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4 changes: 0 additions & 4 deletions new/additionalarmortypesandverses.rst
Original file line number Diff line number Diff line change
Expand Up @@ -120,7 +120,3 @@ create a new armor type that will emulate this as follows:

The above settings give the IceMan unit a damage immunity to the
IceMan weapon, even though he can still be attacked by that weapon.



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4 changes: 0 additions & 4 deletions new/alternatetheaterart.rst
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,3 @@ arctic theater and only for InfantryTypes.


.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/chronoprisons.rst
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Expand Up @@ -39,7 +39,3 @@ NB: In order to use this, you have to use YR's multi-turret logic,


.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/chronoshift.rst
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Expand Up @@ -17,7 +17,3 @@ Per-unit Chronosphere options.


.. versionadded:: 0.2



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4 changes: 1 addition & 3 deletions new/customanimationandprojectilepalettes.rst
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Expand Up @@ -14,8 +14,6 @@ the theater specific part of the filename. Note that if you're using
this on projectiles, you have to add the projectile to the
`[Animations]` list.
Custom animation and projectile palettes. CustomPalette=
.. versionadded:: 0.2



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.. versionadded:: 0.2
4 changes: 0 additions & 4 deletions new/custombuildingfoundations.rst
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Expand Up @@ -20,7 +20,3 @@ Network is incompatible with Google Chrome, and results in gibberish.
Be advised.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/customcameopalettes.rst
Original file line number Diff line number Diff line change
Expand Up @@ -23,7 +23,3 @@ NB: The cameo must not use the color at index 0 of the palette. It
will be transparent in-game.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/customizableinsignia.rst
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Expand Up @@ -19,7 +19,3 @@ specified will still display the 15th/16th frames of pips.shp as
usual. Custom insignia for veteran/elite units.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/customizableparachuteanimations.rst
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Expand Up @@ -16,7 +16,3 @@ will increase to match `[General]NoParachuteMaxFallRate=`. Custom
parachute animations.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/customizableveterancy.rst
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Expand Up @@ -50,7 +50,3 @@ also could promote its passengers (but without the mind-control check)
if it had `Trainable=no` set.

.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/destroyunitsbyemp.rst
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Expand Up @@ -30,7 +30,3 @@ Using `inair` causes the Siege Chopper not to be destroyed when it is
deployed.

.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/hardcodedunitproperties.rst
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Expand Up @@ -54,7 +54,3 @@ In Ares you can specify the VoiceIFVRepair tag on any IFV unit.
VoiceIFVRepair can be specified on any IFV unit. VoiceIFVRepair=

.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/include.rst
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Expand Up @@ -42,7 +42,3 @@ however, this only works if you do not specify a subfolder.
files. #include

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/infantryelectrocuted.rst
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Expand Up @@ -12,7 +12,3 @@ using `InfantryElectrocuted=` (instead of using the second animation
from [Animations]). InfantryElectrocuted=

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/killingdrivers.rst
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Expand Up @@ -36,7 +36,3 @@ implemented. You will need a ` `VehicleThief``_ to acquire a neutral
vehicle.

.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/lightningrods.rst
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Expand Up @@ -17,7 +17,3 @@ damage. Rudimentary Lightning Rods.
NB: This logic is likely to be expanded in future versions.

.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/listlengths.rst
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Expand Up @@ -10,7 +10,3 @@ lists is now 2048 characters. Several INI flag lists have been
extended to allow more text to be parsed.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/looseaudiofiles.rst
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Expand Up @@ -8,7 +8,3 @@ in the Red Alert 2 directory or in the MIX files can now be played,
without having to include them in audio.bag.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/makeinfantryowner.rst
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Expand Up @@ -42,7 +42,3 @@ unit palette instead of anim.pal. MakeInfantry animations
be as killer|victim|neutral|random. MakeInfantryOwner=

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/miscellaneousmoddingenhancements.rst
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Expand Up @@ -3,7 +3,3 @@ Miscellaneous Modding Enhancements

All the changes/additions that make various tasks easier for the mod
author, but don't directly provide any new functionality.



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4 changes: 0 additions & 4 deletions new/mixloadingorder.rst
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Expand Up @@ -6,7 +6,3 @@ content from langmd.mix. expandmd##.mix can override content from
langmd.mix.

.. versionadded:: 0.1



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3 changes: 0 additions & 3 deletions new/mousesha.rst
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Expand Up @@ -8,6 +8,3 @@ game. SHP compression can be used on mouse.sha.
.. versionadded:: 0.1

NB: Not yet successfully implemented.


