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Phobos Build 35 is ready to be tested!
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Supreme Banshee

Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon May 29, 2023 3:07 am    Post subject:  Phobos Build 35 is ready to be tested!
Subject description: Love is in the air.... and that's where we will strike with AAOnly=true
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Hi everyone! The team behind Phobos has recently released the Build 35 to be tested by the public. For those who are not acquainted with it, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. Here is the official announcement from Phobos Build 35:

Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with fewer stability guarantees.
Phobos development build 35 is up!

Changes compared to build 34:

Migration info:

  • INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags -Include and -Inheritance.
  • A previous change that made AG=no projectiles unable to fire against ground targets has been reverted. Use new key AAOnly to enable anti-air only mode in conjunction with AA=yes.
  • LaunchSW.RealLaunch=false now checks if the firing house has enough credits to satisfy SW's Money.Amount in order to be fired.
  • CreateUnit now creates the units by default at the animation's height (even if CreateUnit.ConsiderPathfinding is enabled) instead of always at ground level. This behavior can be restored by setting CreateUnit.AlwaysSpawnOnGround to true.
  • The obsolete [General] WarpIn has been enabled for the default anim type when technos are warping in. If you want to restore the vanilla behavior, use the same anim type as WarpOut.


  • AAOnly for projectiles (by Starkku)
  • CreateUnit improvements & additions (units spawning in air, spawn animation) (by Starkku)
  • Option to center pause menu background (by Starkku)
  • LaunchSW.DisplayMoney (by Starkku)
  • Disguise logic improvements (by Starkku)
  • Custom insignias (by Starkku)
  • Upgrade logic to allow altering of SpySat status (by Otamaa)
  • Allow ZShapePointMove to apply during buildup via ZShapePointMove.OnBuildup (by Starkku)
  • UndeploysInto building selling buildup sequence length customization (by Starkku)

Vanilla fixes:

  • Transports with OpenTopped=true and weapon that has Burst above 1 and passengers firing out no longer have the passenger firing offset lateral shift position based on burst index (by Starkku)
  • Light tint created by a building is now able to be removed after loading the game (by Trsdy)
  • Prevented crashing jumpjet units from firing (by Trsdy)
  • Fixed disguised infantry not using a custom palette for drawing the disguise when needed (by Starkku)
  • Reenabled the obsolete [General] WarpIn as the default anim type when units are warping in (by Trsdy)
  • Fixed permanent health bar display for units targeted by temporal weapons upon mouse hover (by Trsdy)
  • Buildings with superweapons no longer display SuperAnimThree at the beginning of the match if pre-placed on the map (by Starkku)
  • AI players can now build Naval=true and Naval=false vehicles concurrently like human players do (by Starkku)

Phobos fixes:

  • CreateUnit now uses the civilian house as the owner instead of the intended owner house has been defeated (this is in line with how MakeInfantry works) (by Starkku)
  • IsHouseColor laser trails on techno now correctly change color when it changes owner (by Trsdy)
  • Fixed Layer.UseObjectLayer=true to work correctly for all cases where the object changes layer (by Starkku)
  • Fixed floating point value parsing precision to match the game (by Starkku)
  • Fixed DetonateOnAllMapObjects.RequireVerses not considering shield armor types (by Starkku)
  • Restored wake animation for debris animations and added WakeAnim for customization (by Starkku)
  • Fixed new AI attack scripts requiring non-zero damage instead of simply being able to target to be able to pick targets (by Starkku)
  • Fixed a crash caused by incorrect values for TilesInSet being parsed from theater INIs (by Starkku)
  • Buildings sold by AutoDeath no longer play a click sound effect (by Trsdy)

Fixes/interactions with other extensions:

  • Fixed an issue introduced by Ares that caused Grinding=true building ActiveAnim to be incorrectly restored while SpecialAnim was playing, and the building was sold, erased or destroyed (by Starkku)

You can test this version of Phobos by grabbing it at GitHub.

You can learn more about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. And that's all for now!

Key Words: #News #RedAlert2 #YurisRevenge #Ares #Phobos 


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