
[General]►LightningHitDelay
.[SuperWeapon]►Lightning.ScatterDelay
- Defaults to
[General]►LightningScatterDelay
.[SuperWeapon]►Lightning.Separation
- Defaults to
[General]►LightningSeparation
.[SuperWeapon]►Lightning.PrintText
- Defaults to
[General]►LightningPrintText
.[SuperWeapon]►Lightning.BoltExplosion
- Defaults to
[General]►WeatherConBoltExplosion
.[SuperWeapon]►Nuke.TakeOff
- Defaults to
[General]►NukeTakeOff
.[SuperWeapon]►Dominator.FireAtPercentage
- Defaults to
[General]►DominatorFireAtPercentage
.[SuperWeapon]►Chronosphere.BlastSrc
- Defaults to
[General]►ChronoBlast
.[SuperWeapon]►Chronosphere.BlastDest
- Defaults to
[General]►ChronoBlastDest
.[SuperWeapon]►Mutate.Explosion
- Defaults to
[General]►MutateExplosion
.
From Ares 0.6 and below¶
Changed tags:
No changes required.
Other changes:
Only unpowered units create sparkle particle systems. Deactivation because of EMP and Operator logics does not make the unit sparkle any more. This is not optional at the moment.
From Ares 0.7 and below¶
Changed tags:
No changes required.
Other changes:
The Unit Delivery super weapon uses a new placing method. Compared to previous versions, unit and buildings are placed more random now. Delivered objects are put on guard, area guard or hunt mission.
Force Shield no longer considers buildings with
ForceShield.Modifier
less than or equal to 0.0 eligible targets.Super weapon targeting mode Self now centers on the firing building instead of using the origin.
From Ares 0.8 and below¶
Changed tags:
The following tags have been changed to use the actual value of their default tags. (Continued work from earlier Ares releases.)
[BuildingType]►SecretLab.PossibleBoons
- Defaults to the combination of the latest
[General]►SecretInfantry
,[General]►SecretUnits
and[General]►SecretBuildings
.
Other changes:
The way projectiles deliver the new warhead effects has changed. Previously, they were applied on the location the projectile was supposed to hit, not where it actually detonated. Short distance misses still count as direct hit. Abduction, KillDriver and Occupant Damage are only applied on direct hits.
AttachEffect only checked verses if it had an owner. Now verses are applied even if owner-less. Previously affected victims might not get affected any more.
The default
SW.AITargeting
forType=HunterSeeker
super weapons has been changed from NoTarget to HunterSeeker. It now only fires if the house has selected a favorite enemy.The targeting type Stealth now adheres to
SW.AIRequiresTarget
andSW.AIRequiresHouse
instead ofSW.RequiresTarget
andSW.RequiresHouse
. The targeting type Offensive no longer requiresSW.AffectedHouse
to include enemies.Prism Forwarding now properly uses negative intensity values for supporting beams. A
PrismSupportModifier
related bug has been fixed.Lasers were often drawn too big. This has been changed.
From Ares 0.9 and below¶
Changed tags:
No changes required.
Other changes:
Solid Buildings have been reworked. The feature now works with invisible projectiles. Also, units will now change positions instead of just firing through a Solid Building.
The Firestorm Wall active and idle animations will now draw in the building’s palette, while they were drawn using the animation palette before.
ares.csf
will always be read, no matter which language the game is run in.
From Ares 0.B and below¶
Changed tags:
[TechnoType]►Spotlight.StartHeight
- Default has been changed to 430. Defaulted to 200 before.
[TechnoType]►Spotlight.AttachedTo
- The value barrel is no longer supported. Use turret instead.
[Country]►AI.PowerPlants
- Default for the second side and all sides after side 3 now includes
[General]►NodAdvancedPower
again.[Projectile]►SubjectToFirewall
- The tag has been removed. Use
[Projectile]►IgnoresFirestorm
instead.
Other changes:
None.
From Ares 0.C and below¶
Changed tags:
[General]►EngineerDamageCursor
- The tag has been removed. Customize the EngineerDamage cursor instead.
[General]►TogglePowerCursor
- The tag has been removed. Customize the TogglePower cursor instead.