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6 changes: 1 addition & 5 deletions new/newpoweredunitlogic.rst
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Expand Up @@ -10,7 +10,7 @@ allows each side to have multiple buildings power multiple units.
as allowing multiple buildings to provide power.


Introduced in version 0.2
.. versionadded:: 0.2

NB: Be advised, if a powered unit is being built when the powers.units
building is destroyed, the immobile unit will jam up that WarFactory
Expand All @@ -23,7 +23,3 @@ general.
NB: `PoweredBy=` can use multiple buildings, but be advised, using a
comma to separate multiple buildings will be parsed as "or" rather
than "and". There is no "and" capacity.



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4 changes: 0 additions & 4 deletions new/operator.rst
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Expand Up @@ -65,7 +65,3 @@ Vehicles and buildings can be made to require an operator (driver)
before they will function.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/pcxcameos.rst
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Expand Up @@ -24,7 +24,3 @@ NB: Like other PCX files used by the game, the PCX files used for this
feature *must* have 256 colors and dimensions of 60x48 pixels .

.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/prerequisites.rst
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Expand Up @@ -96,7 +96,3 @@ does not override or nullify
GenericPrerequisites

.. versionadded:: 0.1



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3 changes: 0 additions & 3 deletions new/prismforwarding.rst
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Expand Up @@ -265,6 +265,3 @@ for this was to be sure that warhead and/or damage was defined. If
this happens to you, be sure to check that your PF modification defines
warhead values or damage values.
(`Bug #896095 <https://bugs.launchpad.net/ares/+bug/896095>`_)


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4 changes: 0 additions & 4 deletions new/radarjammers.rst
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Expand Up @@ -21,7 +21,3 @@ Ares's jammers also jam the SpySat Uplink. Radar jammers.


.. versionadded:: 0.2



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8 changes: 3 additions & 5 deletions new/reverseengineerlogic.rst
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Expand Up @@ -16,18 +16,16 @@ customization.

NB: Currently `Grinding=yes` is needed to the reverse-engineering
building to have this logic working. Also, reverse-engineered units
will ignore `Prerequisite=`, `PrerequisiteLists`,
will ignore `Prerequisite=`, `Prerequisite.Lists`,
`PrerequisiteOverride`, `StolenTech`, both old and new models,
`TechLevel`, `RequiredHouses` and `ForbiddenHouses`, but obeying
`BuildLimit`, `PrerequisiteTheaters`, `NegativePrerequisite`,
`BuildLimit`, `Prerequisite.RequiredTheaters`, `Prerequisite.Negative`,
`Factory=` and `Naval=` settings.

NB: While this logic appears to be working, there have also been some
minor bugs related to this feature. Be advised.
Reverse-Engineering logic. ReverseEngineersVictims=
SpyEffect.UndoReverseEngineer= CanBeReversed=
.. versionadded:: 0.2



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.. versionadded:: 0.2
4 changes: 0 additions & 4 deletions new/secretlabs.rst
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Expand Up @@ -45,7 +45,3 @@ Secret.RequiredHouses and Secret.ForbiddenHouses when captured. This
is not a bug. Per-building secret lab boons.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/sidescountries.rst
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Expand Up @@ -167,7 +167,3 @@ flags in the side's INI section:


.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/solidbuildings.rst
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Expand Up @@ -26,7 +26,3 @@ In artmd.ini:


.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/spybehavior.rst
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Expand Up @@ -126,7 +126,3 @@ Factories


.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/stringtableenhancements.rst
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Expand Up @@ -13,7 +13,3 @@ characters. Object names can be written directly into rulesmd.ini
rather than adding them to the string table.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/superweapons.rst
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Expand Up @@ -1112,7 +1112,3 @@ relatively small amount of game time that the Wall is active for.
Firestorm Wall Firestorm.Wall= SubjectToFirestorm=

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/survivors.rst
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Expand Up @@ -67,7 +67,3 @@ Percent chance for pilots and/or passengers to emerge/parachute from
destroyed vehicles/aircraft.

.. versionadded:: 0.1



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4 changes: 0 additions & 4 deletions new/urbancombattrenches.rst
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Expand Up @@ -171,7 +171,3 @@ building.
Specifying the occupants of a building.

.. versionadded:: 0.2



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4 changes: 0 additions & 4 deletions new/warheads.rst
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Expand Up @@ -197,7 +197,3 @@ with the ID `NUKE`. Ares enables this for arbitrary warheads.


.. versionadded:: 0.2



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