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More veteran abilities - #2369

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Coronia:veteran-ability
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More veteran abilities#2369
Coronia wants to merge 7 commits into
Phobos-developers:developfrom
Coronia:veteran-ability

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@Coronia

@Coronia Coronia commented Aug 24, 2026

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What kind of change is this?

  • New feature, vanilla bugfix or enhancement of a released feature - changelog, docs and credits entries are needed.
  • Improvement to a new (unreleased) feature - docs and credits entries are needed; no changelog entry (Skip Changelog).
  • Bugfix to a new (unreleased) feature - credits entry is needed; no changelog or docs entries (Skip Changelog, Skip Docs).
  • Bugfix to an old (released) feature - changelog and credits entries are needed; no docs entry (Skip Docs).
  • Completely minor change (e.g. a typo fix) - no entries are needed (Skip Changelog, Skip Docs, Skip Credits).

Description

Weapon range adjustment on promotion

  • Now you can add RANGE to VeteranAbilities and EliteAbilities to adjust the weapon range of this TechnoType.
    • ProjectileRange of the weapon's projectile will also be affected if Projectile.ApplyModifiers set to true.

Tip

  • Abilities from VeteranAbilities keep working at elite level, and EliteAbilities are added on top, matching how vanilla abilities accumulate.
  • VeteranRange will be applied to the range calculation. Values greater than 1.0 lengthen the range, values smaller than 1.0 shorten it, and 1.0 (the default) leaves it unchanged.

In rulesmd.ini:

[General]
VeteranRange=1.0        ; floating point value, multiplier

[SOMETECHNO]            ; TechnoType, with VeteranAbilities and/or EliteAbilities containing RANGE.
VeteranRange=           ; floating point value, multiplier, default to [General] -> VeteranRange
  • You can also add CRITIMMUNE to the TechnoTypes' VeteranAbilities and EliteAbilities to grant them immunity when promoting.
  • You can add CRITCHANCE to VeteranAbilities and EliteAbilities to adjust the critical hit chance of this TechnoType.
- Abilities from `VeteranAbilities` keep working at elite level, and `EliteAbilities` are added on top, matching how vanilla abilities accumulate.
- `VeteranCritChance` will be applied to the range calculation. Values greater than `1.0` increase the chance, values smaller than `1.0` decrease it, and `1.0` (the default) leaves it unchanged.

In rulesmd.ini:

[General]
VeteranCritChance=1.0                      ; floating point value

[SOMETECHNO]                               ; TechnoType, with VeteranAbilities and/or EliteAbilities containing CRITCHANCE.
VeteranCritChance=                         ; floating point value, multiplier, default to [General] -> VeteranCritChance

@Coronia

Coronia commented Aug 24, 2026

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if there're more vanilla or Phobos stuffs that you think should be added to Veteran/EliteAbilities please comment here

@Metadorius

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Sectorz in Discord wanted gap and psychic beacon range increase badly as a veteran ability.

@github-actions

github-actions Bot commented Aug 24, 2026

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Nightly build for this pull request:

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@1Sector-z

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#2331

You have Done the VeteranRange, Please I really need for CNCNET those 3 that left of the 4. Thanks in advance.

[General]
VeteranGapRadiusInCells=
VeteranDetectDisguiseRange=
VeteranPsychicDetectionRadius=
*VeteranRange=

@Coronia

Coronia commented Aug 25, 2026

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#2331

You have Done the VeteranRange, Please I really need for CNCNET those 3 that left of the 4. Thanks in advance.

[General] VeteranGapRadiusInCells= VeteranDetectDisguiseRange= VeteranPsychicDetectionRadius= *VeteranRange=

do you want a multiplier that increase these values in veteran/elite, or you want to directly grant units such abilities?

@Coronia Coronia added Needs testing ⚙️T1 T1 maintainer review is sufficient labels Aug 25, 2026
@1Sector-z

1Sector-z commented Aug 25, 2026

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#2331
You have Done the VeteranRange, Please I really need for CNCNET those 3 that left of the 4. Thanks in advance.
[General] VeteranGapRadiusInCells= VeteranDetectDisguiseRange= VeteranPsychicDetectionRadius= *VeteranRange=

do you want a multiplier that increase these values in veteran/elite, or you want to directly grant units such abilities?

Multiplier, like all others Veteran bonus.

INI code

[General]
VeteranGapRadiusInCells= 1.3
VeteranDetectDisguiseRange=1.2
VeteranPsychicDetectionRadius=1.2
VeteranRange=1.2

Exemple

;Allied Gap Generator Building
[GAGAP]
Trainable=yes :By spy intiltrate Construction Yard
VeteranAbilities=STRONGER,SELF_HEAL,GapRadiusInCells

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3 participants