[General]►TogglePowerNoCursor
- The tag has been removed. Customize the NoTogglePower cursor instead.
[SuperWeapon]►Cursor
- The tag has been changed to only support mouse cursor names.
[SuperWeapon]►NoCursor
- The tag has been changed to only support mouse cursor names.
[SuperWeapon]►Deliver.Buildups
- The tag has been removed. Buildups are now always on.
Other changes:
Some ArmorType parsing issues have been resolved to improve defaulting to other types, and to not reset data unexpectedly.
The Unit Delivery super weapon has been reworked. It now allows placing units on ore, and delivered objects are put on guard, area guard or hunt mission. The option to skip the buildup animations has been deprecated, because it never worked correctly.
Hunter Seekers no longer target objects under the effect of the Iron Curtain or objects being temporally attacked.
From Ares 0.D and below¶
Changed tags:
[SuperWeapon]►Nuke.Payload
- No longer automatically adds the weapon to the list. Ensure that the weapon is known to the game by adding it to the
[WeaponTypes]
list.
Other changes:
KillDriver
has been changed to be applied like regular damage. It now respects immunities and supportsCellSpread
. Thus, the effect might not be applied in all cases where it was applied before, and might be applied in cases where it previously was not.
From Ares 0.E and below¶
Changed tags:
No changes required.
Other changes:
Some Super Weapon Targeting Modes used the wrong target cell when firing at buildings. Now, the centers of the buildings are targeted. Affected modes are Nuke, LightningStorm, Offensive, Stealth, Self, and MultiMissile.
From Ares 1.0 and below¶
Changed tags:
[BuildingType]►SpyEffect.UnitVeterancy
- This setting has been replaced by finer grained options. Replace with
SpyEffect.InfantryVeterancy=yes
for BuildingTypes withFactory=InfantryType
, and withSpyEffect.VehicleVeterancy=yes
for BuildingTypes withFactory=UnitType
to achieve the previous effect.[BuildingType]►FactoryOwners.HaveAllPlans=
–>[BuildingType]►FactoryOwners.Permanent=
.- Replace the old tag name by the new tag name.
[Warhead]►Ripple.Radius=
–>[Warhead]►IonCannon.Ripple=
.- Replace the old tag name by the new tag name.
[Weapon]►Abductor.ChangeOwner=
.- Respects PSIONICSIMMUNE veteran ability.
Other changes:
Splits logic only targets air units if the
AirburstWeapon
projectile isAA=yes
. Furthermore, Splits logic now only retargets objects that the projectile’s warhead can affect.Units lifted by a Magnetron no longer count as being actively in air, and EMP might no longer destroy them.
The AI supports other Iron Curtains and it might now use super weapons with
Type=IronCurtain
it has not used before, because of the changed default forSW.AITargetingMode
. To restore previous behavior, manually setSW.AITargetingMode=none
on all but the first super weapon withType=IronCurtain
.
DeployToLand=yes
units will only turn towardsDeployDir
if they have aDeployingAnim
.
From Ares 2.0 and below¶
Changed tags:
[BuildingType]►SpyEffect.StolenMoneyAmount
[BuildingType]►SpyEffect.StolenMoneyPercentage
now takes precedence, and the meaning of this tag changed if both tags are used together. To retain the previous behavior in this case, remove[BuildingType]►SpyEffect.StolenMoneyPercentage
.[BuildingType]►PrismForwarding.MyHeight
- The tag has been removed. It had no effect.
[BuildingType]►Rubble.Destroyed
- The hardcoded building properties have been removed. To go back to the previous behavior, set
TogglePower=no
andUnsellable=yes
. Rubble buildings are not allowed to have occupants or passengers.[InfantryType]►IsDesolator
- Now also controls the behavior that deployed infantry starts firing at the ground automatically. Desolator-like infantry has to have this set.
Other changes:
Overlay images for Ivan Bombs have been rewritten to work like in the original game. Editing
bombcurs.shp
is no longer necessary.The default
SW.AITargeting
forType=DropPod
super weapons has been changed from ParaDrop to DropPod. The effect is similar.The Soviet Repair Depot can now by default be used to sell units. To restore the vanilla behavior, add
[NADEPT]►UnitSell=no
torulesmd.ini
.